Work in Progress Wednesday

It’s often feast or famine with the members projects and progress. Just a few offerings this week.

Above Eric has finished his Chaos Warriors.

Next up Andy has started a new project with some WW2 Brits.

Felix has continued his impressive run of putting paint on miniatures with some polish lancers.

And last for this week, I’ve finally returned to my balloon project. I’ve added more netting to some ballooons and finished the baskets. Next I have to start the assembly process.

That’s it for this week.

Moon 22 – A Full Thrust Battle Report

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Work in Progress Wednesday

It’s Wednesday, and Eric is putting us all to shame again. Above and below we have something new with a couple of Aeronefs.

Next up some Chaos Warriors

And lastly from Eric this week an old Grenadier adventurer miniature.

Next up Stephen has been painting up some 20mm Gladiators for an arena game.

Mark has made a little bit of progress on his ancient greeks

and we end this week with Tony having painted up a new space fleet (that recently fought me to a draw!)

and some rather impressive 6mm sci-fi terrain

See you next week.

Society Meeting 26 March 2022

A quick round up of last weekend’s games…

First up above we have a game of Sails of Glory. This game uses pre-painted ships that are 1/1000 scale I believe.

There was a FoG game with hundred years war English vs a force of Catalans mercenaries.

Now we move into space with a game of Full Thrust. This saw the players having to complete a mission involving capture or destruction of some ships caught up next to a moon that’s collapsed. One of the fleets used was entirely scratchbuilt.

It seemed to be a day with ships of one sort or another. Other club members were trying out Galley and Galleons rules for a forthcoming campaign set in the Mediterranean in the 15th century using 1/2400 scale ships either metal or 3D printed.

The forces being represented in the campaign are Genoa, Venice, Knights of St John, Ottoman, Barbary States and the Mamluk Sultanate.

 

Work in Progress Wednesday

It’s Wednesday and we have another collection of things the members have been working on.

Above Marcus has painted up some sci-fi creatures. They are apparently a Northstar Stargrave creature (orange) and Lucid Eye Beyond the Savage Core guard “dogs”.

Next up we have a couple of dwarves. Firstly a dwarven wizard from Stephen.
And another dwarf wizard from Andy.
Andy has also painted up a victorian/steampunk figure.
and yet more 10mm Polish infantry.
Next up Felix has painted some napoleonic polish cavalry.

While Mark has made a start on some 15mm Ancient Greeks.

And last but not least Eric has completed a unit of mounted chaos marauders.
That’s it for this week, see you next wekend.

“Upping The Ante” – A Hammers Slammers Battle Report

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

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

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

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

Ariete Division, ‘Trieste’ Armoured Regt

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

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

Commanders

  • Captain Christopher Sime
  • Lt ‘Juan Cornetto’ Treadaway

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Work in Progress Wednesday

It’s Wednesday and we have another bunch of pictures showing what club members have been up to.
Above Tony has painted up some archers from Blackfoot Vale to add to his Lord of the Rings collection.

Next up Andy is painting more of his Polish Vistula Regiment.
Andy has also started painting up some more vikings and a wizard.
Eric has been busy again on some Games Workshop Marauders and something wonderfully named a Slaughter Priest.
Next up John has painted up some more galleys.

Stephen has been working on some fatigue markers to better match his Saga Crusades games, Stephen has also thrown in a converted miniature as a priest.
And finally for this week Marcus has started on a new project, here is a first attempt at some 15mm sci-fi terrain.
See you next Wednesday.

Blood Red Skies, game report and review

Club member Marcus reports on Warlord Games Blood Red Skies…

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

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

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

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

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

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

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

Turn 6
Turn 7

Then we started to see some action…

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

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

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

Work in Progress Wednesday

We start this week with a wonderful piece of work from Eric. This is apparently Wulfric The Wanderer in all his glory.

Another view of Wulfric

Next up John has made progress on his Japanese houses.

Andy is next up having finished some of his 10mm Polish.  There a lot more colourful than I imagined they would be.

Meanwhile Stephen has finished his skeleton cavalry and added a bolt thrower.

A rare treat for me this week, I’ve finally made a start on the last of my trees. These were from a store called ‘The Works’. Every year they have various sized christmas trees available very cheaply.

They come covered in snow and so following recommendations from other club members I sprayed them green.

Tony has also been working on some trees from ‘The Works’, but he still has the snow on his.

But Tony has also painted up a bear miniature to act as Beorn for his Lord of the Rings armies. Here Beorn is with the finished versions of Deorwine we saw in a previous WIP Wednesday.

That’s it for this weekend, see you next time.

 

Society Meeting 12 March 2022

A quick round up of last weekend’s games…

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

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

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

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

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

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

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

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