Work in Progress Wednesday

It’s another Wednesday and just a small offering this week.

I’ll start with my efforts this week. Above is the start of a new set of miniatures for that will be my Stargrave Crew. These are all Copplestone miniatures that I’ve done a bit of conversion work on to make some of them a bit more alien like.

Next up Mark J has been putting together some vehicles for a Vietnam game.

Stephen has been busy painting up some more reinforcements for our Wars of the Roses campaign. This time Stephen has painted up some Irish kerns and gallowglaichs.

And lastly this week, Mark H has finished painting up a 1/300th Soviet Guards Battalion.

See you next Wednesday.

Work in Progress Wednesday

This week it looks like the members have been doing a spot of gardening.

We start with some rather impresive trees from Eric.

And a close up of the tree base.

However I believe Phil has gone the scratchbuilt route with these trees.

Now back to miniatures and Mark J has finished painting a US Seal Team for Vietnam.

And finally for this week Andy has been experimenting with some Army Painter speed paints.

To paint up some plastic Orcs, I think these are the old Grenadier ones now produced by Em4 Miniatures.

I’ve yet to try speed paints, feel like I’m playing catch up on that front.

See you next Wednesday.

Review of 2023 Open Day

As a break from our regular Wednesday posts we present this week a look back at our Open Day.

We had six games on the day covering a wide selection of periods and scales. One of the selling points of the Maidstone Wargames Society is if you’re into it we probably play it.

We start with Stephen’s Road to Damascus Saga game. Saga has proven very popular at the club mainly the Age of Vikings, but Stephen presented a Crusades game for the open day.

The game boasted some new scenery in the form of an Arab Manor house.
The Arabs were victorious on the day.

We now move to the English Civil War. We have a number of members who regularly play Field of Glory, between them they have many armies of different periods and scales.

For the open day they put on an 15mm ECW game for a change.

I don’t know who won on the day but their were many excited exclaimations that can only mean some fortuitous dice rolling!

A new game to the club has been Strengh and Honour, this has been played as a 2mm Ancients game to give a sense of scale.

Here we have Roman Legions taking on the Celtic hordes.

For the open day I finally got my Naploleonic Balloon game up and running. But then failed to take any pictures of it as I was busy running the game.

A phot was taken of all 10 balloons on the battlefield, the game needs a little bit of tweaking but much fun was had in being blown around by the wind all day. Hopefully this might make it to be a show game one day.

Moving to the Franco-Prussian war and the Battle of Spicheren, this was a pet project of member Tony G who thought they’d try a new period for the open day. Tony did this in 6mm and wanted to represent the terrain dominated battlefield.

I’m not sure I’ve ever seen a more hilly, wooded landscape to have a battle.

Tony also made the towns and villages using paper models for the buildings. Quite a challenge at this scale.

And onto the last game of the day, Tony F and Phil decided they had been neglecting the first age of middle earth for their Lord of the Rings games.

This gave Phil the excuse to paint up some real big beasties, much to worry of Tony F, but luckily there were enough Elven heroes knocking around at that time to meet the challenge.

I’m assuming this is Elrond going toe to toe with a Balrog? Phil definitely went big with Balrogs, Beasts and Trolls in abundance.

I do feel however that this picture should be part of a caption competition!
As to the game I think it was declared a no score draw at the end of the day.

Thanks to all the members who put on games, and to those who visited us on the day.

If you are interested in joining the Society please feel free to visit us on any of our regular meetings. The club Diary can be found here. Any further details about the club can be found on our website.

 

Work in Progress Wednesday

A little bit of progress was made by members this week, we can offer up some 15mm German WW2 infantry from Stephen.

While Phil has continued with some bigger miniatures in the form of a beast and balrog for Lord of the Rings.

And last but not least this week Mark J has started painting up some WW2 Stuka’s.

See you next Wednesday.

 

Work in Progress Wednesday

I thought the weather might slow the members down a bit. This week we start with Phil and some Lord of the Rings Goblin archers.

Next up and Mark H has made more progress on their WW2 Soviets, clearly 6mm froa bit of a distance!

We move onto John La who has decided to create some new trees. Here we have the wire armatures. Home made trees is not something I’ve ever tried.

I’m keen to see the end result.

And lastly for this week Marcus has some worms. The least said the better.

Let’s see what next week brings.

Open Day Games for 2023

There’s been plenty of progress with our games for our Open Day that’s on the 24th June this year. We’re open to the public from 11am – 4pm on the day.

