Friday, June 30, 2023

Neil Thomas' "Wargaming An Introduction: WWII" Part 3

Can the CCNN Infantry hold off Ariete in a Maneuver battle?
The odds are against them, but they have 1 Million Bayonets and Ideology!

Well, the fiddling around with the "Wargaming: An Introduction - WWII" rules continues, and is reaching the final stage.  

At this point, I have cleaned up most loose asoects [terrain, transport, Line of Sight, etc] with traditional game mechanics, streamlined some of the over-engineered bits [eight different movement categories], and added rules for things that just plain weren't there [shooting at trucks, loaded or unloaded...they come with the ATGs, which is easy to overlook!]. There are actually very few real changes, and most of the additions are arguably not essential [like I put in destroying buildings...because gamers love to do it and so do I!].

But the one thing that was hardest to figure out, then alter to make it more in line with ALL modern military thinking since 1900-ish, but keep the spirit of the rules, was the Turn Sequence.

This is a largely backwards turn sequence and makes no sense to modern warfare.  Why? You ask?  It is:
  • Move
  • Shoot
  • Assault
Like a set of medieval rules, where shooting is secondary to melee / close combat / Hand-to-hand, whatever you want to call it.  

My guess is that NT kept it that way to keep it in line with the preceding several sets of rules in the book. The exception is the modern skirmish rules, placed in the British colonial period [where shooting is mostly modern] and melee is secondary:
  • Actions: Perform Move or Shoot Action, by figure, in any order.
  • Melee: Resolve hand to hand combat.
  • Morale: check morale if the force has taken enough casualties.
This sequence is great for a skirmish game, and allows shooting to occur first to prep the target for an assault, or to manuever, or whatever. But it's the exception.

Generally, from Ancients to Black Powder [ending with the ACW] the "Wargaming: an Introduction" rules are:
  • Move
  • Shoot
  • Hand to hand
  • Morale
for every period. I think NT decided to just keep this sequence for the WWII rules thinking that change was not essential.

The "Wargaming: An Introduction" WWII rules are written for a Unit = squad of infantry, one Gun, or one Vehicle / Tank.  This makes a force, typically, 1-3 platoons of infantry [9 squads of 9 figs max], up to a platoon of 4-5 tanks, up to a battery of 2-4 guns, more or less.  In essence, it is a reinforced infantry company.  

A similar level of fighting is used in a couple of other popular sets of rules. However, the game is placed one level below the very popular Unit = Platoon level of battle, personified lately by Flames of War [altho FoW uses Teams of 2-5 on a base, the basic Unit is several bases making a platoon].  Interestingly, it likely requires more figures to play than FoW altho both represent men and vehicles at 1:1 on the table! Well, unless you have cheap Russian conscript battalions running around...

In any event, definitely from WWII to today, military doctrine is solidly in the "Fire and Maneuver" camp.  You FIRE at a target until it is suppressed, then you MANEUVER against it to close in and destroy it or drive it away.  This is better expressed as "Fire THEN Maneuver" I would say, because unless you are infiltrating the enemy line, you are definitely shooting first with a carefully executed fire plan, THEN maneuvering your men and vics to outflank and overrun or destroy the defender.

If one uses a Move then Fire turn sequence, you have the plan for the player's turn backwards.  **This results in an awkward [but some might argue justified] opposing Player Turn in between your Fire then Maneuver plan.**  It looks like this:
  • [I Check Morale, I Move,] I Fire, I Resolve My Assaults
  • U Check Morale, U Move, U Fire, U Resolve Your Assaults
  • I check Morale, I Move, I Fire, I Resolve My Assaults
As can be seen, instead of "Fire then Maneuver" the sequence is:
"I Fire [U Move-Shoot-Assault] I Maneuver
which permits a generous opportunity for the defense to not just shoot back [expected] but also maneuver as rapidly in response as the Attacker in initiating the Attack.  

