Allies of Gondor

Tony F paints some alternative Lord of the Rings figures.

When I first read The Lord of the Rings, many, many years ago, one of my favourite parts was the defence of Minas Tirith and the Battle of Pelennor Fields. The cavalry actions particularly grabbed my attention, including the charge of the Rohirrim, and the sortie led by Prince Imrahil of Dol Amroth (who sadly didn’t make it past Peter Jackson’s editing pencil in the films) to rescue Faramir and the defenders of Osgiliath. I painted up a box of Swan Knights of Dol Amroth for an Open Day game a couple of years ago, and I’ve always wanted to expand them into a full army.

Apart from Prince Imrahil and the Swan Knights, there are few other official figures available from Games Workshop for the fiefdom of Dol Amroth. There is a set of four Men at Arms with pikes, and some older metal foot knights, which don’t really match the new plastic mounted cavalry (which are much better than the old metal ones). Forgeworld also has a new set of very nice resin foot knights which are moderately pricey but are a better match for the new plastic knights.

A while back I came across pictures of another Dol Amroth army with lots of conventional looking warriors on foot. These turned out to be conversions from Gondor figures with new heads – after a brief bit of digging I found that the heads came from eBob Miniatures. So I bought 20 heads (at a very reasonable £1 for 4) and then set about getting some plastic men of Gondor from eBay. I won an auction for 17 already assembled figures – which then of course languished in a box in the hobby shed for over a year (I believe wargamers are like wine collectors – our purchases need to be laid down in a cool, dark place before they can be fully enjoyed).

Then lockdown happened. Unlike some people I was neither laid off nor furloughed (in fact I was one of those for whom lockdown was a very busy period), but there are still weekends, and since we couldn’t go out, the Dol Amroth idea was dusted off again. I started with the head swaps on the plastic figures. The existing heads were removed with a pair of side cutters and cleaned up with scalpel and files, before drilling a small hole with a pin vice for the peg at the bottom of each replacement head. The heads were superglued on, and then came some tedious filling with green stuff. I also had to resculpt hair on the back of some of the figures which had been damaged by the removal of the original heads. I also cut, scraped, filed and sanded off the sculpted-on White Tree motif on all of the shields, as I wanted to replace that with Dol Amroth symbols. I also created a standard bearer using a spare lance from the Knights box – I swapped the hand with a swordsman.

With the conversion work done, painting could begin. I mostly use Citadel paints of all types including shades, dry and the new contrast paints. I started with an undercoat of Halfords grey car primer, followed by spraying them with silver paint bought from the poundshop. I then gave them a black Nuln Oil wash followed by a drybrush of Necron Compound. This is a really quick and easy way to paint silver armoured figures en masse. I painted their tunics blue using a contrast paint (not sure which one, sorry) with a single highlight layer and their trousers with Black Templar (also a contrast colour). After this it was just details – faces, armour straps and belts, and some gold detailing on the helmets.

The shields were painted blue and them I applied some home-made decals; I’d found some suitable designs online which I resized and recoloured in Photoshop, and printed on white decal paper on a laser printer. I touched up the edges of the decals with paint to blend them in as much as possible.

Everything was then given a coat of Army Painter spray varnish, and the bases were finished off with a combination of flock and grass Tufts.

So my Dol Amroth force now had six mounted Knights and 17 warriors on foot. To this I added three Knights on foot and four pike-armed men at arms, all led by Prince Imrahil himself. the other figures were all painted in the same way as the other warriors, starting with their sprayed silver armour. As befits his status, I did spend a bit more time on their leader.

Overall it makes a solid 600-point force, and all from figures that had been in the unpainted pile for a while.

Virtual Pulp Alley

Marcus reports (virtually) over a recent (virtual) game.

I have probably played Pulp Alley more than any other game in the last couple of years. Narrative, fun, good for solo games or multiple players, it is a skirmish game with a figure count per player typically ranging between around 4 and 12. A scenario can be completed in around two to three hours depending significantly on the number of players involved.

