BLACK OPS – Battle Report

Stephen goes dark…

Black Ops is another Osprey game I bought when it came out but didn’t have a chance to play.

Once I had my copy and read it, I felt as if it had been mis-sold to me. The pre-launch blurb was all about futuristic stealth missions. And the cover art of the rules enforces that feeling.

However, once read, you can see the author is more aiming at contemporary special forces missions – SAS and Delta Force style anti-terrorist actions. Oh yes, there’s a brief bit on near future tech at the end, but you feel that’s been added solely as a bit of lip-service.

Maybe that’s why it stayed on the shelf for ages, unplayed.

However, I have now played it and I must say I thought it was a great game! I always wanted it to be more sci-fi, if I’m honest, but I didn’t let that stop me. How I rationalised it is that at this level of combat it will always come down to frightened men desperately trying to stay alive and eliminate the person trying to kill them. The battlefield tech is for the…well, battlefield.

So I decided the weapons were all relative. Whether you call it an assault rifle or a gauss carbine, or a LMG or an autolaser, who cares? Well, I don’t.

I decided the game board should be loaded with terrain. This creates a more tactical game, enhances the stealth nature of the rules, and cuts down firing lines. The scenario was simple, the humans had to break into a communications station, download some data, and get out.

What I liked the most about Black Ops is how the rules were geared to the setting. This, as you may have read in a previous review, was the main failing of Zona Alfa for me. Since Black Ops is about stealth missions then the rules must reflect that. And they do. You can either play against an opponent or you can play solo and you make rolls to see if the guards spot your troops and what they do. It worked really well.

My sci fi humans are all named after French philosophers and writers. Leading them was Foucault with Voltaire offering heavy support and Camus, Balzac, and Flaubert as back up. The cyborgs are all named after 70s and 80s computers. The venerable Dragon 32 was control with the ZX81 equipped with a heavy bolt gun and the Spectrum, C64, TI99, MSX, and CPC 464 also on patrol.

Turns are done by card activation (I like card activation, as any club member will tell you). Foucault with Camus and Flaubert made their way around the north of the compound with Balzac and Voltaire sneaking through the breaker’s yard.

Standing guard outside the comms bunker were the Sinclair duo – ZX81 and Spectrum. The rest of the ‘borgs wandered around. How the stealth and observation rules work is that if a model moves into a position where they could be seen a roll is made. This could be modified if there’s any gun fire, running, fighting, etc. If heard, the observer has a choice – they can either raise the alarm or take a shot. Once a guard has heard the enemy then they are under player control and no longer roll for their actions.

The humans moved up part of the way. To the north, Foucault, Flaubert, and Camus were held down as Dragon 32 and MSX kept pacing back and forth. They could have made a dash for it, but they might have been seen, so decided to be cautious and stay hidden.

Most of the cyborg guards seemed to be drifting toward the south, where Voltaire and Balzac were. It was proving hard for them to move up. It reached that point where any more movement may compromise the mission and so, deciding to take the fight to the borgs rather than the other way around, Balzac opened fire! Voltaire took his lead, and also let rip.

This fire drew the attention of the cyborgs. On their turn, they got to roll for observation and they were alerted by the firing. This drew the guards toward Voltaire and Balzac, allowing Foucault and co the chance to move up!

Amongst the trash the firefight hotted up. ZX81 went down (not for the first time) but TI99 returned fire. Dragon 32 dithered a bit, unsure whether to stay where he was or cross over to where the shooting was taking place. MSX was in position around some junk, and he was making it difficult for Foucault and the boys to sneak up to the comms bunker.

Meanwhile, the firefight with Voltaire and Balzac took a turn for the worse. Balzac went down under fire from TI99 and C64. Voltaire moved up, firing from the hip with his rail gun. C64 went down, with CPC464 close behind him. Foucault sneaked around behind some tires but was seen by MSX, who promptly started firing at the French linguist. He missed, and Foucault returned the gesture. Down went MSX.

