On To Richmond! An ACW Megagame Report

We present Society member Peter M’s report on an operational megagame he run earlier in the year. As noted by Peter, this was a committee / map game with no figures on the table, but the editor has taken the liberty of including a  picture from one of Stephen’s ACW games played at the Society as the header, purely for the aesthetic effect. We also owe Peter an apology for taking so long to post this article. 

Over to Peter:

Despite having suffered my previous multi-player efforts (the ‘Platoon’ VietNam firebase defence and ‘Over The Top’ in 1918), May 9th saw a large group of players descend on the club to try my megagame of operational and reputational actions in the mid-1863 period. For those unfamiliar with the term, megagames differ from ‘normal’ multi-player encounters by:

      • Being team-based, reflecting higher levels of command and requiring communications
      • Generally, take place with maps rather than figures
      • Actions take place over several days (sometimes weeks), so planning is key
      • Above all there is the dreaded ‘fog of war’, with only vague information on enemy forces or even friends!

Background

This time I chose a game I’d run twice before, a ‘What If?’ scenario based on some passing references I had come across many years ago about strategic options discussed by both Union and Confederate governments following Lee’s greatest triumph at the Battle of Chancellorsville in May 1863. Each side had apparently considered the advantages of a ‘spoiling action’ in the Shenandoah Valley, albeit for very different reasons…

Right from the beginning of the war, the Union had always had plenty of ‘thrusters’ in the Army and Congress who wanted to see more action (at a distance) and less of this sitting around training, logistical stuff. That even minor successes could lead to significant personal gain (as with MacClellan) was not lost on many of these men, and they would be willing to take great risks with even green troops as resources were abundant. Except among the officer corps. Given this abundance of men and matériel, and in part to shut this faction up while the Army of the Potomac recovered, a thrust south into the Valley would create a crisis for the Confederacy by threatening the politically ‘wobbly’ state of North Carolina, removing a key food-production area, and placing a substantial force on Lee’s flank should he decide to move north or even stay in place.

On the ‘other side of the hill’, there was much discussion within the Confederate Govt in Richmond, Virginia as to What To Do Next. Yes, the previous victory was magnificent, yet again bloodying the poor old Army of the Potomac (but not demoralising it, as they would find out in July). But with an entirely defensive overall strategy (by default rather than real conscious decision; one big reason they ultimately lost), it really rested on waiting for the Union public to get tired and give up! There are plenty of documented accounts of the planning conference called by Davis (who really wanted to be general-in-chief rather than President), with the most famous idea being for Longstreet and Lee to take one corps of the Army of Northern Virginia by rail to the West front, replacing Bragg. Then, with 125,000 veterans, drive north into the heartlands of St Louis, Cincinnati etc and dare the Union to attack. However, Lee was fixed with his giant ‘raid’ into Pennsylvania and besides was heavily into reorganising the army follow the death of Stonewall Jackson.

As almost every strategic move by the Union was either predicted, signalled in the press or betrayed by a rather efficient network in Washington (or all three), it is impossible that the South would not cobble-together some counter-force to this new Union plan, and thus we have the basis for the game.

The System

Previous outings had involved rather more players (up to 50 last time), but still I was both pleased and not a little relieved that the club managed to field four teams. I also decided that teams would be roughly corps-level, with three players per team having wangled key positions as divisional commanders, each overseeing three brigades of infantry with a few additional extras.

As both sides are assumed to be putting together rather an, ah, ad-hoc set of units and commanders not necessarily drawn from the first rank, I came up with a ‘unit profile’ not just with the usual orders and combat strength, but also a profile of the brigadiers, in the style of the NPCs you might encounter in an RPG. These would reflect their ability to organise their forces for supply and march speeds as well as how well they could deploy that unit strength in battle (‘lastest with the least’). Apart from furthering their own personal reputations (and/or bank balance), the player would have to manage their units via interactions with their NPC brigadiers (the little dears). OK, but who was in command of the corps? You may well ask…

Given the generally poor level of high command in all the armies (with a few key exceptions), and to add another dimension to the player experience, I arranged that the corps commander would also be another NPC, but less a ‘Rommel’, more a ‘Sgt Wilson’! These would be influenced each turn by the players bidding their precious reputation points to get the ‘ear of the commander’, then issuing orders in his name.

So, the player forces ended up with:

Union:

    • XXIV Corps (drawn from the Army of the Cumberland in Tennessee), under NPC General Lee (no relation)
      • 2nd Division, under General Legg (a West Pointer of promise but overlooked as a pre-war Democrat)
      • 4th Division, under General Campbell (from a major manufacturing background, plus supply)
      • 6th Division, under General Livermore (organised many militia units for his brother, the Senator…)
      • ORDERS: Essentially, they were to co-operate with the fanatics of XXVIII corps, but on no account lose control of the railways or valley exits to the NW.
    • XXVIII Corps (a temporary title, not yet approved by Congress), under General Godfrey
      • 10th Division, under General Kirk (a prolific author of military treatise and romantic fiction)
      • 12th Division, under General Johnson (helped to design the Washington defences, siege expert)
      • 14th Division, under General Smith (veteran of Mexican War, much praised by Gen Santa Anna)
      • 16th Division, under General Roche (ex-Navy, ex-cavalry, ex-Episcopal Bishop; pre-war Democrat)
      • ORDERS: They were to drive south, clear any ‘residual forces’, and prepare to thrust into Central Virginia. Ideally winning the last battle but letting others do the work!

Confederate:

    • IV Corps Army of Northern Virginia (provisional) under General Lincoln (no relation)
      • 11th Virginia Division, under General ‘Liberty or Death’ Ockleford
      • 13th Virginia Division, under General ‘Might Makes Right’ Simons
      • 15th Virginia Division, under General ‘Freedom Now’ Gibbs
      • ORDERS: To blunt any drive into the valley and prevent any threat to Lee off the SE section of the map.
    • Carolinas Relief Force (a temporary title, not yet approved by Congress), under General Abernathy
      • 1st South Carolina Division, under General David ‘Burn Washington’ Simes Snr
      • 3rd North Carolina Division, under General Tony ‘Don’t Tread On Me!’ Pellett
      • 5th Georgia Division, under General Sean ‘States Rights’ Holden
      • 7th Provisional Cavalry Brigade under Christopher Simes Jr (a protégé of JEB Stuart)
    • ORDERS: To cover the southern exists to the valley at all costs and embarrass the uppity Virginians!

Some Rebels plan, others discuss… Note Gen Simons is awake

In addition to these player teams there were also the current ‘occupation forces’ which were the remains of the three small Union and Rebel contingents left to watch things in the Valley after the former’s thrashing by Jackson in his classic 1862 campaign (still studied by military students today). The Union was grandly titled The Department of the Shenandoah and based centrally at Winchester (which changed hands 73 times during the war!), it was therefore an independent force not directly under anyone’s control. But it still had four decent brigades and could be ‘persuaded’ to co-operate – if enough political influence could be brought to bear. Or anyone noticed they were there… but more on that later.

The Confederate force was similar, currently hiding in Front Royal behind a river and entrenchments under General Jubilation T Cawnpone, who hoped that no-one would notice. At the start of the game neither the War Dept in Richmond or the State capitals of North Carolina or Virginia seemed to have any idea of who controlled them, although they did draw a lot of supplies…. Unbeknownst to the players, therefore, the two sides were in effect identical, the Union having more artillery whereas the Confederates had much better cavalry (and more accurate reports).

The final aspect of the game – which was, you recall, centred on the players, not their respective causes – was to reflect the impact of the ‘larger picture’ of the war and their part in it, plus possible effects on operations in the field. To model this, while the umpires struggled to process orders and decide on cavalry reports the players could chat and indulge in four main areas of ‘extra-military activity’ by risking their precious reputation points and sometimes cash to try four tables:

    • Inventions – either personally or being paid to flog some new idea to their War Dept
    • The Power of the Press – giving briefings to the hordes of story-hungry journalists following the armies
    • Investments – primarily the flogging of War Bonds to provide loans to their govts (on a nice commission)
    • War Plans – to lobby the War Dept and Congressional committees with yet more war-winning ideas

Each of these tables (via rolling 2d6) therefore had the potential for substantial gains – but also the risk if any move backfired (being charged with fraud could be a career-limiter).

SO, WHAT HAPPENED?

Still with us? Well, what now follows is my own somewhat limited take on what took place on the map and combat tables. As to why and how the players got there, that will be down to future historians (and possibly litigation). Opening moves in any large, unfamiliar game would always be slow, not helped by yours truly frantically setting-up, explaining rules – oh, and coping with last minute drop-outs and no-shows…

    • XXVIII Corps began by probing generally south (good, good; knew they’d get the hang of it) from Harper’s Ferry, although General Smith’s progress was not as fast as planned when he discovered that the railway only ran about 20 miles from his starting position and he could have gone faster with a hoop-and-stick!

