Posts Tagged ‘Americans’

Bolt Action AAR: Tunisia 1943

Posted on April 11th, 2017 under , , , . Posted by

By Bryan,
Welcome to a battle report from a huge game of Bolt Action my clubmates and I had recently, set in Tunisia 1943. The armies were 4000pts a side, with green US troops vs the veteran Germans. The mission was Key Positions and the dice bag was indeed heavy, with close to 60 order dice in it!

Read more »

The Best Game You Will Ever Play!

Posted on April 1st, 2017 under , , , , , , , , , , , , , , . Posted by

Still unsure about Flames of War Version 4? Shot you bolt in Bolt Action? Not warming up to Star Wars based games? Then I have just the game for you! In a few months we will all playing a great new game and I want to tell you about it before it hits Kickstarter. The folks who developed it provided me with an advanced copy and I have been playing non-stop ever since. The other day they asked me to send it back so another reviewer can play it and I said “no way, it’s mine”. The beauty of this game is how you can use components from other games to augment the core set. So I now have a use for those command and staff teams that will no longer be used in FoW. I may even throw in some unpainted Napoleonic figures I have lying about!

The beauty of the game is how the two players create a lot of the game in real time. The mechanics are very simple; during your turn you can move, take an action, or do nothing at all. The core box that will be offered on Kickstarter features old Dir Cast Metal tanks from Corgi. These were the bomb of toys back in the 1970’s and are now reproduced for this great game. The other playing pieces that come with this set are Yoga-Joe’s, and will offer the most seasoned Grognard a tough time when using or facing these guys. Also included in this box are the rules, which are about 500 pages long (without punctuation) however they explain every situation you can get yourself into when you play. Also included and which is key are the related books Zen and the Art of Motorcycle Maintenance by Robert Persig and The Art of the Deal by Donald Trump, two life changing literary classics.

The Unboxing
The great thing about the game is that it is ready to play right from the box! Well ready to play after you read the rule book. The beauty of the rules is that you retain none of them and if you do not like a rule you can change or ignore it at any time. So after spending a month going over the readings, I was ready for my first game. The models look great and they add so much flavor to the game.

The Key Mechanic
The most important aspect of the game is how the player deals with both the rules and their opponent. It is important to have an opinion on everything, no matter your expertise or sense of importance, and communicate that opinion in the most passive aggressive way possible. This style of play came about during the first turn as my opponent started to move. They went for the tactic to ignore all movement rules and kept looking for me to object. I said “Stop your tank” a few times and they kept going, and crushed my Zen-Lotus Warrior. What I should have said is “don’t you think you have moved far enough?” which would have stopped the tank in its tracks. Same thing happened in the shooting step, but I remembered my lesson from before and said “haven’t you shot up enough stuff?”

For combat, players have the choice of using a dice of any type, a coin flip, pulling cards from a deck, or even rock paper scissors (lizard, Spock for advanced players) with the winner being the player who scores the highest or lowest (as agreed upon) winning. Want a challenge, play this game with D20’s!

Like all other games, it comes down to the tanks. Tanks can shoot any of the opponents pieces, except for a Yoga-Joe, but it can run over the Yoga-Joe by accident thus killing it.  Unused playing pieces brought in from other games cannot attack, but can be attacked at any time. The defender can suggest that a player shoots at a piece like the Mid-Late War German Artillery Staff team by stating “OK fine, how about shooting at this guy?”.
 

What I love about the game is how during the course of play create an experience which is unique and rewarding. Unlike all other games, the rules state upfront that this game was written for you and you only and it will be perfect, just like yourself.
Another great aspect of the game is that during play your opponent takes notes in a note pad and you do the same when they play. These notes have no bearing on the game, however they are slipped into your game box for you to read later. It is best to wait until 3-4 players have dropped notes in your box so you do not know who wrote it.

Special Characters
The game revolves around using your tanks and special characters. The box comes with its own unique set of special characters; the Yoga-Joe’s. Each Yoga-Joe model has a unique pose witch correlates to a special power. Players can use the special powers as stated in the rule book or make them up as they go. Normally a Yoga-Joe can use their power only once, however they can try to use it again and if your opponent does not say “didn’t you use that model already?” then you are free to use it again.
Other special characters can be brought in as long as they are anthropomorphic and retain the qualities they historically had.
So on turn two I played the Giant Gunny which stopped a tank!

