Second meeting back

Last Saturday was the second meeting post lockdown. We are still operating with members only. Fewer games and members this time, perhaps because of the Bank Holiday weekend?

First up, a couple of games of Fields of Glory, Dominate Roman vs Selucid, report from Chairman John.

Mark’s Romans took to the battlefield against a very mixed force of Paul’s Seleucids.  The Romans deployed their many legions in the centre to face off the Seleucid cataphracts, pikes and elephants.

With the full deployment revealed the Romans moved aggressively to take advantage with their skirmishes on the left flank.  This resulted in successfully routing the enemy light foot off the table and capturing the enemy camp.  However the Seleucids fought back attacking the rear of the Roman horse who were still sacking the camp.  In the meantime on the other flank the Seleucid light foot seemed to be in excellent shooting form scoring hits in multiple rounds and routing the Hun cavalry.

The deciding battle should have been in the middle with the Seleucid caraphracts taking on the legions, but despite vicious fighting no overall victor emerged.  At this point the Seleucids were declared the marginal victors due to their success on the flanks.

The second game was a repeat meeting, this time the Romans sat back and let the Seleucids come to them intending to not be aggressive on the flanks and risk losing their again.  However the Hun cavalry again proved to be very vulnerable to shooting, with the cavalry and light horse on the other flank also suffering at the hands of some good dice rolling by the Seleucids.  In the centre the cataphracts managed to manoeuvre to hit the Romans at their weakest point, eventually routing several battle groups, the Roman army withdraw just before it would break, a successful day of battle for the Seleucids.

The next table saw some Border Reiver action. Report by a different John.

I brought along Osprey’s En Garde!  Ruleset, my collection of Outpost Reivers I’d purchased and painted many years ago and scratchbuilt terrain for Eric and Tony to try out the rules. We played on a 3 foot square mat. Whilst rule memory was hazy at times, we did manage to play two scenarios.

Scenario 1 – During a previous raid some of the stolen booty had to be hidden in a derelict Shepherd’s hut in Bewcastle Waste. Both gangs were desperate to recover the heavy chest containing cutlery and a wooden dinner service (yes, they would have been that desperate). We used the capture scenario from the En Garde! Rulebook. It was dark and raining, typical Reiver weather.

Both forces approached the hut with some figures dismounting so that they could enter the hut and grab the chest. Eric’s gang managed to score some hits using a Latch – a short range rapid fire crossbow as the skirmish developed around the hut.

The skirmish around the hut.

With men down, Tony attempted a ride by lance charge on Eric’s Headman but unluckily failed and with that, Tony’s chances in the game faded.

Scenario 2 – Eric’s gang have kidnapped the lady love of Tony’s Headman’s son and locked her up in their fortified farmhouse.  The scratchbuilt Bastle House is an accurate model of Gatehouse (North) Bastle in Tynedale. We used the Defence Scenario from the En Garde! Rulebook.

Bastle House modelled on Gatehouse (North) Bastle in Tynedale

For this scenario, Tony had got some hired help as He would have to break into the Bastle. He decided to use the time honoured tactic of ‘Scumfishing’ applying fire to the door in order to smoke out the occupants.

Trying to fire the door to the Bastel House

Meanwhile if Eric’s Headman’s son could rush out and light the straw pile, this would alert the Land Sergeant and the Militia who would be duty bound to come to their aid (unless handsomely paid off by Tony). The son was ruthlessly put to the sword by one of Tony’s henchmen. Tony was unable to start a fire at the door and with time running out, brute force was brought into play. A fierce melee took place in the basement with Tony’s men just avoiding a bucket of night soil thrown down the chute above the door. The Headman’s son was able to rescue his sweetheart (the only girl in the village with her own teeth) in the nick of time or by the skin of his teeth.

So honours were even over the day. We had a couple of queries on the rules and will probably bring in house rules next time where our protagonists will encounter ‘Mad Meg’s Bairns’ a merciless band of cutthroat mercenaries and I’ll start looking at the possibility of a campaign.

Last, but by no means least, Tony and Andy tried out Dragon Rampant. Report by Andy

Tony wanted to try out Dragon Rampant using his Lord of the Rings Rohirrim troops, so we agreed on a 24 point game.

For our first Game Tony’s army was made up of :

      • 1 x Elite Riders (Theoden and guard)
      • 1 x Elite Foot (Royal Guard)
      • 1 x Light Riders (Eomer and escorts)
      • 1 x Light Foot with Mixed Weapons
      • 1 x Light Foot.

I fielded a Goblin force with the following:

      • 1 x Offensive Light Foot (Durburz and guards)
      • 1 x Light Foot Wizardling (Shamen and Drummers)
      • 2 x Light Foot with Mixed Weapons
      • 2 x Scouts
Armies deployed for the first game (one unit of Goblin Scouts out of picture on the left flank)

Tony threw forward his cavalry, with the foot catching up as best they could.

Theoden leads his guard forward.

Having the leader as a unit of Elite Riders had the drawback of the unit having the wild charge rule, so once within move distance of my forces he had to test to charge.

Goblin Light Foot prepare to receive a charge
Rohan infantry enter the village

After a game of attrition, with both sides losing their leaders, the last unit of Rohan foot await the end.

The last unit of Rohan foot await the end.

For the second game we both expanded our armies, Tony added a unit of Bellicose Foot, using his Army of the Dead models, and another unit of Light Riders, lead by Eowyn. I added a couple of units of Light Riders (Orcs on Wargs). This took both armies to 32 points.

In this game my Wargs were often successful in evading Tony’s Light Rider charges, until they ran out of space.

Another game of attrition, at the end all that was left of Tony’s Rohirrim was Gamling, leader of the Royal Guard

Gamling’s last stand

For our third game we expanded the armies yet again. I added a unit of Venomous Giant Spiders (Lesser Warbeasts) at 7 points. Tony gave his Elite Riders the Level Headed upgrade, which removed the wild charge and made it easier to move. He also converted his Light Riders to Heavy Riders and added a third unit. For the last point he added a War Banner to the Elite Riders.

The expanded armies deployed
Theoden charging the Warg riders

Theoden still getting ahead of the rest of the units.

Eowyn leads the charge

Eowyn lead her unit to charge the Goblin Shamen, who surprisingly held them off.

Clash of leaders

Theoden about to fall to the Goblin King.

In all we easily got three games in at the meeting, and plan to try doing the Battle of the Pelennor Fields at a future meeting. Tony now has to work out how to portray the Mûmakil in Dragon Rampant.

Driftin’ Along

Tony F builds a shuttle craft…

Inspired by the imminent arrival of Osprey’s new Stargrave rulebook, Marcus suggested that we have a shuttle scratchbuilding contest (this was several months ago, the book is of course out now). Although the rules are aimed at 28mm figures, this very loose ‘contest’ was for 15mm models.

A while ago I saw a 15mm scale spaceship made from a Nerf rifle on Facebook – it was probably the size of a corvette or small frigate. While I had no desire to make anything that big, the idea still seemed sound for a much smaller vessel made from a pistol or similar. So I picked up an X-Shot branded gun from a supermarket for a fiver … which then sat untouched in its box for over a year. The shuttle building competition seemed like the ideal time to dig it out and make something of it.

I started by dismantling it (it was held together by screws) and removing the trigger, grip and the spring mechanism that propelled the rubber projectiles. This left me with just three pieces – the triple barrel and the two body halves, which I superglued back together. The screw holes were filled with green stuff which I tried to hide as best I could by sculpting in detail to match the surrounding area. The plan was to turn the pistol round so that the gun barrels became the engines and the cockpit would somehow be grafted onto the trigger end. This was all a very vague concept, since I had no idea of the details and what I was going to use to make it all (this make-it-up-as-I-went-along theme ran through the whole build…).

I had to tidy up a couple of bits – I took a razor saw to what would be the nose and removed a protruding bit of plastic, which I covered with a hatch from a Games Workshop vehicle. The hole where the grip came out was boxed in with plasticard with a view to becoming a well for the nose landing gear.

After hunting through my spares box for a suitable aircraft cockpit I came up blank, so in the end I built a simple frame around a curved protrusion which should look like a cockpit when painted up.

Engines were my next issue. Try as I might, in my extensive pile of half-built kits I could not find three identical engines to cover the three muzzles of the original gun. I did find two Mirage-III engines which I used for the lower two. For the upper, central engine I found a rather odd finned one which came from a Japanese spaceship kit. I rationalised the different designs by designating the lower two as the sublight drives, while the upper one is the ship’s FTL or Jump drive.

