Salute 2021 Trophy and Society Meeting 13th November 2021

The Society has been busy this weekend jut passed, a small contingent ventured to ExCeL for the delayed Salute 2020 (or 2021?) whilst others attended the normal society meeting. First up, Salute. Andy’s thoughts with pictures by John, Mark and Andy.

Five of the membership, John, Brian, Mark, Marcus and Andy, attended Salute putting on Marcus’ Pulp participation game “Biggles and the Island at the Top of the World“.

The theme for the show was the Battle of Britain. The 2020 show was intended to commemorate the 80th anniversary of the battle. Centrally displayed in the hall were a replica Spitfire and Hurricane, with some RAF reenactors making an appearance after the photo was taken.

They say ExCeL looks like a hanger…

I got the impression that Salute hired more of ExCeL than usual, to space us out more, although I also understand there were fewer games and traders scheduled to attend than in “normal” years; and there were a few “no shows” in both categories.

Salute General view. More spaced out than usual, and perhaps fewer attendees?

In Marcus’ game Biggles is searching a lost Artic island for a missing Professor and the strange artefacts he was studying.

Biggle’s party deplane from their Walrus

His party discover a secret labyrinth, with ever changing chambers and passages.

The labyrinth awaits the explorers

However he was not alone, a party of Nazis with unworldly weapons were also trying to recover the Professor.

The German’s advanced submarine

The Russians had also sent an NKVD team to prevent the Nazis securing their objective.

The Soviet NKVD disembark from their Aerosan

And finally, a lost tribe of Vikings were hellbent on preventing anyone from leaving the island with the Ragnarok Stones, the phenomena the Professor had been studying.

The Vikings patrol the labyrinth

We ran several games throughout the day, with up to four members of the public taking control of one of the four parties.

A selection of photos from the games:

Vikings find the secret chamber
Biggles faces down the NKVD
The Germans find themselves boxed in

We are pleased to announce that the game won the Jim Clarke Memorial Award for the Best Science Fiction / Fantasy game at Salute.

The Jim Clark Memorial Award for the Best Science Fiction / Fantasy Game

Meanwhile, back at the regular Society meeting, other members were running a series of games. Photos courtesy of Mark J and Stephen.

First off Mark J and Pete ran a game of Fields of Glory, pitching Mark’s Hundred Years War English against Pete’s Hungarians.

FOG Ancients – HYW English vs Hungarians
FOG Ancients – HYW English vs Hungarians
FOG Ancients – HYW English vs Hungarians
FOG Ancients – HYW English vs Hungarians
FOG Ancients – HYW English vs Hungarians
FOG Ancients – HYW English vs Hungarians
FOG Ancients – HYW English vs Hungarians

The first battle was won by the English, the Hungarian Knights couldn’t cope with longbows and stakes. The Hungarians won the second battle by focusing on the men at arms and drawing the longbow fire away from the knights. So, honours even.

Alan ran a Star Wars X-Wing game.

Star Wars X-Wing
Star Wars X-Wing
Star Wars X-Wing

And finally Stephen ran a Stargrave game – A Hive of Scum and Villainy:

‘A Hive of Scum and Villainy’ – a Stargrave adventure
‘A Hive of Scum and Villainy’ – a Stargrave adventure
‘A Hive of Scum and Villainy’ – a Stargrave adventure

Poor Communications

Stephen reports on a recent Sci Fi solo game using Black Ops

Since it was a wet weekend I thought I just fancied a game of something. Since I hadn’t played Black Ops for a while I thought that’s what I’d do.

I went with a simple meeting engagement. Each side had 100 points each. The human squad had two fireteams of five men – in the first was the leader, heavy weapons support, a technical expert, and two troopers. In the second was another heavy weapons support, a sniper, and three troopers. The droids had three fireteams of five, each consisting of a heavy weapon support and four troopers.

Droids occupy the relay station

The idea behind the scenario is that the droid army has captured a human communications station and the human squad has to go in, recapture it, and get it online. They have seven turns to do that and get to safety.