Later on I used the Churchill creamer to persuade a Yoga-Joe to surrender. Being from India and staunchly anti-empire it didn’t work at first; until I found out the Yoga-Joe was lactose intolerant.

The game was tight until we had a huge standoff between two major religions, and following the “agree to disagree” rule the game ended. I learned my lesson and for my next game I used the “Peace is our Profession” rule and called in an Arc-Light strike!

I loved this game and so will you. If you win it’s because you are the best and if you lose it’s because of the fact the opponent cheated or that the game was flawed. I also noticed that when I didn’t play the game for a long time, I became a bigger expert at it.

I recommend this game to everyone and I know it will be a huge hit!

Twitter @MitchWWPD
[email protected]

Bolt Action – Painting Guide for US Airborne

Posted on March 20th, 2017 under , , . Posted by

By Patch,
Welcome to another painting guide to add to our collection, this time I will look at the very iconic US Airborne. Before reading on though please be aware that while I have themed my force on historical US Airborne I have adapted the colours and general look to suit my style and how I like my wargaming miniatures to look. If you are after a totally accurate historical representation this guide may not appeal to you.

Read more »

AWI Maurice Chadds ford 11th September 1777

Posted on March 20th, 2017 under , , , , . Posted by

The roads to Chadds ford


Read more »

AWI scenario: Maurice meets OHW

Posted on March 19th, 2017 under , , , , , . Posted by

AWI Maurice meets OHW in the escape


Intro:
Another round of Maurice AWI goodness with Tonio. This time rather than play a historic scenario I diced up a mission from Neil Thomas’ One Hour Wargames (OHW) rules.  With thirty scenario’s to pick from and options to randomly generate forces this are great source for games when you are stuck for motivation.  In the end the battle saw an American army (Blue team) trying escape the British army (Red team) after a successful raid into their territory.  


The battlefield:
The battlefield is outlined below. The hills block line of sight but do not disrupt units. While the forest block line of sight and do disrupt units
The Forces:



American army
7 regiments of Infantry
(6 conscripts, 1 trained)
2 batteries of Artillery
2 detachment of skirmishers
(irregular infantry)
1 regiment of Cavalry
(elite)


British army
6  regiments of Infantry
(4 conscripts, 2 elites)
2 batteries of Artillery
1 detachment of skirmishers
(irregular infantry)
3 regiments of Cavalry
(2 conscripts, 1 elite)



Deployment:
The British army is divided into four groups of three units. Blocking force, left flank, right flank and reserve. The American army deploys as a single group.  Before deployment the British secretly write down which units go into which groups. Then the blocking force is deployed at A. After the blocking is deployed the entire American army is deployed at B . After which both flanking force are revealed and deployed left flank at C and right flank at D. The reserve force starts off table and arrives at any point on the British table edge when a DIY card is revealed.


Special Rules
Reinforcements:
The British reserve arrives when an DIY card is drawn either by the British or the American plazer. Note if the american player the card he must reveal immediately and can get a replace card


Victory conditions:

The American army has fifteen turns to get five or more units, not including the detachments, off the enemy table edge. Anything else is a British win. Alternative one side can win by breaking the enemy army

The battle for Arlington county (Blucher meets Maurice)

Posted on March 13th, 2017 under , , , , , , . Posted by

Read more »

Bolt Action – Trenchworx M4A1 76mm Sherman Review

Posted on February 9th, 2017 under , , , , . Posted by

Hello, everyone! Seamus here with a review for your perusal. I recently picked up a resin kit from Trenchworx, grabbing a M4A1 76mm Sherman to add to my nascent U.S. armored platoon. This is my second Trenchworx kit, but one that I really paid attention to as I built it after tearing through the Jagdpanther kit with reckless glee without taking pictures.

Read more »

When Maurice met Blucher; the battle for providence county

Posted on February 2nd, 2017 under , , , , , . Posted by


The British dispatched their two strongest brigades (Howe and Charlton) to the north and secured Astoria and Pennington. There they held position expecting an American assault on Pennington.  Clinton and Riedesel’s brigades moved to the south capturing Glenvale and taking up a position to flank any assault on Pennington or capture Maidenhead if the opportunity presented itself.  But the Americans had differing plans Lauzun’s brigade moved north secured Bergen then moved south to rejoin the main army.  The rest of the army moved south securing Gravesend, Flatbush and Maidenhead.   Campaign wise the British held two towns and village while the Americans had one town and three villages so neither side could claim a victory in the campaign step. But interestingly the Americans were able to concentrate four brigades against two British brigades with an assault on the British flank rather than the expected march onto Pennington.
The battlefield from the north west


The battle saw Washington’s brigade deployed on the American’s right at Maidenhead. With William’s brigade deployed in the centre at Flatbush.  The British had Clinton’s brigade in the centre with Riedesel’s brigade facing Maidenhead.  Of the brigades on the battlefield Riedesel started the strongest with Clinton having the weakest.  Washington and William’s brigades were average.



Clinton’s brigade
But reinforcements were on the way. First to arrive would be Morgans brigade from the west down the Flatbush road. Howe would arrive from the east down the Pennington road.  Then Green from the south along the Maidenheads road. With Clinton coming from the north. Followed by Lauzan also from the north. Both sides were only aware of where they could expect reinforcements but not when or where were the enemy reinforcements coming from.



Riedesel’s Hessians
The Americans attacked with Washtinston’s brigade streaming out of Maidenhead to form up in front of the approaching Riedesel’s Hessians. William deployed at Flatbush while the American artillery fired on the Hessians while they vulnerable marching columns.  The British decide the best defense was a good offense with both Clinton and Riedesel moving to engage the advance Americans. In the centre 88th and 89th foot were reinforced with Grenadier regiment Von Rall and they advanced to the tune of the british grenadiers. On the flank the remaining Hessians formed line to receive the advance Americans.


The pressure on the British increased when Morgan’s brigade arrived to reinforce the centre.  The Americans were not having it all their way. In the centre Williams was struggling to deploy. The village and the presence of the 16th Dragoons forced his regiments to go into line in bad positions. And this block the approach from Morgan’s arriving brigade.  Effectively this meant only the 1st providence county militia and the artillery on the Flatbush heights could counter the advancing British.



Washington’s brigade
On the flank Washington advanced with the regulars of the 1st and 2nd Maryland regiments screening the Connecticut militia.  Taking fire from the Hessian the regulars paused and exchanged a volley before the militia passed through their lines to assault the Hessian positions. In their assault Fusilier regiment Von Knyphausen was broken.


The Hessians reacted with a furious counter attack breaking one regiment of militia and forcing the American brigade to retreat. Counter battery fire also cause damage destroying one of the American batteries at Maidenhead. Washington led from the front and that is where he was shot further demoralising the brigade.  The Americans fell back to Maidenhead and once there they started rally.  The Hessians were too exhausted to follow up on their attack.



British advance on the heights
In the centre the 88th broke under fire from Williams brigade, with Williams personally commanding the guns on the heights. The remaining British broke the 1st providence county militia.  William’s brigade was too badly placed to prevent the British loyalists and Hessian grenadiers from storming the heights and taking the guns.  In the struggle the second American brigade commander fell.  



Washington’s brigade assualt on the Hessian
But the British assault had cleared the path for Morgan’s Americans who obliging opted to charge and ejected the British off the heights. In the struggle the 89th regiment broke and with it the British force morale broke and they withdrew from the field to give the Americans a minor victory.



Morgan’s Brigade arrive
The victory was not cheap with the Americans losing two militia regiments, three batteries of artillery and two brigade commanders while the British lost two regiments of militia and one regiment of Hessians.



Iresedesl counter attack does in the Connecticut militia
Overall the Blucher met Maurice experiment worked rather well and while it may not be worth the effort for a pickup game it is worth a try for a monthly or special event game.

Washington’s brigade rally at Maidenhead

Morgan’s brigade regain the heights

Reinforcements on the painting desk

That is all for now thanks for stopping by.

When Maurice met Blucher; the battle for providence county prelude

Posted on January 30th, 2017 under , , , , , . Posted by

   

Read more »