The final major subassembly that I had to work out was the landing gear – it would have to be robust enough to hold the weight of the ship and stand up to the rigours of gameplay. I’d originally planned to scratchbuild something with skids or feet along the lines of the Millennium Falcon, but during my various delves through my kit pile I came across the landing gear of a 1/48th Rafale which looked like it would work. Having wheels rather than skids also made sense as it would make the shuttle easier to manoeuvre in the tight confines of a carrier bay or hangar. The nose wheel fitted perfectly into the well I’d made earlier – I just superglued it solidly to the back of the well. I drilled holes in the fuselage sides to secure the two larger rear wheel struts and added some extra supports to make them even more secure.

The forward hull had a circular recess on each side – on the left I put the main hatch, originally from a GW Rhino. I gave it some hinges and a grab rail from various kits, and an entry keypad which is the only 3D printed piece on the ship. On the right is the ship’s main armament – when the shuttle was originally built this would have been a second hatch, but now it’s in private service the captain has added a twin heavy cannon mounting, which came from a GW dreadnought. I’ve never played Warhammer 40k, but once upon a time I worked on a video game project for Games Workshop and ended up with number of WH40K sprues in my bits box, which have finally proved to be very handy.

Then I was into full-scale greeblie mode, covering much of the surface of the vessel with all manner of bits and pieces – there are aircraft weapon pylons, bits of superstructure from 1/1200th battleships, a metal radome, some windows and shutters from model railway buildings, helicopter rocket pods and many other unidentifiable bits. There’s also a small defensive gun turret under the main hatch. The engine body got lots of pipes and valves made from plastic rod and strip, and a couple of lengths of old bass guitar strings.

Eventually I called a halt and declared the build finished, and moved onto painting. The overall colour scheme reversed the original colours of the plastic gun, with the main body in white and the nose in orange, and the engines bare metal. I sprayed it overall with Halfords’ white car primer and then washed it with light grey acrylic paint thinned with Johnson’s floor polish (I had planned to use Citadel Apothecary White contrast paint but I’d run out and had to improvise…). This was then heavily drybrushed with pure white with some edge highlights thrown in. The nose was painted with Gryph Hound Orange (another contrast paint) and drybrushed up, and then the engines painted with Citadel Leadbelcher before washing black and drybrushing silver. Contrast paints can be a bit patchy on large flat areas, which just what I was after – this is meant to be an well used, battered vessel that has seen plenty of use.

I painted the gun housing in dark blue-grey, along with the numbers etched into the sides of the fuselage, the cockpit glass in a variety of blues to give a graduated shade and the undercarriage in silver. I then picked out lots of details in different spot colours – a red and white striped probe, yellow emergency gas tanks, grey sensors, a green radome and orange and blue dorsal fins. I even had a go at a rainbow-like heat distortion effect on the engine using washes.

Finally I raided my collection of decals to finish things off – a mixed selection of aircraft markings and GW Tau symbols.

So that’s it – the Empyrean Drifter takes to the spacelanes. Of course it needs a crew, which I’m currently pulling together from various sources. And I’ve now started to think that they need a base to operate the Drifter from, which is a whole new rabbit hole…

Dreadball Extreme – What do you get?

During a recent discussion over Stagrave and making scenery Marcus mentioned a cheap set of terrain available from Mantic Games for the game Dreadball. Further browsing of the Mantic Games site showed a box set called Dreadball Xtreme for £9.99.

Club member Jeremey took the plunge and bought a set for evaluation:

This all started when I saw the Dreadball set of Free Agents that I thought would be good for converting into a Stargrave crew. The Free Agents set was £9.99 but I discovered the Dreadball Xtreme set for £9.99 included the Free Agents set, it also contained some terrain in the form of crates, perfect terrain for any Sci-fi games; so I thought I might as well pick up a set.

I had to pay postage so the whole thing cost me £16.99, and this is what I got.

Contents of the complete set

I will say straight away this is not a review of the actual game. I had no interest in playing it. I bought the set for use in other games.

This is what you get in the set. First up were the 9 Free Agent miniatures that first led me to the set. The miniatures in the game are all hard plastic. The quality varied, some had sharp details others were very soft. Also the painted miniature pictures on the Mantic Games site gave me the impression that some of the miniatures were larger. For example the Treeman looked tall but is the same height as the other humanoid miniatures. Mould lines were quite pronounced on some of the miniatures, those needed to be cut off, filing on this type of plastic just roughs up the surface of the miniature.

The Free Agents

Next came the female team for the game. The miniatures are quite slight and of all the miniatures these were the softest and worst mould lines.

First team in the set, Female players

This was a shame because I wanted a number of female characters in my Stargrave crew. You get two copies of five different miniatures in this set, although two are wounded. But these could be good for rescue scenarios in games.

Here is a close up showing the size of the mould lines on the female miniatures.

Some figures are very slight compared to other sci-fi miniatures

The second team are convicts and these had better castings. You get more variety with this team (they are convicts apparently), they are nice post apocalyptic looking. there are three miniatures where you get two copies. One pose being wounded as with the  female team. There are two other miniatures and then the larger ogre/thug miniatures that come with different arms and heads so they don’t have to look the same.

Second team from the set

The Dreadball Xtreme set comes with two figures to represent team sponsors. The suited miniature would be good as a boss to be protected or assassinated in games, with the other one potentially being a gang leader.

The team Sponsors

Now we come to the terrain which is one of the reasons I wanted to get the set. These are quite good with four power unit pieces, six square crates, four lighting units and 16 hexagonal crates. These were all nice clean castings with few mould lines.

The terrain set

I should also mention the other bits from the box that I might find a use for. The rules, counters and cards for the game don’t hold much use for me. But the game mat from the set is about 24″ x 24″ and a hefty piece of rubber (mousemat?) style fabric. You could probably use it as a door mat it feels so tough. But I’m probably going to cut it up as the design will work for landing pads, storage areas or to represent the interior of a starship. There were also 24 plastic hex bases in two colours. These could be good for various terrain projects of bases for other miniatures.

So was it all worth it? I must say I was hoping for more from this set, the casting is a bit poor on some of the miniatures and the detail very soft. I will have to see how these look once I apply the spray undercoat. That often highlights the detail a bit better. But for my £16.99 I got enough miniatures to create a fairly good crew of 8 or so miniatures, some creatures and characters for scenarios, 30 terrain objects and a mat that will make several pieces for games/terrain, all that considered it was probably worth it. But I do wonder why the Dreadball Xtreme set is £9.99 when the contents if bought separately on the Mantic Games site would be over £60 just for the miniatures. Are the individual team sets at £25 each better cast? Who knows the reason behind it. But I’m happy enough with the amount of material I got from this set.

Close up of the softer details and mould lines

Back to normality (sort of)

After a gap of exactly 17 months the Society resumed meetings last weekend. For the time being meetings will be members-only, no visitors or prospective new members are allowed. That is being kept under review.

For the first meeting we had five games in progress; Ancients (6mm, Fields of Glory), Dark Ages (28mm, SAGA), WW2 (3mm, Rommel), Modern / Post Apocalypse (28mm, Zona Alfa) and Fantasy (28mm, Lord of the Rings).

Fields of Glory, by Mark.

This was the first outing for the Pontic army, who took on a late Republican Roman army, basically pike and cavalry vs well trained legionaries.
Game 1. Republican Roman vs Pontics
The first battle was a close run thing, the Pontic cavalry chased the Roman cavalry around the left flank before taking out two units, alas this was too little too late as the Romans swept around the right flank destroying all in their path, a close battle but the Romans won the day.
The second battle saw the Pontic forces consolidate their pike into one large block (24 bases) with two generals attached and rear support in the shape of offensive spearman. The intent was to take out two elite legions, however the Romans had other ideas and deftly avoided a full on battle taking out the supporting spearmen and eventually surrounding the pike block which spelt the end of things for the Pontic army.
Game 2. The end of the massive Pontic pike block?
A heavy defeat for the Pontics this time as the Romans showed that well drilled troops and some great tactics can win the day. Great to be back at the club, as for the Pontic army, there’s always next time!
 

