With all of the Society’s blog editors at Salute, Stephen steps up to the plate with a short report on the games played at the Society meeting last weekend.








With all of the Society’s blog editors at Salute, Stephen steps up to the plate with a short report on the games played at the Society meeting last weekend.








Last Saturday a contingent from the Society attended Salute 53 to run Marcus’s The Labyrinths of Mars Game, a mash up of John Carter of Mars and the board game Labyrinth.
Above we see Marcus giving a last minute briefing to Chairman Mark and Alan.
Here are a couple of shots of theĀ Labyrinth before the games started.




Next up some of the Heroes, Villains and Creatures of Barsoom.





More information of the making of the game can be found at a previous blog post
The game proved very popular with visitors to Salute 53. We ran several games with enthusiastic participants.




And, we are very pleased to say that the game impressed the South London Warlords, as they gave it the Most Innovative Game award.

Well done to Marcus and the members running the game!

An interview with Marcus appears on the On Table Top You Tube channel, at around one hour in.
Andy presents a photo round up of this weekend’s games.
Peter M put on a multiplayer 25mm skirmish game set in the Indian Mutiny, 1857 āDonāt Lucknowā
No scenery in this game, the grey areas are roads and alleys, white are buildings.



Stephen & Andy started a Barons War mini campaign, “A Most Ignoble Feud.”



Colin & Paul ran a 2mm Strength & Honour game, Late Republican Roman vs Pontic



David P ran a 28mm GdA2 Napoleonics game, Saxons vs Prussians



Eric put on a Classic Battletech game.



That’s all for now.
Tony F runs us through a Stargrave scenario set on Planet Earth (before the demolition…).
At Maidstone we have a largish group of Stargrave players with games run regularly. We all keep track of the progress of our captains and crews (although there have been casualties along the way) in a series of unrelated scenarios that we take turns to organise. Almost all are run by an umpire who sits out the game and ensures that things run smoothly. I’m a massive fan of The Hitchhiker’s Guide to the Galaxy – I mean, who isn’t? – and I’ve been trying to shoehorn a Stargrave scenario into the H2G2 universe. Last autumn, I finally managed it (and it’s taken almost six months to write it all up !)…
I set things right at the start of the original book, with Arthur Dent’s house about to be demolished. I didn’t directly tell the four players that the scenario was a Hitchhiker’s one although they all twigged it from their sparse briefing notes. Two of them were tasked with ensuring that the house was efficiently pulled down, while the other two were to try and stop the destruction. But they didn’t know that there were two different sets of briefings, nor did they know that they had a potential ally, which led to some interesting results later on.

I went rather over the top with the scenery, making Arthur’s house from a Charlie Foxtrot MDF kit and giving it a detailed garden. A borrowed Forge World fantasy inn stood in as the Red Lion pub while Sarissa Precision provided Cottington Cricket Club’s pavilion. Details such as the telephone box and bus stop were from Blotz while Debris of War were the source of bits such as the rubbish bins and bags, portaloos, traffic cones, sofa etc. I scratchbuilt details such as the hedges and fences, telegraph poles, road signs and the pond, while the post box and benches were 3D prints of models I created myself. The narrow Sussex country lanes were Early War Miniatures latex offerings. I raided my 28mm Lord of the Rings scenery for beer barrels for the pub and a high hedge round the cricket pitch, which was last seen as the defensive hedge around Bree ! I really went to town with the details (far more than was strictly necessary) but I had a lot of fun putting it all together.
The six JCBs were cheap plastic toys from eBay – I hadn’t wanted to spend a fortune on expensive die cast ones for a one-off game. I weathered them a bit, varnished them to take away the cheap plastic shine and I think they looked fine on the table. The idea was that the two demolition-tasked players could jump in them to knock the house down, but I made them difficult for the players to control on account of their weird rear wheel steering which a character used to grav sleds wouldn’t be used to.

I had fun coming up with a long list of creatures for the random encounter table. The list had 20 different possible encounters which were triggered if a player rolled four or less on their initiative roll each turn. I arranged them in increasing order of deadliness, and rolled 1d10 plus the turn number for them which meant that the players would start off with some fairly tame and easy to tackle encounters, ramping up to more difficult ones later in the game. Since Arthur lives in a fairly rural area, Warlord Games’ farmyard animals set populated the bottom half of the table, ranging from a few chickens pecking at the players’ feet up to some cows and a 3D printed bull sourced from Etsy.
The rest of the encounter table was more interesting to put together. A bunch of drunken thugs would pour forth from the Red Lion, upset at the noise and gunfire disturbing their lunchtime drinking session – these came from Killer B. Several British bobbies with truncheons from Crooked Dice would also be investigating the noise, escalating to the Sweeney (also Killer B) in a die cast police car. A simple scratchbuilt bowl of petunias (wooden bead with a flower tuft on top) and a Sperm Whale (eBay) were primed to drop out of the sky on an unlucky captain’s head. Shotgun-armed Farmer Maggert (Killer B) and his three Rottweiler dogs Grip, Wolf and Fang (Brigade Models) would get very protective over his cabbages. There were several bases of tiny red Vl’Hurg and green G’Gugvunt spaceships (Brigade again), confused about their scale but with enough firepower to give someone a nasty flesh wound. Arthur and Ford (Denizen) could well chase a Chesterfield sofa (Debris of War) across the fields, and at the top of the list was Thor, an oversized 3D print from Etsy. And I must not forget Wowbagger the Infinitely Prolonged, a Crooked Dice figure, and his 1960s toy spaceship which I picked up for a pound at a boot fair. If he managed to land a carefully crafted insult then it could cost a Captain a few Will points.
Sadly, after all that effort, the players (with the honourable exception of Captain Gloria/Charlotte) steadfastly refused to roll many low initiative scores, especially in the second half of the game, so many of my favourite characters didn’t appear. But fear not, I have ideas for more H2G2 universe scenarios, so they’ll be back.
I think the game ran pretty well, initially most of the players spent time hoovering up the loot tokens. But then Captain Gloria jumped in one of the JCBs and they all twigged what was going on. In hindsight perhaps I should have hinted a bit more about what they were supposed to do to achieve the main objective, but I think fun was had by all which after all is what we do this for. I particularly enjoyed Charlotte’s skirmishes with the local farm animals, she seemed particularly unlucky with them, not helped by a few freakishly good die rolls against her by the umpire.
Anyway, I’ll hand you over to the four Captains for their after-action reports.

COMMENCE ENTRY
The Rhythm has kept a low profile since the last altercation at the Stairway to Heaven nine months ago, but funds were running low and I was longing to be back in familiar territory. When a job came through asking us to save fellow earthling Arthur Dentās house from demolition, I practically broke the keyboard to accept it. It should have been a case of heading to Earth, getting in, having a word with the tĆo in charge (el seƱor Prosser) and getting out.
DĆos mĆo. What should have been a straightforward job became anything but that. Upon landing, demolition seemed at its starting point, with JCBs surrounding the dwelling. We had to move fast and, as we did, it became clear that three other gangs had also received intel about the Dent house. I was not sure of their respective motivation, so I gave the order to make our way to the house, where I was sure either the inhabitant or the demolition tĆo would be, before the situation could escalate. This was encumbered by my smashed jaw and Estefanās injured leg, which restricted his movement, and the native animals that kept attacking us. Before any of the crew had reached the house, Black had already been killed by a cow (milk-bearer), which was promptly executed.

