Tombstone 2018

Tombstone at the end of the shoot-out

The end of year Society wild west shoot out for 2018 has gone down in the Annals of the West.  The town photographer captured the action!

This saw Sheriff “Frontier Steve” Walters defending the good citizens of Tombstone against raiding gangs led by Black “Texas Bob” Jang and Frank “Bexley Dutch Mike” Schmidt.  The Sheriff was later reinforced by a mercenary crew led by No-Eyes “Chairman John” Luke.  A motley range of citizens were controlled by the host and umpire, “Treasurer Mark” showing varying levels of commitment to help defend their town.

Bashful Baz heroically (and ineptly) confronts Frank “Bexley Dutch Mike” Schmidt

The gang led by Dutch Mike made a beeline for the bank, whilst the gang led by Texas Bob made a bee-line for the Drink n Drop Saloon.  Patrolling deputy Ted ‘The Lawman’ spotted Dutch, raised the alarm and opened fire with his trusty Colt,  while Sheriff Steve Walters moved round the general store to outflank Dutch’s gang, only to die in a hail of bullets from Quick-Draw Mc-Graw.  Several citizens waded in to help – the general store owner shot down Dutch from the window of his store before rashly coming out and in turn being gunned down by Quick-Draw.  Ted the Lawman fell to the shotgun of outlaw Heath Robinson.  The hapless citizen Bashful Baz placed himself squarely in the line of fire and then spent the rest of the game rooted to the spot and twice trying to unjam his Colt in a hail of bullets, emerging unscathed with only a few bullet grazes.  The only Deputy left standing, Camp Freddie, despatched outlaw Doc Savage through a window, having fled for cover in the bank.

Black “Texas Bob” Jang goes head to head with No-Eyes “Chairman John” Luke

At the other end of town Texas Bob went head to head with the newly arrived John ‘No-eyes’ and gunned him down in a hail of lead, then laying out his gang-side kick Jimmy Six-Shot with a ‘real-bad’ hit in the legs.  His rampage was finally stopped with a hail of bullets from ‘No-Eyes’ number 2, Yankee Seb.  Texas Bob’s side-kick, Stick-up Joe moved in to rob and recruit in the Drink n Drop.  Joe won over his secret admirer, saloon girl Rosie Williams and saloon ‘resident’ Whiskey Will.  All hell broke lose as the jilted and alcohol-fuelled Hallelujah Jones attacked Rosie.  Stick-up laid him out cold and Rosie completed her journey to the dark side by finishing him with her trusty Deringer.  However, as Stick-up Joe emerged from the Drink n Drop, he was gunned down by hired guns Yankee Seb and Ugly Trev.

Stick-up Joe and Rosie Williams emerge from the Drink n’ Drop to their doom

Meanwhile outlaw Sam Sharpshot went after town resident ‘The Butcher’ who had been gunned down after emerging from his livery stable and wildly shooting his shotgun at Texas Bob’s gang.  ‘The Butcher’ was heroically rescued by the town Doc, Sweeney Todd, but both were then pursued and ‘The Butcher’ was killed by the hard-bitten Sam assisted by Whiskey Will – Sweeney Todd was badly injured trying to save him.  Meanwhile last member of Bob’s gang, the outlaw Maximillian met a sticky end at the hands of Yankee Seb, Deputy Camp Freddie and hotel owner ‘Hurricane’ Higgins, who suddenly found the ‘courage’ to shoot him in the back as he faced Yankee Seb.

Crazed with grief Rosie dashed across the street aiming to gun down lawman Camp Freddie, who calmly turned and shot her down.

With this, the surviving outlaws headed for the hills.

Black “Texas Bob” Jang – during his gun toting rampage

The winner on the day was the gang of Black “Texas Bob” Jang, who scored 7 points after robbing the Drink n Drop and the Livery Stable (1 point each), recruiting two citizens to the gang (2 points), killing Legend ‘No-Eyes’ (2 points) and two citizens (half a point each).  The only survivors were Shootist Sam Sharpshot and the now infamous ex-citizen Whiskey Will.

No-Eyes “Chairman John” Luke moves up at the head of his hired hands

In second place was “Chairman John”, who scored 4.5 points after killing Legend Black Jang, Doc Savage, Maximillian and half a point for citizen turned outlaw, Rosie.  All of the hired gang except leader ‘No-Eyes’ survived, but Jimmy Six-Shot was ‘hurt real bad’.

