The Great 2022 Dragon Hunt

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

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

Players were given the following briefing:

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

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

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

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

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

The full scenario rules can be found here.

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

Swamp Army – Kim

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

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

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

Final score 10 treasure and loss of 4 points.

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

Thorin’s Company – Tony F

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

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

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

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

Tony F’s Bilbo investigates a treasure token.

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

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

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

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

And Thorin still didn’t know where Erebor was…

Wulfric the Wanderer – Eric

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

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

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

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

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

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

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

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

The Dwarves of the Grimwold Hills –  Stephen

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

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

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

Stephen’s Kergen and Doombear

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

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

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

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

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

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

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

“Aye”, they cried. A joyous, “AYE!”.

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

The Dragon faces off against Stephen’s Axe Thanes

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

The end of the Dragon

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

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

Here’s the final results:

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

Society Meeting 14/05/2022

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

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

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

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

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

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

Trial basing for 2mm figures.

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

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

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

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

Tribbles and Tribulations – A Stargrave Adventure

At a recent meeting Stephen ran a multiplayer Stargrave scenario:

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

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

Note some references to past TV/Film characters

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

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

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

April 9th, 1940

Alan K reports on his anniversary refight of the ‘battle’ of Hokkerup, Denmark, on April 9th, 1940.

Some time in March I suddenly realised that our first club meeting would be on the 9th of April, the anniversary of the Nazi invasion of Denmark in 1940. Having “invested” in a platoon of 28mm Danes from Great Escape Games I really didn’t want to miss the opportunity and so I put on a game based around a skirmish that took place near Hokkerup on the Jutland peninsula.

The encounter we were commemorating, the ambush of a leading German reconnaissance unit, was captured in a 1946 painting by Anna Maria Mehrn which was, in part, the inspiration for choosing this particular scenario along with a scene (likely inspired by this engagement) from the Danish movie 9. april. We’re not sure about the copyright of the painting so we’re not including it, but here’s a link to it.

The Danish army went on full alert at 13:30 on the 8th of April and were held back ready to take up positions in the event of a German invasion. A thorough reconnaissance had been made regarding defensive positions but the Danish government had given strict instructions that units were not to be deployed near the border nor was digging or other fortification to be undertaken in order to avoid provoking the Germans. Despite this the Germans crossed the border at around twenty past four on the morning of the 9th.

Our intrepid 3rd bicycle platoon of the 2nd Company, 4th Cyclist Battalion supported by the autocannon and light machine gun sections of the 2nd platoon Afværgekompagniet (Anti-tank Company) , 2nd Battalion, Fodfolkspionerkommandoet set off from their barracks at just after four thirty and took up positions just after 5am. They hastily erected a roadblock before sighting the armoured cars leading the German column at half past five.

Lieutenant H.J. Højerslev had overall command with Second Lieutenant A. Olsen commanding the anti-tank sections. The team manning the 20mm auto cannon was led by F Jensen, accompanied by Gunner Nørholt and Loader Eliasen as immortalised in the painting.

The opposition is less well documented so I had them facing two SdKfz 222 armoured cars, a motorcycle section and two more sections mounted in SdKfz 251 half-tracks supported by a Panzer II.

I used the Nuts! second edition rules from Two Hour Wargames for the game.

The encounter saw the Danish auto cannon taking out both of the armoured cars and the advancing German infantry taking heavy fire. In the end the Danes were forced to withdraw but they had delayed the Germans significantly.

In the end the game lasted almost as long as the entire Danish resistance as, despite the valiant defence put up by the Danish armed forces against overwhelming odds, the Government surrendered at just after half past eight in the morning.

Are These The Droids You’re Looking For?

Over the last 12 months or so Phil and I have been assembling a variety of figures and vehicles – mostly repurposed toys – aimed at playing Star Wars games in 15mm (many of them have turned up in WIP Wednesday posts).

