Air War Germany 1944 – Session 3

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

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

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

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

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

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

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

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

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

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

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

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

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

Marcus (3JD)                     –             On leave

Bob (4JD)                             –           Unable to fly

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

Dave (1JD)                        +6         2 sessions played

Steve (2JD)                      +5         1 session played

Tony (1JD)                       +5        1 session played

Mike (2JD)                       +3           2 sessions played

Chairman John (3JD)  +2.5        2 sessions played

John L (7JD)                      +1           1 session played

Bob (4JD)                          -2             1 session played

Andy (4JD)                        -2.5       1 session played

Chris (7JD)                       -3.5           2 sessions played

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

Wandiwash India 1760

Seán takes us back to the 18th Century with some colonial action

We had a good day in India in 1760, Pete, Alan O, Tony G, Eric and myself so I wanted to say thank you for the game, though I was umpiring rather than playing. I think it worked well and we got speedy involvement from everyone because I had reworked the Principles of War rules to make them simultaneous.. It meant that with a big battle and about 100 units on the table one side wasn’t standing around for half an hour while the other made their move.

The Battle
It was a rare outing for my glamorous Moghul hordes and the rival East India companies of Britain and France.

Wandiwash was a relief battle. The town was invested by the French and their Indian allies and the British under Eyre Coote came to lift the siege. The French, under the Comte de Lally left 300 men to maintain the siege and came out to meet their rivals for power in India.

In the game I suggested that if the British, with their Indian allies, were to get three units to leave the table by the only road on the left flank of the French/Indian enemy and on their own right, it would be a good indication that they had won the battle. Unfortunately for them the British right flank, entirely consisting of unenthusiastic native forces with no disciplined East India Company sepoys or Brit regulars, melted as snow on a spring day before the wily tactics of the wicked Suraj ud Daulauh (of Black Hole of Calcutta fame). Meanwhile a sturdy advance on the left and centre led by those British company forces looked encouraging. There was only one fly in the ointment which was the growing risk of being outflanked by French company forces released from the left centre by the collapse of the British right – or rather the army of their untrustworthy ally Mir Jafar.

The Winners
There was no disastrous defeat but the near certainty that a message would arrive from Wandiwash saying the garrison had had to surrender was expected at any moment as the relief force faltered and failed to break through. So a win on points for the Comte – which went against the verdict of history.

The rules stood up well and simultaneous movement (which is how it used to be when I started wargaming in the 10th Century) sped up a big game very well. Some necessary amendments arose which I’ll incorporate. There was a request for a colonial battle with the same rules (adjusted for period) so I said I would bring another Moslem army into the field with a return of the 10mm Mahdists of the Sudan for another go at the Anglo-Egyptian imperialists in 1898. Who would like to be a desert sheikh or the model of a modern major general of models for that battle?

The Ruins Of Saint Solange

Stephen previews his game for the next meeting

The year is 1355 and you are invited join The Black Prince on his grand chevauchee throughout France.
At the next meeting we’ll be having a game of Lion Rampant set during the Hundreds Year War.

Whether you see yourself as the flower of French chivalry astride your mighty warhorse, or an English yeoman armed with longbow and a quiver of arrows, you’re welcome to join our game.

Laissez aller!

Air War Germany 1944 – Session 2

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

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

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

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

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

ME 109G-6s scramble

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

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

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

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

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

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

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

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

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

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

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

Dave (1JD)                        +6         2 sessions played

Steve (2JD)                       +5         1 session played

Mike (2JD)                       +3           1 session played

Chairman John (3JD)  +2.5        2 sessions played

John L (7JD)                      +1           1 session played

Chris (7JD)                       -1.5           1 session played

Bob (4JD)                          -2             1 session played

Andy (4JD)                        -2.5       1 session played

The Battle Of Antietam

Stephen takes on the Union in this historical refight.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

My thanks to Jeremey and Andy for taking some pictures.

Dearly Beloved

For our sins, Stephen builds a chapel.

At MHWC’s Broadside show in June I was glad (and surprised!) to see that Scotia/Grendel would be there.

What I bought off them was a resin ruined chapel, which would make a great piece of terrain for medieval games.

I cleaned up the pieces, cut some ply for the base, and glued the pieces together on the day after buying it. It then sat on the shelf for a few weeks. But last Sunday I finally got around to slapping some paint on it.

Before painting I thought I’d make a bit more of it. The first thing to do was create a tiled floor. I made the tiles out of thick plasticard. I chamfered the edges roughly and then scratched and gouged the surface to make them look worn and damaged. I then needed some more rubble. I made this from a mixture of sand and dried plaster broken up into bits. Though you can buy some rubble scatter mixes.

Once this was all dry I gave it a spray of dark khaki. This was then washed with my favourite all-purpose brown wash: GW’s Agrax Earhshade. I decided I wanted it to look like it was made from sandstone, so it was drybrushed with a khaki-heavy mix of khaki and grey.

An important thing to realise about medieval churches is that they were very colourful places. It was only with the advent of the Reformation and Protestantism that church wall paintings were considered idolatrous and were chiseled off or painted over. So I scoured the internet for pictures of surviving painted medieval church walls and then printed them off.

These were then glued to the walls. To make them look like they belong there and look a bit damaged and eroded by time and weather I splotched (that’s the best way I can describe it) the edges of the pictures to make it look like they belong on the walls and blend in.