The two sides now got stuck in to a fire fight. But due to cover no one was scoring any more hits. Foucault saw his chance, albeit a risky one. He moved around the side of the comms bunker and had to take the risk – a dash for the bunker doorway where he could deconstruct the cyborg data. Dragon 32 also took a risk and made a rush for Foulcault and the two became locked in close combat. Dragon 32 had the advantage on the first round by attacking Foucault from behind, but he failed to exploit this. Foucault turned to face his attacker and managed to take down the 8 bit monstrosity.

Success went to the humans.

I thought Black Ops was a great game. Loved it. The stealth rules work well, and so do the guard reaction rolls, without being too stodgy. The other mechanics are nice and simple and there are also lots of equipment options for specialists. I will definitely be playing this again.

Red Alert

Marcus sounds the alarm!

Having played in a demo of Red Alert from PSC games at Salute 2019, I was really taken by the design. I had often toyed with the idea of playing Command & Colours Ancients, and eventually bought Memoir ’44 for one of my boys for Christmas, but it has never been a favourite. However, the theme of Space fleet combat and the dynamics really seem to work. They certainly seemed to reach a sweet spot for me.
However, I didn’t buy the game at Salute. Despite some very good offers, I just didn’t want the miniatures. I have some space ships of my own, plus the aesthetic didn’t really appeal. Soon afterwards though PSC released most of the components separately.

Unfortunately, due to building work at home, the game was consigned to storage after just one play won by Son “Tzu”, who can’t get enough games (Or should I say winning games…). Now in lockdown, it has made its reappearance.

Having played through the first scenario for a second time, we set up Declaration of War, the second introductory scenario. Like all the scenarios, the introductory scenarios mark both fleets’ starting positions. However, they also mark the exact deployment of each unit. In later scenarios you choose where to deploy your fleet, which is chosen by drawing a card for your core force and having some additional points to choose additional units.

In this scenario the objective was simply to destroy 13 points worth of the enemy. The initial set up is shown above.

I had to cobble together some fleets as I am still repainting some old models (from Zandris IV). We played a Star Trek inspired game (despite the fighters), Federation (Son Tzu) versus Romulan (Me). Still, I didn’t have enough figures for all the units in this game, so the number of units was often displayed on a dice with the unit. The Federation was particularly short on Cruisers, so the Intrepid’s (Voyager) represented three ships, and the groups of two Nova’s (destroyers) also represented three ships. Three ships is the default strength for most units (all in this game). A hit will normally result in the loss of one ship.

The earth-like planet is at the centre of four hexes and the gravity well extends through these. This inhibits movement but it is more difficult to hit another ship inside it from outside the gravity well. Asteroids and planets block line of sight, as do ships. We also missed some markers only available with the core game. I used blue counters for “star” tokens. These are order tokens used in addition to the command cards. Also there are Red Alert markers. These are a combat result which can occur on the custom dice, illustrating “when bad things happen” during combat. They will require a retreat. I had a couple of these from an expansion, but that was all, so I used additional red counters.

Early contact and Son Tzu’s fighters take some damage while the Romulans move up on their left and…

…in the centre, the Romulan fighters also suffer some damage, but nearly knock out a federation unit.
But a very different picture emerged after the next moves.

Son Tzu moved up his fighter on the Federation right and used a “fighter swarm” combat card against my Battleships. With seven combat dice, he rolled five hits, turning my warbirds into a cloud of incandescent gas. If we had some debris tokens, they would be on the table adjacent to the two “yellow” fighter groups. One of them suffered a loss minor loss as a result.

Things did not look good for the Romulans at this point. 6 – 0 down. However, the Romulans also struck back with a concentrated fighter attack forcing back the battleship group in the centre marked with a Red Alert (which probably saved the group from destruction at that point), causing the remaining Federation battleship to retreat two hexes. One of the Romulan fighter groups was also badly damaged and retreated. However, The Romulans are still 6 – 0 down, with the Federation cruisers moving up into the centre.

Son Tzu could smell victory, but it was to prove elusive. The remaining Romulan fighters and destroyers picked off the remaining battleship to take revenge and even things up, despite taking some damage. While Son Tzu waited for the perfect card to launch his final assault, the Romulans deftly vectored their strike classes, the destoyers (again) and cruisers onto one cruiser group as it moved up in the centre…

…and then the other.

