Open Day Games for 2023

There’s been plenty of progress with our games for our Open Day that’s on the 24th June this year. We’re open to the public from 11am – 4pm on the day.

This is a great day to come and see the society in action and maybe throw some dice at one of the various games we will have on the day.

This year we have a nice selection of periods and scales on offer, which might just be the incentive you need to either get back into the hobby or to find a new home for your own armies and games.

We will have a game of Strength & Honour in 2mm

A Lord of the Rings Battle from the First Age, 28mm Elves vs Orcs will fight it out

A crusade game Road to Damascus complete with scratchbuilt 28mm Arab Manor House

A whole host of 10mm Napoleonic Balloons will take flight

The Battle of Spicheren will be fought in 6mm

And if that’s not enough there will also be a 15mm Field of Glory game of the English Civil War

Details of where the club meets and location of the Open Day can be found here:
https://www.brigademodels.co.uk/mws/directions.html

 

Society Meeting 26th November 2022

A photo round up of a lively Society meeting- November 26th

First up we have Mark J’s rather impressive Judge Dredd game.

The bright 1980’s colour palette worked very well for the game.

The game consisted of a Block Gang, a group of Mutants, the Citi Defence and some Judges. Highlights of the game were apparently the Citi Def taking out most of the Mutants with their rocket launcher and Mean Angel turning up and headbutting Judge Death!

Next up Jeremey and Tony F had a Full Thrust battle.

To spice up the game up we used some house rules that meant each turn players would have a random number of their ships turn up from a random side of the table.

The battle went all Jeremey’s way at the start but Tony F fought back to make it a very close defeat.

There was also the regular FoG game, a more relaxed affair after the previous meetings FoG competition.

Some brightly coloured knights are about to make an impression.

And the last game on the day was an ACW game put on by Stephen.

Using the Fire and Fury rules John L, John R and Pete M took command of the Union with Tony G and James the Confederates.

There were some notable actions in the game including a wild charge by James’s Confederate cavalry but it was not enough to stop the Union carrying the day.

Society Meeting 23rd April

The society meeting on St Georges Day did fittingly manage to include a dragon!

Andy ran a game of Dragon Rampant with the players hunting for treasure and ultimately a dragon rather than just engaging in battle.

There were also two games of Field of Glory at the meeting.

Skirmishers get into action in an ancient game of FoG in 15mm.

Not sure of the period for the other game but it was played in 6mm.

The last game being played was another play through of Galleys and Galleons.

Ships sailing along the coast, some of which have taken damage.

The entire seascape for the battle.

 

Society Meeting 9th April

April kicked off with a fairly quiet meeting. Three games were being played.
ALAN put on a WW2 game using the ruleset ‘Nuts!’. The meeting was actually the anniversary of an action involving Germany and Denmark in 1940.

Jeremey and Stephen finally managed to start their Wars of the Roses campaign.

Sword and Spear was the ruleset being used, in this first battle of St Albans with an historical twist seeing the house of Lancaster win the day.

The third game was another opportunity to test a future show game from Pete of Fallujah in 2004 using 20mm miniatures and Force on Force rules.

Don’t forget if you fancy coming to a meeting to see the society in action, check out the diary page and pick a day that interests you the most.

Society Meeting 26 March 2022

A quick round up of last weekend’s games…

First up above we have a game of Sails of Glory. This game uses pre-painted ships that are 1/1000 scale I believe.

There was a FoG game with hundred years war English vs a force of Catalans mercenaries.

Now we move into space with a game of Full Thrust. This saw the players having to complete a mission involving capture or destruction of some ships caught up next to a moon that’s collapsed. One of the fleets used was entirely scratchbuilt.

It seemed to be a day with ships of one sort or another. Other club members were trying out Galley and Galleons rules for a forthcoming campaign set in the Mediterranean in the 15th century using 1/2400 scale ships either metal or 3D printed.

The forces being represented in the campaign are Genoa, Venice, Knights of St John, Ottoman, Barbary States and the Mamluk Sultanate.

 

“Upping The Ante” – A Hammers Slammers Battle Report

Peter dives into the si-fi universe of David Drake.

“…And so, Major Kovacs, PRA Intelligence has confirmed that the rebel fanatics have used their mineral wealth to hire what looks like the whole Ariete Division (some 15,000 men) to back their ludicrous independence claims and rescue their faltering defence. It seems likely that they will try to strike at some of the outlying abandoned mine-workings before heading to the coastal plains, in part to get some more income but also to give our troops a ‘bloody nose’ in the hope that it’ll make the govt sue for peace. It is your mission, therefore, to buy some time whilst we organise a major push – and to show those ‘Arietes’ that Paley is not such an easy proposition!”