SAGA, by Andy & Jeremey

We staged two games, both with 6 point armies. In the first game Jeremey had a Viking warband, comprising his Warlord,  two units of six Hearthguard (3 pts) and three units of 8 Warriors (3pts). Against that Andy fielded an Anglo-Danish warband, comprising his Warlord,  two units of six Hearthguard (3 pts), two units of 8 Warriors (2pts) and a unit of bow armed levy (1 pt).

Both sides deployed across a diagonal centreline, with each sides right flank extending past the opponents left flank.

As the warbands advanced Andy brought the units of Warriors and Hearthguard on his right flank round to try and out flank Jeremey’s left, and also pushed his levy forward taking a second activation (and a fatigue marker) in order to loose arrows at some Viking Warriors, to little effect. Jeremey responded by using the Viking Battle board ability Odin to exhaust the Levy, and promptly charged the Warriors in decimating the Archers.

Jeremey’s warriors crash into Andy’s exhausted Levy archers. Spare shields used as Fatigue markers.

That set the tone for the first game, with Andy dishing out Fatigue when he could, and Jeremey removing it and several of Andy’s warband in response. The battle culminated in Andy’s Warlord with a couple of Hearthguard taking a stand against the last of Jeremey’s Hearthguard, only to fall in ignominy.

Andy’s Warlord surveys the remnants of his Warband and braces himself for the onslaught.

In the second game both players changed their warbands.

Jeremey changed his army completely, going for a Anglo Saxon warband with three units of 16 Warriors* (2 pts each) in addition to his Warlord.

* (Ed: We got that wrong, maximum unit size is 12 figures, so it should have been 4 units of 12 Warriors).

The Anglo-Saxon battle board is markedly different from most to others, with abilities dependent more on the number of figures in a unit rather than their quality.

Jeremey’s Anglo Saxons (and his Spear of Destiny measuring stick).

Andy retired his Levy archers and took an additional point of Warriors, splitting them between the two units to make 2 units of 12.

The Anglo Saxons (far side) and Anglo Danes (near side) in their starting positions

The armies advanced, clashing in a range of hills. Jeremey made good use of the abilities that reduce the number of attack dice available to their opponents. (Ed: Which would have been less effective with units of 12 rather than 16).

The battle lines draw near. Jeremey’s Left flank unit has been slowed down through the use of fatigue.

The battle raged back and forth with the Saxons keeping the upper hand while their unit sizes remained large. But similar to the first game the battle was hard fought, coming down to a fight with the Warlord. Although in the second battle Andy sent his Warlord to his doom against the last of Jeremey’s Saxon Fyrd, cutting down several before being overcome.

Andy’s Warlord bites the dust as Jeremey’s victorious warriors march past.

Rommel

Counterattack at Deir el Tarfa, by Alan

The battlefield. Each square of the grid is 1 km

In the summer of 1942, following its victory at Gazala, Panzerarmee Afrika pursued the British 8th army into Egypt. Rommel’s first attempt to break 8th Army’s lines failed in July, but by the end of August he was prepared to mount one last major offensive. German and Italian armor turned the Allied left flank almost 90 degrees and drove deep into Allied positions. On the evening of 31 August the 15th Panzer division began an assault on Alam-el-Halfa Ridge while the 21st Panzer division protected its exposed left flank.

Italian and German forces

The latter, however, suddenly found itself under counterattack by the British 22nd and 23rd armoured brigades. Eighth Army’s new commander, Bernard Montgomery, had held these units in reserve for precisely this contingency.

Elements of the 22nd Armoured Brigade

Our game focussed on the fight between the two British armoured brigades and 21st Panzer which was supported by elements of the Italian Littorio Division.

An initial advance by the British held most of 21st Panzer between the Deir el Tarfa and Deir el Agram ridges and an intense tank battle ensued.  But the Italians swept around the British right flank and managed to seize one of the objectives. With the tank battle see-sawing between the British and German forces the Italian held objective became the key to the engagement.  Despite several British counterattacks on the position the Italians held on.

Clash of Armour

The last British infantry assault almost succeeded but couldn’t quite take the position. So as night fell the engagement went to the Axis but with supplies running low they were forced to pull out overnight.

The game was played using the Rommel rule set by Sam Mustafa and using 3mm models from Oddzial Osmy.

PzIIIs of the 21 Panzer Division

Zona Alfa, by John and Tony

I decided to run a 4 mission mini campaign to introduce a new player (Tony) to the rules. Tony would have to recover salvage to generate funds to enable retirement from the zone whilst achieving the objectives from the mission. This is done by searching Hotspots of which there are five and the objective. A triggered Hotspot is guarded by Zone Hostiles, these can be of 6 types, the type and distance from the Hotspot being determine by Dice. Those Zone Hostiles with Melee capability head for the nearest member of the crew, those with ranged combat capability will head for cover then shoot at the nearest member of the crew. The missions were linked so that achieving an objective allows the player to proceed with the following mission.

Tony’s first job was to pick a 4 person Veteran crew from my collection and kit them out ready for action.

Mission 1. Disaster at Kovgorod.

The village of Kovgorod

A patrol has been lost in the Exclusion Zone. The last signal has been tracked from their APC to Kovgorod so that’s where the crew are headed. As they approach the village, they spot the disabled APC but a pack of Zombies has beaten them to it attracted by the smell of Blood.

Tony did well in this game and was well on his way to the retirement fund target after just one game. What could possibly go wrong?

Mission 2. The Prisoner at Bunker C13

Leader and scrounger gang up to take out a mutant

After completing the mission, the crew recover a map with a bunker highlighted. There were four dead bodies in the APC, the map revealed the location of the fifth member of the patrol. Here Tony got into trouble with Bandits. One party of Bandits had been triggered before the start of the mission and a second entered on table as Tony triggered a hotspot. Caught in a crossfire his Leader was killed early on the mission and when deciding to head for the objective, he found that these were also guarded by Bandits. Using smoke to blindside this group of Bandits, the crew were able to move out of Line of Sight, rescue the prisoner and make it out. The objective had been achieved but at a high price.

Mission 3. Road Block at Strabants Crossing

The Prisoner from the bunker had recovered and told the crew about a Laboratory hidden deep in the forest so after reequipping that’s where they were headed until they found the track blocked with a party of bandits lying in wait. This time they were dealt with clinically, as were a swarm of zombies headed for them.

Support trooper is taken out by some zombies

A satchel charge was laid and the roadblock cleared at the second attempt. Another hotspot was triggered and a gaggle of ghouls were stopped in the nick of time. Things were heating up as another hotspot was triggered and a pack of wild mutant dogs clambered over the APC to attack one of the crew members stationed on its roof.

A pack of mad mutant dogs attack

A desperate fight saw all dogs killed and as the PC was refuelled from the diesel tank, the crew were able to make good their escape.

Mission 4. The Hidden laboratory.

With no time to replenish the supplies, Tony’s crew appeared in good shape. The retirement fund had almost been achieved and now all that was needed was a top up and recovery of the drugs caches hidden in the lab – piece of cake, except at the start of each turn a D10 was rolled. If this result added to the turn number was more than 10 a zone event would occur the following move. The crew moved quickly to the lab and whilst the first zone event, a swarm of irradiated insects was easily avoided, the second – a zone security patrol was a different proposition and two of the crew were wounded in a protracted fire fight whilst the lab was being searched. With the security patrol eliminated and the drugs collected, it was time to head back to the APC, just as a terrifying Alpha Mutant entered the arena.

Enter the Alpha Mutant – time to run

Unable to take on this monster one crew member bravely fought it as the rest of the crew fled. Finally succumbing to the vicious attacks of the Mutant, she had bought vital time for the rest of the crew as they just made it back to the APC before another Zone Patrol entered the area.

It had been a rollercoaster Zone Run with plenty of tactical decisions to make, with some jeopardy and the result hanging in the balance until the final stages of the final mission.

Lord of the Rings

Tony and Phil staged this game, they each sent reports, Tony’s first:

We played two Lord of the Rings games, both involving Mumaks. The first involved a group of Knights of Dol Amroth supported by some Gondorian archers attempting to take down a single beast. This all went horribly wrong for the good guys early on when Phil started shooting my knights from their saddles with archers from the howdah, much against the odds – he is not renowned for rolling sixes when it matters !

The knights of Dol Amroth charge one of the Mumaks
Gondorian Archer’s view of the Mumak

Prince Imrahil did his best to tackle the beast single-handedly but in the end was only ever one failed priority roll from being trampled, as he duly was…

Close up of the Mumak at the start of the second game.