Although the second Romulan battleship group took some severe damage from long range fire (just out of the picture), they held up while the strike craft gave the Feds a hammering.

Those cruiser groups were worth three points each. Just before taking down the last one, the Romulan Cruiser group on their left, moved up for an easy kills on a crippled fighter group (revenge for the earlier battleship swarming loss).

The single point for that fighter, and the three points for each cruiser group gave the Romulans seven precious points. With the earlier six for the battleship, that made a game winning 13 – 6 to the Romulans. Doubtless the federation could have taken out a lot of heavily damaged ships if there had been a next turn, with their undamaged destroyers and second battleship group, but that was not to be.

War of the Roses Battle – Neville Takes the Field

Sir Thomas Neville deep in the action

With both of our Wars of the Roses armies completed Stephen and I assembled on an unremarkable field somewhere in England for our first clash. Stephen took the role of the Lancastrians and recruited Andy to act as a lesser lord of the realm in control of his right flank. I’d gone for the Yorkists and ended up with the flags of the Earl of Salisbury and his son Sir Thomas Neville. In similar fashion I recruited Tony to the role of Thomas Neville also taking command of the right flank.

The Lancastrian Billmen and Men at Arms

The Lancastrian army formed up in a neat row extending across the battlefield with their archers on the flanks and their billmen and men at arms in the centre. The Lancastrians had no cavalry or artillery, however they had more archers and had brought some mercenary pikemen.

The Yorkist Army Advances

Across the field the Yorkists took a different approach forming up with their archers and artillery out front with the billmen and men at arms close behind. The Yorkists also had mounted men at arms as well as some light cavalry units positioned out on the flanks.

Lancastrian Archers take the High Ground

The first move of the battle saw Andy move his archers to a commanding position on the only high ground available.

The Yorkists Cavalry Moves to Outflank the Lancastrians

This move prompted me to move my cavalry out past the archers flank screened by a nearby wood. My intention was not to attack the flank but to try and get Andy to weaken his archers on the hill by dispatching them to deal with the now threatened flank.

Yorkists Under Thomas Neville Attempt to Maneuver in to Position

Meanwhile on the Yorkist right Tony had found himself squashed between my artillery unit and some woods. This would cause a number of problems for Tony during the battle as he was unable to line up his units to best effect.

Lancastrian Archers Move to Outflank

Seeing the difficulty the Yorkist right flank was in Steve moved his archers in range to pour missiles into the floundering Yorkists.

The Yorkist Artillery Starts to Bombard the Lancastrian Billmen

Apart from Steve’s flaking move and Andy moving his archers onto the hill, the Lancastrians refused to give battle. Seeing the danger on the flank and with the Cavalry feint having drawn some of Andy’s archers away, I push the artillery forward and began firing on the Lancastrian Billmen. The attack did not cause any damage but it had the desired effect, soon the Lancastrian billmen would be on the advance.

Yorkist Archers Gain the Upper Hand

Seeing the Lancastrian billmen on the advance I pushed my archers forward and engaged the archers on the hill. The dice definitely favoured the Yorkists destroying a unit of archers outright but taking some damage in return.

Battle Rages on the Yorkist Right Flank

As I prepared to receive the advancing billmen, Tony had managed to engage Steve’s archers on the Yorkist right flank. Unfortunately the Lancastrian archers stood their ground against attacks from the Yorkist billmen.

The Centre Units Close in for an Intense Fight

My archers managed to get a volley off against the Lancastrian’s before the two battle lines crashed together. Unable to move the archers had to join the melee and soon succumbed to the billmen, but I had billmen in reserve ready to fill the gap.

The Battle Lines Clash

The clash was pretty even with both sides taking hits. Out on the Yorkist right flank Tony’s archers had taken a beating but he was still determined to get his billmen into the fight. In the centre Steve still had his men-at-arms directly in front of my artillery and so had no choice than to advance into the oncoming fire.

The Lancastrian Men-at-Arms Charges the Yorkist Artillery

Although the Men-at-Arms had taken some damage they quickly overwhelmed the artillery leaving them to rampage behind the Yorkist line. Tony still had his cavalry in reserve but didn’t get the activation dice required to charge in and so the Men-at-Arms got the chance to destroy them in a subsequent charge. However Tony was more successful with his Mounted Men-at-Arms.

