OPEN DAY 2022 – CROSSFIRE

John (well, one of our Johns, we’ve got a few) reports on the Spanish Civil War games he ran at our recent open day.

Crossfire is an innovative ruleset for World War 2 concentrating on infantry actions for Company level. There are no fixed game turns and no rulers, the player with initiative moves squads (bases) from terrain item to terrain item. As the squad moves, it can be subjected to reactive fire from the opponent and if suppressed the initiative is transferred to the opponent. Small arms range is anywhere on the playing area so doesn’t need to be measured.

The game is terrain intensive and true to form the pieces were ready at the 11th hour.

During lockdown a series of mini scenarios had been published on Stephen’s Bagalan website based on a 2ft square board, each scenario lasting about an hour and Open Day seemed an ideal opportunity to try out the rules. I’d last played Crossfire in 2005 and having painted some Peter Pig Spanish Civil War figures was keen to give the rules another go.

Each scenario begins with the same forces:

Defender
One platoon – three rifle squads, a platoon commander, a heavy machine gun, a small on-table mortar and a sniper. There is a forward observation officer for an off-table mortar and a minefield. The defender deploys his troops hidden.

Attacker
Two platoons – each of three rifle squads and a platoon commander, plus a heavy machine gun, an Engineer rifle squad, a small on-table mortar and a forward officer for an off-table infantry gun. The attacker deploys on table and starts with initiative.

During the day we managed to play three scenarios, so how would two relative beginners get on?

Scenario 1 The Woods
The attacker used 6 fire missions from the off table infantry gun to lay smoke screens which prevented the defender targeting a platoon which was used to attack the defender in the flank. The further use of smoke and close assault eliminated outnumbered squads. It proved to be a convincing win for the attacker though the defender was hampered by the placement of the minefield and some unfortunate dice rolls.

In the woods conclusion

Scenario 2 The Hill
This was a much closer game where the attacker got bogged down and made some poor tactical choices. The two woods closest to the hill were selected as jumping off points. In the rules there is a tactic called ‘recon by fire’ where the attacker fires at a terrain item hoping to flush out hidden defenders. Failure to employ this meant that the two attacking platoons got bogged down with pins and suppressions. The attacker hesitated to eliminate a revealed forward observer and paid the penalty when one of the platoon commanders was killed. The attacking platoons were recovered under smoke before the hill was finally taken. Again, better placement of the minefield would have proved costly for the attacker.

The hill conclusion

Scenario 3 The Town
This was over very quickly and immediately afterward we wondered whether the scenario was unbalanced.

For this scenario the attacker had checked out ‘recon by fire’ and used this tactic to great effect. The forward officer for the off table mortar was quickly located along with a supporting squad. Under cover of smoke the church where they were hidden was assaulted and they were eliminated. The defender’s on table mortar suppressed one squad but was itself eliminated when the initiative changed. Hidden squads and empty buildings were identified by ‘recon by fire’ then assaulted under cover of smoke. Short and brutal. In retrospect, the defender had deployed his forward observation officer in an exposed location and it’s early elimination made the game easier for the attacker. Perhaps the defender should have deployed the minefield in front of this building to slow the advance.

The town conclusion

Conclusions
The game has a good flow where the players have to think about tactical options as the game unfolds and by the end of the third game we had a good grasp of the infantry rules. It appeared to be easier for the attacker and it would be good to replay these scenarios with different ideas for defender deployment. The game proved interesting to other club members and I’m sure that further reinforcements from Peter Pig will appear in coming months.

 

Society Meeting 9th July 2022

A tad late, but here’s a short pictorial round up of the games staged at our last meeting.

Stephen and Tony G ran a game of Sword & Spear (Romans and Germans) in 15mm.

Paul also ran an Ancients game, using his own rules for 3mm figures.

 

And finally, Marcus and Eric played a game of Marcus Sci Fi adaption of What a Tanker, using 15mm tanks. There will be an article by Eric on this game shortly.