Frank “Bexley Dutch Mike” Schmidt – killed by the unseen owner of the general store

A close third was “Bexley Dutch Mike”, who scored 4 points, his gang gunning down Legend Sheriff Walters, Deputy Ted the Lawman and citizens ‘Doc’ Walters and Ol’ George.  Only two gang members survived, Quick-Draw Mc-Graw and gang side-kick, Heath Robinson, who was ‘hurt real bad’, but caused mayhem with his shotgun.  McGraw becomes a legend after taking out the Sheriff and his marksman deputy without so much as a scratch before avenging his fallen leader.

Sheriff “Frontier Steve” Walters – a dedicated lawman to the end

“Frontier Steve” had an unlucky day with 3 of the 4 lawmen shot down stopping Dutch’s gang with the Sheriff and Chief Deputy killed and Deputy Billy the Bloke badly shot up as he emerged from the jail to help.  Their sacrifice will always be remembered.

Sheriff Walters gunned down in the performance of his duty. Bashful Baz is under fire from Heath Robinson and Quick-Draw McGraw on the other side of the store.  Dutch Mike has fallen near the bank.
Doc Walters proudly poses in front of his store on the day it opened. He is now remembered as a fallen hero of Tombstone

The citizens held a fine funeral for Doc Walters who fell defending his store and the town, killing outlaw legend ‘Dutch’ Schmidt.  Bashful Baz can spin a fine tale showing his bullet grazes having survived a hail of bullets and shotgun shells (probably leaving out that his gun jammed twice and he never hit anything other than the side of the bank).  The severely injured doctor, Sweeney Todd becomes a town hero after his selfless rescue of ‘The Butcher’ and attempt to save him from the brutal assault of Sam Sharpshot and the treacherous Whiskey Will.

Whiskey Will and Sam Sharpshot emerge from the Livery Stable after their savage pursuit and killing of the ‘The Butcher’

The tragic tale of the doomed love of Stick-up Joe and Rosie Williams enters western folk-lore.

Camp Freddie plans to stand for Sheriff.

The game used “The Rules With No Name” and 20mm figures and buildings from the collection of our late Chairman, Trevor.

The rules use a card driven activation sequence and make for an excellent, fast, fun game.

A random roll was used to drive the action of citizens, with the potential to defect to an outlaw gang under pressure, avoid action, or alternatively suddenly gain the courage to defend the town, with limited, or excessive enthusiasm, as events unfolded in their direction.

Action off Horns Reef – 17th August 1915

The British force breaks off at the end of the action

The society is refighting all of the naval actions of WW1 as a long running campaign, initially focussing on British Home Waters in 1914-1915.

Scenario 10 covered a night action off the Danish Coast on 17th August 1915.

Ships used are 1/3000 Navwar, with the Princess Margaret and the Light Vessel scratch built, all from Mark’s collection.  Rules are Mark’s computer moderated rules written in Visual Basic 6.

British forces were heading in to the Heligoland Bight to lay a large minefield aimed at catching German vessels coming in and out of their ports.  The large Minelayer, Princess Margaret, was escorted by seven modern ‘M’ class destroyers of the 10th Flotilla.  The sun had recently set and the British force was using the light from the Danish Horns Reef Light Vessel to get a position fix before heading in to lay the mines.  These were commanded by Mark as umpire.

Co-incidentally five large German destroyers of the 2nd Torpedoboots-Flottille had been on a search mission to the north that day and were heading back to port, also using the light vessel to get a fix before their final run in.  This force was commanded by Jon.

Horns Reef Light Vessel

The British force was silhouetted against the afterglow of the sun and so at 8.13pm the German force was able to sight and close on the British unseen.  At 8.22 the British spotted the shapes of ships in the murk and after some hesitation about their identity, the closest Division of British destroyers opened fire.  A short fight at about 5000 yards ensued with the British getting off a couple of torpedoes.  Apart from a near miss on the British destroyer Miranda, no hits were made and whilst the British torpedoes crossed the German line they both missed.

The British had turned away and with the remaining light having gone, the two sides lost sight of each other.  The players now plotted their next actions on a map.

The British decided to attempt to resume their course for minelaying and at 20.40 the two sides blundered back into contact.  As there was no moon and the Princess Margaret reacted slowly to the new contact, the two sides found themselves very quickly at close range.  The British 1st Division raced forward to shield the Princess Margaret, with both sides opening fire as they closed to just 600 yards and the German commander ordered a flotilla torpedo attack.

