Society Meeting 11th December 2021

Andy rounds up the last meeting of the year.

Our last meeting of the year saw three “periods” in progress:

First up, our FOG contingent (John, Paul and Mark) ran a couple of games of Early Carthaginians vs Dominate Romans.

6mm Cavalry and Light Horse
The infantry get close
A bird’s eye view of the combat
Roman Legionaries
Africans and Romans standoff.
Carthaginian cavalry charge the Romans

Next up Alan ran a game of Fief, France 1429, a game of dynastic ambition. You can probably guess where and when it is set. Boardgames are not unknown at the Society, but they are not that commonly played either. Alan, Marcus, Dave, Chris, Peter and Mike were the contenders for the control of France.

Playing pieces
View from the North West
Player’s resource cards
Fief Playing pieces and cards

Alan and Peter formed an alliance and had a narrow lead at the end of the game, so they are claiming victory. Mike, Marcus, Dave & Chris wouldn’t necessarily agree with that assessment though

Finally, Tony & Phil combined their efforts to put on a 15mm Star Wars game, using slightly adapted Stargrave rules. Jeremey and Phil each took a squad of Stormtroopers, while Stephen and Andy had a squad of Rebels. Both sides were searching the village for a pair of droids who had concealed plans to a top secret Imperial Weapon System (the Death Star). Tony ran the unaligned Jawas and was in charge of resolving the players searches and random events.

The village, the lull before the storm
The Rebels disembark from their U-Wing assault ship
The Jawas minding their own business.
Jeremey’s Storm Trooper squad and their shuttle.
Andy’s Rebels find what cover they can
Rebels search a building
Stephen’s Rebels take up positions to fend off the Imperials
Phil’s Stormtroopers take cover behind a water extractor
Rebels have found the droids and try to get them back to the shuttle, The Jawas are not happy!
The droids and their surviving escort almost at the shuttle (and that’s as far as they got).
The remnants of Stephen’s squad form a last line of defence.
Jawas and Stormtroopers pursuing the Droids and Rebels
Andy’s Rebel squad (now deceased)

We will (hopefully) be back in the New Year.

Society Meeting 27 November 2021

Andy’s short roundup of games at this weekend’s meeting.

First up Stephen and I tried out Barons War rules for the first time. As it was our first outing we decided to go small, and had 500 point armies. We managed two games in around 5 hours, with much referring to the rules. All in all we thought the rules worked quite well.

Andy’s green bowmen thinning out Stephen’s Welsh Knights
Welsh archers draw bows to shoot Andy
English knights skulking around the back
Spearmen charge each other
Knights and sergeants urge the crossbows forward
Stephen’s Welsh Knights run from the field.
Andy’s spearmen force back Stephen’s archers

Meanwhile Jeremey and Tony were playing a War of the Roses game using Sword and Spear.

Elsewhere in the hall six of our Field of Glory players (John, Peter, Brett, Paul, Mark and Colin) fought out a tournament. Final results to be confirmed…

Yes, 6mm vs 15mm. But they all follow the same basing system.

Salute 2021 Trophy and Society Meeting 13th November 2021

The Society has been busy this weekend jut passed, a small contingent ventured to ExCeL for the delayed Salute 2020 (or 2021?) whilst others attended the normal society meeting. First up, Salute. Andy’s thoughts with pictures by John, Mark and Andy.

Five of the membership, John, Brian, Mark, Marcus and Andy, attended Salute putting on Marcus’ Pulp participation game “Biggles and the Island at the Top of the World“.

The theme for the show was the Battle of Britain. The 2020 show was intended to commemorate the 80th anniversary of the battle. Centrally displayed in the hall were a replica Spitfire and Hurricane, with some RAF reenactors making an appearance after the photo was taken.

They say ExCeL looks like a hanger…

I got the impression that Salute hired more of ExCeL than usual, to space us out more, although I also understand there were fewer games and traders scheduled to attend than in “normal” years; and there were a few “no shows” in both categories.

Salute General view. More spaced out than usual, and perhaps fewer attendees?

In Marcus’ game Biggles is searching a lost Artic island for a missing Professor and the strange artefacts he was studying.

Biggle’s party deplane from their Walrus

His party discover a secret labyrinth, with ever changing chambers and passages.