The Sins Of The Father

Stephen reports on a solo game of Outremer.

It had been a while since I’d had a game of Outremer, so I decided it was time for a quick bash.

Although the rules are set during the Crusades they also work as a generic set of medieval skirmish rules. So my games are set during the Barons’ War of the 1250s and 1260s.

I played the hostage scenario in the rules. Young master Perkin Adlington had been kidnapped by the dastardly knight, Sir Giles of Gretchley. No doubt taking advantage of the upheavel during the rebellion and hoping to make some money off the ransom.

Sir Richard Adlington, with his closest bondsmen, set off in pursuit to rescue the young lad. After two days in the saddle, following trails and clues, they finally found Sir Giles and his men. Dismounting, they made their way on foot through the woods to snatch Perkin and take him back home to safety…

The table was only a small one – 2’x3’. The two opposing sides had six men each.

With Sir Richard Adlington was his household knight, Sir Gieffroy de Metz plus Jarrard and Remon la Vielle (a pair of crossbowmen, and Will Fuller and Wilf the Strong, sergeants at arms.

With Sir Giles were Berwick, Ailwin Smith, Keaton Taylor, Pasquier l’Espee, and Burne Brewster.

The table was set up with woods and a couple of hills. On one side of the table was Sir Giles’ camp where Perkin was being held. Under the rules of the scenario, the hostage can not take an action all the time there is a guard within 4”. So Keaton Taylor was detailed with keeping an eye on Perkin. The two crossbowmen, Pasquier and Burne, took up sentry positions on the hills over-looking the approach. This left Sir Giles with Ailwin and Berwick to relax in camp.

Sir Richard led Jarrard and Will Fuller from one corner, and Sir Gieffroy led Remon and Wilf from the other – so they could make a two-pronged approach.

Battlefield and deployment

The game started. Turns take place with a pack of cards. Each character has a card in the deck, these are shuffled, and one card is drawn at a time. When a character’s card is drawn that character completes all its actions and the next card is drawn.

Sir Giles took his men through the woods, to stay in cover. And Sir Gieffroy did the same. Pasquier and Burne, armed with crossbows and away from the camp and away from the boss, sat in the bushes enjoying a bit of peace and quiet.

Burne Brewster settles down for an easy day

Jarrard skirted around the sides of the woods, hoping to sneak up on Burne He took his time, ensuring he stayed hidden for as long as possible. Then he loaded his crossbow, levelled it at his target, and let fly.

He missed.

This made Burne jump and sound the alarm. Roused, Sir Giles and Ailwin made their way over to Burne. Berwick moved toward Pasquier, in case there were others about. Perkin soon perked up as well, but Keaton kept a firm hold of his charge.

Jarrard readies his crossbow

Sir Giles and Ailwin picked up pace and made their way over to Burne as fast as they could. Burne loaded his crossbow and took aim at Jarrard, to return the favour. Except this time Burne hit, and Jarrard went down with a bolt sticking out of his chest. This meant that Sir Richard and Will would have to charge in quickly or else be subject to sniping shots from Burne’s crossbow.

The alarm is raised

Over on the other side Remon had now moved up into a good position where he could see Pasquier on top of the rise behind the bushes. He let a quick shot out that hit its target but did no damage – Pasquier’s armour saved his skin. Taking good hold of his gigantic sword, Berwick stood alongside Pasquier to see what was out there.
Sir Richard and Will strode forward to push the attack against Burne. As they approached, Burne ducked down behind the bushes trying to reload as quick as he could. But as they advanced all of a sudden Sir Giles and Ailwin Smith came out of the woods in front of them. Sir Richard smiled at his luck and both he and Will charged the two abductors!

Berwick takes down Wilf

Over on the other side Wilf decided to take matters into his own hands and charged up the slope to cut down Pasquier. But Berwick stepped forward with his two-handed sword, engaged Wilf, and with a single wild swing cut down the loyal retainer!
An epic fight began between Sir Richard and Sir Giles, and Will Fuller and Ailwin Smith. Sir Richard got in an early lucky blow against Sir Giles and wounded him badly. But Ailwin was equally lucky, and got in a deadly blow against Will. Ailwin, the coward, then came to Sir Giles’ aid and the two of them attacked Sir Richard.

