A Mars A Day

The last meeting of July saw another outing of my ‘Space:1889 – Cloudships of Mars’ game.

For those who don’t know it, it’s a game based on a 1988 Frank Chadwick design for GDW, set in an alternative ‘Steampunk’ late Victorian timeline on which Earther scientists have discovered a war to get to the planets using the ‘ether waves’ of space (this was actually a theory for a long time!). When the explorers arrive, they discover that the inner planets already have their own civilisations, at different stages of development.

In the case of Mars, the ancient society has stagnated (or deteriorated) back to the level of our own late Renaissance of Italy or India, with rival City-States using gunpowder weapons – along with the odd ‘ancient device’ like a La-serr…. By the 1889 of the title, several Earther nations have established both colonies, trading and mining facilities on Mars, sometimes with a City State as an ally, sometimes as enemies, exactly mirroring the colonial experience on Earth of 1850-1900.

And whilst ground-based forces certainly play their part, as on Earth it is the naval dimension with projects power across the vast, hostile wastes – using flying ‘Cloudships’ which rely on a rare anti-gravity liftwood to allow them to float. The Martians tend to rely on larger, wooden galleys, propelled by sail or giant flywheels; but the Earthers have been quick to develop their own strange craft, powered – of course – by steam engines, producing some very different designs rather akin to the ACW. In 3D… Anyways, there is a large body of RPG, tabletop and boardgame reference material (see links at the end), plus some ‘reimaginings’ of the various planetary sourcebooks.

The Set-Up

For this outing, I decided to have all the actual players as a combined ‘Earth Fleet’, with the Martians run by yours truly as umpire using the ‘fast play’ system developed for when we ran this at several Open Days a couple of years ago. This is always a fun way to arrange things, as I can vary the enemy ‘teeth’ according to how players are doing (as well as how many turn up on the day), and they can have a lot of fun simply trying to co-ordinate the actions of these sub-units via another human, not a dice or card system.

With one player per ship and a, ah, wide choice available, the fleet consisted of:

  • Jon – Royal Navy, HMS Tempest (1890 Improved Typhoon Class destroyer, with quick-firing main guns [2x shots instead of one per turn])
  • Tony – Imperial Russian Navy, HIRMS Volga (River Class strike bomber)
  • Eric – Imperial Austrian Navy, SMS Prinz Eugen (Hero Class light cruiser; only one built…)
  • Stephen – Imperial Japanese Navy, IJN Akagi (unclassified multi-role cruiser, refuses to discuss how many being built, where, when…)
  • Alan – French Navy, FS Massena (new Maréchal’s Class destroyer; like the RN Tempest – but more panache…)
Game 1 – The Bridge At Rik-I-To

The scenario here was that war was brewing with two of the Martian City States who had put aside their normal differences and were about to combine forces to sweep the accursed Earthers from the face of Holy Mars. Or something. Anyways, as their plan hinged on having one force cross the giant canal network, the combined Earther response was to pool their Cloudship forces to strike at the key bridge at Rik-I-To. If that could be destroyed, it would take weeks or months to effect a temporary repair. Of course, as it was an important spot, the Martians would be guarding it, not just with part of their fleet on standing patrol, but also with large deadly ground-based rockets…

[And yes, the plot was another semi-historical ‘steal’ of the main action in the Korean War film ‘The Bridges At Toko-Ri’. Great film of F9 Panthers, if you’re into that sort of thing…]

Now, being a simple soul, I rather expected the smaller ships to zoom in and take-out the rocket batteries before helping to distract the slower Martian ships? Yeah…. Anyways, plan B seemed to be that Jon, Eric and Alan engage in a general melee with all the Martians they could possibly reach, while Stephen and Tony ploughed in low and slow to maximize their bombing accuracy, with occasional pot-shots at any Martian who happened to get in the way!

So, with rockets and gunfire going in all directions and at different heights, the fight split into two sectors:

  • The ‘top cover’ proceeded to knock large chunks out of the three Martian ships, Jon using his bigger guns to deliver deadly jabs from a series of fast, slashing runs whilst Alan deftly manoeuvered to rake one guard ship which effectively dis-masted it! Eric meanwhile was in the thick of it trading broadsides between two enemy ships but seemingly unable to hit with any big guns! He was revenged however when finally ramming one of the larger galleys which Jon’s close rake with a rocket broadside had brought to a halt!
  • The ‘bomber’ boys meanwhile braved both rocket flak and the attentions of a, ah, ‘spare’(?) Martian ship to bore-in, line ahead along the canal. Stephen on Akagi led the charge, shrugging off a number of critical hits to boiler, crew and gun position hits to deliver his two sticks bang on target, with no deductions for speed:height differences. His score with eight d6 was a very respectable 24 points – but the bridge still stood teetering! However, close behind was the majestic Volga with even more majestic (=sloshed) Kapitan Tony, who proceeded, slowly, to ignore all the incoming hits and demolish the remaining structure, closely followed by the tailing even more irate Martian which the others now noticed! So that’s what those signals from Akagi meant…….

In all the dust, explosions and rocket trails, there was some confusion on the Allied side about who should get the most credit in the Official History for destroying the bridge (you know, the objective thingy…). So, I thought the easiest – not to say funniest – method of adjudication would be to ask the so-called ‘neutral’ captains. To a man, they had no hesitation in awarding the lion’s share of the credit to Tony and the Russians, with no national bias at all (except that Alan did waver in thinking the French should vote the other way to whatever the British did!). I thought Stephen as the Japanese took it very well, considering. All the talk of sabotage and revenge was just banter……

Game 2 – Get Marshal Mo-To-Ya

The second thinly-disguised scenario was based on the amazing operation in 1943, when the Americans sent very long range P38s (a fab a/c) to intercept Japanese strategic genius Admiral Yamamoto, who had planned and executed the Pearl Harbour attack (which only really failed because they delegated command to an old school ‘battleship’ admiral; but I digress…).