My biggest problems with the generous allowance of a full opposing player turn in the middle of my "Fire then Maneuver" plan are:
  1. A well-planned and executed attack has Momentum, moving faster than a *responding* defense. The attacker knows his plan, the defender doesn't.
  2. Units that Assault in the Move Phase, are in the way of friendly shooting in the shooting phase; Assaulting infantry also don't shoot. This gives a huge break to the target of an Assault!
  3. As the game allows moving and shooting, it promotes "Alpha-Strike" where an Attacker may Maneuver from out of defender's Range, into Range, then shoot first [usually with a penalty, granted] before Defenders may shoot back. This is blatantly unhistorical - the strength of the Defense is to be ready to shoot first or perhaps simultaneously.
The RAW turn sequence not only makes no sense in military planning, it makes no sense in "reality" where - generally - lurking defenders can get the first shot off.

So clearly, the turn sequence needed to be changed to a:
  • Shoot
  • Move
  • Assault
sequence, to bring us back to modern warfare. This was easier said than done, largely due to the interesting placement of Morale at the beginning of the friendly player turn. Also, there is no rally mechanic - if a Unit is Suppressed or Pinned, it automatically ends at the start of one's next Morale Check Phase

In the end, after lots of toying around to get the correct sequence with the least rule changes, I came up with:
  • Shoot [mark all hits; do not resolve them]
  • Move
  • Resolve Hits [opponent make saves, checks morale]
  • Resolve Assaults
This also had the wonderful effect of making the Maneuver part of the plan very suspenseful: you know you have inflicted some Hits on the enemy Unit, but not the final results of the Hits [No effect? Suppressed? Pinned?] until after you have Moved.  If you want to be certain you won't be shot up by the Target Unit, you have to wait a full turn to see how it goes - which gives the enemy that response time [a player turn] but you GAVE it to him as a decision, not the game! Also, it means that the effects of shooting [which affect melee values] take effect before Assaults are resolved - this also makes sense.

With this significant change to the Turn sequence, I did another playtest involving my Italians in a Blue-on-Blue training exercise: CCNN v. Ariete. I even stacked the deck in favor of Ariete by using the "Escalating Engagement" scenario, which gives both sides 9 total Units: 3 on the board at start, all remaining six arriving if successfully diced for at one per turn max. The target number for arrival gets better by '1' each turn, as well.  Anyway, it is a Maneuver Battle for 2 out of 3 Objectives.

Ariete's force below: 3 Tanks, 4 Infantry Squads [2 w' Trucks], an Armored Car [that can Spot for Artillery], one Barrage [off board Artillery] - 9 Units.

CCNN Force below: 2 Light ATGs, 1 Heavy Platoon [Mortar, HMG, ATR], 2 barrages, 4 Infantry squads = 9 Units. They have good Gun support, but this force struggles to maneuver quickly, with only the ATGs being trucked, and the trucks are quite vulnerable to shooting of any kind. So "Standard Straight-leg Light Infantry".

The board: three ridges run *almost* parallel to the line of attack for both sides. The three objectives are all at the center - you need to take two to win. CCNN at North with their three starting Units being the Heavy Platoon [scattered center and right], an ATG [on ridge], and an Infantry Squad at center in the open. They are pushing for two objectives, center [in the cornfield] and right, btw the ridges.
Ariete has chosen to start with the Armored Car [which can spot for the Barrage] at left, one Infantry Squad [center cornfield], one tank on the right. They are contesting all three objectives, and planning to use their maneuverability to seize two at an opportune time.  CCNN must commit earlier since they are slower.

Turn 2 below, at top of the pic on the ridge is an FO - I felt I had to give a free one to CCNN as I gave a bonus one to Ariete [in the Armored Car]. You can see the HMG in the woods, and the second ATG being trucked in above the woods at top right. The Ariete tank is just below it [on the objective already!] shooting it out with the ATG on the ridge, but both missing.
At center is an Ariete squad challenging the CCNN squad on the center objective.  At bottom right an Ariete squad is entering the board, out of Line of Sight or Range of the CCNN.  But they can move onto the dune at left any time, which will slow them and give them Cover.