Rumble in the jungle!

A similar state of affairs was taking place over on the other side. Remon began rapidly loading and shooting his crossbow at Pasquier, and Pasquier did similarly against Remon. Whilst Sir Gieffroy, an experienced knight who had seen many combats, was not so easily intimidated by Berwick mighty sword, and he advanced against Berwick meaning to kill him or chase him off!

Sir Gieffroy charges Berwick

Back with Sir Richard and things were looking dicey. With both Sir Giles and Ailwin setting about him he was taking injuries and being pushed back into the woods. Then realising that his days may soon be numbered, Sir Richard broke off and made a run for it – fleeing the field! Later, back home, he would say that he was merely making his way around to support Sir Gieffroy and Remon. We can only take this man of honour at his word.

Sir Gieffroy comes out on top

Fate was going the other way back with Sir Gieffroy. Remon’s crossbow took down Pasquier, badly wounded, but out of the fight. Sir Gieffroy took a slight wound from Berwick, but in the end this goodly knight prevailed and down went Berwick. The way now lay open into Sir Giles’ camp and the rescue of master Perkin!
Burne Brewster had pulled back into the camp whilst Sir Giles and Ailwin chased Sir Richard. Sir Gieffroy advanced as quickly as he could, trying to lure Keaton forward to Perkin could break free and make a run for it. Remon moved up behind a bush, took careful aim, and let fly at Keaton.

Remon takes aim at Keaton

A miss! But Keaton was rattled. Forward came Sir Gieffroy, and he gave Keaton the chase to yield or die. Keaton could see both Sir Giles and Ailwin making their way back, so under the eye of his lord, and hoping for some support, he gave no ground and engaged Sir Gieffroy in melee.
More fool him, because Keaton soon fell beneath the knight’s blows.

Sir Gieffroy gives Keaton a choice – yield or die

Perkin Adlington was now free and under the protection of Sir Gieffroy! All they had to do was get away. But both Sir Giles and Ailwin were not far away. They soon intercepted Sir Gieffroy and, cowardly once again, Ailwin Smith joined Sir Giles in attacking Sir Gieffroy!

Sir Giles and Ailwin assail Sir Gieffroy

For a while it looked like Sir Giles may get away with it. He was pushing the two of them back. But eventually numbers would tell. Sir Gieffroy found himself under a terrible rain of blows. It got so bad that all of a sudden…he decided to flee!

Poor master Perkin! Let’s hope the lad doesn’t grow up with abandonment syndrome.

That was the end. It had been close. They so nearly got away with Perkin. But the wicked Sir Giles and his men prevailed – Perkin Adlington would stay under his guard and doubtless Sir Richard would be expected to pay a higher ransom to make up for the losses.

Return to Tatooine

The good weather appears to have slowed down member’s painting and modelling activities, so instead of a WIP Wednesday post, here’s Tony’s account of the Society’s game at Broadside.

At the recent Broadside show in Gillingham, the club resurrected an old game from many years ago – its first outing was way back in 1997. Originally named with the simple but descriptive title of ‘Tatooine Droid Hunt’, it was rebadged as ‘Utini!’ for this outing, which is a Jawa exclamation of shock or surprise.

The game centres around a Jawa sandcrawler during the opening scenes of Star Wars:A New Hope. Imperial stormtroopers are hunting for C3P0 and R2D2 amongst the droid waifs and strays which have been collected by the sandcrawler crew. Back in the day we didn’t take any photos of the game in action (it was before the days of camera phones) so this was a good chance to fill a gap in the club’s historical record.

The sandcrawler was scratchbuilt by Phil, the stormtroopers and Jawas are long-OOP figures from West End Games painted by Tony F and the droids are from the Galoob micro-machines range. Phil is going to write-up the sandcrawler build in more detail for the website, but for now here’s a gallery of photos from Broadside taken by Andy.