Saturday 12th March saw another game set in the SF universe of ‘Hammers Slammers’. The scenario this time was taken from the ‘Paley Campaign’, with rebel forces aided later on by the Mercenary ‘Ariete’ Division to try and turn the civil war in their favour.

The game represented a reinforced probe as ‘Ariete’ began their drive in a pincer aimed at the mining settlement of Smiricky VII, defended by elements of the PRA 7th Armoured Regt. Only short-range recce was available, as the PRA had not inconsiderable AA assets… The forces used were as follows:

Ariete Division, ‘Trieste’ Armoured Regt

2x ‘veteran’ armoured detachments, each of 10x TUs (Tactical Units)

  • Tank platoon = 2x ‘Cougar’ heavy MBTs, +1x ‘King Cougar’ super-heavy MBT
  • Mech infantry platoon = 3x ‘Lynx’ heavy APCs (one with large-calibre ‘close-support’ HE cannon), carrying 1x TU of heavy infantry
  • 1x medium ‘Puma’ tank (with upgraded main weapon and light ATGM)

Commanders

  • Captain Christopher Sime
  • Lt ‘Juan Cornetto’ Treadaway

PRA 7th Cavalry Regiment – ‘The Iron Fist in the Iron Glove’

2x ‘trained’ detachments, each of 15x TUs

  • Tank platoon = 4x F6 ‘Hellcat’ medium MBTs
  • Mechanised infantry platoon = 4x light F20 ‘Tigercat’ APCs, each with 1x TU of assault infantry
  • Support platoon with 2x F4 ‘Wildcat’ (AAA version), and 1x new F35 ‘Sabrecat’ mounting a large ex-naval cone-bore weapon as enhanced anti-tank
  • All vehicles, whilst lighter than their opponents, had decent frontal armour and plenty of anti-tank light ATGMs….

1‘Company HQ’ F100 ‘Top-cat’ which allowed for the redistribution of ‘action points’ between the two sub-commands (the other ‘guard’ vehicles and bridgelayer were just for show – this time).

Neither side had any off-table artillery assets (the PRA has an abundance of multiple-launch semi-guided rocket artillery, like WW2 ‘Katyushas’ or MLRS)

The ‘company HQ’, whilst certainly handy, was also an excuse to put some more nice models out. All of the vehicles were (sort-of) scratch built from other ranges – more of which anon. Meanwhile, what happened….?

Unfortunately, the main PRA player (your erstwhile webmaster, as it happens…) had caught COVID just before the game, and so yours truly had to sub. As the task was a fairly static one, however, with a purely reactive defence, it was not too bad. So, after initial briefings and extremely useful reminders of the key rules by JT, the PRA were deployed in hasty defensive positions across a wide general arc covering the four main roads in to the site. The undoubted qualitative advantage of the Mercenary Arietes – command/control as well as equipment – was offset to an extent by the close terrain and the PRA being in defence.

Captain Sime got off to a good start with his tank platoon crashing through the woods astride the NE track, whilst the armoured infantry skirted to come in from the north. Certainly his three tanks had a good view of the defenders – it’s just that it also worked the other way, as he found to his cost when one of the new self-propelled AT guns sent a (very lucky) round crashing through the side of the lead giant ‘King Cougar’, which promptly exploded!

Whilst this unfortunate set-back had more effect on the player’s morale than overall result, it did lead to a more cautious probing and longer-range ‘softening-up’ of defending infantry bunkers, other PRA vehicles etc (especially the SP/AT!), which in the end was more to the Ariete’s advantage. The PRA main weapons only had a decent chance if they could get some side-armour shots, and so were hoping to ‘mix-it’ when the enemy got closer.

As the Ariete gradually eroded the PRA armour, a late probe by the Heavy APCs almost came to grief when they were caught in a close-range cross-fire from one of the multi-barrelled SP/AAA and hidden PRA tank-hunter infantry in the mine buildings. Sadly by this time the PRA was running short of command points due to earlier losses, so could not afford the luxury of using said CP to enhance shooting, aiming etc, and the ambush came to naught. Well, other than generating lots of – fortunately small calibre – return fire from Chris into the buildings, until ‘Ariete HQ’ tactfully reminded him that they were supposed to not blow the bloody doors off the valuable mine workings……

On the NE flank, again the Ariete got off to a less than sparkling start when Lt Treadaway used a fistful of his command points in an attempt to execute a massed ‘Follow me!’ option, which would have seen half his force roll together as one in an unstoppable steel tide….. However, seems the tide was out that day as John failed the key roll and no-one else followed his lead! Not only that, but a probe down the road by a scout vehicle with an APC as backup came to grief when, having blown up some armoured trucks near the mine workings, they were ‘set-upon’ by another crossfire from the PRA tanks and SPs, from which only the infantry inside the APC survived.