The Yorkist Mounted Men-at-Arms Destroy the Lancastrian Archers

Charging in against the Lancastrian archers Tony was successful in gaining some momentum on the right flank. But the Yorkists would then throw away a strong position with a number of cavalry blunders. First came my charge with my light cavalry against the archers I had drawn out on Andy’s flank. The charge saw the cavalry wiped out with no damage to the defending archers. Tony then charged his Mounted Men-at-Arms against the Lancastrian pikemen and suffered the same fate!

Return of the Yorkist Mounted Men-at-Arms from the Left Flank

With the main battle in the centre going the Yorkists way and following the cavalry blunders, I turned my Mounted Men-at-Arms around and galloped back to the centre. The battle was nearing an end with both armies at breaking point.

The Yorkist Right Flank was to Decide the Battle

With the help of my cavalry the Lancastrian centre was destroyed, and with Andy’s remaining units too far away on the Lancastrian right flank, it was up to Tony on the Yorkist right flank to carry the day. The Lancastrian’s still had some strong infantry units but Steve had failed to get the activations he needed to get them into the fight. Needing just a point before breaking completely the battle came down to the long drawn out melee between Steve’s archers and Tony’s billmen.

The Last Melee Between the Yorkists and Lancastrians

But the dice finally favoured Tony and the archers were utterly destroyed, handing victory to the Yorkists by the narrow margin of 29-32!

Battle Aftermath
This turned out to be a really good battle. Three of the players had only played 3 or 4 games of Sword and Spear before and for Tony this was his first ever play of the rules.
From the Yorkist point of view, the good parts were managing to draw out some of the Lancastrian forces with a cavalry feint, and a lucky result in winning the archery duel in the centre. Having the artillery also turned out to be a good move as it forced the Lancastrians to advance when they had planned to sit tight. The bad points for the Yorkists though were the poor deployment between the artillery and the woods allowing the Lancastrians to out flank the right hand side, and the poorly executed cavalry charges late in the battle.

From the Lancastrians point of view, the good parts were exploiting the poor enemy deployment and out flanking with archers. But the bad points were reacting to the feint and being unlucky with the activation dice later in the battle preventing them from getting more of their infantry committed against the poorly deployed Yorkists.

The war will no doubt continue with the Lancastrians out for revenge!

 

 

 

 

ACW Vicksburg Campaign Turn 1: The Battle of Bloody Creek

Stephen takes us through the first installment of the 2020 ACW campaign.

At the last meeting we had the first turn of this year’s campaign – an American Civil War campaign based around the Union attempt to capture Vicksburg.

Although the campaign background is historical, the forces are fictional. This is a chance for club members to carve their place in history as great generals and strategists!

Leading the Union corps is Major General John R with Generals Kim and Alan O under his command. In control of the Confederate forces is Major General Mark H, ably assisted by Generals Jeremey and Tony G.

The campaign works using a map for strategic movement and when a battle occurs we move to the games table. Small skirmishes with pickets and scouts are not gamed and are resolved with a dice role.

Corps commanders were given a pack which included a map, orders of battle, mission brief, and objectives. They would have autonomy to achieve their goal anyway they wanted. Responsibility would fall on their heads.

Each turn a random event card is drawn. The two sides then put together their supply dice (based on how many supply depots they control). These can be used to move brigades up quicker, but are also used for actions such as burning/building bridges and for replenishing broken units.

So Turn One began!

The Union officers were quick to set up camp (in the far corner of the hall) and were promptly goaded by the Confederate players for their studiousness and planning. However, that soon changed when the full scope of what they had to achieve dawned on them – they also soon gave way to planning and plotting! In fact, when it was time to conduct the first move it was the Confederate players who dallied – still pouring over the map and making plans.

Each brigade, battery, and picket is given its own counter. Brigades from the same division can occupy the same square, but divisions are not allowed to mix. The Union set up their supply depot at Grand Gulf on the Mississippi, and deployed their corps in and around that area. The Confederate corps was more thinly spread, trying to protect the towns at Vicksburg and Jackson and the forests in between.