The second game didn’t show any improvement (Ed.: If you can’t kill one Mumak in the first game then of course you should have two in the second game!)- this time we played a scenario in Ithilien (similar to a scene in the films) with Faramir’s Rangers ambushing an advancing group of Haradrim.

Ithilien Rangers lay their Ambush

My plan was to wound the Mumaks, hope it panicked them (as happened on screen) and defeat them that way – trying to just pick them off with arrows was never going to work.

The ill fated Faramir points the way

I managed to inflict some wounds on Eric’s overgrown pachyderm but it simply shrugged them off, and they simply marched on by, killing Denethor’s second son on the way.

If we hide behind the rocks the Mumak might not see us!

Finally, Phil’s somewhat shorter report:

“Phil in shock double LOTR victories”

It should be noted that Phil deliberately stomped on a couple of his own spearman to get to the Dol Amroth chaps.

The Battle of Upsheet Creek – An American Civil War Game

Stephen finds himself without a paddle…

I kept this a small game, using my own rules.

The Union are on the advance and have discovered Confederate troops in position on a hill overlooking a creek.

The Union troops are given the order – engage the Confederate troops and take the position.

The Union had two small divisions of three brigades each plus artillery. The Confederates had just the one division, though a sizeable one, with five brigades and artillery.

The Confederates were deployed with the artillery atop the hill so they had a good field of fire. The infantry were positioned at the bottom of the hill along the line of the creek. The Union divisions each had two of their brigades up front with the third brigade in reserve.

Deployment

On the first turn the Union moved forward. The guns started unlimbered so moved slowly, and I decided to move the infantry with them to keep the line together. But the Confederate artillery rolled really well, and one of the Union brigades took (light) damage. So it was obvious that if the Union infantry moved slowly with the artillery they’d spend longer getting pounded by the artillery, so on subsequent turns they left the artillery behind, but that was OK since the artillery had now moved into effective range.

The Union Advance

The Union right flank had been loaded with a single division concentrating on the extreme right – just the one Confederate brigade facing them, but a second in position to turn to offer support. This left the other Union division to contend with the middle and left flank. The fact that the middle was fairly open meant it was always going to be a difficult proposition. The two Union brigades going up the middle also had the artillery from both divisions to support them, however, although the Union artillery was in range of the Confederate infantry brigades at the bottom of the hill the Confederate artillery was at long range, which made counter-battery fire ineffective. Conversely, as the Union infantry advanced they put themselves in effective range of the Confederate artillery.

The Divisions Are Committed

You can work out what happened. Needless to say, even before they reached the creek, the lead Union brigade took withering fire from both the artillery and dug-in infantry. Exit one Union brigade.

This left the two Union brigades in the middle/left to split either side of the farm, with one now taking up the fateful position in the centre against all and sundry, and the other on the extreme left facing just a single brigade.

Not Looking Good In The Centre For The Union

On the right flank the two opposing forces came into musket range and let rip at each other. The Union advance had been slowed due to the rocky ground delaying one of the brigades, and this time it was obvious they should advance together to support each other or else be destroyed individually.

The Union Line Is Starting To Thin Out

Back in the centre the inevitable happened again – the Union brigade there took heavy fire from both infantry and artillery. Discretion was the better part of valour, so they were pulled back out of musket range so they could rally. The Union artillery moved up so they could fire at the Confederate artillery, scoring a good hit.

The Union Charge on The Right

There was only one way the Union was going to win this – take it to a charge.

And that’s what they did. On the right flank the order to charge went in and two Union brigades went forward. The Confederates fired their muskets, hoping to blunt the charge. But in it went and the Union troops won and pushed the Confederates back, but lacked the oomph to pursue them.

In Goes Another Union Charge

Emboldened by this, the Union brigade on the left took the hint, fixed bayonets, and charged in as well. Not so effective this time – the Confederates did counter-charge and pushed them back across the creek.

Union Troops Push the Confederates Up The Hill

Meanwhile, in the middle, the Union brigade had pulled back to rally. The artillery of both divisions turned their barrels to the Confederate artillery on the hill, hoping to silence them.

Again, the Union brigades on the right went in and charged, again pushing the Confederates further back up the hill. Only now, sensing victory, they managed to follow-up on the charge and in they went again and swept away the Confederates on top of the hill!

Victory On The Right Looks Imminent

But the middle was once again turning into a killing field, for both sides. The Union artillery annihilated one Confederate brigade, and the unlucky Union brigade who had rallied had been sent back in – they would not be coming back out.

And then, on the left, the Union brigade that had charged found itself taking musket fire. The combination of being bounced by the Confederate infantry and then the musket fire was enough – they were routed and left the field.

The Hill Is Captured

At the end of the turn, both sides had taken enough loses to lose! Although the Union left had taken the hill they did not have enough strength left to chase off the rest of the Confederates, and there was not enough Confederates left to truly hold the hill securely.

A draw was called.

The Final Battlefield

In the end the Union did better than I was expecting. I thought they might get a good drubbing. The fault I made was trying to engage the Confederate troops on a wide frontage. The middle ground was very open and it should have been obvious that any troops advancing through it would suffer badly. What I should have done is load the left flank the same way I loaded the right flank, and brought the Union artillery together to keep shooting away at the centre.

Instead I wasted two Union brigades marching up the centre just to get obliterated for nothing. I would fully expect the officers of those brigades to come up to me afterwards and tell me exactly what they thought of me.

And I wouldn’t blame them.

A painting method.

Andy describes how he goes about painting his irregular figures.

I don’t claim to be a great painter, I’m certainly unlikely to win any painting competitions, my aim is to get figures to a reasonable standard for the table top in a reasonable time.

When painting irregular, or at least non-uniformed, troops I still try to have a systematic method of painting, so I thought I’d share how I go about it.

For this example, I have 16 Gripping Beast Plastic Saxon Thegns to paint.

I start off by washing the figures in warm soapy water, to remove any mould release agent, then rinse and dry them.

For 28mm infantry I standardise on 2p coins for the bases. I can then use them individually for games like SAGA or Lion Rampant, or on sabot trays for games like Dux Bellorum.

So once cut from the sprues and any mould lined removed with a scalpel and file the figures were stuck to their bases using a general-purpose adhesive, like Bostick.

Cleaned up and based.

Some of the figures have their left arms as part of the torso, others have them as separate pieces. I then assembled the figures using liquid polystyrene cement, except for the shields. I leave the shields off to make it easier to paint the left arm and chest. I do keep a shield handy to check the position of the left arm against the position of the right arm and spear during assembly.

I didn’t have quite enough heads with helmets for the 16 (I had previously used some on some unarmoured bodies) so a couple of the figures had bare heads from the Dark Ages Warriors box. The bases were then built up with Polyfilla.

Assembled, bases built up with polyfila.

I then undercoated the figures with grey car primer spray.

Most of the paints I use are Vallejo Model Colour, exceptions are mainly Army Painter (AP) washes and inks.

First off, I painted any areas of mail matt black, followed by dry-brushed Gunmetal Grey. Spear tips and helmets were painted the same colour. Next the faces, necks and hands were base coated Brown Sand.

Skin basecoat, mail and helmets painted.

Skin was the painted Medium Flesh Tone.

Now to start with the systematic randomisation of colours for the clothing. I arranged the figures into as near a rectangular formation as possible, in this case the 16 figures simply went into four ranks of four files.

I then painted the figure’s trousers by file:

    • Light Brown (A, E, I, M)
    • Chocolate Brown (B, F, J, N)
    • AP Dark Stone (C, G, K, O)
    • Basalt Grey (D, H, L, P)
Skin and Trousers done.

Then the tunics by rank:

    • Grey Blue (A, B, C, D)
    • Deep Green (E, F, G, H)
    • Red (I, J, K, L)
    • Mahogany Brown (M, N, O, P)

If I had been painting lower status troops, I would have used the same colours overall for tunic and trousers, but added an additional colour to the tunic mix to avoid having the tunic and trousers the same colour on any individual figure.

Tunics done.

Next were the leggings, in diagonal lines top left to bottom right

    • Buff (A, F, K, P)
    • Pale Sand (B, G, L, M)
    • Beige (C, H, I, N)
    • Deck Tan (D, E, J, O)
Leggings done.

Next is the leatherwork. Belts, pouches and scabbard in diagonal lines from top right to bottom left, I used the same colours for the figure’s boots in a semi random order.

