Back to normality (sort of)

After a gap of exactly 17 months the Society resumed meetings last weekend. For the time being meetings will be members-only, no visitors or prospective new members are allowed. That is being kept under review.

For the first meeting we had five games in progress; Ancients (6mm, Fields of Glory), Dark Ages (28mm, SAGA), WW2 (3mm, Rommel), Modern / Post Apocalypse (28mm, Zona Alfa) and Fantasy (28mm, Lord of the Rings).

Fields of Glory, by Mark.

This was the first outing for the Pontic army, who took on a late Republican Roman army, basically pike and cavalry vs well trained legionaries.
Game 1. Republican Roman vs Pontics
The first battle was a close run thing, the Pontic cavalry chased the Roman cavalry around the left flank before taking out two units, alas this was too little too late as the Romans swept around the right flank destroying all in their path, a close battle but the Romans won the day.
The second battle saw the Pontic forces consolidate their pike into one large block (24 bases) with two generals attached and rear support in the shape of offensive spearman. The intent was to take out two elite legions, however the Romans had other ideas and deftly avoided a full on battle taking out the supporting spearmen and eventually surrounding the pike block which spelt the end of things for the Pontic army.
Game 2. The end of the massive Pontic pike block?
A heavy defeat for the Pontics this time as the Romans showed that well drilled troops and some great tactics can win the day. Great to be back at the club, as for the Pontic army, there’s always next time!
 

SAGA, by Andy & Jeremey

We staged two games, both with 6 point armies. In the first game Jeremey had a Viking warband, comprising his Warlord,  two units of six Hearthguard (3 pts) and three units of 8 Warriors (3pts). Against that Andy fielded an Anglo-Danish warband, comprising his Warlord,  two units of six Hearthguard (3 pts), two units of 8 Warriors (2pts) and a unit of bow armed levy (1 pt).

Both sides deployed across a diagonal centreline, with each sides right flank extending past the opponents left flank.

As the warbands advanced Andy brought the units of Warriors and Hearthguard on his right flank round to try and out flank Jeremey’s left, and also pushed his levy forward taking a second activation (and a fatigue marker) in order to loose arrows at some Viking Warriors, to little effect. Jeremey responded by using the Viking Battle board ability Odin to exhaust the Levy, and promptly charged the Warriors in decimating the Archers.

Jeremey’s warriors crash into Andy’s exhausted Levy archers. Spare shields used as Fatigue markers.

That set the tone for the first game, with Andy dishing out Fatigue when he could, and Jeremey removing it and several of Andy’s warband in response. The battle culminated in Andy’s Warlord with a couple of Hearthguard taking a stand against the last of Jeremey’s Hearthguard, only to fall in ignominy.

Andy’s Warlord surveys the remnants of his Warband and braces himself for the onslaught.

In the second game both players changed their warbands.

Jeremey changed his army completely, going for a Anglo Saxon warband with three units of 16 Warriors* (2 pts each) in addition to his Warlord.

* (Ed: We got that wrong, maximum unit size is 12 figures, so it should have been 4 units of 12 Warriors).

The Anglo-Saxon battle board is markedly different from most to others, with abilities dependent more on the number of figures in a unit rather than their quality.

Jeremey’s Anglo Saxons (and his Spear of Destiny measuring stick).

Andy retired his Levy archers and took an additional point of Warriors, splitting them between the two units to make 2 units of 12.

The Anglo Saxons (far side) and Anglo Danes (near side) in their starting positions

The armies advanced, clashing in a range of hills. Jeremey made good use of the abilities that reduce the number of attack dice available to their opponents. (Ed: Which would have been less effective with units of 12 rather than 16).

The battle lines draw near. Jeremey’s Left flank unit has been slowed down through the use of fatigue.

The battle raged back and forth with the Saxons keeping the upper hand while their unit sizes remained large. But similar to the first game the battle was hard fought, coming down to a fight with the Warlord. Although in the second battle Andy sent his Warlord to his doom against the last of Jeremey’s Saxon Fyrd, cutting down several before being overcome.

Andy’s Warlord bites the dust as Jeremey’s victorious warriors march past.

Rommel

Counterattack at Deir el Tarfa, by Alan

The battlefield. Each square of the grid is 1 km

In the summer of 1942, following its victory at Gazala, Panzerarmee Afrika pursued the British 8th army into Egypt. Rommel’s first attempt to break 8th Army’s lines failed in July, but by the end of August he was prepared to mount one last major offensive. German and Italian armor turned the Allied left flank almost 90 degrees and drove deep into Allied positions. On the evening of 31 August the 15th Panzer division began an assault on Alam-el-Halfa Ridge while the 21st Panzer division protected its exposed left flank.

Italian and German forces

The latter, however, suddenly found itself under counterattack by the British 22nd and 23rd armoured brigades. Eighth Army’s new commander, Bernard Montgomery, had held these units in reserve for precisely this contingency.

Elements of the 22nd Armoured Brigade

Our game focussed on the fight between the two British armoured brigades and 21st Panzer which was supported by elements of the Italian Littorio Division.

An initial advance by the British held most of 21st Panzer between the Deir el Tarfa and Deir el Agram ridges and an intense tank battle ensued.  But the Italians swept around the British right flank and managed to seize one of the objectives. With the tank battle see-sawing between the British and German forces the Italian held objective became the key to the engagement.  Despite several British counterattacks on the position the Italians held on.

Clash of Armour

The last British infantry assault almost succeeded but couldn’t quite take the position. So as night fell the engagement went to the Axis but with supplies running low they were forced to pull out overnight.

The game was played using the Rommel rule set by Sam Mustafa and using 3mm models from Oddzial Osmy.