Society Meeting 11/06/2022

A bit later than planned, but here’s a brief photo roundup of the games staged at our meeting on June 11th.

Field of Glory, 6mm Ancients.

Sword & Spear (15mm) – Wars of the Roses

Star Wars Armada

Society Meeting 28/05/2022

A brief photo round up of the games at our last meeting.

Tony & Phil staged a Lord of the Rings game…

Stephen, Eric, Justin and Andy ran some SAGA games, first of two 1 vs 1 games, followed by a 4 player free for all.

Alan staged a refight of the  skirmish at Top Malo House during the Falkland’s war.

Finally, Paul ran a solo test game of his 3mm WW2 rules.

     

 

Work in Progress Wednesday

Jeremey has briefly been sidelined, so Tony F takes over the WIP Wednesday reins this week.

The club’s gone relatively quiet lately – obviously everyone’s efforts went into the jubilee ! However, there has still been some progress – Mark J has employed his magnifying glass for his 6mm Saxons (above), then broke out the electron microscope for some 2mm Antonine for Strength and Honour, which are based on perspex.

Warbases’ 2mm Roman Legion (Mark J)

Marcus meanwhile has been working on some 28mm Spy-fi and 15mm Sci-fi miniatures.

The initial stages of some 28mm Spy-fi from Marcus (who, like Bond, seems to have an eye for the ladies !).
15mm Sci-fi from Marcus – mostly Brigade Models but with the odd interloper.

Jeremey has been converting a Copplestone figure to act as his Stargrave crew’s first mate.

Jeremey has named this image ‘Avon’ – a nod to the Blake’s 7 character perhaps ?

And finally, something from me – these were missed from the last WIP Wednesday post (about which I’m not bitter at all…) but since I’m in charge this week, I’m putting them in. First, it’s more additions to my Middle Earth armies – half-a-dozen elf spearmen to accompany the cavalry I painted a few weeks ago.

Six Rivendell elf spearmen

Next is my take on Radagast the Brown – it’s not either of the official GW figures which are rather expensive, but a Conquest Miniatures hedge witch. I added a bird from an OOP Celtos figure which is positioned as if the wizard is talking to it, painted up as a falcon.

Talking to the birds…

And to round things off, another small piece of 6mm desert terrain, an oasis made from 3mm Foamex, a sand/paint/PVA texture, cheap palm trees from eBay and clear PVA for the water.

Water, water everywhere.

The Great 2022 Dragon Hunt

Andy reports on a multiplayer Dragon Rampant game he ran on the April 23rd meeting, with contributions from the players.

We recently had a Society meeting on St Georges Day, there’s only one option for such an occurrence, a multiplayer Dragon Hunt game using Dragon Rampant (DR) rules.

Players were given the following briefing:

You have been drawn to this valley by tales of a Dragon terrorising the locals. Your objective is to gain fame, renown, and maybe even Sainthood, by killing the Dragon.

Then again, Dragons often have huge treasure hoards, picking up any loose gold or gems that might be lying around while you’re at it sounds like a good idea; unless you choose to be a Paladin, as Paladins are above such worldly things as wealth.

The Dragon hunters were asked to put together an 18 point warband, normal DR rules apply, with a couple of scenario specific modifications. Warbands had to contain a minimum of 3 units, and there were a couple of additional upgrades available:

    1. Paladin, essentially the Slayer special rule with enhanced Courage, but not eligible to collect treasure.
    2. Pack animals, which would allow a unit to carry an extra treasure token.

The Dragon itself was not limited to the 10 point unit maximum, it was a Greater Warbeast with Flame / Spore, Cunning, Fear and Flying and it had a modified failed courage test response.

The full scenario rules can be found here.