The labyrinth awaits the explorers

However he was not alone, a party of Nazis with unworldly weapons were also trying to recover the Professor.

The German’s advanced submarine

The Russians had also sent an NKVD team to prevent the Nazis securing their objective.

The Soviet NKVD disembark from their Aerosan

And finally, a lost tribe of Vikings were hellbent on preventing anyone from leaving the island with the Ragnarok Stones, the phenomena the Professor had been studying.

The Vikings patrol the labyrinth

We ran several games throughout the day, with up to four members of the public taking control of one of the four parties.

A selection of photos from the games:

Vikings find the secret chamber
Biggles faces down the NKVD
The Germans find themselves boxed in

We are pleased to announce that the game won the Jim Clarke Memorial Award for the Best Science Fiction / Fantasy game at Salute.

The Jim Clark Memorial Award for the Best Science Fiction / Fantasy Game

Meanwhile, back at the regular Society meeting, other members were running a series of games. Photos courtesy of Mark J and Stephen.

First off Mark J and Pete ran a game of Fields of Glory, pitching Mark’s Hundred Years War English against Pete’s Hungarians.

FOG Ancients – HYW English vs Hungarians
FOG Ancients – HYW English vs Hungarians
FOG Ancients – HYW English vs Hungarians
FOG Ancients – HYW English vs Hungarians
FOG Ancients – HYW English vs Hungarians
FOG Ancients – HYW English vs Hungarians
FOG Ancients – HYW English vs Hungarians

The first battle was won by the English, the Hungarian Knights couldn’t cope with longbows and stakes. The Hungarians won the second battle by focusing on the men at arms and drawing the longbow fire away from the knights. So, honours even.

Alan ran a Star Wars X-Wing game.

Star Wars X-Wing
Star Wars X-Wing
Star Wars X-Wing

And finally Stephen ran a Stargrave game – A Hive of Scum and Villainy:

‘A Hive of Scum and Villainy’ – a Stargrave adventure
‘A Hive of Scum and Villainy’ – a Stargrave adventure
‘A Hive of Scum and Villainy’ – a Stargrave adventure

Club Meeting 9th October 2021

A short pictorial round up of the games at the latest meeting.

First up a couple of FOG Ancients games.

6mm FOG Roman Civil War
6mm FOG Ancient British Chariots
6mm FOG Ancient British Warband

Next, on a planet far, far away, Alan ran a couple of games using Fistful of Lead Galactic Heroes rules.

Star Wars Imperials
Star Wars Battlefield
Star Wars Imperial All Terrain Scout Transport
Star Wars Rebels annoy the native fauna

Lastly Several SAGA Games. Stephen and Andy in the Age of Crusades, Templars vs Saracens.

SAGA Age of Crusades deployment
SAGA Age of Crusades. Salim al-Katid’s Warband on parade

There will be a full write up of this game in a couple of week’s time.

Jeremey and Tony were playing SAGA Age of Vikings, Norse-Gaels vs Anglo Saxons.

SAGA Age of Vikings, Jeremey’s Anglo Saxon Warband
SAGA Age of Vikings, Tony’s Norse-Gaels
SAGA Age of Vikings Warbands Clash

Later in the afternoon Tony (Norse-Gaels) and Jeremey and Andy (both Vikings) had a couple of three handed games fighting to control a Bard, after all, he who controls the bard writes the saga.

SAGA Age of Vikings, Three way fight for the Bard. Tony’s Norse Gaels top left, Jeremey’s Vikings top right and Andy’s Vikings at the bottom
SAGA Age of Vikings, second battle for the Bard. Andy’s warband eliminated, the Bard in Jeremey’s protective custody while Tony’s Norse-Gaels look on.

MWS Meeting 25th September

A pictorial round up of our latest meeting. Five games systems in progress:

6mm FoG Ancient / Medieval: Late Hungarian vs Condotta Italian

Light Cavalry
The lines approach.
Contact!
Artillery getting nervous.