Below, the battlefield center has excellent CCNN coverage: an ATG atop the ridge, an FO observing left of it, and below and left an ATR in the woods, behind which is a mortar. The CCNN squad got onto the objective first, and is lurking in the cornfield for the Ariete squad that has been picking its way through the brush.
Just visible at the bottom is the Ariete armored car observing the Center. While it could call artillery on the CCNN squad at the center objective, the decision was to knock out the ATG first, which shouldn't be too hard...SHOULDN'T BE...

The CCNN decide not to wait for Ariete, and Assault them in the cornfield! With 9 figures and a '4' rolled as multiplier [black die], v, 8 figs and a '3' multiplier [red die], the CCNN win the melee! Ariete lose 4 figs and become Suppressed between the two fields.

By Turn 5, Ariete is suffering from slow reinforcements. The CCNN ATR is sneaking across the open to get onto the ridge and harass the Armored Car. A CCNN Squad has arrived at top left and will contest the objective between it and the Armored Car, using the woods. I felt like the CCNN had to at least threaten it...
Ariete did get a trucked squad which is making its way to support the Armored Car in holding the left objective. As it is near the ridge [which provides Cover to infantry] this development favors Ariete overall.

Direct Fire from the Armored Car has suppressed the center CCNN squad, and caused two casualties. The AC is also calling artillery fire onto the ATG, but has been completely unable to get rounds on the Target!  The ATGs truck is on standby in case the fire gets too intense, and they have to bug out.
The Ariete squad - now a team of 4 with LMG, is hiding in the cornfield, getting shelled by the CCNN battery.

Meanwhile, Turn 5 on the right... CCNN has had good reinforcement rolls - a squad, an ATG and the HMG are contesting the right objective with Fire. The ATG knocks out the Tank! The Ariete squad had to advance in cover, slower, due to the HMG fire they were receiving. There's a lot of CCNN firepower over there...
...but is there enough for the squad to actually seize the objective? They're game to find out!  The ATG and HMG suppress the Ariete squad despite their Cover.
...even with 50% shooting, the Suppressed squad manages 2 Hits, suppressing the CCNN squad in turn, and causing one casualty.
And another Ariete Tank is arriving!

By Turn 7, another Ariete tank has also arrived at center - and is promptly knocked out by the ATG on the ridge!  It was never destroyed by Ariete artillery...

By Turn 8, the other ATG knocked out the third Ariete tank!  This is the problem with the inadequate artillery support - the ATGs are a real threat. They are also rolling hot dice!
Ariete squad has lost 3 casualties.

Meanwhile, far left, the CCNN squad has established a Base of Fire in the woods, and is slugging it out with the Ariete squad on the ridge. They succeed in Pinning them!  The armored car continues to be a menace, calling down artillery and using direct fire to some effect. However, the ATR has been brought into play!
The Armored Car responds to this threat [noted by the sound of a BB hitting a tin roof] by switching from the CCNN squad on the objective to the ATR, without Hits.

Turn 8, right flank.  The CCNN squad has lost 6/9 as casualties, and is just hanging on, Suppressed, as the Ariete squad rolls well and tears them up.

At center, Turn 10, the CCNN advance and Assault the weak Ariete squad to secure the objective completely. Only one man survives from the Ariete squad!

On the right, the HMG advanced from the woods onto the objective, and along with artillery fire, the CCNN squad, and an ATG, blasts the Ariete squad off the ridge - objective no longer contested!
But...a trucked Ariete squad is arriving on the right even now...

CCNN squad at center wipes out last man from Ariete - Center objective uncontested!
 
On the left, the CCNN are going back and forth from the woods against the left objective and the Ariete squad contesting it. They attempt to advance a squad out of the woods, but it gets hammered and Pinned. The other squad is Suppressed! But now all the CCNN Artillery is coming down on the lone Ariete squad.

On the right, the ATG mounts up to help the fight at center.
While on the left, the ATR finally knocks out the Armored Car!
The barrages haven't been that effective, but the Ariete squad has lost 3/8.

Ariete withdraws.  They will undoubtedly lose even the last objective on the left, and do not have enough combat power to contest anything.