The umpire explains which way is north to XXVIII Corps

    • General Johnson, however, drove along the all-weather Turnpike (ignoring the Union forces in Winchester – except for a nice lunch), until confronted by no less than the two divisions of Simes Snr and Holden (from the Carolinas Relief Force) just south of Strasburg heading north along the same road, aiming to take the forces at Front Royal in the flank….
    • Meanwhile General Kirk stayed on the East of the river, which meant that he quickly came on to Front Royal from the flank, thus negating all the defences which faced north across the river… He then had a sharp action with the Valley Defence Forces – sharper than it could have been in fact, as Cawnpone was actually in the process of bugging-out but his tardiness vs Kirk’s speed forced the action! Unsurprisingly, therefore, the Union force “…drove-off…” the Rebs – but then decided to follow-up, without waiting for support and with the uncrossable N/S river between them and Johnson the other side. More of this anon…
    • As mentioned, the Carolinas Relief Force decided to thrust up the central valley, cleverly using both the railway (for supplies) and the all-weather Turnpike for speed. Early operations seemed to be something of a shock as they realised (to their horror) how spread-out their NPC-led brigades could become if ‘given their head’(!), but they wisely took a turn out to close-up and also collect stragglers. However, there was also the issue of geography to consider as the main valley was itself split north-south in several places by extensive hills if not actual mountains. With scant roads between them, any Union force striking south along the Western edge could cause acute embarrassment, as there was only the provisional cavalry under General Simes Jnr allocated to that whole sector…
    • …Which is exactly what the Union XXIV Corps had planned! Driving quickly south from Cumberland, General Legg gradually drove the Confederate cavalry ahead of them, acting under the suggestions of newly-transferred General Roche (back at corps HQ), with General Campbell’s division (one of the drop-out players) in reserve. Although it did cost some time, slowly and inexorably Legg became the most southerly division in the valley. A point not lost on the Governor of North Carolina, as he explained – quite forcefully – to the players of the CRF team during an ‘interview’ later in the game!
While XXIV Corps plans its next move, General Roche (in hat; +10 REP pts) composes a telegram to Lincoln: “I’m a celebrity, get…”
    • This little chat, a few threats, a bloody if victorious action against Johnson near Strasbourg, and an even bloodier one by gallant General Pellett holding the passes to the West of the Turnpike, not against a ‘probe’ but in fact the bulk of XXIV Corps, persuaded the CRF that they had done enough for now. A two-pronged attack on Legg (actually ordered back north) by Pellett and Simes Jnr was sufficient to satisfy the Governor – for now – and allow Simes and Holden to retire gradually, unmolested. Just in time, as it turned out, given the large XXIV Corps forces hovering in their left-rear near their lines of supply and with three other dented but unbowed (and very well-armed) Union divisions ahead….
The high watermark of the Union advance (umpire version)
    • Meanwhile, the slightly undermanned Rebel IV Corps had been feeling it’s way north, aided in great part by General Gibb’s intelligent use of the railway network to shift the base of operations quite some ways up the map. General Simons was the first actually in action as he ran first into General Cawnpone (heading south at some speed) and then swiftly followed by Kirk’s forces in pursuit. An appeal to Cawnpone’s sense of duty (plus a substantial bribe and threats) caused his force to ‘support’ Simons’ units, and in another battle drive the Union back at some speed into Front Royal, which Kirk quickly fortified.
    • The last critical acts were therefore in the NE of the map. An attack by Simons and Cawnpone drove Kirk’s battered forces over the river from Front Royal, but they were then reinforced in the nick of time by General Smith, whose use of the massed Corps artillery tore large holes in the Rebel ranks and forced them back. This was even more tense at the start, as a degree of enmity had arisen between Smith and Kirk after several scurrilous stories appeared in the Washington Post questioning Smith’s fitness for command (rightly, I think, but not for these reasons), and attributed to Kirk who had by now scored phenomenally high on the ‘Power of the Press’ charts! However, duty prevailed (more reputation points for that) and honour was satisfied. For now…
    • Finally, there was General Gibb. Having detrained half way up the map, he then manoeuvred north in a series of well-connected right-hooks which eventually both severed the line-of-supply for Kirk at Front Royal (although they were by now leaving via Winchester), and ended the game within striking-distance of a very lightly-defended Harper’s Ferry, causing consternation in Washington, and the recall of XXVIII Corps! Lee would be proud……

That then concludes the ‘alternate history’ of 1863. I did have a combat system, but it was intended for multi-player contests, so a bit too much for the several smaller actions which actually occurred, necessitating some rather ad-hoc rules but still trying to reflect both force-balances – and fate; sorry guys. So, what might have happened to our heroes? Well, given their historical counterparts my suggestions would be…

UNION:

    • General Johnson is offered the No2 spot to General MacClellan in his bid for the Presidency next year
    • General Scott is offered a Chair on the Board of Procurement in Washington (not a position, just a chair) …
    • General Kirk (heavily wounded at 2nd Front Royal) may retire and co-operate with General Lew Wallace to work on the latter’s ideas for a sweeping historical/biblical epic provisionally titled ‘Get Hur’….
    • General Roche is appointed to French Liaison Officer, headquartered in Paris….
    • General Livermore is appointed to command of the Dept of the Valley (until later in 1864 when he remembers a pressing engagement) …
    • General Legg is to be Head of Tactics at West Point…

CONFEDERATE:

    • General Simes Snr is appointed by the Governor to command the defences of Savannah…
    • General Holden is transferred, with the Governor’s support, to the Western theatre to assist General Pendelton in the defence of Vicksburg…
    • General Pellett is made Chief Procurer for the South Carolina militia (I think it was about munitions, but…)
    • General Simes Jnr is transferred to the Army of Northern Virginia under General Stuart…
    • General Simons is appointed to command of the Valley Defence Forces, in place of General Cawnpone…
    • General Gibb is commended by both Lee and President Davis, being allocated immediately to a prestigious post in Longstreet’s 1st Corps of the Army of Northern Virginia – under General Pickett…

Thanks once again to all the players, but especially to my long-suffering fellow umpire Chris Steadman, without whom the whole game would not have worked as well as it did. And if anyone who is chuckling at all the small cock-ups or missed opportunities after reading this, well, try it – and see how you fare with the dreaded blank map and uncertain allies…….

Next time I may stay with the 19thC (1814 France, 1859 Italy, 1854 Crimea), or perhaps go back to a point when Rome was in crisis – there’re plenty of them.

2026 Open Day photo round up

Andy shares a 2026 Open Day photo round up.

Yesterday the Society staged its Open Day, putting on half a dozen games.

Here are a few photos in, roughly, historical order

Barons War (13th Century)

Andy’s sergeants charge Stephen’s Lowlanders
The remnants of Andy’s Knights charge Stephen’s Burghers, while the crossbows and spearmen guard the livestock
Stephen’s knights charge through the village, Andy’s Crossbows in front of them and archers behind.
Andy’s spearmen close on Stephen’s Burghers
Stephen has fallen! Only one of his knights left.
Andy’s Sergeants vs Stephen’s Light Cavalry

Commando raid, WW2, 1940’s (0200 Hours Rules)

Somewhere on the coast of France…
… canoeists approach the U-boat.
A commando lays his charges
Fido has smelt something.
Turn out the Guard!

Vietnam (1960’s – 70’s) Charlie don’t Surf rules

Out in the ‘Nam
ACAVs advance down the road.
Dustoff on standby
The firebase

Technicals, somewhere in Africa, 1970’s – 80’s, home grown rules

Technicals parked up ready for their next game.

Apologies to David, I only got one photo of his game, if any are shared by other members I’ll update the post.

We now depart history for some more whimsical,and fantastical, games.

A Clash of Rhyfles, battles with the Quar.

Crusader Quar advance against…
… their opponents, the Principality Of Gwynt
Crusaders pass a fallen comrade
A Crusader Cook / Medic on the latest mechanical contraption rushes to the casualty’s aid.
The Principality Of Gwynt pluck counter

And finally, some Dragon Rampant.

A three way stand off? Ogre vs Dragon vs warriors
A selection of Chaotic troops
A fight over the village

That’s all for now. Our next open day will be in June next year, but if you fancy coming along to the club we meet between 10:00 and 17:00 on the second and fourth Saturdays of the month (only the first of these in December) at Linton Village Hall, Linton Hill (A229), Maidstone. The first two meetings attended are free for prospective members, and subs are prorated.

You can find more details and directions here.

Open Day Games – Part 2

A second post looking at games for our Open Day, and for this one we have two differnet games.

The first being a game of the 2nd edition of Dragon Rampant, I’m not entirely sure why or even if the pig will be making an appearance, but I do expect to see these Chaos knights.

And for the other game, the Quar have arrived for a game of Clash of Rhyfles.

The clash will be between the Royalist Gwynt faction and the Crusaders.

Hopefully we will see you at our Open Day.

Open Day games – part 1

With our 2026 Open Day just six days away, we take a closer look at some of the games that members are putting on.

We start with Chris S and Dave S who will be running a game of Legions Imperialis. As a neat twist Chris has been kitbashing units and buildings for the game.

A bridgelayer tank has been converted with some parts from other tracked vehicles.

Buildings and tower blocks have been constructed from scratch.

And a great selection of old toys have been chopped up and reconstructed to make various vehicles, including tanks ans VTOL craft.

We are looking forward to seeing these models painted up for the game.

A Most Ignoble Feud – Part 1

Andy reports on the first day of a Barons’ War mini campaign (with comments from Stephen)

Stephen and I arranged to play the Barons War “A Most Ignoble Feud” mini campaign. This comprises of three linked battles of 500 points, 750 points and 1000 points.

The campaign gives army lists for both commanders in each battle, it was written for edition 1 of the rules and we have moved on to edition 2 so we decided to create our own lists, to the original points values. In the original campaign one side has a number of militant monks in their force, so we kept that requirement, together with the requirement to have 10% of a retinue made up of Green troops.

Stephen’s force was led by Baron Stephen le Tookere, ably assisted by one of his retainers Willard of Wickham. Andy’s force was led by Sir Andrew Fitzroi, supported by his Sergeant at Arms and half-brother Geoffrey Fitzroi, which had the contingent of monks.

The reason for the enmity between Baron Stephen and Sir Andrew was an incident during a hunting party where the Baron accused Sir Andrew of trespassing on his lands, an accusation Sir Andrew firmly rejected.

Battle 1 The Ambush.

Objectives and Victory Conditions

Sir Andrew must fight off the ambushers and escape the battlefield via the board edge opposite their deployment zone, and scores VP based on the points values of all his Warriors that escape the battlefield, doubling the amount of any commanders.

Baron Stephen must try and kill all the opposition, and scores points values of the enemy Warriors his Retinue slays during the battle, doubling the value of any Commanders.

The scenario specifies that the game lasts 5 turns, with a sixth turn available if any unit has a chance of exiting the table. We considered that somewhat challenging considering the distance the defenders would have to move, 7 turns of normal movement for the slowest foot assuming no combat, so we amended that to 9 to 10 turns.