So, our 1889 version had the Japanese player (Stephen) brief the others that they had broken the Martian codes, and that the brilliant leader Grand Marshal Mo-To-Ya would be reviewing the various fleet detachments before hurling their combined strength blah, blah, blah. The key thing is, they knew where and when he would be at a certain city. Normally, this would be beyond effective range of Earther Cloudships, but the Royal Navy (Jon) then revealed that, apart from building the enormous HMS Thunderbird, they had also been quietly developing long-range re-coaling systems, a series of liftwood barges which could be towed then ‘parked’ at high altitude for later collection – like WW2 drop-tanks! I also took the opportunity to allow each ship 1x ‘elite’ gun crew – only a +1 to hit, but it soon became apparent how even a small adjustment to probabilities affected tactics!

The Allied flotilla thus set-off and arrived just as the Martian fleet hove into view through the clouds. The rather larger than expected fleet…. Ah. Yes, what confronted our intrepid floating heroes was not one Martian ‘Skylord’, one of the biggest Cloudship classes ever built, but two. As even one Skylord was estimated to carry the firepower of more half the Allied Flotilla, this was seen by the more tactically astute players as “…bloody serious…”!

Not only that, but the Grand Marshal also had three of the newer Martian ‘hybrid’ cruisers as escort, Martian built but incorporating Earther technology supplied by less scrupulous nations: big breech-loading guns and steam-power rams (although the latter were in fact clapped-out US train engines, refurbished and resold). Nevertheless, such an opportunity to cripple the enemy war effort before it got fully started was too good to miss, so as the Martians headed for the exit (off the far end of the table), the Allies resolved to sell their lives dearly (or lease them dearly, in the case of the French. Well, you get more return that way, and….).

  • As the giant Skylords were primarily sail-powered, Jon and Tony were among the first to point out that – at some point – these lumbering giants would have to tack (zig-zag), which meant there was more time to get them.
  • Learning from the first scenario, the players all kept saying to each other that the Grand Marshal was the objective, nothing else – so slip past the escorts if possible and pound the two Skylords with everything to hand!

Overall, the plan went quite well – Alan ‘stalked’ one of the escorts using cloud cover to get close before taking any return fire, while Tony and Stephen seemed to be competing for how much explosives they could throw at one ship! Meanwhile, as Eric took on the other Skylord with his now elite Skoda howitzer, Jon was perfecting his ‘left jab’, using his speed and longer, harder reach to knock seven bells out of an escort which was blocking his view (and in the process eliminating much of the bridge crew, thus making control much harder – not that they knew this immediately).

Stephen at one point sailed straight through the middle of the Martian Fleet, partly as his ship had good firepower in the armoured forward arc, but little else – except….. Yes, although he exchanged some withering fire with one Skylord and an escort, his master plan was revealed when he launched the rear-facing torpedo straight into the escort which was turning onto his tail! At that range – just outside the safety zone – the hit was inevitable, and the Martian visibly shuddered and began to lose height (that’s not all it lost, but again full damage was secret).

One great aspect for me with such games is how players learn to ‘read’ a battle, deducing both strengths and weaknesses from observable data. Such was now the case as the battle entered its critical phase, when first Alan then Eric mentioned that one of the Skylords, although damaged for sure, was not firing anywhere near as much as the other – which might mean that it was a transport, not the ‘battleship’ version?

Quickly deciding that the Grand Marshal would use the most powerful ship, the Allies now concentrated their fire. Jon now took quite serious personnel casualties from cannister rakes when closing to deliver a point-blank rocket barrage into the side of the enormous ship, while Eric also pounded it from the other side, starting numerous fires – bad news for a wooden ship! As Tony narrowly avoided a deadly ramming attack from the only functioning escort (sadly, the one with almost no directional control!), Alan and and badly-damaged Stephen sent the transport and the other escort into uncontrolled descents (the escort could probably crash-land ok, but the transport was not so lucky). As the Allies regrouped, they could see that only the smaller escort still had enough height (and control) to escape, but their initial fears about the other Skylord joining it were finally settled as the giant vessel, wracked with multiple fires and with key commanders dead on the bridge, made a long, lumbering dive just outside the city, in the manner of the Hindenburg………

So that was that. Another excellent outing for a genre which deserves a helluva lot more exposure, whether it be the RPG system, pseudo-colonial ground games, or this fabulous ‘Cloudships’ offshoot. It’s not the ‘flying WW1’ of Iron Skies, nor the Aeronef and Dystopian Wars – although the latter two did provide a lot of scratch-building materials! But if you like the idea of ‘3D ACW’, with the ability to construct your own range of peculiar vessels, then this is for you.

My thanks as ever to my long-suffering friends at Maidstone Wargame Society for playing, and The Werelords for resurrecting a brilliant game.

Click on the thumbnails below to see a few shots of the action.

Tactical aside – the Wrong Side of Technology?

There was a lot of discussion afterwards about the merits of the different ship designs – were the fast, sleek British and French (with only a handful of big guns, smaller hulls and crews), better than the rugged, somewhat slower Russian and Austro-Hungarians, with a lot more but smaller weapons? And what of Akagi, with an armoured nose housing all of its big ship-smashers in fixed forward firing casemates, akin to an Me110, but little else?

This all reminded me very much of similar historical arguments along similar lines both in the Victorian period (when turrets first came along), and then later about battlecruisers. In the latter case, they were great when used in their original role, chasing-down and destroying enemy cruisers, but were a disaster when used to bulk-out the main battleship lines “…because they look like them…”?!

In the end, both historically and with Cloudships, there was no ‘correct’ answer. The beauty of the system is that you can let your imaginations rip and, within the spirit of the game (the main rules have a sub-section devoted to ship design, with weight and armour affecting speed – and cost), create your own range of ships and models.