Ariete took some bad blows when the CCNN ATGs got some quick kills on the tanks, even as the tanks were getting close enough to hit the ATGs themselves.  In the Tank v. ATG duel, the odds are pretty equal, perhaps favoring the ATG a bit since a Tank is destroyed on a 5+, while an ATG saves on a 2+.  Also, Tanks can be Bailed.

The new Turn sequence worked PERFECTLY! There was only one small change needed, and the playtest not only played smoothly and made sense, but had great feel for the decisions each commander had to make with the limited resources that were trickling in. A great scenario as long as you don't mind some unpredictability in building up your forces at the start.

I likely made some errors in not massing the Ariete Tanks patiently in one sector, but I really thought that the Artillery would knock out the center ATG in a timely fashion.  The CCNN barrages were not very effective, partially due to the mobile nature of the fight, and partly due to bad dice.

Definitely pleased with how this played out, and will need a playtester for the next round of trials.

Monday, June 12, 2023

Traveller: DA1 Annic Nova concludes


This was a great adventure, easily modified for our T1ed Campaign: 

"Enthusiastically Recommended!"

**SPOILER ALERT**
read no further if you plan to use or play this adventure!

Everything had gone well, the PCs taking intelligent precautions operating on a strange - alien - ship [helped by both gaming and real-life experience!] and avoided any injuries or mishaps.  Overall, an interesting exploration of an alien artifact.  
This made the adventure very "Original Star Trek" in feel, and I think we all enjoyed that it wasn't just a "kill everything in the dungeon and steal their gold" type of adventure.
They enjoyed unraveling the ship's mysteries, which were still somewhat raveled actually, and I enjoyed watching them work it out.  It's an impressive group.

The closest they had come to real trouble at this point was when they finally got a serious clue as to what had happened to the crew - and even then they did everything necessary to minimize the risks of sickness.

As of the last session's end, it seemed that that the adventure was winding down - the only significant decision left was how to get "Annic Nova" back to the Home Office of Black-Wagner Interstellar, LPC in Kidashi. This alone provoked quite some discussion of salvage laws, mission requirements, risk assessment, etc. 

In the end, the group put a crew of six on board, one for every person present at the session, and prepared for departure, loading up supplies and coordinating with the BWI ship that brought them out, the free trader Eclipse. Remaining on board Eclipse was Nehvar [a PC whose player wasn't present] and two BWI NPCs Mark Hitchik and Tully Pettigrooh, to Jump the Free Trader home. This would involve separating as the Eclipse doesn't have a multi-Jump capability.

But, I couldn't leave it there, because I have a plot twist in mind, which will lead to an adventure link, interesting puzzles, and allow me to use some fun miniatures! 

So, as the group settled on their plan to crew Annic Nova and jump back to Kidashi in two jumps via Eneldun using Annic Nova's unusual Jump Drive setup...
...puzzling things started to happen in the badly overgrown hydroponic gardens.  Things, well, "Beings" that had been long-dormant began to awaken.

Below, the hydroponic garden is at the #32 reference, map center.

CAST
Oran [Grey D] - former marine LTC, NPC, Alex
Glitch [Red E] - retired Navy Pilot, Tony F.
Doc [Red K] - Army PA, handy w'SMG, Greg
Stinks [Red C] - Army scout, Steve
Phil [Red D]- big goon, John

Oran Beil and Phil have been trying to salvage anything edible or valuable from the hydroponic garden, both fitting this in around other tasks. it's hard to keep track of much progress in the business of departure, but during the first jump to Eneldun Oran especially is able to tackle it with a bit more intent.

On J+2 [8 days from boarding the ship and starting all systems again], Oran shifts back to a part of the garden where he hasn't worked in a few days. It's odd...he's almost certain that some of the plants have, well, moved.  Or at least moved much farther than they should since he last weeded the area towards the bow.  But, it's hard to say; Phil is also working in the garden, and maybe he just cleared some growth and shifted things.  Maybe...

Oran shares his concerns with Phil and the others on a routine wrap-up of the day.  No one is very concerned, however, so Oran forgets about it.