    • Chocolate Brown.                         Belts etc: (D, G, J, M)      Boots: (A, H, K, N)
    • Red Leather.                                   Belts etc: (C, F, I, P)         Boots: (B, G, L, M)
    • Saddle Brown.                               Belts etc: (B, E, L, O)        Boots: (C, E, J, P)
    • German Cam Black Brown.     Belts etc: (A, H, K, N)       Boots: (D, F, I, O)

Sword and knife hilts were painted in the same colours, plus black, at random.

Next was the hair, again four colours were used, with a semi-random selection of figures, making sure I didn’t use the same colour twice in any row or column of the 16 figures.

    • Black: C, E, L, N
    • Tan Yellow: A, G, J, P
    • Flat Brown: B, H, K, M
    • Brown Sand: D, F, I O
Belts and scabbards done.

Belt buckles and scabbard metalwork were painted either Gunmetal Grey or Bronze.

The spear shafts and wooden crosses were painted Beige Brown and the cords of the crosses painted AP Hemp Rope.

Swords, spear shafts and crosses done.

As always when I paint, I have to do some corrections, reworking any colours that had accidentally been painted over.

After corrections.

Once all the main colours had been finished, I proceeded to the washes.

All skin was given a wash with AP Flesh wash.

The tunics were washed as follows:

    • Blue Wash (A, B, C, D)
    • Green Wash (E, F, G, H)
    • Red Wash (I, J, K, L)
    • Soft tone Wash (M, N, O, P)

Soft Tone was also used for all spears and figures with Red Leather or Saddle Brown Belts, Scabbards and Boots.

    • Red Leather. Belts etc: (C, F, I, P)          Boots: (B, G, L, M)
    • Saddle Brown Belts etc: (B, E, L, O)      Boots: (C, E, J, P)

Dark tone was used for figures with Chocolate Brown or German Cam Black Brown Belts, Scabbards and Boots:

    • Chocolate Brown.                    Belts etc: (D, G, J, M)        Boots: (A, H, K, N)
    • German Cam Black Brown. Belts etc: (A, H, K, N)       Boots: (D, F, I, O)

All leggings and figures with Tan Yellow or Brown Sand hair was washed with AP Light Tone wash.

The bases were then finished with green basetex.

Washes added and bases finished.

Having finished the figures, I moved on to the shields.

These were cleaned up in the same way as the figures, then undercoated black on the backs and white on the front. I use white on the fronts as I was going to use shield transfers rather than painting the designs.

I then drybrushed the back of the shields with Beige Brown and painted the shield bosses Gunmetal Grey while still on the sprues.

Shields work in progress. The white needs touching up.

I then applied the shield transfers to the front. These came from Little Big Men Studios or Battle Flag decals.

Little Big Men Studios decals have a hole for the shield boss already cut out, but the Battle Flag decals don’t, you have to cut those yourself.

I did have some issues with some of the LBMS decals, I couldn’t peel the plastic cover off to expose the self-adhesive surface. After ruining a few of the decals I ended up gluing them to the shield complete with the plastic layer using PVA glue. I haven’t had that problem before, so I wonder if it’s because these are fairly old, 3-4 years maybe? I didn’t have any problems with the Battle Flag decals.

Once the decals had dried, I painted the shield rims with Japanese Uniform to represent the leather edging. Once this was dry, I then cut the shields from the sprues, tidied up the edges with more Japanese Uniform.

Finished shields

The astute among you will notice there are 20 shields, but only 16 figures, the extras will be used as battlefield markers: Fatigue in SAGA, Battered in Lion Rampant, or Leadership Points in Dux Bellorum.

It’s never a good idea to glue painted articles together, paint to paint bonds aren’t strong, so I used a file to remove the paint from the contact points and then used liquid polystyrene cement to glue the shields in place.

The figures were then given a coat of spray matt varnish.

Here they are, 16 figures, making up 4 points of SAGA Hearthguard, a unit of Lion Rampant Sergeants with four figures left over or 2 units of Dux Bellorum Noble Shieldwall:

The finished figures.

The guy on the left of the front rank has a painted shield (Green and Light Blue) from my stash of spare shields rather than one of the shields I did in this session.

So, that’s my method for painting irregulars in a systematic way.

I hope it was of interest.

God Wills It: A Lion Rampant Battle

Stephen gets a bit nostalgic…

The first historical wargames army I ever bought was a Crusader army. It’s always been a period of great interest to me, especially the later crusades of the thirteenth century.

I resisted buying a crusades army in 28mm because that meant I’d also have to get some Saracens and I just didn’t want to paint all that patterned cloth.

Then a while ago I was given a box of plastic Gripping Beast Arab infantry. They sat in a cupboard for a couple of months because I still didn’t have the will to paint all that fabric. Then I saw some pictures of other’s Saracen armies and I saw how they’d done them in plain white material. ‘That’s a good idea’, I thought. So that’s what I did, and decided I’d make the Ghulams a bit more colourful – representing wealthier troops able to buy expensive fabrics.

Being motivated to get these done, I motored through them. And this weekend I decided to have a game. I was going to play Saga, but it doesn’t play solo so well. So instead I went with Lion Rampant…

Forces Deployed

The two sides lined up opposite each other. Both had 24 points a side.

The Crusaders had two units of Templar knights (LR: Mounted Men at Arms), two units of Mounted Sergeants, and one of foot Crossbows.

I gave the Saracens two units of Ghulams (LR: Foot Men at Arms), two units of Ghazis (LR: Foot Yeomen, armed with short range missiles – javelins), and two units of Ahdath (LR: Bidowers).

I did a simple meeting scenario – both sides hacking at each other until one is gone.

I rolled for leader traits and got Vulnerable for the Crusaders (leader killed on a Lucky Blow of 2 or 3) and Lionheart (ironically) for the Saracen leader (meaning his unit could re-roll 2 failed hit dice).

The Saracens went first and they were lucky enough to activate all their units – moving up to occupy favourable terrain that would hamper the mounted crusaders. The Ahdath would be well placed in these areas of bad terrain, where they could lodge themselves in and shoot at the Crusader cavalry. The only solution to this would be the Crusader crossbows, so it would be worth the Saracens taking out the Crossbows as soon as possible.

Saracens Advance

The Crusaders were equally lucky, activating all their units. The Sergeants on the right went galloping past the village, the Crossbows moved up to get into range of the Ahdath hiding in the scrub, and the Knights also moved up.

One thing became obvious – there was a natural funnel to the battlefield between two areas of rough terrain. The Ghulams had moved up to block this gap, with the Ahdath either side with their bows to shoot at anything coming between them. The only thing the Crusaders could do was to advance as quickly as possible to minimise their exposure to the enemy arrows.

Getting Ready To Shoot

The Saracen Ghazis kept moving up to the Crossbows, desperate to engage and eliminate them – if they could it would make a Crusader victory difficult. The other unit of Ghazis, over by the village, decided to hurl their javelins at the approaching Sergeants, scoring enough hits to take one of them out. When it came to the Crusader’s turn they were more than ready to return the gesture. Although the Ghazis were approaching the Crossbows, it was obvious the Crossbows had to take a shot at the Ahdath in the scrub. Spanning their bows, they took aim, and…a devastating volley! The unit of Saracen skirmishers were devastated and routed off the table! Both units of Sergeants advanced – those on the left moved into the middle of the funnel to threaten the Ghulams, whilst those on the right put in their spurs and charged the other Ghazi unit.

Sergeants Charge In

Casualties were taken on both sides and the Ghazis were bounced back. But the Sergeants were now down to half strength which meant their combat effectiveness was also halved.

It was then over to the Saracens to go on the attack. On their activation they sent the Ghazis in to charge the crossbows.

Ghazis Rush The Crossbows

Improbably, the Crossbows prevailed! They didn’t take a single casualty and pushed back the Ghazis who failed their courage roll and were now battered. The other unit of Ghazis managed to rally, ready to block the Sergeants. The remaining unit of Ahdath drew their bows, trying to decide who to shoot at – the unit of Sergeants leading the attack through the funnel, or the unit of Knights who were coming in behind to mop up any remnants the Sergeants left behind.

In Go The Cavalry

Deciding that the Ghulams should be able to resist an attack by the Sergeants, the Ahdath took aim at the Knights and let fly. No effect this time.