Moving through the cargo crates

Turn One

Black Ops is a card activation system. Each troop type has two cards in the deck and when they are drawn a model can take one action (e.g. the human Specialist card is drawn – the technical expert and sniper can each take an action). In addition, the leader gets a bonus third card which can be used to activate a third time or he can order a model within 6” to take a third action. Simple enough.

Get some! Get some!

On the first turn it seemed like there were only droid cards in the deck, all the droids had taken one action, and the droid troopers had taken their second, before one of the human cards came up. This allowed the droids to make a quick advance and move up to halfway across the board (I was using my smaller 2’x3’ board). This put the humans on a back foot, particularly the sniper (private Urek Ricci) who I had wanted to move up to an advantageous position but this was now denied because the droids, ZX81 and CPC464, had moved so far forward.

Sniper Ricci takes aim

Turn Two

The human leader, Sergeant Waylan Gomez, led his team up through some cargo containers. Urek Ricci advanced on another position and took a quick snapshot with his rifle at ZX81 – he missed. I’d made the terrain nice and close, to eliminate too many long-range avenues of fire that could dominate, so models had to move carefully to ensure they couldn’t be seen. The droids well and truly moved into the comms relay station area and crossed it safely to cover the approach of the humans.

Droids advance in strength

Turn Three

The humans had to get a move on. Private Yan Obrand, with his M77 plasma gun, saw the droids Dragon 32 and HP85 moving around the back of the comms relay. He let rip, but missed. He then took a second burst and this time both droids went down! First kill to the humans. Urek also had a go with his sniper rifle at the droids in the station compound, this time with a steady hand and good rest for his weapon. But he missed again! Close to Urek was private Cove Longstern and he moved up to put some suppressive fire down. The droids responded by moving an entire squad against Ricci and Longstern. They opened up but failed to hit anything. Sergeant Gomez with specialist Sorel Marsden and private Dorian Zenward continued to sidle through the containers trying to find a way to the relay station.

Yan Obrand lays down covering fire

Turn Four

Again, Urek Ricci took a shot and again he missed! Some sniper he was turning out to be. That would be his last shot though, because ZX81 returned fire and he went down. Two of the droids moved up to occupy his position where they would be able to make a flanking attack on the rest of the human squad. Private Longstern gave fire and a droid went down. But then C64 took a shot and it was bad news for Cove Longstern – it was the end of his game.

The firefight hots up

Turn Five

The droids sought to consolidate their position and see if they could exploit the flank they’d opened up. More droids moved up. Another pair of droids, one armed with a heavy kinetic lance, tried to counter the advance of Yan, Sorel Marsden, and Dorian Zenward. These three had advanced to the side of the comms station, but were waiting for the right moment to break cover and make a dash for the doors. Sergeant Gomez took private Uriah West to shore up the weakened flank left vulnerable after Ricci and Longstern had been taken down.

You go that way and we’ll give you cover

Turn Six

With not much time left it was obvious the humans had to get a move on. It was already looking extremely unlikely they would have time to re-enable the relay station and get off board so if they were to they would have to get moving. With that in mind, Yan, Sorel, and Dorian moved up to the station. Immediately the droids opened up and took Dorian Zenward out. But on their second activation Yan put down some suppressive fire and Marsden managed to unlock the station and get it back online. First part of the mission complete!

Behind the back of the bike sheds

Turn Seven

Last turn syndrome – go for it! So the station was working but could they get away? It pretty much happened how you think it would – the humans made a dash for the table edge and the droids opened up where they could.

In the end none of the humans escaped. The station had been reactivated but they hadn’t quite got away. Human loses were four models, and droid loses were six – so a pretty even ratio. The humans could claim a partial success.

Hurry up! We’ve got company!

Work in Progress Wednesday

Another Wednesday and another selection of club members hobby efforts.

First up Tony has been adding to his 15mm Star Wars collection. Above is a Action Fleet toys Imperial Shuttle, and below we have a Ronto, a native Tatooine beast. Tony has added a black wash and a few other painted parts to the models.

Next up Mark has moved on from his hundred years war army and painted up yet more Judge Dredd miniatures. A lawmaster and some city defence forces.

Stephen has painted up some more star fighters, I’ve lost track of how many he has painted now.