On J+4, Oran enters the area and begins working at the stern end.  As he's moving around, he sees movement out of the corner of his eye, and feels a light impact on his sleeve - dangling from the cloth is a long thorn from one of the larger plants towards the bow.  Oran is puzzled, as he didn't feel his sleeve catch on anything as he went by.  He starts back to the bow, looking at a few of the larger, thornier plants and confirms that the thorns match.
   "Hey Phil!"
   "Yeah?"
   "You aren't going to believe this, but I think one of the plants just shot a thorn into my sleeve."
   "You sure about that?"
   "Well, I saw the motion out of the corner of my eye, and here it is."
   "I'll be right there."
   "It's one of the big spiky ones towards the bow...ARGH! SONUFABITCH!  It just threw one at me again, and it hit my arm!"
   "We're on our way," says Doc, who's with Stinks in the quarters area.  They grab the elevator, jamming into it together. Phil has to wait a round.
   "I'm coming down from the pinnace" says Glitch.
   "Take that you cunning conifer!" shouts Oran. "Lopped a chunk off" he adds.
   "Just sit tight, we're almost there," says Stinks.

Doc and Stinks storm up the gangway, just as they hear Oran go down with a grunt into his comm bead. As they enter the hydroponic garden from the bow, they see Oran laying with his cutlass nearby, one plant badly chopped near the base between them and him.  The plant eerily moves its branches to "face" them...But Doc doesn't waste any time.  His SMG is ready, and the low velocity hull-preserving rounds are still powerful enough to "trim the verge" here...Pib-pib-pib-pib-pib....
   "Two down, shifting left" reports Doc, making way for Stinks who's behind him.
   "Heyah!" shots Stinks, his blade flashing in the overhead lights.

   "Behind you!" shouts Phil" entering the gangway. 
   "Eat plastic!" says Doc, squeezing off another burst.
   "Heee-yaaah!" says Stinks, getting a solid hit in and taking down another of the thorny bushes. A couple of the plants are down and barely moving at this point.
"Friendly entering!" Shouts Glitch, stepping thru the hatch.  Unfortunately, his shotgun's line of fire has friends in it.
Glitch shifts and is able to fire.  Big Phil comes in swinging, and except for a few light puncture wounds from the faster [relatively] plants, the action is soon over.

 Oran is taken to the makeshift sick bay that doc has made in a cabin. Doc is treating him, and he soon recovers from unconsciousness, but he seems a bit droopy for just a couple of puncture wounds...Doc investigates.

With assistance from other crew members, and some good clean science, Doc determines that the plant material matches the dust recovered from the stateroom with the badly decomposed bodies in it. 
  "The good news," he informs the rest of the crew, is that I've got the source of the sickness that likely took down the crew.  The bad news...I don't feel so good either." I advise everyone to say away from sick bay and observe contamination precautions until I get this figured out a bit better.

On J+7, Annic Nova enters the Enuldun system.  Doesn't take them long to determine that:
- with a highly unusual alien vessel,
- that has a possibly undiscovered virus aboard,
- and a salvage mission to conclude,
they don't want to stick around.  They Jump almost immediately to Kidashi, where they radio in the special imperial code sequence that sets their skillful reception in motion.

Doc and Oran quickly recover except for a bit of fatigue that seems to linger. BWI and the Imperial authorities lock down the airborne virus, saving samples for further research.  When Oran and Doc, and the rest of the crew [as well as Eclipse] are cleared from quarantine a few weeks later, they are summoned to Sam Troih's spacious office.

There, many of their questions are answered.
1) Annic Nova, with its unusual Jump Drive and solar powered energy system brings in a value over 200 MCred [1 MCred = 1,ooo,ooo Credits] credits. This results in 2.2 Million Credits going to the Team.
2) Additional salvage items include 50 kilos of tobacco, expensive liquors, six exotic rings with precious stones, 3 small-adult-sized space suits with an unusual oxygen regen system built into the fabric, and assorted artifacts of socio-cultural-ecological significance. Value to the Team = 163,000 Credits.
3) Total value to the Team, just for the Salvage = 2.363 MCred, or 262,555.55 Cred per Team member.  This is above the month's salary for the time it took for the salvage and return.