References & Links:
  • Background to ‘Space:1889’ on Wikipedia
  • More about the various games and RPG systems via Boardgamegeek
  • Several of the Cloudships books are on eBay, and some are now old enough to appear on some cheap download sites as PDFs!
  • The first outing of this – in 25mm no less – is still viewable here on the Werelords site.
  • Superb 1/1000th scale scenery (and lobbying to print some 3D Cloudships?) via Tony at Brigade Models. Go on, you know you want to….
Scratch-building 6mm Cloudships

A lunatics’ guide to building your own fleets…

HULLS & MAIN BODIES

1. Brigade Models – their rightly-famous ‘Imperial Skies’ range has some useful hulls and other pieces. And even though they are technically 1/1200th, you just have to look beyond that to possible uses… Recently, I have also used several of their vast range of very nice spaceships to provide the basis for things like ‘assault ships’, carriers, even resupply barges and landing-craft!
2. Peter Pig 1/600th ACW Naval range – A great source of whole or partial hull elements. By using ‘N’ gauge wooden planking as a main deck, you can use various waterline models as the upper and lower hulls. Also, some of the Union monitors come with metal decks, and these make for great ‘advanced’ Earther ships like the medium/heavy British ‘Macefield’.
3. DeAgostini ‘Star Wars’ die-cast models – given the wacky nature of several Martian ships, with a small degree of effort several of these models can be used to great effect. And as die-cast, they’re (a) good to take glue, and (b) damn-near indestructible!
a. I started with the various ‘bikes’, just used upside-down to help disguise their origin! The ‘prongs’ on the front of many of them look great as rams!
b. I also cannot recommend highly enough the ‘Jabba Barge’ (makes a great heavy Martian ‘Hullcutter’ type) and the equally fab ‘Desert Skiff’ (again, makes for a wonderful range of medium vessels)
c. But do check out the MTT transport and some of the other AT* tanks. The ‘Turbo Tank’ makes for a great ironclad (minus the wheels, naturally!). And the ‘chicken walker’ main body is a perfect Martian ‘leading chin’ design.
4. Eaglemoss ‘Star Trek’ die-cast models – not quite so many useful hulls here but still worth checking. For example, the early USS Antares, used inverted, makes for a fabulous small Earther French ironclad, in the same class as the RN workhorse ‘Aphid’. And some of the alien shuttles or freighters can make a good basis for more Martians.
5. Mechwarrior – the various tanks from the miniatures game (minus their tracks) have provided several very handy hull extensions.
6. Star Wars Starship Miniatures – no, not ‘X-Wing’ (unless you have a private income); I mean from the original game. These have provided a lot of the ‘tail controls’ for various ships, the Boda Slave 1 and Sith Infiltrator being particular favourites.
7. Galoob Micro-Machines have a very good Star Wars Jabba Sail Barge, which has provided, umm, ‘quite a few’ Martian landing craft, torpedo boats and even – cut in half – useful prows or flying bridges for larger ships.
8. Heroics & Ros 1/300th – Their WW2 armoured trains are a great source of cabins, armoured hull-extensions and side sponsons. Likewise, their Crusades range of siege equipment and superb armoured Hussite wagons provide great ready-made wing/sponsons for the Martians.
9. Irregular Miniatures – do a great couple of ACW ships actually in this scale, especially ‘Monitor’, which formed the primary hull for the RN ships.
10. ‘Dystopian Wars’ – again, nominally a different scale they have several ships which I have used for hulls or engine pods.

WEAPONS

Mainly dear old Heroics & Ros. Not only are they immensely friendly and helpful, but they have a vast range of kit which is spot-on for what you need:

  • WW1 guns (German 77mm etc)
  • WW2 guns (British 25lbr, German 88mm, 17ldr – all suitably ‘trimmed’)
  • ‘Oddities’ like the WW2 German Nebelwerfer; makes a great ‘Martian mortar’
  • WW2 Armoured trains (AA guns etc)
  • ECW, SYW and Napoleonic (French) guns, with the double-trail
  • ACW and FPW Gatlings, Mitrailleuse MGs
  • Colonial Landing Party Nordenfelts
FIGURES

As for crews, I have used the following H&R packs:

  • Colonial types and Franco-Prussian for Earther regulars, Boers & Confederates for armed civvies and ‘security personnel’
  • Gun crew figures (from the ECW & medieval)
  • SYW ‘Iroquis’ Indians (the light clothing and ‘Mohican’ hair-do is just right for Martians)
  • Ancient Greeks (again, the helmet + crest is spot-on for Martians)

There are some wonderful little vignettes in these packs – I love the guy with a wheelbarrow loaded with cannon-balls! And even the colonial gun-teams have a pair of riders who remind me of a couple of gunners on their break…
I did see some other interesting ranges in the USA – some ‘post-apocalypse’ types make for great Martians. Likewise, if anyone knows of any LOTR ‘elves’, they too would be good.

DETAILING

If even a klutz like me can do this, please give it a try – just adding a few crew figures and the odd pile of coal sacks really brings even these small ships to life.
Model railways have (especially in ‘N’ gauge):

  • packs of coal sacks, bales (cargo) etc.
  • some great ‘signal gantries’ which provided not only some great wing/sponsons, but also (cut down to half height) the ‘brass railings’ for the posher Earther ships.
  • Packs of wooden fences, which make for cheap railings on Earther or Martian ships

Mechwarrior
Not only hulls but most of the rocket pods came from these (the tanks are VERY well-equiped!). I also used some of the smaller weapon turrets as rail-launchers for Martian fire bombs or anti-personnel spikes.
DeAgostini die-cast models
Things like the Ewok ‘hang-glider’ and various solar-sailors provide a variety of strong, ready-made plastic sails for Martian kites, some with rigging!

Work in Progress Wednesday Special

It’s Wednesday but we’ve got something different for this week. Having completed the Dropship conversion I started last week, we present a step by step guide to how I converted the miniature from 15mm APC to 6mm (or 3mm) Dropship. You can see the finished model above with some 6mm tanks and powered infantry.

The project started when I was on the hunt for a real bulk dropship for my 6mm and 3mm forces. I went for the 15mm M58 Sugama APC from Brigade Models.

The main hull is resin and the grav engines are separate metal pieces, so I had a play around with those to see how I could make them into the dropships engines.