PzIIIs of the 21 Panzer Division

Zona Alfa, by John and Tony

I decided to run a 4 mission mini campaign to introduce a new player (Tony) to the rules. Tony would have to recover salvage to generate funds to enable retirement from the zone whilst achieving the objectives from the mission. This is done by searching Hotspots of which there are five and the objective. A triggered Hotspot is guarded by Zone Hostiles, these can be of 6 types, the type and distance from the Hotspot being determine by Dice. Those Zone Hostiles with Melee capability head for the nearest member of the crew, those with ranged combat capability will head for cover then shoot at the nearest member of the crew. The missions were linked so that achieving an objective allows the player to proceed with the following mission.

Tony’s first job was to pick a 4 person Veteran crew from my collection and kit them out ready for action.

Mission 1. Disaster at Kovgorod.

The village of Kovgorod

A patrol has been lost in the Exclusion Zone. The last signal has been tracked from their APC to Kovgorod so that’s where the crew are headed. As they approach the village, they spot the disabled APC but a pack of Zombies has beaten them to it attracted by the smell of Blood.

Tony did well in this game and was well on his way to the retirement fund target after just one game. What could possibly go wrong?

Mission 2. The Prisoner at Bunker C13

Leader and scrounger gang up to take out a mutant

After completing the mission, the crew recover a map with a bunker highlighted. There were four dead bodies in the APC, the map revealed the location of the fifth member of the patrol. Here Tony got into trouble with Bandits. One party of Bandits had been triggered before the start of the mission and a second entered on table as Tony triggered a hotspot. Caught in a crossfire his Leader was killed early on the mission and when deciding to head for the objective, he found that these were also guarded by Bandits. Using smoke to blindside this group of Bandits, the crew were able to move out of Line of Sight, rescue the prisoner and make it out. The objective had been achieved but at a high price.

Mission 3. Road Block at Strabants Crossing

The Prisoner from the bunker had recovered and told the crew about a Laboratory hidden deep in the forest so after reequipping that’s where they were headed until they found the track blocked with a party of bandits lying in wait. This time they were dealt with clinically, as were a swarm of zombies headed for them.

Support trooper is taken out by some zombies

A satchel charge was laid and the roadblock cleared at the second attempt. Another hotspot was triggered and a gaggle of ghouls were stopped in the nick of time. Things were heating up as another hotspot was triggered and a pack of wild mutant dogs clambered over the APC to attack one of the crew members stationed on its roof.

A pack of mad mutant dogs attack

A desperate fight saw all dogs killed and as the PC was refuelled from the diesel tank, the crew were able to make good their escape.

Mission 4. The Hidden laboratory.

With no time to replenish the supplies, Tony’s crew appeared in good shape. The retirement fund had almost been achieved and now all that was needed was a top up and recovery of the drugs caches hidden in the lab – piece of cake, except at the start of each turn a D10 was rolled. If this result added to the turn number was more than 10 a zone event would occur the following move. The crew moved quickly to the lab and whilst the first zone event, a swarm of irradiated insects was easily avoided, the second – a zone security patrol was a different proposition and two of the crew were wounded in a protracted fire fight whilst the lab was being searched. With the security patrol eliminated and the drugs collected, it was time to head back to the APC, just as a terrifying Alpha Mutant entered the arena.

Enter the Alpha Mutant – time to run

Unable to take on this monster one crew member bravely fought it as the rest of the crew fled. Finally succumbing to the vicious attacks of the Mutant, she had bought vital time for the rest of the crew as they just made it back to the APC before another Zone Patrol entered the area.

It had been a rollercoaster Zone Run with plenty of tactical decisions to make, with some jeopardy and the result hanging in the balance until the final stages of the final mission.

Lord of the Rings

Tony and Phil staged this game, they each sent reports, Tony’s first:

We played two Lord of the Rings games, both involving Mumaks. The first involved a group of Knights of Dol Amroth supported by some Gondorian archers attempting to take down a single beast. This all went horribly wrong for the good guys early on when Phil started shooting my knights from their saddles with archers from the howdah, much against the odds – he is not renowned for rolling sixes when it matters !

The knights of Dol Amroth charge one of the Mumaks
Gondorian Archer’s view of the Mumak

Prince Imrahil did his best to tackle the beast single-handedly but in the end was only ever one failed priority roll from being trampled, as he duly was…

Close up of the Mumak at the start of the second game.

The second game didn’t show any improvement (Ed.: If you can’t kill one Mumak in the first game then of course you should have two in the second game!)- this time we played a scenario in Ithilien (similar to a scene in the films) with Faramir’s Rangers ambushing an advancing group of Haradrim.

Ithilien Rangers lay their Ambush

My plan was to wound the Mumaks, hope it panicked them (as happened on screen) and defeat them that way – trying to just pick them off with arrows was never going to work.

The ill fated Faramir points the way

I managed to inflict some wounds on Eric’s overgrown pachyderm but it simply shrugged them off, and they simply marched on by, killing Denethor’s second son on the way.

If we hide behind the rocks the Mumak might not see us!

Finally, Phil’s somewhat shorter report:

“Phil in shock double LOTR victories”

It should be noted that Phil deliberately stomped on a couple of his own spearman to get to the Dol Amroth chaps.

The Battle of Upsheet Creek – An American Civil War Game

Stephen finds himself without a paddle…

I kept this a small game, using my own rules.

The Union are on the advance and have discovered Confederate troops in position on a hill overlooking a creek.

The Union troops are given the order – engage the Confederate troops and take the position.

The Union had two small divisions of three brigades each plus artillery. The Confederates had just the one division, though a sizeable one, with five brigades and artillery.

The Confederates were deployed with the artillery atop the hill so they had a good field of fire. The infantry were positioned at the bottom of the hill along the line of the creek. The Union divisions each had two of their brigades up front with the third brigade in reserve.