This is a great day to come and see the society in action and maybe throw some dice at one of the various games we will have on the day.

This year we have a nice selection of periods and scales on offer, which might just be the incentive you need to either get back into the hobby or to find a new home for your own armies and games.

We will have a game of Strength & Honour in 2mm

A Lord of the Rings Battle from the First Age, 28mm Elves vs Orcs will fight it out

A crusade game Road to Damascus complete with scratchbuilt 28mm Arab Manor House

A whole host of 10mm Napoleonic Balloons will take flight

The Battle of Spicheren will be fought in 6mm

And if that’s not enough there will also be a 15mm Field of Glory game of the English Civil War

Details of where the club meets and location of the Open Day can be found here:
https://www.brigademodels.co.uk/mws/directions.html

 

Work in Progress Wednesday

The sunny weather hasn’t kicked in yet to slow the members down.

We start with some markers for Stargrave from Stephen. Followed by the finished Pilgrims from Andy.

Andy has also made progress on the Salute Viking figure.

Now we have some large boulders from John L.

Moving on and it must get boring soon for Tony F having to paint yet more elves. First up a captain and magic user.

and some more rank and file elven warriors

Mark J has proven they don’t just paint 28mm vietnam miniatures with some 6mm Tiger tanks.

Sticking with the 6mm theme Mark H has started painting Soviet Infantry

And lastly for this week, Eric has been painting up a fantasy tree.

Close up of the base of the tree

So we’ll see you next week for some more work in progress.

 

Judge Dredd Battle Report – Attack the Block!

Club chairman Mark J reports:

On Saturday the 13th May meeting Mark H, Tim, Eric and I played Warlord Games Judge Dredd skirmish, we used 28mm figures and terrain depicting Mega City 1, including the famous Rowdy Yates block.

The infamous Rowdy Yates Block

The aim of the game was to take Rowdy Yates, there were four teams:

      • Justice, including Dredd (no creep messes with my home!)
      • Muties
      • City Def
      • Block Gang ‘Reasonable Approach’ (Albert Einstein Block)

City Def are located at Rowdy Yates, they are well armed with a sniper and rocket launcher, ready to take out anyone trying to take their block. The muties move in first dashing for one of the ground floor doors, there are fresh norms in there ripe and juicy for a cursed earth BBQ!

The Reasonable Approach Block Gang move in from the east, using the terrain as cover hoping to get in close with their sawn-off stump guns, they wave their reasonable banners as they move in shouting ‘we support the law’, ‘be reasonable’ and of course ‘e = mc2’!

The Reasonable Approach Block Gang

Justice next, coming in from the south; no one is fooling veteran street judge Milo who promptly shoots down one of Reasonable Approach, the gang immediately change their banners to ‘we hate the law!’. Meanwhile City Def start to pick off the muties on the ground floor, ‘supported’ by cadet judge Bow, city def attempt to fry some muties with a grenade but take out the young judge, game over for baby justice!

Rowdy Yates Tower , ground floor.

No way these muties are going down easy and street judge Bell takes a serious a hit after messing with a mutie packing a heavy spit gun. City Def buggs out to the second floor setting up an ambush for the muties, who are still pilling into Rowdy yates ground floor and heading for the lift and some tasty norms!

Dredd arrives on his Law Master ‘I am the Law!’, he’s not too happy that is old home is being attacked and he promptly jumps of his bike and heads for the front door his Lawgiver MkII at the ready. Reasonable approach keeps pushing from the east, taking out a mutie but taking some hits too. Dredd’s bike heads around Rowdy Yates and promptly dispatches justice taking out a mutie and a passing citizen! The not too happy muties head towards the lift at Rowdy Yates hoping to take out some norms.

City def unleash a rocket on Reasonable Approaching taking out one of the gang and exploding some fuel laden barrels. Seeing this, veteran Judge Milo moves to support Dredd and promptly runs into Judge Death who’s been lurking next to an add pod; a heart squeezing moment for Milo! Death also takes out rookie judge Reed and moves towards Rowdy Yates and Dredd ‘the ssentenccce isss death’.

The fight is getting hot in Rowdy Yates, city def wait on the second floor around the lift hoping to take out some muties. The muties oblige by coming up to the second floor, city def fire as the muties arrive but to no effect. One of city def is carrying a can of Boing and sprays the first mutie encasing him in an impenetrable plastic sphere! The second mutie roles out his buddy and heads back to the first floor. While all of this is going on, Reasonable Approach take out Dredd’s Lawmaster by exploding some chem waste. Dredd’s not happy and bursts into the ground floor of his old pad taking out two muties, he takes three hits but shrugs them off.