I used the ends of 8 wall plugs to act as the engine thrusters and cut the tops at an angle so the metal engine pieces would rest at a nice angle.

I then started removing some of the model detail and replacing and adding more that would be in keeping of a space going dropship. This included domes, bits of angled putty, some turrets and even bits of paper which work quite well to break up surfaces.

I then sprayed the whole thing with a grey primer.

And because I was going to use a Vallejo Xpres color over the model, I painted some areas a different colour to provide some contrast.

I didn’t actually have a black wash and so used Vallejo Xpress color Wicked Purple. This worked fine, but was a bit tricky to cover such a big model.

After that was dry I went over the whole model with a gun metal drybrush. I thought I was going to leave it at that but decided I wanted some more colour to the model. So I did a second dry brush using grey to dull down the metal, and then painted whole sections with Tank Drab. A little bit of white for various markings and some blue for the bridge completed the paintjob.

I wanted the dropship to work for both 6mm and 3mm miniatures, here we have the finished dropship lifting off after disembarking a 3mm force of tanks and mechs.

I’ll definitely be looking for some more miniatures I can convert into dropships for the smaller scales.

Summer of 77 show game coming to Salute 51

The Maidstone Wargames Society is pleased to announce our show game for 2024.

The Luftwaffe approach the south coast of Britain and their first set of targets, the radar stations.

We present the Summer of 77, a world war two Battle of Britain participation game. Why 1977? I hear you cry. Our show game is based on a simple game that appeared in the 1977 summer edition of Warlord magazine and is the brainchild of society member Phil who has turned it into a full scale 3D landscape.

Fully detailed landscape of the English countryside, towns and villages. Not to mention those all important airfields and radar stations!

The game has already made a successful appearance at this years Cavalier show in Tonbridge and will make its next appearance at Salute 51 on the 13th April, we are table GJ05 on the show plan. If you’re at the show come and try your hand at thwarting the Luftwaffe. You can also find out all about the game including how it was constructed on our show game page Summer of 77.

Spitfires prepare to scramble to meet the incoming German fighters and bombers.

 

A busy weekend, Society meeting 24th February and Cavalier 25th February

Andy rounds up a busy weekend for the Society. Photos by Andy unless stated otherwise, header photo by Stephen.

Last weekend saw both a Society meeting and our annual trip to the Cavalier Wargames show run by Tunbridge Wells Wargames Society.

Only three games at the meeting on Saturday, perhaps due to some members only being able to get out on one of the days.

First up, David ran a Napoleonic Corps game using General d’Armee rules and figures from his collection. This was a popular game with half a dozen members partaking.

Eric ran a Judge Dredd RPG, only a couple of photos of this one I’m afraid.

Judge Dredd RPG
Judge Dredd Bar room Brawl

Finally on Saturday Andy and Stephen finished off their Lion Rampant Five Battles campaign, joined this time by Treasurer Mark and new member Charlotte.

Game one.

This was a Convoy mission, the Christians had to escort three “baggage” markers diagonally across the table, a cart, some monks and some civilians. The Muslim forces had to stop them.

Much reduced cavalry face off (Charlotte)
Andy’s convoy and escorts (Charlotte)
Egyptian Light Cavalry (Charlotte)

Game 2. This was to be our “Big Battle”, with two commands on each side. Here the objective was simply to defeat the opposition.

Andy’s warband
Andy’s Warband (Charlotte)
Charlotte’s and Stephen’s warbands
Stephen’s view point (Stephen)

We will post a write up of the final games in the campaign in the near future.

CAVALIER

On Sunday half a dozen or so members travelled to Tonbridge for Cavalier.

The Society’s game for this year was masterminded and built by Phil, and was a 3D representation of a map game published in the 1977 Warlord Comic Summer Special portraying a Luftwaffe raid on Southern England during the Battle of Britain.

Phil’s board, 560 individually marked squares!
Airfields and ammunition dumps are three of the targets for the Luftwaffe
A close up of the town
A copy of the original game can just be seen at the bottom of the photo

A year’s worth of gaming (Part 2)

Club member Stephen reviews the games he has played at Maidstone Wargames Society this year. This is part 2 of the article covering July to December. If you missed part 1 it can be found here.

The first meeting after the Open Day can be an important one because it would be the first ‘true’ impression of a club day for anyone returning after the Open Day. We do try to have a few games going and it’s important that games are open to any new member to help them feel included and part of the club. I had a game of Dragon Rampant with Andy.

July – Dragon Rampant

We got in two games. Andy was using his goblins, and I used two new armies – elves in the first game and dwarves in the second. And Andy won both games. Not just won, but won quite convincingly. That’s the thing with new armies – it takes time. You have to get to know each other, trust each other, respect each other. Just like any relationship.

At the end of July came more sci-fi. Another game of Stargrave – Jurassic Moon! I’m sure you can work out the inspiration for that one. Films, TV, and books all provide an endless resource for Stargrave games. Yet again, another sci fi game in my decision to do more sci fi during the year.

In this game Tony’s captain would get killed by a pack of velociraptors, meaning Tony lost his crew and will have to start all over again. Meanwhile, Eric kept throwing grenades at everything. We also used the Side Hustle cards, which provided a great new element to the game.

July – Stargrave – Jurassic Moon

We are now two-thirds of the way through this gaming year, and another sci fi game for me – Battlestar Galactica by Ares Games. This uses the same game engine as other games such as X-Wing. The game was run by Alan, so fulfilled two briefs for the year’s gaming – play more sci fi, and play more games run by other people. Best of all, though, was the chance to game with club members I seldom game with. Alan umpired with Dave and myself taking the Cylons and Pete S and Chris taking the humans. I don’t wish to gloat, but suffice to say that Dave and myself had a very rewarding day!

August – Battle Star Galactica

And then on to a bit of fantasy – Elf King Red. This is a free download set of rules by Rick Priestly. In brief, the game is based around an elf civil war, with each player taking control of a different ‘Circle’ of elves. It’s one of those games with just a few miniatures per player – a leader (or Thane in the rules) accompanied by six companions. Just seven figures per side!