Deployment

On the first turn the Union moved forward. The guns started unlimbered so moved slowly, and I decided to move the infantry with them to keep the line together. But the Confederate artillery rolled really well, and one of the Union brigades took (light) damage. So it was obvious that if the Union infantry moved slowly with the artillery they’d spend longer getting pounded by the artillery, so on subsequent turns they left the artillery behind, but that was OK since the artillery had now moved into effective range.

The Union Advance

The Union right flank had been loaded with a single division concentrating on the extreme right – just the one Confederate brigade facing them, but a second in position to turn to offer support. This left the other Union division to contend with the middle and left flank. The fact that the middle was fairly open meant it was always going to be a difficult proposition. The two Union brigades going up the middle also had the artillery from both divisions to support them, however, although the Union artillery was in range of the Confederate infantry brigades at the bottom of the hill the Confederate artillery was at long range, which made counter-battery fire ineffective. Conversely, as the Union infantry advanced they put themselves in effective range of the Confederate artillery.

The Divisions Are Committed

You can work out what happened. Needless to say, even before they reached the creek, the lead Union brigade took withering fire from both the artillery and dug-in infantry. Exit one Union brigade.

This left the two Union brigades in the middle/left to split either side of the farm, with one now taking up the fateful position in the centre against all and sundry, and the other on the extreme left facing just a single brigade.

Not Looking Good In The Centre For The Union

On the right flank the two opposing forces came into musket range and let rip at each other. The Union advance had been slowed due to the rocky ground delaying one of the brigades, and this time it was obvious they should advance together to support each other or else be destroyed individually.

The Union Line Is Starting To Thin Out

Back in the centre the inevitable happened again – the Union brigade there took heavy fire from both infantry and artillery. Discretion was the better part of valour, so they were pulled back out of musket range so they could rally. The Union artillery moved up so they could fire at the Confederate artillery, scoring a good hit.

The Union Charge on The Right

There was only one way the Union was going to win this – take it to a charge.

And that’s what they did. On the right flank the order to charge went in and two Union brigades went forward. The Confederates fired their muskets, hoping to blunt the charge. But in it went and the Union troops won and pushed the Confederates back, but lacked the oomph to pursue them.

In Goes Another Union Charge

Emboldened by this, the Union brigade on the left took the hint, fixed bayonets, and charged in as well. Not so effective this time – the Confederates did counter-charge and pushed them back across the creek.

Union Troops Push the Confederates Up The Hill

Meanwhile, in the middle, the Union brigade had pulled back to rally. The artillery of both divisions turned their barrels to the Confederate artillery on the hill, hoping to silence them.

Again, the Union brigades on the right went in and charged, again pushing the Confederates further back up the hill. Only now, sensing victory, they managed to follow-up on the charge and in they went again and swept away the Confederates on top of the hill!

Victory On The Right Looks Imminent

But the middle was once again turning into a killing field, for both sides. The Union artillery annihilated one Confederate brigade, and the unlucky Union brigade who had rallied had been sent back in – they would not be coming back out.

And then, on the left, the Union brigade that had charged found itself taking musket fire. The combination of being bounced by the Confederate infantry and then the musket fire was enough – they were routed and left the field.

The Hill Is Captured

At the end of the turn, both sides had taken enough loses to lose! Although the Union left had taken the hill they did not have enough strength left to chase off the rest of the Confederates, and there was not enough Confederates left to truly hold the hill securely.

A draw was called.

The Final Battlefield

In the end the Union did better than I was expecting. I thought they might get a good drubbing. The fault I made was trying to engage the Confederate troops on a wide frontage. The middle ground was very open and it should have been obvious that any troops advancing through it would suffer badly. What I should have done is load the left flank the same way I loaded the right flank, and brought the Union artillery together to keep shooting away at the centre.

Instead I wasted two Union brigades marching up the centre just to get obliterated for nothing. I would fully expect the officers of those brigades to come up to me afterwards and tell me exactly what they thought of me.

And I wouldn’t blame them.

Work in Progress Wednesday

Another Wednesday and quite a little selection this week. Above and below we have Mos Arun from Tony who has declared this impressive build done.

Mos Arun ready for the battlefield

Next up Eric has continued work on converting miniatures to make more crew for Stargrave.

Early WIP shots of recruits for my crew made up of old Space Marine scouts with Imperial Guard head swaps and extra bits from the bits box

But in Eric’s own words “I suddenly had the urge to paint another Space Marine”.

Primaris Reiver, just the basing, chapter livery and squad markings to apply

Andy is making progress on the Sergeants.

And last but not least this week Marcus has painted up yet more tanks! This time conversions using different turrets from Brigade Models.

Warlock turrets on GZG Paladins on the left, Ral Partha Chevalier light tanks with Brigade laser turrets on the right

See you next week for more progress from the club.

Stargrave – Raid on Denides

A few club members managed to get together for our first game of Stargrave. It’s an interesting set of rules (I had played Frostgrave once) but a big advantage of the rules is you can have multiplayer games easily and players can pick up the basic rules fairly quickly.