While Estefan and many of my crew were engaged with more dwellers of the farm where we had landed ā several sheep, a farmer, and his dogs ā I pressed on towards the house with Bluey and Red behind me. Across the road, it seemed that two gangs – Roj Blakeās men and The Dirty Rats – were muy ocupado fighting each other, so we only needed to exchange a few rounds of fire from the crew of the Monsoon and Roj Blakeās men. Once it became clear that Wilson of the Monsoon had the same goal of saving the house, we turned our attention to taking out el seƱor Prosser, Blakeās men and the crew of The Dirty Rat. In a moment of gross misjudgement, I started one of the JCBs, hoping to drive it past the house and into Blake or one of his cronies. Having been some time since I drove an Earthmade machine, I ran over Red and ploughed into the back of the very house we were trying to save. Miraculously, the house remained intact and lost only some plaster and a window, and Red managed to dive out of the way in time. In this time, Wilsonās men had managed to dispatch el seƱor Prosser and The Dirty Rat appeared to have suffered many casualties.

I ordered those men who were not still engaged with the farmer and his vicious menagerie to try and finish off Blakeās crew, who were by now on the retreat. We left the scene with some loot, having lost only Black and White (que descansen en paz), and having brought Bluey back to make a full recovery, and we returned to the ship with 200cr having been transferred to the shipās account. I can only assume our client shared the same job with the Monsoon and split our pay. QuĆ© cara tiene.

The status of Arthur Dent remains unknown to us. Communications picked up by The Rhythm suggest he may have been in the pub. I only hope he is pleased that his house remains standing and that he doesnāt send us the bill for the repairs. We press on to the nearest inhabited outpost to recruit two new crewmen; but for tonight, weāre gonna party until we see the break of day. With this in mind, Rhythm: play āCongaā.
ENTRY ENDS.
āThe only thing necessary for the triumph of evil is for good men to do nothing,ā said Captain Kersh Wilson to his first mate, a giant shaggy biomorph called Shoggoth.
Shoggoth grunted in response.
āGet the crew ready,ā instructed Kersh. āFar out in the uncharted backwaters of the unfashionable end of the Western Spiral Arm of the galaxy there are reports that several planets are to be destroyed to make way for an intergalactic bypass. And no one has told the inhabitants or cares about what happens to them.
We have to stop this.ā
Shoggoth looked at Kersh deeply. There were many things that confused him about this human, but his kind demeanour and generosity is what had drawn him to serve this gentle and philosophical mystic.
Kersh and his crew landed on the blue and white, industrial, planet with the intent of stopping its destruction. They had discovered that it was being led by a sinister individual calling itself Planning Officer Prosser – such tyrants always give themselves grandiose titles. His elimination was essential to stopping this wanton act of violence.
Kersh and his crew approached a small house across a field of wheat. They could see large yellow machines getting ready to demolish the building. The crewās pathfinder, Aidan Kenver, could see a large packing crate so he made a dash for it, wondering if it might have data about what was happening – the crew had secured a data loot token.
Kersh and the rest of the crew diverted around the back of the building because theyād seen more equipment stashed there and began to wonder the same as Aidan. Mallia Bygrove, an ex-army sniper, took up position at the corner of a hedge to cover Kersh and the crew in case anyone tried to come around behind (as they came into orbit they picked up the warpdrive signals of three other vessels, presumably trying to selfishly loot the planet before its destruction).
They saw movement! They recognised an individual who they knew to be a member of Captain Gloriaās crew.
āStay over there and come no nearer and we shall let you go in peace,ā called Kersh.
They heard no answer.
But an answer soon came because this same individual entered the wheat field and opened fire at Kersh and his men! Fire was soon returned.

Things got busier, because Mallia saw a couple of suspicious looking types beside an older, wooden, building with a sign outside that said āThe Red Lionā, so to keep them at bay he gave them a warning shot.
More shooting could now be heard. Not only shooting, but the lowing and mooing of large bovine creatures. A robot came into view, a droid that Kersh had seen before amongst the crew of Captain Roj. This robot raised its gun and the sensors on Kershās Threat Detector sensed it locking on. But the robotās aim soon passed and found a different target elsewhere. Nonetheless, the robotās intentions had been made all too clear and there was no knowing whether it may or may not come back and take a shot. So Kersh called out to Yammet, a rapid-fire gunner, to take his weapon and destroy captain Rojās robot. Yammet swung around and let out a terrible burst of fire and the robot crumpled into a mess of wires and burnt steel.
āCaptain,ā said crewman Rannock Crowder, āarenāt we getting distracted? Arenāt we here to stop Planning Officer Prosser?ā
Rannock was right, and Kersh knew it. He drew out his lightsabre void blade and made for the target of their intentions, leaving troopers Zanford Schneider and Brynan Jones to keep up the fight with Captain Gloriaās crew.

Meanwhile, the fracas between Mallia and this other mystery crew had escalated. More deadly fire was being exchanged. Kershās droid, 2B-55, had joined in as well. The enemy crew were getting fewer in number, so that was a promising start. However, someone had hot-wired a pair of the large yellow machines surrounding the house, so Kersh, Shoggoth, and 2B-55 had to be careful.
There was Prosser! With his back to Kersh, the wicked Planning Officer was surveying his work, cackling cruelly at all the mayhem and destruction. Kersh was tempted to just strike him down, but his training had instilled in him an honourable code, and so he declared himself to Prosser. This code of honour was not shared by the Planning Officer who promptly swung around and struck Kersh with his briefcase before running off. Just a temporary setback as Kersh recovered and, braving the fire from the guns of the other hostile crew, Kersh pursued the Planning Officer before cornering him and striking him down with his lightsabre. Sorry, his void blade.
There was still a lot of upheaval to deal with. Kersh could see heād been wrong about Captain Gloria and her crew who, like him, were out to protect this primitive planet. It was obvious that Captain Roj and this fourth crew heād never encountered before had other plans. Mallia Bygrove made his way up, ducking behind some bins and boxes, before taking aim with his sniper rifle to shoot the drivers of the yellow death machines. He could see crew members of Captain Roj behind a hedge who took shots at Bygrove, but they missed their mark.
Realising they were bettered, Captain Roj and his crew soon slunk off like the dirty wamp-rats they were. Whoever this other crew had been was now irrelevant because theyād all been overcome and were nowhere to be seen.
Kersh made for 2B-55, who had received considerable damage, to make sure his droid was still fit to move. The droid was in bad shape, but still operable. Time to head back to their ship, though Kersh.
āBack to the ship. Back to The Monsoon,ā he called and he and his crew made off, satisfied theyād stopped Planning Officer Prosser.
It became apparent right from the off that it just wasnāt going to be my day. As I pulled my crew proudly from their storage foam, I soon realised one was absent. Where was Ratchet the Robot? Ratchet is bigger than the average figure. It has protection is akin to power armour. But he wasnāt there. I borrowed a robot from Tony, but then I found I had this old sculpt, at least fairly heavily armed, in the box. Then I realised I didnāt have my āpowers cardsā either. They are copied from the rule book and stuck to card. They are a handy aide memoire. I missed them.