And last but not least this week John has made more progress on his Pacific war project. This time some Regular Bolivian Infantry and Bolivian Cavalry Husares Del Sur.

That’s it for this week, see you next Wednesday.

On Farthest Tides’ – Dire Straits

John’s latest report on Li Chee the Pirate Queen’s feud with Admiral Feng Shui using Ganesha Games Galleys and Galleons rules.

Months had passed since Li Chee’s raid on Qui Nhon harbour, the junk she had captured now had a new crew and was ready for action.

Meanwhile Admiral Feng Shui set sail with his treasure ships hoping to reach India safely but first he had to negotiate the Straits of Molucca. He had taken the precaution of hiring a trusty Proa to act as pilot, he would be glad of this before the day was out. It was here, close to the dreaded ‘Whirlpool of Indesit’, that Li Chee planned her ambush and with some of the treasure won at Qui Nhon she had enlisted the help of some head hunters, Sumatran cannibals of terrifying reputation.

Making good use of the wind, the Treasure fleet made stately progress through the straits, until…

The trap is sprung!

The new Pirate junk captured at Qui Nhon and refitted, moves in to attack a Treasure Ship, keen to show her mettle.

The new Pirate junk hits the Treasure Ship with a short-range broadside rake the Treasure Ship suffers 2 points of damage as it’s tripled (Treasure Ship has reinforced hull but combat factor reduced by firing full broadside and short-range rake). Junks combat factor increased by one as firing from short range. The vessel also takes a critical hit (4) – Rudder struck!

First blood to the pirates, it’s a devastating attack that the Treasure Ship will struggle to recover from. Li Chee attempts the same tactic on the small Merchant Junk with less success.

LI Chee curses her gunners as they only score one point of damage on the Merchant Junk

The badly damaged Treasure Ship attempts a risky manoeuvre to avoid the attentions of the Pirate Junks.

Things are looking bleak for the Treasure Ship but 3 successful activation rolls allow it to change course avoiding the Head hunters and the junk. Will it escape? – We shall see.

Meanwhile the smaller Merchant Junk is unable to avoid a collision with the Pirate Queen’s ship and comes off worse.

Both vessels roll for damage. The Merchant Junk has a reinforced hull so takes a second point of damage whilst Li Chee is unaffected

Things were looking bad for the Treasure Fleet, with two junks badly damaged. Where was Admiral Feng Shui? He’d decided to hang back to prevent being cut off by the wind but horrified by what he could see before him, Feng Shui swung into action, attacking the pirate junk that had devastated the Treasure Ship. A Devastating cannonade from Feng Shui’s flagship ripped through the Pirate Junk.

The Pirate Junk is doubled and the critical hit sets it aflame!

The Pirate Junk’s crew manage to extinguish the fire but are so preoccupied and cannot prevent the Junk heading directly for an island.

Here the Junk has to roll 3 successful activations to put the fire out, which it does. Had it rolled a 1 on either of the red dice, it would have to take an all at sea roll which is bad news!

The Merchant Junk which collided with the Pirate Queen veers away but strays too close to the ‘Whirlpool of Indesit’ and is sucked in, never to be seen again. To this day, on still nights it’s said you can hear the mournful cries of the crew.

For the Whirlpool I decided that any vessel within S of the edge of the whirlpool at any point of its move was sucked in.

Meanwhile Feng Shui’s Junk comes under attack from the Head Hunters. No vessel is off limits, they just want a nice collection of skulls. They have enough actions to move up to the Flagship and grapple but frustratingly not enough to board.

Here two activations are required to cut the grapples. As a flagship, Feng Shui has an extra free activation. The grapples are cut. But there are no activations leftConcentrating on cutting the grappling ropes Feng Shui’s flagship is unable to avoid a collision with a Treasure Ship.

The ships collide with a destructive crash. Both vessels are badly damaged.

The collision roll is bad. Despite the reinforced hull, both vessels take 2 points of damage. Ouch!

The Pirate Queen opens fire on the badly damaged Treasure Ship which takes more damaged and is now crippled.

