Saturday, 26 November 2016

To Boldly Go..

John laid on a Star Trek type game using his Planetside Sci-Fi skirmish rules. The USS Illustrious had detected an anomaly in the space-time continuum and went to investigate, but some wicked Space Goblins were also interested in the mysterious artefact. Jerry took the goblins, and myself, Tim and Tom the plucky Federation.



As is traditional, the entire bridge crew beamed down, accompanied by some red shirt security guards. This did not go very well as hordes of Goblins emerged to gun down the red shirts. 


Another party beamed in behind the Goblin firing line. This also didn't go very well as the tightly clustered target came under fire from rocket launchers.


The goblins formed a hedgehog around the mysterious artifact.


And despite (rather limited) planetary bombardment, stayed there. The artifact did not like being bombarded and disappeared making a strange grinding noise.

Well, that could have gone better. In fact we should have done almost anything apart from what we actually did, which was essentially to conduct a 'helicopter assault' into a hot LZ - with the bridge crew of the Enterprise. Maybe try scanning the area for life forms first, perhaps talk to the goblins, maybe beam the goblin commander up into the brig, maybe show them what 'kissing' is...

Oh well, that is that happens when you approach a scenario with 'wargame' in mind. I'd really like to try this again, and approach it with more of a Star Trek mindset. Lovely figures from John, which sound like an appalling ballache to put together.


Saturday, 19 November 2016

PSC 75mm LeIG

I already have a couple of  Peter Pig 1/100th 75mm infantry guns, but they are done up in late war colours and I felt the need for a few more suitable for the early and midwar period. I picked up one of the (astonishingly good value) PSC German heavy weapons boxes which includes four 75mm LeIG with a number of options including the Gebirgsjager variants.



I only made up a section of two in the standard tyred configuration to start with as I may want to make some spoke wheeled ones in future. Here they both are, lined up to provide fire support from the dining table.


These are beautiful, crisp models with loads of detail, and unlike metal guns, are really easy to stick together. I hate assembling metal guns, I wish they were all made of plastic.


I just did them with a couple of crew as these guns are tiny. I was fortunate enough to handle the real example at Shrivenham, and I'm not sure I could crouch down behind the miniscule gun shield.


The crew are from the figures included in the box, I just did a gunner and loader. For plastic figures these have quite deeply moulded detail, which takes a drybrush very well. The helmets are a little squashed, but at normal gaming distances this isn't noticeable.

I'm never really sure what colour to paint early war German equipment, I used to paint mortars, guns etc faded panzer grey but the Shrivenham LeIG is done in RAL 6006 (Feldgrau) so thats what I did these in. I rather think an 88 or 105 would look a bit silly in RAL 6006, but these look ok, and with a bit of a dust highlight, it all sort of blends in anyway.

I really can't recommend these highly enough, and as with all the PSC heavy weapons offerings they are astonishing value and very high quality, at least compared to their metal counter parts. If only Zvezda did their guns in 1/100th too, I'd be a happy bunny.

Sunday, 13 November 2016

Merry Men of Sherwood

John put on this interesting medieval skirmish game using Jim Wallmans Men at Arms 'one brain cell' rules. It was a complex multi-player featuring myself as the Sheriff of Mansfield and Graeme as the local Reeve of the Manor upholding the peace against a distinctly dodgy looking  band of outlaws led by Jerry.

Messing things up for everyone was local dignitary Sir John Bassett who had invited the King to go deer hunting.

The field of strife. Jerrys outlaws were supposed to be up to no good in the vicinity of the mill. Some deer are grazing peacefully in the distance.


The Kings hunting party comes thundering, oblivious to everything else. A large hunting dog is in attendance.


Meanwhile, in the village my chaps and the Reeves men mill around. I suppose if we were trying to lure the outlaws into a trap, this was probably not a good idea...


After a while we figured out where the outlaws were and formed up outside the village. The white cards are order chits for the leaders. They can only issue very simple commands, the main one being 'follow me'.


Over on the edge of the forest, the outlaws have shot some deer and hope to grab the carcass before the knights can intervene.


On the other half of the battlefield we continue to plod along


By the skin of his teeth Friar Tuck manages to grab the deer and make it back in the forest while the knights look on.

This was really good fun, and the command system worked extremely well. Only being able to do one 'action' per turn meant the leaders had to really focus on the important things and the forces of law and order probably spent far too long sending each other messages to try and co-ordinate our forces. Even though not a great deal 'happened' it felt very busy and there was always stuff to do. I'd recommend the system to anyone, and many thanks to John  for putting on such a pretty and enjoyable game.

Saturday, 5 November 2016

Pull up to the Bunker..

With huge apologies to Grace Jones for the post title....