The Christmas meeting seemed like the ideal time to give them their debut, so I put together a simple scenario. I’d been unsure about what rules to use – I had a copy of the classic West End Games Star Wars miniatures rules as one option and another idea was to modify Games Workshop’s Middle Earth rules since they deal with heroes very effectively (using the magic rules to represent The Force). But I had an idea when I lined up some figures during painting – all of the figures were in squads of ten, which happens to be the same size as a crew in Stargrave. We’ve played a number of games since those were released, including during lockdowns when the club was unable to meet, so everyone was familiar with them which made them the ideal choice.

Figures
All of the figures in this game were from Highlander Studios in the US. For the five players we had two squads of Rebel troopers, two of Imperial stormtroopers and one of Jawas. There were also a few figures from the hero packs, including the droids and a couple of smugglers. The Jawas’ Ronto beast was a Galoob action fleet toy.

Buildings and Scenery
All of the buildings were put together by Phil from the Brigade Models 15mm Desert and Advanced Buildings ranges. The various walls and clutter around the buildings were also by Brigade. Some of the scatter terrain came from Debris of War. The desert mat came from Tiny Wargames.

Vehicles
The vehicles are sourced from a variety of toys and model kits. The Imperial stormtroopers flew in on a Galoob shuttle while the Rebels used a Revell U-Wing. The droids’ escape pod was also from Galoob, along with the skiff. The Falcon was another toy, it’s actually the wrong version (it’s from Solo and has the square radar) but I wasn’t too fussed about that, after all it looks like what it’s supposed to be, besides being much cheaper than any alternative I could find ! Luke’s landspeeder was a diecast model sourced from eBay, unfortunately I can’t remember the brand name. All of them came pre-painted, so were just given a wash of thinned black-brown acrylic mixed with Johnson’s floor polish, followed by a coat of Army Painter spray varnish – it’s amazing how this simple technique turns a toy into a scale model.

Scenario

Click for a larger version

The game is set at the start of the original Star Wars:A New Hope movie. R2-D2 and C-3PO have been ejected in an escape pod over Tatooine to keep them out of Imperial clutches, but here the story changes slightly. The Tantive IV has somehow evaded capture and has now despatched a shuttle full of Rebel troopers in a desperate bid to recover them. The Imperial Star Destroyer also spotted the pod, and sent down their own landing party to investigate. Both craft came down a short distance apart on the outskirts of Mos Eisley.

The game was intended for five players – two Rebels, two Imperials and myself playing the Jawas while also acting as a vaguely impartial umpire.

The players needed to search the buildings to find the droids – but there were other things in the buildings besides Artoo and Threepio. Each building had a random set of inhabitants, including Rebel sympathisers, Imperial loyalists and a pair of smugglers – plus the droids of course. Although I randomly rolled each time one of the buildings was searched, things were ‘fixed’ so that the droids would be in the last building to be searched.

The Rebels came out of the traps much more quickly than the stormtroopers – their lightly armoured figures moved slightly faster – and began searching the first buildings straightaway. They uncovered a pair of Imperial loyalists in the first building but made short work of them. However, nearby firing upset the Ronto which stampeded, and one Rebel squad ended up in a firefight with some Jawas (which inevitably ended badly for the locals).

The Imperials slow-but-steady approach saw them unearthing some Rebel sympathisers, whose appearance was brief as they disappeared under a hail of fire. The two forces were by now engaging each other, and the slightly better armour and longer-ranged weapons of the Stormtroopers began to be significant. They unearthed a pair of Sabacc-playing smugglers – Han and Chewie made a dash for the Falcon (obviously wishing to avoid any ‘Imperial entanglements’) but Han was immediately gunned down as they tried to cross the square. Chewie’s bowcaster dealt out some measure of revenge, but eventually the Wookie went down too.

By now the Rebels were searching the last building, and found the two droids. All they had to do was return them to their U-Wing and get off planet. However, they had taken more losses than the Imperials in getting to this point and numbers began to tell. One by one the Rebels were picked off by the steadily advancing line of Stormtroopers, until there was one Rebel trooper left. He got the droids virtually to the U-Wing’s ramp but fell at the final hurdle, allowing the Empire to snatch victory at the last.