(Stephen: seems strange this wasn’t picked up in play testing. With just 5 turns to get off table they would have to Run for every activation and couldn’t stop to fight or shoot arrows. That’s extremely unlikely and wouldn’t make for a fun game. Hence we increased turns, which would still make it difficult for that ne’er-do-well poacher, Sir Andrew).

Baron Stephen’s Retinue

      • Baron Stephen (R) & 4 knights (R)
      • Willard of Wickham (R)(C) & 7 spears (G)
      • 5 Archers (R)
      • 4 Archers (R)

Sir Andrew’s Retinue

      • Sir Andrew (V) & 2 Knights (R)(Mounted) (C)
      • Geoffry & 3 Spearmen (R)(C)
      • 3 Mounted Sergeants
      • 4 Marksmen Sergeants (R), Crossbows
      • 3 Archers (R)
      • 5 Militant Monks (G)

(V) Veteran, (R) Regular, (G) Green and (C) Commander.

This scenario uses Deployment map D, forces deployed along opposite short edges of the table.

While escorting a group of monks from Yorkshire to Derbyshire Sir Andrew found the road blocked near the hamlet of Brookhill by a couple of abandoned carts, above the carts he could see the tips of spears, to the left of the road were two groups of archers, while on a hill to the far right he could see a group of knights flying Sir Stephen’s pennant.

(Stephen: I still don’t know why I put them there. It was pretty much the only open bit of terrain where I could use the might of a knightly charge).

Sir Andrew sent his mounted sergeants through the village to find a route around the ambush. The spearmen and crossbows advanced either side of the road, coming under fire from both of Baron Stephen’s groups of archers. Sir Andrew following so he could issue orders as needed. Sir Andrew’s monks and archers were deployed to the right, the archers advancing to the crest of a hill and the monks running as if for their lives towards a patch of woodland.

The Marksmen loosed quarrels as fast as they could, to paltry effect, one knight fell from his horse and an archer was brought down.

As the spearmen under Geoffrey advanced past the village they came under relentless archery, Geoffrey and two of his men fell leaving a single man, however his nerve held and he charged into one of the enemy archer groups despatching two of them and forcing them back.

Seeing the monks heading into the woods, Baron Stephen ordered his spearmen to leave the barricade and try to head them off

(Stephen: like anyone, I was determined those damned monks were not going to get off the table, even though I knew they probably weren’t worth many points and there were bigger fish to catch).

Baron Stephen and his bodyguard eventually came down from the hill, advancing towards the barricade.

Sir Andrew’s Mounted Sergeants moved swiftly through the woods, but lost one of their number to archery before they left the battlefield.

The monks ran from the wood and headed up the next hill, with the enemy spearmen chasing them. They almost made it but were caught and lost a brother to the vicious spearmen, fortunately on their next turn they were able to escape the field of battle.

(Stephen: Sir Andrew won initiative meaning he got them within one move of being off table, otherwise I’d have caught up with them sooner)

In the centre Sir Andrew and his bodyguard advanced and charged a group of Baron Stephen’s archers, wiping them out for the loss of one of Sir Andrew’s knights.

Baron Stephen then committed himself and his three remaining knights, charging Sir Andrew and his pennant bearer. Sir Andrew won the first clash, but Baron Stephen charged again and, in the melee, both Baron Stephen and Sir Andrew fell.

As Sir Andrew had no commanders left to try to take over command the battle ended; the loyal retainers carrying their respective lords from the field of battle.

(Stephen: Willard of Wickham had loyally passed his Morale test and took control of the brave Baron’s forces, meaning they would fight on).

Determining the winner

Sir Andrew had managed to get two Mounted Sergeants (50 pts) and 4 Monks (44 pts) off the table for a total of 94 points.

Baron Stephen had injured Sir Andrew (116 pts) and killed Geoffrey (82 pts), a knight (34 pts), a mounted sergeant (25 pts), two spearmen (40 pts) and a Monk (11 pts) for a total of 308 points.

A major victory to Baron Stephen, but still only one campaign point!

The post-game injury rolls resulted in Baron Stephen suffering a Mangled Arm, meaning he can no longer carry a shield. Sir Andrew suffered a mangled leg, as written this would slow him down whether on foot or mounted, but we thought that as the horse would be doing all the hard work we changed that to slowing him down only if dismounted and reducing his points value by 1.

The astute among you will have noticed a distinct lack of photos from the first game. We were so engrossed in the game we forgot to take any!

Game 2 Burying the Hatchet. 750 points

Following the ambush on the remote Derbyshire road, the conflict between Sir Andrew and Baron Stephen escalated. Small clashes bled both sides, in a senseless waste of blood and treasure. Determined to settle things once and for all, the two lords agreed to meet on a stretch of open ground nestled in a meander of the river Don between Sheffield and Doncaster.

There would be no subtlety here, this was to be a straight up fight between the two aggrieved nobles’ retinues, with a duration of 8 turns.

(Stephen: Again, we extended game duration. Although on this occasion it was simply because we had the time and wanted to make full use of it).

Baron Stephen’s Retinue

      • Baron Stephen (R) & 5 knights (R)
      • Willard of Wickham (R)(C) & 6 spears (G)
      • Fulkes de Boutin (V)(C) & 3 Mounted sergeants
      • 4 Mounted sergeants
      • 5 Archers (R)
      • 5 Archers (R)

Sir Andrew’s Retinue

      • Sir Andrew (V) & 4 Knights (R)(Mounted) (C)
      • Geoffry & 4 Spearmen (R)(C)
      • 3 Mounted Sergeants
      • 6 Marksmen Sergeants (R), Crossbows
      • 8 Archers (R)

(V) Veteran, (R) Regular, (G) Green and (C) Commander.

This scenario uses Deployment map C, forces deployed along opposite long edges of the table.

Burying The Hatchet Battlefield

Baron Stephen arrayed his retinue with a group of Archers in a cornfield on his right flank, with the Baron himself nearby in a field of cabbages. To the Baron’s left was Fulkes de Boutin and his mounted sergeants.

Baron Stephen’s Archers, The Baron and his escort and Fulkes de Boutin’s Sergeants trampling the cabbages

In a small hamlet Willard of Wickham deployed with his spearmen, the second group of mounted sergeants and second group of Archers, the latter taking cover behind a wall.

The left flank

Sir Andrew’ Monks were on his left flank in another cornfield, opposite Baron Stephen’s archers, next to them were the mounted sergeants, and then the Marksmen Sergeants with crossbows.

Sir Andrew’s Marksmen, Mounted Sergeants and Militant Monks

Next came Sir Andrew and his bodyguard, and the archers, with Geoffrey and his 4 Spearmen on the right flank.

Sir Andrew’s loyal servant Geoffrey with Archers and Sir Andrew himself.

All were sheltered by a hedge lining the road that ran through the battlefield.

The battle started with a volley of quarrels from Sir Andrew’s crossbowmen aimed at Fulkes de Boutin’s mounted sergeants, the quarrels flew true and two sergeants were felled.

The Marksmen release their bolts

(Stephen: stern words were had with all the mounted sergeants once we got back to the castle. Suffice to say, they did not earn their keep that day).

This shattered Fulkes’ resolve and he and the remaining sergeant were broken, falling back towards the hamlet behind them.

Sir Andrew’s monks and mounted sergeants advanced towards the Baron’s archers in the cornfield, with one of the monks going to his heavenly reward courtesy of one of the Baron’s archers.

On the other flank the Baron’s second unit of archers loosed arrows at Sir Andrew’s knights, one falling to a lucky shaft.

Baron Stephen’s archers engage Sir Andrew’s spearmen

Andrew’s archers returned the compliment taking out one of the Baron’s Archers. The Baron’s mounted sergeants advanced to protect the archers.

Baron Stephen’s Sergeants advance…

Sir Andrew advanced his bodyguard to counter the Baron’s mounted sergeants.

In hindsight maybe it wasn’t such a good idea to advance

(Stephen: In fairness to these sergeants, I’m not entirely sure what made me advance them. I could see it was a dicey situation to put them in, but I think I just wanted to stir things up and see what Sir Andrew would do in response).

Fulkes de Boutin tried to rally his mounted sergeants, but failed miserably and they routed from the field of battle.

Sir Andrew and his knights charged the Baron’s other group of Mounted Sergeants.

… only to be charged by Sir Andrew

In the ensuing melee Sir Andrew killed two of the Baron’s sergeants and breaking the remainder  who fell back

Sergeants fall back after receiving a thrashing

Geoffrey and his spearmen crossed the road and entered the woods, coming under ineffectual fire from the Baron’s archers.

The Baron’s Knights advanced, only to be charged by Sir Andrew’s Mounted Sergeants, taking advantage of a split in the group due to the terrain.

Sergeants get ready to charge

Despite their numerical advantage Sir Andrew’s sergeants failed to cause any casualties.

(Stephen: my mind may be a bit fuzzy here, but I seem to recall killing off a couple of Sir Andrew’s sergeants and, what’s more, I have photographic evidence to prove it).

The monks advanced again, being shot at by the archers without loss.

Willard of Wickham’s spearmen advanced to counter Sir Andrew’s Knights

Willard of Wickham wonders whether he can do better than the Sergeants

My Marksmen shot at the Baron’s Knights, to no effect, who then charged my Mounted Sergeants, killing two and breaking the sole survivor.

The result of the sergeants charge

(Stephen: Oh, maybe that was it then…).

Sir Andrew charged Willard of Wickham’s spearmen, killing two and forcing them back.

Geoffrey’s spearmen charged out of the woods, reaching the Baron’s archers hiding behind the wall, killing one and forcing them back.

The monks moved again towards the Baron’s other archers suffering one casualty.

The Baron charged his Knights at Sir Andrew’s crossbowmen, but just failed to make contact.

A nice juicy target for the crossbows, who failed to hit anyone!

The Baron issued a second order, and charged my crossbowmen, inflicting a casualty and forcing them back from the hedge.