Did I say skirmish? Well, more or less. There is plenty of scope for pulp action fisticuffs and spraying bullets around. What is less typical of skirmish type games is the influence of fortune cards, which players can use to challenge their opponents with perils, or indeed, perils will also occur as players try to resolve a series of plot points on the table. A game can sometimes focus a little less on combat and more on the plot. Scenarios are can veer very much toward mystery or crime investigation and even social situations. Imagine James Bond trying to provoke a villain, gather clues and be generally charming in a Casino and you will have the idea, only you have a group of characters working together to accomplish this. The characters have various skills set at a combination of levels. The required characteristics and skills are: Health, Brawl, Shoot, Dodge, Might, Finesse and Cunning. Depending on the quality of the character these skills will have dice numbering from one to four and dice types ranging between D4 and D12. A roll of 4 or more is a success, but sometimes multiple successes are required, including difficult tasks.

The initiative changes over the course of the game. The last person to win a plot point or a combat steals the initiative from the previous holder. This keeps the game constantly interactive.

What can you play with Pulp Alley and what miniatures do you use? Well, almost anything you can imagine! The rules are remarkably adaptable. If it forms part of the pulp genre; 30’s archaeologists versus Nazi’s, fantasy, science fiction, westerns or lost worlds, anything in between and more. The list just goes on…Figures are widely available and in particular I like Copplestone Castings and Pulp Miniatures, Hydra Miniatures and Sally 4th, the UK home of Pulp Alley.

Fellow club member Alan set up this game over Zoom. While a degree of social interaction is lost over Zoom, it certainly played smoothly. I would have no hesitation in recommending Zoom as a tool for playing games like this. Perhaps the more limited social interaction actually sped up the game.
Alan set up two scenarios set in the late 30’s in the arctic. He deployed a team of Nazi’s (“I hate these guy’s…”) under Dr. Stalhelm, a dastardly figure in uniform and a fully enclosed face mask. I fielded a team of “stiff upper lip” Brits from the Long Range Arctic Survey Group (LRASG). This group had the perk of specialists 3 of the leaders skills were reduced by a die level to improve the other members of the party in one skill by one dice type. I had a couple of unusually tough academics, the Leader, Professor MacInnes accompanied by Dr. Kennedy with two military types and a couple of Inuit guides.

The Crash Site
Some unusual rumours of strange lights in the sky have been emanating from sources in the arctic circle. The LRASG have been dispatched to investigate. Aided by two local guides, Kallik and Allatok, the team approach a site of possible significance…

The table is difficult going, meaning that characters cannot move more than six inches without taking a challenge. There are four separate groups of wreckage distributed around the centre of the table. Due to some seismic activity, the wreckage is perilous and requires an automatic challenge. During the first couple of turns, the figures approach the wreckage from opposite directions in the swirling snow which limits visibility. MacInnes reaches one wreckage site but Alan plays a challenge card and MacInnes cannot manage the 3 Cunning or Finesse required and tumbles into a crevasse. However, he passed the resulting health check, so no damage done. Meanwhile the first Nazi minions reach some wreckage, but can’t seem to explore without experiencing serious hazards which prevent the search.

On turn three, MacInnes successfully negotiates the wreckage and locates a plot point a short distance away. The Inuit’s move toward the Nazi’s while the rest of the LRASG spread out between the two closest wreckage sites. The Nazi’s continue a very unsuccessful search and Stalhelm has to jump away from a peril. The Inuit’s move in on them. One of the Nazi’s, Weber exchanges fire with Allatok.

MacInnes keeps working on the plot point on turn four. He successfully negotiates the treacherous ground and shifting visibility. With one success in recovering some clue from the snows. He is loosening it from the ice… At another site, Dr. Kennedy gets a bit disorientated in the swirling snow. Nearby while the Nazi’s continue with a frustrating search, Allatok and Webber exchange fire again and both are hit. They fail health checks and are out of the scenario injured. Another Nazi, Schneider, opens fire on one of the LRASG’s military types, Lt. Baylis.

Turn 5 and MacInnes keeps working to free the clue from the ice. Suddenly, he takes a hit from Nazi gunfire and is stunned. Baylis fires back to no effect. Meanwhile Dr. Kennedy finds his way back to the wreckage, makes a search and finds a perilous area: the ice shifts under the wreckage which is in danger of falling through into a lake below. However, Lt. Booth, (the Brits other military type) successfully locates a plot point himself. Muller shoots Kallik who fires back, but he goes down too. Baylis shoots Schneider, but he dodges.