The close range clash – torpedo markers show the salvos fired and Minos has a marker showing she cannot turn to starboard due to a heavy port list

In a few minutes of mayhem the British destroyer Minos and then the German B 109 sank as a result of shell hits.  The British were extremely lucky to avoid 16 well-directed German torpedoes which crossed the tracks of 6 ships including the Princess Margaret.

Moorsom and Miranda shield the Princess Margaret

The Mentor and Moorsom were also badly damaged and reduced in speed and the German G 103 stopped by a shell in her engine rooms.  She was able to repair her damaged steam line and get back underway at reduced speed after the action to limp home.

B 98 leads the German Flotilla

The British again broke off and this time headed west for their covering force.  The German boats gobbled up the lagging Mentor and sank her with gunfire, then also stumbled across the crippled Moorsom as they steered south for home, again finishing her with a couple of salvos.

The British destroyers had succeeded in saving the heavily loaded minelayer they were there to screen, but had paid a high price, with 3 of their destroyers sunk, for only 1 German boat lost.

In the real action the Germans used the light advantage to close, then fired 3 torpedoes, before the British saw them.  One of these hit and blew the bow off the destroyer Mentor.  The Germans and British then immediately broke off, leaving the Mentor alone.  Once shored up, she managed an epic journey to limp all the way home.

In all campaign games German losses count double, to reflect the fact that they were less able to absorb losses and to reflect their more cautious use of their ships.

Nevertheless this game was a German tactical victory as the tonnage of British ships lost was more than double that of German ships lost – 2805 tons to 1352 tons, a net score of 101 points for Jon as German commander and a loss of the same for Mark as British/Umpire.  This leaves the league table as follows:

Mark H +87196
Andy K +13060
Mike P +11339
Alan O +350
Mark W +307
Alex M +121
Colin C 0
Brian S 0
Dean L 0
David S 0
Ian F 0
Brandt 0
Andrew (visitor) 0
John Le -428
Jon R -1155
Barry -3995
Trevor P -9538
Craig D -14481
Steve T -30235
Bob C -52540

 

Chain of Command – and no Chain of Command

 

We had two games running at our last meeting.
The first was 15mm refight of the opening clash of the American Civil War, the First Battle of Bull Run. The second was a 25mm action using Chain of Command.
In the first game Andy and Jon led the Federal Army against Steve and Mark with the combined Confederate Armies of Beauregard and Johnston.
This used Steve’s 15mm figures and was a third playtest for his home grown, Brigade level rules.  One of the features of this action was the fairly chaotic command arrangements of the newly raised, largely volunteer armies, which arrived over the course of the action.  This means that units from the same command were set up to appear at different points on the battlefield, meaning that many brigades were hard to co-ordinate as they were out of their command radius.

We managed to reverse history with this one with the Federals seizing the high ground and seeing off all of the Confederate attempts to get it back.  Steve’s rules make for an enjoyable and fast paced game and after a few tweaks to fine tune things are ready for another outing!

In our second game fast forward to 1944 and Dave and Pete led their American paratroopers (with some help from an attached Sherman tank)against a position defended by German paratroopers under Alan and John.  Figures and terrain from Alan’s 25mm collection.  Alas the Sherman support was to no avail – picked off in an ambush by a Panzer killer team armed with Panzerschreck and Panzerfaust anti-tank weapons.  These rules can be the source of some nasty surprise if your opponents save up command points to deploy ambushes!

 

1809 – Clash of Cavalry – 6mm

This game was a clash between the French Confederation Army of Germany Reserve Cavalry Corps (2 division of cuirassiers and 2 of light cavalry) and the Reserve Cavalry Corps of the Austro-Hungarian Hauptarmee (one division of cuirassiers and two of mixed medium/light cavalry), set in 1809.   The orders of battle were historical for early May 1809.
This was a two player game fought to test out some changes to the cavalry part of the house rules for Army scale combat at yesterdays meeting.
The day ended with the Austrian Corps forced to retire in the last move, although inflicting a halt on their opponents as they did so – preventing a pursuit.
The figures are all 1/300 Heroics and Ros – ideal for large scale actions of this type. Around 1,000 figures representing about 25,000 real cavalrymen were used.
Our house rules use brigade bases for manoeuvre, with combats fought out at battalion/squadron level, designed for actions of corps/army size using several thousand figures – but capable of being completed in a single day of gaming.  The combat phase rolls up the combat outcome into a single dice roll representing the outcome of both firing and melee.  The focus in the game is on command and control and effective use of reserves.

