Our new show game for 2019 had it’s first outing at Cavalier 2019.
This is set in the war that briefly erupted between Honduras and El Salvador in 1969. This was the last occasion in which piston-engined fighters engaged in air-to-air combat.
This is a participation game with the players taking on the role of Corsair pilots in the Honduran Air Force.
The players have to launch ground attacks on the invading Salvadorean Army column to halt their advance, whilst warding off the attention of patrolling Mustangs of the Salvadorean Air Force.
Congratulations to club member Dave Sime who put together the game, which scooped the Best Participation Game prize at the show.
In our first session the five German players each commanded their own JagdDivision of Night Fighters, aiming to intercept the incoming bomber Command raids that night.
The Germans were lulled into a bit of a false sense of security as they did not spot any incoming raids until turn 3. The air picture then clarified and the main force raid was identified using a northern route, with a mosquito raid to the south and two other diversionary raids emerging from the main force attack.
The first unit to strike were the Ju-88 C-6 of Mike’s II Gruppe, NJG3, which had been placed on overwatch under control of the defensive radar chain in Northern Germany. They attacked as the Main Force Raid Lancasters passed over the radar line. However, this unit had been dispersed by the poor weather on take off, reducing its impact.
Fighters were given only a very general indication of where the bombers were by their heavily jammed ground radar and mainly relied on their own airborne radar to find targets. However, only 2 of the players had the new sets that were free from British jamming.
In the action that followed, it was Chris that got in the first attack, badly damaging Lancaster C for Charlie in a hasty attack. However, he’d picked the wrong plane to mess with and his Ju88 was shot down by return fire from the defending gunners.
Next up was Bob, who homed in on Lancaster E for Easy. However, this plane’s gunners were really on alert and they opened fire first and shot the Ju88 down before it had a chance to land any hits.
However, at last the NachtJagd managed to get off the scoreboard as John locked on to Lancaster H for How, damaging the target on his first pass. A second pass shot the Lancaster down. The gunners never saw what hit them.
With the first attack completed the players returned to the raid map. Here diversionary Mosquito raids were beginning to hit their targets in Duisburg, Witten and Hamburg. The Duisburg raiders got clean away without being intercepted. However, the only unit equipped with high-speed specialised He-219 A-2 Night Fighters, Chairman John’s I Gruppe NJG1, was now placed on overwatch in the radar line astride their return route and were vectored in to attack the Mosquitos that had raided Witten. The Ju-88s and Me-110s in the air in the area were too slow to catch the Mosquitos.
In this second action the unarmed Mosquito Mk IVs played a cat and mouse game as the Heinkels tried to home in on their targets, relying on their speed for protection. Mike managed to get into position to make a power dive to pounce on one of the raiders, but his approach was spotted and the Mosquito attempted to shake him off with a corkscrew turn. Mike second guessed this and followed the Mosquito through the turn, then shot it down with a well-aimed burst, as it began a second corkscrew evasion.
The raid will continue at the next session in April.
At the end of session 1 the league table points scored are as follows (it is worth noting that the Germans were stupendously unlucky in their dice rolls to lose 2 Night Fighters in air to air combat):
Mike (2JD) 3 +2 for Mosquito shot down, +1 for GCI attack
Chairman John (3JD) 2 +1 for Lancaster shot down, +1 for GCI attack
Dave (1JD) 0 no gains, no losses
Chris (7JD) -1.5 +.5 for Lancaster damaged, -2 for Ju88 shot down
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.
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.
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.
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.
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.
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’.
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.
“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.
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.
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.
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.
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.
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.
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.
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:
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!
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.
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.
The marines and sailors advance
The trophy!
Two of the objectives for the squads – flat railway cars and covered wagons
The aft 11-inch Howitzer and crew
The game builder Phil (left), with club member Jeremey
View across the Mole to the Vindictive
German Naval Infantry take position
The forward 7.5-inch Howitzer
An aerial view from above the mole to the Vindictive
The harbour battery – another squad objective
German Naval Infantry using some crates as cover
Vindictive alongside the Mole
More Defending Naval Infantry
Vindictive alongside the Mole
Assembly complete before the show opened
The midships 7.5-inch Howitzer
Aerial view from behind the Vindictive
Aerial view of Vindictive from Aft – 11-inch and 7.5-inch howitzers in shot
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?
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:
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.
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