15mm War of Spanish Succession: France vs Allies. Field of Battle, 3rd Edition (Piquet)

Alliance infantry advance

6mm Peninsular War Napoleonic Peninsular, French vs Spanish & British/Portuguese

John La – Gaslands

Start Line for the Death Race
Andy’s first dice roll, not a good start!
John rams Chris’s Taxi
First two through gate 2, weapons hot!
Eric shows Andy how the dice should be rolled
Andy still hasn’t learned how to roll.
Chris’s Mini gets revenge on John (7 hits!)
Second Game (Arena of Death). Chris’ Land Rover demonstrates its superior off road performance.

28mm Dragon Rampant: Dwarves vs The Undead

Dwarf Crossbows, and baggage.
Dwarf Axes
Dwarf Main force
The Dwarves’ Bear allies are pushed back by the undead (where’s Goldilocks when you need her?)
Dwarves test the waters at the ford as the Ghouls approach
The remainder of the Skeletons take on some Dwarf Crossbows

And sometimes we don’t play games

Having lost his Dragon Rampant game, Tony paints some Dwarf reinforcements.

Club meeting 11th September

A brief picture album of the third meeting back, still operating under members only rules.

Four games in play today, in chronological order:

First up a FOG Ancients game by Colin & Paul, we only have one picture of this unfortunately.

FOG Ancients game in progress

Moving on to the 17th Century we had a FOG Renaissance game with Brett, Pete, John and Mark, the Scots involvement in the English Civil War.

FOG Renaissance Scottish (mostly) await the attack.
FOG Renaissance Cavalry on the move
FOG Renaissance ECW Scottish in action

Moving on a couple of Centuries we move to Mexico in the 1860’s, with the French Intervention played by Alan and Mike using Zouave II rules.

Republican Mexican defences
French and Imperial Mexicans advance

Finally we have a couple of games of Stargrave.

The first game was run by Stephen, with Eric, Marcus, Jeremey and Andy sending their crews to investigate Dr Moreau’s House of Pain.

First Stargrave game, run by Stephen
Dr Moreau’s bunker from Andy’s point of view
Andy’s crew fight off Audrey II
Marcus’ alien crew
Eric’s and Marcus’ crews approach each other
Marcus’ and Eric’s crews engage
Dr Moreau’s creatures take the high ground as Jeremey’s crew approach the compound
Andy’s crew try hacking the force field

We had to cut the first game short as Stephen had to leave, so we then played a second game which Jeremey had devised. As Andy’s crew had to disband after his Captain was killed in the first game he ran the second game enabling Jeremey to play.

A ship had crashed, leaving a trail of cargo and potential loot in its wake. Jeremey, Eric and Marcus’s crews came looking for loot, with indigenous interference run by Andy.

Eric’s crew, lead by Captain Greyfax
The crashed freighter, with cargo strewn in its trail. Jeremey’s crew approaching from the top of the picture, Eric’s from the bottom.
Eric’s crew approach the wreck
Eric and Jeremey’s crews fight over the loot (the corrugated fence representing a Holographic Wall)
The indigenes

Second meeting back

Last Saturday was the second meeting post lockdown. We are still operating with members only. Fewer games and members this time, perhaps because of the Bank Holiday weekend?

First up, a couple of games of Fields of Glory, Dominate Roman vs Selucid, report from Chairman John.

Mark’s Romans took to the battlefield against a very mixed force of Paul’s Seleucids.  The Romans deployed their many legions in the centre to face off the Seleucid cataphracts, pikes and elephants.

With the full deployment revealed the Romans moved aggressively to take advantage with their skirmishes on the left flank.  This resulted in successfully routing the enemy light foot off the table and capturing the enemy camp.  However the Seleucids fought back attacking the rear of the Roman horse who were still sacking the camp.  In the meantime on the other flank the Seleucid light foot seemed to be in excellent shooting form scoring hits in multiple rounds and routing the Hun cavalry.

The deciding battle should have been in the middle with the Seleucid caraphracts taking on the legions, but despite vicious fighting no overall victor emerged.  At this point the Seleucids were declared the marginal victors due to their success on the flanks.

The second game was a repeat meeting, this time the Romans sat back and let the Seleucids come to them intending to not be aggressive on the flanks and risk losing their again.  However the Hun cavalry again proved to be very vulnerable to shooting, with the cavalry and light horse on the other flank also suffering at the hands of some good dice rolling by the Seleucids.  In the centre the cataphracts managed to manoeuvre to hit the Romans at their weakest point, eventually routing several battle groups, the Roman army withdraw just before it would break, a successful day of battle for the Seleucids.