Whilst upwind, the damaged Pirate Junk manages to turn away from the island and manages to avoid foundering on the shallows by the skin of its teeth.
The Junk has to pass it’s Quality roll (2), three times as it’s travelling at L

Feng Shui’s nightmare day goes from bad to worse as the Flagship cannot avoid a second collision with the Treasure Ship. A gaping hole develops in the bows and despite the reinforced hull, the pumps can’t prevent the Flagship sinking. Feng Shui escapes, clinging to driftwood.

The Treasure Ship fails all its activations. This is a turnover; all un- activated vessels must move in a straight line and both vessels collide again.

With Admiral Feng Shui clinging to floating wreckage, Li Chee seizes her chance to board the damaged Treasure Ship.

The Treasure Ship is on a – 2 modifier (-1 Merchantman, -1 crippled), but with the Pirate Queen has ‘Derring do’ which reduces combat factors to 0 and Intimidating which gives +1

The damaged Pirate Junk which had escaped grounding also managed to avoid the ‘Whirlpool of Indesit’ so now Li Chee had a huge prize and both pirate junks survived the encounter. Time to pay off the Head hunters cheaply, repair and refit the junks and spend days counting treasure. As Feng Shui drowned with his ship she looked forward to further profitable ventures, but first she needed a patron to establish bases for repair and re- victualling.

Feng Shui was grateful to be picked up by the Proa, though whilst he clung onto the outrigger, he pondered his next move. Returning to China was out of the question, an excruciating death at the hands of Emperor Ming the Merciless lay in wait. Yet if he tried to make a new life here, the long hands of Ming’s empire would grab him by the throat. What he needed was a Pirate Hunter and fast.

Appendix Vessel stats for the Engagement

Work in Progress Wednesday

Just a few offerings from the club this week. It’s been nice to be getting more games in, but this always has a knock on effect to the lead pile.

Above Andy has made some progress on his Medieval miniatures.

Next up Mark has taken a break from his 6mm Hundred Years War army to paint another Judge Dredd miniature.

Where as Stephen has managed to throw some bits together to create some effective Drones.

And finally for this week I’ve made a start on my Concremental miniature, a modern take on the fantasy Earth Elemental. Shamelessly blowing my own trumpet here as it is a miniature I made for Fenris Games. I’ll do a full blog post showing how I decide to paint it at a later date. First thing will be to assemble it.

See you all next week.

SED NOMINI TUO DA GLORIAM

Stephen reports on a game of SAGA: Age of Crusades fought at a recent meeting, with occasional comments from his opponent, Andy, the editor. For those whose schoolboy Latin is a little rusty, the title translates as “But give glory to your name”…

Sir Fulkes LaMont was awakened early by the wailing of the muzzerain. He calmly threw aside the tent flap, the sun still low and it’s warm glow lighting up the sky like molten metal. There was no breeze. Nothing. Just the call to prayers carried across the still air. Sir Fulkes looked out to the silhouette of the distant city walls, the tall towers of the mosques rising above all, and the cries of the muzzerain carrying far…

It’s been the best part of 18 months since I have had a game of Saga. During The Great Plague I  painted a Saracen army and since we agreed we’d have a game of Saga at the club, it was time for them to whet their blades.

Saracen Ghazis Draw Bows

Andy took the Saracens and I had the Templars (Milites Christi in Saga: Age of Crusades terms). We went with 5 points each. The Saracen force was entirely mounted and had a warlord, three points of Ghulams (hearthguard) and two points of Ghazis with composite bows (warriors). The Templars had a mounted warlord with three points of mounted knights (hearthguard), one point of crossbows (warriors) and one point of foot sergeants (warriors).

The table was set up and then, using the Book of Battles, we made a roll for deployment (Confusion), Duration (Cautious), Special Rules (A Dash of Nostalgia), and Victory Conditions (Overrun).

Spear of Distance vs Axe of Measurement

So, Andy took first move. And forward the Saracens went. He took quite a wild move on my right flank, obviously trying to outflank the crossbows, and maybe come around the back. (Andy: I was trying to draw one or two of Stephen’s units off to counter the Ghazis leaving him weaker in the centre). On my turn I put the crossbows on top of the hill where they could have a good field of fire. The knights went forward, and I repositioned the warlord behind some rocks – a defensive position until I could see what Andy intended on doing (Andy: Leading from the back eh?).