We had a four player game – Andy, Tony F, Phil, and myself. We played two different scenarios (we agreed that each player must devise a scenario, but obviously never played them all). Andy’s scenario involved hunting down a rampant werewolf whilst mine was all about taking control of a temple in the wilderness.

August – Elf King Red

It proved to be a nice fun game. These sort of things always work best with some kind of scenario driven game. There’s a few holes in the rules, which is OK (they’re free, after all), especially if you’re a group of friends and playing the game in the spirit of fun. We certainly coped with any hiccups and any uncertainties were easily resolved. EKR will make a great one-day session of linked scenarios.

It had been a little while, but the first meeting in September was back to our Wars of the Roses campaign – Battle of Hedgeley Moor. This was an encounter I was unfamiliar with, with newly crowned King Edward sending an embassy to the Scots only to be ambushed by the Lancastrians.

September – Sword and Spear – Battle of Hedgeley Moor

You know what, it’s just not fair! I really thought I was going to win this one, it was looking good at one point. But did I? No. You can read the full report here: Wars of the Roses – Battle of Hedgeley Moor – Battle Report – Maidstone Wargames Society (brigademodels.co.uk)

A closer game this time, so I suppose some things are improving.

The second meeting in September was supposed to be Rebels & Patriots but Andy had to pull out at the last minute, so I grabbed some spaceships and we had a game of Starmada instead. Like Full Thrust this is a space fleet game, but it’s quicker and dirtier than Full Thrust and can handle large fleet battles better. We played three games. The first was a simple meeting encounter so we could all remind ourselves of the rules. The grey fleet won this so we decided the next battle would be an attempt to take control of a mining facility. The green fleet repelled them this time and so we moved on to the last game – a chance for the greens to consolidate their position. But the greys won again. We decided this represented a minor victory for the greys. They hadn’t managed to take control of the mining facilities but had done enough to press the greens for trading benefits.

September – Starmada

The first meeting in October was on the 14th, which meant only one thing: HASTINGS! A few years ago we’d re-fought the battle so what we did was have a special Saga day based on the Norman Invasion. Norman and Anglo-Dane armies only.

October – SAGA – Battle of Hastings

The four of us decided to play multi-player games. Each player would keep track of victory points throughout the day and the player with the highest total would be declared winner. The day went to Tim with his Anglo-Danes with Jeremey, also using Anglo-Danes, in a very close second. It seems English resistance to the Normans is alive and well.

Since we meet in such a large hall I often wonder why we don’t do more one-on-one games. There’s enough room. So at the second meeting in October Tony G and myself had a few games of Barons War. This was Tony’s first time, so we kept it small. As such, we got in three games. Barons War provides a really good section on scenarios, which always benefits skirmish games. I won the first, then Tony won the second, which left a third deciding game. It went to Tony! The more I play Barons War the more I enjoy it. Like many rules it’s not always as clear as it could be – though not as bad as some rules out there. But as you play it the more sense it makes. A very enjoyable session.

October – Baron’s War

Right then. So, November. And another ding-dong in our Wars of the Rose campaign.

This was the Battle of Hexham and marked a turning point in the war. Not only was it a turning point in the actual war but it was also a turning point (hopefully) in our campaign. Rather than give details here you can instead read about the remarkable events here.

November – Sword and Spear – Battle of Hexham

The penultimate game of the year was a bit of a 90s throwback – Battletech! This game ticked two boxes for my year’s gaming: more sci fi AND play other’s games as well. Back in the day I used to play a lot of Battletech (and Silent Death). This was Eric’s game and we played a version of Battletech called Alpha Strike which, to be honest with you, bears no resemblance to the original game at all. Which is not a bad thing. Battletech was a very 90s set of rules and I’m not sure I have the stomach for it any more. But Eric had done the right thing by introducing us to Alpha Strike because it is a much more streamlined, playable, and therefore enjoyable game. Splendid fun. And check out Eric’s fantastically painted mechs. When I used to play I would go for lurid colours (I remember doing one in purple and yellow). I much prefer Eric’s muted colours.

November – Battletech Alpha Strike

And so on to my final game of the year. And yet more sci fi. Another game of Stargrave, but this time with a festive feel – I called the game ‘There Ain’t No Sanity Clause’ (full credit goes to The Damned for that). Santa Claus has been kidnapped by hordes of psycho-penguins and the players must spread festive goodwill to release him.

December – Stargrave – There Ain’t No Sanity Clause

Five players took part. They had two goals – as well as collecting loot tokens they also had to collect clues that tell them what they have to do to release Santa. The culmination of the game was a group rendition of We Wish You A Happy Christmas. In addition, if the players give back captured loot tokens to Santa (the loot were presents for all the good boys and girls) then they would receive double experience for those tokens.

A suitably festive ending to the year!

So those were the games I played at the club during 2023. I did well on my pledge to play more sci fi, but not so well when it came to playing other’s games (though I did do that more than usual – so not too bad). You know what, I don’t think I played a duff game all year. I thoroughly enjoyed every game. This is the advantage with being a club member – the variety of games and the quality. I’m going to continue with my determination to join in other games during 2024.

 

After-Action Report 26th August: ‘Square Bashing’ 6mm Franco-Prussian War

Club member Peter reports on a game that he ran at the society recently.