I was sorting out some stuff I needed for a game recently and reflected on the large number of times my fortification terrain pieces have been used. Although I have plenty of trenches, barbed wire, pillboxes, dragons teeth etc one thing I'm lacking is actual bunkers, either of the shelter type or the artillery variety. On occasion I've even had to borrow bunkers from other people, oh the shame! So given the amount of re-use I get from terrain items, I thought I'd finally knuckle down and make some.


The mini-Maginot Line takes shape. The finished bunkers all lined up.


They are modelled on crude versions of WW2 German beach defence bunkers, albeit minus the extra concrete arms protecting the embrasure. Most of them I did as partially buried with the sides built up and some earth and grass on the roof.


At the rear, they all have a small door so attacking infantry don;t necessarily have to try and climb in through the gun slot. This example also has some air vents on top, made from Brodie helmets cut off from some spare Emhar WW1 British figures I had.


They all started life as one of these, a plastic end piece from a roller blind container. I have accumulated a fair collection of these over a number of bedroom renovations, and I picked a bunch of the more reasonable sized ones (approx 50mm each side). They were stuck down on 60x60 bases and textured with PVA, sand and static grass in the normal manner.


Some of them were very deep, so I cut them in half horizontally with a razor saw and made up new roofs from mount board, you can see the roof on this one. The embrasures were also cut into the plastic sides with a (very) sharp knife. To cover up the plastic-ness of them (and gaps in the roofs and walls), I slathered each in a thin layer of flexible builders filler, which also produced a pleasing concrete texture. 


To be used as shelters, the intention is to cover up the gun embrasure with lichen, as above.


And by placing a pillbox on top, they can be used as sheltered observation and command posts.

For an afternoons work and minimal expenditure, I was pleased with the results, and I can think of a number of scenarios where they will come in very handy, so I'll have to plan some games to make use of them.

Sunday, 23 October 2016

Pteria 547BC

Tim put on this CnC Ancients game a few weeks ago, at 547BC it is positively modern. It featured a bunch of Persian upstarts led by some chap called Cyrus against the Lydians led by Croesus. Evidently he had a few bob as he had a huge army with all sorts of cool stuff and very tooled up soldiers.  The Persians otoh, were just starting to carve out their Empire and had a reputation for being pretty hard at this point. 


The armies line up, Persians closest to the camera. John and I took the Persians, Tom and Graeme the Lydians.



One fun thing the Persians had were these camel mount archers.



Whereas the Lydians had a lot of rather professional looking cavalry.



They also had a load of these heavily armed and armoured foot soldiers. Ooo-er.


Well, never mind. Our chaps had nice wicker shields, leather trousers and lots of bows. With which some hits were duly inflicted on the Lydian centre. Sadly Croesus survived the hail of arrows.


The Lydians committed their medium infantry and a terrible slugging match ensued in the centre. After a bitter struggle (look at all the hit markers!) the Persians eventually gained the upper hand and Croesus was left looking a  bit lonely surrounded by dead soldiers.


The coup de grace was delivered against this lonely unit of Lydian auxiliaries (the angry looking chaps standing behind them are Persians blocking their retreat).

Victory went to the Persians in this case and the Lydians withdrew. Historically it was something of a draw, but the Lydians fell back to reorganise after the battle and expected the Persians to do the same thing. Instead the Persians followed them and caught them by surprise. Lydia was added to the Persian Empire and thereafter Cyrus became known as Cyrus the Great.

Another fine CnC Ancients game, as we have come to expect from this excellent set of rules.


Friday, 21 October 2016

WW1 in five battles part II

Having painted up some late war German cavalry specially, I thought it was time to continue with our WW1 mini campaign using One Hour Wargames by Neil Thomas. The first two battles have been covered in an earlier blog post.

As we'd already done 1914 and 1915, it was on to 1916 which meant breaking out my 20mm late war figures. The scenario was 'Static Defence', the Germans had to defend two key objectives but keep two units within 12" of them at all times, whereas the British had to take just one of them. The battlefield was bisected by a large forest, which rather got in everyones way. Jerry and Graeme took the Germans, whilst John and Tom took the British.


The battlefield from the west. The Germans have to defend the hill (which they chose to cover in artillery) and the town (which contained an infantry regiment). The rest of the Germans were located somewhat centrally.


The shiny new German cavalry. I had wanted ot pick up a Strelets set but got these Tumbling Dice metal ones instead. As the forces are randomly generated, I was pleased the Germans actually rolled up some cavalry. In this case they have dug themselves and their horses in.


'Gun hill' was covered in dug in German artillery, and was a prime target for the opening bombardment, which inflicted a number of casualties.