Now it was over to the Crusaders. The Sergeants were in charge range of the Saracen leader, so decided to go for it and see if they could get a lucky hit. And they did! OK, so the Saracen leader didn’t go down, but a couple of his Ghulam bodyguards did and had to retreat. The Crossbows, knowing how lucky they’d just been in repelling the Ghazi charge, took aim and let rip. A good shot that took out a couple of the Ghazis. However, best of all, the Ghazis then failed their courage test. It was such a bad fail that they routed off the table.

Sergeants Charge The Saracen Leader

The Saracens had to go on the counter-charge. The Saracen leader ordered his men to charge and in they went against the Sergeants. But it happened again – the Sergeants came out on top. Sort of – no casualties on either side, but since the Saracens had charged and failed they had to retreat. The Ahdath had another go at the Knights, this time scoring a kill. And the Ghazi unit by the village threw more of their javelins at the Sergeants, taking another rider out and leaving them battered.

Templars and Ghulams

Things were coming to a head. The Sergeants, not believing their luck, charged the Saracen leader again. Not such a good result this time – the Sergeants took heavy loses and were pushed back, under half strength and battered! The first unit of Crusader Knights went in and charged the Ghulams. A fairly even result, meaning the Crusaders had to retreat. Had the Saracens managed to turn things around?

Back to the Saracens, and they spent most of their turn rallying units. The Ahdath once again took a shot and once again took out one of the Knights. They were starting to become a real pain.

So on the Crusader turn the Crossbows moved up so they could get in range of the other unit of Saracen skirmishers. The Crusader leader also decided to take part (remember, his leader trait would make him more susceptible to a lucky blow, so he’d been wise to keep out of it until needed). So the Crusader leader took command of his Knights and they charged one of the Ghulam units. Casualties were taken on both sides, and a Lucky Blow roll was made against the Crusader leader: double 6 – nowhere near!

Templar Leader Takes Control

On the Saracen turn I noticed the two leaders were near each other. There was only one thing for it – Leaders Challenge! The Crusader leader accepted. Into the middle they went and rolled for it.

Challenge Accepted

No hits for the Saracen leader, but the Crusader leader scored a hit, meaning the Saracen leader had been killed in personal combat! All the Saracen units now had to make courage rolls. Only the ex-leader’s unit failed, leaving them battered, but all the others passed. There were still enough Saracens left to make it worth fighting on, so I kept the battle going – despite losing their leader, could the Saracens still manage to win?

Well, maybe. But on the Crusaders’ turn the crossbows took a shot at the remaining unit of Ahdath in the rocks. Despite the extra protection, they still lost half their unit and fled. It was now looking extremely unlikely that the Saracens could win this one. All they really had left was a single unit of Ghazis. Well, there were the Ghulams, but both of those units were down to just two models each, so they’d lost their punch.

One Last Charge

Ultimately and inevitably, it would be a Crusader victory. The Crusader leader, emboldened by his victory with the Saracen leader in single combat, led his knights in repeated charges on the final unit of Ghazis. The Ghazis were steadily whittled down until they finally failed their courage test.

And that was it – a Crusader win.

The Saracens

What A (Grav) Tanker! (Part 2)

Marcus gives us the next instalment of his Sci FI adaption of What a Tanker!

I have continued to develop my WA(G)T ideas since the first outing and this is the third time on the table. Well actually on the floor again, but I did at least get to use the table for game 2.

I have introduced some changes, and there are more ideas to come. Firstly, I went back to the original Lardy allocation for the dice orders. On reflection I didn’t feel much was gained by that change.

Secondly, this time I added in a command group each. I tried this in the first game but adjusted how they worked this time.  For simplicity I gave both command groups four dice. The idea behind these is that they can (apart from making nice objectives for the enemy maybe…) use their dice to cancel enemy orders or supplement their own units die rolls. I played it that the command units needed to roll at least one 6 to use as a comms/data link. At first it was too easy to disrupt enemy shooting by allowing any dice rolled by a command unit to cancel an enemy order dice. This time I went for the following options:

      1. Cancel one enemy move dice or substitute a friendly unit dice
      2. Cancel or add an acquisition dice
      3. Add/Improve aim
      4. Add a shoot dice
      5. Add a defensive dice
      6. Comms/data link

I also added in missiles in both games. However, in the first game they didn’t work satisfactorily. In the second, well, you’ll see.

I added in a wider selection of cards than in the original WAT game, to add some sci-fi flavour. Some were successful, although those relating to missiles need to be revised.

Finally, influenced by PSC’s “Red Alert” which I have written about previously, the biggest change in this iteration was the number of vehicles on the table (sorry, floor!) with a shift to multiple element units. Essentially these employed the same stats as used previously with a hit just removing one vehicle.

There were a few new or adjusted vehicles. The “attack boats” were a Callisto class boat, as seen in the previous game, but with a change to a missile launcher in place of the forward twin gun. It is a modular design (the turrets on the models are magnetised). The two smaller boats notionally have vertical launch cells under the bow cover. These still acted like one unit, although in retrospect I think I should have upped the defence value and/or the hits that could be taken, especially on the larger Ganymede.

Additional units:

Core Dice Max Attack Defence Movement
Attack Boats 6 Ganymede 8 missiles; Leda & Ersa 4 each 8 6
Pz 35 “Hornisse” 5 15 9 9
Command Units 4 0 8 7

The British started with 2 groups of 4 Chieftains, one of 4 Ferret’s and the naval group of Ganymede, Leda and Ersa plus the command group, see the header picture.

The NAU had 3 groups of 4 Wespe, 1 group of 4 Hornisse  and the command group.

The Hornisse models are envisaged as earlier models which have not been completely replaced by a later version, but are ideal for service in a riverine/swamp environment (maybe they should be better than grav vehicles over this kind of terrain. I always envisaged grav vehicles having more “mushy” responsiveness over wide stretches of water)

Ersa and Leda are also from GZG. The Hornisse is from the Osario from the Scotia range. As an objective I thought about both making this the command groups or taking the previous route; the British was to get the Callisto off the far river edge with the NAU needing to prevent this. In the end I went for just targeting the naval group and playing out a few turns.

Activation worked as previously, but I forgot about the “exploding 6’s” for hits. It seemed likely to be a more destructive game anyway…

Here is an “drone” shot of the initial set up:

With shots from the British perspective:

And the NAU positions:

Turn 1:

The NAU took the initiative moving the green Pz 37 unit up, seen at the bottom of the drone recce photo,  and the corresponding yellow unit to the top. The yellow unit benefited from a stealth card requiring an additional 2 acquisition dice. The British Ferrets activating next were unable to move, but prepped for future activation with the idea that they would designate targets for the missiles on the naval units if possible. The Ganymede group also moved up and were able to acquire and aim at the NAU yellow group having rolled three 6’s.

The cautious positioning continued since the British had no data link and the GBR yellow group were therefore unable to acquire the stealthed NAU yellows. No firing took place this turn.

Turn 2:

The NAU again gained the initiative (on exactly the same number of dice as the GBR), continuing a theme from the last game.

NAU command had rolled two 6 (one of which could be used as data link) and two “shoot” dice last turn. The dice rolled for the last turn continue to be available until a unit activates in the subsequent turn and rolls a new “hand” of dice.

The NAU orange “Hornisse” hover tanks moved forward in the centre, but were unable to find a target in line of sight. However, NAU blue had no such difficulty. Moving to acquire the naval group they launched a 15 dice attack. Despite the GBR side using a card for a D6 firer systems down, resulting in a reduction of only 1 attack dice to 14. A roll of 6655 didn’t seem too threatening, until the 8 defence dice yielded no blocks! A further desperate defensive systems card for the GBR took out one of the critical hits, but under the new rules either critical (6) or a double hit (55) would destroy a target. While the card saved the Ganymede the Ersa and Leda were destroyed.

In response the GBR yellow Chieftain unit moved out of cover and launch a retaliatory attack on the more exposed NAU yellow unit.  With 13 attack dice -1 for range attenuation, the Brits roll 666655. Despite playing an “All power to shields” card, the NAU rolls only a 65 against the incoming fire, seeing three of the four vehicles in the unit destroyed. The remaining vehicle rolled a test and stayed in the fight (D6 higher than the number of vehicles destroyed)

GBR orange Ferrets attack the “Hornisse” unit, having rolled 6543 (using the wild 6 as a 2 to acquire), but hits of 665 were all blocked . The Ganymede went into stealth mode with a card.

Both command units now activated successively and maintained comms/data links.