My crew deployed from behind a pub. We might as well have gone in and had a few drinks. The approach might have been better if we did. I split my team, then got confused about who needed to be with what to benefit from the synergy of my powers. Then, āOh look, I can see a robot approaching.ā One of the J10 (Jeremyās Blake’s 7 analogues, not a stellar equivalent of J2O from the aforementioned pub.) Time to use the āControl Robotā power. This failed (naturally), drawing withering fire from Jeremy. His approach had been more direct too, so he ended up grabbing more loot on this side of the table. Sadly, it took us some time to get over this spat and realise we were on the same side (as much as anyone can be in Stargrave!).

My mission stated that I really needed to find Prosser and get the keys. As Steve and Charlotte had their own little spat over who’s side was who’s, Steve also sent some forces toward the cottage.
Prosser randomly moved towards Steve and got into trouble. āWe are on your side you bureaucratic twit!ā. Both groups from the Dirty Rat were taking fire and I could not roll a defence die for a Syrtis Major toffee and peanut asteroid bar. While the Orange kid did make off with some loot, Captain Black Rat went out of action, swiftly followed by Harriet Barber (who strangely enough, might have felt at home in a B7 analogue crewā¦) and others too numerous to mention. No-one had a great day. Did I say no-one?
My hacker 01-V2 jumped onto a digger, hacked it and started driving for the cottage. Meanwhile one of the crew managed to grab the cottage keys from the flailing Prosserās dying fingers and made for the door. The diggers were far from easy to control, as Charlotte had found earlier. The little droid tried to drive the digger into the cottage. Surely it must go down! No. Another try? No..and he got shot. Ratchet 2 jumped onto another digger, and was similarly challenged in the driving department. Nevertheless, we got inside to discover… that despite all that effort, the keys were keys to the hotwired diggers not the cottage. That summed it up for the game reallyā as Ratchet 2 also went down, like the rest of the crew under a hail of critical hits that not even someone who can calculate their defence rolls properly could have survived. Fortunately, a number of end game rolls later I could lick just one wound and everyone livedā¦for another day.
Fortunately these two made it off and made it to the site.

The power armour check was passed, everything was loaded and the crew were ready to roll. The first surprise of the mission was that we landed in a green and pleasant land. There were green fields, trees and in the
distance a not particularly nice looking house. The mission brief was to find a Mr Prosser.
But my immediate problem was there were other crews present and mine was out in the open, so orders were given to get a move on and head towards the house. Making it to the other side of a large hedge, half the crew
were presented with a strange view. Charlotte’s crew was locked in battle with various creatures. This battle was to play out for a while, involving chickens, pigs, cows and dogs. So the crew took up position resting against a fence and taking in the show.

Meanwhile, the rest of the crew continued towards the house, only to be rudely attacked by Marcus’ crew trying to take control of robot Zen. Despite this attempt at control failing, the outrage was met in a suitable way with several hot projectiles. I’m pleased to report several hit and opened the score (appropriate given the target was next to the cricket pavilion).

However it soon became clear that the positions of the other crews meant getting to Mr Prosser was going to be impossible. Stephen’s crew were already approaching Mr Prosser while also exchanging fire with Marcus’ crew. And Charlotte’s crew had decided that despite losing to the local wildlife they would also fire on my crew by the fence. Marcus had also continued to poke round the pavilion providing a steady supply of target practice.
At this point there was a sudden change in the game. One of Marcus’ crew managed to get in one of the yellow diggers surrounding the house and was trying to get it to demolish the house. Charlotte’s crew had also prevailed against the livestock and managed to wound one of my crew. So I switched track and several crew made a dash with their loot while the remaining crew made for the diggers. And boy were those diggers hard to control. I never got close to the house and in the time I spent trying both Stephen’s and Charlottes crews were advancing on the house and I was taking fire. But you cannot say my crew wasn’t adaptable. It was time to grab the loot and make a run for it. Unfortunately one of my crew Jenna Stannis was shot in the back by Charlotte as they were retreating, and that’s where we left the other crews to it. It was a good day for loot but a bad day for the crew as, despite having an advanced medical suite on the ship, Jenna didn’t make it.

Andy rounds up the Valentine’s Day meeting
A quieter meeting this time, just three games in progress.
Paul and Colin staged a 2mm recreation of the Battle of Waterloo.



Mark J and Tony F were trying out ‘O’ Group with an early WW2 encounter between the French and Germans in 10mm.






And finally Stephen ran a Stargrave game, with a Valentine’s Day theme. Look out for the Captains’ unbiased reports in a blog post soon.






Information about the Society, including directions, can be foundĀ here.
The diary of planned games can be foundĀ here, this is updated throughout the year so please have a look from time to time.
Stephen takes us through a recent free set of medieval rules that appeared in the Wargames Illustrated magazine.
āAssassins & Templarsā (A&T) was a free set of rules that came with issue 455 of Wargames Illustrated. If you missed it then you can purchase a copy from WI, along with all the paraphernalia required. Or you can download it all free from the WI website (not the rules though – if you missed the free copy you now have to buy it).
Having downloaded the card decks from WI and printed and cut them out, I thought I would have a test game because it was absolutely chucking it down with rain outside.

It has a lot in common with its predecessor: Hereās The Ruckus. Ruckus is focussed on the War of the Roses. Both use the exact same mechanics and if you know one then you know the other. Warbands comprise 12 models. They are led by three āHeroā figures – a single commander (a knight) and two sub commanders (squires, or lesser knights). The remaining 9 models are made up of spearmen, crossbowmen, archers, etc. In A&T they have introduced horse archers. The Hero models each control 1 or more of the retinue troops so on a simple level a warband will comprise three 4-man āSpearsā.

Hero figures also have specific traits or special skills. The list of traits in A&T is much smaller than Ruckus but I see no reason at all why the expanded trait list canāt be imported into A&T.

Turns are completed by turning cards in the Hero deck. This will tell you which Hero (and Spear) to activate, or it could be a Cunning Plan card. The Cunning Plan deck contains cards that allow extra bonuses – things like a re-roll, etc. But thereās also a Divers Alarums card – these are better thought of as special events.
Both Ruckus and A&T are aimed at ānarrative gamesā where the game is more about the story and the cinematic elements of the game than a simple win or lose. To that end there are rules in there for things such as climbing, falling, swimming, balancing, etc. An important part of this, and an important part throughout the rules, is the concept of the āMishapā.