The British rolled up quite a balanced force, four infantry brigades, a field artillery brigade and a cavalry brigade which in 1916 they are able to convert into a battalion of Mark 1 tanks. Unsurprisingly they took the tanks


The British went left flanking with their entire force, and fairly quickly the massed German artillery destroyed the leading brigade, and tanks rapidly pulled ahead while the infantry struggled though the mud and artillery fire.


The German artillery began to suffer some more losses and switched some of their fire to engage the tanks.


The tanks closed in on the hill, and German cavalry decided on a death of glory charge and rather ineffectually enaged the tank.


The following infantry had meanwhile lost another brigade as the Germans in the forest woke up, but by now counter battery fire had destroyed one of the German artillery battalions.

Sadly the photographic record ends at that point, but the last German artillery battalion was destroyed and the cavalry driven off, allowing the very depleted tank battalion to rumble onto the hill and claim victory. This game was actually very close and I was deeply dubious that the British would survive the charge up artillery valley, but they gambled and got away with it.

So, on to 1917. As the Germans lost the last battle, they were defending again. This scenario was 'Melee', a confused fight over large hill feature, with both sides forces rolling up in dribs and drabs. The Germans started with two units on the hill facing south, and on the first turn three British units come on up the road after the opening bombardment.


The Germans rolled up an infantry heavy force, and put an artillery battalion and a regiment of 'heavy infantry' (chaps tooled up with extra machineguns and mortars) on the ridge facin gfsouth as per the scenario setup instructions. Half the British meanwhile came on up the road.


They tried to advance through the wood to avoid the German artillery, but the wicked Germans pushed their own infantry into the woods, and an unpleasant scrap ensued.


The British had clearly forgotten about the German reinforcements who duly rolled up on their flank. The fighting then became 'confused'.


The Germans in the wood were overcome as the rest of the British infantry marched on.


As before the British tried to hide from the German guns.


And ended up jammed in this almost square formation in and around the woods while they dealt with the German reinforcements. Good the Germans didn't have any MLRS...


While this was going on, yet more German reinforcements turned up behind the hill.


The British outflanked the hill, and after destroying the Germans on the crest, moved their artillery up


The last German infantry were overcome, but the hilltop was left occupied by a very ragged infantry unit, so the British pushed up their guns onto the hill.


On the very last turn the German guns destroyed the British infantry on the hill, but survived the British return fire. As exclusive control of the hill was required for victory, we gave this one to the Germans, which means they will be attacking in 1918. Very historical!


Saturday, 8 October 2016

Simplicity in Practice - ACW

John put on this ACW game using his 15mm toys and the ACW variant of Simplicity in Practice. The scenario was 'Positional Defence' from one of the Charles Grant scenario books. I took the Union and Tom and Tim the Rebs.


My chaps had to deny the Rebs the town, and my units which were out of sight were represented with counters, along with a fair number of blanks. At game start the only units visible were my two artillery batteries. The rest were skulking in or behind cover and out of sight. The sunken road on the right of the town was a very useful terrain feature.


The massive Reb army lined up and advanced in a very menacing manner, mostly in open order.



Over on the right, three regiments of cavalry menaced my rifled artillery battery.


In the centre and on the left my infantry put up a spirited defence. Sadly my artillery battery succumbed to the weight of enemy artillery fire.


Over on the right, things were going my way. One Reb cavalry regiment was destroyed by my artillery, and another surprised by my reserve cavalry and infantry regiment which appeared from behind the hill. My weakened cavalry took on the last Reb regiment, supported by the infantry.


And was victorious. The enemy General scuttled away, and my infantry fell back in open order to move and support the centre.



Over at the rest of the battle, much to everyones astonishment my outnumbered infantry continued to deal out death and destruction, and although one regiment fell back, the other proved completely immune to enemy fire, and the Rebs grumpily called it a day.

And so we came to a conclusion. The game rattled along at a good pace, especially considering how much stuff was on the table, and it was an interesting scenario, with some difficult decisions to be made.The only real problem was that cover seemed to be far too powerful. My infantry in the town was bombarded for several turns by three artillery batteries and several regiments of infantry and didn't take any damage at all. This was mainly because I was lucky with my cover saves (every hit in cover is saved on a 4+), and then proceeded to make saves on the few actual hits which got through.

I am not a fan of throwing huge numbers of dice to resolve things and it can produce some very odd results.One idea we did have was to simply not count woods and wood buildings as 'cover', but then I suspect I'd have been overwhelmed in short order. One thought I did have was to simply halve the number of hits in cover instead of making saving throws, round fractions up for normal cover and round them down for fortifications and similar. Another would be to modify the unit morale test/saving throw; either give the unit in cover two saves, or keep the single save but add one.