The turn concluded with a GBR Green Cheiftain attack on the exposed NAU yellow over the river with a 6555 on 13 dice. With only a defence of 4 the unit still blocked with 65 resulting in one tank destroyed.

Turn 3:

This proved to be the final round of a vicious confrontation.

The NAU maintained the initiative and their yellow unit used an extra command unit acquisition dice to make 3 allowing them to target the Ganymede in stealth mode. 15 dice resulted in a 66666. A defensive systems card d4 roll resulted in two of these being cancelled. The Ganymede’s defence dice only took out one of the remaining hits, resulting in a mighty explosion as the last two critical hits crashed home. BOOM!

The NAU red Hornisse unit rolls 65511. However, despite being unable to acquire or aim, using a “snapshot” card, they are able to make a reduced level attack. A ten dice attack results in an unlikely 66655. The green unit with all power switched to attack is unable to stop any of these critical hits, although a damage control card cancels the non-criticals.

NAU command rolls a 5321. Without a data link it cannot use any of these dice to support its units. NAU Green rolls 633322  continuing the paralysis on the NAU left flank as without a shoot order, they cannot get into the fight.

The GBR command group still has data link and the GBR yellow unit uses a command unit 2 to acquire NAU yellow. With a 13566 and the 2, the GBR unit can make two attacks using the wild 66 as 44 shoot orders.  A 66655 followed by 65555 leaves the NAU unit doomed, having only two for defence against each attack.

That effectively ended the action for the round and the game, with both sides more or less suffering equal damage and choosing to retire.

As alluded to earlier, the missile rules didn’t get tested and the cards need further development given the rule changes. Overall though, I like the changes; having the extra vehicles on the board “Red Alert” style and the command unit rules, although these could evolve further.  While the game was excessively destructive I think that was a function of the lack of defensive allocation and a need to restructure the cards  to reflect rule developments. The cards are a key thing to work on going forward.

However, missiles still need work. I am thinking of rolling one dice (probably a D6 but maybe others depending on missile characteristics) per missile and in the spirit of using the same dice in a different way, rolling the defence dice to block the specific number rolled (i.e. a defensive 6 would take out any attacking rolls of 6, a 2 would take out any attack rolls of 2 etc.)

I hope to develop the command group idea and use multiple groups (2/3 perhaps depending on the size of game).

I have an idea that I might do an Antarctic game going forward. I have a suitable shower curtain that I used as a mat for a club show game. However, I have no suitable vehicles or other terrain. In the interim I may break out my island terrain (a couple of pictures of which can be seen here) for the next game and hopefully some future blogs might cover painting vehicles (probably striping and re-painting old vehicles) in snow camo and creating some terrain.

Look out for further developments!

KONTRABAND – A ZONA ALFA EXPANSION

John gives a the low down on the Kontraband expansion for Zona Alfa, and a prize winning battle report on one of the scenarios from the book.  

John tells us “There’s a competition on the F/B page for battle reports. I sent a copy of the article to the rules author and I’ve won a copy of the rule book signed by the author and illustrator.”

Zona Alfa was published by Osprey in early 2020. It’s a skirmish game set in the Chernobyl exclusion zone where teams battle for salvage and hope to survive. I’d hoped to play it at the club, then along came the pandemic. The author supports the game well via the Stalker 7 website and solo or Coop rules were soon developed, where the player games against the zone itself rather than a physical opponent. I’ve posted 3 battle reports here and you can check out Guerrilla Miniature Games U Tube channel where a full 7 game campaign is played out. These rules are highly recommended.

Kontraband is an 80 page expansion to the Zona Alfa ruleset (which you will need to play Kontraband), available through Amazon as hardcopy or Wargames Vault as a pdf. It develops the ideas above to take the game in a different direction, recommending a play area of 3’ x 3’ and a crew of 4 veterans. It is set deep in the Exclusion Zone at high threat level so it’s worth playing through a few standard Zona Alfa games before diving in. Here’s what’s in the book.

Crew Members.

Crew members can either be Stalkers – good at combat or Scientists – good at technical tasks, a further option is to include a dog companion for which there are detailed rules and additional rules for Hazmat suits. Each crew member can have different equipment or skills so it’s worth spending the time to make them complementary.

Zone Setting.

The play area is populated with a recommended nine searchable locations (points of interest). The crew have to live off the land so these need to be searched for food, drink, ammo etc. to sustain the crew for the next game. There are 20 points of interest cards from which the 9 are randomly selected, shuffled and placed as an Incident Deck, the top card being revealed when a point of interest is searched. These cards are nearly all bad news and may spawn a zone hostile within close combat distance, dangerous plants or booby traps. There is a greater emphasis on melee combat than in Zona Alfa.

The objective of the game is to search Anomalies to retrieve artifacts (the recommended goal for a campaign being 12 artifacts). It is recommended that the play area for a game has 3 Anomalies to search. The rules for anomalies are fleshed out and there are options for different area effects if the anomaly search goes wrong – four ways to die. Models can be caught in a gravity force field, electrocuted, blasted or teleported away from the anomaly.

There is no game turn limit, the risk of staying in a dangerous area is handled by zone events. Starting on the second move, and becoming more likely with each subsequent move, there is a risk of a zone event, for example: an energy wave, vermin stampede, security patrol, angry mutant or anomaly movement to ruin your day.

New Stuff

This covers a better way of dealing with wounds than the original rule book, there are new weapons and accessories with better options for melee combat. Zone hostiles can be made more dangerous and the concept of fatigue and obsessions are introduced. In Zona Alfa, progression is covered from Rookie through to Veteran. In Kontraband, crew members can add sixth sense, extra toughness, and an additional skill after a number of survived missions.

Missions and Expeditions.

There are 6 separate mission ideas for pick- up games or to link together to form an expedition and a sample expedition of 5 missions in the rulebook. So whilst waiting for some new figures, I decided to try out the reconnaissance mission.

Here is the table layout with 9 POI (blank dice) and 3 anomalies (Spheres), the crew will enter at the bottom RH  corner. Their mission is to search the 4 POI at the corners as a minimum, destroying all Zone Hostiles and retrieving samples from any of the corner POI which contain a hazard. I selected a crew with 3 Stalkers and 1 Scientist.

Turn 1.

For the first turn the crew will check out the POI closest to their entry point, the abandoned farm equipment. Each crew member can have three actions per turn and it’s worth using one action “alert” to provide overwatch for the Searcher. The top card from the Incident deck is revealed.

Here the vermin swarm is spawned by using a D10. The dice roll number is the distance in inches/2 from the POI and the facing gives the direction. The Leader (Nimzo), with the steady hands skill and a red dot sight has one action before the swarm can charge into the nearest model and attack it. They are destroyed.

Had the incident card been a bandit ambush, it’s likely that one or more crew members would have been out of action on turn one, unless crew members are on alert to take pre-emptive action.

The Searcher (Ali) has the scrounger skill so can search the POI twice, He secures rations, water and ammo which the crew will need for the next mission – in the game you have to think about the future as well as the present.

Turn 2

At each turn after turn 1 a D10 is rolled. The die roll is added to the turn number and if the result is greater than 10, a zone event occurs the subsequent turn. No zone event for turn 3.

The crew head up the board and Sukova (a Scientist) is best equipped to search the anomaly, which she does.

Here, a skill roll of 8 would normally fail but Sukova is equipped with a Detector which gives her a +2 bonus and she recovers an artefact, which would count towards a campaign goal.

Turn 3

A zone event, an anomaly shift will take place at the start of turn 4. The crew move up to the top RH corner of the board to search the POI, next turn. This will not affect the crew as they will be out of range.

Turn 4

No zone event is rolled. Spassky (Bounty Hunter) checks the POI – not the best option. The card reveals a zone hazard ‘Spores and Spitters’. He survives one attack and retrieves a sample from the POI.

Turn 5

The zone event roll results in an Alpha Predator entering the board at the start of turn 6.

The crew move towards the POI at the top left hand corner of the board but reserve an alert action to use against the Predator when it enters the board. Where possible, they move into cover, this will give protection against the attacking Predator which has Ranged and Melee combat abilities

Turn 6

An area emission effect will arrive at the start of turn 7

The predator enters, this is a dangerous opponent with high armour value. Ruined buildings prevent a direct attack route and it is forced wide and after 3 movement actions it has none left to attack the crew. It’s the crew’s turn and Ali fires the grenade launcher and scores one wound. The Leader gives him an extra action to get into cover. Spassky with Steady hands and a Red Dot sight on his battle rifle fires at the predator. It takes 3 firing actions but the predator is downed. Spassky is stuck in the open.