If you roll a 1 when shooting, for example, you have a Mishap (e.g. bow string snaps) or if you have a Mishap whilst climbing you may fall. This whole section on Mishaps felt ātacked-onā to me. I love the concept, and itās what gives narrative games theirā¦well, narrative. But there was quite a bit of this in A&T ā sub-rules just tacked on (āIf X or Y happens then check table C for the effect). Arguably no big deal, but at the same time it didnāt feel like some things were baked in to the rules. You get the feeling that during the play test something happened and someone suggested, āwell, if that happens just get them to roll on a Mishap tableā. And they just shrugged their shoulders and said, āyeah, alrightā. And thereās a different Mishap table for each different action.

Itās a free set of rules, so no big deal. Good concept, average execution.
Right then, Heroes have a command radius. If a member of their āSpearā is outside they are considered āFecklessā and, you guessed it, they have to roll on a table to see what they do.

Things are kept nice and simple though. You need a 6+ to hit at long range, and a 5+ at short range (different ranges for different weapons). Melee is a bit more involved, as you would expect with a low-model count. What will happen is that when two (or more) models move into contact they will fight up to three consecutive melee phases. In the first phase, all combatants fight at their full potential. If both are still standing you conduct a second phase of melee immediately, where chances to hit are reduced. If they are both still standing after that then a third, and final, phase of melee is fought immediately ā still with a reduced chance to hit and now unable to bring to bear any special skills. All this is to reflect fatigue during combat. This means that thereās a chance to pull something back in melee, but also means that combat is likely to produce a resolution that round rather than drag over multiple rounds. If both are still standing at the end of the third melee phase then both participants back off so they are 1ā apart.

Heroes have three wounds with other models having just the one. All models also get a Save roll, in both missile and melee. In missile fire an extra roll (again!) is made for any intervening obstacles for the shot (why that couldnāt be added into the shooting mechanism I have no idea ā probably because the game uses D6s and just one modifier can have a big effect. Which begs the question, why not design the game with D10s?)
So how did it play in the end?
Actually, it gave a very enjoyable game.

I used the scenario that came in the rules ā thereās a central watering hole and the winner is the first who has sole control of the watering hole or kills the opposing leader. To have control you have to be the only one with models within 1ā of the watering hole. Realistically, thatās only going to happen if you completely wipe out the opposition so in actuality killing the opposing leader is going to be the way to win the scenario.
Itās a short game (about an hour), so would be great for a one-day campaign. In the scenario I played there was no need for climbing and jumping etc, so that aspect was missing. I did forget about the shooting Mishaps though. On a couple of occasions 1s were rolled but I forgot to apply the Mishap rules. Just put that down to first-time play where rules do get missed. To be honest, it doesnāt take long to master the game so next time around I am sure I will remember to use the Mishaps. Thatās no reflection of the rules.

In the game the assassins moved up. The templars (I didnāt use templar models and just used my Normans as early crusaders, there was nothing really that exclusive to why they couldnāt just be Frankish crusaders), moved up with one of the Spears taking up position by a wall and letting rip with a crossbow. The Assassins and the Templars reached the waterhole at about the same time. Two of the Assassins ganged up on the Templar leader, who took two wounds but was still standing at the end of the melee so all participants were separated. But the Assassins went in again with wounds being taken by both sides ā the Templar leader was killed but he also killed his assailants. The Templars had lost their leader, though, so the game went to the Assassins.

Yeah, itās a good game.
Will we be playing it at the club? I donāt know. Keep in mind that we have a whole Saturday, and Iām not sure the game has legs for a whole day. If you meet in the evening for a couple of hours, then itād make a great game because you can fit in two or three linked games, which is precisely what A&T is all about.

Itās great as a freebie but, having played it, Iām glad I didnāt spend money on it, although at Ā£5.99 it probably is worth taking a punt on. I think Ospreyās āOutremerā does the job better though, so if I was looking at a medieval game with a dozen figures a side I would probably play that instead.

Maidstone Wargames Society held their first meeting of the year on Saturday. This meeting includes our AGM so often has a good turnout.
Around 24 members were in attendance for the meeting. The AGM was, as usual, short, only around 30 minutes. Also, as usual, the existing committee was re-elected without opposition. Despite the chairman’s pleas to be released!
There was also a very good turnout of games, covering a variety of scales, periods of genres, here’s a short photo round up.
John L brought out his 1:1200 Baltic Galleys for some Naval action.




Another naval game, but a few centuries later and under the water rather than on it, Peter M staged a 1:100th Stingray game, “Anything can happen in the next half hour“.




Paul and Colin brought out some 3mm Ancients for some FoG games.




Tony G and Stephen both fielded Anglo-Saxon warbands for some 28mm SAGA games.




Some more recent conflict now, some late WW2 Chain of Command action staged by chairman Mark J with 28mm vehicles and figures.




And last, but by no means least, Tony F and Phil staged a battle from the Lord of the Rings, again in 28mm.




That’s it for the round up of the first meeting of the year.
MWS meet on the 2nd and 4th Saturdays of the month (except the 4th Saturday in December) from 10:00 to 17:00 at Linton Village Hall, south of Maidstone on the A299.
Information about the Society, including directions, can be found here.
The diary of planned games can be found here, this is updated throughout the year so please have a look from time to time.
Stephen reports on the beginning of a new Lion Rampant Campaign. Andy’s apologies for taking so long to get this onto the blog.
After the debacle of our Crusades campaign I demanded satisfaction from Andy and we agreed to another campaign based around the Norman Conquest.
My Normans rarely see the light of day so this was a chance for me to get them out and gain a bit of glory. Andy took the English.
In the same vein as the Crusades campaign we upped the points values a bit – two 24 point forces, two 30 point, and the final game would be a 48 point bloodbath. Each army gets an extra free point that can only be spent on Leader skills (though more points can be taken from the army total to buy more expensive Leader skills). As before, army lists have to be drawn up ahead of the campaign and assigned to each battle before they are rolled for.
So to kick off we rolled to see who would be Red (Andy) and who would be Blue (me).
And then we rolled for the first encounter of the campaign – we rolled The Village and then rolled again to see which specific scenario – The Taxman Cometh!
So it begins.
For this first game I had a 24 point, fully-mounted, force. I purchased the Strongbow Leader skill. My force consisted of 2 Elite Cavalry (the knights), 2 Heavy Cavalry, and 1 Heavy Cavalry with crossbows.
Andyās Anglo-Danish force had 30 points, comprising 2 x Elite Foot (1 containing his leader), 2 x Heavy Infantry, 1 x Light Infantry and 3 x Skirmishers. Andy’s leader purchased the Commanding Skill.
Club member Mark placed six tax counters face down on the terrain – these all had a (hidden) value and each side would gain Glory equal to the total value of counters they could get off the table. In addition to this players gain Glory for making Boasts. My Boasts were āI shall strike the first blowā, āThey shall tremble before meā, and āI shall burn their homesā. Andy went with āThey shall tremble before meā and āI shall destroy more than I loseā.
One of the counters had been put in a church and, since I had a mounted only force, we had to make a decision on mounted troops being able to enter a building. The rules say nothing on this. So we rolled randomly and decided that mounted troops could not enter buildings. Although this went against me it made absolute sense and was the right decision. However, this left me with a dilemma – it meant that I would be unable to secure one of the tokens. This shaped my choice of Boasts. I decided that since I would be unable to get it I would try to deny it to Andy by burning down the church! I think youāll find that such actions are all part of the job description and duties of being a Norman tyrant. (Andy: Sacrilege!)
The first couple of turns of the game were a general advance on both sides. We both did well on Activation rolls and as I recall we both managed to activate all units for the first two turns.

