Club


Vorwarts!

Chain of Command at the club last night, and a typical miserable night weather wise. We took a scenario from the Kampgruppe von Luck mini campaign, a probe by the Germans where I had to get men into the enemy deployment area. You do not get a lot of support options in this campaign and the only vehicle is a hybrid assault gun  added to the strength of 21st Panzer Division, there is such a vehicle available from Warlord but hey, I am not made of money and besides it would not turn up before the game.I therefore thought it best to overwhelm the elite British paratroop defenders so chose to bring four squads supported by an MMG and a Forward Observer with an 8 cm mortar off table. I don't think I got great Jump Off Points but I managed to keep the British points well back from the centre of the table. I moved a squad up through the nearby orchard, no idea why in hindsight, but it proved a good move in the end as Rob deployed most of his men in and around the farm buildings and they drew his attention for mo

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Mahd, just Mahd

I brushed up my muttonchops and pinned on the old VC and headed off to teach the Fuzzy Wuzzies a lesson. Black Powder Colonial at the club last night, haven't played this in a while and it is always good fun with plenty of laughs, this game was to be no exception.I had command of the British (natch) brigade which I had split into two components one under General Fraser Cameron VC and the other under General Humphrey "Bumbling" Cavendish, Stuart commanded the Indian Army brigade on my left, we had to take supplies to a small contingent of Egyptian policemen holding a fort just outside a hostile village. As we neared our objective we met a large host of the enemy attempting to foil our relief plan, I decided to split my forces to go around a small oasis and as I did not see any cavalry to my front simply engage and shoot them down in droves, Stuart was to take a large hill with a part of his force to defend his flank while moving a second force, with the supplies, towards the fort.My brave boys.The objective.Th

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If you go down to the woods..........

Muskets and Tomahawks last night courtesy of Rob and his lovely figures. A fairly simple scenario with none of Rob's usual surprises so we had a British force comprised mainly of light troops and Indians against an American force split between regulars and woodsmen. I took the Scots of course with some Indian allies and prepared an ambush for the Yankee regulars marching along the road, Rob meanwhile held a small farm.Simon obviously saw the ambush coming and deployed on both sides of the road his skirmishers walked into a hail of fire and were eventually reduced to one man, or woman Reg, who we decided was Davie Crocket although I called him Davina, all that fur. I digress, I advanced my Indians towards the battle line and then thought better of it and pulled them back, I sent one warband towards the farm as the American Green Mountain Boys had turned up and it looked like Rob would need some help as his cannon had had to retreat and was now covering the road instead of cutting down the woodsmen.My JocksMore

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X marks the spot

A bit late on the keyboard this week, been a bit lazy of an evening, well, not lazy just got back to painting and have hit on an excellent TV series which needs to be watched and not painted to, more below. X-Wing at the club this week as Simon has upgraded to Version 2, he fielded a Scum and Villainy force while I sorted out two Rebel and one Imperial force as I thought the games would be short and sharp with me on the receiving end.The game kicked off with me flying four X-Wings and the bad guys turning up with a Y-Wing, two Headhunters and a Firespray, I kept my squadron close and their first salvoes took out the Headhunters who seemed to rashly put themselves in harms way without the support of the other two ships. A really good and unusually effective start to one of my games, I now turned on the Y-Wing and she too hit the deck or whatever passes for the deck in space. I had now lost one of my X-Wings but was still well ahead as I turned on the largest ship on the table. Simon now led me a merry dance as