The next table saw some Border Reiver action. Report by a different John.

I brought along Osprey’s En Garde!  Ruleset, my collection of Outpost Reivers I’d purchased and painted many years ago and scratchbuilt terrain for Eric and Tony to try out the rules. We played on a 3 foot square mat. Whilst rule memory was hazy at times, we did manage to play two scenarios.

Scenario 1 – During a previous raid some of the stolen booty had to be hidden in a derelict Shepherd’s hut in Bewcastle Waste. Both gangs were desperate to recover the heavy chest containing cutlery and a wooden dinner service (yes, they would have been that desperate). We used the capture scenario from the En Garde! Rulebook. It was dark and raining, typical Reiver weather.

Both forces approached the hut with some figures dismounting so that they could enter the hut and grab the chest. Eric’s gang managed to score some hits using a Latch – a short range rapid fire crossbow as the skirmish developed around the hut.

The skirmish around the hut.

With men down, Tony attempted a ride by lance charge on Eric’s Headman but unluckily failed and with that, Tony’s chances in the game faded.

Scenario 2 – Eric’s gang have kidnapped the lady love of Tony’s Headman’s son and locked her up in their fortified farmhouse.  The scratchbuilt Bastle House is an accurate model of Gatehouse (North) Bastle in Tynedale. We used the Defence Scenario from the En Garde! Rulebook.

Bastle House modelled on Gatehouse (North) Bastle in Tynedale

For this scenario, Tony had got some hired help as He would have to break into the Bastle. He decided to use the time honoured tactic of ‘Scumfishing’ applying fire to the door in order to smoke out the occupants.

Trying to fire the door to the Bastel House

Meanwhile if Eric’s Headman’s son could rush out and light the straw pile, this would alert the Land Sergeant and the Militia who would be duty bound to come to their aid (unless handsomely paid off by Tony). The son was ruthlessly put to the sword by one of Tony’s henchmen. Tony was unable to start a fire at the door and with time running out, brute force was brought into play. A fierce melee took place in the basement with Tony’s men just avoiding a bucket of night soil thrown down the chute above the door. The Headman’s son was able to rescue his sweetheart (the only girl in the village with her own teeth) in the nick of time or by the skin of his teeth.

So honours were even over the day. We had a couple of queries on the rules and will probably bring in house rules next time where our protagonists will encounter ‘Mad Meg’s Bairns’ a merciless band of cutthroat mercenaries and I’ll start looking at the possibility of a campaign.

Last, but by no means least, Tony and Andy tried out Dragon Rampant. Report by Andy

Tony wanted to try out Dragon Rampant using his Lord of the Rings Rohirrim troops, so we agreed on a 24 point game.

For our first Game Tony’s army was made up of :

      • 1 x Elite Riders (Theoden and guard)
      • 1 x Elite Foot (Royal Guard)
      • 1 x Light Riders (Eomer and escorts)
      • 1 x Light Foot with Mixed Weapons
      • 1 x Light Foot.

I fielded a Goblin force with the following:

      • 1 x Offensive Light Foot (Durburz and guards)
      • 1 x Light Foot Wizardling (Shamen and Drummers)
      • 2 x Light Foot with Mixed Weapons
      • 2 x Scouts
Armies deployed for the first game (one unit of Goblin Scouts out of picture on the left flank)

Tony threw forward his cavalry, with the foot catching up as best they could.

Theoden leads his guard forward.

Having the leader as a unit of Elite Riders had the drawback of the unit having the wild charge rule, so once within move distance of my forces he had to test to charge.

Goblin Light Foot prepare to receive a charge
Rohan infantry enter the village

After a game of attrition, with both sides losing their leaders, the last unit of Rohan foot await the end.

The last unit of Rohan foot await the end.

For the second game we both expanded our armies, Tony added a unit of Bellicose Foot, using his Army of the Dead models, and another unit of Light Riders, lead by Eowyn. I added a couple of units of Light Riders (Orcs on Wargs). This took both armies to 32 points.

In this game my Wargs were often successful in evading Tony’s Light Rider charges, until they ran out of space.