You know how it is – you collect all these armies, have great fun and lots of memorable actions – and then one day you realise that the last time you played this fab little game was the turn of the century! So, post-retirement I have been dusting-off a variety of games and systems which deserve wider exposure – and ‘Square Bashing’ is certainly one of them…

The System/Rules

Briefly, ‘Square Bashing’ was developed by good old 15mm manufacturer Peter Pig and some associates and is a sort of boardgame/tabletop ‘hybrid’ which allows for fast yet accurate handling of large formations, beyond the capability of most other rules. It achieves this by using markers on a normal wargame table to denote squares, roughly 25-30cm on a side. Units are made up of so many bases but orders/activation, movement and combat are by ‘square’. Movement in march mode is relatively fast, but once ‘deployed’ things slow down – a lot! Thus, it encourages thinking at the true Corps and Army level, as it takes precious time to deploy and then re-orient units in the field. Speaking of which…

The game also has a fiendishly simple but vital initiative and ‘battle clock’ control on game length, whereby the loser of the initiative roll each turn can choose to either go first or move the countdown clock on by whichever of the two dice scores they choose. Thus, can asymmetric forces fight on more equal terms, as the large force cannot simply sit back and grind an opponent down but has to ‘get on with it’ before nightfall or some other key event. More on this aspect later…

The system has been used very successfully for WW1, Russian Civil War – and now mid-19thC battles. It was the latter in which I had some input, and to demo the system it seemed the most appropriate -so……

The Game

The game was based on a real encounter during the opening phase of the Franco-Prussian War, when the initial French assaults had been thrown back in some confusion and the German States were seeking to force the nearest French army back into the fortified zone of the city of Metz. Whilst this was too strong to assault and the Germans lacked any giant siege guns, having 150,000 extra ‘guests’ for lunch would overwhelm the supplies held there and, eventually, force their capitulation.

The game was therefore set-up as follows:

      • The table was roughly 9×6 squares, each representing about 0.75Km a side. It consisted of rolling, low hills, dotted with farms and light woods with the odd dense bit of forest.
      • Two French Corps would deploy anywhere in the first three rows, with orders to keep any German units away from their base edge. Just off table behind them, however, was the main French escape route, with progress of other units denoted by very slow-moving wagon markers – or so it seemed to the players!
      • The three German Corps were allowed to enter anywhere on their baseline, but there had to be at least one square gap between corps (or risk massive traffic jams). Their orders were to simply push ahead and ‘slam the door’ on Metz. The only complication was that the three Corps were from two different armies, Prussian III Army and the Bavarian contingent. I had little to do by way of briefing to add a little ‘healthy competition’ between the different commands…

So yep, five complete Corps, plus reinforcements, on the table in one afternoon’s play!

The initial French deployment was extremely ‘sparse’ – worryingly so, until I noticed that they were only using 1x Corps! Somewhat happier when the available units doubled in size, they were slightly more chastened by (a) the ground scale, which meant that their ‘old fashioned’ artillery could not support everywhere if grouped too heavily; and (b) the unending stream of Germans now marching onto the table…

Prussians begin to arrive as French ‘beef-up’ their extended front line

I won’t give a blow-by-blow account, if only because I was too busy to observe the minutiae of turns. Essentially, a dramatic cavalry thrust by the French on their extreme left was almost immediately destroyed by a combined-arms Bavarian group attempting a right-hook. The French were a little worried about a follow-through here, but this was closed-off by the adjacent French infantry division left-facing and thus threatening any attempt to exploit.

On the main Bavarian front, the French reinforced an advanced village/farm complex at a key crossroads which they proceeded to hold against several Bavarian assaults until literally blown-away at game end by massed batteries, themselves taking long-range hits by infantry fire. The French stand had, however, blocked any advance in this sector, as per orders.

French left Corps throws back Bavarian assault in confusion, but is starting to be by-passed…

In the centre-right, the Prussians were feeling their way forwards whilst deploying stronger formations in their rear. An early probe on their left against a large farm complex was bounced in short order by some Algerian Legionnaires and a Light Infantry unit. However, long-range bombardment and a full divisional assault eventually carried this position and was threatening the French extreme right until a timely reinforcement galloped on in the shape of a Guard Heavy Cavalry division (to add some ‘tone’ to an otherwise unseemly brawl by foot-plodders).

The centre was initially a see-saw with no major advantage going to either side, despite the mounting casualties. However, when the main Prussian assault finally got under way the close-range firepower of the Dreyse rifles, plus long-range artillery support by rifled pieces finally blew a gaping hole in the French centre, through which one of the reserve cavalry brigades poured. These galloped over the low hills to see a most unusual sight – strung-out before them in the distance were a long column of French army vehicles and assorted support units!

French reserve cavalry (foreground) on their way to destiny…

While this information was relayed to the commanders in the rear and tired infantry units summoned to exploit the position, minds were soon brought back to the current battle as they looked to their left down upon the gaily deployed French Cuirassier Division – facing the other way. As the clock reached game-end, the French cavalry were thrown into almost complete disorder when hit in the flank downhill, at least one French commander choosing to die here on the field, safe in the knowledge that some of the army, at least, had escaped the vice closing on Metz….

Final moves – French right is finally destroyed as the Guard Cavalry arrives (not Prussians on hill to their flank!)

After game observations

All players very quickly got to grips with the system, and I was pleased to see how feverish conversations soon focused more on high level plans re bunging one or two divisions in here, how many brigades to place there, grand battery vs close support etc, possible terrain restrictions on exploitation and so on.

It was also salutary to see how reserves now played a key role, as although units fought well for a while, they soon lost their initial ‘edge’, then went to ineffectual despite several apparently holding ground. This is what happened to the Bavarians on the German right and the French in their centre-right. Once the Prussian reserves arrived, the previously successful French were stretched too thin and quickly dissolved – but not before buying vital time, which was the point! Gosh, commanders following higher orders – whatever next?!

Forces

The Prussian Corps were ‘square’ formations – 2x regiments per brigade, 2x brigades per division, 2x divisions per Corps. The French were similar except that these particular Corps had three divisions apiece. However…… Prussian forces had two important tactical advantages – their infantry at close range got a key bonus (Dreyse rifles being ‘slam-fired’), and their artillery was more numerous and had greater range (just). Lower-level leaders were more prevalent (not ‘better’, just more effective), and so individual units were slightly more flexible (elite divisional light infantry could be attached to brigades). Cavalry were still a threat as while they fared badly against infantry etc in stand-up fights (the French left were ‘vaporized’ in turn two!), they could also fall suddenly on disorganized units or a flank and create chaos out of all proportion to their numbers.