The first few strategic moves were cautious, as you would expect as players got used to how the rules worked and also their opponent’s demeanour.

The Union brigades kept coming up against Confederate pickets which were easily chased off but this also meant the Confederate scouts were able to identify Union troop movements and strength, which gave the Confederates some idea of what was coming. The Union corps didn’t seem to be using its pickets quite as efficiently, preferring to move entire divisions at a time to advance on the Confederates.

There then started a bit of jockeying for position with both sides trying to concentrate their divisions for battle, but one side or the other refusing to give battle until the situation suited them. Jeremey, commanding the Confederate 3rd Division protecting Jackson, started to bring his troops west to support Tony G and his 1st Division troops near Edwards Station who were being threatened by the Union 1st and 3rd divisions.

Meanwhile, further west, the Union and Confederate 2nd divisions started to coalesce around Warrenton.

When battle first came it was a surprise – it looked more likely to take place somewhere in the middle near Edwards Station, but in the end it was the two 2nd divisions that finally came to blows outside Warrenton.

Both generals gave the order to battle!

This initial action was a comparatively small affair. This was just as well, since it would give both sides chance to see how the battle rules work without too much at stake.

The Union deployed with their cavalry brigade, dismounted, along a creek. Behind them, in support, was Heselbrigge’s brigade, with the rest of 2nd Division and its artillery in the rear. The Confederates arrayed in line with their artillery protecting the flank and looking over a farm.

Rumour has it that Major General Jon R had ordered General Alan O not to cross the creek and, instead, to take up a defensive position and use the artillery to force the Confederates to either quit the field or attack their positions. It is unclear whether these orders never got through, or if General Alan O decided to ignore them or if, in the heat of the moment, he acted rashly.

What happened was that the Confederates, realising they would take a pounding from the Union artillery, pulled back into the woods to take up a protected position in cover. This was soon followed by the Union brigades crossing the creek, ahead of the artillery moving up, to take the battle to the Confederates.

Not a good move! Not only did the creek slow the Union advance, exposing them to artillery and musket fire, but they then halted in the open without charging the Confederate line. Realising their mistake, they soon ordered the charge! But it had come too late. Advancing against the dug-in Confederates, and wavering in the open, had exposed them to withering fire.

The result? First victory went to the Confederates who named the encounter The Battle of Bloody Creek.

Time will tell if the Union have learnt their lesson.

Air War Germany 1944 – Session 3

De Havilland Mosquito Mk IV bombers of 692 Squadron, part of the Light Night Striking Force. These delivered small high level raids as diversions from Main Force raids. They were unarmed and relied on their speed to escape interception.

The results for our third session are in.  This was to be a session dominated by Wild Boar attack over the city of Berlin,as fighters sought to attack bomber caught in the glare of the clouds illuminated by the searchlights below.  One of the JG commanders was absent due to sickness and another had temporarily lost use of his headquarters (aka house) so we were down to three players on the day .  Two players babysat for the missing players JagdGeschwader for their map moves.  Absent players do not affect the tactical combat results, as each player simply flies one plane.

The day began with the Me110s of NJG engaging the bomber stream over Berlin.  This unit was depleted, so the number of tactics was reduced.  3.NJG5 was also handicapped by having some relatively slow Me110F-4s among its Me110G-4s; these struggled to match the speed of the Lancaster at high altitude.  The action was something of a damp squib with no Lancasters engaged and the Me110F of Chris damaged by fire from the defending Berlin flak batteries.

After another map turn the bomber steam continued to move through the city and the German players now had a final chance for their units to engage the tail end of the bomber stream over the city searchlights.

First in were the Me109G-6s of 1.JG302 belonging to Tony’s JagdDivision 1.  Things looked up for Chris as he was first off the scoreboard the day, downing C for Charlie.  However, he did a bit too good a job as his fire detonated the bomb bay and his own fighter was consumed in the explosion!  Things took an even worse turn for the Germans as Tony’s 109 was shot down by an alert gunner on E for Easy.

Next up was Tony’s 3.NJG5 coming round for another go. Michael got involved in a running fight with, funnily enough M for Mike.  His first pass winged the Lancaster, but the defending gunners in turn damaged the attacking Me110.  However, Mike hung on and made another pass, sending the Lancaster down.  Tony now got into his stride with his pilot bagging first N for Nab, then K for King.