Wars of the Roses – 1st Battle of St Albans – Battle Report

This is the first battle report in what will be a long standing campaign to re-fight the Wars of the Roses. Details can be found on the campaign page. Stephen takes us through the first battle.

First Battle of St Albans
Well, our first Wars of the Roses battle in a campaign to re-fight all of the major battles – First St Albans.
Jeremey’s plan is that we set up the historical battlefield, but after that it’s up to each commander. So not a true re-fight so much as just sharing the same battlefield, so keep that in mind. There’s positives and negatives to that approach, like there is to any other way of re-fighting a battle, but that is the approach we agreed on so that’s what we are going with.

I had the Duke of Somerset in charge of my army. Since it was going to essentially be an attack and defend scenario (with me defending St Albans) I decided to use my army points prudently and spent a bit on militia archers (as well as retinue troops) to make the points go further. I decided I would keep them static, behind stakes for a bit of extra protection, and use retinue troops for any aggressive tactics. I also gave myself a Scottish contingent (yes, we know there were none present at the actual battle – read above for our take on this) of a pike block (protecting the central road into the town) and some light cavalry lancers who I put on the left flank to annoy Jeremey. Experience of using both troop types in previous games meant I wasn’t expecting much out of them. I had the men at arms in the middle, with Somerset, and on the right and left flanks, on the edges of the town, were the billmen and archers. I had quite a long frontage to my battleline thanks to bringing some cheaper troop types (the local militia archers) to bulk the army out.

In contrast, Jeremey had a smaller army that he deployed in two lines, meaning that he would struggle against my flanks. He also had lots of commanders! He obviously had low expectations of his army to follow orders. It looked like he had the whole of Burke’s Peerage on the table.

For so many commanders he made a slow and ponderous approach. The front line seemed to consist mainly of his archers. Out on my left flank I sent the Scots lancers charging forward. I still wasn’t sure what I was going to do with them. My initial tactic was just to put them somewhere it would annoy Jeremey and he would have to turn troops to face them just in case.

But it turned out I had them in quite an advantageous position, looking straight on to the flank of some of his archers. I rolled a couple of 6s so made the choice to send them in.
This set the ball rolling. First blood went to Somerset’s army – the Scots routed a unit of archers! At that point I decided they’d already paid for themselves. Mind you, not too far away were a unit of his armoured men at arms and it was obvious what was going to happen. In they went and off the table went some lancers.

Like I say, this set the tone. Because what happened is that Jeremey was having trouble keeping his two battle lines going. In the middle he moved his crossbows forward, looking straight at the pike block. I knew what would happen if I stayed there – a steady rain of missile fire and the pikes gone for nothing. So I decided to push them forward as fast as I could, plonking a 6 activation dice on them whenever I could to give them an extra move unit to get in quickly.

I advanced the retinue archers on my extreme left and right flanks to over lap his army, create some oblique fire lanes to keep him in arc as he approached, and see what casualties I could cause before he got to the town.

Jeremey’s lines got more and more separated. Due to both the Scots lancers, the Scots pike block, and the flanking archers, he was taking casualties and his line was breaking up. He was having to use his best activation dice to keep his line in order, turning this way and that to see off a threat as it came. And all this meant his men at arms and billmen at the back just got left behind.

At this point the only troops I had committed to melee were the lancers and pikes, which I ultimately lost, but it also meant I had not sustained any other casualties. By the end of it I had more or less routed all his archers (I think he had one or two units left, but that was about it), one of his commanders was dead (might have been two?), and many other of his units had taken hits. Apart from the pikes and lancers my army was still intact. The two armies had taken similar number of routed units but Jeremey had many more that had taken casualties and were looking weak.

There then followed a lull in the battle. I moved my flanks a bit further forward, sent some billmen to the right flank to give it a bit of backbone against some advancing men at arms, and moved my men at arms units into the centre where the pikes had been.

Meanwhile, Jeremey was ‘re-dressing’ his ranks (moving them to the rear is what he was doing!), sorting out his lines, and getting that rear rank forward.
The final stage of the battle then got underway.