On turn 6 MacInnes gets the final successes and frees the clue from the ice. A cache of “Top Secret” documents! Schmidt now attempts a plot point and successfully discovers an injured crewman. With that first success, Alan becomes Director (initiative), deciding the turn order. Booth and Fischer exchange fire. Baylis brings down Schneider who is out of the game, after failing a recovery roll, while MacInnes and Stahlhelm exchange fire. Elsewhere, Kennedy successfully deals with the plot point and discovers: an experimental bomb sight. Booth closes with Muller and gets into a punch up, but Booth gets knocked out cold (quite literally).

At this point the two sides disengage as the wreckage shifts and slips below the icy surface of a frozen lake. A success for the Brits who recover two plot points to the Nazi’s one. They collect two Gear points as a result: Some smoke grenades which Dr. Kennedy carries and Gadget X, carried by Mac Innes, which automatically allows passing one plot point instead of rolling.

A Secret Nazi Base…Where Else?

Scenario 2 saw the LRASG tasked with recovering the aircraft’s inventor and destroying the Nazi base. Approaching from some woods the Brits use the trees to mask their approach and their smoke grenades in turn two to reach the gate, despatching the sentry. The base remains oblivious. However, it all kicks off in turn three when MacInnes is forced to shoot a guard dog which attacks them and Baylis shoots his sentry/handler. They move toward a group of huts while Booth and Dr. Kennedy move along the fence to discover a plot point. The alerted Nazi’s get out of a truck and move toward the huts in turn 4.

Kennedy and Booth successfully locate a plot point and pass it: a wire cut hole in the perimeter fence. Someone else has already broken in! both teams converge on a stack of supply crates. Fischer and Muller push toward a plane on the airfield while Schmidt and Booth exchange fire in the location of the huts and crates. Both shrug off hits.

MacInnes discovers explosives already on the crates and lighting the fuse, sprints away. A new plot point appears in a hut near the gate. Stalhelm. Fischer attempts to deal with a bomb on the fuel drums near the plane, but fails.

Fischer suffers a peril on turn 7, possibly electrocuted as he tries, inexpertly, to deal with the booby-trapped explosives on the plane. Fischer goes down! Meanwhile MacInnes and the Nazi scum exchange furious fire, but the Nazi’s pass 3 hits! Muller is trying to disarm another bomb in the corner of the far corner of the airfield, at a fuel dump. About to attempt it he suffers misfortune as Marcus plays a fortune card and Muller falls, failing his health check.

Fischer recovers in turn 8 to disarm the bomb on the plane, but unfortunately for the Nazi’s Muller again fails a peril and a health check. Fischer however gets up and removes the explosives from the plane. MacInnes blazes away at Schmidt, who goes down and joins Bush and Kennedy in cover close to the gate. Kennedy moves to the plot point near the gate and passes it; the inventor! Dr. Stalhelm lurks in the proximity…but Booth engages him in fisticuffs.

In the final turn, Booth manages to land a blow on Dr. Stalhelm and rushes to the gate. Both MacInnes and Dr. Kennedy both open-up on Dr. Stalhelm and also escape. While the Nazi’s try to deal with the explosives, they detonate, destroying most of the Nazi’s secret lair.

So, as the credits roll the Brits return from a successful mission, with the Nazi’s vanquished again; which is how it should be. Inevitably since Alan rolled some appalling dice and Lt. Booth passed more recovery checks than he had any right to. An enjoyable mini campaign all organized by Alan with some great scenery and miniatures, all played very entertainingly via this new-fangled thingy; Zoom…Bang! Bang!

Air War Germany 1944 – Session 4

Me 110G-4s scramble

Our Treasurer has just realised that he had omitted to write up the fourth session of our campaign from the end of last year – still better late than never!

This session began with an attack by the Me110s of 3.NJG5, which had just infiltrated the tail of the bomber stream as it left Berlin.  The Me110s weaved backwards and forwards across the bomber stream using their on-board radar to detect and attack targets.  John La was first onto the score sheet, detecting ‘Q for Queenie’.  He missed the target on the first pass, but sent the bomber down on his second.

As the bombers headed off to the northwest, 3.NJG5 stuck with them and continued their attack. Three bombers went down in quick succession, the first, ‘O for Oboe’ to John, then ‘P for Peter’ to Andy and finally ‘N for Nab’ by Marcus in his first combat.  However, the bombers then struck back, as first Steve took damage and was forced to break off in an attack on ‘M for Mother’, then worse still Marcus was shot down by ‘L for Love’.