As the last of the bomber stream came in over the searchlights the Me110G-4s  of 1.NJG5 also belonging to Tony’s JagdDivision1 arrived over the city.  Tony continued on his combat roll by adding J2 for Jig squared to his total for the day.

The ever persistent 3.NJG5 now succeeded in infiltrating itself into the bomber stream as it left the city, becoming the first night fighter unit to do so.

With time up for the day and four tactical combats played out, the resolution of the Tame Boar attack was left for the next session.

At the end of session 3 the points scored were as follows:

Tony (1JD)                        +5             +3 for Lancasters shot down, +3 for Wild Boar attacks, +1 for Tame Boar infiltration, -2 for fighter shot down

Michael (2JD)                   0            +1 for Lancaster shot down, -1 for fighter damaged

Chris (7JD)                        -2             +1 for Lancaster shot down, -2 for fighter downed, -1 for fighter damaged by flak

Marcus (3JD)                     –             On leave

Bob (4JD)                             –           Unable to fly

That leaves the individual League table so far as follows (with 1JD going into the team lead with 11 points):

Dave (1JD)                        +6         2 sessions played

Steve (2JD)                      +5         1 session played

Tony (1JD)                       +5        1 session played

Mike (2JD)                       +3           2 sessions played

Chairman John (3JD)  +2.5        2 sessions played

John L (7JD)                      +1           1 session played

Bob (4JD)                          -2             1 session played

Andy (4JD)                        -2.5       1 session played

Chris (7JD)                       -3.5           2 sessions played

Worth saying that you score as follows:
Map points:
1 point for each successful interception on the map by a unit, doubled if done before raid passes through own division area
1 point for identifying a main force raid or mosquito raid before air picture is clarified, doubled if done before raid passes through own division area
Air to air combat points:
1 point for shooting down a four engined bomber
2 points for shooting down a Mosquito2 points lost if own nightfighter shot down
Damaged aircraft score half points, for and against.  Ties decided by number of bomber shot down.

Trevor Pearless DBA Tournament 2019

Dave Sime reports on the recent DBA tournament (with statistical and photographic input from Andy).

We have a new DBA champion for 2019 – Paul Lymath – well done. However commiserations to Paul French who only just lost out, a very close finish.

A special thank you to Andy for bringing his PC and his Excel Tournament Package, relieved me from manually managing the scoring. Many thanks to the eight members who took part and enjoyed themselves. Special mention for Jack, who as a first time player acquitted himself very well, coming joint 4th.

Interestingly 6 of the 8 armies were Knight orientated or at least had a significant knight contingent. However the winning army (Paul L – Polybian Roman) and my army which came third (Chinese Southern Dynasties) are not Knight based armies. Knights, like Elephants, can be beaten !

Armies

David Si – Chinese Southern Dynasties (II 79b)
Paul L – Polybian Roman (II 33)
Jack – Medieval French (IV 64b)
Colin – Qara-Khitan (IV/15)
Mike – Free Company (IV 74)
Paul F – 100 Year War English (IV 62)
Andy – Norman (Italy) (III 51)
John La – Free Company (IV 74)

Round 1
David S 6-2 John La
Paul L 4-0 Andy
Jack 1-5 Paul F
Colin 1-5 Mike L

Round 2
John La 5-0 Mike L
Paul F 4-8 Colin
Andy 4-5 Jack
David S 0-5 Paul L

Round 3
Paul L 6-2 John La
Jack 1-5 David S
Colin 5-2 Andy
Mike L 1-6 Paul F

Round 4
John La 4-6 Paul F
Andy 0-5 Mike L
David S 4-2 Colin
Paul L 2-6 Jack

Round 5
Colin 2-6 John La
Mike L 2-6 Jack
Paul F 1-5 Paul L
Andy 1-5 David S

Final Table
1= Paul L – 22pts*
1= Paul F – 22*
3 David S – 20
4= John La – 19
4= Jack – 19
6 Colin – 18
7 Mike L – 13
8 Andy – 7

*Paul L declared winner as he beat Paul F in their game.