Six players took part, order of play was determined by the draw of a card on each turn, one card for each of the players and a Joker for the Dragon and other fauna. The player’s army lists and game reports follow:

Swamp Army – Kim

    • Swamp Dragon (Elite Foot, 6 points). Leader.
    • Lizard Warriors (Heavy Foot, 4 points)
    • Small Lizards (Light Missile, 4 points)
    • Skeletons (Light Missile, 4 points)

First move kicked off with a random encounter consisting of a pack of wolves to the rear, lizard heavy foot turned to engage with Swamp Dragon. Casualties to both sides. Swamp Dragon engaged in subsequent turn and activated a swarm of poisonous spiders. Wolves eventually destroyed but the spiders succeeded in destroying Lizard Heavy Foot. Lizard light missiles failed to score any hits. Spiders finally destroyed by Swamp Dragon. Gained 2 treasure tokens.

Failed several activation attempts and got left behind other armies. Finally managed activation with a couple of units and headed to stream which was finally crossed just in time to see demise of the Dragon by Steve’s dwarves. Obtained a further treasure token, and as the army was isolated from any other units headed off table.

Final score 10 treasure and loss of 4 points.

Final position was more by default than any strategy due to failed activation attempts.

Thorin’s Company – Tony F

    • Thorin (Elite Foot, 6 points). Leader.
    • Dwarf unit #1 (Offensive Light Foot, 5 points)
      • Fili, Kili, Dwalin, Balin, Oin, Gloin
    • Dwarf unit #2 (Light Foot with Mixed Weapons, 5 points)
      • Ori, Nori, Dori, Bifur, Bombur, Bofur
    • Bilbo (Scout, 2 points)

“Thorin looked at the map, looked up, studied the landscape ahead and then went back to the grubby piece of parchment again. The wizard that sold it to him in the Hungry Ogre tavern – well, he said he was a wizard, he had the pointy hat and everything – had sworn that it showed him the way to Erebor and his long lost kingdom. But now they were here, something didn’t seem right. This really didn’t look as he’d expected – the city of Dale should be over there, the lake over there and as for the mountain – well, that hill over there just didn’t seem big enough.

The rest of the dwarves resumed their grumblings behind him. They were all hungry and fed up with their month-long diet of Cram, and the apparent lack of progress in their quest was beginning to test even the patience of the normally placid Balin.

So Thorin decided to lead. If in doubt, bark some orders and at least sound like you know what you’re doing. The hobbit was getting on his nerves – he’d had an ‘I told you so’ look on his smug, mousey features for the last two days – so Thorin sent him off ahead. ‘Burglar, time to earn your share. See that ruined chapel over there, on the other side of the stream? Use your skills and see if there’s anything in there we can use’. With a bit of luck he might get eaten by a giant spider – that would wipe the grin off his face…”

Tony F’s Bilbo investigates a treasure token.

I drew one of the better deployments on the table, on the far right flank. It turned out to be even better, since the hunting party to my left (Kim) kept managing to fail his activation rolls so left me alone. I sent Bilbo ahead to do his scouting job – he triggered a couple of random events which turned out to be nothing, and grabbed the first treasure token. Pushing on, he was the first unit of any party to cross the stream, but in doing so he unearthed a nest of venomous spiders in a wood. The giant arachnids charged the first group of Dwarves, threw a bunch of sixes for double hits and battered them, a state from which they never recovered. Thorin had to step in and dispatch the six legged freaks, along with a few well aimed stones from Ori’s catapult.

Bilbo kept up his covert advance, living a charmed life as he uncovered not one but two packs of wolves – the first didn’t see him and just wandered off table, the second also failed to see him and instead fell to Thorin’s rage-fuelled onslaught as the remaining dwarves followed on behind.

By this time the surprisingly wimpy dragon had fallen under the weight of Stephen’s axes, so the main prize had gone. I had three reasonable treasure tokens, so I should have cut and run at this point. Instead, like a true dwarf I got greedy and made a big mistake. Some of Jeremey’s rockmen were in the ruins sitting on a bunch of treasure tokens, so I sent Thorin in – who promptly got his backside handed to him and withdrew, bloodied and battered. The other dwarves had more success and sent the rockmen back, but the damage was done. Tony G saw a chance and send in his giant to finish off the injured dwarf. This ploy failed as the rest of the dwarves came to the rescue, but the delay, along with two successive turns of failing my first activation roll, allowed Tony’s goblin archers to move up. They finished off the second dwarf unit with a hail of black arrows, so in the end only Thorin and Bilbo made their escape.

