We played out our second session of the campaign in April 2019 and as we have our third session at Next Saturday’s meeting it was high time to write it up!
The British were approaching their target and had been benefited by fog that had hampered the take-off of nightfighters from 1.Jagddivision, but the British umpire now played a weather change card as the main raid neared its target, which luckily cleared the ground in just the right area and replaced it with heavy cloud cover for the attacking bombers!
The first action resulted from a straggler interception of the main raid by the commander of 2.Jagddivision, Steve, which allowed him to vector in the Me110G-4s of III.NJG3 as the raid passed Rostock in a ‘Tame Boar’ attack. In this type of attack each nightfighter followed the bomber stream using on-board radar to detect and close on targets. The targets proved hard to find, but Dave detected and successfully shot down 1 straggling Lancaster, K for King.
Another night-fighter unit from 1.Jagddivision, commanded by Dave, now made the first successful infiltration of the main bomber stream. The attacking unit was 2.NJG5, also equipped with Me110-G-4s, but it’s impact was reduced by having been scattered on take-off in foggy weather. Not only did it fail to inflict any damage but one of the attacking fighters piloted by Andy was shot down by defensive fire when if homed in on it’s target, B for Baker.
The raid move on and the target was now revealed as the raid stream turned south and began bombing its target, Berlin. Dave was able to vector in the Me109G-6s of 1.JG302 to attack the the head of the bomber stream as it passed over the target in a ‘Wild Boar’ attack, closely followed by the Me110F-4s and G-4s of 3.NJG5, which were directed in from the radar beacon north-west of Berlin where they had been orbiting. This type of attack was made by visually intercepting bombers lit up by searchlights. The cloud cover reduced the searchlight effect, but bombers could still be attacked against the illuminated clouds. The defending fighters had to take their chances with defending flak fire.
The first attack by the Me-109s resulted in heavy losses for the attackers. Steve made a spectacular high score, shooting down four attacking Lancasters – G for George, F for Fox, M for Mike and P for Peter. Dave added to his score with two more bombers, D for Dog and J for Jig. John L opened his score with E2 for Easy Squared. Chairman John pursued another bomber, J2 for Jig Squared, but only managed to damage her before she exited the illuminated zone. The British scored back as Andy homed in on D2 for Dog Squared, damaging the bomber with his first burst, only to be damaged in turn and driven off by defensive fire from the bombers gunners.
The resolution of the attack by 3.NJG5 was postponed until the next session, as time was up for the day….
At the end of session 2 the points scored were as follows:
Dave (1JD) +6 +3 for Lancasters shot down, +1 for Tame Boar attack, +2 for Wild Boar attacks
Steve (2JD) +5 +4 for Lancasters shot down, +1 for Tame Boar attack
John L (7JD) +1 +1 for Lancaster shot down
Chairman John (3JD) +0.5 +.5 for Lancaster damaged
Andy (4JD) -2.5 +.5 for Lancaster damaged, -2 for Me110 shot down, -1 for Me109 damaged
That leaves the individual League table so far as follows (with 2JD the leading team so far with 8 points):
Stephen takes on the Union in this historical refight.
At a recent meeting we had an American Civil War game – the Battle of Antietam!
Being such a large battle, and the bloodiest in American history, we didn’t do the whole battle. Instead we focused on the action at the end of the day – the Union grab for Sharpsburg.
Our game took place after the battle for Burnside bridge. We set up the brigades as they were after the Confederates had been pushed back and Burnside’s corps advanced toward Sharpsburg.
Taking the Union were Jon Roche (Corps command plus Wilcox and Sturgis’ divisions) and Paul French (with Rodman and Scannon’s divisions). In control of the Confederates were Jeremey Claridge (Jones’ division) and Stephen Tucker (Hill’s division). There was no overall Confederate commander, with the two Confederate divisions (which were much larger than the Union divisions) acting independently.
The Union side also had a large artillery park with three batteries which were under Army command, so couldn’t be moved but would shoot at targets that came in range.
The Union objective was to get a brigade in Sharpsburg, the Confederate objective was to stop them!
Initially, Hill’s division was not deployed – his brigades were busily marching up the road from Harper’s Ferry to bolster the Confederate line. So at the outset the Union outnumber the Confederates. As such, the Union made an advance on the Confederate line. Not so on the southern edge – Scannon’s division was a bit tardy in its approach. Meanwhile, John deployed his artillery in a field, near to the Army artillery park, which would provide a powerful incentive for the Confederates not to counter-attack on that side.
Hill’s division came on, but was hampered in its deployment due to cramped conditions – it was proving hard to fit the brigades and artillery where they were needed.