Another game of attrition, at the end all that was left of Tony’s Rohirrim was Gamling, leader of the Royal Guard

Gamling’s last stand

For our third game we expanded the armies yet again. I added a unit of Venomous Giant Spiders (Lesser Warbeasts) at 7 points. Tony gave his Elite Riders the Level Headed upgrade, which removed the wild charge and made it easier to move. He also converted his Light Riders to Heavy Riders and added a third unit. For the last point he added a War Banner to the Elite Riders.

The expanded armies deployed
Theoden charging the Warg riders

Theoden still getting ahead of the rest of the units.

Eowyn leads the charge

Eowyn lead her unit to charge the Goblin Shamen, who surprisingly held them off.

Clash of leaders

Theoden about to fall to the Goblin King.

In all we easily got three games in at the meeting, and plan to try doing the Battle of the Pelennor Fields at a future meeting. Tony now has to work out how to portray the Mûmakil in Dragon Rampant.

Back to normality (sort of)

After a gap of exactly 17 months the Society resumed meetings last weekend. For the time being meetings will be members-only, no visitors or prospective new members are allowed. That is being kept under review.

For the first meeting we had five games in progress; Ancients (6mm, Fields of Glory), Dark Ages (28mm, SAGA), WW2 (3mm, Rommel), Modern / Post Apocalypse (28mm, Zona Alfa) and Fantasy (28mm, Lord of the Rings).

Fields of Glory, by Mark.

This was the first outing for the Pontic army, who took on a late Republican Roman army, basically pike and cavalry vs well trained legionaries.
Game 1. Republican Roman vs Pontics
The first battle was a close run thing, the Pontic cavalry chased the Roman cavalry around the left flank before taking out two units, alas this was too little too late as the Romans swept around the right flank destroying all in their path, a close battle but the Romans won the day.
The second battle saw the Pontic forces consolidate their pike into one large block (24 bases) with two generals attached and rear support in the shape of offensive spearman. The intent was to take out two elite legions, however the Romans had other ideas and deftly avoided a full on battle taking out the supporting spearmen and eventually surrounding the pike block which spelt the end of things for the Pontic army.
Game 2. The end of the massive Pontic pike block?
A heavy defeat for the Pontics this time as the Romans showed that well drilled troops and some great tactics can win the day. Great to be back at the club, as for the Pontic army, there’s always next time!
 

SAGA, by Andy & Jeremey

We staged two games, both with 6 point armies. In the first game Jeremey had a Viking warband, comprising his Warlord,  two units of six Hearthguard (3 pts) and three units of 8 Warriors (3pts). Against that Andy fielded an Anglo-Danish warband, comprising his Warlord,  two units of six Hearthguard (3 pts), two units of 8 Warriors (2pts) and a unit of bow armed levy (1 pt).

Both sides deployed across a diagonal centreline, with each sides right flank extending past the opponents left flank.

As the warbands advanced Andy brought the units of Warriors and Hearthguard on his right flank round to try and out flank Jeremey’s left, and also pushed his levy forward taking a second activation (and a fatigue marker) in order to loose arrows at some Viking Warriors, to little effect. Jeremey responded by using the Viking Battle board ability Odin to exhaust the Levy, and promptly charged the Warriors in decimating the Archers.

Jeremey’s warriors crash into Andy’s exhausted Levy archers. Spare shields used as Fatigue markers.

That set the tone for the first game, with Andy dishing out Fatigue when he could, and Jeremey removing it and several of Andy’s warband in response. The battle culminated in Andy’s Warlord with a couple of Hearthguard taking a stand against the last of Jeremey’s Hearthguard, only to fall in ignominy.

Andy’s Warlord surveys the remnants of his Warband and braces himself for the onslaught.

In the second game both players changed their warbands.

Jeremey changed his army completely, going for a Anglo Saxon warband with three units of 16 Warriors* (2 pts each) in addition to his Warlord.

* (Ed: We got that wrong, maximum unit size is 12 figures, so it should have been 4 units of 12 Warriors).

The Anglo-Saxon battle board is markedly different from most to others, with abilities dependent more on the number of figures in a unit rather than their quality.

Jeremey’s Anglo Saxons (and his Spear of Destiny measuring stick).

Andy retired his Levy archers and took an additional point of Warriors, splitting them between the two units to make 2 units of 12.