Death heads towards Dredd, seeing him from the corner of his eye Dredd spins around and fires a hotshot round at Death, nothing doing! Dredd rushes out of the building and attacks Death with his day stick and a culinary laser he happened to have tucked in his boot!

Judge Dredd and Judge Death

A mutie heads back up the lift, licking his lips in anticipation of some fresh norm meat. As he arrives on the second-floor, city def throw in a hi ex grenade, BOOM! The mutie manages to throw himself to the floor and the explosion comes right back at city def frying three of them but they remain standing and take out the mutie.

Dredd and Death proceed to knock lumps off each other but no-one’s winning the fight, Reasonable Approach move in close to Rowdy Yates and city Def seeing this, move back to the ground floor; singed but still in the fight. Seeing Dredd and Death fighting it out, the city def Boing guy moves in to help Dredd and manages to encase Death in Boing!

The games ends there, Dredd’s still standing but the rest of justice are dead, the muties are in bad shape but have caused a heap of chaos, Reasonable Approach are a few down but in the building. City def are a little charred but hold their block! A great game with many laughs and sticky moments, just as it should be in the Big Meg.

Mark H double checking his stats

Work in Progress Wednesday

It’s a bumper crop this week. We start off with a big beast from Phil to give the forces on Angband a helping hand. And Phil has made progress on the orc horde.

Next up John La has finished part of a new river set.

Moving on Mark J has made more progress on their Vietnam project.

Now we move on to Marcus with some more miniatures for Frostgrave.

And some unexpected heroes for another future project.

Andy has almost finished the Pilgrims.

And last for this week Stephen is getting ready to paint some more 15mm Wars of the Roses miniatures and also a cardinal Hugh DeVious coming to a crusade soon.

See you next week.

Battle of the Bougainville Asteroid Field

Marcus turns assassin as he tried to eliminate a Japanese Admiral.

I needed to dig out a space mat in connection with another project this week and as a result just fancied a game of Full Thrust. I’d sketched out some ship diagrams previously and done a couple of other designs. The scenario I threw together was loosely inspired by Operation Vengeance, the plan to kill Admiral Yamamoto which took place on April 18, 1943, during the Solomon Islands campaign in the Pacific. Yamamoto, the commander of the IJN Combined Fleet was deliberately targeted by USAF aircraft following US Navy codebreakers identifying his flight-plan in the area of Bougainville Island.

In this scenario, Admiral Maya of the IJN is present aboard the Heavy Cruiser Chokai escorted by the Light Cruiser Mogami and a frigate, the Fubuki, having visited an installation in the Bougainville asteroid belt. Royal Navy forces, having been made aware of his presence in the area have penetrated deep into IJN space using light forces with the intent of springing an ambush using the belt as cover. The Chokai needed to exit the far end of the table for a win.

The British forces are composed of the (very) light carrier Pandai (with just one fighter group), two destroyers, the Triton and Ganymede, and four pulse torpedo armed corvettes: Leda, Ersa, Elara and Dia. I set up the game initially and played a couple of turns but then match abandoned for dinner! More of that anon (the abandoned game, not dinner!) I set up again the next day for take two.

Turn 1
The IJN ships entered from the short navigating carefully at speed 3 but accelerate to 4 on detecting trouble. Both the Mogami and Fubuki detect the Leda and gain a hit each on the approaching corvette. The Callisto responds from beyond Leda to gain a hit on the Mogami.

Turn 2

The IJN fleet accelerate to 6 with Fubuki forced to make a slight turn to port to avoid an asteroid. The Ganymede to the port of the IJN fleet became exposed from behind an asteroid and suffered combined fire from the Japanese. Chokai put four hits on the Ganymede to her port from the A and 3 B turrets. Mogami gets an unlikely three hits from her 3 B’s to turn Ganymede into a flaming wreck. However, before she succumbs Ganymede fires on Chokai, but the one shot on target is deflected by Chokai’s shield. To starboard the Fubuki opens up on the leading RN corvette, the Leda, again achieving two hits. However, both Leda and Ersa reply. Leda gets just one hit with her pulse torpedo, but this produces a damage roll of 5. Boom! Both sides have lost one ship

