Saturday, 4 April 2026

Zama with Command and Colours

 At the 2025 SWS Christmas games day I took along Zama. We haven't figured out a way to play CnC satisfactorily as a remote multi player game (yes, I know you can do it two player), so f2f sessions are the rare occasions we can do it.

I'd been slowly working my way through the standard rules scenarios in chronological order and had got to Cannae, but tbh I'd done Cannae loads of times (although not with CnC) and didn't fancy it again.  I've never used all my elephants in one go though, so flicked to the back of the book to Zama, which features lots of elephants.


The basic setup. The others had grabbed all the big tables so we only had two pub tables to set up on and had to drop the five extension hexes, so this is is  a 12 x 9 setup instead of 12/13 x 9. No terrain features at least and we didn't particularly miss the end hexes.

Scipios Army was at the height of its powers with innovative formations and tactics, recently reinforced by the Numidians who had changed sides. Hannibal was on the back foot, having weak cavalry and and lots of hastily trained recruits in his army. He did however have lots of (poorly trained) elephants and made these the key to his battle plan.

Tim was Hannibal while John and Jerry took the Romans. This was the culminating battle of the Punic Wars and Carthage's defeat here led to its destruction.
 


The Carthaginian hordes, mix of 20mm plastics from Hat, Italieri and even Airfix! Hannibal is a Newline personality figure. 


Serried ranks of Romans. These guys are all HaT with some metal Newline commanders. 


Hannibals right, a lone unit of medium cavalry, some African veterans, some slingers a couple of units of warband. The latter not wearing any clothes, naturally.


Hannibals left, some light infantry javelinmen, a couple of units of light cavalry, some more African medium infantry and two units of Auxilia. There are a lot of Spanish figures in evidence as the Numidians are fighting for the Romans now, so nearly everyone here are various types of Spaniard.


And the centre we have three more Auxilia (some Spanish, some Carthaginian city infantry), a pair of veteran heavy infantry and no less than three units of elephants. As I have six elephant figures, I doubled up the elephants. Auxilia and medium infantry also have double elements whereas the heavy infantry have triple elements.

Hannibal and the other leader (Hasdrubal?) are each with one of the veteran infantry.


The Roman left. Two medium cavalry, two Auxilia plus two medium Legionaries and a heavy Legionary (triple base of  Triarii). There is a leader with the cavalry. 


Roman right. A couple of Velites, an Auxilia, a medium Legionary and another heavy Legionary. There is also a great mass of Light Cavalry (Numidians) led by King Massinisa. The Romans have massive cavalry superiority, hence Hannibal relying on his elephants.


Roman centre. Two more medium Legions and another heavy plus a couple of Velites. Scipio himself is with the centre Legion.


The action started with some skirmishing and the inevitable cavalry battle as the Numidians charged the Carthaginian left. For some reason this almost always happens in the CnC games, the most mobile units get thrown away early on, whereas more canny players keep their cavalry in reserve to roll up weakened enemy units.


The Carthaginians took the view that the elephants were a case of use it or lose it, so rolled forwards. Also, the last place you want to be is standing behind a 'friendly' elephant...


Over on the Roman right, the Numidians had defeated the Spanish cavalry, but were now weakened and parked next to a lot of angry Spanish infantrymen.


The Romans didn't respond to the elephant phalanx and the the Nellies crashed into contact. 


A series of bloody encounters and hilarious rampaging elephants inflicted hits all over the place. irl the poorly trained elephants fell into confusion and rampaged wildly and much the same happened here.


After all that, the few remaining elephants fell back and the Roman line was bloodied but not broken. An awful lot of vulnerable units left there though.... the Romans were well ahead on points now, 4:0, 8 points being needed to win.


The Numidians paid the price for riding into the middle of the Carthaginian army and were annihilated except for one battered unit which fell back to the baseline. Massinissa survived though and retired to join the main Roman line. 


The Carthaginians played a sequence of command cards which suddenly saw their mass of Auxilia and heavy infantry marching forwards, linking up with the last elephant. You'd almost think they planned that. 