As with the other flank, however, gradually the Ariete worked their way forward through the wooded terrain, taking out first the truly terrifying F35 SP/AT, then each of the PRA heavy armour in turn. There were some close shaves during return fire, and the sky was full of – fortunately – light ATGMs, for a while. In the end, the Ariete was simply too powerful and commanders good for the PRA engaged, and as they loss level tipped over the key 50% level, the PRA decided that their delaying mission had been achieved. It must also be said that the Ariete had gained a new respect as well as insight into the mettle of their PRA opponents, and much thought would need to go in to the next encounters.

Part 2 of this article will outline more about the terrain and especially vehicle models, together with all the scratch-building mania which went into this project. Until then, it’s a case of a geeky ‘spot the bits’ competition. Oh, and very big plus points for anyone who IDs the dark brown roads…

My thanks to my fellow MWS members for hosting the game, and both Chris and John for playing.

LINKS:
Hammers Slammers official website: http://www.hammers-slammers.com/

Stargrave – Return to Fenris – Part 1

On another club outing with Stargrave Jeremey ran a game set on the legendary planet of Fenris, with Stephen providing a dramatic write up of the game …

The game was set up in the ruins of a city with the robots of Fenris on patrol throughout the region. The crews of four ships arrive to search for loot.

The Robots of Fenris patrolling through the ruins

Each crew was given a random mission brief providing additional bonuses to be had based on those missions. Stephen ended up with a mission that allowed the crew to pick a rival crew and gain extra credits for any kills against that crew.

The Seedy Dive Space Bar

“100 Credits!? You gotta be kidding me. I want 200.” Kersh Wilson banged his fist on the table for emphasis.
His opposite number leaned forward. Only now did Kersh get an idea of his features in the half-light of the smoke-filled room – the flattened nose, the red skin and ritual scarring. Kersh was dealing with a Creduxian.
“I’ll tell you what I’ll do, Kid,” said the Creduxian. “What I’ll do for you is make it 150 credits for a kill. Just 75 for a hit. Do we have a deal?”
Kersh leaned back, trying to recover his composure, remember the calm and measure he’d been taught as a young student by his masters.
“150 for a kill, huh? Yeah, OK – we got a deal.”
“Good. Good. I’ve made it easy for you. The hit’s name is Offler dZuk – she killed my kinsman. She’s a crew member on a ship called The Troubadour. The captain’s name is Ash de Vere. I’ve had one of my cronies slip Ash some information about some ruins on Fenris. Told him there was money to be made. So I’ve got ‘em off-planet for ya’, somewhere quiet, somewhere away from the eyes of the lawmen. Who knows, maybe you can make some extra loot out of it yourself…”

Kersh and his crew, as well as trying to collect loot tokens, had a special mission – extra money for taking an opposing player’s crew down to zero Health.
Fenris was an area of ruins and covered in undergrowth. Also present were some battle droids, so they’d have to take it careful. I had to choose which player I would have to try and shoot. It would have to be either Andy or Phil, as they were either side of me. I looked at where the loot tokens were and I reckoned that I was more likely to bump into Andy, so it would make sense to have him as my target since there was every chance we’d exchange gunfire anyway. Where I deployed there were two tokens that shouldn’t be too difficult to grab. I pretty much split my force in three – crew Captain Kersh Wilson (a mystic) led a couple of his crew after one token. Shoggoth (a biomorph), the first mate, led some crew after another. I had two raw recruits who I decided I’d send after the furthest away, but also with an eye on the possibility of taking a pop at Andy’s crew if the opportunity presented itself.

The Recruits sent out to scout the area

Oh yeah, I also had a pathfinder and used his extra speed to lead the way, draw any fire, see what droids were about etc.
I took the first token without too much difficulty. At that point Phil rolled a bad initiative roll (any roll of 4 or under meant a random droid would appear – Phil proved good at rolling low…) and a droid appeared near my crew. Kersh took out his lightsabre (sorry, ‘void blade’ *ahem*). The droid took a shot and Kersh deflected the shots with his blade. He then concentrated carefully and caused psionic flames to shoot from his hand and engulf the droid. Didn’t do too much. So he drew his blaster pistol and let off a couple of shots. Down went the droid.