Air War Germany 1944 – Session 2

We played out our second session of the campaign in April 2019 and as we have our third session at Next Saturday’s meeting it was high time to write it up!

The British were approaching their target and had been benefited by fog that had hampered the take-off of nightfighters from 1.Jagddivision, but the British umpire now played a weather change card as the main raid neared its target, which luckily cleared the ground in just the right area and replaced it with heavy cloud cover for the attacking bombers!

Me 110G-4s scramble – planes used in the campaign are all 1/600 Tumbling Dice with Dom’s Decals, from the Umpire’s collection

The first action resulted from a straggler interception of the main raid by the commander of 2.Jagddivision, Steve, which allowed him to vector in the Me110G-4s of III.NJG3 as the raid passed Rostock in a ‘Tame Boar’ attack.  In this type of attack each nightfighter followed the bomber stream using on-board radar to detect and close on targets.  The targets proved hard to find, but Dave detected and successfully shot down 1 straggling Lancaster, K for King.

Another night-fighter unit from 1.Jagddivision, commanded by Dave, now made the first successful infiltration of the main bomber stream.  The attacking unit was 2.NJG5, also equipped with Me110-G-4s, but it’s impact was reduced by having been scattered on take-off in foggy weather.  Not only did it fail to inflict any damage but one of the attacking fighters piloted by Andy was shot down by defensive fire when if homed in on it’s target, B for Baker.

ME 109G-6s scramble

The raid move on and the target was now revealed as the raid stream turned south and began bombing its target, Berlin.  Dave was able to vector in the Me109G-6s of 1.JG302 to attack the the head of the bomber stream as it passed over the target in a ‘Wild Boar’ attack, closely followed by the Me110F-4s and G-4s of 3.NJG5, which were directed in from the radar beacon north-west of Berlin where they had been orbiting.  This type of attack was made by visually intercepting bombers lit up by searchlights.  The cloud cover reduced the searchlight effect, but bombers could still be attacked against the illuminated clouds.  The defending fighters had to take their chances with defending flak fire.

The first attack by the Me-109s resulted in heavy losses for the attackers.  Steve made a spectacular high score, shooting down four attacking Lancasters – G for George, F for Fox, M for Mike and P for Peter.  Dave added to his score with two more bombers, D for Dog and J for Jig.  John L opened his score with E2 for Easy Squared.  Chairman John pursued another bomber, J2 for Jig Squared, but only managed to damage her before she exited the illuminated zone.  The British scored back as Andy homed in on D2 for Dog Squared, damaging the bomber with his first burst, only to be damaged in turn and driven off by defensive fire from the bombers gunners.

The air picture around Berlin at the end of the second session, with the position of the bomber stream in the previous move shown as a tracked target

The resolution of the attack by 3.NJG5 was postponed until the next session, as time was up for the day….

At the end of session 2 the points scored were as follows:

Dave (1JD)                        +6             +3 for Lancasters shot down, +1 for Tame Boar attack, +2 for Wild Boar attacks

Steve (2JD)                       +5            +4 for Lancasters shot down, +1 for Tame Boar attack

John L (7JD)                      +1             +1 for Lancaster shot down

Chairman John (3JD)    +0.5       +.5 for Lancaster damaged

Andy (4JD)                         -2.5      +.5 for Lancaster damaged, -2 for Me110 shot down, -1 for Me109 damaged

That leaves the individual League table so far as follows (with 2JD the leading team so far with 8 points):

Dave (1JD)                        +6         2 sessions played

Steve (2JD)                       +5         1 session played

Mike (2JD)                       +3           1 session played

Chairman John (3JD)  +2.5        2 sessions played

John L (7JD)                      +1           1 session played

Chris (7JD)                       -1.5           1 session played

Bob (4JD)                          -2             1 session played

Andy (4JD)                        -2.5       1 session played

The Battle Of Antietam

Stephen takes on the Union in this historical refight.

At a recent meeting we had an American Civil War game – the Battle of Antietam!

Being such a large battle, and the bloodiest in American history, we didn’t do the whole battle. Instead we focused on the action at the end of the day – the Union grab for Sharpsburg.