Best Historical Game at Salute 2018

Here is a gallery of pictures from Salute 2018 of our Zeebrugge 1918 game.  Lots of detail added to the Vindictive, including; a new coat of paint and weathering, the 11″ Howitzer, two 7.5″ Howitzers, the foremast together with its fighting top and pompom gun, and crew figures for Vindictive and her guns.  We had lots of players take part on the day leading their squads to attack targets on the mole.  The game won the Robert Bothwell Best Historical Game Memorial Award.  The games creator, Phil, can be seen pointing at his creation below.

Zeebrugge 1918 – Salute and National Museum of the Royal Navy

The finishing touches are going in to the model of HMS Vindictive prior to two big outings for the game at Salute (London Excel on 14th April) and the Zeebrugge Centenary events at the National Museum of the Royal Navy in Portsmouth (Museum Galleries at The Historic Dockyard on 22nd April).

These are the almost finished 11-inch and two 7.5-inch howitzers that were fitted to provide covering fire for the attack in place of some of the Vindictive’s 6-inch guns.  These guns had been designed as anti-submarine weapons firing a special “depth charge” type shell.  The 11-inch was the first gun completed.

Also below, continuing the Italian food theme is some spaghetti that will be used as part of the final model.  Any guesses what it is for?

Best Participation Game at Cavalier 2018

Our 2018 Showgame of the Zeebrugge Raid won Best Participation Game at the Cavalier Show in Tonbridge today.  Congratulations to the builder – Phil (with a little help from his offspring).  Finishing touches to the HMS Vindictive model will follow in time for Salute in April.  Gallery below:

Our 2018 Showgame – Zeebrugge 1918 – A Sneak Peak

Work continues to complete our game for Cavalier in Tonbridge on Sunday the 25th.  The HMS Vindictive model is a scratchbuilt 1/56 scale replica of the ship on the day, total length 2 metres!  Hats off to her architect – club member Phil.  Can you guess what role tomato puree played in making the model?

We gave the game rules a run through at our last meeting – this will be a participation game, with players leading a squad of the attacking British sailors and marines to destroy objectives on the Mole.

Our 2018 Show Game – Zeebrugge Centenary

The MWS show game for 2018, now in the final stage of preparation will commemorate the centenary of the naval assault on Zeebrugge on 23rd April 1918 – St George’s Day.

You can see it at the Cavalier Show at the Angel Centre in Tonbridge on 25th February.

It will feature a recreation of the assault on the Zeebrugge Mole focussing on a scratchbuilt model of the attacking Cruiser HMS Vindictive at 25mm figure scale.  Look out for more about how this game was put together.

There was so much bravery shown by the men of the ships that assaulted the Mole under a continuous storm of fire that VCs for two members of the naval crew (one officer, one other rank) would be awarded through a special ballot of all the officers and men who took part.  Two VCs were also awarded on the same basis to the Royal Marines.

Every member of the crews was thus deemed eligible to receive the VC.

Vindictive’s commander, Acting Captain Alfred Carpenter, pictured below with one of the ships cats, was the officer the crew chose. He also received special advancement to the rank of Captain.

Able Seaman Albert Edward McKenzie pictured above, a volunteer chosen from the crew of the Battleship, HMS Neptune, was the other rank the crew chose.

Carpenter’s Victoria Cross medal citation perhaps speaks best to his qualities:

… He set a magnificent example to all those under his command by his calm composure when navigating mined waters…. He showed most conspicuous bravery, and did much to encourage similar behaviour on the part of the crew, supervising the landing from the “Vindictive” on to the mole, and walking round the decks directing operations and encouraging the men in the most dangerous and exposed positions. By his encouragement to those under him, his power of command and personal bearing, he undoubtedly contributed greatly to the success of the operation.

McKenzie was a member of the storming party, landing with his Lewis Gun into the storm of fire, advancing down the Mole with his CO (Arthur Leyland Harrison) who with most of his party was killed. He was severely wounded and after his Lewis Gun was wrecked had to fight his way back to the ship in hand to hand combat, with only a pistol, a bayonet and his boxing skills. Whilst recovering from his wounds he died in the Spanish Flu epidemic.

Photos courtesy of the IWM on-line archive