The Anglo Saxons (far side) and Anglo Danes (near side) in their starting positions

The armies advanced, clashing in a range of hills. Jeremey made good use of the abilities that reduce the number of attack dice available to their opponents. (Ed: Which would have been less effective with units of 12 rather than 16).

The battle lines draw near. Jeremey’s Left flank unit has been slowed down through the use of fatigue.

The battle raged back and forth with the Saxons keeping the upper hand while their unit sizes remained large. But similar to the first game the battle was hard fought, coming down to a fight with the Warlord. Although in the second battle Andy sent his Warlord to his doom against the last of Jeremey’s Saxon Fyrd, cutting down several before being overcome.

Andy’s Warlord bites the dust as Jeremey’s victorious warriors march past.

Rommel

Counterattack at Deir el Tarfa, by Alan

The battlefield. Each square of the grid is 1 km

In the summer of 1942, following its victory at Gazala, Panzerarmee Afrika pursued the British 8th army into Egypt. Rommel’s first attempt to break 8th Army’s lines failed in July, but by the end of August he was prepared to mount one last major offensive. German and Italian armor turned the Allied left flank almost 90 degrees and drove deep into Allied positions. On the evening of 31 August the 15th Panzer division began an assault on Alam-el-Halfa Ridge while the 21st Panzer division protected its exposed left flank.

Italian and German forces

The latter, however, suddenly found itself under counterattack by the British 22nd and 23rd armoured brigades. Eighth Army’s new commander, Bernard Montgomery, had held these units in reserve for precisely this contingency.

Elements of the 22nd Armoured Brigade

Our game focussed on the fight between the two British armoured brigades and 21st Panzer which was supported by elements of the Italian Littorio Division.

An initial advance by the British held most of 21st Panzer between the Deir el Tarfa and Deir el Agram ridges and an intense tank battle ensued.  But the Italians swept around the British right flank and managed to seize one of the objectives. With the tank battle see-sawing between the British and German forces the Italian held objective became the key to the engagement.  Despite several British counterattacks on the position the Italians held on.

Clash of Armour

The last British infantry assault almost succeeded but couldn’t quite take the position. So as night fell the engagement went to the Axis but with supplies running low they were forced to pull out overnight.

The game was played using the Rommel rule set by Sam Mustafa and using 3mm models from Oddzial Osmy.

PzIIIs of the 21 Panzer Division

Zona Alfa, by John and Tony

I decided to run a 4 mission mini campaign to introduce a new player (Tony) to the rules. Tony would have to recover salvage to generate funds to enable retirement from the zone whilst achieving the objectives from the mission. This is done by searching Hotspots of which there are five and the objective. A triggered Hotspot is guarded by Zone Hostiles, these can be of 6 types, the type and distance from the Hotspot being determine by Dice. Those Zone Hostiles with Melee capability head for the nearest member of the crew, those with ranged combat capability will head for cover then shoot at the nearest member of the crew. The missions were linked so that achieving an objective allows the player to proceed with the following mission.

Tony’s first job was to pick a 4 person Veteran crew from my collection and kit them out ready for action.

Mission 1. Disaster at Kovgorod.

The village of Kovgorod

A patrol has been lost in the Exclusion Zone. The last signal has been tracked from their APC to Kovgorod so that’s where the crew are headed. As they approach the village, they spot the disabled APC but a pack of Zombies has beaten them to it attracted by the smell of Blood.

Tony did well in this game and was well on his way to the retirement fund target after just one game. What could possibly go wrong?

Mission 2. The Prisoner at Bunker C13

Leader and scrounger gang up to take out a mutant

After completing the mission, the crew recover a map with a bunker highlighted. There were four dead bodies in the APC, the map revealed the location of the fifth member of the patrol. Here Tony got into trouble with Bandits. One party of Bandits had been triggered before the start of the mission and a second entered on table as Tony triggered a hotspot. Caught in a crossfire his Leader was killed early on the mission and when deciding to head for the objective, he found that these were also guarded by Bandits. Using smoke to blindside this group of Bandits, the crew were able to move out of Line of Sight, rescue the prisoner and make it out. The objective had been achieved but at a high price.