Andy had put his skirmishers on his flanks, where two of the tax counters were hidden in the woods, and he managed to secure both. He also made a general advance in the centre with his light infantry, heavy infantry, and dane-axe wielding elite huscarls.

I steered one of my units of heavy cavalry to the woods on my right flank to get the tax counter there, and my mounted crossbows to snatch the tax counter hidden in the woods in the centre.

Those had been the easy ones. The struggle was going to be for the two central tokens – one in the church and the other in some ruins.

Surprisingly, Andyās unit on his right took their token and fled the table (you only count tokens you get off table). I thought they might stick around for a bit longer to hold the flank. Then he advanced a unit of skirmishers into the ruins to claim a third token.

That was annoying, but I saw it coming. I knew it would be difficult to budge them – we classified the ruins as rough going with cover. This made it all the more essential that he didnāt get the token in the church. With that in mind I activated my archers to loose their bolts at the English light infantry who were approaching the church doors. I scored a couple of casualties and this forced him back. With my mind on the Boasts Iād made, I then stuck the spurs into the Leaderās unit and charged the English heavy infantry.

We caused casualties on each other but we both passed our Courage checks and bounced off each other.

I then took my chance with the church. A unit of heavy cavalry had moved up and now I made a roll to see if I could burn it. With only 6 men in the unit this meant I needed a 9+. I rolled and scoredā¦11!
Up went the church. This meant it now counted as impassable terrain making it impossible for anyone to get the last tax token. Thatāll teach those English rebels, I laughed haughtily.

Meanwhile, out on my right flank, I could see Andy was trying to find a way of harassing me with his unit of skirmishers. Problem was that in the woods they were safe but out of range. To get in range they had to leave the woods and this would put them at risk of a cavalry charge.
Then something unexpected happened.
On Andyās activation he charged his heavy infantry into my Leaderās unit. I rolled to counter-charge but failed!

Oh well, I thought – those knights are well armoured and might take a casualty but not the end of the world. And, yes, they did take a casualty. But I rolled a double 1 which meant it was the leader that coped it!
Down he went.
The Normans were now leaderless.
However, one thing was in my favour. The two tax counters I had were high value ones, and Iād also managed to fulfil all my Boasts. So, despite the loss of my Leader, I figured I was still in a strong position.
Problem now, though, was that my mounted crossbows, who had a token, were in a difficult position with both the English heavy infantry and elite infantry getting within charge distance. If I lost them, and their token, then the fortunes of war would be reversed, and I could see in Andyās eyes that he knew that too.
So the race was now on – get off the table with what I had.
Being mounted had an advantage because I was faster than him. Andy started pulling back his skirmishers with the tokens to secure them, whilst trying to put the pressure on me.
It got a bit hairy when I failed an activation roll to move the crossbows, but Andy was just out of charge range and the following turn they were off and that was the end of the game.
I had secured 5 points of tax tokens and gained another 5 Glory for my Boasts plus an extra 0.5 Glory for facing a larger enemy. This gave me 10.5 Glory.
Andy also scored 5 points of tax tokens, but failed to achieve either of his boasts, so lost a point for each, giving a total of 3 Glory
The first game went to the Normans with a convincing 10.5 to 3 win.
The winner gets to choose the next game and I chose The Road. We rolled for the specific scenario and came up with Meet The Neighbours.
In this game players start in opposite corners and gain Glory for units they get off the opposite corner (plus Boasts).
In this game I had 30 points and my (new) Leader had also taken Strongbow. My force consisted of 2 Elite cavalry, 1 Heavy cavalry, 1 Heavy infantry, 1 foot crossbows with pavises, and 2 skirmishers. My Boasts were āTheir arrows shall be lost like tears in the rainā, and āI shall avenge themā (I chose his Leaderās unit – after I had lost my Leader I couldnāt let him get away with all the goading that would be coming and had to even things up!).
Andy had a smaller force this time, only 24 points, a single unit of Elite Infantry containing the Leader, 2 units of Heavy Infantry and one of Light Infantry, the force being completed by 3 units of Skirmishers. Andy’s leader purchased the Commanding Skill again.
Boldly he chose āHalf the Enemy shall fall to my Swordsā and āI shall destroy more than I loseā. At least heād start with an extra 0.5 Glory for facing a larger enemy.
Going into the second game I was cautious. Andy is a very good player and could easily turn fortunes around. So I decided that I would avoid combat where possible (the exception being to nip off the English Leader). My plan was to advance as quickly as I could with the infantry and use the cavalry to protect flanks and threaten any English units if they tried to attack.
That was the plan.
So the game started. The problem we both had is that we couldnāt get all our units in the deployment area, meaning those units off table could only come on with a successful Move activation. Andy went first and made a general, broad, advance. He managed to activate all his units and even bring on the excess unit.

Things didnāt go quite so smoothly for myself. I started with my Leaderās unit off-table. The first unit I tried to activate failed and without a Leader to prompt a second attempt that was it! The English advanced again.
Back to me. Well, a bit better – I managed to move one unit, which created a gap for me to bring on the Leader. Which I failed. He had another try. Failed again! That breakfast croissant or pain au chocolat was obviously keeping him busy.
Andy advanced again. He swung two units of skirmishers south, toward an area of woodland which meant that if I wanted to advance that way Iād have to endure some bow fire.
By this time Andy was halfway across the table. Iād moved some units but still had others in the deployment zone. It was obvious my plan of getting across the table was going to fail. Andy would be off sooner than me and would win the game with a good score. I had to change my tactics. The only way I could win is if I prevented Andy getting off the table and the only way I could do that was by eliminating his entire army! I went on the attack!

It was more by luck than design. By the time our two forces came face to face I hadnāt advanced too far but the position I found myself in was an advantageous one. To one side of the road was a hill and to the other was an area of rocky ground. I decided I would put the crossbows on the hill, the skirmishers in the rocky ground, and use the heavy cavalry and spearmen to plug the gap with the knights behind to act as a mobile reserve where they could either exploit a gap in the enemy or charge to the defence if the enemy broke through. It was a strong position which I canāt take any credit for.
The key to this would prove to be the rocky ground. I think Andy recognised that and I could see him manoeuvring units that way to launch an attack. Lines were drawn. Now the battle started.

My skirmishers in the rocks opened fire (thanks to the Leaderās Strongbow skill) on Andyās light infantry, causing a couple of casualties. Meanwhile he started moving the heavy infantry around the side of the rocks and his Leaderās unit came forward. The English skirmishers opened up with some desultory bowfire – thankfully the rocky ground provided good cover.

