Here is a report of a WW1 game with the simple Divisional rules that you can download here... German vs French 1918.
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The picture shows the initial deployment, after the German preparatory bombarment. German artillery managed to clear the French barbed wire from 2 squares (= "cratered"). French deployed their MGs in defence of this area and the other Battalions in the first line, behind the other barbed wire section.
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The Germans concentrated their tanks on one square and their Stormtroopers in front of the cratered area, then assaulted the French defences, supported by clouds of Poison Gas!


First German assaults managed to conquer almost all the first French line of defences, but one of their tank units was destroyed. The French quickly fired almost all their artillery support points and the Germans expended one turn clearing other barbed wire sections, making room for the incoming second wave...

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Stormtroopers and Infantry battalions attacked through 
cratered terrain and Poison gas clouds, but their assault failed on one square, halted by deadly MGs and by the last shells from French artillery.


At turn 6, a roll of "5" meant that the day was over... the Germans occupied all the squares in the 1st row after their half of the table, but two squares in the 2nd row were still defended by the valiant French... this meant  "Indecisive Victory"


Casualties: 1 tank unit, 1 Stormtrooper Btg and 6 Infantry Btgs for the Germans; 6 Infantry Btgs for the French. In my games so far, I was never able to gain more than an Indecisive Victory... can you be a better WW1 Division Commander than me? (I bet yes...)
 
 
A brief report of two quick solo games with the Pz8 Aerial Wargaming Rules, 1935-65 and 1/600 models. Each airplane is marked with a card symbol and activated when that card is drawn. This make a fun game even without a real opponent... in fact I lost both battles!
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In the first game I had 4 British Hawker Hunter (Average pilots) against 6 Egyptian MIG 15 (Green pilots except the MIG marked with the Ace, that was Average... a Soviet pilot in disguise?).

The two squadrons deployed on opposite corners and then the air battle begun. With fast jets on such a small surface, the fight is fast and furious. The green Egyptian pilot were disadvantaged at long range firing, but their number (and a very bad luck for the British) at the end gained a victory... all the Hunters were destroyed, at the loss of 3 MIGs and another damaged one.

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In the second game, I experimented a kind of scenario and some quick rules for ground attacks, and they worked rather well. The objective of a Squadron of 3 Israeli Ouragan w/rockets (2 Average, 1 Veteran) was the  Egyptian column in the middle of the board. The small red dice, each showing a number from 1 to 6, indicate the possible entry point of a Squadron of 4 Egyptian Vampires (Green). From turn 2, roll 1 D6 = 5,6 = the Egyptian jets enter the table.


The Vampires arrived from the first D6 roll (ooops!), and surprised the Ouragan while preparing their ground attack the lowest altitude level... one of the Israeli pilots managed to shoot his rockets and destroyed the head of the column, but then was Damaged and crashed. The other two encountered a similar fate, without killing any other ground objective. A sad day for the IAF!


Here are the add-on rules (I did not still playtest the Dive bombers rule...):


Ground Attacks
Ground Attacks can be done instead of firing, when one aircraft ends its movement in one hex adjacent to a Target. Select type of attack: Bomb(s) / Rockets (once in a game) or Strafing.



Roll 1 D6 – Alt Level, - 1 if the aircraft expended more than 3 MPs in that turn. Exception: Dive bombers must attack from their max Alt Level, and simply roll 1D6 -1.



Target is Destroyed with a result = 3-5 if using Rockets, 4-5 if using Bomb(s), 5 if Strafing. If the D6 roll = unmodified 1, the Aircraft is Destroyed by AA fire.



Aircrafts carrying Bombs or Rockets subtract - 1 from their MPs and max. Altitude and can’t change direction 180°, until they deliver them.











 
 
This is my third WW1 army in 2mm: the French. For these I experimented a different basing tecnique. When spreading the PVA glue on the bases, I left some blank spots here and there, then textured with fine sand. As for the previous armies, I painted the sand with brown, then painted the blank spots with gloss clear arcylic, to represent water pools. 
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The figures are primed black, then drybrushed with medium blue, with a final drybrush of light, greyish blue. I cut some single 2mm figures (!) from some skirmisher strips from the Irregular Miniatures 2mm Ancient range, and added them to some bases, as wounded / dead... glued with a small dot of PVA and handled with a pair of tweezers, than painted. I had also some strips of skirmishers from the 2mm Horse & Musket range, they are kneeled (not prone as the 20th century infantry) and some have recognizable rifles. I used them for making a couple of infantry bases, and cut them in sections of 2-3 men for the HMG bases (at this scale, no one will notice...).
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In the picture, the base on the right has two strips of Horse & Musket skirmishers. Finally I added some barbed wire (see British army on a previous post). The blue uniform of the French make them rather recognizable on the battlefield... even at this incredibly tiny scale.