Saracens Advance

What I noticed was that Andy had shifted his warlord forward, just ahead of the rest of his army. I’m sure Andy will claim that’s because he was bold and daring, but I reckon it was because he wasn’t concentrating. (Andy: I’d like to claim that too, but Stephen was right). This was too good a target to ignore, so Sir Fulkes ordered his knights to charge and in they went!

Fortunately for the Saracen emir he had a unit of Ghulams nearby, which is just as well because otherwise he would have ended up dead! Instead, those bold warriors laid down their lives for their leader. Badly shaken, badly beaten, and badly fatigued, the Saracen warlord boldly fled to the rear of the table, as far away as he could get from the knights.

Saracen Ghulams and Warlord

Now, one should keep in mind that we’d never played Age of Crusades before and not only that, but we seldom, if ever, use mounted troops in previous games of Saga. That, added to the fact that it had been a long time since playing, meant there was some learning to do. Andy’s Ghazis also had composite bows, which activate differently to regular bows. (Andy: These units have free Shooting activations, but cannot do two such actions consecutively). So there were some inevitable teething problems. From my perspective I felt that Andy, initially anyway, was using his Ghazis like regular fighting troops. Although as the game progressed he seemed to get the hang of using them to skirmish – dashing in, loosing their arrows, then off again. (Andy: I was trying to combine Shooting and Movement, took me a few turns to get it right).

Skirmishing Saracen Cavalry

The Ghazis on my right moved within crossbow range and took a salvo for their troubles. Not too damaging, but enough to make him start to think about the Saracen battleboard properly. Meanwhile, on my left where the other unit of Ghazis were, they started harrying my spearmen. Still can’t think what made me take dismounted warriors when I had the option to have them mounted. Oh well. They were always going to be out of their depth and prone to attacks from all the fast moving cavalry around them.

Crusader Spearmen

Realising the game was going to be won or lost in the centre, I pushed my two units of knights forward. This would mean I might get outflanked on both sides – my hope was the crossbows would tie Andy down on the right and the spearmen would hold him off on the left. I was partly right.

Templars Charge Forth

We had an almighty clash in the centre. My knights had gone forward. I’d combined my three points of hearthguard into two units of six, whilst Andy had kept his three points in three units of four. One of those had been decimated whilst saving the skin of the Saracen warlord. But now the other two units took it in turns to charge my knights. Andy came out slightly on top of that one (he lost four models, I lost five). And then I sent my spearmen in, trying to take the heat off the knights. But that didn’t go too well for them (Andy: I managed to follow up a Shooting attack by the Ghazis with a subsequent charge from the Ghulams).

Surrounded and Doomed

So we had a five turn game limit. Along came turn five and, to be honest, it was looking fairly even to me. You normally expect your opponent to throw everything at you on the last turn but Andy was surprisingly restrained. (Andy: I’ll blame my SAGA dice).

‘I’ll show him,’ I thought. I loaded up my battleboard so my few remaining knights could charge in to his unit of Ghazis. It went alright – the Orison ability of the Templars saved their skins, and sent some of the Saracens packing.

And that was it. Game over. We totted up points and the final result was…5 points to the Saracens, and 11 points to the Templars.

Work in Progress Wednesday

It’s another Wednesday and we have some more offerings from the club.

Above we have some 15mm Rebel Troopers painted by Tony. He’s making good progress on his Star Wars project.

Next up Mark has continued the good work with his 6mm Hundred Years War in the shape of the Black Prince and his commanders.
Mark has also painted up a 15mm musician for his Spartan army.
Now we have some Sci-Fi troopers painted by one of Marcus’ children. It’s always good to know the hobby is being passed down.
And last but by no means least Stephen has put the final touches to his hover camper van.
That’s it for this week, see you next time.

Club meeting 23rd October

A quick round up of the games at the recent club meeting, four scales, four periods.

First up, a 15mm War of the Roses game between Stephen & Tony (Lancastran) and Jeremey and Andy (Yorkist) using Sword and Spear second edition rules.