Lancaster MkI/IIIs of B Flight, 460 Squadron RAAF. Letters ‘J Jig’ to ‘Q Queen’

Now another Me-110 unit, 4.NJG3 of Steve’s 2.Jagddivision was able to infiltrate the bomber stream.  However, their attack got off to a poor start as the alert gunners of ‘K for King’ shot down John’s attacking fighter.

The bombers were now re-crossing the German defensive radar line and the Me-110s of 3.NJG3 were successfully vectored in to attack from their overwatch positions.

At this point we ran out of time for the day, leaving the raid to be concluded in a fifth and final session, which will be a catch up to bring all players up to 2 sessions played.

At the end of session 4 the points scored were as follows:

Andy (4JD)                        +1             +1 for Lancaster shot down

Steve (2JD)                        +1            +1 for GCI Intercept, +1 for tame boar                                                                                  infitration, -1 for fighter damaged

John La (7JD)                       0             +2 for Lancasters shot down, -2 for fighter                                                                     shot down

Marcus (3JD)                     -1             +1 for Lancaster shot down. -2 for fighter                                                                        shot down

Tony (1JD)                             –           Unable to fly

That leaves the individual League table so far as follows, with Steve just passing Dave at the top of league table, as he has shot down more bombers (4 to Dave’s 3).  1 JD keep their lead in the team competition with 11 points:

Steve (2JD)                      +6         2 sessions played (4 bombers downed)

Dave (1JD)                        +6         2 sessions played (3 bombers downed)

Tony (1JD)                       +5        1 session played

Mike (2JD)                       +3           2 sessions played

Chairman John (3JD)  +2.5        2 sessions played

John L (7JD)                      +1           2 sessions played

Marcus (3JD)                     -1           1 session played

Andy (4JD)                        -1.5       2 sessions played

Bob (4JD)                          -2             1 session played

Chris (7JD)                       -3.5           2 sessions played

Dim Sum’s First Foray

John Lambert plays with his junks.

I scouted around for a suitable set of rules for Chinese Junk Warfare. I wanted a set that would allow ship v ship action during the age of Discovery in the Far East. I saw that a set of Solo play instructions were available for the Galleys and Galleons ruleset and so took the plunge. After three play test games, I’m glad I did. They fit the bill well and whilst they may not appeal to purists they appear suitable for other theatres. As they are quick play, with a minimum of reference tables you could easily play large scale encounters such as Galley battles in the Mediterranean, Armada battles or pirate adventures in the Caribbean prior to Line of Battle tactics.

Play Area and Measurement
The rules are designed for 2ft, 3ft, 4ft square table options. All ranges and movement distances are measured using measuring sticks scaled to the play area.

Vessel Stats
There are example stats for 36 different vessels in the rulebook and 27 individual special rules you can use to build your own ships using a downloadable fleet builder to tailor your own designs and calculate a points value for the vessel. Each vessel has two common stats these are Quality (Q) and combat (C). C can never be more than Q+1. The lower the Q value, the easier it is to activate a vessel and it is likely to carry out more actions in a turn though this is likely to be disadvantaged in combat compared to a larger vessels which are likely to have less actions in a turn though the use of the special rules can add combat bonuses so for example a Race Built Galleon may have a Q value of 2 and a C value of 3, add trained Gun crew and Master Gunner special rules and you have a tough customer though this comes at a point cost. Points costs re used to provide a balanced game.

Activations
To start with three ‘white’ dice are rolled for a designated vessel and compared to the Q value. Any roll equal to or over the Q value allows an action. All sailing ships get a movement action but if they fail to succeed any activations rolls, they continue on the current setting even if they sail over the edge of the world or into shallows. These vessels which have the Razee special rule have been lightened and can move an additional short move – good for chasing down an opponent. All movement distances are based on the type of rig – Square Rig, Galleon Rig or Lateen Rig and attitude to wind. Other special rules include Yare which allow an additional change of direction and shortening sail – important to avoid those rocks. When a player fails to activate a vessel or completes his turn, initiative passes to the opponent.