The bloody battle for the trackway

(Stephen: I had to charge. My knights were in crossbow range and I knew that I could expect one or two flurries of bolts every turn unless I killed them. It wasn’t an enviable situation – the crossbows were behind a hedge and Sir Andrew and his knights were just a short way down the lane, but I had no choice).

Sir Andrew prepares to charge Baron Stephen as his Marksmen hold the hedgeline

Sir Andrew charged the Baron, with no effect. His archer’s shot at my Spearmen, to no avail.

Still have one order left

The monks finally were close enough to charge the Baron’s other archers in the cornfield, killing one of them and forcing them back.

My crossbowmen returned to the wall and shot at the Baron’s group, but inflicted no casualties. The Baron then charged again killing a crossbowman and forcing them back only to receive another flank charge from Sir Andrew’s knights, with two of the Baron’s men falling this time with no losses to Sir Andrew.

On the right flank Sir Andrew’s archers shot at Willard of Wickham’s spearmen, who were then charged by Geoffrey’s Spearmen, but no casualties were inflicted.

(Stephen: Good ol’ Willard. He’ll be receiving a promotion and some land for his sterling service).

The Baron turned his attention from the crossbowmen and charged Sir Andrew, but came off worse, losing a Knight and falling back, only for my Crossbows to shoot at them as they passed, sadly with no effect.

Baron Stephen and his shrinking bodyguard face up to Sir Andrew

On the right the Baron’s archers shot at Geoffrey’s Spearmen, killing one, the spearmen failed their morale test and broke.

Sir Andrew’s archers shot at Willard of Wickham and his men, killing one but their morale held and they charged Geoffrey’s broken Spearmen, killing one and routing them from the field, Geoffrey running with them.

(Stephen: Again, good ol’ Willard).

Geoffrey’s last stand.

We reached the last turn of the game.

The Monks charged the Baron’s archers again, killing another one and forcing them back. Sir Andrew’s archers shot at the Baron’s archers but missed.

Sir Andrew’s last Mounted Sergeant launched a last-minute charge at the Baron and his sole remaining companion, killing the latter and forcing the Baron back. The Baron then charged back in, but failed to cause a casualty, so fell back himself.

How dare he think he would be a match!

In a last desperate gamble, the remaining Marksmen Sergeants moved to their left, into a position where three of them could draw a line of sight to the Baron; Sir Andrew gave them a second order to shoot at the Baron; the shots fell true and the Baron fell from his horse clutching his eye.

(Stephen: you’ll notice how the cowardly Sir Andrew never had the courage to charge himself).

(Andy: I think Sir Andrew proved his mettle in several combats earlier in the game; and the Marksmen Sergeants needed to earn their pay!)

The victory conditions for this game were simple, based on the points value of the figures lost with commanders counted at double their cost.

Sir Andrew lost one Knight (34 pts) 2 Mounted Sergeants (50 pts), 4 Monks (48 pts), 2 Marksmen Sergeants (40 pts) and 4 Spearmen (80 pts), for a total of 252 points

Baron Stephen lost a total of 525 points.

(Stephen: I can’t remember exact loses. My mounted sergeants all fought poorly and I lost all of them – either killed or routed off table. In addition, the kind and friendly Baron le Tookere and his knights were also taken out. Plus dribs and drabs of archers and spearmen. What did for me was losing expensive troop types plus command groups, which is what made up the bulk of my loses).

This was a decisive win for Sir Andrew, gaining him one campaign point to bring the series to a tie at one point each. The campaign would be decided by the final battle “The Bad Neighbour” of 1000 points a side, to be fought another day.

Following the first two battles both nobles have been injured.

Sir Andrew

Mangled Leg: The noble isn’t as fast on their feet as they used to be. Reduce their Move stat on foot by 1, and their total points value by -1 (Modified from original).

Baron Stephen

Mangled Arm: The Baron has lost the use of his left arm until it properly heals. He can no longer equip shields

Missing Eye: Clipped by a crossbow bolt in the dying moments of the battle, bound up behind an eyepatch, the Baron takes on a distinctly piratical air. He will always act second if counterattacked.

Society Open Day 2026

Our Open Day will be on the 27th 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 throw some dice in one of the various games we will have on the day and chat to the membership about the hobby and the club.

This year we have a selection of games 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.

Name Scale Period
Vietnam 10mm Vietnam
Legions Imperialis 12mm Science Fiction
Dragon Rampant 28mm Fantasy
Second Barons War 28mm Medieval
Clash of Rhyfles 28mm Fantasy/Science Fiction
Commando Raid 18mm World War 2

Pictures and more details of the games will be appearing on our blog as we approach the day.

 

The Labyrinths of Mars at Salute 53

Last Saturday a contingent from the Society attended Salute 53 to run Marcus’s The Labyrinths of Mars Game, a mash up of John Carter of Mars and the board game Labyrinth.

Above we see Marcus giving a last minute briefing to Chairman Mark and Alan.

Here are a couple of shots of the  Labyrinth before the games started.

The Labyrinth
The game set up, ready for the Salute horde
A view from the other side
Andy and Marcus before the first game

Next up some of the Heroes, Villains and Creatures of Barsoom.

A pair of Red Martian adventurers
A Synthetic Man
Red Martian Adventurers engage
An Amt and it’s victim
A Thark, or Green Martian

More information of the making of the game can be found at a previous blog post

The game proved very popular with visitors to Salute 53. We ran several games with enthusiastic participants.

Mark H and Marcus running a game.
Competitors studying the Labyrinth as Andy and Mark H look on.
The game in progress
Another game in progress

And, we are very pleased to say that the game impressed the South London Warlords, as they gave it the Most Innovative Game award.

 

The Most Innovative Game of Salute 53!

Well done to Marcus and the members running the game!

One proud game organiser!

An interview with Marcus appears on the On Table Top You Tube channel, at around one hour in.

The Labyrinths of Mars coming to Salute 53

There are only 4 days to go before the big wargaming show Salute 53 this Saturday 11th April.
The society will be there with this years show game ‘The Labyrinths of Mars‘, we are at stand GD10 so if you are at the show come and have a game.

To set the scene the games creator Marcus will tell you a tale …

The airboat glided low over the shimmering fringes of the Toonolian Marshes, the whirring propellers thrusting the craft forward, slicing through mist that shimmered with a faint bioluminescence. The turgid waters—a foetid and heady brew of rot and decomposition breathed below. A vast, swampy expanse where the air itself seemed heavy with memories much older than Barsoomian civilization older than Helium.
Ahead rose the blackened silhouette of the stronghold of the mastermind of Mars, Ras Thavas. Or what remained of it.

Sections of the high perimeter walls had collapsed outward, as though struck not by outside force but by violent upheaval from within. Stone lay in jagged heaps among half melted metal structures. While a handful of towers remained standing, even these were badly damaged The ugly scent of the marshes diminished as the air filled with the smells of scorched alloy and bitter chemicals.

Kael Torm stood behind Paxia on the flier’s narrow deck, one gauntleted hand gripping the rail. A mechanical left eye, secured from Ras Thavas himself many years previously by Paxia’s father, clicked faintly. It adjusted focus, scanning the silent ruin. “Lady Paxia,” he murmured, “the walls were not breached. They were shattered by an outward blast.”

Paxia nodded once, guiding the craft forward. “There were many scientific marvels in that place. Things unimagined by most. Just like your own eye Kael. We should be cautious.” Kael said nothing. He trusted her insight more than his own instincts.

They were just around the height of the walls, passing between their jagged remnants, when it happened. A sensation, a subtle shudder, passed through the hull. The airboat did not lurch or buck. Instead, the resonance of the engine slid out of harmony. Paxia felt it in her fingers before she heard it—a shift in weight, a quiet correction not her own.

Kael stiffened. “Something from the past just woke up.”
A thread of pale blue light drifted upward from the ruins below. Or did it actually appear to flow back from the craft, drawn down like an insect to some stimuli. It did not strike like a weapon. It caressed the hull, spreading in delicate geometric patterns—flickering filaments that appeared only for a moment before dissolving, as if ashamed to linger.
The airboat slowed.
The controls deadened beneath Paxia’s hands. Not dead.
Directed.
“Not something built today,” she paused. “Not even by the Mastermind himself.”
Kael nodded grimly. “If Ras Thavas had discovered it, he would have studied it, controlled it and used it, not left it slumbering.”
The descent, understood or not, was deliberate—almost courteous. The craft spiralled downward in a slow arc. Paxia glanced another flier for an instant. “We are not the first to investigate the beacon.” She pointed an abandoned vessel out to Kael as their craft landed in the inner courtyard with such precision that it could have been guided by a careful pilot.
The pale light vanished as if nothing had occurred.
Kael scanned quickly. “No structural damage. No heat deformation, but it drained the power.”

Paxia dismounted, staring at a faint etching now marking the flier’s underside. “Someone told the system to bring us here. And not just us.”
“And that someone?” Kael asked.
“Let us find out.”
She did not say what both now suspected—a relic system of Thern origin and unknown antiquity.

They approached the broken entrance leading beneath the stronghold. The carved archway had bowed inward, its supports cracked but still standing, as though the building refused to surrender its secret integrity.
The interior passages sloped downward almost immediately. Their was little left above ground except rubble. The air cooled. Shadows deepened into long, uneasy shapes cast by flickering power crystals. Paxia and Kael moved carefully, past glass vats burst like monstrous eggshells and restraints torn from their housings.
Paxia crouched beside a burn mark spiralling toward a cracked drain. “Deliberate venting,” she murmured. “Someone freed these things. Whatever they were.”

Kael scanned the dark. “It seems unnaturally quiet.”
They continued downward into a labyrinth crafted from Ras Thavas’ unique combination of science and eccentricity. Corridors twisted in mathematically unsettling patterns, forcing constant reorientation. Paxia touched the wall lightly—an instinct for pattern whispering to her.
“We are being directed,” she said softly.
Kael frowned. “Driven?”
“No. Welcomed.”

They emerged into a vast subterranean gallery.

Here, the ceiling soared high, supported by angled pylons cracked with strain. Broken control tables lay overturned, cables sprawled like lifeless tendrils. A single shimmer of light flickered across the far wall.