Read on to find out what happened, including interjections from the players (Andy, Jeremey, Phil and Tony. Stephen was umpire for the game) …

During the wars there were many isolated and secret installations throughout the galaxy.
One of those could be found on Denides, an otherwise unremarkable desert planet in the Tuetera system. It was used as a recycling plant, where everything from military hardware, chemicals, and electronic equipment was sent to be reprocessed.
The plant was semi-automated and controlled by droids. Its secrets couldn’t remain secret for long. There’d been a buzz on the underground info net about Denides for a long time. Then some data jockey hacked into a government mainframe, found out exactly where it was, and all of a sudden there was a bidding war for the coordinates. Pirates, scavengers, and rogues from all across the galaxy knew this was a chance to acquire some sensitive information or useful tech they could sell.
Then one day it happened that several deep space vessels came out of hyperdrive in the Tuetera system, all with sub-light drives powering them to the planet of Denides…

Player Brief:
You have managed to uncover an interesting piece of information. When the wars came to an end many items were still conveyed to a recycling plant on the planet of Denides, many things that probably shouldn’t have been because the plant was decommissioned when the war ended and so they remain there, untouched.
These include useful data and information on activities conducted by governments during the war and could prove a valuable source of income for selling off. It transpires that advanced equipment was also shipped off to be recycled and this could also be lucrative.
Be warned, Denides is isolated and remote – could easily be pirates and smugglers hiding out. There’s also the droids who run the place. And who knows what wild creatures could have since moved in.

Phil’s Hallucinations: Old Ned wasn’t happy. At all. The small, green first mate of the starship Delivon put his feet up and reflected on the events of the previous few hours. “Don’t worry,” said the captain. “Easy pickings,” said the captain. “It’s a deserted facility,” she said.
Well the target of their foraging mission didn’t turn out to be easy pickings. It also wasn’t deserted – as Captain Rita discovered herself when she took a hit from a security droid early on.

Captain Rita And Her Crew

Still after being pinned down by several droids for what seemed like an age they finally managed to locate some abandoned data canisters. All good.

And then one of the hired help fired un-necessarily at a group of scavengers.
The return of fire killed one of the crew and wounded two more (including the captain for the second time). Worst still as far as Ned was concerned the ship’s robot took a bad hit. Robot was Ned’s favourite of all the crew.

Spot The Single Droid Holding Them All Up

With the captain down Ned had assumed command and got everyone back to the ship. Well nearly everyone.

Ned lay back in his bunk. ‘Captain Ned’ – I like the sound of that he thought.

Two Men and A Droid Take On ONE Dog

Tony’s Rantings: Captain Jenin Hosvarn had heard about the decommissioned recycling plant on Denides over a Sabacc game in the Blazing Shuttle cantina, and immediately realised the possibilities that it held. Of course, everyone else in the game heard about it too, so he had to move fast. He made sure that he folded early in the next hand – not too obviously, mind – and, pleading poverty, cashed up his few remaining chips and slipped out the side door into the drizzle.

Returning to docking bay 32, he was greeted enthusiastically by Lucifer, his Toskinian wolf-hound and, rather less effusively, by C6R5 the utility/pilot droid. Kicking Budfodo, the hulking Altavian first mate of the Empyrean Drifter, out of his bunk, he jumped straight on to the comms station. One call later he had secured 36 standard hours of the services of half-a-dozen former Federal troopers-turned-mercenaries for a moderately eye-watering fee, a modest share of any potential loot and a promise to defray the cost of any expended ammo. Hopefully that should be plenty of time for the short return hop to Denides, as the overtime penalties would rapidly wipe out his profits.

As soon as the hired guns were strapped into the Drifter’s jump seats, C6R5 engaged the sublight drives and lifted the shuttle through the clouds. Next stop, Denides…

One Careful Owner and It Comes With An MOT

Before we set up the game and created our crews I had already decided on the basic premise of mine. I wanted a very small core crew, just the captain and his sidekick essentially, who would add a number of hired hands as required. During the set up phase I added the idea of the Captain’s faithful hound and the ship’s utility droid, mainly because I needed a couple of cheap characters to fill out the roster. This left me with room for six Mercs, a mix of troopers and specialists.

If It Ain’t Bolted Down Nick It

Despite some disparaging comments from the rest of the Captains about leading from the rear, I figured that Jenin had paid the mercenaries enough for them to go first. It was all part of the plan! The rest of the plan involved keeping out of trouble (Jenin was paying for the Mercs’ ammo after all), and hopefully getting away with a couple of loot counters.

Mostly things went as intended; I rapidly disposed of two armed sentinel droids, and saw off some annoying wandering creatures – a sandwyrm and some bat-like beasties. I’d hired a gunner with a heavy rapid fire weapon, Budfodo had one too and after a couple of early duff rolls I was generally effective with their shooting.

I Can See You!

I had Jeremey on my right flank – we were separated by two rows of billboards and couldn’t really see each other for most of the game. Phil was on my left flank and he was having a lot more trouble getting past the droids than I did (his party trick for the day involved rolling mostly single figure numbers on his D20), which meant I was pretty much left to my own devices.

Having knocked out the sentinels, Jenin unlocked the first data-loot token and passed it onto C6R5 to take back to the Drifter. Scogill, the Merc hacker, made his way up the gantry to a second token and unlocked that as well. At this point my crew were ready to make a graceful withdrawal, I’d have been quite happy to get away with two loot counters and no casualties.

Scavengers Scavenging

But for some reason, Captain Rita (Phil) decided to take a pot shot at Jenin and caused him 9 points of damage – not enough to wound, but certainly sufficient to irritate. Budfodo and Whibert, the specialist Merc gunner, took exception to this unprovoked assault on their leader and immediately took out Rita in return. The following turn I beat Phil on the initiative roll which meant, since he no longer had his Captain in play, that I was able to activate and fire almost all of my crew using group moves before he could react, leaving two of Rita’s goons and her combat droid lying next to her in the oily sand of the recycling plant.

Jenin was most unhappy about the additional expense of the extra ammunition they’d had to use, so he sent in one of the Mercs to grab the loot token that Phil had originally been unlocking. He managed to do this first go, so in the end the Drifter hit orbit with three data-loot tokens aboard rather than two. Which made it a profitable afternoon, that alien plasma pistol could come in handy one day…

Andy’s Ravings: Captain Ash de Vere sat back in the pilot’s seat of his ship, The Troubadour, as it lifted off from the arid planet Denides. “Well”, he thought, “that was one hell of a clusterfuck!”…

A couple of weeks ago he’d heard rumours that there might be some useful tech scattered around an old recycling plant on the planet Denides, and put together a crew to search the site for anything useful. His first mate, Eric Olsen, was sceptical not trusting the source of the rumours, but went along with the plan.

In addition to the 4 regular crew of Charlie Crow (Gunner), Sam Fleet (Pathfinder) and the two Fox sisters, Bren & Jen (Troopers), Ash had recruited two more Troopers, Skel Black and Honu Mihru and a couple of Runners: the cousins Offler and Patina dZuk from the Manticore system, the only non-humans on the crew.

The crew of the Troubadour

Approaching the scrapyard Ash split the crew into three teams. He led the first team comprising Charlie (Rapid Fire MG), Skel (Carbine) and Jen (Shotgun) and took the left flank. Eric (Shotgun) took the right flank with the second team of Bren and Honu (both with Carbines). The final group was led by Sam (Carbine) with Offler and Patina (both armed with pistols).

The Troubadour crew deployed

As the crew advanced Sam’s group heard a steady flapping sound and turned to find a Ryankan approaching from behind. Patina fired at it and missed, but was able to fight it off when it attacked her. As the Ryankan prepared to attack again Bren let rip with her carbine and tore it to shreds.

Offler fights off the Ryakan

Ash’s team headed towards a landing pad with a derelict shuttle, only to encounter a security droid which opened fire on Skel. He and Jen took cover behind some quad bikes and trailers and returned fire.

Skel and Jen take positions to shoot at a droid

Ash and Charlie joined in the firefight, and the droid fell to a burst from Ash’s carbine.

Eric’s group had split up following the encounter with the Ryankan, they made their way towards a data cache while Sam’s team made use of their faster speed and approached some water extraction towers.

Eric flanks Sam, Offler and Patina as they investigate some hardware

Eric called Patina over to help with a data cache; using his deck Eric cracked the lock on the data cache and downloaded the data on to a data chip.

Eric and Patina try to unlock a data cache

As they completed the download, they spotted another crew approaching, with hostile intent. Eric and Patina fell back to some cover; Eric gave Patina the data chip and told her to get back to the Troubadour as fast as she could.

Offler had advanced to some fencing, ahead of her she saw another crew in a firefight with more security droids with more local wildlife, in the form of some Ferrox and more Ryankan attacking this new group. Discretion being the better part of valour, she hunkered down, only to be attacked by Bileworm which surfaced near her. Whether the Bileworm’s toxin is more effective against Manticorean physiology we don’t know, but she soon lost consciousness.

Ash and Jen moved to Offler’s aid, firing on the Bileworm to no effect. The Bileworm however had much better aim and spat its toxin them, injuring both of them.

Meanwhile Eric and Sam had advanced to a physical loot cache, but were unable to unlock it before they were shot down by the first hostile crew. Skel, Honu and Bren exchanged fire with other members of the first hostile crew, taking one of them out of the game at the cost of Bren who was felled by a volley.

With four of the crew down, two more injured and one now heading back to the ship with loot Ash decided to call it a day and told the crew to break off.

Beneath The Landing Pad And Loading Area

Skel and Honu made it out of the scrapyard without any further contact, but Ash and Jen had to get past the Bileworm to make their escape. Luckily for them Charlie kept up suppressive fire on the Bileworm, eventually reducing it to mincemeat.

Once back at the Troubadour Ash took stock of the mission. On the plus side, the crew retrieved a data loot cache, killed three of the local predators and took one member of another crew out of the game. The data loot turned out to be an advanced Shotgun (?) worth 120 credits. The crew gained 105 experience points.

On the debit side, both Eric and Sam succumbed to their wounds and would need to be replaced. Ash and Jen eventually recovered from the Bileworm toxin, but Bren Fox was badly wounded and would either need medical treatment before taking part in another mission of have to fight with reduced health. Offler fully recovered from her injuries, Skel and Honu were bloodied and bruised but sustained no long-term damage. Only Charlie and Patina quit the field unscathed.

Work in Progress Wednesday

Another week and more progress from the club. As expected the drop in temperature has seen a rise in club member productivity.

First up Stephen has created more loot tokens above for Stargrave. Stephen has also added to the space fighters from last week with these four.

More Star fighters take to the um… stars!

Marcus is next up with more progress on the Ground Zero Games Moongrunt unit.

Love that Moon cratered terrain

Eric has made more progress on the conversions for a Stargrave crew. I love these custom jobs and I’m in the progress of converting some Dreadball miniatures for my own crew.

Fresh meat for the crew

Tony has managed to paint up another miniature from the LOTR collection. Not a mighty warrior or wizard this time but the little known character Goldberry.

Goldberry, not sure what her abilities are in the game?

Last up is my effort, I picked up some wood/bark pieces from a walk in the woods and decided to make a fantasy Viking/Druid/Witches house in the woods.

Impressive dwelling for many settings

Join us again next week for more little snippets of inspiration from the club.

When you can’t see the wood for the trees.

Andy succumbs to the wargamer’s bane, rebasing…

Some time ago I bought a bag of 2 dozen trees from a model railway shop, they were of various heights from about 2.5” (65mm) to 4.5” (115mm) the largest with a diameter of 2” (50mm).

I originally based these on either 1p, 2p coins or some 25mm diameter mdf bases, depending on the height of the tree.

The trees on their original bases

Unfortunately, these bases were generally too small, the slightest knock on the top of the tree and over it went. They needed bigger bases.

A few weeks ago, while browsing in The Works, I saw a pack of various sized wooden discs, of 20mm, 30mm and 40mm diameter, each 2mm thick. The pack cost £2.00 and had just under 40 of each size, so about 2p each.

Examples of the bases from The Works

My original plan was to make some explosion markers similar to those Jeremey made, using the discs for the bases and some foam sheets for the explosions.

But then a thought stuck me, I could use the 40mm diameter discs to rebase the trees!

I decided not to remove the original bases, I just used Bostick general purpose glue to stick the original base to the 40mm diameter disc.

Trees rebased.

Once the glue had dried I used Polyfilla to build up the exposed outer ring of the new base, and then applied a layer of green basetex to finish off the base.

Three of the finished trees

Overall this project took me a couple of hours (excluding drying time) and I now have a much more stable wood!

Work in Progress Wednesday

Just a few offerings for this week. I’m blaming the heat. It certainly saps creativity and painting.

Above we have some space fighters from Stephen (really need to find out who makes these). And below Stephen has been creating more Loot tokens for Stargrave.

Physical and Data Loot ready to be salvaged

I’ve also been creating Loot tokens for Stargrave only I went with some blank indented dice and some free sci-fi textures to turn them into Loots tokens.

The dice were undercoated first before the textures added, then some dry brushing to get them blended in.

After about 10 years of sitting in a box I also managed to stick some previously purchased plastic aquarium plants into the start of a jungle.

Multiple plastic plants stuck together with the hot glue gun

And finally this week Andy has made a bit more progress on his medieval Sergeants.

The heat is definitely slowing down painting

See you next week for the next glimpse of our club activity.

 

A painting method.

Andy describes how he goes about painting his irregular figures.

I don’t claim to be a great painter, I’m certainly unlikely to win any painting competitions, my aim is to get figures to a reasonable standard for the table top in a reasonable time.

When painting irregular, or at least non-uniformed, troops I still try to have a systematic method of painting, so I thought I’d share how I go about it.

For this example, I have 16 Gripping Beast Plastic Saxon Thegns to paint.

I start off by washing the figures in warm soapy water, to remove any mould release agent, then rinse and dry them.

For 28mm infantry I standardise on 2p coins for the bases. I can then use them individually for games like SAGA or Lion Rampant, or on sabot trays for games like Dux Bellorum.

So once cut from the sprues and any mould lined removed with a scalpel and file the figures were stuck to their bases using a general-purpose adhesive, like Bostick.

Cleaned up and based.

Some of the figures have their left arms as part of the torso, others have them as separate pieces. I then assembled the figures using liquid polystyrene cement, except for the shields. I leave the shields off to make it easier to paint the left arm and chest. I do keep a shield handy to check the position of the left arm against the position of the right arm and spear during assembly.

I didn’t have quite enough heads with helmets for the 16 (I had previously used some on some unarmoured bodies) so a couple of the figures had bare heads from the Dark Ages Warriors box. The bases were then built up with Polyfilla.

Assembled, bases built up with polyfila.

I then undercoated the figures with grey car primer spray.

Most of the paints I use are Vallejo Model Colour, exceptions are mainly Army Painter (AP) washes and inks.

First off, I painted any areas of mail matt black, followed by dry-brushed Gunmetal Grey. Spear tips and helmets were painted the same colour. Next the faces, necks and hands were base coated Brown Sand.

Skin basecoat, mail and helmets painted.

Skin was the painted Medium Flesh Tone.

Now to start with the systematic randomisation of colours for the clothing. I arranged the figures into as near a rectangular formation as possible, in this case the 16 figures simply went into four ranks of four files.

I then painted the figure’s trousers by file:

    • Light Brown (A, E, I, M)
    • Chocolate Brown (B, F, J, N)
    • AP Dark Stone (C, G, K, O)
    • Basalt Grey (D, H, L, P)
Skin and Trousers done.

Then the tunics by rank:

    • Grey Blue (A, B, C, D)
    • Deep Green (E, F, G, H)
    • Red (I, J, K, L)
    • Mahogany Brown (M, N, O, P)

If I had been painting lower status troops, I would have used the same colours overall for tunic and trousers, but added an additional colour to the tunic mix to avoid having the tunic and trousers the same colour on any individual figure.

Tunics done.

Next were the leggings, in diagonal lines top left to bottom right

    • Buff (A, F, K, P)
    • Pale Sand (B, G, L, M)
    • Beige (C, H, I, N)
    • Deck Tan (D, E, J, O)
Leggings done.

Next is the leatherwork. Belts, pouches and scabbard in diagonal lines from top right to bottom left, I used the same colours for the figure’s boots in a semi random order.

    • Chocolate Brown.                         Belts etc: (D, G, J, M)      Boots: (A, H, K, N)
    • Red Leather.                                   Belts etc: (C, F, I, P)         Boots: (B, G, L, M)
    • Saddle Brown.                               Belts etc: (B, E, L, O)        Boots: (C, E, J, P)
    • German Cam Black Brown.     Belts etc: (A, H, K, N)       Boots: (D, F, I, O)

Sword and knife hilts were painted in the same colours, plus black, at random.

Next was the hair, again four colours were used, with a semi-random selection of figures, making sure I didn’t use the same colour twice in any row or column of the 16 figures.

    • Black: C, E, L, N
    • Tan Yellow: A, G, J, P
    • Flat Brown: B, H, K, M
    • Brown Sand: D, F, I O
Belts and scabbards done.

Belt buckles and scabbard metalwork were painted either Gunmetal Grey or Bronze.

The spear shafts and wooden crosses were painted Beige Brown and the cords of the crosses painted AP Hemp Rope.

Swords, spear shafts and crosses done.

As always when I paint, I have to do some corrections, reworking any colours that had accidentally been painted over.

After corrections.

Once all the main colours had been finished, I proceeded to the washes.

All skin was given a wash with AP Flesh wash.

The tunics were washed as follows:

    • Blue Wash (A, B, C, D)
    • Green Wash (E, F, G, H)
    • Red Wash (I, J, K, L)
    • Soft tone Wash (M, N, O, P)

Soft Tone was also used for all spears and figures with Red Leather or Saddle Brown Belts, Scabbards and Boots.

    • Red Leather. Belts etc: (C, F, I, P)          Boots: (B, G, L, M)
    • Saddle Brown Belts etc: (B, E, L, O)      Boots: (C, E, J, P)

Dark tone was used for figures with Chocolate Brown or German Cam Black Brown Belts, Scabbards and Boots:

    • Chocolate Brown.                    Belts etc: (D, G, J, M)        Boots: (A, H, K, N)
    • German Cam Black Brown. Belts etc: (A, H, K, N)       Boots: (D, F, I, O)

All leggings and figures with Tan Yellow or Brown Sand hair was washed with AP Light Tone wash.

The bases were then finished with green basetex.

Washes added and bases finished.

Having finished the figures, I moved on to the shields.

These were cleaned up in the same way as the figures, then undercoated black on the backs and white on the front. I use white on the fronts as I was going to use shield transfers rather than painting the designs.

I then drybrushed the back of the shields with Beige Brown and painted the shield bosses Gunmetal Grey while still on the sprues.

Shields work in progress. The white needs touching up.

I then applied the shield transfers to the front. These came from Little Big Men Studios or Battle Flag decals.

Little Big Men Studios decals have a hole for the shield boss already cut out, but the Battle Flag decals don’t, you have to cut those yourself.

I did have some issues with some of the LBMS decals, I couldn’t peel the plastic cover off to expose the self-adhesive surface. After ruining a few of the decals I ended up gluing them to the shield complete with the plastic layer using PVA glue. I haven’t had that problem before, so I wonder if it’s because these are fairly old, 3-4 years maybe? I didn’t have any problems with the Battle Flag decals.

Once the decals had dried, I painted the shield rims with Japanese Uniform to represent the leather edging. Once this was dry, I then cut the shields from the sprues, tidied up the edges with more Japanese Uniform.

Finished shields

The astute among you will notice there are 20 shields, but only 16 figures, the extras will be used as battlefield markers: Fatigue in SAGA, Battered in Lion Rampant, or Leadership Points in Dux Bellorum.

It’s never a good idea to glue painted articles together, paint to paint bonds aren’t strong, so I used a file to remove the paint from the contact points and then used liquid polystyrene cement to glue the shields in place.

The figures were then given a coat of spray matt varnish.

Here they are, 16 figures, making up 4 points of SAGA Hearthguard, a unit of Lion Rampant Sergeants with four figures left over or 2 units of Dux Bellorum Noble Shieldwall:

The finished figures.

The guy on the left of the front rank has a painted shield (Green and Light Blue) from my stash of spare shields rather than one of the shields I did in this session.

So, that’s my method for painting irregulars in a systematic way.

I hope it was of interest.

Work in Progress Wednesday

We start this week with Tony having made painting progress on Mos Arun in 6mm. Looking forward to having this in a game.

Nice little settlement, unless it’s full of vile scum!

Next up Marcus has been working on a 15mm GZG Moongrunt unit and Ral Parthia Battletech Rommel tanks. Marcus said “Nominally around 10mm I think, but perfect as heavy AFV’s in 6mm”.

15mm Moongrunt and 10mm tanks

Eric is up next with some conversion work he is doing on a potential Stargrave crew.

Conversion work in progress

Eric explains the work being done “Old 40k Space Marine scouts with some head swaps. The guy with the yellow armour also has a right and left arm from a Mantic Forefather mini and his head is an old 40k daemon head with some reshaping”.

Stephen has created another unit for his Moslem army. This time some Hashishin.

Nice looking Hashishin unit

And last for this week Andy continues work for the forestry commission with some rebasing.

Rebasing the curse of wargaming, but sometimes useful

See you next week …

God Wills It: A Lion Rampant Battle

Stephen gets a bit nostalgic…

The first historical wargames army I ever bought was a Crusader army. It’s always been a period of great interest to me, especially the later crusades of the thirteenth century.

I resisted buying a crusades army in 28mm because that meant I’d also have to get some Saracens and I just didn’t want to paint all that patterned cloth.

Then a while ago I was given a box of plastic Gripping Beast Arab infantry. They sat in a cupboard for a couple of months because I still didn’t have the will to paint all that fabric. Then I saw some pictures of other’s Saracen armies and I saw how they’d done them in plain white material. ‘That’s a good idea’, I thought. So that’s what I did, and decided I’d make the Ghulams a bit more colourful – representing wealthier troops able to buy expensive fabrics.

Being motivated to get these done, I motored through them. And this weekend I decided to have a game. I was going to play Saga, but it doesn’t play solo so well. So instead I went with Lion Rampant…

Forces Deployed

The two sides lined up opposite each other. Both had 24 points a side.

The Crusaders had two units of Templar knights (LR: Mounted Men at Arms), two units of Mounted Sergeants, and one of foot Crossbows.

I gave the Saracens two units of Ghulams (LR: Foot Men at Arms), two units of Ghazis (LR: Foot Yeomen, armed with short range missiles – javelins), and two units of Ahdath (LR: Bidowers).

I did a simple meeting scenario – both sides hacking at each other until one is gone.