Instead of getting off the table with three intact units each with a reasonable treasure token (and a total of +8 glory, which would have given me second place), the Dwarvish love of treasure ended up in a negative total and several dead members of the party.

And Thorin still didn’t know where Erebor was…

Wulfric the Wanderer – Eric

      • Wulfric and bodyguard (Bellicose Foot, 4 points). Leader.
      • Heavy Foot, Spellcaster, 8 points
      • Light Riders, 4 points
      • Scouts, 2 points
Wulfric’s Warband advance through a swamp, Stephen’s Axe Thanes in the background
Wulfric led his bodyguard in a wild charge sweeping Stephen’s Dwarvish scouts from the field; only for them to be routed in turn by Stephen’s Axe Thanes. The rest of Wulfric’s warband passed their courage test following his departure from the field, but soon after the scouts were annihilated by Stephen’s Axe Thanes.
Eric’s Riders searching a rocky outcrop for treasure.
Eric’s riders in search of better treasure, Tony G’s Goblins trying to keep up with them

Wulfric’s Light Riders and Heavy foot pressed forward, only for the Riders to be wiped out by Tree Giants. The only survivors were the Heavy Foot and Spell caster who escaped with 5 points of treasure.

The Goblin Horde – Tony G
    • Ettin (Heavy cavalry, 4 points). Leader
    • Fanatics (Bellicose foot with shiny armour, 6 points)
    • 3 x Goblin bowmen (Scouts, 2 points each)
      • One of the Goblin Bowmen units was given a Pack Animal upgrade, in the form of a pack  spider!, at 2 points)

My troops managed to deploy well, with my fanatics attacking a nearby bat unit. The following turn they then decided to attack one of Jeremys units instead which semi backfired when the bats attacked me. In the meantime, rest of the troops bogged down and couldn’t move out of the woods.
The next turn my leader charged the bats and wiped them out, and with Jeremy’s troops moving towards the stream my fanatics were luckily isolated (no wild charge!!)

Tony G’s Goblin Scouts sneak up on Eric’s Light Riders

Over the next couple of turns my dice rolling was appalling and only one scout unit managed to do anything resembling an advance.
Finally my troops did get going but again bogged down with several turns ending with an initial roll of double 1!!

Following the very quick demise of the dragon to the dwarves, the only way I was going to get anywhere was to grab as much treasure as possible and with that my fanatics attacked one of Eric’s units and whilst I wiped him out, my courage roll failed spectacularly and the fanatics fled the field.
By this time there were not many warbands left on the table so my Ettin with a unit of scouts went seeking part of Thorins company after the scouts softened them up, my Ettin charged and subsequently fled when the resulting melee was a draw (which pretty much summed up my day!!)

The Force of Nature – Jeremey
    • Heavy Rockmen (Heavy Foot, Spellcaster, 8 points). Leader.
    • Tree Giants (Heavy Foot, 4 points).
    • 2 x Rockmen (Light Foot, 3 points each).
The forces of nature were on the march once more. I had a very simple army for this game but went for a full blow spellcaster to help cope with what this unusual game might throw up. My army came under attack from Tony G’s goblins from the start and soon saw one of my Rockmen units destroyed outright. With a crowded battlefield and coming under attack I made for the river and a chance to collect up some treasure.
Jeremey’s Force of Nature hold off a wolf pack. Tony G’s goblins hide in a wood.
Jeremey’s Treemen get their feet wet
One of Jeremey’s Treemen units, some what depleted.
Despite making some distance two constants of the game soon presented themselves. The treasure tokens each had a value with 1 being the lowest and yes you’ve guessed it the first three tokens I collected were all worth just 1 point each. The other aspect was each token collected had the potential to summon some random unit to deal with. In the end I spent more time fighting the random units than the other players.
But a quick dash to collect some more treasure after the Dragon had been killed at least provided some reward for having to fight across every inch of the field.