Eventually the two sides came to blows – Jones’ division to the north around Cemetery Hill facing off against Wilcox and Sturgis, and Rodman (waiting Scannon’s arrival) to the south coming over Centre Hill.
The early part of the battle was going slightly in favour of the Confederates. The artillery to the north was making it hard to take the battle to the Union, so Jones’ brigades and artillery dug-in and pushed back the Union attacks.
On Centre Hill, Rodman came over the top, took a round of musketry, and then pulled back! Much to everyone’s amazement (not, least Burnside’s!). Paul did try to explain this (ahem) ‘cautious’ move.
But maybe it wasn’t such a bad idea after all. Because emboldened by this withdrawal, Hill advanced his brigades over Centre Hill and took the battle to the Union with a wild rebel yell. And paid the price for charging the guns.
Equally emboldened, Jones advanced Drayton’s brigade against the Union brigades and artillery to the north. After a round of pummelling from Union Corps and Army artillery they soon regretted it and hobbled back all but destroyed.
In the end our game had a very historical outcome – the battle just fizzled out. The Union didn’t have it in them to continue the push to Sharpsburg and the Confederates didn’t have it in them to counter attack. Like the actual battle itself, it was a no-score draw – both sides had taken so many casualties neither could carry the day.
My thanks to Jeremey and Andy for taking some pictures.
At MHWC’s Broadside show in June I was glad (and surprised!) to see that Scotia/Grendel would be there.
What I bought off them was a resin ruined chapel, which would make a great piece of terrain for medieval games.
I cleaned up the pieces, cut some ply for the base, and glued the pieces together on the day after buying it. It then sat on the shelf for a few weeks. But last Sunday I finally got around to slapping some paint on it.
Before painting I thought I’d make a bit more of it. The first thing to do was create a tiled floor. I made the tiles out of thick plasticard. I chamfered the edges roughly and then scratched and gouged the surface to make them look worn and damaged. I then needed some more rubble. I made this from a mixture of sand and dried plaster broken up into bits. Though you can buy some rubble scatter mixes.
Once this was all dry I gave it a spray of dark khaki. This was then washed with my favourite all-purpose brown wash: GW’s Agrax Earhshade. I decided I wanted it to look like it was made from sandstone, so it was drybrushed with a khaki-heavy mix of khaki and grey.
An important thing to realise about medieval churches is that they were very colourful places. It was only with the advent of the Reformation and Protestantism that church wall paintings were considered idolatrous and were chiseled off or painted over. So I scoured the internet for pictures of surviving painted medieval church walls and then printed them off.
These were then glued to the walls. To make them look like they belong there and look a bit damaged and eroded by time and weather I splotched (that’s the best way I can describe it) the edges of the pictures to make it look like they belong on the walls and blend in.
Some staining and damp was added with a very dry brush using dark green and brown.
The model was then based with some mixed ballast and static grass.
The result is a ruined chapel worth fighting over!
I’ve toyed with the idea of doing some WW2 games for a while but never really knew what I wanted to do. I had a false start with Flames Of War some time ago but I found the rules so dire that it soon fell by the wayside.
But then a recent issue of Wargames Illustrated had some plastic 28mm US infantry as a freebie. I bought an issue, put them together and then slapped some paint on them. I enjoyed it so much that I decided that 28mm WW2 was the way I was going to go. I also decided that I would focus on small-scale infantry actions rather than huge set-piece battles – Chain Of Command has been played at the club and it seemed like the scale of game I was interested in.
I then bought another copy of WI so I could get some more. Realising this could be an expensive way to go about it I then asked if anyone at the club had an unwanted sprue from the magazine. Phil and Marcus both stepped up (cheers, chaps).
When it came to painting them I made a snap decision.
I was going to paint them in standard European theatre colours and do late war games. Then I thought about the scenery. Woods, roads, hills, etc would be no problem – I have plenty already. It was the houses though, that made me pause. I wanted to do this on the cheap because WW2 would never be a ‘main’ period for me, so it had to pay its way in terms of money and storage space. Piles of European houses, that would not be used for anything else I do, would take a lot of space and money.
So I suddenly thought, ‘Pacific war!’
Trees, trees, and more trees.
I know there’ll be some out there who will object and say the figures aren’t wearing Marine issue equipment. Quite frankly, I couldn’t give a monkey’s. Once painted, especially in that duck-hunter camouflage the Marines wore, I reckoned no one would be able to tell.
So I went for it.