Jeremey, with army now sorted out, continued his advance on St Albans. There was a push on my right flank as his billmen and men at arms came into conflict with my archers. It went his way. Out on the left things were a bit more static – it seems he still hadn’t fully recovered from the lancers. I moved my archers on the left into arrow range and let rip. He then double timed his infantry to close them into combat as soon as he could. There then followed a surprising victory for my archers.

They were charged by his plate-armoured men at arms, they drew their hatchets and blades and prepared for the inevitable. However, against the odds (and thanks to some demon dice rolling) the archers prevailed and routed the men at arms (who had been weakened due to bow fire).

In the middle Somerset ordered his men at arms forward, down the road, to meet the enemy in combat. That was very much the endgame. My men at arms, fresh and ready for battle, charged into what remained of Jeremey’s archers and billmen, taking them out of the game.

With that, it was the end – Jeremey’s army had reached its rout morale level and it was game over. A victory for Somerset!

Yorkist Loses
6 Units of Longbows (18 points)
1 Unit of Crossbows (3 points)
1 Unit of Welsh Spearmen (3 points)
2 Units of Billmen (8 points)
Total loses 32 points (Army break point 30)

Lancastrian Loses
6 Units of Longbows (18 points)
2 Units of Northern Boarder House (6 points)
1 Unit of Scottish Pikemen (6 points)
Total loses 30 points (Army break point 37)

Lancastrian Victory

Moon 22 – A Full Thrust Battle Report

Everyone loves a bit of space opera and so several members jumped at the chance of a game of Full Thrust. Jeremey takes us through the battle of Moon 22.

Rather than have a straight up fight I thought I’d create a scenario to add a bit of flavour. We had two players per side Marcus joined me against Tony and Stephen. As we didn’t have an umpire I created four different scenarios centered around two damaged freighters and the collapsed Moon 22, each scenario had a different objective and each team would draw one at random. The remaining two were not revealed so that neither team could guess what mission the enemy had.

Tony’s fleet were all from Brigade Models, while my fleet was one I’d scratchbuilt. This was in fact their first action. Tony and Stephen’s mission was to get alongside the damaged freighters and then escape with the cargo. The mission facing myself and Marcus was to destroy as many of the enemy fleet as possible while trying not to lose any ships.

At the start of the battle each player ended up splitting up effectively creating four battle groups. Both groups made straight for eachother apart from Tony who kept some ships back and headed for the freighters.

Having exchanged a bit of fire Marcus and Stephen’s ships got very close. We were using the slightly harder vector rules from the Full Thrust Fleet Book 1 which led to a miscalculation for Marcus’ ships where they stopped short and turned their backs to the enemy. In the meantime Stephen also turned some ships round in anticipation the enemy would fly past.

On the other side of the battle I engaged Tony’s ships in a fierce fire fight. I got lucky with the re-rolls on one attack causing significant damage.

Meanwhile Marcus and Stephen were still engaging eachother. Marcus was concentrating on the smaller ships in order to score more points towards the objective but at the expense of leaving Stephen’s bigger ships including their bigger guns.

It became obvious what mission Tony and Stephen had when Tony managed to get some ships close to the freighters. Seeing this I quickly moved some ships in order to get Tony’s  ships in line of sight.

I manged to destroy one of the ships but the others began to escape. Marcus had taken quite a beating from Stephens ships and decided to jump out rather than allow his ships to be destroyed.

With Marcus’ fleet leaving I made a run to catch up to Tony’s escaping ships. However I still had two big ships bearing down on me and so left a ship to cover my fleet.

Little did I know how severe the damge to Tony’s ships was, fire from my rear guard ship took out Tony’s flagship.

Tony’s ships were accelerating fast leaving only one chance to stop them. Unfortunately the dice were not with me and I manage to destroy only one of the fleeing ships.

With Tony having got only one of the two ships away and the loses suffered by mine and Marcus’ fleets the game ended in a draw.

