Wednesday, 22 November 2017

First Strike Flames over the Falklands



I was so keen to play with these rules I couldn't wait before the modelling was finished and I had soloed the rules.  throwing everyone into it on a Tuesday night just like the Falklands Conflict itself.  I'll prepared with substitute equipment.  We went raw into the game reading the rules while we played afterall they were only 8 pages, 5 about battle who needs a QR.

The British Player had two harriers each Two GR3s and two FR1s  the Argies had a pair of Mirage 3s on a high level sweep.  

Turn One every one took a tentative move onto the table flying as a pair and checked out the order list, a bit of a struggle to understand energy and action points.  the argie player shows round pictures on his mobile of a Mirage at an airshow and recalls how low loud and fast it was.
Turn Two  First up we saw the SHARs turned into the enemy  the Mirages went supersonic using up 3 afterburner markers in a row but avoiding a bingo result.  The GR3s plough on to their target
Turn Three The  SHARS climb to pass the enemy head on.  The mirages go supersonic again close for a head on pass fire guns roll two 6s and riddle a harrier from end to end the lead SHAR gets a reply and misses. Both Argie  lead and wingman and pull hard to avoid San Carlos SAMs.  It is  also turn towards Stanley the wingman fails for bingo and is low on fuel.  The  SAMs the remain SHAR is still over San Carlos and gets hit by SAM and blows mid air.  The GR3 plough on to their target The result for turn two half the British for forces are out of the game. The original pilots were right to think about combat at medium or high level!
Turn Four The GR3 plough on to their target.  The lead Mirage stays supersonic again 3 afterburner markers closing on the GR3s. His wingman follows and goes low.  The lead Mirage bingos to low fuel.
Turn Five  The Gr3s bomb Stanley airfield, both hits and rack up four damage then try to turn into the Mirages,  he was  more interested in dropping his load playing on to get into the Mirages.  the Gr3s then trys to viff into the Mirage losing a mass on energy.  The lead mirage dives and turns into the rear of the GR3s launches an IR missile he again rolls a 6 blowing the back end off the harrier it crashed on the shore south of Stanley.  The alert team of SHARS enters from the North and 2 Skyhawks from the West.
Turn Six The lead mirage turns into he Atlantic to the east, his wingman turns west temptingly just out of range of the missiles of  remaining GR3 which powers up to 4 energy. The FR1s concerntrate on the skyhawks turning almost due east.  The Skyhawks split north and south over West Falklands.
Turn Seven  The lead Mirage turns back over West Falkand still at 6 energy, his wingman turns north east towards the Skyhawks is he going to cover them?  The GR 3 turns into West Falkland to line up on the lead Mirage climbing up and falling back to 2 energy.  The Alert SHARs close on the Skyhawk heading north at full tilt.  The North Skyhawk doesn't jettison bombs (seriously thinks about it) but turns hard into the SHARs ending over Pebble Island. The Southern Skyhawk turns back towards San Carlos, closing on the Mirage wingman
Turn Eight  The lead mirage turns into the GR3 at full tilt blowing through at 30cm. the Wingman heads for Sancarlos.  The GRs turns and dives  for San Carlos somebody is going to get the rest of his load. the Alert SHARS tryto Viff their way into a firing position but cant trun hard enough. The Skyhawks both head low for San Carlos
Turn Nine and Ten  The lead mirage and his wingman throttle back approaching San Carlos again ,this time with a harrier out to the west.   The skyhawks launch their bombs  (6.6) at Score Hits, the Gr 3 launches missiles and miss with both. the SHARS get their energy back up and one of them bingos for fuel but they cant catch the Skyhawks.

Turn ten was the last turn it had taken just over 2 hours.  all the players would play the rules again two were however still struggling with the concept and balance of the game.  With so many lucky 6s from the Argies and actual harrier shootdowns this gave I think a false impression.  Now to get on with modelling some real Falklands houses and completing the aircraft camo. 