The French ‘advantages’ were not really of much use – their infantry rifles could fire two squares, and did seriously harass the Bavarian Grand Battery. Their prodding of the Prussian centre however may have simply stirred-up the ant’s nest which then lunged forward! But what of the famous Mitrailleuse machineguns? Well, they had to deploy with the artillery (as per doctrine), so missed-out on supporting the infantry fire-fights. On the few occasions where the enemy came to them (‘’Fortress Norfolk’ on the French left), the Bavarians soon saw their effectiveness……

The Clock

This feature as already discussed was central to the scenario design. It’s fair to say that the French were first to realise that ‘all’ they had to do was allow time for the sluggish Army wagon trains to exit left – terrain, losses did not really matter. The Prussians were slower to pick up on this, understandably focusing on the detail of battle. However, as they got closer to the French rear edge and could discern no form of counter-plan, it very quickly dawned on them what game the French were playing, and they went over from considered progress to major punches, sometimes surrendering the initiative for the turn to the French in order to adjust the clock by the smallest amount! This was very successful, as the French – on the overall defence – rarely needed the initiative anyway, although a couple of Bavarian brigades might dispute this plan!

My thanks to all for a great trip down memory lane (and for loans of scenery).

Prussian:              Pete S, Paul L

Bavarian (almost Prussian):          David P

French:                 Mark N and ‘Bob’

Society Meeting 13th May 2023

A short round up of games played at our last meeting.

The usual FOG suspects staged a 6mm game, Mid Republican Roman vs Later Selucid.

Mark ran a 28mm Judge Dredd game, with virulent scenery, you may need your sunglasses.

Close up of the tower block

Jeremey and Stephen continued their refight of the War of the Roses, this time recreating Towton.

Each were “assisted” by two sub commanders this time, on the Lancastrian side with Stephen were Andy and Tony G, with Tony F and Peter joining the Yorkist commander, Jeremey.

Andy & Tony F both switched sides since the last campaign game (not unusual in the War of the Roses). There will be a full report on this game written up by the victorious commander.

Armies deployed, Yorkist on the left, Lancastrian on the right
Yorkist Centre
More Yorkists
Stephen’s victorious Border Horse.
A truly dismal roll by the Lancastrian’s French crossbowmen, three 1s
Lancastrian centre, what’s left of it.
The Lancastrian dead. Units with red dice were Andy’s, blue dice were Tony G’s and black dice were Stephen’s

 

Society Meeting March 25th 2023

We had a very good turn out at the last meeting, 5 games in progress with over 20 members present.

First up, John and Alex were play testing John’s Border Reivers game.

All quiet at the Bastle house, for now.
Action at the ford.

Mark ran another Dungeons and Dragons session, taking his adventurers to sea and then deep into the dungeon depths.

The dungeon master looks on as the adventurers ponder their next action.
Action at the Quayside
Dungeon delving
Who let the dogs out?

Paul ran a 6mm FoG Ancients game, Late Bulgarians vs Ottomans.

Light cavalry on the right somewhat outnumbered
The centre of the battle seems a bit empty
Clash of cavalry

Stephen and Jeremey continued their refight of the War of the Roses, using Sword and Spear rules, this time recreating the Second Battle of St Albans. There will be a write up of this game shortly.

The Yorkist camp, artillery and cavalry await the approaching Lancastrian vanguard.
The artillery has fallen to Lancastrian archery, but the first Yorkist reinforcements are now approaching the camp
A Lancastrian pike block about to dispose of some Yorkist archers, but Yorkist Men at Arms are waiting behind the archers.
Towards the end of the battle, the Yorkists have pushed the Lancastrians back from the camp
On the Yorkist left flank there are few Lancastrians left.

Finally, Mark H ran a War of the Spanish Succession game, using his own fast play rules.

Cavalry advance
More Cavalry
The armies line up
Cavalry wings clash
The infantry engage

 

 

Society Meeting, October 22nd

It’s been a while since we posted any pictures of society meetings, but here are some from our latest meeting, which had a good turn out with five games in progress and around 20 members present.

First up we have a 2mm Ancients game using Strength and Honour rules, Republican Romans vs Germans.

Marcomanni & Suebi Warbands clash with the Auxilia
Same clash, different angle
Close up of the Suebi Warband
Line of battle

Our second game was a clash between a 100 Year’s War English army and some Ottoman Turks, this time in 6mm using Field of Glory rules

Archers flanking Men at Arms
Close up of Archers
Archers holding the hill
Cavalry charge the Men at Arms
Men at arms punch a hole through the line of Archers

Slightly later historically we turn to the War of the Roses, and a game based on the Battle of Wakefield, this time in 15mm using Sword and Spear rules.

Battle of Wakefield, starting positions. Jeremey feeling somewhat surrounded.

In the background you can see Stephen’s representation of Sandal Castle, you can see an article on its construction here.

Close up of the Yorkist right flank.
Lancastrian Left Flanking force
Yorkist Archers, the small dice show the remaining strength
Uneven archery duel, all units started at strength 3.

Our fourth game, chronologically, takes us to the East End of London, where things go bump in the night. A Victorian Gothic Horror game using “A Fist Full of Lead” rules in 28mm.

Just another day in the East End
A bit of a barney
Hello, hello, hello, what’s going on here aaarghh
It’s not even safe indoors
A Hansom Cab
Police raid a house of ill repute
They’s big n hairy & I be afraid of ’em

And finally, we go to Vietnam, with a 1:600 scale Air game using Thud Ridge rules.  Only a couple of photos of this game unfortunately.

SAM-2 site protecting a vital bridge as a Skyhawk attacks.
Close up of the Skyhawk, pursued by MiG-15s

 

Populating the Desert

At our recent Open Day I ran a 6mm sci-fi game using the Hammer’s Slammers:The Crucible rules. I created a lot of new desert terrain for the event and thought I’d write up some of the methods I used to create it. If you want to read about the game itself, there’s a report on the Hammer’s Slammers website with lots of photos of the game in action.