They were given an all-over spray of khaki. Flesh and weapons were given a base-coat of a chocolate brown colour. I then washed all webbing and weapons with GW’s agrax earthshade. I use VMJ medium flesh for…er…flesh. The wooden bits on the guns were picked out with GW’s Bestial Brown (or whatever they now call it). The webbing was given a base-coat made from a mix of khaki and mid green, and a bit of white was added for highlights.
For the uniforms I decided to mix it up a bit to create a rag-tag look. Some would be in green, some in duck-hunter, some in a mix of the two. For the green just choose your favourite olive drab colour. For the camouflage the base colour was a 50/50 mix of khaki and white. And then blobs of chocolate brown and mid-green were randomly dotted all over.
The sprues themselves give a good mix of poses. I managed to get a good variety, even better with a slight bit of chopping up. I’ve given each squad a sergeant (armed with a Thompson), two BARs, and nine M1-armed infantry.
I also scratch-built a flamethrower using bits from the sprue.
The motivation is still there so I’m making head-way in painting these whilst I can. I will need a few more to complete a platoon. And I will also have to get some Japanese. So an order to Warlord will be made later in the year.
By the time it’s all done and ready it will likely be 2020, so for next year some WW2 games will be in the offing.
Chairman John puts some flesh on the bones of his Open Day game.
After the Royalist forces of King Charles won a great victory at the 1st Battle of Linton under the command of Lord John, the Parliamentarians are looking to recover lost ground by forcing a 2nd battle on the hallowed Linton ground. Putting their faith in a new commander, Earl Campbell, they boldly advance into battle hoping for a decisive victory.
In November 1980 a now forgotten conflict started. Now you can re-fight that conflict at the Open Day. Jeremey will be taking on all comers, with this hard uncompromising game. Many show games are made in favour of the player, not this one. Expect to face humiliation as you try and get a high score against the relentless robots or Evil Otto himself. Can you clock up the highest score to be crowned Berserk champion?
More Open Day updates from Stephen as he wows us with the size of his tower
I’ve been lucky for this year’s Open Day – I more or less had everything I needed for the game.
There’s been just a few jobs that needed doing – some Norse Gael axemen and an Irish round tower.
The game will be set in the early 12th century with the Normans raiding an Irish religious community. A key feature of early Irish monastic sites were the needle like round towers. These were built as safe places during earlier centuries when Viking raiders made their way around the Irish Sea. A few were also built in Scotland, mainly by the Irish settlers.
Entrance to the tower was on the second floor via a ladder. The ground floor was often solid stone to resist being battered down.
I made a few concessions with my model. It is to scale height and the ground diameter is also to scale. The actual towers converge which mine doesn’t. This is because of what I used to make the tower – three empty (Christmas) tubs of cheeselets. So it had to have parallel sides.
I also decided to use more elaborate windows. During the period when the towers were constructed the windows were just plain openings. I went with a Gothic window frame, which is out of period. I did this to make it more interesting to look at, so it can be used for other periods, and maybe fantasy games as well. I also went with a tiled roof rather than a stone roof. This was done to create a different surface texture and colour again, to keep the model interesting.
The windows were spare castings I had from a previous project.
The tubs were glued together using internal tabs. I then chose to hide the external joint using pieces of card to look like bricks – it makes it look like a decorative feature.
Individual bricks were made using heavy duty water-colour paper. This is ideal because it has a textured surface. These were stuck in groups and clumps all over the outside.
The tiles on the roof were made using the same card.
The ladder is made from styrene sprue.
The entire model was given a spray with a dark khaki colour. This was then washed using GW’s Agrax Earthshade. It was then dry-brushed using a mix of khaki and light grey, with a bit of white added for subsequent highlights. To create damp patches and mould I used both a brown and a dark green, paying attention to windows and doors (where people are likely to throw things out of) or around the base, where the damp could be.
All that was left to do was decorate the base with odds and ends.
Tony F goes aerial with his planned Open Day game.
Operation Musketeer was the codename given to the joint British and French plan to occupy the Suez Canal zone in 1956. The conflict also involved Israel which invaded the Sinai peninsula, forming part of the second Arab-Israeli war.
My game looks at the conflict in the air. It was one of the last air wars to be fought entirely with guns, before the advent of the missile age. It also involved a wide range of aircraft, from WW2-era prop planes such as the Mustang and Mosquito used by the IAF, to the latest jet fighters. Egyptian pilots flew the MiG-15 and MiG-17, the RAF deployed Hunters, Venoms and Vampires, and even deployed the first of the nuclear capable V-Bombers,the Valiant, along with the smaller Canberra, from bases in Cyprus and Malta. Not a great deal of air-to-air combat occurred during the conflict but as wargamers we never let the truth get in the way of a good game, so rest assured there will be plenty of chances to dogfight with the enemy.