Turn 3

Accelerating now to a velocity of eight, the remaining Japanese ships also make a one point turn to Starboard to manoeuvre through the asteroid field and escape. Chokai open s up with her A battery at close range on the Dia but all 3 dice miss! By contrast the 2 B turrets fired at Ersa produce 6645! 4 hits from four dice! Ersa nevertheless manages to put a pulse torpedo into Mogami at close range on a 4 and rolls 4 damage before succumbing to the fatal damage from Chokai. Leda does exactly the same; a roll of 4 and a damage roll of 4 also against the Chokai. Dia misses her shot while finally Elara rolls a 5 for a hit. Elara rolls a damage of 6! The heavy cruiser now only has two damage boxes left, but the critical damage “threshold” checks result in the A turret being placed out of action. Most unfortunately though the FTL drive has been put out of action. Callisto tries to finish off Chokai at close range but her 2 B’s and a C turret get two hits of 4, but are blocked by the Chokai’s shields.

The RN Pandia, which has been lurking out of sight behind an asteroid launches her fighter group.

Turn 4

Despite the heavy damage taken by Chokai, her systems are largely intact. However she needs to get the FTL up and running if she is to escape. The damage control party attempt this but needing a 6, only roll a 5. She nevertheless pours on further acceleration in a bid to escape the onslaught, moving to velocity 10. Mogami has to slow slightly (-1 velocity to 7) to manoeuvre.
While Pandia’s fighter close in on a Chokia which is now opening up the range from Callisto, Chokia brings Pandia under fire with her 3 remaining B turrets at short range. An unlikely 66555 results in 7 hits! With just two damage boxes remaining Pandia also loses a point defence system. Mogami finished her off with a 6 and 4 from her 3 B’s resulting in 3 damage. However, while the fighters closed in on Chokai, Callisto again fired with her 2 B’s and C (5 dice) to get to 6’s and 4 damage. Chokai is eviscerated and the Admiral lost.

Despite the conclusion of the scenario objective, I played on the next couple of turns to see if the Mogami could at least make an improbable escape.

Turn 5

The Mogami runs, accelerating by +3 to a velocity of 10, chased by Pandia’s orphaned fighters. Mogami uses her area anti fighter weapon to shoot at the fighters and bring two down on a 6, but not before they launch their weapons; 125566 results in 6 hits including a point defence system and a firecon. In Mogami’s rear arc, Callisto continues to blast away with 5 dice and does a further two damage.

Turn 6

So close to the edge of the asteroid field now, Mogami accelerates to 13. Although the fighters trail they are still in range. However, although the range has opened to the extent that it reduces Callisto’s firepower to just 2 dice, a roll of 5 and 6 did three damage, finishing off the gallant Mogami. In fact although the pictures show that Mogami was pursued by the fighters I subsequently realised that they are armed with single shot weapons. But for quite a lucky roll from the Callisto, Mogami might have escaped to at least advise the IJN High Command of the disaster.

That was not the least of my mistakes! Evaluating the game I noticed something about the corvettes and crunched the numbers on the design again. I don’t think I had ever finished the calculations on this whenever I had first made them, because I had them costed out at 42 points. I now made them 76! This meant that the RN which I had earlier calculated as being down c. 30 points was actually up around 100! I also noticed page 31 of the FT rules (ship design) which noted that fighter groups should only be carried by carriers and dreadnoughts. I hadn’t really considered what this meant before, but I wondered subsequently if that outlawed “jeep” carriers like the Pandia. I am not convinced though. Even if that was the intention, such small carriers existed in World War Two and continued with carriers such as the Invincible class in the RN and a number of others armed with V/STOLs. Balancing a scenario on points is not critical, especially in such a solo, narrative game. I tried to play a “fair” game, but it is clear in retrospect that the asteroid field gave a substantial advantage to the RN flotilla.

I mentioned the earlier, abandoned game. I only played at most three turns and perhaps the third wasn’t completed either, I can’t quite recall. What was interesting is that the corvettes acquitted themselves terribly in that game, while the fighters made very early work of the Chokai. I think that this points out the power of fighters in this scenario where there was no fighter cover for the IJN. That could be balanced out in the scenario by an escort squadron from Bougainville. In any event, I would like to give the scenario another try with a better balance just out of interest.

In discussion afterwards with members of the club, they asked how I ran the ”opposition”. As I described above I played it as a more narrative game, but this did make me think about describing a couple of options for manoeuvres (almost “matrix game” like) to myself and then rolling to select which applied. The firing/target selection is less of an issue I think.