Sacred Sands
One major component of almost every item of terrain is the ground texture. I used a mixture of sand (bird cage sand from a pet shop), household emulsion paint and PVA glue in a ratio of roughly 3:2:1. I had a litre of paint mixed by my local B&Q to match Army Painter’s Skeleton Bone spray paint (I sprayed a small square of plastic card which they stuck in their scanner) for a very reasonable £18. I made up batches of the ground texture mix in an ice-cream tub so that it was always ready to go – and after building all of the terrain below I have about 2/3rds of the paint left.

Once dry, the ground was washed with a decent coat of Citadel sepia shade, then drybrushed with Citadel Tyrant Skull. This pretty simple method gave me a quick to apply, good looking and consistently repeatable ground texture.

I scoured eBay for suitable grass tufts in various sizes and shades of dry grass and found a good pair of sources in Boontown Metals and Serious-Play. These were used sparingly, the desert was supposed to be arid.

Happiness is the Road
The roads were made them from Busch model railway roads, which are a sort of very thin self-adhesive foam with markings printed on in white. The two-lane roads were 40mm wide, maybe a little overscale but some sci-fi tanks are pretty big so they look fine. As a base I used 3mm sheets of black Foamex – this is less likely to warp, as card or MDF is prone to. The edges were roughly bevelled with a knife and textured. I made some T junctions and crossroads by butting up sections of road surface and drawing in the road markings with a white acrylic paint pen.

2-4-6-8 Motorway

I had visions of making a big four-lane highway for a couple of reasons – firstly, it would be an impressive large terrain piece, which 6mm scenery can sometimes lack, and secondly it would cut down lines of fire and prevent heavy tanks dominating the battlefield and being able to fire from one side of the table to the other (heavy tank guns have no maximum range in Hammer’s Slammers). The motorway was mounted on 2″ thick insulation foam – I used normal white polystyrene, pink or blue foam would have been better but I already had the polystyrene to hand. This was cut into four 8″ wide, 18″ lengths with a hand saw – do this outside, it makes one heck of a mess! The edges were then bevelled at a 45° angle with a hot wire cutter resulting in a 4″ wide plateau. I ran two lengths of Busch roads down either side of this plateau, leaving a narrow central reservation. The edges and centre were textured as normal, and I put in a small piece of tiled plasticard in each section – the intention with this is so I could put in road signs at some point, although I haven’t done that yet.

One length was cut in half, and one end of each short length bevelled to match the sides. I scratchbuilt a simple bridge from plasticard and Plastruct girders, which was long enough so that one of my normal two-lane roads could pass underneath. The bridge was made so that it could be lifted out – this was for two reasons; firstly, I thought that attaching the bridge to the two end pieces would be too fragile, and secondly it gave me the option to add a destroyed version later.

I’ve learnt in the past that linear obstacles need more than one crossing point, otherwise you end up with a nasty bottleneck and the whole game ends up revolving around this one point. So I used the hot wire cutter to make two tunnels under the roadway – one larger one which is big enough to take a road, the other smaller one which is big enough for infantry on foot or small vehicles. For the larger one I used a piece of plastic cable trunking to make the concrete tunnel, the small one was made from plasticard. This left three crossing points so gives the attacking side more options. The sides of the embankment are rather steep, too much for heavy vehicles, but I allowed light vehicles (jeeps and infantry skimmers) and infantry on foot to climb them as if in bad going.

Houses in Motion

All of the buildings are from Brigade Models’ various desert-themed resin scenery ranges. I stuck them on more 3mm Foamex with Uhu glue and textured between them with the usual mixture. The buildings were sprayed with Army Painter’s Skeleton Bone, washed with Agrax Earthshade (GW) and drybrushed with Terminatus Stone (GW again). To add a splash of colour, doors and details were painted using GW Contrast Paints which give a decent effect in one coat.

One of my main sources of inspiration for the look of the buildings was the various Star Wars stories set on Tatooine. One standout feature of these is the fabric awnings across the entrances and frontages of many of them. I tried to replicate this using pieces of textured paper hand towels (some nasty thick industrial ones that don’t so much dry your hands as redistribute the water…) which I soaked in watered down PVA and strung across paperclip wire supports. Once dry I used Contrast Paints and drybrushing, often matching the awning colour to the other spot colours on the buildings.

I put some buildings on sections of road which allowed me to do some more interesting things such as a footbridge that passed over the road, or parking bays/side roads. The obelisk outside the tower below comes from Brigade’s 2mm range.

The objective of the game was to capture a series of radar stations that controlled the approach to the nearby starport. These all came from the Brigade range including several with ‘golf ball’ style radar enclosures and another tall tower with a radar on top. I added extra small buildings to the bases of some.

The Temple of Doom
I had a ruined ancient temple that had been cluttering up my office for ages – it was an aquarium ornament picked up from a pet shop. This was stuck on a small polystyrene hill with ramps and steps up to the summit. I repainted it in the same way as the other buildings. I discovered that the resin was rather fragile – it had an accident that lowered the heights of all the columns at one end…

Hanging on the Telephone
I scratchbuilt some simple telegraph poles using lengths of cocktail stick and short pieces of plastic strip for the crossbars superglued together, based on 20mm wooden discs from The Works. Ground texture, a single coat of brown contrast paint and a quick drybrush and they were done.

We Got the Power
In a box in my shed o’ stuff I unearthed three 3D printed power pylons, bought back in the days when they were still a sensible price on Shapeways. These were duly stuck on Foamex bases, sprayed with gray primer and drybrushed – again, job done and some welcome height added to the board.

Blood on the Track
A monorail ran across the town, made from Brigade Model’s elevated track and a selection of freight wagons. The pylons were based on 30mm wooden discs and the track was painted in the same way as the buildings. I initially painted the track silver and washed it but that made it too dull, so I went over the rail again with a silver paint pen to make it brighter.

And finally, a few shots of the game on the day. The Slammer’s Regiment (silver hovertanks) were mostly painted by Jon Roche, the Zaporoskiye Regiment in their superb green/white/brown urban camo’ were painted by Mark Johnson. The blue tracked vehicles are Guardforce O’Higgins, painted by me.