Our game took place after the battle for Burnside bridge. We set up the brigades as they were after the Confederates had been pushed back and Burnside’s corps advanced toward Sharpsburg.

Taking the Union were Jon R (Corps command plus Wilcox and Sturgis’ divisions) and Paul F (with Rodman and Scannon’s divisions). In control of the Confederates were Jeremey (Jones’ division) and Stephen (Hill’s division). There was no overall Confederate commander, with the two Confederate divisions (which were much larger than the Union divisions) acting independently.

The Union side also had a large artillery park with three batteries which were under Army command, so couldn’t be moved but would shoot at targets that came in range.

The Union objective was to get a brigade in Sharpsburg, the Confederate objective was to stop them!

Initially, Hill’s division was not deployed – his brigades were busily marching up the road from Harper’s Ferry to bolster the Confederate line. So at the outset the Union outnumber the Confederates. As such, the Union made an advance on the Confederate line. Not so on the southern edge – Scannon’s division was a bit tardy in its approach. Meanwhile, John deployed his artillery in a field, near to the Army artillery park, which would provide a powerful incentive for the Confederates not to counter-attack on that side.

Hill’s division came on, but was hampered in its deployment due to cramped conditions – it was proving hard to fit the brigades and artillery where they were needed.

Eventually the two sides came to blows – Jones’ division to the north around Cemetery Hill facing off against Wilcox and Sturgis, and Rodman (waiting Scannon’s arrival) to the south coming over Centre Hill.

The early part of the battle was going slightly in favour of the Confederates. The artillery to the north was making it hard to take the battle to the Union, so Jones’ brigades and artillery dug-in and pushed back the Union attacks.

On Centre Hill, Rodman came over the top, took a round of musketry, and then pulled back! Much to everyone’s amazement (not, least Burnside’s!). Paul did try to explain this (ahem) ‘cautious’ move.

But maybe it wasn’t such a bad idea after all. Because emboldened by this withdrawal, Hill advanced his brigades over Centre Hill and took the battle to the Union with a wild rebel yell. And paid the price for charging the guns.

Equally emboldened, Jones advanced Drayton’s brigade against the Union brigades and artillery to the north. After a round of pummeling from Union Corps and Army artillery they soon regretted it and hobbled back all but destroyed.

In the end our game had a very historical outcome – the battle just fizzled out. The Union didn’t have it in them to continue the push to Sharpsburg and the Confederates didn’t have it in them to counter attack. Like the actual battle itself, it was a no-score draw – both sides had taken so many casualties neither could carry the day.

My thanks to Jeremey and Andy for taking some pictures.

Intruder Alert!


In November 1980 a now forgotten conflict started. Now you can re-fight that conflict at the Open Day. Jeremey will be taking on all comers, with this hard uncompromising game. Many show games are made in favour of the player, not this one. Expect to face humiliation as you try and get a high score against the relentless robots or Evil Otto himself. Can you clock up the highest score to be crowned Berserk champion?

Beyond the Pale

Alan K briefs us on another Open Day offering.

Ireland 1596

Another English garrison is under attack from the Irish rebels. Your column has been sent to relieve the garrison and with your modern weapons, drilling and artillery they should be no match for you. But the Irish are wily and you don’t want to suffer the same fate as your forces at the Ford of the Biscuits or Clontibret. Can you get the column through?

Beyond the Pale is a recreation of a typical encounter in the Nine Years’ War in Ireland (also known as Tyrone’s Rebellion) which saw an Irish alliance under Hugh O’Neill of Tyrone and Hugh Roe O’Donnell of Tyrconnell resisting the Tudor conquest of Ireland between 1593 and 1603.

The English forces suffered an embarrassing mauling at the Battle of the Ford of the Biscuits in Country Fermanagh in 1594 and defeats at the Battles of Clontibret in 1595 and at the Yellow Ford in 1598 when English relief columns were harassed by Irish forces and finally engaged.

The game will use the Irregular Wars: Wargaming at the World’s End rules and 28mm figures from the old Vendel Miniatures (now available again from d’Arlo Figurines), Monolith Graven Images (also available again this time from Hoka Hey Wargaming) and Pendraken ranges.