Combat
This is a straight D6 roll with C value added and any other combat bonuses depending on gunnery or boarding action. Additional actions allocated to combat can boost these too or are required to deliver a stern rake broadside and during boarding, so timing of a boarding attempt is critical. When a vessel is damaged, it has to roll on the critical hit table (2 x D6)

Effect of damage.
If vessel is damaged, usually by combat a ‘white’ dice is replaced by a ‘red’ dice. If a 1 is rolled on the ‘red’ dice, bad things happen. Of course, you don’t need to roll a ‘red’ dice but your actions are limited. Quite neat.

Scenarios and campaign rules
There are five scenarios of which I’ll use four in my games and simple campaign rules for a Mercantile or Pirate player. There is also a section on Fantasy beasts – a Kraken and Leviathan which have some appeal. One of the drivers for me was the Korean film ‘Pirates’ where a huge whale swallows the royal seal of the Emperor and the ‘plot’ centres on it’s retrieval.

Playtest
I pitted Dim Sum’s Pirate ship against a Merchantman using the introductory pursuit scenario.

Dim Sum’s Junk : Q3, C2 lateen rigged, reinforced hull
Merchantman : Q4, C3 lateen rigged, reinforced hull, Chaser Guns (360o), Merchantman (not so good at firing or boarding actions).

In this scenario, the defender Merchantman sets the play area and wind direction with terrain items to bog down the pursuer. The objective for the Merchantman is to cross the play area diagonally. The pursuer can select one of the other three corners to deploy on and starts with the initiative.

Dim Sum choose to broad reach around the shallows and get at the Merchantman as soon as possible. Dim Sum’s lower combat value and reinforced hulls would make damaging the Merchantman difficult. When activation dice are rolled and there is a double, the wind changes direction. Mid table both ships traded desultory boardsides at long range to no effect but in the final third, Dim Sum managed to get three successful actions and was able to move into position to deliver a stern rake broadside at close range.

The Merchantman had been doubled , taking a damage and having to roll on the Critical Damage table, 2 D6 (avoiding an 11 or 12)

Oh Dear! The Merchantman’s magazine has exploded and Dim Sum had his first victim.

Baruk Khazâd! Khazâd ai-mênu!

Andy updates his Dwarf collection.

Over the past few years I’ve picked up quite a few Games Workshop Lord of the Rings Dwarves at bring and buys and from E-bay. These will be opponents for my Moria Goblin collection. I have painted around half of them, time to finish the rest, in instalments.

I use the Goblins and Dwarves with Osprey’s Dragon Rampant more than the Games Workshop rules, so the unit sizes in DR will determine what I paint up.

First contingent comprises five Khazâd Guard, Gimli, and warrior supposedly with a double handed axe. The latter figure however was slightly damaged as the blade had broken off; so, he needed some remedial action. I thought the simplest fix was to cut a short length of matchstick, drill a hole in it to fit the remaining axe shaft and paint it up as a warhammer. As he will be a bit different to the other figures, I’ll make him a Captain to lead one of the units of Khazâd Guard, which in Dragon Rampant I’ll treat as Elite Foot, needing a total of 6 figures per unit.

I used short sections of matchstick to fill in the base slots where necessary, then added some 4Ground base render to level the slots up to base level, the bases were then given a layer of grit and sand mixed with PVA glue and allowed to dry. The figures were then sprayed matt black and the bases painted US Olive Drab and dry-brushed London Grey.

The Khazâd Guard and the Captain have a mixture of mail and scale armour. I dry brushed the mail with Silver, and painted the scale and helmets Bronze for the Guard and Gunmetal for the Captain. The armour was washed with AP Dark Tone. Tunics are Red, with AP Red Tone wash, boots and gloves German Camouflage Black Brown and belts Chocolate Brown.
Axe shafts Gunmetal and blades and hammer Silver. Pouches and beards/hair are various shades of brown or black.

As the Captain has a silver hammer, I think he should be called Maxwell.

Gimli was painted in a similar way to the Guard, but he has a Light Brown tunic with detail shaded with AP Red Tone wash with a German Camouflage Black Brown jerkin. Red trousers and Mahogany Brown hair and beard.

Bases were finished off with some static grass, and the figures matt varnished.

Maxwell and the Khazâd Guard

For Dragon Rampant games I wanted a Dwarf Wizard, I found one as part of the Northstar Oathmark range, in a command pack that also contains a King and musician. Once I got these home, I found that they are little larger than the Games Workshop figures. Instead of mounting these on slottabases I use some thinner 25mm diameter washers to ty and disguise the height difference.