The Dwarves of the Grimwold Hills –  Stephen

    • Kergen Sourtooth (Elite Foot, Spellcaster, 10 points). Leader.
    • Axe Thanes (Heavy Foot, Offensive, 6 points)
    • Scouts (2 points)

Kergen Sourtooth is a well known dwarven sorcerer amongst the dwarves of the Grimwold Hills. He had learnt of the location of a dragon, and dragons are known for their gold and also for the knowledge they possess. Two things that any sorcerer, and a dwarven sorcerer at that, would prize.
He had with him his two two bears – Doombear and Brawnbear. In addition he had his familiar, a colourful Jay called Orvar As well as these companions, a band of axe-thanes and scouts also signed up for this adventure. Together they would raid the dragon’s lands.

They hadn’t been the only ones with this idea. Other parties were also in the dragon’s valley, obviously after the same thing. A right motley bunch they were as well – another band of dwarves with a halfling thief, goblins, lizardmen, human barbarians, and a party of rockmen.
Kergen and his team used the cover of some woods to make their advance. But their cover was blown by a band of human berserkers. These savages charged the scouts and cut them down to a dwarf. Not content with that, they turned on Kergen, Doombear, and Brawnbear. This didn’t go quite so well for them – they’d underestimated the aged dwarven sorcerer! The human barbarians were pushed back with many casualties, but Brawnbear had fallen. Such sorrow.

Stephen’s Kergen and Doombear

But such anger as well! Kergen would have none of this and as the humans licked their wounds he summoned his powers and with the elements behind him he cast a mighty power bolt at the murderers who were all slaughtered. Let that be a lesson to them.

Kergen led the rest of his treasure-seekers along the edge of the woods, between some scrubland, and looking toward a river crossing.

Stephen’s Axe Thanes approach the river, with Kergen Sourtooth and his surviving bear bringing up the rear.

To his right he could see the lizardmen, but they seemed occupied with some menace of the valley. To his left were more of the human barbarians – he dithered here, the anger at losing Brawnbear still with him, but the humans were being waylaid by a pack of wolves and to make Brawnbear’s sacrifice mean something it would be best to achieve the aims they set out to complete.
Kergen led his troops across the ford. And there, ahead of them, they could see in the distance the dragon’s ruins and low and behold the dragon itself was abroad!

The Dragon leaves his lair (a ruined chapel). Jeremey’s Treemen have beaten back some Giant Spiders as Eric and Stephen’s warbands cross the river.

Kergen drew his axe-thanes into ranks. He turned to them and said:

“Well met, my fine fellows! Let us see off this dragon once and for all. Here is my plan – I will use my magic to hide you in a cloud of mist. The dragon will think it is aught but morning dew, and this will allow you to get close. Then, just as you reach the dragon, I will lance him with another of my power bolts, and then you can put this dragon to an end and his treasure will be ours! What say you, worthy dwarven thanes?”

“Aye”, they cried. A joyous, “AYE!”.

And that is what they did. The thanes approached under cover of the mist, then Kergen struck the dragon with a power bolt.

The Dragon faces off against Stephen’s Axe Thanes

At that, the thanes charged from out the mist with their axes ready, and they slew the dragon!

The end of the Dragon

Knowing the jealousy of those who were also seeking the dragon’s treasure, Kergen then led his dwarves, laden with dragon gold, out of the valley and back to the safety of the Grimwold Hills.
And such was the glory and renown he earned from this escapade that he was henceforth known as Kergen Dragonsbane!

Outcome
The players received, and lost, Glory points as follows:
    • The value of any Treasure tokens removed from the table.
    • Loss of glory equal to the points value of each unit wiped out or routed
    • 24 Glory for killing the Dragon.