Fire fight with a robot sentry

The two recruits – a robot called 2B-55 and a pale-skinned alien called Ronnock Crowder – advanced through the ruins. Not too far behind was Shoggoth and Yammet Lament, an ex-commando. TwoBee and Ronnock by-passed a loot token, leaving it for Shoggoth, and took position behind some ruins. Because on the opposite side of the road two of Andy’s crew could be seen trying to unlock a loot token.

Laying down some fire

Both TwoBee and Ronnock drew their pistols and started shooting. Down went one of Andy’s crew – Offler dZuk. She was only wounded, so on Andy’s activation he decided to pull her back. But TwoBee and Ronnock let rip again, and this time she wouldn’t get up – down to zero health. But was it a kill?
With three loot tokens, and having successfully completed their special mission, I decided discretion was the better part of valour and got my crew off with all their loot.
It had been a very successful first mission for Kersh and his crew.

Captain Kersh collects some loot

Or was it?  The story will to Return to Fenris for a different perspective …

Virtual Meeting #2

The club held a second ‘virtual meeting’ last weekend, with solo games, and even a socially distanced garden game of FoG. Over to the players…

Stephen – Solo SAGA
Stephen had a game of SAGA – the Prized Possessions scenario. Edward Oswaldson (Anglo Danes) had been tasked by the earl to escort the local bishop and his possessions. Meanwhile, a boat load of Norse Gaels from Dublin led by Ragnall Svendsson had been raiding in the area. The Anglo Danes won. They managed to get the wagons off the table, though the bishop himself didn’t quite get off and the game ended with the bishop looking at a very irate Norse Gael warlord…

Marcus – Galactic Heroes

Marcus took on his sons; never a good move… The game was going well but match abandoned after an 90 mins due to unforeseen circumstances. Just as well, he was the rebel scum entering bottom left, trying to get a droid to the ship (top right) he’d lost two characters already to the eldest son. Youngest son was preparing an ambush should he make it through…

Alan K – Verdun 1916

Alan played a solo learning game of Verdun 1916: Steel Inferno using the first scenario which covers the initial German attack.

Mark J, John Le, Bret – FoG in the Garden

Mark’s Roman Dominate army had its first outing in his back garden and were truly smashed by the Sassanids…twice!

And finally, Eric played a couple of wargames-based video games (Total War and Dark Future – there are videos !

Virtually Meeting

Last Saturday, at Stephen’s suggestion, some club members held a ‘virtual’ club meeting; some played solo games or with family members at home, and three even managed to play a board game over Zoom. Here’s a round up of what went on.

Mark H, Mark J and Seán – Nightfighter
Mark H ran a three-player game over Zoom – he’s written it up fully in a separate report.

Marcus – Air Combat in the Gulf War
Marcus played a solo game of modern air combat using Wings at War; this will also be getting its own write-up soon.

Phil – Space Hulk
Phil broke out the new (ish) re-issue of Games Workshop’s Space Hulk with his eldest son; unpainted figures, really!

Stephen – Full Thrust
Stephen, whose idea this all was, went for some solo Full Thrust. Which just sounds all wrong…

Mark J – Kobolds and Cobblestones
Mark.2 played out a Fantasy rumble at the docks.

Tony F – Lord of the Rings
And finally, the webmaster played out a simple Lord of the Rings scenario (the one where Sean Bean/Boromir gets shot full of arrows defending Merry and Pippin).

Wargaming in the Pandemic – Playing Nightfighter over Zoom

As we currently have no meetings and gathering indoors is not possible, we have been starved of our wargames for 2 months!

We tried a game of GMT’s Nightfighter over Zoom.  The game uses some house scenarios that allow multiple players on the German side.  The main game map is enlarged and uses miniatures to substitute for counters.

There were four Ju88C-6 night fighters patrolling to intercept bombers over the targets.  These could be coned by the searchlights on the ground, spotted by the onboard radar, or spotted visually.

Here is the hidden umpire map showing the Lancaster position at close of play:

We played until a Lancaster was shot down.  Mark shot down ‘E for East’ after a four move duel.  The bomber spotted him before he attacked and got two rounds of fire, but failed to score a hit.

The Ju88 missed on the first pass from a poor position, then scored heavy damage on the second pass.

The Ju-88 mis-timed the third pass, but finished the target off on the final pass.

Sean had meanwhile homed in on a bomber with one of his Ju-88s, but ran out of time to shoot it down.

This was the game board at close of play:

A scan of the battle map was shared on Zoom with the players and annotated with the fighter positions, radar sightings and searchlight spots.

Game play is slowed, as moves have to be described sequentially, so the game would have worked faster with less planes controlled by one player with hindsight, but the board game hex playing surface does make a game over Zoom possible!  We may give it another go having worked out the snags.