Jerek, the Team's engineer and computer genius, has been able to decipher enough of the computer systems to submit the following report:
   1. Annic Nova, more properly titled "4-00-00-1-9 |  00-02-4" a deep-space merchant vessel, has interesting abilities. It can make two jumps sequentially with its Drives, then maneuver under power from a pinnace to a convenient point near a sun to recharge - this can take a few weeks depending on the selected orbit and power of the sun.
   2. The ship can be pre-programmed to jump and re-charge, almost like a bus, along an interstellar route. This in fact is what the ship has been doing since first sighted in the Regina subsector of the Spinward Marches. The odd thing is that many of the places the ship has been are, well, not likely sources of trade; only a few have populations and goods that would be profitable, like Heya and Dentus.
   3. Jerek has not figured out how to extract the future plots from the ship's computer.
   4. The ship is ideal for anyone who wants to get places quickly then remain in system for a time, perhaps to study, trade or otherwise interact as the Stellar collector recharges the battery.  In effect, it is a sailing yacht, more than a trading vessel, and has been in space for likely over 100 years, guessing at the unread portions of the ship's log.

After this, the Team is released for some well-earned and much-desired leave on Kidashi.  

Friday, June 2, 2023

Minairons 20mm / 1:72 Spanish Civil War: A Review

What's in the box?  Read on and find out!


Minairons Infantry come in boxes of 13 HQ [with support weapons counting as "figures"], 15 Regulars, 18 Militia. Generally, they are 1 Euro a figure, around 1.10$ US a figure.

18 Figures - one is the MMG model
Top is all standing, running, walking figs; bottom is all kneeling / crouching figs

Command Group top
Kneeling and firing - like it!

Maneuver element, top
More kneeling men - reloading, observing

Running, standing and firing
Belt-fed MMG of some sort - gunner and loader is on right feeding a belt.


The figures have a substantial amount of flash and mold lines almost entirely around the figure - this may bother some folks.  Personally, I don't mind if I like the figs.

Cleaned of mold lines, flash and mold-release powder residue - I replaced the flag pole with piano wire
These have been mounted for painting by hat style [for want of a better system!]. These are Isabellino caps, what American Army would call a garrison cap.

These fellows have a sort of peaked hat with a knit cap and a brimmed cap to the left.

Peaked officer caps, helmets [Spanish, I assume].

Comparison Shot - forgot the ruler, unfortunately.
Foundry 25mm, 
       Unk 20mm Modern [shorter, bulkier]
            Terminator 28mm plastic Resistance with Minairons officer between
                                                                 15mm Old Glory WWII 
                            28-30mm Rezolution Marshall w' Minairons Ammo Carrier beside
                                                                                             Minairons running LMG

Overall, I would say the Minairons are nicely sized between 15mm and 28mm, with natural proportions [compare with the bulky, short Foundry fig to left]. The weapons are also not exaggerated, or at least appear to not be oversized. They don't feel fragile, either. This may be caused by the pewter / tin content of the Minairons metal mix.

Obviously, this is the flag set that comes in the Anarchist Militia box:
These are all very well done - I like that Minairons is working with excellent producers of wargaming material, whether 15mm Peter Pig miniatures, or Flags of War flags.

Both the Nationalist Flags [come with the Nationalist Infantry HQ box] and the Morroccan Regulares are very nice flags, with excellent shading and coloration.

As previously shown, the 20mm have more height and a lot more bulk, which catches the eye [and provides more space for paint] and gives them more presence on the table without taking up a lot of table space compared to 15mm figures.

The shadowing on this shot shows the "rough cut" style of the Minairons figs, which reminds me a lot of Old Glory [which I like]. This will make for easier dry-brushing [which is a favorite technique for me]. I think the cuts and folds are mostly pretty deep, and they will also take washes well.


Important to note is that 14 Soldiers is 14 "models" as the HMG counts as a "Soldier", not a bonus sculpt [or attached to the gunner] as with some manufacturers. 

Contents of the Nationalist HQ box, similar to the Republican HQ box:
Top row - Running command group, 2 LMGs, Ammo carrier
Bottom Row - Officer, Knee mortar and ammo carriers, Fiat Revelli HMG and crew

Charging command team!