Seeking an opportunity I thought Iād try my luck. With his Leader within charge range of the Norman heavy cavalry, and an eye on my Boasts, I thought Iād give it a go. In went the cavalry. I caused one casualty against the English (failed the Lucky Hit to bag the Leader) but Andy had given me a fair wallop – I took three casualties. Not only were the Norman cavalry Battered but they were at half strength as well. Oh well, I thought, Iāll use them as an expendable unit and see what more damage they can do to the English Leader (a perfectly acceptable attitude for an invading Norman tyrant).
On Andyās turn he did something that surprised me – he charged his light infantry into the rocks to take on my skirmishers! Well, I suppose I donāt blame him. If he left them there then it would cause a lot of problems. He had to do something. In response to the charge I decided to Evade. That took me out of the rocks but it caused casualties on the charging English which meant they had to retreat. Meanwhile, to the south, the English skirmishers in the woods and the Norman crossbows on the hills just stared at each other. I moved a unit of Norman knights behind the hill but in position so they could charge if the skirmishers dared come out the woods.

The fight around the rocks continued. The English heavy infantry moved forward. This could be a potential problem. I had two choices. Ideally, I wanted to shoot with both my skirmishers to loosen them up, and then charge with the Norman Leaderās knights. The skirmishers would shoot on a 7+ and the knights charge on a 5+. If I failed with either of the skirmishers then activation would switch to the English and Iād miss out, so maybe I could just charge with the knights? The Norman Leader had the Strongbow skill, but Iād used that to order the crossbows to shoot at the English Leaderās unit (another casualty on them, but still not the Leader).

I decided to put my faith in the dice. I rolled for the first skirmisher unit. Success! They fired. Then I rolled for the second unit of skirmishers. Another success! OK, so the English heavy infantry had taken a few casualties. Now was the time. In went the knights, led by the Norman Leader – letās just hope it wouldnāt be a repeat of the previous game.

No, it wouldnāt be. The English infantry took more casualties and failed their Courage test. They fell back, Battered, and below half strength. Theyād taken enough casualties that it would be hard to recover.
Feeling cock-a-hoop with my charges I sent the Norman heavy cavalry in against the English Leader again. Another casualty on the English meant they were now at half strength, but in return they eliminated the last of the heavy cavalry. I didnāt care. Theyād done their job. It was now starting to look good for the Normans and I could see another victory coming.
Andy realised he had to go for it. The skirmishers to the south moved out of the woods and shot at the crossbows. They caused a single casualty but I fluffed the Courage roll and they had to retreat behind the hill. My skirmishers moved back into the rocks and continued firing at the English light infantry causing more casualties and Andy obligingly rolled a double 1 for their Courage. Off they went. It was now looking very good.
We were moving into the end game. My thoughts turned to Glory points. If I entirely eliminated the English army that would be game end but since I hadnāt got any units off I would only receive Glory for the Boasts Iād made and none for the game objective. It was going to be hard to do anything about that.

Andy still had a unit of heavy infantry in the centre. They lined up against the Norman heavy infantry and went in. It was pretty much a draw, with a casualty on either side. In the meantime my skirmishers kept opening fire on the English Leader, but bad dice rolls meant I just couldnāt cause any casualties. I then sent in a unit of knights against the English skirmishers and completely eliminated them. In response Andy moved the other unit back into the woods where they would be safe. The Norman heavy infantry charged the English heavy infantry and, again, a couple of casualties on either side but the Normans failed their Courage test (and would ultimately fail to rally and rout off table).
Then came the final act. The Norman Leader ordered the crossbows to open up at the English heavy infantry. At close range the bolts thudded in and off they went. The skirmishers drew their bows, took aim at the English Leader andā¦down he went at last! All the English had left was a unit of skirmishers hiding in the woods.
Ironically, I didnāt want to destroy them. What I wanted to do first was get some of my troops off-table. Andy knew this, so it was in his interests for the skirmishers to either be eliminated or get off themselves to bring the game to an end before I gained too many Glory points. What I also wanted to do was weaken the skirmishers to reduce their effectiveness but without actually killing them. A burst of fire from the crossbows did the trick, reducing them to half strength. Both sides made a rush for the table edge. The English, though, were closer and were soon off, bringing the game to an end. I hadnāt got any of the Normans off.
Final Glory scores were just 3 for the Normans (for successful Boasts). The English had got a half strength unit off, earning 1 Glory, and had the extra 0.5 Glory for having the smaller force. But they had failed both Boasts meaning -2 Glory giving a final total of -0.5 Glory.
A second Norman win! Glory tallies at this point are 13.5 for the Normans, and 2.5 for the English. We still have three games to go. Andy is a good and capable player, so whilst Iām happy with this lead I am not complacent.
Stephen takes us through a Stargrave adventure based around some weird dreams…
āAll that glitters is goldā
Recently a bout of Luna flu has been doing the rounds of the bars and cantinas of many-a-starport. And the less salubrious ones at that. Itās a highly contagious virus but not dangerous ā sufferers mainly complain of nausea, tiredness, and delirium.
It seems that some space crews had recently been hit by the virus and the wild dreams sent them on a wild goose chase – and the Galactic Commission intercepted three messages. These come from the Rhythmic which is on record as being an ex-military freighter and captained by a veteran soldier, Gloria Fuster (Charlotte). The other is from captain Garo Braven (Tony) of the Cepheid Variable ā a crew made up of mercenaries and mystics. The last is from the Serenity, captained by Mal Reynolds (Andy), and crewed by a prolific group of smugglers, murderers, and pirates.
Weāll let them speak for themselvesā¦

COMMENCE ENTRY
The Rhythm did not go looking for trouble, but it sure found us.
This morning, we landed in a strange jungle on an unfamiliar planet, home of a fabled Stairway to Heaven. Captain Gloria was convinced the ancient structure was hiding something valuable following a strange vision. Our mission was simple: find the item and bring it back.

Two rival crews from the ships Serenity and Cepheid Variable seemed to have the same idea. Worse, Gloria recognised the gunner of the Cepheid as the same man whoād insulted her mother a few planets over. Even worse than that: there was a shapeshifter in our midst.
Was it the inexperience of working with the Rhythmics, or was Gloria too distracted by her greed? We received orders to take out the gunner and rival crews and loot what we could while Gloria searched for the valuable item. Things soon escalated and became a free-for-all, although whether the Serenity and the Cepheid had an accord is uncertain; this soldier notes that they did not fire at each other for the duration of the battle.

The Rhythmics split at the southern hill, with half going after the Cepheidās crew and the others facing Serenity. After two bouts of searching for loot under fire, the shapeshifter posing as Mintz made itself known. A Rhythmic duly took it down, and another killed the Variableās gunner. Thatāll teach him to call Mrs Fuster a [AUTO-CENSORED].

To the east, the Rhythmics took on the Serenityās crew. We wounded one of their crewmen, angering them so that they took out both soldiers Yellow and Blue.
All crews fought fiercely, while Gloria focused on transferring the data loot sheād found to Simmons, fearing that the Serenityās drone had already taken what she really came for. Soldier Squid was killed instantly by the Serenity, but we retaliated and took out one on their side.

