Wednesday, 18 April 2018

Bunker Hill

Tim was keen to try out a new Command & Colours variant he'd bought which covered the AiW. He revamped a load of 2mm stuff to replicate the mix of blocks in the game. In general there were four strips per unit, colour coded by quality and nationality. 

I got to play His Majesty's forces, while Jerry and Tim C got the wicked rebels, and we all rolled up at some place called 'Bunker Hill' outside Boston.

View from the British side. That big fortifed hill doesn't look very promising!

I guess this is the sprawling metropolis of Boston awash with damp tea.

Johnny Reb dug in on Bunker Hill.

Somewhat unfairly, I decided that the right flank looked more promising, and the redcoats rolled forwards supported by artillery.

The rebels were pushed back from the stone walls by withering musketry.

Which allowed the Briitsh centre to close en masse. Scary!

The rebels were soon routed by the British Grenadiers and the entrenchments taken.

We set off in pursuit whilst masking Bunker Hill.

And soon put the withdrawing rebels to panic stricken flight.

At which point Bunker Hull was pinned from the front and thoroughly outflanked so the surviving rebels slunk away to fight another day. Hurrah!

The game system worked pretty well and some interesting innovations to the standard CnC mechanisms.  It was all fairly unbloody, with morale failures being a more common combat result so units flowed back and forth across the battlefield in a pleasing manner. I can't recall what the variant was called, but Tim picked it up via Kickstarter.

Friday, 6 April 2018

Robots Sir, fahsands of them.

Graham volunteered to bring a game along this week, which featured big stompy robots. Not our usual sort of fare, but when offered a chance to stomp people with big stompy robots, Tim and I thought it would be the gentlemanly thing to do.

Jerry and Tim C ran the opposition, while Graham oversaw events.

My big robot thing. Our mission was to protect a fairly immobile piece of alien technology on the escarpment in the top right. We had a  couple of really big robots, a couple of smaller ones, and a swarm of light recce craft. The alien thing is the big red blob in the top centre.

Tim had a sinister panzer grey robot. This model mounted a couple of long range missile launchers as well as laser guns etc.

The enemy had literally hordes of stuff. Tanks, flyers, IFVs, soldiers in power armour etc. They seemed quite interested in the alien artefact too.

The missile launcher proved quite useful in thinning their ranks.

Our protective recce screen, backed by by the big robots firepower mowed the enemy down, so only a few stragglers made it to the escarpment.

Oh dear, what is this? The dead enemy units came piling back on again, as an inexaustible horde. At this point we started counting ammo and casualties. Tim C observed that it bore interesting parallels to the 1st day of the Somme.

The enemy waves got a bit closer this time, and some local fauna turned up looking rather aggressive too. We worked out that we'd run out of ammo and screening forces in another hour or so and then the chips would be up, so we called a halt at the point. Jerry then revealed that it was a disguised scenario of..... Rorkes Drift.

Graham was keen to put this on as a show game, so we discussed various ways to speed things up whilst retaining the flavour of the action, so it was an interesting design session.