It was good to get a game of Full Thrust in and for a chance to use my scratch built fleet. Also the moon used in the battle was an old sponge ball I found and the space mat was actually a table cloth.

“Upping The Ante” – A Hammers Slammers Battle Report

Peter dives into the si-fi universe of David Drake.

“…And so, Major Kovacs, PRA Intelligence has confirmed that the rebel fanatics have used their mineral wealth to hire what looks like the whole Ariete Division (some 15,000 men) to back their ludicrous independence claims and rescue their faltering defence. It seems likely that they will try to strike at some of the outlying abandoned mine-workings before heading to the coastal plains, in part to get some more income but also to give our troops a ‘bloody nose’ in the hope that it’ll make the govt sue for peace. It is your mission, therefore, to buy some time whilst we organise a major push – and to show those ‘Arietes’ that Paley is not such an easy proposition!”

Saturday 12th March saw another game set in the SF universe of ‘Hammers Slammers’. The scenario this time was taken from the ‘Paley Campaign’, with rebel forces aided later on by the Mercenary ‘Ariete’ Division to try and turn the civil war in their favour.

The game represented a reinforced probe as ‘Ariete’ began their drive in a pincer aimed at the mining settlement of Smiricky VII, defended by elements of the PRA 7th Armoured Regt. Only short-range recce was available, as the PRA had not inconsiderable AA assets… The forces used were as follows:

Ariete Division, ‘Trieste’ Armoured Regt

2x ‘veteran’ armoured detachments, each of 10x TUs (Tactical Units)

  • Tank platoon = 2x ‘Cougar’ heavy MBTs, +1x ‘King Cougar’ super-heavy MBT
  • Mech infantry platoon = 3x ‘Lynx’ heavy APCs (one with large-calibre ‘close-support’ HE cannon), carrying 1x TU of heavy infantry
  • 1x medium ‘Puma’ tank (with upgraded main weapon and light ATGM)

Commanders

  • Captain Christopher Sime
  • Lt ‘Juan Cornetto’ Treadaway

PRA 7th Cavalry Regiment – ‘The Iron Fist in the Iron Glove’

2x ‘trained’ detachments, each of 15x TUs

  • Tank platoon = 4x F6 ‘Hellcat’ medium MBTs
  • Mechanised infantry platoon = 4x light F20 ‘Tigercat’ APCs, each with 1x TU of assault infantry
  • Support platoon with 2x F4 ‘Wildcat’ (AAA version), and 1x new F35 ‘Sabrecat’ mounting a large ex-naval cone-bore weapon as enhanced anti-tank
  • All vehicles, whilst lighter than their opponents, had decent frontal armour and plenty of anti-tank light ATGMs….

1‘Company HQ’ F100 ‘Top-cat’ which allowed for the redistribution of ‘action points’ between the two sub-commands (the other ‘guard’ vehicles and bridgelayer were just for show – this time).

Neither side had any off-table artillery assets (the PRA has an abundance of multiple-launch semi-guided rocket artillery, like WW2 ‘Katyushas’ or MLRS)

The ‘company HQ’, whilst certainly handy, was also an excuse to put some more nice models out. All of the vehicles were (sort-of) scratch built from other ranges – more of which anon. Meanwhile, what happened….?

Unfortunately, the main PRA player (your erstwhile webmaster, as it happens…) had caught COVID just before the game, and so yours truly had to sub. As the task was a fairly static one, however, with a purely reactive defence, it was not too bad. So, after initial briefings and extremely useful reminders of the key rules by JT, the PRA were deployed in hasty defensive positions across a wide general arc covering the four main roads in to the site. The undoubted qualitative advantage of the Mercenary Arietes – command/control as well as equipment – was offset to an extent by the close terrain and the PRA being in defence.

Captain Sime got off to a good start with his tank platoon crashing through the woods astride the NE track, whilst the armoured infantry skirted to come in from the north. Certainly his three tanks had a good view of the defenders – it’s just that it also worked the other way, as he found to his cost when one of the new self-propelled AT guns sent a (very lucky) round crashing through the side of the lead giant ‘King Cougar’, which promptly exploded!