Here’s the final results:

Player Warband Treasure Unit Losses Killing the Dragon Total
Stephen The Dwarves of the Grimwold Hills 8 -2 24 30
Kim Swamp Army 10 -4 6
Jeremey The Force of Nature 8 -6 2
Tony G The Goblin Horde 11 -10 1
Tony F Thorin’s Company 8 -10 -2
Eric Wulfric the Wanderer 5 -14 -9

Society Meeting 14/05/2022

In addition to the Stargrave game previously reported, there were two other games run at this meeting, both using rulesets new to the Society from from Two Fat Lardies .

First up the 6mm Ancients players tried out the Strength and Honour rules with a couple of games involving Roman and Pontic armies.

Our members collections are primarily based for Field of Glory / DBM, so for this trial game Perspex bases were used to reflect the bases sizes in Strength & Honour.

The left of the Roman Battle Line
Pontics on the left, Romans on the right
Roman Legions form up
Pontic pike phalanxes
Pontic scythed chariot supported by cavalry and clibanarii
View from the Roman lines
Pontic phalanxes with skirmisher supports
Clash of cavalry, Pontic Clibanarii against lighter Roman cavalry
Infantry lines get into the fray

The first game was a narrow Pontic victory, the second was a Roman walkover.

Some members are also building some armies in 2mm for these rules on the regulation bases, here’s a Roman legion arrayed in the triplex acies:

Trial basing for 2mm figures.

The second game to feature a new ruleset was an early WW2 game using “O” Group rules. This featured a British advance on German positions, and ended in a German victory as the British failed to inflict enough damage on the Germans.

The battlefield in the lull before the storm
German officer giving orders
Two Matilda II tanks advance
German Pak 36
German Pak 36
British infantry advance
Matilda IIs with infantry support
Germans take cover behind the hedge.
British infantry also take cover
German heavy weapons, le.IG 18 75mm Infantry Support Gun in the forground. Pak 36 in the background

Finally, a few pictures from the Stargrave game that didn’t make the game report.

Tony’s crew advance
A cyber enhanced critter, the bane of Andy’s crew
Andy’s sniper takes position to cover the flank

Tribbles and Tribulations – A Stargrave Adventure

At a recent meeting Stephen ran a multiplayer Stargrave scenario:

Rather than a full blown battle report I thought I’d present the game as a photo report. Five star captains made their way to a disused research facility – Catrix Station. Each was after loot, but to keep things interesting they also had their own objectives…

Jeremey          Captain Blake
Tony                Captain Hosvarn
Eric                   Captain Kadel
Phil                   Captain Rita
Andy                 Captain Reynolds

Note some references to past TV/Film characters

Captain Blake (Jeremey) and crew disembark from The Liberator
Captain Reynold’s (Andy) crew take up position on the outskirts of Catrix Station
Captain Kadal (Eric) and crew
Captain Rita (Phil) and First Mate Old Ned approach Catrix Station
Captain Blake’s crew advance through Catrix Station
Monkey see, monkey do
Captain Kadal leads from the front into the ruins of Catrix Station
Captain Reynolds tries to organise his crew
Captain Hosvarn (Tony) is in deep tribble
‘Lets make a run for it’
Locked and loaded and ready to rock n roll
Two of Captain Hosvarn’s crew (on the right) cower behind cover at the approach of notorious bounty hunter Captain Kadal (Eric)
Captain Blake’s crew (bottom) advance on Captain Rita’s crew (top)
It took half of Captain Blake’s crew to kill a single monkey
Captain Kadal (in the centre) goes down as her crew engages with Andy’s crew
Private Property means nothing to these scavengers
Captains Hosvarn (bottom left) and Blakes (centre and top) crews as they surround Catrix Station

Any of the Captains that actually made it into the main Catrix Station building (see the photo of Captain Hosvarn above) landed themselves with a 150 credit bill for decontaminating their starships following a Tribble infestation.

Never heard of Tribbles? Follow the link: The Trouble with Tribbles