And there stood a figure. Four grotesque hulking creatures accompanied it. The brutes stood around her in ritual formation, their faces and bodies a pastiche of regular beings. Each held heavy swords and daggers, silent, and alert. She, the figure, and one of striking power and grace, was examining her reflection in a fractured mirror panel while her hands worked some unknown controls.

“You are punctual,” she said as they approached. Paxia observed the woman and her white skin. “To what end have you wrought this havoc, Thern?”

The woman turned. Recognition flared—followed by something more unsettling.

Curiosity. “You may address me as High Priestess of Issus. I inherited that title from my Father.” Paxia’s brow furrowed. “Phaiador died falling when she jumped from a flier. I heard that story from John Carter himself”.

“A shame he is not here to see this. I had hoped the beacon might bring him. But the daughter of Paxton will suffice.”  Kael’s sword was held only at the ready, honour-bound until threatened. Pistol resting at his hip. “My followers found me broken and brought me, barely alive, to Ras Thavas. He healed me. But I am Phaidor, I could not be less. He used synthetic flesh to rescue my body. But it was not…enough. After he met your father, Ras Thavas became interested in travel between worlds, particularly between Barsoom and Jasoom. He was intrigued by those who had travelled like Paxton, Carter and the others.

“Others?” Now Paxia was as intrigued as she was shocked by the revelation of Phaidors existence. It explained so much of the Thern resurgence. But other Jasoomians on Barsoom?

“Few, to be sure, but Thavas tracked them down. I assisted him. I had my own designs. Eventually, he found what I wanted.” Phaiador paused, almost as if she expected Paxia to grasp the meaning immediately. And indeed the enormity of the truth struck Paxia even before the words were pronounced. “This body.” At that, Phaiador leapt. An outstanding leap. An un-martian leap to a platform above. She laughed and jumped again. Half-way across the cavern! To a platform, onto machinery, and on.

“Ras Thavas’ stronghold is in ruin,” Paxia shouted to her. “What happened here?”

Phaiador tilted her head and paused, knowingly. “I am now truly the High Priestess of Issus! She paused again. “The Mastermind of Mars overreached himself. He believed knowledge could be held in chains. His chains. His power. I removed those chains. And I took the power.”

Paxia had almost forgotten about the creatures. It was clear now what they were, although she had only heard the stories. Synthetic men. Kael had not forgotten. One shifted subtly—its smallest motion enough to draw Kael’s attention.

Phaiador smiled.

“And now, Paxia of Helium, I’ll pose you a test…”

The blade was in her hand before Paxia saw her draw it, and she was in the air before Paxia knew what was happening.

The leading creature lunged toward Paxia but she had moved a moment earlier.

Kael however acted the instantly.

His rapier blurred and the creatures, acolytes of the Priestesss, who had been encroaching stealthily backed off as that first fell. “No, she is mine!” cried Phaiador as she landed, graceful and powerful as a banth before Paxia, slashing at her. Paxia drew both swords in a single fluid motion as the chamber erupted into chaos. Instinct honed by training with the Warlord of Mars himself drove her to respond without thought. But, the impact of the blade on hers, when it came, was terrible. Stunned, Paxia staggered back. Phaiador’s strength was immense. “This body was a warrior on Jassoom too. Something known as a Viking. I like the sound of that name. High Priestess Phiador, Viking Queen of Mars!” She bounded forward again, madness in her eyes. Paxia sprang aside, gasping at the speed of Phaiador’s attack. She felt the blade scythe past her cheek.

Kael charged into the midst of the followers wielding his sword in a flashing arc, slicing the nearest creature deeply as he stepped to guard Phaiadors flank.

The remaining bodyguards advanced recklessly, also shifting to shield Phaiador. Now, as fast as she had been the aggressor, she withdrew with a bound toward a descending corridor which appeared even older than the rest of the stronghold.

And now Paxia noticed the creatures stirring in the side passages—shadows with too many limbs, the half‑made and the newly awakened drawn by sound and movement. They did not attack; they followed Phaiadors direction like congregants following a priest. More synthetic monsters. Like gruesome dolls thrown haphazardly together with no account for form, function or proportion.

Phaiador, leaping back among them paused at the threshold of the deeper passages of the labyrinth.

“You were brought here for a purpose, Paxia,” she cried. “Helium and her allies believe in destiny. Let us see how much of that belief survives what is coming.”

Her eyes glinted—not with madness this time but with terrible clarity.

“You will follow. You must. The Labyrinth beckons.”

Then she vanished into the ancient dark as Paxia and Kael ran toward her and the followers. “What of Ras Thavas?” Paxia shouted after her. Phaiadors voice could just be made out, “He awaits you…”

And the corridor sealed itself with a double rumble of some carefully planted explosives, narrowly missing Paxia and Kael, cutting off immediate pursuit.

Kael exhaled slowly. “Something has driven her from sanity. Could it be the synthetic flesh? Is that why those creatures did her bidding?”

Paxia sheathed one sword, keeping the other ready. “The synthetic flesh, the trauma of her injury. Her hatred of the red race… But she wants us alive. She wants us down here. Or down there. Otherwise she would have continued her assault.” She paused, “I could barely hold her off for all my training.”

Kael nodded. “You did well, whatever you think Paxia. That was no ordinary test of your skills and you know it.” “What did she mean, the Labyrinths beckon?”

Paxia stared at the boulders covering the passage Phaiador had taken.

“Because of whatever lies down there,” she whispered, “…she has some foul scheme in mind. That has not been changed by her new body. She is drunk with hatred…and ambition. We must thwart her scheme”

Above them, the marsh mists thickened.

Below them, the old machinery still hummed faintly, as though remembering its original purpose.

The descent had only begun.

You’ve Got To Build Bypasses

Tony F runs us through a Stargrave scenario set on Planet Earth (before the demolition…).

At Maidstone we have a largish group of Stargrave players with games run regularly. We all keep track of the progress of our captains and crews (although there have been casualties along the way) in a series of unrelated scenarios that we take turns to organise. Almost all are run by an umpire who sits out the game and ensures that things run smoothly. I’m a massive fan of The Hitchhiker’s Guide to the Galaxy – I mean, who isn’t? – and I’ve been trying to shoehorn a Stargrave scenario into the H2G2 universe. Last autumn, I finally managed it (and it’s taken almost six months to write it all up !)…

I set things right at the start of the original book, with Arthur Dent’s house about to be demolished. I didn’t directly tell the four players that the scenario was a Hitchhiker’s one although they all twigged it from their sparse briefing notes. Two of them were tasked with ensuring that the house was efficiently pulled down, while the other two were to try and stop the destruction. But they didn’t know that there were two different sets of briefings, nor did they know that they had a potential ally, which led to some interesting results later on.

Arthur’s House, surrounded by bulldozers ready to roll.

I went rather over the top with the scenery, making Arthur’s house from a Charlie Foxtrot MDF kit and giving it a detailed garden. A borrowed Forge World fantasy inn stood in as the Red Lion pub while Sarissa Precision provided Cottington Cricket Club’s pavilion. Details such as the telephone box and bus stop were from Blotz while Debris of War were the source of bits such as the rubbish bins and bags, portaloos, traffic cones, sofa etc. I scratchbuilt details such as the hedges and fences, telegraph poles, road signs and the pond, while the post box and benches were 3D prints of models I created myself. The narrow Sussex country lanes were Early War Miniatures latex offerings. I raided my 28mm Lord of the Rings scenery for beer barrels for the pub and a high hedge round the cricket pitch, which was last seen as the defensive hedge around Bree ! I really went to town with the details (far more than was strictly necessary) but I had a lot of fun putting it all together.

The six JCBs were cheap plastic toys from eBay – I hadn’t wanted to spend a fortune on expensive die cast ones for a one-off game. I weathered them a bit, varnished them to take away the cheap plastic shine and I think they looked fine on the table. The idea was that the two demolition-tasked players could jump in them to knock the house down, but I made them difficult for the players to control on account of their weird rear wheel steering which a character used to grav sleds wouldn’t be used to.

Closup of one of the cheap plastic JCB toys, given a bit of a paint job and pressed into service.

I had fun coming up with a long list of creatures for the random encounter table. The list had 20 different possible encounters which were triggered if a player rolled four or less on their initiative roll each turn. I arranged them in increasing order of deadliness, and rolled 1d10 plus the turn number for them which meant that the players would start off with some fairly tame and easy to tackle encounters, ramping up to more difficult ones later in the game. Since Arthur lives in a fairly rural area, Warlord Games’ farmyard animals set populated the bottom half of the table, ranging from a few chickens pecking at the players’ feet up to some cows and a 3D printed bull sourced from Etsy.

The rest of the encounter table was more interesting to put together. A bunch of drunken thugs would pour forth from the Red Lion, upset at the noise and gunfire disturbing their lunchtime drinking session – these came from Killer B. Several British bobbies with truncheons from Crooked Dice would also be investigating the noise, escalating to the Sweeney (also Killer B) in a die cast police car. A simple scratchbuilt bowl of petunias (wooden bead with a flower tuft on top) and a Sperm Whale (eBay) were primed to drop out of the sky on an unlucky captain’s head. Shotgun-armed Farmer Maggert (Killer B) and his three Rottweiler dogs Grip, Wolf and Fang (Brigade Models) would get very protective over his cabbages. There were several bases of tiny red Vl’Hurg and green G’Gugvunt spaceships (Brigade again), confused about their scale but with enough firepower to give someone a nasty flesh wound. Arthur and Ford (Denizen) could well chase a Chesterfield sofa (Debris of War) across the fields, and at the top of the list was Thor, an oversized 3D print from Etsy. And I must not forget Wowbagger the Infinitely Prolonged, a Crooked Dice figure, and his 1960s toy spaceship which I picked up for a pound at a boot fair. If he managed to land a carefully crafted insult then it could cost a Captain a few Will points.