Whilst this unfortunate set-back had more effect on the player’s morale than overall result, it did lead to a more cautious probing and longer-range ‘softening-up’ of defending infantry bunkers, other PRA vehicles etc (especially the SP/AT!), which in the end was more to the Ariete’s advantage. The PRA main weapons only had a decent chance if they could get some side-armour shots, and so were hoping to ‘mix-it’ when the enemy got closer.

As the Ariete gradually eroded the PRA armour, a late probe by the Heavy APCs almost came to grief when they were caught in a close-range cross-fire from one of the multi-barrelled SP/AAA and hidden PRA tank-hunter infantry in the mine buildings. Sadly by this time the PRA was running short of command points due to earlier losses, so could not afford the luxury of using said CP to enhance shooting, aiming etc, and the ambush came to naught. Well, other than generating lots of – fortunately small calibre – return fire from Chris into the buildings, until ‘Ariete HQ’ tactfully reminded him that they were supposed to not blow the bloody doors off the valuable mine workings……

On the NE flank, again the Ariete got off to a less than sparkling start when Lt Treadaway used a fistful of his command points in an attempt to execute a massed ‘Follow me!’ option, which would have seen half his force roll together as one in an unstoppable steel tide….. However, seems the tide was out that day as John failed the key roll and no-one else followed his lead! Not only that, but a probe down the road by a scout vehicle with an APC as backup came to grief when, having blown up some armoured trucks near the mine workings, they were ‘set-upon’ by another crossfire from the PRA tanks and SPs, from which only the infantry inside the APC survived.

As with the other flank, however, gradually the Ariete worked their way forward through the wooded terrain, taking out first the truly terrifying F35 SP/AT, then each of the PRA heavy armour in turn. There were some close shaves during return fire, and the sky was full of – fortunately – light ATGMs, for a while. In the end, the Ariete was simply too powerful and commanders good for the PRA engaged, and as they loss level tipped over the key 50% level, the PRA decided that their delaying mission had been achieved. It must also be said that the Ariete had gained a new respect as well as insight into the mettle of their PRA opponents, and much thought would need to go in to the next encounters.

Part 2 of this article will outline more about the terrain and especially vehicle models, together with all the scratch-building mania which went into this project. Until then, it’s a case of a geeky ‘spot the bits’ competition. Oh, and very big plus points for anyone who IDs the dark brown roads…

My thanks to my fellow MWS members for hosting the game, and both Chris and John for playing.

LINKS:
Hammers Slammers official website: http://www.hammers-slammers.com/

Blood Red Skies, game report and review

Club member Marcus reports on Warlord Games Blood Red Skies…

I recently acquired Blood Red Skies (BRS), largely because my youngest son was given a box of Spitfire’s by a generous hearted warlord employee at the Broadside show last December. He was very excited (thanks Warlord!) and proceeded to watch videos on You Tube. This created a conundrum for me, however. I had seen BRS and been tempted, especially when Warlord offered the club a store-wide discount last year. I do like my aerial gaming. In fact, I have plenty of modern (well, post war) aircraft and some WW2. However, and here is the issue, they are all 1:600. A further problem was that Warlord had switched from the “Battle of Britain” box set to “Midway”. Now personally I prefer the Pacific theatre with all that combined naval and air action, but children like what they like. Anyway, I ended up with a Midway basic box set, Me109’s and Me110’s and duly began painting them up (because who else is going to eh?!) One I had finished two aircraft for each side we gave it a go and soon got the hang of it. I say that; I lost!