The Cepheid crew continued their own search for loot, but took down Gloria after sheād shot at their Captain. Her first mate Estefan was not far behind her. A brave Rhythmic attempted to climb the Stairway in a last-ditch effort to find the gold and a vantage point. He was eventually killed after his carbine jammed and left him vulnerable on a rocky outcrop, not long after his good friend Han also fell to the Serenityās guns. Remarkably, the Rhythmics survived the fearsome native creatures that kept appearing to torment the other crews throughout the battle.

The only Rhythmics left standing were Simmons and myself, who returned to the ship with data loot and physical loot respectively. There we found the real Mintz waiting for us. Gloria, Estefan, and two crew members eventually regained consciousness and returned to the ship after the battle. We head on to our next mission, to be confirmed once the crew receive medical attention. I have advised Gloria to take caution before committing to visions in future. After all, thereās still time to change the road sheās on.
ENTRY ENDS.

Gadenās Log Begins:
Kal Gaden quickly exited from the Cepheid Variable’s tail ramp with the rest of the crew while the autopilot held it in a stable hover a few inches above the surface of the clearing. A quick command on the Captain’s wrist comlink and the ship took itself up into a parking orbit, ready to be recalled when the mission was done.
This was more like it, Kal thought – a well-trained, professional disembarkation with a bunch who looked like they knew what they were doing. Granted, some of the crew were really inexperienced, their only previous venture being the mission on the snow moon to rescue that old man in the red suit. It had turned into a bit of an easy turkey shoot (or more accurately a penguin shoot), but that was exactly what the crew had needed to shake out some of the rust. And they were looking like they had learnt from it – not like that shower of amateurs that he had been caught up with a couple of orbits ago.

As luck would have it, they came down just off of their intended position. The target, an ancient set of giant steps which apparently had a pretty fancy bit of treasure at the top, was on the wrong side of a fast-moving jungle stream. But the Captain led them towards it in close order, and they advanced with their eyes peeled. Sharal, the fastest of the crew, went ahead and hacked into an old data terminal that she almost tripped over, probably kit left behind by a previous expedition. It turned out that she had unlocked a set of plans for some pretty advanced alien armour tech – that alone would make the trip worth it.
At that point the local fauna began to make itself apparent, with a giant scorpion-like creature emerging from the undergrowth. Koor Vane, one of the newer recruits, took it down with a few well-placed shots.

Kal found the entrance to what looked like an old crypt and told the crew he was going to check it out. The inside was full of a blue-ish mist which, as he entered, congealed itself into a form which, if he was superstitious, he’d have called a ghost. But he wasn’t, and instead he peeled off a volley of shots – that went promptly straight through it. Instead he pulled his combat knife and by slicing it repeatedly through the apparation he somehow manged to dispel it, although he didn’t feel any contact with anything solid, just a sense of cold. It was worth the struggle however, as further inside the crypt was a military issue chain gun – a bit grimy, but cleaned up it should work a treat, and Kal knew that Tan Gariss, the crew’s specialist gunner, would appreciate it.

He stepped outside, and only at that point realised that the thick stone walls of the crypt must have been blocking his comms, as all hell had broken loose. The Captain had taken down some menacing bat-like creature with a single giant eye that had appeared over the watercourse, and now there was a full-blown firefight going on. It seemed that a rival mob (the Rhythmics) who held a grudge with a few members of the crew had landed nearby. It stemmed from some long-forgotten bar fight he was told later – and Gariss himself had gone down from a single nasty one, and didn’t look good. The crew was returning fire and Kal could just about make out several figures moving through the foliage a few tens of yards away. Fire from Rook and Kyorla smacked into one of them – it looked like a droid from the way it was moving – but it didn’t go down. The Captain organised the main bulk of the crew into a firing line and they slowly advanced into the jungle, blazing away as they went. Keeping tactical discipline, Sarai took down the leader of the other crew and the Captain himself accounted for their first mate. Kal had to admit he was impressed.

In the meantime, the diminutive first mate Gerbo had disappeared inside a giant stone head. No one followed him and he was vague about what he found inside, but after what sounded like numerous swipes of his void blade, he emerged a few minutes later clutching a fancy looking power sword and nursing a headache – ‘powerful it was, but conquered it I have’ he said in his weird reverse dialect.

The Captain had meanwhile been monitoring the site remotely using the Cepheid’s sensor suite and had found that a drone belonging to the Serenity – nobody had even realised that ship was on the planet – had made it to the top of the spiral stairway, and figured that the treasure was probably gone. Deciding that discretion was the better part of valour, the ship was recalled from orbit and the crew began to make their way back to the clearing. The indigenous wildlife had woken up by that point and tried to make life interesting – Jaon Rook was bitten by a poisonous giant river wyrm which required treatment from Gebro and his medikit, then a troop of what looked like rock apes crept in from their flank – Kal took out two with well-placed blaster rounds, Sarai and Jaon the others. Just as they reached the clearing the jungle itself came alive, and a weakened Jaon was dragged down by creeper-like appendages. Kyorla, the sniper, found her range and the plants’ weak spots and rescued Jaon and the others.

As they rendezvoused back at the grounded Cepheid, Sharal and Koor emerged panting from the other side of the clearing clutching another abandoned data terminal. In the confusion no-one had noticed them slip off into the jungle after more loot, but their diversion again proved fruitful.
The ship lifted off with Jaon and Gariss strapped into the med-bay – both were out of danger thanks to the robo-doc’s ministrations. Although the main prize eluded them there was still a decent return from the mission, and Kal looked forward to a spot of R&R somewhere a bit more civilised with his share of the bounty from the haul.

**SERENITY LOG**
āOK Wash, get us off this goddam planet, Iām headinā down to sick bay to see how Kayleeās doingā Mal said as he turned and left the flight deck.
āHowās Kaylee, Doc?ā Mal asked as he entered sickbay.
Simon looked up from the MedSuite controls āIt was touch and go, but due to the Advanced Medical Suite you had installed last year, sheās still with us.ā came the reply.
Mal turned to look at Kaylee lying in the MedSuite, bandaged and with an arm in a sling.
āWell Captain, I caināt say Iāve never been better, but I think Iāll pull through.ā she said, ābut I aināt gonna be much use till this armās healed though.ā

Mal cast his mind back to the dayās eventsā¦
He had had a series of incoherent dreams, but a constant feature in all of them had been a rock pile known as āThe Stairway to Heavenā on one of the nearby planets. He was convinced there was worthwhile loot to find on or near the Stairway.
On orbital insertion the Serenityās sensors picked up two other ships in nearby orbit, the Cepheid Variable, a ship and crew Mal had encountered before, and an unfamiliar ship, the Rhythm.
The name of the second ship prompted Mal to remember a rumour heād heard about that ship, that one of the crew had been found unconscious on a space station, recounting a tale of being attacked by some form of alien, and seeing said alien walk away transforming into an identical copy of the crew member. Mal had dismissed this account as the ramblings of a deep space afflicted mind, but on the off chance that the crew member was telling the truth, he sent a personal āYour Eyes Onlyā message to the Captain of the Rhythm, recounting the tale, just in case there was a polymorph hiding amongst the Rhythmās crew.