Sadly, after all that effort, the players (with the honourable exception of Captain Gloria/Charlotte) steadfastly refused to roll many low initiative scores, especially in the second half of the game, so many of my favourite characters didn’t appear. But fear not, I have ideas for more H2G2 universe scenarios, so they’ll be back.

I think the game ran pretty well, initially most of the players spent time hoovering up the loot tokens. But then Captain Gloria jumped in one of the JCBs and they all twigged what was going on. In hindsight perhaps I should have hinted a bit more about what they were supposed to do to achieve the main objective, but I think fun was had by all which after all is what we do this for. I particularly enjoyed Charlotte’s skirmishes with the local farm animals, she seemed particularly unlucky with them, not helped by a few freakishly good die rolls against her by the umpire.

Anyway, I’ll hand you over to the four Captains for their after-action reports.

Captain Gloria (The Rhythm)
The view from Captain Gloria’s end of the table, with one of Farmer Maggert’s barns in the foreground.

COMMENCE ENTRY

The Rhythm has kept a low profile since the last altercation at the Stairway to Heaven nine months ago, but funds were running low and I was longing to be back in familiar territory. When a job came through asking us to save fellow earthling Arthur Dent’s house from demolition, I practically broke the keyboard to accept it. It should have been a case of heading to Earth, getting in, having a word with the tío in charge (el señor Prosser) and getting out.

Díos mío. What should have been a straightforward job became anything but that. Upon landing, demolition seemed at its starting point, with JCBs surrounding the dwelling. We had to move fast and, as we did, it became clear that three other gangs had also received intel about the Dent house. I was not sure of their respective motivation, so I gave the order to make our way to the house, where I was sure either the inhabitant or the demolition tío would be, before the situation could escalate. This was encumbered by my smashed jaw and Estefan’s injured leg, which restricted his movement, and the native animals that kept attacking us. Before any of the crew had reached the house, Black had already been killed by a cow (milk-bearer), which was promptly executed.

More trouble with the local fauna – this time it’s the charge of the sheep brigade.

While Estefan and many of my crew were engaged with more dwellers of the farm where we had landed – several sheep, a farmer, and his dogs – I pressed on towards the house with Bluey and Red behind me. Across the road, it seemed that two gangs – Roj Blake’s men and The Dirty Rats – were muy ocupado fighting each other, so we only needed to exchange a few rounds of fire from the crew of the Monsoon and Roj Blake’s men. Once it became clear that Wilson of the Monsoon had the same goal of saving the house, we turned our attention to taking out el señor Prosser, Blake’s men and the crew of The Dirty Rat. In a moment of gross misjudgement, I started one of the JCBs, hoping to drive it past the house and into Blake or one of his cronies. Having been some time since I drove an Earthmade machine, I ran over Red and ploughed into the back of the very house we were trying to save. Miraculously, the house remained intact and lost only some plaster and a window, and Red managed to dive out of the way in time. In this time, Wilson’s men had managed to dispatch el señor Prosser and The Dirty Rat appeared to have suffered many casualties.

Damn’ sheep !

I ordered those men who were not still engaged with the farmer and his vicious menagerie to try and finish off Blake’s crew, who were by now on the retreat. We left the scene with some loot, having lost only Black and White (que descansen en paz), and having brought Bluey back to make a full recovery, and we returned to the ship with 200cr having been transferred to the ship’s account. I can only assume our client shared the same job with the Monsoon and split our pay. Qué cara tiene.

Captain Gloria leaps into one of the JCB’s and gets demolishing !

The status of Arthur Dent remains unknown to us. Communications picked up by The Rhythm suggest he may have been in the pub. I only hope he is pleased that his house remains standing and that he doesn’t send us the bill for the repairs. We press on to the nearest inhabited outpost to recruit two new crewmen; but for tonight, we’re gonna party until we see the break of day. With this in mind, Rhythm: play ‘Conga’.

ENTRY ENDS.

Captain Kersh Wilson (The Monsoon)

‘The only thing necessary for the triumph of evil is for good men to do nothing,’ said Captain Kersh Wilson to his first mate, a giant shaggy biomorph called Shoggoth.

Shoggoth grunted in response.

‘Get the crew ready,’ instructed Kersh. ‘Far out in the uncharted backwaters of the unfashionable end of the Western Spiral Arm of the galaxy there are reports that several planets are to be destroyed to make way for an intergalactic bypass. And no one has told the inhabitants or cares about what happens to them.

We have to stop this.’

Shoggoth looked at Kersh deeply. There were many things that confused him about this human, but his kind demeanour and generosity is what had drawn him to serve this gentle and philosophical mystic.

Kersh and his crew landed on the blue and white, industrial, planet with the intent of stopping its destruction. They had discovered that it was being led by a sinister individual calling itself Planning Officer Prosser – such tyrants always give themselves grandiose titles. His elimination was essential to stopping this wanton act of violence.

Kersh and his crew approached a small house across a field of wheat. They could see large yellow machines getting ready to demolish the building. The crew’s pathfinder, Aidan Kenver, could see a large packing crate so he made a dash for it, wondering if it might have data about what was happening – the crew had secured a data loot token.

Kersh and the rest of the crew diverted around the back of the building because they’d seen more equipment stashed there and began to wonder the same as Aidan. Mallia Bygrove, an ex-army sniper, took up position at the corner of a hedge to cover Kersh and the crew in case anyone tried to come around behind (as they came into orbit they picked up the warpdrive signals of three other vessels, presumably trying to selfishly loot the planet before its destruction).

They saw movement! They recognised an individual who they knew to be a member of Captain Gloria’s crew.

‘Stay over there and come no nearer and we shall let you go in peace,’ called Kersh.

They heard no answer.

But an answer soon came because this same individual entered the wheat field and opened fire at Kersh and his men! Fire was soon returned.

Wowbagger the Infinitely Prolonged attempts to serve Captain Wilson with his pre-determined insult (they shot him – doubtless he’ll be back).

Things got busier, because Mallia saw a couple of suspicious looking types beside an older, wooden, building with a sign outside that said ‘The Red Lion’, so to keep them at bay he gave them a warning shot.

More shooting could now be heard. Not only shooting, but the lowing and mooing of large bovine creatures. A robot came into view, a droid that Kersh had seen before amongst the crew of Captain Roj. This robot raised its gun and the sensors on Kersh’s Threat Detector sensed it locking on. But the robot’s aim soon passed and found a different target elsewhere. Nonetheless, the robot’s intentions had been made all too clear and there was no knowing whether it may or may not come back and take a shot. So Kersh called out to Yammet, a rapid-fire gunner, to take his weapon and destroy captain Roj’s robot. Yammet swung around and let out a terrible burst of fire and the robot crumpled into a mess of wires and burnt steel.

‘Captain,’ said crewman Rannock Crowder, ‘aren’t we getting distracted? Aren’t we here to stop Planning Officer Prosser?’

Rannock was right, and Kersh knew it. He drew out his lightsabre void blade and made for the target of their intentions, leaving troopers Zanford Schneider and Brynan Jones to keep up the fight with Captain Gloria’s crew.

The Monsoon’s crew approach from the rear of the house.

Meanwhile, the fracas between Mallia and this other mystery crew had escalated. More deadly fire was being exchanged. Kersh’s droid, 2B-55, had joined in as well. The enemy crew were getting fewer in number, so that was a promising start. However, someone had hot-wired a pair of the large yellow machines surrounding the house, so Kersh, Shoggoth, and 2B-55 had to be careful.

There was Prosser! With his back to Kersh, the wicked Planning Officer was surveying his work, cackling cruelly at all the mayhem and destruction. Kersh was tempted to just strike him down, but his training had instilled in him an honourable code, and so he declared himself to Prosser. This code of honour was not shared by the Planning Officer who promptly swung around and struck Kersh with his briefcase before running off. Just a temporary setback as Kersh recovered and, braving the fire from the guns of the other hostile crew, Kersh pursued the Planning Officer before cornering him and striking him down with his lightsabre. Sorry, his void blade.

There was still a lot of upheaval to deal with. Kersh could see he’d been wrong about Captain Gloria and her crew who, like him, were out to protect this primitive planet. It was obvious that Captain Roj and this fourth crew he’d never encountered before had other plans. Mallia Bygrove made his way up, ducking behind some bins and boxes, before taking aim with his sniper rifle to shoot the drivers of the yellow death machines. He could see crew members of Captain Roj behind a hedge who took shots at Bygrove, but they missed their mark.

Realising they were bettered, Captain Roj and his crew soon slunk off like the dirty wamp-rats they were. Whoever this other crew had been was now irrelevant because they’d all been overcome and were nowhere to be seen.

Kersh made for 2B-55, who had received considerable damage, to make sure his droid was still fit to move. The droid was in bad shape, but still operable. Time to head back to their ship, though Kersh.

‘Back to the ship. Back to The Monsoon,’ he called and he and his crew made off, satisfied they’d stopped Planning Officer Prosser.

Captain Black Rat (The Dirty Rat)

It became apparent right from the off that it just wasn’t going to be my day. As I pulled my crew proudly from their storage foam, I soon realised one was absent. Where was Ratchet the Robot? Ratchet is bigger than the average figure. It has protection is akin to power armour. But he wasn’t there. I borrowed a robot from Tony, but then I found I had this old sculpt, at least fairly heavily armed, in the box. Then I realised I didn’t have my “powers cards” either. They are copied from the rule book and stuck to card. They are a handy aide memoire. I missed them.

The missing robot and cards. Alas, poor Marcus.

My crew deployed from behind a pub. We might as well have gone in and had a few drinks. The approach might have been better if we did. I split my team, then got confused about who needed to be with what to benefit from the synergy of my powers. Then, “Oh look, I can see a robot approaching.” One of the J10 (Jeremy’s Blake’s 7 analogues, not a stellar equivalent of J2O from the aforementioned pub.) Time to use the “Control Robot” power. This failed (naturally), drawing withering fire from Jeremy. His approach had been more direct too, so he ended up grabbing more loot on this side of the table. Sadly, it took us some time to get over this spat and realise we were on the same side (as much as anyone can be in Stargrave!).