Turn 7

The Zone event roll results in another Alpha predator arriving. Things are not good for Spassky. He takes the full force of the Zone emission, he’s pinned and wounded and it takes all his actions to recover. Nimzo gives him an action to go on alert. The rest of the team move round to deal with the Predator when it enters.

Turn 8

The zone event roll brings up another zone emission at the start of the next turn.

The Predator enters, Ali fires a grenade which causes one wound, whilst Nimzo causes another. Spassky lobs a smoke grenade at the Predator which has to take a will check. It rolls a 10. This is an automatic pin and the will failure adds another. It will take 2 actions to remove the pinned counter but the Predator will still be able to attack Spassky once when it emerges from the smoke.

It’s a straight roll off, Spassky has the knife man skill and is armed with a Trench knife. Both adversaries roll a hit. Spassky could use his roll to parry the attack from the Predator but he’s a Bounty Hunter. Both take a wound and the Predator is destroyed.

Ali makes it to the thicket which holds the POI they must search for. Sukova manages to search a second anomaly and  grab an artefact before ducking into cover. Nimzo orders Spassky to seek cover under farm machinery. Nimzo joins him there to apply a med kit.

Turn 9

The zone event for the next turn is another Alfa Predator

This turn, the effect of the zone emission is negated because all crew members are in cover. Nimzo and Spassky go on alert whilst Sukova searches a POI, which reveals a mutant.

The mutant spawns 4 inches away from the POI and is downed by Spassky. Sukova retrieves some ‘hotload’ ammo for the crew.

Meanwhile Ali’s search triggers a Zone Hazard  – cobwebs.

Ali avoids the effect of the Zone Hazard, collecting a sample and retrieves a Lithium battery, Med Kit and heavy weapons reload. He will need this for the grenade launcher next mission.

Nimzo gives Ali an extra action so he can go on alert and get in position to attack the Predator the next turn

Turn 10

The zone event for move 11 is another zone emission.

The Predator enters but the crew are ready. Ali fires a grenade causing one wound and Spassky finishes it off with two shoot actions, the extra damage from his AS Val battle rifle proving crucial. In their move, the crew race towards the final POI that needs to be searched to complete the mission. They duck into cover to avoid the effect of the emission. Ali moves slower as he is slowed down by the heavy weapon.

Turn 11

The zone event for move 12 is the arrival of a Spetsnaz zone patrol

The zone emission has no effect and the crew continue towards the final POI. Spassky searches the POI – Marsh gas, if he fails the will check, he will fire at the nearest crew member! He passes and collects a sample having an action to clear the board. The rest of the crew follow, Ali needs to take a swig of Electric Juice to give him the extra action before the Zone Patrol enters.

The incident packed game had taken just over 90 minutes, a bit longer to make commentary notes and photos. I really enjoyed the game which adds extra detail to the Zona Alfa ruleset. I’ve played this scenario 4 times now, each game was different and challenging. I’d recommend this game to all players- whether you are a regular player or a sceptic who felt the original game wasn’t for them.

Reflections

Zona Alfa and Kontraband are well supported by the author who has answered any queries or clarification promptly. The Facebook page is an excellent and supportive source for the game, no bitchy point scorers on this site which is refreshing compared to other wargaming Facebook pages I subscribe to.

 

The Second Battle of St Albans – 17 February 1461

Stephen takes us through the return match of the Wars of the Roses that was the second battle of St Albans.

The Second St Albans has always struck me as one of those battles that no one’s heart was really in.
It’s more of a surprise battle that happened by accident.
Coming quickly on the heels of the battle of Mortimer’s Cross it had the Yorkists, led by Warwick, looking north expecting an attack.
Meanwhile, the Lancastrians, led by Somerset, were actually approaching from the south. The Yorkists had deployed in depth – most of the army looking north around the area of Normansland Common, with Warwick encamped at the village of Sandridge, and the artillery park (with King Henry) a mile or so south, just north of St Albans.
Scouts had reported to Warwick that Lancastrians had been seen approaching from the south at St Albans. Warwick had none of it. The Lancastrian vanguard marched into St Albans, sweeping aside the York pickets. Warwick still wouldn’t accept it.
On they marched, north, out of St Albans on the road heading for Sandridge. The Yorkist artillery had been dug in, but facing north! Urgent reports went back to Warwick – the Lancastrians are advancing from the south.
This time Warwick listened and sent out his own scouts to see how true it was. Meanwhile, the artillery was over-run and King Henry was given the chance to join the Lancastrian cause – unsurprisingly, he agreed.
It was only now that Warwick started funnelling troops south to face the approaching enemy army. The outcome was inevitable – the Yorkist army was routed.

The order of battle

Like all the other battles in this series it was gamed using Basic Impetus on a 3×2 foot board. The important aspect of this battle is that both sides had to continually feed troops in to the battlefield. The Lancastrians start with most present. The Yorkists have just their artillery, some handgunners, and Henry VI’s camp.
To represent troops entering the battlefield I decided that from Turn 3 onwards whichever side won the initiative could roll a second die – on a 4, 5, or 6 no more troops entered. On a 1, 2, or 3 that many units of their own troops could enter the table from their edge within 1 base-width of the road.
Here’s the initial deployment. North is to the right, south/St Albans is to the left.

Deployment

Initiative went to the Lancastrians for the first couple of turns, which allowed them to move up with speed and also meant that on Turn 3 they brought more troops on. This was as it should be, since the rest of the army was just 500m to the south coming through St Albans town, whereas the York army was a good couple of kilometres further north.
The artillery stayed still, waiting for the Lancastrian archers to come into range. The handgunners moved forward so they could start scoring hits sooner than later. However, neither side was rolling that well and what exchanges there were proved desultory. Nevertheless, the inevitable happened – the handgunners fell under the weight of the archers.

Handgunners light their fuses

More Lancastrian troops arrived and I was starting to wonder if the Yorkists would ever arrive and maybe they’d just march right across the battlefield unopposed.
The artillery opened up but it was more noise than effect. The archers concentrated their fire and that was that.

The artillery lets rip!

At this stage there were no Yorkist forces in the table!
Without much resistance the Lancastrians rolled into King Henry’s camp and they captured the King.

King Henry about to be captured

At this point it had all gone pretty much according to history.
Then the Yorkists stole initiative and they could bring on some troops – just the one unit this time, so I opted for the fully armoured men at arms. There they stood, that one unit looking toward St Albans, all alone, facing the entire Lancastrian army.
The men at arms moved forward, optimistically expecting more troops to arrive and wanting to make room for them.

York Men at Arms come to see what all the fuss is

This wasn’t misplaced optimism, and close on their heels came a couple of units of Yorkist longbowmen.
The Lancastrian army started to get a lick on and advanced quickly to hedge in the newly arrived York troops and make it difficult for them to manoeuvre into position.
The Yorkists knew there was nothing to be gained by staying still and so they pushed the men at arms forward – they had to get stuck in as quickly as possible to halt the Lancastrian advance and to strike a blow. The archers protected the flanks of the advancing men at arms and an arrow exchange between the two sides ensued.
Fortunately, more Yorkist troops now started to arrive – Warwick had clearly come to his senses!

Warwick’s Troops Finally Get On Table (on the right)

Up until now the Lancastrian army had been unscathed, but now they started taking casualties and wouldn’t be having it all their own way. Nevertheless they were also dishing it out. Those Yorkist men at arms became an arrow magnet and arrows fell heavily on them, but eventually they made their way forward and charged the Lancastrian bow line.
For what good it did them, though. Drained by the shower of arrows they were soon finished off by the archers but gave a good account of themselves in return.
Meanwhile, the Yorkist troops had moved forward to get the Lancastrian army in close range – there was nothing to lose and they had to hope that God (the dice) would be on their side and they could blast the Lancastrians.

York Men At Arms Finally Get Stuck In

This tactic wasn’t lost on the Lancastrians though. Recognising that each side had a 50/50 chance of success in a bow exchange they decided to swing the odds in their favour and advanced their men at arms and billmen through their lines and charge into the York archers.

Lancastrian Infantry Charge Through The Archers

And it was a tactic that paid off.
The weight of the fresh Lancastrian melee troops fell upon the Yorkist archers and the combat was brief but decisive – the day would go to Lancaster!

Previous entries in Stephen’s War of the Roses battles: