Another outing for Legends of the Old West and the occasional campaign game in the region around Dead Man's Gulch. Today's outing see's the Cinderella Cattle Company venturing out to secure a number of their lost cattle who have been acquired by the Mexican Army...…Don't listen to the Mexican government who will tell you it was a vicious raid on the legitimate government who were simply garrisoning the (wall) border it's all fake news :-)The Cinderella Cattle company under Trail Boss - Tom Kelfer supported by Green Horn's, Buckaroo's and Cowpokes. Plus Stinky Pete the Cookie.The outpost with it's sole guard wandering aimlessly around and the returning wagon and patrol no doubt with some else's property to add to their rations......After several moves of sneaking around the perimeter, the cattlemen hide amongst the cattle and tall grass as the Mexican soldiers walk their horses to the stable.As the Federal troops near the stables Tom calls out to his men to open fire, his men blaze away and take down the unsus
After the ambush at the pipeline Lydia Head of Security for the Visitors in Africa is visiting one of the local warlords and opponent of "legs" to negotiate a contract to patrol and defend the pipeline. She has a substantial bribe and contracts guaranteeing a stake in the pipeline venture once peace returns to the region.Unfortunately Louis "Legs" Akimbo and his Militia has become aware of these negotiations and has spent some time preparing an ambush to stop them. They are particularly eager to get their hands on Lydia and her briefcase – they can use the money to hire more gunmen and the contracts will prove the Visitors are not to be trusted which will fuel even more resentment and jealousy between Zikinga's ever-feuding clans. The ambush involves pre-placed IEDs that destroy the Visitors vehicles and leaves them stranded in the middle of bush. Once the IEDs are detonated, the Warlord Charity Nsithlan and his men will head for home and offer no assistance to the Visitors – if there’s no bribe mo
Whilst the TV show concentrated on the US, the motherships appeared all around the globe and no part of the earth was untouched by the Visitor presence including the backwater that is Zinkanga.Louis "legs" Akimbo cared little for the visitor presence all he saw was another faction who were looking to step on his turf.The Visitors has started to widen their influence under key human individuals and were subject to Diana's mid control process called "conversion", which turned them into the visitors pawns. With senior leaders now under the control of the Visitors they inserted themselves amongst key organisations such as the UN and slowing brought them under their control.Bringing the Visitors into direct conflict with Legs.The UN and Visitors had set up an outpost in the heart of Leg's territory and the local peace was starting to interfere with his "tax" collecting operation.Recently the Visitors had installed a pipeline running across the country, he had blown it up only to find it piping water - very st
Part OneThe firefight had ended, but what about the other two Possible Enemy Force (PEF) markers? I was using a Terrain Map to mark the force movements, but could easily have been using terrain on the tabletop and figures."7" came up when rolling for Activation. The US scored higher so could have had Reinforcements, but failed to get any.PEF movement is determined by rolling 2d6 versus the PEF Rep of 4. This means they move towards you, away from you or stay in place. Adds to the suspense.Contact! Time to set up the Battle Board, or in my case I used a TV tray with light terrain.Firefight over and time to roll for Activation. US goes first and moved into section 7. Next turn, PEFs would have went first if there were any - there were none so US moved off board. Why roll for Activation? Score "doubles" or "7" and the PEFs could arrive as reinforcements.After the Mission Billy received 4 Increasing Rep d6. One for scoring damage, 3 for the Mission being successful. I rolled them all and score at least
A break from black power. I have been on the hunt for a while for a modern set of large scale skirmish rules, many of the sets on offer either only need a handful of figures or you are getting into Company and sized games so I thought I would give these a run out. Aimed at the wars in Africa which suits my stalled Serria Leone Project, they could work for the Chechen conflict.Mike Demana rules cover the period from around 1950's through to present day, the core rules are only around 10 pages and split troops into three classes, Militia, Regular and Professional.weapon classes are either small arms or LMG's perfect for 15mm, where you can't see the difference between an AK47 & M16.In our run through it was a small scenario- a Russian Tank had broken down at a petrol station (well I had to give the petrol station a run out evenually.) and the crew had to defend it until reinforcements made it to the village and they called in the mechanics. Meanwhile the local insurgents move in for the kill.Initiative is
Mack, the author of 5150: Star Navy, jumps in with a AAR of the upcoming 5150: Fleet Commander. Check it out!
“Captains; I expect you to do your jobs. Engage!”Your Captains move their ships, fire missiles, launch fighters or torpedoes and preform damage control. That is not your job!Your job is to decide where and when to engage the enemy, and more importantly, when to cut your losses and leave, while keeping the fleet in being. In 5150: Fleet Commander, the rules are made to reflect your job. Command a Task Force or Fleet; not a few ships.Be a Fleet Commander, not a Captain!*****************************************************Played this 10 ship per side battle using Power Point and the counters that are provided. Playable with minis, counters or even on Power Point.5150: Fleet Commander is compatible with 5150 Star Navy and uses the same ships with the specifications rolled together and mechanics streamlined allowing you to fight large battles in a reasonable amount of time. Designed to be played solo, cooperatively against the game or head to head.