Jeremey added some flavour with some random event cards, one to be drawn by each player. The four used in this game were:

Jeremey’s random event cards

Jeremey will write up the game, so I won’t go into detail on how the cards were used here.

Andy’s Yorkist Archers and Crossbows occupy hill as the Lancastrians approach
Andy’s command.
Tony’s Border Horse take on Jeremey’s Men at Arms (with the banner)
The Yorkist line seen from the Lancastrian’s perspective

Next up Mark, David and Alan fought a battle in the War of the Spanish Succession using Mark’s 6mm collection and his own rules.

The battle lines are drawn
The Grand Alliance Lines
Alliance infantry and train.

Cavalry advance
Local firefight

Moving on several centuries, we come to 2004, Fallujah, using Force on Force rules. This 20mm collection was put together during the lockdown by Peter, this is its first outing at the club. Peter was joined by John, Brett, Colin and the other Mark.

Marines on the roof
Marines take casualties while advancing
Pilot’s eye view
Insurgents
The Ruins of Fallujah
Insurgents around a skip
Insurgents in the open

And finally we move into the near future, with an excursion into Zona Alfa. John (another one) took Eric through the rules with a series of short scenarios using his 28mm collection.

Stalkers encounter some mutant dogs
Hostiles approach
Zombies in the smoke
Close encounter of the gruesome mutant kind
Where did everybody go?
Start of the next mission, all seems quiet… too quiet!
Creeping through the undergrowth
Objective taken, but man down.
Anomalies abound

Falluja, Iraq, 2004

Peter reports on his major lockdown project, making its debut at the club today.

This is my lock down project that’s taken the best part of two years to complete. 

It is a modern warfare game using 20mm scale figures and the Force-on-Force rules from Ambush Alley Games. 

We’ve played the rules a few times during past meetings with Mike, who left the club a couple of years ago. They were memorable games and great fun. That’s why I decided to start assembling figures and models to put on a game based on the battle of Falluja, Iraq, 2004.

Here are the first figures ready for action – US Marines and a Humvee with Grenade launcher. 

After assembling and painting more US Marines and a couple more Humvees, I started on the Iraqi insurgents and foreign fighters.

And a couple of Technicals with machine guns. 

Next the terrain.  

The game board is about 4’x4’ and depicts a section of a modern middle eastern city with damaged buildings, debris strewn streets and abandoned vehicles all over the place. 

I chose 4mm foam board for the construction of the buildings as it’s readily available at shops like Hobby Craft and the Range. It’s also easy to cut and it’s light to transport around. The rest of the terrain and building details were sourced from places like S&S models and model railway shops.

Here are some completed buildings.

 Rubble mounds were made of scrunched up newspaper and coarse basing material from various wargames and modelling websites and all stuck down with good old PVA glue. 

I got hold of a plastic model Abrams M1A2 MBT and enhanced it with some baggage and lose rubble. 

More rubble and damaged buildings were made next …

The roads are black 3mm thick soft foam sprayed with grey paint and debris sand and rubble stuck down. The road markings were done with masking tape and paint – gently rubbed down with glass paper when dry. 

A couple of Helo’s adds to the US Marines arsenal… 

A couple of shots from a practice game, Delta team on building clearance mission.

 

Work in Progress Wednesday

Here we are back with another selection from the club members on what they have been up to.

First we have Stephen’s impressive Hover Camper Van (above). Stephen went with a suitably retro colour scheme and has added some luggage items to the roof. Still a few stages to go – cargo and top, and weathering.

Matching up colours

Stephen has also decided to do some extra harbour/quayside sections, he just needs to remember what colours he used on the original.

Next up John has added a few more Bolivian infantry units to his Pacific war project.

John describes these as poorly equipped ‘ragged foot’.

Next up Mark has finished his hundred years war longbows.

Some men at arms that need basing.

And a camp to rest up after a long days march.

I cannot wait to see the whole of Mark’s army on the battlefield.

And last but not least this week, I managed to paint up my long lost Viking first purchased in 1985 and then lost for 36 years!

See you next Wednesday for more miniature goodness from the club.