These figures were painted in the same style as the Games Workshop figures.

Downscaling

Andy tackles some 15mm armour.

I’ve done a fair bit of 28mm figures and models recently, finishing off my French in Mexico collection. So, I thought a change of scale and subject was required.

Last year I picked up some 15mm Sci-Fi vehicles and figures. The figures and a couple of small vehicles ware intended for some Rogue Stars games but I also came into possession of a tank. I haven’t painted the figures yet, but have finished the vehicles and tank. Paints are mostly Vallejo or Army Painter (AP).

First up is the tank. This is a Brigade Models Rapier MBT, it comes as a 9-piece resin and metal kit:

After cleaning up any mould lines and vents, and checking the fit of the resin pieces the parts were washed in soapy water to remove any dust or mould release agent.

Once the hull and track units were assembled a little filler was required for a small gap between the hull and tracks, nothing too severe. The main gun also needed a little filing to fit the turret.

Once the turret was assembled the hull and turret were primed with Halfords grey primer and then base coated with a couple of coats of AP Soviet Green, touched up with WW2 Russian Uniform (which is almost an exact match). I then added some camouflage of German Camouflage Beige Brown. These were then washed with AP Military Shader and Soft Tone wash respectively. Tracks were painted with MiG Rubber & Tyres, hull gatling Gun Metal, brake lights Red and head lights Matt Black. The gatling, hull vents and fans, and what appear to be cooling fins on the turret were heavily washed with AP Dark Tone wash.

The model was given a couple of coats of matt varnish (Titans Hobby), once thoroughly dry I gloss varnished the panels where I planned to add the tank ID number, then applied these (from Brigade’s Vehicle Markings range) and then reapplied matt varnish over the top.

In Brigade’s range these tanks are used by Ander’s Legion; so, if I decide to field a full force of these (and Brigade release appropriate unit decals) I may have to do a little more work on the tank.
One of the smaller vehicles is also from the Brigade range, a Javelot Scout car. The Javelot has a resin body with metal wheels, hatch and gun turret.

I wanted to use this a Police or Paramilitary vehicle, so went with a Dark Blue Grey paint job, with AP dark tone wash. Tyres are MiG Rubber & Tyres. The model has windows at the sides, I tried layering shades of blue from light at the bottom to darker at the top to give the illusion of reflected sky. Headlights were painted Silver, indicators Fluorescent Orange and brake lights Red.

I added a couple of vehicle ID numbers, using the same gloss / matt varnish technique as used on the Rapier tank. If I ever find my box of transfers, I’ll have a rummage and see if I can find some Police or Gendarmerie decals.

The other is from GZG, a light hover truck. This is a two-part metal kit, upper body and hover skirt, with a choice of two drivers, one in helmet and one in fatigue cap. I haven’t painted the drivers yet.

I chose Olive Green for the main body, with Dark Grey for the skirt and seats in the cab. The cab and load bay floor were painted Gunmetal Grey as were some panels on the sides of the truck. Headlights, brake lights and indicators as the Javelot. I used some spare 1:300 scale Dutch Neutrality aircraft markings from Dom’s Decals on the front and sides of the truck.

Virtual Meeting #2

The club held a second ‘virtual meeting’ last weekend, with solo games, and even a socially distanced garden game of FoG. Over to the players…

Stephen – Solo SAGA
Stephen had a game of SAGA – the Prized Possessions scenario. Edward Oswaldson (Anglo Danes) had been tasked by the earl to escort the local bishop and his possessions. Meanwhile, a boat load of Norse Gaels from Dublin led by Ragnall Svendsson had been raiding in the area. The Anglo Danes won. They managed to get the wagons off the table, though the bishop himself didn’t quite get off and the game ended with the bishop looking at a very irate Norse Gael warlord…

Marcus – Galactic Heroes

Marcus took on his sons; never a good move… The game was going well but match abandoned after an 90 mins due to unforeseen circumstances. Just as well, he was the rebel scum entering bottom left, trying to get a droid to the ship (top right) he’d lost two characters already to the eldest son. Youngest son was preparing an ambush should he make it through…

Alan K – Verdun 1916

Alan played a solo learning game of Verdun 1916: Steel Inferno using the first scenario which covers the initial German attack.