It's been several years since we dusted off the outlaw gangs, so when the offer of a Western on Friday, what could I say. Welcome to the ghost town of Dead Mans Gulch.Four Posses rose at dawn each on the look out for loot and the chance of revenge. The Secret Wargamers Friend has been slowly building his terrain collection over the past few years and has enough now to make up a full town made up of shops, stables, saloons a bank and jail.The Scalp Hunters amble into town, like a gang of modern day hipsters they stopped in the window of the hotel and admired their beards. They were on the look out for a bar, whiskey and some Mexican and Indian scalps.Meanwhile on the opposite side of the table the natives scampered on to the table, looking to kill, well anyone.At the far end of town the 1950's cowboys wander into town Dean Martin and John Wayne leading the way. My Mexican bandits hung back keeping an eye on the opening moves waiting for a chance to hunt down the spoils and gold which I am sure is hidden in the
Things seem to be picking up at the club of late, a number of new members and some new games on offer. I wonder did everyone deide if 2019 was a time to devote to more hobby time?The latest offering was a follow up to the last French Indian Wars encounter.Having been defeated in the last game the British were in retreat and the French and their Indian allies were on the warpath. Next in their sights a small settlement on the river.Things have been tough for the settlers, but finally a small supply boat arrives with extra tools, black powder and a trinkets, the kind of things that make a house a home.All that was needed was to go fetch and take back to town. However the unwanted shoppers arrived in the shape of a Huron war party looking to torch the town and run off with the supplies.Keen to prevent this the Highlanders march out of town to meet the threat and get their revenge from the last encounter.The war party breaks right looking to see off the settlers and destroy the supplies before the regulars can ge
Part 4After the debacle with the Militia, the Star Marines are allowed to enter New Hope City. Although it was an easy Encounter three things stuck out. One, the Exo-Armor Attribute Resilient saved one Marine, there were 3 Rep 5 Marines, and there were only 3 PEFs to resolve. Just saying...
The first game of the new year and another outing in the Ghost Archipelago.This is rapidly becoming one of the go to games during mid-week, slowly our little mini-heroes are growing a character of there own and you do feel a little bit worried about putting some of the more experienced characters in the line of fire, for fear of being sent back to the start if they get killed.This game was a little different I wanted to grow the forces slowly so why not offer a Warden or Heritor up for grabs if you could rescue your man.Our three hostages are shackled in the centre of the temple guarded by those nasty turtle fellas who are surprisingly hard to dispatch. Guarded on all corners the poor man's ninja turtles won't move until anyone comes within 10"s of them. So my plan was simple sit back and wait for the others to thin the herd and perhaps killed each other in the process.The Marines did their usual thing and rushed towards danger drawing a number of the guards away.Whilst lead proved to be rather ineffective, s
The last game of 2018 so why not finish with a multi-sided affair which sees the Haitian loyalists crossing the border into Santo Domingo to attack the plantations.The Spanish had cobbled together a scratch force to defend the main house, knowing that an attack was coming. Many of the local women folk had gathered on the front porch including Lady Jane Beufort an English lady and wife of the Spanish land owner Migel Vega a nasty piece of work of owner of many slaves.The Spanish had a Squadron of cavalry who were itching to put down the revolt once and for all, they mustered at the forge looking for a chance to take the fight to the insurgents.Rushing out of the barn the first of the escaped slaves pushed forwards towards the defenders.Their shaman urged them forwards. They had one mission kill Migel Vega nothing else mattered.Fearing that Lady Jane would be harmed by revolt the English had sent a detachment from a ship of the line to cross into Spanish territory to rescue her, they had ordered to stop anyone
Blimey has it really been over 6 months since the last outing of Ghost Archipelago?No wonder it took longer than usual to get to grips with the rules, good news by the end of turn 2 we were well under way.A couple of quick texts around the group and we were able to amass enough boats and bridges for the Swampland Scenario, three islands with treasure aplenty, but don't roll low on your initiative as this will cause a swamp zombie to appear. Unsurprisingly it was a night of low rolls :-(The adventures had been busy over the past 6 months and everyone had a couple of sail boats to bring to the party, Marines, Privateers and Atlantians all prepared their landing parties.The Crew of the Sun Chaser got off to their usual start, set upon by Zombies. OK we the other players kept placing our undead foe in their path. The Marines marched about confidently shooting anything that moved and the bullet heads hung about doing very little.Bonus points could be gained by stepping on each island, but being a sporting bunch we
All Hallows Eve is nearly upon us, so time to raise the dead and dust off the Elizabethan forces for a club zombie outing. Three groups of the living, The English looking to rescue their comrades from the clutches of the evil Spanish, The Spaniards have landed in England looking to cleanse the land they have heard rumours of witches holding the locals in their evil grasp and finally the locals seeking to secure their food stocks before the opposing armies loot them....The only problem all objectives are in the barn unknown to each player.....Each player selects a table edge to approach the village, no cadavers are in sight, but each player is aware that the village is surrounded by six burial pits and any noise will awaken the dead.The Spanish head down the road on mass believing in safety in numbers. However this only serves to awaken the plague victims as the ground gives up the recently passed.The English fair little better as the burial mound spits out its content driving them towards the village.The Engl
After the bloody encounter a few weeks ago, time once again to venture into the world of Dux Brittaniarum this time with the Irish taking to the field and an Irish Raider force looking to sack a village on the mainland.Short of skirmish and missile troops, my Elizabethan arquebus were pressed into service to fill the ranks of the attackers.I decided to form all of my raiders into a central block they are pretty niffy in attack but take on shock rather to quickly if caught. The village looked deserted but then the local lord and his heavy horse made an appearance, freshly painted and looking to crack some Irish heads.More defenders appeared on the rise above the village, missile men and levy, a quick dart in and plunder was begining to look unlikely.I pushed on up the centre of the field whilst the enemy cavalry moved to take the high ground on the right flank, I had to counter this calling forward my noble cavalry.Battle lines are formed. My skirmish units on the left started chipping away at the enemy form