Substitiute buildings for Port Stanley. airfield is burning Turn 5



Turn 10 San Carlos with Skyhawks bombing away while a GR3 tries to toast them


Alert SHAR team
Overall view of the board map at game end





Thursday, 9 November 2017

Dragon Rampant Daughter of Sequioa

Tussle at Elinor Ford

Sequioa my original druid Commander for the first wood elf battle.  To my think druids ar'nt exactly get stuck in types.  They are more like link correntors for the forest their job is to go in and rescue flaura an fauna under attack from exploiting nasties like ~Goblins,  Sequioa is therefore leading an recce  mission to assess how bad an incursion has occurred when the scout party is discovered by patrolling goblins, 10 are taken as captives tasty captives.  The Main party makes a run for their own stronghold beyong the Elinor River.  Goblins cross Elf Rivers at the risk of magical white horses. Played through the death race scenario in Dragon Rampant.  Gnash the Goblin leader rolls up as a commanding Leader boasts he will be the first to charge in and he will avenge the Fallen and put the Wolves on Sequioa.  Sequioa WISE leader vows to Rain Down our missles upon them, as the Gobbos will tremble before her party.  
Being wise she opts for the first turn
Wood Elves 2 Druids(light foot): 2 Mixed Light Warriors units : 2 Scouts
Goblins Gnash with bellicose foot with shiny armour: 3 Light foot warriors:shaman: 2 Scouts



Elven battle line forms

Wolves
At deployment it became apparent that the clearing were the only place with any prospect of long range 12" fire and to give a line of sight for magic. Sequioa drew up her battle line to take advantage of this.  Gnash focussed on gettint ot and using the road.

The Goblin Scouts and Wolves were heavily battered with befuddling spells and a touch of shooting

Sequioa forms up

Gnash on the Road

The scouts facing Gnash were brutally crushed by Goblin warriors failing to both Skirmish and to evade.  Elm weaver the number two druid was pulled back to cover the flank and the second unit of scouts pulled over to stop a flank attack, they battered the advancing Golbin Warriors and also finished off a second unit before the game end.

Goblins mass up in front of the Elven battleline
This is just before the wolves literally tear Sequioa apart. The Gobbo shaman gives her a taste of magic with a befuddle spell then the wolves romp in.  on her death one of the warriors runs from the field, leaving Elm Weaver, druid one light foot and one scout unit.  The wolves are pin-cushioned

Gnash crashes into the flank of the last remaining Elf unit
Gnash inflicts four wounds and suffers three more on top of two from shooting.  His unit rolls a double 1 and flees the field, the Elves roll a 10

Scores Gnash Boasts 3 Glory units destroyed 3 = 6Glory   Total Glory  9
            Sequioa Boasts 3 Glory units saved 3 = 9 Glory     Total Glory 12

Friday, 3 November 2017

Kent 52BC

Digging out old armies from the past is always a treat for me, we were fighting a battle in Willie's garage using Hail Caeser.  Romans marching to the fort are ambushed on the way there.  Four players two Roman's tao hairy Woads


Caught on the Road, those hairy socks are itchy

Dont you dare kill those mules!

British Cavalry

Charge the fort, woads swarm the walls

The British Superstars

Hundreds of them!

JPs handiwork

Romans ready to deliver the counterblow

The Front Gate

Monday, 25 September 2017

Heat and Dust

Sudan 1886

Mahdi forces invade Egypt, we were playing the" To the Last Bullet Scenario" with restricted ammunition.

JPs Beja

River arab shooters

River Arab Swordsmen

Egyptians falling back

Highlanders first volleys
My highlanders are over 20 years old, true veterans!

Beja driven back by Highlanders take another volley
 first game saw a win for the anglo Egyptians, we turned this around rolling a gain for commanders and ammunition I rolled a double 1 giving me an incompetent commander and rolled 1 for ammunition.  I was all for forming square and fighting it out toe to toe, however I was quickly driven back then outflanked.

Beja commander on left



Buildings are close to 30 years old

Creepy Beja


River Arab Gun pounds the square

River Arab shooters pin the square

River Arabs smash into the square!

Sunday, 6 August 2017

Claymore 2017

Bathgate Wargames Participation Game  1746 GlenAffar

Three of our club members participated in this game, myself, Lewis and his brother.  We had a great game which flew in.  Under the command of Lord "Elpus" we had to round up the clan, their stock and get the secret of the special whiskey.  All of this would pay tax arrears.  Lord Elpus with the main force sailed up the loch while we would infiltrate from the glen in small parties

Lewis was determined to shoot any thing in tartan, worrying as I had Loyal highlanders. We encountered a number of real and fantastical highland beasts  working us up into a shoot first attitude. the highpoint of which haapened when Lewis shoots and critically wounds Catriona , an old crone with the secret of the special whiskey. then his men are thrown into terror by a ghoullie.


The Dragoons rush on the keep


It started to all look good but the clan warriors were being raised by a piper on the ramparts and came tumbling out of the keep

I had Grant MacPhee now a loyal highlander and hereditary enemy of the local Laird closing in from the other side of the keep


A final over view before the slaughter



My leader challenged and killed the Laird in single combat but the dastardly Jacobite then shot him down with their pistols before charging his shaken men.  Taking our muskets then then trade shots with Lewis killing most of his men.  However we hold the Jacobites up allowing the main force with Elpus to gain victory


Saturday, 1 April 2017

Banjaxed Day of Battle

Saturday came and we had three players, one panzer grenadier  and two british, we chose to play a delaying action the panzer grenadiers would use 650 points but deploy completely on table, against two 450 battlegroups. A 50% point advantage.  The British would play as two separate Battlegroups given their propensity to suffer from command chaos.  Starting will all their recce on table and getting 1d6 reserves each a turn


Battlegroup Preston

Bettlegroup Midders
 Midders had lost all the support vehicles, no comms team, recovery, ammo, 6pr, off board mortars, FAO Dingo had gone and the FHQ was back in their Jeep.

Sherman Platoon commander
 I had two scout carriers and Jp had three Stuart Tanks to wrinkle out the Germans on the 4x10 table, the germans chose the direction of attack and we were playing up the length.



German recce on the hill armed with a 37mm picked off the lead Stuart



From the half tracks we could see this was a well supported pair of Panzer grenadier platoons but could only see one tank a Panzer Ace Tiger with an armoured ammo wagon


 The Tiger 70" away. in this picture it is a coloured blur just to the left of the farmhouse on the far wooded hill , takes out its first kill Stuart no2



One Stuart does make it spearheading the Shermans of Battlegroup Perston onto the flat hill and out of the Tiger firing line this triggers a charge by panzer grenadiers forward and into the attack.  Most of Battlegroup Preston's dying was on this hill


Scouting carriers gets taken out by a panzerfaust 

 Now working my way around to the left I had tried to got right up the middle but changed my mind after the panzer grenadiers flooded the buildings in the centre and then tried to pick off my forward HQ.  20 -30 inch Mg fire from the houses had hit them as they pushed up through the woods however af ter the first shot I rolled a successful Beyond the Call of Duty and hastily drew back to the jeep.


The carrier platoon was formed up the engage the panzer grenadiers in the houses while I hoped the Shermans with the Rams scooted up the left.  the attack on the left knocked out  a hanomag but paid for it in Shermans.  A single survivor of a panzerscheck team blighted by a low ammo counter still put a single successful round into the Sherman Firefly.  in turn he was killed by the bren carrier survivors






Battlegroup Preston battling the Tiger, 17pdr brews up




Rams get into action, the Platoon Command Team is pinned after failing a close assault order
Time was called and the British had lost 25 BP(Preston) and 21(Midders)  The Panzer grenadiers held all of the objectives and had lost 40 from 42 BP