The crew of the Dirty Rat deploy in the car park of the Red Lion.

My mission stated that I really needed to find Prosser and get the keys. As Steve and Charlotte had their own little spat over who’s side was who’s, Steve also sent some forces toward the cottage.
Prosser randomly moved towards Steve and got into trouble. “We are on your side you bureaucratic twit!”. Both groups from the Dirty Rat were taking fire and I could not roll a defence die for a Syrtis Major toffee and peanut asteroid bar. While the Orange kid did make off with some loot, Captain Black Rat went out of action, swiftly followed by Harriet Barber (who strangely enough, might have felt at home in a B7 analogue crew…) and others too numerous to mention. No-one had a great day. Did I say no-one?

My hacker 01-V2 jumped onto a digger, hacked it and started driving for the cottage. Meanwhile one of the crew managed to grab the cottage keys from the flailing Prosser’s dying fingers and made for the door. The diggers were far from easy to control, as Charlotte had found earlier. The little droid tried to drive the digger into the cottage. Surely it must go down! No. Another try? No..and he got shot. Ratchet 2 jumped onto another digger, and was similarly challenged in the driving department. Nevertheless, we got inside to discover… that despite all that effort, the keys were keys to the hotwired diggers not the cottage. That summed it up for the game really’ as Ratchet 2 also went down, like the rest of the crew under a hail of critical hits that not even someone who can calculate their defence rolls properly could have survived. Fortunately, a number of end game rolls later I could lick just one wound and everyone lived…for another day.

Fortunately these two made it off and made it to the site.

JCBs in the garden of the house – Arthur’s car has taken a bashing.
Captain Roj Blake (unnamed starship)

The power armour check was passed, everything was loaded and the crew were ready to roll. The first surprise of the mission was that we landed in a green and pleasant land. There were green fields, trees and in the
distance a not particularly nice looking house. The mission brief was to find a Mr Prosser.

But my immediate problem was there were other crews present and mine was out in the open, so orders were given to get a move on and head towards the house. Making it to the other side of a large hedge, half the crew
were presented with a strange view. Charlotte’s crew was locked in battle with various creatures. This battle was to play out for a while, involving chickens, pigs, cows and dogs. So the crew took up position resting against a fence and taking in the show.

Blake’s crew approach the high hedge.

Meanwhile, the rest of the crew continued towards the house, only to be rudely attacked by Marcus’ crew trying to take control of robot Zen. Despite this attempt at control failing, the outrage was met in a suitable way with several hot projectiles. I’m pleased to report several hit and opened the score (appropriate given the target was next to the cricket pavilion).

Some of the Captain Blake’s crew cross the road from the cricket pitch.

However it soon became clear that the positions of the other crews meant getting to Mr Prosser was going to be impossible. Stephen’s crew were already approaching Mr Prosser while also exchanging fire with Marcus’ crew. And Charlotte’s crew had decided that despite losing to the local wildlife they would also fire on my crew by the fence. Marcus had also continued to poke round the pavilion providing a steady supply of target practice.

At this point there was a sudden change in the game. One of Marcus’ crew managed to get in one of the yellow diggers surrounding the house and was trying to get it to demolish the house. Charlotte’s crew had also prevailed against the livestock and managed to wound one of my crew. So I switched track and several crew made a dash with their loot while the remaining crew made for the diggers. And boy were those diggers hard to control. I never got close to the house and in the time I spent trying both Stephen’s and Charlottes crews were advancing on the house and I was taking fire. But you cannot say my crew wasn’t adaptable. It was time to grab the loot and make a run for it. Unfortunately one of my crew Jenna Stannis was shot in the back by Charlotte as they were retreating, and that’s where we left the other crews to it. It was a good day for loot but a bad day for the crew as, despite having an advanced medical suite on the ship, Jenna didn’t make it.

On the outskirts of Cottington – they don’t look like locals.

Operation McLain

OPERATION MCLAIN – June 1968

This was our third, and final, game in a trilogy of scenarios based on actions conducted by the 173rd Airborne in Vietnam.
This game was based around Operation McLain, where the US and ARVN sought to regain control over rural communities they lost during the Tet Offensive. The company was supported by their mortar teams and a firebase of 105mm howitzers dedicated to their operations, plus the possibility of air support from the US Navy. The mission was to locate and engage suspected NVA and VC units in the area.
The NVA comprised a reinforced company atop Hill 435 – three rifle platoons, plus company mortars, and a command bunker with the Company HQ consisting of the CinC, a mortar spotter with radio, plus a HMG. The US forces had advanced too closely on the hill and I could tell that if they requested artillery it would be refused due to proximity of friendly troops. This would cause them a lot of problems. But Cpt Smith wisely called artillery in on the reverse slope so he could walk the artillery in to position.
The VC were in position around the northern village and were an understrength local force company of three platoons. Lt Francis had the job of sweeping through the villages, something he’d also done in the previous game.
The area was not a Free Fire Zone, so authorisation was required for any support from artillery or air. The southern village was neutral, trying to keep its head clean. Whilst the northern village was firmly in the grip of the local VC who were using it to store war materials.

Airborne assault underway

Company Commander’s report of military Operation McLain in the vicinity of Da Lat June 1968.

Our company of 173rd Airborne was ordered to conduct a recce and aggressive sweep to the north of our designated LZ , clearing the two villages in the SE and the NE, taking Hill 435 and to locate and destroy any enemy we engaged. A US press team joined our company and for security reasons I decided they should be attached to the Company HQ.
The company HQ, the weapons platoon and press team made the first Heli drop in middle of the LZ and prepared to give fire to any enemy that may attack platoons 1, 2 and 3 as they came in to land in quick succession.
All platoons came in and landed without any interruption from the enemy. Platoon 1 (Lt. Francis) to the right of Weapons platoon and HQ’s position. Platoon 2 (Lt. King) to the left and Platoon 3 (Lt. Claridge) to the left, just behind and between HQ & weapons platoon and Platoon 2. Lts King & Claridge were ordered to advance their platoons with caution – hunkering down in cover at intervals – towards Hill 435.
Lt Francis’ platoon advanced cautiously towards the village to the SE. HQ and Weapons platoon advanced also.

Weapons platoon gives supporting fire

Hill 435 was likely to be heavily defended, probably by regular NVA. Enemy positions were soon located on the Hill and consequently our weapons platoon commenced to lay down heavy fire with
M60 machine guns and 75mm recoilless rifles with devastating effect. Our company mortars were called in to fall on the north sector of the hill. This was potentially dangerously close to Pltn’s 2 & 3, but with careful direction from our Forward Observer and myself the mortar rounds landed accurately on target. Lts King & Claridge were ordered to temporally halt and hunker down whilst our mortars hit the top of Hill 435.
Meanwhile, enemy mortar rounds started to fall in the vicinity of our HQ and Pltn’s 2 & 3. This seemed to be an enemy observed bombardment as the barrage was steadily moved to the north for several minutes which put more of our platoons in danger.
It was under this bombardment that Lts Claridge and King took casualties including one fatality. Lt King himself had to be medevaced out by Heli along with three other casualties. It could have been worse, but Lts King and Claridge had kept their men hunkered down which undoubtedly protected them from further casualties.

Weapons platoon about to take mortar fire

Casualties were also taken by the weapons platoon’s machine gun squad and unfortunately one of the Press team had to be medevaced out by Heli also. Our mortar bombardment of Hill 435 caused regular NVA to move down the hill into the fire from weapons platoon which caused heavy enemy casualties. The enemy mortar bombardment stopped abruptly and we at HQ realised that the enemy mortars and FO were probably on top of Hill 435 and were destroyed by our mortar barrage. I ordered our barrage to cease to allow Pltns 2 & 3 to advance up the hill. A squad from Pltn 2 skirted around the hill to the west to discover an enemy unit of VC irregulars.
Lt Claridge discovered an enemy bunker on the upper slopes of Hill 435. After 2 light assault weapons were fired at the bunker without success it was an M79 blooper round that went straight into the bunker through the slit and despatched it with a devastating explosion.

Weapons platoon about to take mortar fire

Navy Air support was requested to engage suspected enemy positions to the north of the hill but was not available at that time.
By this time, the weapons platoon was also engaging enemy units, which looked like VC irregulars, to their front and right front, again pouring withering fire into them from the M60s and the recoilless rifles. Lt King’s platoon, under command of an NCO as Lt King was seriously wounded and evacuated, engaged irregular VC on the slopes of the hill and around the north of the hill.
Lt Francis’ platoon searched and cleared the village successfully in the SE sector and advanced through the dense jungle terrain towards the second village. Despite comms problems, they engaged and routed more irregular VC to the North of the dense terrain area and eventually entered the village. Several enemy bodies were recovered along with a concealed arms cache.
All across our company’s front, the enemy completely dispersed, abandoning several bodies and equipment. The enemy bunker turned out be the NVA’s Company HQ and also contained a heavy machine gun crew which would have been lethal for Pltns 2 & 3 had they managed to open fire before the bunker was destroyed.
The company took relatively very light casualties and all the objectives were taken. Apart from the wounded Press journalist no further civilian casualties were observed or reported.
All in all, I’d say a very successful mission. Very well done gentlemen.
173rd Airborne and the USA are very proud of you all.

AAR – 1st Platoon (Lt A Francis)

As per company orders, 1st Platoon dropped in the SE corner of the LZ behind CoHQ. 1st Squad immediately moved to search the nearby village of Bien Na while 2nd and 3rd took up position along the road, covering the nearby jungle boundary.