The shuttles landed in one of the few jungle clearings south of the Stairway, Mal lead Wash, Kaylee and Derrial towards the Stairway, while Zoe, Jayne, Inara and River headed towards a stream. Simon, Tracey and the Repairbot followed behind.
The jungle was very thick, visibility was restricted and the Stairway itself out of sight, but its position had been locked into the nav units, so they knew they were on the right track.

Almost immediately Zoe and Inara were ambushed by a couple of mobile, carnivorous plants, Zoe received a savage bite, but Inara despatched her opponent. They reminded Inara of something she read in an old novel from Earth-That-Was, āTriffidsā she thinks they were called.
Zoe beat off the surviving Triffid, and Inara put it down with a well-aimed shot. Mal reached some physical loot, and unlocked it, but Jayne was less fortunate, rustling in the undergrowth revealed a Bileworm which attacked and stunned him.
Jayne somehow managed to fight off the Bileworm, Mal and Zoe opened up on it but both their guns jammed! Simon, Tracey and Derrial also shot at the Bileworm, Derrial getting in the fatal shot. Meanwhile Kayleeās Repairbot trundled up to the loot Mal had unlocked and picked it up.
With the Bileworm dead Jayne used his medic kit to neutralise the poison coursing through his veins. Zoeās team saw movement on the far side of the stream, and came under fire from the crew of the Rhythm.

Mal and Wash reached a Data loot near the Stairway and Mal unlocked it, as some type of rock ape appeared on a butte above them. Zoe launched a Drone and sent it towards the top of the Stairway, but Kaylee was shot by one of the Rhythmās crew and wounded. Jayne and River returned fire and took down two of the rival crew.
More of the crew of the Rhythm appeared across the stream, firing at Mal & Wash but missing. Mal threw some smoke grenades to block the line of sight, while Wash downloaded the data Mal had unlocked. Although wounded Kaylee took a shot at the ape above Mal, but missed. The Ape descended the butte and attacked Mal.

River crossed the stream to reach a Physical loot, Simon reached Kaylee and treated her wounds. And two more Triffids appeared!
Before River could try to unlock the loot, she was shot and KOād by one of the Rhythmās crew. Mal fought off the ape, killing it, and Derrial despatched another Triffid. More gunfire was heard to the north, perhaps from the crew of the Cepheid Variable, but they didnāt come into sight.
Zoe crossed the stream to aid River, while Simon shot and killed another Triffid. Kaylee was slowly making her way back to the shuttles when she was attacked and KOād by a Wraith-like creature, a swirl of blue mist. Zoeās drone had made it to the top of the Stairway, and picked up the Treasure of the Ancients.

Mal avenged Kaylee by destroying the Wraith, while Jayne laid more smoke to block the Rhythmās crewās line of sight. The Drone laboriously made its way down from the Stairway with the Treasure, heading slowly back to the shuttles.
Zoe hosed down one of the Rhythmās crew with her RFG, putting him down. The Repairbot safely returned to the shuttles.
More of the Rhythmās crew appeared from behind the smoke screen; they shot at and took down both Zoe & Jayne.
Yet another of the planetās fauna, resembling a Velociraptor from Earth-That-Wasā prehistory, appeared, attacking Tracey. After a sustained fight the Raptor took Tracey out of the game.
Derrial spotted one of the Rhythmās crew climbing the Stairway (not sure why as the drone had already liberated the Treasure of the Ancients). This crewman took a pot shot at Derrial, missing him. Derrial fired back taking him out.

Inara killed the Raptor, but was in turn KOād by a Ryakan that had been flying around seemingly at random.
As the crew fell back, they lost sight of the remains of the Rhythmās crew, but the Ryakan still posed a threat. Fortunately, Mal managed to bring it down without it causing further injury.

Given the number of aggressive indigenous fauna and flora the crew had encountered at the start of the mission, surprisingly the remaining members of the crew made it back to the shuttles without any further encounters and returned to the Serenity.
Although over half of the crew were casualties during the mission, most only had scrapes, bruises and concussion, except for Kaylee. Whether the Wraith like creature that took her down had some lingering toxic after effect, Simon didnāt know, what he was certain of was that it was only the Serenityās Advanced Medical Suite that let Kaylee pull through, even if she would take weeks to fully recover.
**LOG ENDS**

Alan takes us through a big game of Chain of Command set in France 1940.
The purchase of a Cigar Box Battle river mat on eBay sparked thoughts about the interesting challenges of a game with one side having to make a strategic withdrawal across a river and the other trying to seize the crossings.
This led to the purchase of not just one, but two bridges from Sarissa Precision, a road and a rail bridge. The latter then led to building the track to go with it and then a station. To make the game work it needed to be big both physically (a 12 foot by 6 foot table) but also from a Chain of Command perspective; this meant at least a company a side. This was the result.
It saw a rag-tag French outfit as the defender facing a determined German company supported by a platoon of tanks. The French were made up of a platoon of Foreign Legion and a platoon of Tirailleurs SĆ©nĆ©galais on one side of the river, needing to withdraw across the bridges and a Motorcycle platoon holding those bridges. The French also had some support in the form of an anti-tank gun and some engineers in a truck – the latter to demolish the bridges before the Germans could capture them intact. Along with two Bouteilles Incendiaires, two roadblocks and a couple of full Chain of Command dice for the withdrawing troops, this was the defending force. The Germans, in addition to their infantry company and tank platoon, had an Adjutant, a Pioneer team in a Kubelwagen, a SdKfz 222 armoured car, an infantry gun and a truck with four rubber boats. It wouldnāt have been an early war game without a Shabby Nazi Trick – the German players selected a fifth column sniper (Jean-Claude). We played through the patrol phase which saw some interesting jockeying for positions around the buildings on the German side of the board. With jump off points then positioned we were ready for the meat of the game.
The Foreign Legion were covering the French left flank and the Tirailleurs SĆ©nĆ©galais on the right. The Germans began their advance with the platoon on their right flank making serious progress until they encountered the Legion. The other German platoons soon found that the Tirailleurs werenāt going to be easily dislodged and put them under heavy concentrated fire. The roadblock constrained the easiest route for their Panzers and so the main armoured advance was through the farmland to the right of the road.
Repeated exchanges of fire were telling on the French forces as they tried to hold the Germans long enough for their engineers to deploy and mine the bridges.

Eventually they began to fall back but not before taking serious casualties. Meanwhile Jean-Claude who had been placed in the church tower (itās traditional!) was causing the French some unexpected problems.

With the French C-in-C desperate to blow the now mined bridges he ordered a full withdrawal but this was easier said than done with the Germans covering most of the routes to the bridges.

The Tirailleurs were aiming for the road bridge but when they got there the C-in-C ordered them to switch to the distant rail bridge so he could blow the former.

Meanwhile the German pioneers were making heavy weather of destroying the roadblock and the motorised elements of the German force were still held up as a result.

In the end only a single Legion section got to safety before the second bridge was blown and with neither side having been able to meet their victory conditions we declared the game a draw.

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