Mission 3. Road Block at Strabants Crossing

The Prisoner from the bunker had recovered and told the crew about a Laboratory hidden deep in the forest so after reequipping that’s where they were headed until they found the track blocked with a party of bandits lying in wait. This time they were dealt with clinically, as were a swarm of zombies headed for them.

Support trooper is taken out by some zombies

A satchel charge was laid and the roadblock cleared at the second attempt. Another hotspot was triggered and a gaggle of ghouls were stopped in the nick of time. Things were heating up as another hotspot was triggered and a pack of wild mutant dogs clambered over the APC to attack one of the crew members stationed on its roof.

A pack of mad mutant dogs attack

A desperate fight saw all dogs killed and as the PC was refuelled from the diesel tank, the crew were able to make good their escape.

Mission 4. The Hidden laboratory.

With no time to replenish the supplies, Tony’s crew appeared in good shape. The retirement fund had almost been achieved and now all that was needed was a top up and recovery of the drugs caches hidden in the lab – piece of cake, except at the start of each turn a D10 was rolled. If this result added to the turn number was more than 10 a zone event would occur the following move. The crew moved quickly to the lab and whilst the first zone event, a swarm of irradiated insects was easily avoided, the second – a zone security patrol was a different proposition and two of the crew were wounded in a protracted fire fight whilst the lab was being searched. With the security patrol eliminated and the drugs collected, it was time to head back to the APC, just as a terrifying Alpha Mutant entered the arena.

Enter the Alpha Mutant – time to run

Unable to take on this monster one crew member bravely fought it as the rest of the crew fled. Finally succumbing to the vicious attacks of the Mutant, she had bought vital time for the rest of the crew as they just made it back to the APC before another Zone Patrol entered the area.

It had been a rollercoaster Zone Run with plenty of tactical decisions to make, with some jeopardy and the result hanging in the balance until the final stages of the final mission.

Lord of the Rings

Tony and Phil staged this game, they each sent reports, Tony’s first:

We played two Lord of the Rings games, both involving Mumaks. The first involved a group of Knights of Dol Amroth supported by some Gondorian archers attempting to take down a single beast. This all went horribly wrong for the good guys early on when Phil started shooting my knights from their saddles with archers from the howdah, much against the odds – he is not renowned for rolling sixes when it matters !

The knights of Dol Amroth charge one of the Mumaks
Gondorian Archer’s view of the Mumak

Prince Imrahil did his best to tackle the beast single-handedly but in the end was only ever one failed priority roll from being trampled, as he duly was…

Close up of the Mumak at the start of the second game.

The second game didn’t show any improvement (Ed.: If you can’t kill one Mumak in the first game then of course you should have two in the second game!)- this time we played a scenario in Ithilien (similar to a scene in the films) with Faramir’s Rangers ambushing an advancing group of Haradrim.

Ithilien Rangers lay their Ambush

My plan was to wound the Mumaks, hope it panicked them (as happened on screen) and defeat them that way – trying to just pick them off with arrows was never going to work.

The ill fated Faramir points the way

I managed to inflict some wounds on Eric’s overgrown pachyderm but it simply shrugged them off, and they simply marched on by, killing Denethor’s second son on the way.

If we hide behind the rocks the Mumak might not see us!

Finally, Phil’s somewhat shorter report:

“Phil in shock double LOTR victories”

It should be noted that Phil deliberately stomped on a couple of his own spearman to get to the Dol Amroth chaps.

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 !

AGM 2020

The first meeting of the year is when we hold our AGM – we try to keep it brief, and no more formal than is absolutely necessary. It’s generally a good meeting since we get more attendees than normal and this more games are put on. So rather than dwell on the thrills of the treasurer’s report on the club’s finances (healthy, by the way), here’s a gallery of the gaming highlights of the day.

Photos by Tony F and Andy

During the AGM, John Le collected the trophy for last year’s Field of Glory tournament from Paul L, the 2018 winner.

Alan K hosted a large 1940 Chain of Command game.

Tony F and Jeremey put on a Celtos game (but didn’t play in it themselves…)

Instead, they both took part in some aerial combat over the Sinai desert in 1956

As always, there was a Field of Glory game going on – the first of the 2020 tournament

And Jon R and John La took to the seas in some ancient galleys