Mark J, John Le, Bret – FoG in the Garden

Mark’s Roman Dominate army had its first outing in his back garden and were truly smashed by the Sassanids…twice!

And finally, Eric played a couple of wargames-based video games (Total War and Dark Future – there are videos !

Plague Bearers

Mark2 has been working on some Death Guard; he insists they aren’t based on what he sees out of his window while painting…

Just before lockdown the club were starting to organise games for the open day. When I saw Eric was going to run a Kill Team game, there were two things I had to do. 1. participate in Eric’s game (can’t do that at the moment), 2. finish painting my Death Guard Kill Team, now that I can do, and so I did!

The figures are painted using Citadel paints, including some of their technical range, which I used to produce the rust and grime. I had thought about including some of the Death Guard’s original pre-heresy colour, which is bone white, but decided go for the classic putrid green look. I’ve purposely used light fogging here as it helps to produce the grime and general dirty aged look of the figures. There are loads of excellent examples of painted death guard out there, better than mine but I find most are too clean. These guys are supposed to be stinking rusting hulks surrounded by flies, foul gases and smoke.

They’re based on the Pallid Hand sect, part of the second company of the Death Guard, which specialise in armoured attack. My brief back story for the team is they’re part of armoured recon and specialise in operating behind enemy lines, gathering intel and taking out key enemy personnel, but also pack enough punch to take out light vehicles and strong points if required.

The sergeant (Nex Morbus) is armed with a power fist, plasma gun and plague blade; he carries most of the heavy weapons to take out any strong points but can also mix it up hand to hand. The rest of the team are armed with early pattern bolters and carry plague knives, blight grenades and melta bombs. I’m currently adding to the team, working on some poxwalkers to use as cannon fodder for larger Kill Team games.

Can’t wait to see how they do, the Death Guard are tough but slow, so tactics against more mobile but heavily armed units will be a challenge. Going to try them out against my son’s imperial guard using my 40K city terrain, will send this in for another blog at some point.

Virtually Meeting

Last Saturday, at Stephen’s suggestion, some club members held a ‘virtual’ club meeting; some played solo games or with family members at home, and three even managed to play a board game over Zoom. Here’s a round up of what went on.

Mark H, Mark J and Seán – Nightfighter
Mark H ran a three-player game over Zoom – he’s written it up fully in a separate report.

Marcus – Air Combat in the Gulf War
Marcus played a solo game of modern air combat using Wings at War; this will also be getting its own write-up soon.

Phil – Space Hulk
Phil broke out the new (ish) re-issue of Games Workshop’s Space Hulk with his eldest son; unpainted figures, really!

Stephen – Full Thrust
Stephen, whose idea this all was, went for some solo Full Thrust. Which just sounds all wrong…

Mark J – Kobolds and Cobblestones
Mark.2 played out a Fantasy rumble at the docks.

Tony F – Lord of the Rings
And finally, the webmaster played out a simple Lord of the Rings scenario (the one where Sean Bean/Boromir gets shot full of arrows defending Merry and Pippin).

Wargaming in the Pandemic – Playing Nightfighter over Zoom

As we currently have no meetings and gathering indoors is not possible, we have been starved of our wargames for 2 months!

We tried a game of GMT’s Nightfighter over Zoom.  The game uses some house scenarios that allow multiple players on the German side.  The main game map is enlarged and uses miniatures to substitute for counters.

There were four Ju88C-6 night fighters patrolling to intercept bombers over the targets.  These could be coned by the searchlights on the ground, spotted by the onboard radar, or spotted visually.

Here is the hidden umpire map showing the Lancaster position at close of play:

We played until a Lancaster was shot down.  Mark shot down ‘E for East’ after a four move duel.  The bomber spotted him before he attacked and got two rounds of fire, but failed to score a hit.

The Ju88 missed on the first pass from a poor position, then scored heavy damage on the second pass.

The Ju-88 mis-timed the third pass, but finished the target off on the final pass.

Sean had meanwhile homed in on a bomber with one of his Ju-88s, but ran out of time to shoot it down.

This was the game board at close of play:

A scan of the battle map was shared on Zoom with the players and annotated with the fighter positions, radar sightings and searchlight spots.

Game play is slowed, as moves have to be described sequentially, so the game would have worked faster with less planes controlled by one player with hindsight, but the board game hex playing surface does make a game over Zoom possible!  We may give it another go having worked out the snags.