1st platoon enters the village of Bien Na

Following the all clear from the village, considerable mortar and small arms fire began to be heard from the western side of the LZ where CoHQ and the other two platoons were engaging the enemy on the hill. 2nd and 3rd squads crossed the road and entered the jungle to flush out any enemy towards the village situated NE of the LZ.
At this point, a communications glitch hit the platoon. Radio comms within the squad went down and we also dropped off the company net for a period. I personally was with 2nd squad and managed to establish voice contact with 3rd, but contact was lost completely with 1st who, lacking further orders, held position in the SE village. I continued to lead 2nd and 3rd squads towards the northern treeline although progress was hampered by dense undergrowth and lack of working radios (game note – the umpire accidentally dropped 1st platoon’s activation card on the floor and it was missing from the deck for several turns – hence little activity from the platoon until it was discovered !).
Eventually the radio net was restored; I ordered 1st squad to catch up with the rest of the platoon at the double (since we’d already swept the jungle ahead of them they were able to move swiftly). The jungle was less dense on its northern edge and I took 2nd and 3rd to the treeline, and we spotted a VC platoon in the paddy fields between the trees and the other village. We immediately engaged them with all available firepower, reinforced shortly after by the arrival of 1st squad. Multiple enemy casualties were observed before the survivors fell back; a subsequent follow-up sweep confirmed at least 10 enemy KIA, all VC. The platoon suffered no casualties in return, as enemy return fire was sporadic at most.

VC troops engage 1st platoon in the jungle

Following the cessation of enemy fire, all three squads advanced to the NE village. 3rd squad on our left flank briefly engaged another VC unit along with the weapons platoon who were positioned to our west as we emerged from the jungle. The enemy rapidly withdrew under heavy fire, casualties unknown.
As all enemy activity had ceased at this point, the platoon conducted a post-action sweep of the second village, uncovering a VC weapons cache.

The last few VC about to break

AAR – 2nd Platoon (submitted by Platoon Sergeant R. Turpin 2ic 2nd Platoon, vice 2LT A. King WIA)

2nd Platoon was deployed by helicopter several hundred yards to the south of Hill 435, arriving between 1st and 3rd Platoons. Sgt Turpin with 2nd and 3rd Squads were in the lead, with 1st Squad, armed with an M72 LAW in reserve with the 2LT.
Initial orders from Co HQ were to advance cautiously on hill 435 in conjunction with 3rd Platoon.
On arrival LT King noted the lack of cover in the immediate area of the LZ and ordered the platoon to move toward the cover of some elephant grass between the LZ and hill 435.
During the advance 3rd Squad spotted hostile forces on the hill, estimated at platoon strength, and I passed this intelligence back to the LT. 1st Squad acted on this information laying down fire on the enemy position while the LT contacted the company mortar platoon to request support.

NVA 1st Platoon on the hill

2nd Squad hunkered down and fired on the hill, while 3rd Squad attempted to get into the elephant grass, but were slowed down by the dense grass, making little progress, however they did manage to lay down some fire on the hill. The LT and 1st Squad closed up at the double, the LT’s request for mortar support was denied as the platoon was considered to be too close to the point of aim.
The LT was now close enough to direct 3rd Squad to open fire, while he checked paddy fields to the east of Hill 435 for possible enemy activity, finding none. At this point the LT and 1st Squad came under enemy mortar fire, with PFC Houston KIA.
Shortly afterwards LT King was grievously wounded by the sustained mortar fire and needed to be CASEVAC’d.

Lt King injured by NVA mortars

As platoon 2ic I took command, and ordered a team from 1st Squad to evacuate the LT and PFC Houston’s body to the dust-off RV point. I ordered the remainder of 1st Squad to move to the west to try to escape the mortar’s beaten zone. 2nd and 3rd Squads managed to advance into the elephant grass and take cover.
2nd and 3rd Squads both engaged the enemy on the hill with effective fire, at least two casualties were seen to fall. The team from 1st Squad saw the LT and PFC Houston loaded onto the dust-off chopper and then re-joined the rest of 1st Squad.

US forces start to take casualties

With the LT out of action 2nd Platoon would be vulnerable to accumulated shock hampering movement and reducing the effect of their weapons.
Someone in the chain of command must have persuaded the Mortar Platoon to risk danger close fire as our mortars began to fall on the rear of the hill.
Elements of 3rd platoon to our east advanced upon the hill to discover a well concealed bunker with an HMG. I ordered 1st Squad to deploy their LAW in an attempt to destroy the bunker but the shot missed. 2nd and 3rd Squads were more effective, continuing to fire at the enemy on the hill outside the bunker inflicting more casualties which caused the enemy to withdraw rapidly.
3rd Platoon tried to take out the bunker with their LAW but also failed. One of their Squads had better luck as they appeared to get a grenade into the bunker, destroying it.
With the bunker destroyed by 3rd Platoon, 2nd Platoon’s 2nd and 3rd Squads advanced to search the vacated enemy positions flanking the bunker, finding 8 NVA KIA who had been abandoned by their comrades. We left evaluation of the bunker’s ruins to 3rd Platoon.
There was then a lull in the action (2nd Platoon’s card wasn’t drawn before the end of the turn) as the VC mortar’s fell silent.

NVA 2nd platoon comes off the hill to avoid US mortars

2nd and 3rd Squads advanced to the western side and crest of hill 435, but 1st Squad’s follow up was severely hampered by the elephant grass. 2nd and 3rd Squads could see some activity in the jungle to the north of Hill 435 and attempted to identify if there were any enemy forces present, but the results were inconclusive. 1st Squad made slow progress through the elephant grass.
After another lull in the action, 3rd Squad confirmed no enemy presence immediately to the north of the hill, so 1st and 2nd Squads continued their cautious advance. 2nd and 3rd Squads continued their advance across the hill, with 1st Squad still battling their way through elephant grass.
As they advanced 2nd Squad spotted a reduced strength VC platoon in the jungle to the north east of hill 435, 3rd Squad didn’t spot them and 1st Squad FINALLY got out of the elephant grass, only to encounter the jungle on hill 435!

US troops sweep across the hill mopping up stragglers

Following another lull in the action 2nd and 3rd Squads laid down withering fire on the VC platoon they had spotted earlier, causing 4 casualties and forcing the VC to withdraw. 1st Squad cleared the jungle and advanced in the clear area to the west of hill 435.

VC take cover in the rice paddies

At this point Co HQ confirmed all enemy forces had withdrawn, leaving the Company in control of hill 435 and the surrounding villages.
Post battle analysis confirmed an overwhelming military and political victory for free world forces.
Update: 2LT King was evacuated to Tuy Hoa field hospital where he was stabilised, awarded a Purple Heart, and subsequently flown to Walter Reed Army Medical Center, Bethesda, Maryland for further treatment. The NCOs and other ranks of 2nd Platoon wish the LT a speedy recovery.

It ain’t easy being a dust off pilot – you might lose your tail rotor

AAR – 3rd Platoon (Lt J Claridge)

As part of Operation McLain the company was sent to Da Lat for a reconnaissance-in-force, once again 3rd Platoon were going to arrive last to the LZ. This time the boss said everyone was to be at the LZ before we started moving out so we could bring our full weight against the enemy, this was a welcome plan given last time we went in hot, taking fire on the way down.
Embarking on the UH-1 transports we were en route when the CO confirmed his teams were in place and the other platoons were already deployed on the ground. Then everything changed, radio chatter confirmed 1st Platoon was checking out a local village, 2nd Platoon was advancing into the elephant grass at the foot of Hill 435, while M60’s of the platoon HQ were already engaging targets on the hill. So much for the plan, then the birds took a sharp swing towards the LZ to avoid the ranging shots coming in from enemy mortars, it was going to be another hot landing.
As 3rd platoon arrived at the LZ we were still under orders to hold until the full force was gathered. But mortar shells were already falling to our rear and there was intense fire being poured onto the hill. After a few failed attempts to get clear orders from the CO we decided to head towards the hill and get as much distance from the mortars as possible.
It wasn’t enough, 2nd and 3rd squads got caught in the barrage and were lucky to avoid any casualties. 2nd Platoon was making cautious progress towards the hill while 1st platoon was nowhere to be seen. The CO was in a fierce firefight with the enemy on the hill, but it seemed like they had the upper hand. We finally got conformation to ditch the hold orders and advance on the hill.
Despite getting out of the barrage 2nd squad came under fire from the hill causing a casualty that needed immediate evac. Still trying to avoid the mortar fire and seeing 2nd platoon hunkering down again rather than make progress towards the hill we decided it was time to move. 1st squad ran through 2nd platoons’ positions in the elephant grass and advanced to the base of the hill.
3rd squad rushed past the platoon HQ to the road junction near the hill, taking a shocking amount of fire but managing to avoid any casualties. There was still no sign of 1st platoon.
At last, we saw the first enemy units retreating off the hill and so 3rd squad rushed up the hill to flush more of the enemy out only to run straight into an enemy bunker. 3rd squad quickly hunkered down and radioed in the bunker’s location. Immediately two rockets flew over but to no effect, later 1st squad reported one was theirs, I guess the other must have come from 2nd platoon. With the failure of the rockets 3rd squad engaged at point blank range and the bunker erupted in flames.

3rd platoon takes out the bunker

With the bunker out and the mortar threat neutralised by our own supporting mortar fire we advanced off the hill to support the platoon HQ. VC could be seen retreating from the jungle opposite the hill, I guess that’s where 1st platoon got to, and from the fields next to the far village. Taking up position, we continued pouring fire onto the remnants of the NVA from the hill and the VC units. 2nd squad regrouped after their casualty was evac’d and joined in to support platoon HQ. The fight had clearly been taken out of the enemy, and we were ordered to halt as they dispersed. Looking forward for some R&R and buying 3rd squad some well-earned beers.

A Corsairs eye view

Final Word

I’ve really enjoyed playing these games and learning the rules as we go. But the thanks for that must go to Pete, Andy, Jeremey, and Tony, who all entered the spirit to create a great story and narrative to the games. I think Charlie Don’t Surf (CDS) offers a splendid take on the Vietnam War – we are used to seeing those 28mm games where a platoon approaches a village and takes some fire, but games at the level of CDS give more context to those encounters and more accurately reflect the experience of the Vietnam War where it was all about company and battalion actions rather than the platoon (a certain film from the 80s left us with that impression). A great set of rules that provide a very good game.

They will always remember the day the soldiers came…