Some staining and damp was added with a very dry brush using dark green and brown.

The model was then based with some mixed ballast and static grass.

The result is a ruined chapel worth fighting over!

From The Halls Of Montezuma

Stephen goes all John Wayne on us.

I’ve toyed with the idea of doing some WW2 games for a while but never really knew what I wanted to do. I had a false start with Flames Of War some time ago but I found the rules so dire that it soon fell by the wayside.

But then a recent issue of Wargames Illustrated had some plastic 28mm US infantry as a freebie. I bought an issue, put them together and then slapped some paint on them. I enjoyed it so much that I decided that 28mm WW2 was the way I was going to go. I also decided that I would focus on small-scale infantry actions rather than huge set-piece battles – Chain Of Command has been played at the club and it seemed like the scale of game I was interested in.

I then bought another copy of WI so I could get some more. Realising this could be an expensive way to go about it I then asked if anyone at the club had an unwanted sprue from the magazine. Phil and Marcus both stepped up (cheers, chaps).

When it came to painting them I made a snap decision.

I was going to paint them in standard European theatre colours and do late war games. Then I thought about the scenery. Woods, roads, hills, etc would be no problem – I have plenty already. It was the houses though, that made me pause. I wanted to do this on the cheap because WW2 would never be a ‘main’ period for me, so it had to pay its way in terms of money and storage space. Piles of European houses, that would not be used for anything else I do, would take a lot of space and money.

So I suddenly thought, ‘Pacific war!’

Trees, trees, and more trees.

I know there’ll be some out there who will object and say the figures aren’t wearing Marine issue equipment. Quite frankly, I couldn’t give a monkey’s. Once painted, especially in that duck-hunter camouflage the Marines wore, I reckoned no one would be able to tell.

So I went for it.

They were given an all-over spray of khaki. Flesh and weapons were given a base-coat of a chocolate brown colour. I then washed all webbing and weapons with GW’s agrax earthshade. I use VMJ medium flesh for…er…flesh. The wooden bits on the guns were picked out with GW’s Bestial Brown (or whatever they now call it). The webbing was given a base-coat made from a mix of khaki and mid green, and a bit of white was added for highlights.

For the uniforms I decided to mix it up a bit to create a rag-tag look. Some would be in green, some in duck-hunter, some in a mix of the two. For the green just choose your favourite olive drab colour. For the camouflage the base colour was a 50/50 mix of khaki and white. And then blobs of chocolate brown and mid-green were randomly dotted all over.

The sprues themselves give a good mix of poses. I managed to get a good variety, even better with a slight bit of chopping up. I’ve given each squad a sergeant (armed with a Thompson), two BARs, and nine M1-armed infantry.

I also scratch-built a flamethrower using bits from the sprue.

The motivation is still there so I’m making head-way in painting these whilst I can. I will need a few more to complete a platoon. And I will also have to get some Japanese. So an order to Warlord will be made later in the year.

By the time it’s all done and ready it will likely be 2020, so for next year some WW2 games will be in the offing.

The Second Battle of Linton

Chairman John puts some flesh on the bones of his Open Day game.

After the Royalist forces of King Charles won a great victory at the 1st Battle of Linton under the command of Lord John, the Parliamentarians are looking to recover lost ground by forcing a 2nd battle on the hallowed Linton ground. Putting their faith in a new commander, Earl Campbell, they boldly advance into battle hoping for a decisive victory.

Intruder Alert!


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

Open Day 2019: The Tower Of Ballicroney

More Open Day updates from Stephen as he wows us with the size of his tower

I’ve been lucky for this year’s Open Day – I more or less had everything I needed for the game.

There’s been just a few jobs that needed doing – some Norse Gael axemen and an Irish round tower.

The game will be set in the early 12th century with the Normans raiding an Irish religious community. A key feature of early Irish monastic sites were the needle like round towers. These were built as safe places during earlier centuries when Viking raiders made their way around the Irish Sea. A few were also built in Scotland, mainly by the Irish settlers.

Entrance to the tower was on the second floor via a ladder. The ground floor was often solid stone to resist being battered down.

I made a few concessions with my model. It is to scale height and the ground diameter is also to scale. The actual towers converge which mine doesn’t. This is because of what I used to make the tower – three empty (Christmas) tubs of cheeselets. So it had to have parallel sides.

I also decided to use more elaborate windows. During the period when the towers were constructed the windows were just plain openings. I went with a Gothic window frame, which is out of period. I did this to make it more interesting to look at, so it can be used for other periods, and maybe fantasy games as well. I also went with a tiled roof rather than a stone roof. This was done to create a different surface texture and colour again, to keep the model interesting.

The windows were spare castings I had from a previous project.

The tubs were glued together using internal tabs. I then chose to hide the external joint using pieces of card to look like bricks – it makes it look like a decorative feature.

Individual bricks were made using heavy duty water-colour paper. This is ideal because it has a textured surface. These were stuck in groups and clumps all over the outside.

The tiles on the roof were made using the same card.

The ladder is made from styrene sprue.

The entire model was given a spray with a dark khaki colour. This was then washed using GW’s Agrax Earthshade. It was then dry-brushed using a mix of khaki and light grey, with a bit of white added for subsequent highlights. To create damp patches and mould I used both a brown and a dark green, paying attention to windows and doors (where people are likely to throw things out of) or around the base, where the damp could be.

All that was left to do was decorate the base with odds and ends.