The Romans were distracted by the prospect of some easy points, Scipio went charging off after the retreating elephants.


And the Roman cavalry charged the Carthaginian cavalry. The Carthos were defeated but the somewhat battered Romans now found themselves next to a lot of surprised and rather cross looking Gallic warriors, as well as some heavily armed and armoured Carthaginian infantry.


Scratch the Roman medium cavalry as the Warband routed them and set off in pursuit.


The Carthaginian infantry was now suddenly very close to the Roman centre. Scipio reordered his line but didnt bring up any reserves.


And with a carefully hoarded 'double time' card, the Carthaginians crashed into the Roman line!


As the Roman front line was already weakened, it could only really go one way. Hannibal and Scipio ended up facing off against each other, but Scipios Legion was carrying three hits while Hannibals heavy Carthaginian infantry had none. The score was 6:7 (six-seven! six-seven!) at this point.


And unsurprisingly the Roman centre collapsed, to give a the victory to Hannibal. At least Scipio survived to fight another day.

That was really good fun, and a nail biting finish as I thought the Carthaginians were doomed halfway through. I do think we've been playing too much Dominion though, as CnC Ancients seemed mind bendingly complex in comparison and we had to keep stopping to look things up! I guess it does have a lot of troop types and special rules for many of them. Anyway, it is always a good standby and gives an enjoyable game for reasonable numbers of players and I'd forgotten what good fun it is to play. 




Wednesday, 1 April 2026

The Last of Langton Miniatures - some very small buildings

 I've been vaguely looking for some Ancient buildings to use as scenery, camps etc and in particular some sections of wall as there are some CnC scenarios which require it. Having looked at my regular building suppliers (Hovels, Timecast etc) it was a pretty poor showing. Leven used to have some suitable candidates but since the range was sold, the full Ancient range aren't currently available.

Anyway, SWS regular Tim C mentioned that Langton Miniatures were shutting shop at the end of November last year, which prompted me to have a look at their building ranges.


And I ended up with these.


A nice selection of city walls of various configurations. Now, these are 1/1200th scale, but are so (relatively) huge that I can use them with my 20mm figures if needs be - perhaps they are based on the walls of Troy or something.

Anyway, I got a mix of wall sections, gates, towers etc. 


The towers and gates are just lovely, very crisp resin with excellent detail.


I rather messed up on the walls though. I was trying to visualise how they would look both on my Hexon and as DBA/HoTT camps and ended up making a mistake with the lengths. I got two very long sections and ended up discovering they were really, really long, so I attempted to cut one up into shorter bits and foiund that the resin really wasn't receptive to cutting. By scoring it with a razor saw I did manage to snap one bit off quite cleanly, but as the battlements came off with it, I gave up at that point.

I manage to glue the battlements back on, and you can see the big cut on the rear of one of the wall section where I gave up.

Despite my cack-handendess, these are also very nice mouldings with a well defined stone pattern on them.


I really, really wanted a temple to use as secenery or a camp and ended up with this. It is an exquisite model, but ridiculously small for what I wanted to use it for. Really I need a cartoon version with a small footprint but exaggerated high sides, perhaps I could make one out of wood or something.

I painted it up anyway, and did in very pale, almost white, marble as the Greeks favourited very light and unveined marble for their structures (they thought veins indicated weakness in the stone). The Acropolis is blindingly white in the sun, even after thousands of years coupled with decades of Athens traffic pollution.


The model itself is in two pieces (separate roof) so is hollow inside - you can just see through the pillars to the other side. You can also see how small it is. Against 20mm figures it would look like Spinal Taps subscale Stonehenge. 


I also got  a few Roman houses of various types. These are also exquisite models and absolutely tiny.


They were a joy to paint, just a shame they are so small!


As I was painting some tiny buildings, I also did a few of these forts. Mark donated me a large bag of them, I think they are surplus some sort of board game? Anyway, I thought they would do for marching forts, watch posts etc. 

I did everything in various shades of tan, sand, cream etc thinking sandstone, limestone, render etc I've still got  loads of the forts left so I might do some grey ones of those. The temple roof and house tiles were done in brick red.

The walls will certainly be useful but the buildings look pretty useless, although they would make useful scenery for naval games. Having made up all those Galley counters I've never actually used them, and they might also make useful scenery for WW1 naval games in the Med - the forts could be Turkish gun posts in the Dardanelles. So a bit of a mixed bag, and of course as they are now OOP, I cant correct my mistake with the walls by buying more sections the correct length. Lesson to self, don't rush to buy things just because they wont be available any longer! 


Tuesday, 31 March 2026

Taming the Tigers - Sicily July 1943

 This is the last of the Fireball Forward 'US Paras' scenarios, another Sicily one. This time General Gavin of the 82nd personally fights off the Herman Goering Division! I'm pretty sure this also started life as a Skirmish Campaigns scenario, as I've seen it on other blogs in various forms, but hey ho, this is the Fireball Forward version converted to Tigers at Minsk. 

Gavins RCT landed east of the US landing beaches at Gela in Sicily. He gathered a force together and set off westwards, capturing the Biazza ridge then pressing on towards the bridge over the river Acate further west. The action starts just after the US capture the ridge.


Battlefield from the south, Biazza Ridge is fairly obvious on the right and the ground is dotted with orchards (open woods). Lets call the hills 111 (north) and 112 (south). The River in the west is impassable except at the bridge and is lined with foliage so is an LOS block. The road is a road but the railway is just for looks. There are four BUAs, each worth 1VP and each of the hills is worth 1VP too. The US win immmediately if they take the building on the far side of the bridge, and the Germans win immediately if they take the building on the US baseline. Lets call the buildings from L to R 1,2,3 and 4.

The Germans set up after the US in the left 4 hexes, while the US set up first in an oddly constrained area to the northeast. I'm sure there is a typo as in the scenario as written apparently the US set up along of the river! I think someone got their east and west mixed up.


Gavins force, quite a crowd! Two platoons of Paras (seven squads) tbh I'd call that three platoons... An airborne engineer platoon (two squads) with grenade bundles, a .30 cal MG and a pair of towed 75mm pack howitzers. I'll treat the latter as 75mm infantry guns with one round of smoke each. The US have a bazooka availability number of 4. The historical description says the howitzers 'arrived in the nick of time' but in the scenario they are are there at start - another typo? 

There is also General Gavin himself, who apparently has a hotline to a 155mm artillery battery, with four fire missions plus a smoke mission. I'll treat him as an FOO but able to activate the hex he is in too, and I'll use the artillery rules (spotting rounds etc) I used in the previous game. The Germans get 1VP if they manage to eliminate him.

These guys are all high quality troops and have a breakpoint of seven.


And this is what Gavin is up against. Yes, those are four Tigers.

The Germans start with two rifle platoons (six sections) plus a company HQ with two SFMG42 and an an 81mm mortar section along with an artillery observer (six missions!). These guys area all dug in defending the bridge and the buildings on the left.

Riding to the rescue halfway through, are two more rifle platoons (another six rifle sections) and two platoons of two Tiger 1s each. These are two of my old Peter Pig metal Tigers and two of my new resin Tigers (Tigers 131 and 222). Size-wise they are very comparable but the metal gun barrels are much thicker than the resin ones. The Americans get 1VP for each Tiger they destroy, which might be a bit of a challenge given the weapons at their disposal.

Herman Goering Div wasn't that great at this time, so I'm treating all of these guys as average. The starting force has a breakpoint of four, and when the reinforcements rock up, that is another four for a total of eight. Slightly more than the US.

The basic scenario has six turns, which becomes 90 minutes in TaM. The Tigers and their mates turn up after 45 minutes.


The US set up first but aren't allowed in the bottom two hexes. I've put one platoon in the south with an engineer squad in reserve in the objective building Casa 4. Gavin is with them, and they are going to clear the woods below the ridge. 


The northern ridge is packed, I'm not massively happy about setting the guys up within LOS of the Germans when the US have the first turn, but I'll rationalise it as the Germans having retreated from the ridge and the US following up, or something.

There are four rifle squads up here, engineers in reserve, plus the pack howitzers and the .30 cal. They are set up to pound and assault the northern building on turn one. I feel that I'm honour bound to try and take the bridge, as the US has 45 minutes of force superiority. This is a longer route but has better cover, and if the US take even one building, they have a winning VP total and will force the Germans to attack. 


Having seen the US setup, the Germans weight their defence accordingly. An MG and rifle section go in the building Casa 3, another section dug into the depth of the orchard in reserve and a third on the southeast corner along with the mortar spotter. The mortars themselves are dug  in beside the river out of sight. The Germans are quite dispersed in the face of the US artillery threat. 

This is effectively two games in one so the starting force Germans just need to survive and then they can think about picking up enough VPs to win once the cavalry arrive.


The left flank is more sparsely garrisoned as the terrain is more open here. MG/rifle group in the building Casa 2, another rifle section dug in to the woods - I don't allow woods to give cover against indirect fire, but being dug in does. The US really want to clear that central woods line as they need LOS on the bridge hex to stop the Tigers just rolling right up the table.

The last section is in deep reserve in the objective building Casa 1 across the river, better safe than sorry. Finally the artillery observer is on the bend in the railway. It isn't as daft as it looks as FOOs in TaM are always treated as in cover and cant be destroyed by ranged fire although they can be pinned. I could have stacked him with a rifle section but I'm cautious about over packing hexes.

I think that is good enough, great being the enemy of good etc. Right, to battle!


Unsurprisingly the US start by blazing away at everything in sight, scattering a few pins around. On Hill 112 the Paras push forwards into the trees. Gavin gets a spotting round on building 2.


In the south the Germans either rally or fire rather ineffectively.


In the north the 81mm mortar goes out of command and the FOO puts a spotting round right on the Hill 111 ridge. The garrison of Casa 3 excels itself and guns down the US squad in the open on the ridge, but uses up all its MG ammo in the process. US morale drops to six but losing the MG on turn one is a blow! It can still occupy the building though.


Incomiiiing! The 155s plaster Casa 3 pinning the rifle section, the other units fire at targets of opportunity. Direct fire HE from the howitzers is quite effective and the rifle section in Casa 3 is eliminated. The US move a para squad and engineer squad NE of Hill 111 to ready rush the building.

Two US squads move into the woods line from Hill 112.


Every squad in range opens up on the US paras in the woods line, including the other German MG. Yes it scores two hits and yes it runs out of ammo as well!


Coupled with fire from other units, that is enough to eliminate both US para squads in the woods line. Ouch! US Morale drops to four. German artillery hammers Hill 111, scattering pins. Perhaps this is going to be a short game. To compensate the German mortars go out of command, they haven't fired a single shot yet.


The US give up on attacking from Hill 112, they just dont have the strength any more. The US on Hill 111 do rather better and drop a spotting round onto the orchard opposite, while infantry and howitzer fire manage to pin the other Germans in sight and eliminate the MG team in Casa 3. German morale drops to two.

In a cunning move, one of the howitzers fires smoke to screen the US squad rushing the now unoccupied Casa 3.


There isn't a great deal the Germans can do, fire what they can and rally everyone else. They fire a stonk at Hill 111 which causes a couple of pins.


In turn the US stonk the orchard and both the para and engineer squads take Casa 3. The smoke persists this turn. The US otherwise fire at what they can. 


The stalemate continues, neither side can get fire superiority. The German mortars at last get into action (turn after turn with either the mortars or the spotters out of command). The game clock has been rattling along, so far I havent rolled less than seven, and on a mighty double six we had some random events. The German HQ was temporarily our of action and the US got a minefield, which they put on Hill 112 (those green counters). 


Despite the loss of their HQ, the Germans managed to fire the mortars again. Everyone else in the orchard was busy rallying.


The German artillery fire continued unabated.


Conscious of the sound of approaching tank engines, the US dropped another smoke round to screen the engineers withdrawing from Casa 3.


General Gavin also realised he couldn't see the bridge approach from his location so moved across to Hill 111. However he reckoned without one very lucky German section which managed to pin him with opportunity fire! That is bad, the General is out of position and it curtails the US artillery fire.


So Gavin is pinned down on the road as this lot roars into view. Each pair of Tigers is accompanied by a a rifle section with the rest marching in behind. Now, an interesting side effect of Gavins discomfiture is that he can actually see the bridge hex from his location, so the Germans have to stop. They would have got an extra hex movement otherwise.


With the arrival of the tanks the German target Hill 112. The mortars hit the paras in the NW corner and the section from Casa 2 sneakily moves up in dead ground to the base of the hill.


The US cant really see anything apart from the front line German infantry. Gavin rallies himself and the US managed to pin all the units they can see. They even manage to eliminate one of the German squads in the orchard with concentrated 75mm HE fire.


In a big move the Germans stonk hill 111 to cover the deployment of the Tigers. Both tank platoons and their accompanying infantry sections move forwards, still hampered by being in LOS of Gavin - that actually turned out well for the Americans. The southern tank platoon (the resin Tigers, lets call them 1 platoon) very cleverly exposes its side armour to the 75s, who both manage to get two opportunity fire shots off with three hits. 

The US are unlucky and the hits don't cause any damage (4+ to stun and 6 to kill with 75mm HEAT vs the Tiger side armour) and both guns end up marked as opportunity fired.  I like the way TaM handles vehicle movement as you often end up being exposed. Irl flank shots comprised a surprising percentage but are often hard to achieve in games. 

The Americans also manage to pin one of the supporting rifle sections.


The Germans finally remember that they have a round of 81mm smoke available and smoke the road. If only they done that two turns ago.... That allows for a much more rapid deployment as many of the units are now out of LOS.

Tiger platoon 1 moves south, along with a rifle platoon, while Tiger platoon 2 takes up position in the smoke screen. The panzergrenadiers have got in a bit of a traffic jam on the road crossing the bridge as one hex goes out of command. The FOO stonks Hill 111 again before his vision is obscured.


More 75mm anti tank fire. This time the howitzers manage to stun one of the Tigers, despite its thick frontal armour (I rule a six on a hit  is always a stun). Sadly for the US the crew manage to rally later that turn.


The Tigers set about blasting Casa 3, to little effect. The German infantry have got unstuck and are now moving troops into the orchard. Time is running out fast now. When will I ever roll less than seven for minutes elapsed?


In the south the Germans rush Hill 112 covered by the mortars. The Tigers decide to brave the minefield and one of them is stunned and fails to rally. The infantry following is in dead ground but a section in the woods line is shot down by the US.


The Germans are still two turns away from Casa 3 in the north.


And in the south, although the paras go out of command, the engineers step up and hit the other Tiger with a bazooka! It is also stunned!! Bloody hell, those Tigers would have blown the US to bits in those light woods, but now can't as they need to rally.


Tiger Platton 2 show how it is done and demolish Casa 3 along with its occupants (I'm still using the rule that direct hits from HE ignore cover) . The German FOO shifts his spotting round ready to drop a smoke screen to cover the assault.


German infantry move onto Hill 112 as the Tigers rally.


But another mighty turn roll takes us to 92 minutes and time runs out! Another turn and the Germans would have taken Casa 3 for a draw and two more turns would (probably?) have taken Hill 112. Ah well, General Gavin saves the day, as he did historically.

That was very enjoyable, even if it was on the larger end of TaM than I am comfortable with. Having so much stuff evened out some of the luck and also generated a lot of friction for the less well commanded Germans. It also meant a lot more decisions and I think I mis-splayed the Germans a bit towards the end as I was rushing, although I made a howling error moving Gavin when I did.

Generally the system worked very well, and I'm comfortable with the mods I made. That is the last of the US para scenarios, and they have provided an excellent test bed for both some modified mechanisms and also exploring my changes for varying troop quality. They were all fun games and I think a lot of those scenarios have some re-play value too. I didn't fancy playing that one again at the time, but I think it is one I will comeback to as it has interesting problems for both sides.