I rolled for leader traits and got Vulnerable for the Crusaders (leader killed on a Lucky Blow of 2 or 3) and Lionheart (ironically) for the Saracen leader (meaning his unit could re-roll 2 failed hit dice).

The Saracens went first and they were lucky enough to activate all their units – moving up to occupy favourable terrain that would hamper the mounted crusaders. The Ahdath would be well placed in these areas of bad terrain, where they could lodge themselves in and shoot at the Crusader cavalry. The only solution to this would be the Crusader crossbows, so it would be worth the Saracens taking out the Crossbows as soon as possible.

Saracens Advance

The Crusaders were equally lucky, activating all their units. The Sergeants on the right went galloping past the village, the Crossbows moved up to get into range of the Ahdath hiding in the scrub, and the Knights also moved up.

One thing became obvious – there was a natural funnel to the battlefield between two areas of rough terrain. The Ghulams had moved up to block this gap, with the Ahdath either side with their bows to shoot at anything coming between them. The only thing the Crusaders could do was to advance as quickly as possible to minimise their exposure to the enemy arrows.

Getting Ready To Shoot

The Saracen Ghazis kept moving up to the Crossbows, desperate to engage and eliminate them – if they could it would make a Crusader victory difficult. The other unit of Ghazis, over by the village, decided to hurl their javelins at the approaching Sergeants, scoring enough hits to take one of them out. When it came to the Crusader’s turn they were more than ready to return the gesture. Although the Ghazis were approaching the Crossbows, it was obvious the Crossbows had to take a shot at the Ahdath in the scrub. Spanning their bows, they took aim, and…a devastating volley! The unit of Saracen skirmishers were devastated and routed off the table! Both units of Sergeants advanced – those on the left moved into the middle of the funnel to threaten the Ghulams, whilst those on the right put in their spurs and charged the other Ghazi unit.

Sergeants Charge In

Casualties were taken on both sides and the Ghazis were bounced back. But the Sergeants were now down to half strength which meant their combat effectiveness was also halved.

It was then over to the Saracens to go on the attack. On their activation they sent the Ghazis in to charge the crossbows.

Ghazis Rush The Crossbows

Improbably, the Crossbows prevailed! They didn’t take a single casualty and pushed back the Ghazis who failed their courage roll and were now battered. The other unit of Ghazis managed to rally, ready to block the Sergeants. The remaining unit of Ahdath drew their bows, trying to decide who to shoot at – the unit of Sergeants leading the attack through the funnel, or the unit of Knights who were coming in behind to mop up any remnants the Sergeants left behind.

In Go The Cavalry

Deciding that the Ghulams should be able to resist an attack by the Sergeants, the Ahdath took aim at the Knights and let fly. No effect this time.

Now it was over to the Crusaders. The Sergeants were in charge range of the Saracen leader, so decided to go for it and see if they could get a lucky hit. And they did! OK, so the Saracen leader didn’t go down, but a couple of his Ghulam bodyguards did and had to retreat. The Crossbows, knowing how lucky they’d just been in repelling the Ghazi charge, took aim and let rip. A good shot that took out a couple of the Ghazis. However, best of all, the Ghazis then failed their courage test. It was such a bad fail that they routed off the table.

Sergeants Charge The Saracen Leader

The Saracens had to go on the counter-charge. The Saracen leader ordered his men to charge and in they went against the Sergeants. But it happened again – the Sergeants came out on top. Sort of – no casualties on either side, but since the Saracens had charged and failed they had to retreat. The Ahdath had another go at the Knights, this time scoring a kill. And the Ghazi unit by the village threw more of their javelins at the Sergeants, taking another rider out and leaving them battered.

Templars and Ghulams

Things were coming to a head. The Sergeants, not believing their luck, charged the Saracen leader again. Not such a good result this time – the Sergeants took heavy loses and were pushed back, under half strength and battered! The first unit of Crusader Knights went in and charged the Ghulams. A fairly even result, meaning the Crusaders had to retreat. Had the Saracens managed to turn things around?

Back to the Saracens, and they spent most of their turn rallying units. The Ahdath once again took a shot and once again took out one of the Knights. They were starting to become a real pain.

So on the Crusader turn the Crossbows moved up so they could get in range of the other unit of Saracen skirmishers. The Crusader leader also decided to take part (remember, his leader trait would make him more susceptible to a lucky blow, so he’d been wise to keep out of it until needed). So the Crusader leader took command of his Knights and they charged one of the Ghulam units. Casualties were taken on both sides, and a Lucky Blow roll was made against the Crusader leader: double 6 – nowhere near!

Templar Leader Takes Control

On the Saracen turn I noticed the two leaders were near each other. There was only one thing for it – Leaders Challenge! The Crusader leader accepted. Into the middle they went and rolled for it.

Challenge Accepted

No hits for the Saracen leader, but the Crusader leader scored a hit, meaning the Saracen leader had been killed in personal combat! All the Saracen units now had to make courage rolls. Only the ex-leader’s unit failed, leaving them battered, but all the others passed. There were still enough Saracens left to make it worth fighting on, so I kept the battle going – despite losing their leader, could the Saracens still manage to win?

Well, maybe. But on the Crusaders’ turn the crossbows took a shot at the remaining unit of Ahdath in the rocks. Despite the extra protection, they still lost half their unit and fled. It was now looking extremely unlikely that the Saracens could win this one. All they really had left was a single unit of Ghazis. Well, there were the Ghulams, but both of those units were down to just two models each, so they’d lost their punch.

One Last Charge

Ultimately and inevitably, it would be a Crusader victory. The Crusader leader, emboldened by his victory with the Saracen leader in single combat, led his knights in repeated charges on the final unit of Ghazis. The Ghazis were steadily whittled down until they finally failed their courage test.

And that was it – a Crusader win.

The Saracens