Trotting LMG and ammo carrier
Kneeling LMG and ammo carrier - would prefer prone, personally.

2" knee mortar and ammo carrier

Fiat-Revelli HMG - this is nicely done, and the ammo feeder is holding a tray of ammo as this was not a belt-fed HMG. Unfortunately, this system also increased chance of jamming.

THE VERDICT
I love these figures!

There is a lot of variety in posing, and plenty of kneeling figures, which are a nice compromise between prone and standing.  Personally, I rather like prone figures - they actually have more visual impact on the table than standing figures and of course the pose is realistic [most Soldiers will spend the majority of their time in combat either running or prone].

The figures are nicely proportioned, tending towards realism with hands and faces, and in that sense are more in the style of plastic sculpts. Weapons are also realistic, and figs don't look like they're dragging around a Boys ATR which is actually a regular old rifle.

There's a mix of dynamic running / trotting figures [the maneuver element] and kneeling / crouching figures [the fire element], which seems to be about 50-50.  Obviously, one could make entire squads of maneuvering / firing figs by combining boxes. The mix of figs is good and should satisfy almost everyone.

Sculpt variety for these often "irregular" looking armies is just great - even boxes of Nationalist / Republican infantry have a nice variety of clothing and head gear. You could certainly buy a bunch of boxes and create those few units that you may want who were freshly supplied with specific uniforms and headgear.  Or you can cheerfully mix and match however you like to represent troops in the field a few weeks who have also stolen gear from the enemy.

Numbers... not essential, but for those who love'em, here they are:
  • Sculpting - 8: rough but dynamic style, will paint well. Not as polished as say, Empress, but which looks better on the table?  Hard to say, will depend on the painting style. Nicely - and realistically - proportioned, which I prefer. The bases and feet are sometimes a bit small.
  • Cleaning and prep - 4: As stated, there are continuous mold lines around the figures, in general, and some flash or excess on the bases. They cleaned up easily, but won't look good if you don't do it.
  • Completeness of Range - 8: There is enough for plenty of variety of Spanish soldiers, more than enough for historical armies.  However, there are still some notable gaps, including Assault Guards, Civil Guards, and packs of females.  Not to mention personality figures [and there were a LOT of interesting personalities in the SCW!]. Still, some are likely available elsewhere or can be modified [desperately need a head bag of the unusual Civil Guard hat, the one that is turned up in the back!] 
  • Historicity - 10: Uniforms and equipment matches what the books and re-enactors have.  Only the very picky should complain...
  • Value - 10: compared to other metal figure options. They're about €1 / figure.  Obviously, plastic is always going to be cheaper than metal, but to my knowledge there is no 20 hard plastic SCW figures around [altho you can use other nations that mostly match and then put Minairons heads on them for the unusual headgear]. Soft plastic has a bunch of options but can be hard to work with.  The 20mm size will fit well on most tabletops, but be large enough that you can see what they are. So from both the individual figure and total project cost, these are very competitively priced, giving more visual appeal than 15mm but costing a lot less than 28mm figures.
  • Customer service - 10:  It was great - just like it should be! I got an email that some of my products were out of stock. After a week they were back in stock, I got another email, and then the shipping notice.  Questions were answered in around 24 hours.  I tracked the package from Spain to USA with no problems. No complaints here, Minairons definitely wants customers satisfied.
  • Shipping - 10: Shipping is minimum of €6.68 for a sheet of decals, and scales up from there; at €107 it is 9.67, adding under 10% to the cost - this is reasonable for domestic USA shipping, and amazing for international shipping!  I got free shipping for a "larger" purchase of €250 or more, which was definitely worth it [I believe I saved $50]. As I was looking for a substantial force in one go, this worked for me.  
  • Overall rating 8.6
I am very happy with my choice of scale, and especially happy to be working with Minairons, who clearly have a passion for wargaming. It is about time that a Spanish company presented Spain's conflicts to the wargame world and Minairons is doing just that.  

All they need to do as far as I am concerned is keep doing what they are doing well and expand the range a bit more.