At the heart of BRS is a simple mechanic; a flight stand that can hold three positions. Pointing up, the aircraft is climbing and “advantaged”. Level flight is “neutral”. Diving is “disadvantaged”. Aircraft move in advantage order; from advantage to disadvantaged and in pilot quality within each of those states from 5 (Ace) to 1. A simple mechanic, which we certainly got all wrong the second time around. There is also some novelty in the shooting/victory mechanic. You shoot with your dice depending on pilot quality and aircraft weapon rating. The defender can try and block hits with a combination of pilot and agility (occasionally speed for deflection shots). Boom chits result from unblocked hits, but don’t necessarily equate to a destroyed aircraft. An aircraft might be downed but the chits are more like damage tokens. However, collect more damage tokens than aircraft on the table and you lose.  There are also a limited number of cards in each player’s hand which can be played on aircraft with the correct traits or as theatre and doctrine cards to affect the game. We also forgot about the tailing rules, which immediately disadvantage an aircraft tailed, for the first part of the game (I’m really bad at this aren’t I?)

This time we played with four aircraft each: 4 Spitfires for me and 4 Me109’s for the Oberleutnant.

We are playing on a mat showing Valetta harbour from Tiny Wargames.

Naturally, since we forgot a good portion of the simple ruleset, we seemed to spend a fair bit of time charging about not getting any shots in at all.

Early turn, how do you fly these things?
More formation flying, and an RAF near miss!

Lot of manoeuvring each turn to very little effect and a couple of shots that had no effect in turns 6 and 7.

Turn 6
Turn 7

Then we started to see some action…

A bit of a daisy chain. “What about that tailing rule?”
On the tail of a Spitfire
First blood at last – that’s more like it
Tit for Rata tat tat!
In for another shot
Getting the hang of this now

…revenge on the Oberleutnant for that loss in the first game.What do I think of BRS so far then? Clearly I know nothing, as evidenced by my account, but the jury is out for me. The Oberleutnant seems to like it in a way he wasn’t when asked if he wanted to play with my other aircraft, but was over games such as “Galactic Heroes” and “What a Tanker!” There has been some interest at the club in playing some Pacific games although I would need a couple more boxes of aircraft to get into the “sweet spot”; many of the designed scenarios to average out at around 18 aircraft. That isn’t cheap. The best price I could find on some Pacific boxes of 6 aircraft is around £22.40. I can buy 6 fighter aircraft for £3 from Tumbling Dice in 1:600 (in fact, I have some painted). Also, at 1:200, sometimes, a bit like “X Wing” the models get a bit crowded and things have to be fudged a bit more often. The latter game makes a good comparison; some expensive models, a bit crowded when you get lots of stuff on the table. BRS is quite expensive and you do get more (just not pre-painted) models, not as complicated generally and you can get quite a few models on the table in a decent time-frame. I think that somewhere in between is what I really want. I’d really like to see a Tumbling Dice/Wings at war carrier variant sometime.

But, if the Oberleutnant likes it, can it be a bad thing? And if it gets an outing at the club, that’s got to be good too right?  We will just have to see how it progresses with BRS…

Society Meeting 12 March 2022

A quick round up of last weekend’s games…

First up we have a 6mm Field of Glory game, Later Hungarians vs Ottoman Turks.

The FOG Trophy, what they are all fighting for.
Battle lines are drawn
Cavalry closeup

Alan ran a 28mm Vietnam game using FNG rules. It wasn’t a good day for the Americans! (Ed:  I only managed to take one useable phot0, however Alan sent us some of his to add to the post.)

US Patrol advances
A quiet(ish) village
View from the the side of the village
US scout across a stream

Peter ran a 15mm(ish) Hammer’s Slammers game, using a collection of 1:87 Roco Minitanks, mixing and matching turrets and chassis from WW2 and modern vehicles.

Peter’s winter wonderland
Two out of three down
Armour advances
Brew up!

Finally we have a four player Dragon Rampant game, Skeletons and Goblins against Dwarves and The Forces of Nature (Tree and Rock men), including Jeremey’s massive Tree Giant.

Andy’s Dwarf Scouts start the advance, the rest of the force stay put!
Stephen’s undead Giant would dwarf almost anything, except Jeremey’s bark leviathan.
Tony’s Warg riders start to outflank Andy’s Dwarves
Stephen’s skeleton archers take the high ground as his cavalry charge Jeremey’s rockmen
Dwarves finally advance
Stephen’s skeleton cavalry losing to Jeremey’s rockmen