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Dark Age War and Conquest

After enjoying a couple of good games on Sunday Simon asked me to give him another game of War and Conquest, more a learning game than a match to the death, so I was quite happy with that. I went with two Romano-British forces both with Allies, the armies were a mirror of each other and were kept basic, no fancy stuff like elephants, chariots, cataphracts etc.Parking at the club has now fallen foul of the modern equivalent of belt and braces, the building in whose grounds I have parked for what, over three years, maybe four now has girls staying in it, so in order to keep them safe bollards have been erected to stop cars parking, it seems strange that no one has mentioned that possible monsters on foot will have no problems but hey, what do I know.Back to the good stuff. Simon lined up with some infantry way out on his right then nearer the centre his cavalry, Milites, Picts, Comitatus and Franks, I put my cavalry on my left then two units of Milites, Saxons, Welsh and Comitatus. It wasn't going to be a fancy

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Go East Young(ish) Man

Not a bad morning, not raining for a change albeit the clouds are pretty grey. Poured down last night on the way to the club and dark as well, as much as I like heat I do like it to be dark when it's supposed to be so no car washing or gardening etc. on light nights.I digress, another round of Chain of Command on the Eastern Front, a leisurely combat again more for learning rules etc. than trying for an outright win, which is just as well because by the time we got sorted out it was 2000 hrs before a shot was fired. In future a lot of the faffing about at the beginning can be done before we arrive. The Russians were trying to delay the German advance, again I took infantry rather than panzergrenadiers and threw caution to the wind by taking in support an infantry gun and SdKfz 7/1 Quad AA halftrack and no tank. Simon took time deliberating between a KV or a 57mm A/T gun and MMG, thankfully he came down on the choice without the tank, although all my squads had one Panzerfaust 30 and the platoon had a Panzersc

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Attack, nope.

Out to an almost empty club last night, only a boardgame and my game of Chain of Command, most of the troops are on R&R I believe.So, I wanted to play a game of CoC, it was not serious and was merely a training game for both Simon and I, my games with Stewart went fairly quickly but then he has been playing the game for some time, so this would be very different.We rolled a dice for the scenario and got an Attack and Defend situation, I was the attacker and had to force Simon's Russians from the table or capture the very end house. I took a StuG III, and an infantry gun along with an adjutant for my supports, the main troops were an infantry platoon, Simon had Soviet infantry along with a flamethrower (natch), a heavy machine gun and a 37mm anti-tank gun, a pretty little thing.I hastily brought on a squad and put them on the front line behind a hedge, a mistake as it turned out, Simon then managed to get two squads and the HMG on, these gave my boys a lot of hurt. I then managed to get the StuG on but it

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Up, up and away!

Club night again and Wings of War. A long time ago I mucked about with the bases and added magnets and glued everything together, this was a mistake as I now need a large, deep box to hold the stands and it is a hassle finding what I want in the box, I have around 50 models. The last time I had them out I dropped the box so had to spend an evening sorting and gluing everything before packing up last night. I digress, for a change I decided to let the Armee de l'Air take to the skies against the Luftstreitkräfte, I also wanted the Germans to use their legendary triplanes and Albatross scouts.My flight.Simon's flight.Rob's flight.There were three of us and Simon and I were the Germans, we had one triplane and two Albatross each, a mixture of DIII's and DVa's our job was to prevent the French bombing a target behind our lines. Rob, the Frenchie, had a Spad and two Breguet 14's, if a plane was shot down it was resurrected in the next turn and started on the table edge, the French would not know how successful the

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Murder in the Woods

Club night and summer continues to be rubbish, warm enough but grey and still lots of rainclouds and as we say north of Hadrians Wall "the nights are fair drawing in". No matter, Rob served up another Muskets and Tomahawks game and this time I went out on a limb and took charge of a bunch of eco friendly First Nations, no only kidding, a large blood curling war band of Red Indians hell bent on murder and mayhem. The scenario was simple, there were a couple of bunches of civilians roaming aimlessly in the woods and we had to either capture them (Rob) or kill them (me).I found myself up against Simon and his Irregulars, in keeping with my character I decided simply to bludgeon my way forward, this plan was scuppered in that the Yanks managed to leap across the table at a great rate of knots and give the civvies protection before we got close. The second turn also seemed to favour the Yankees although Rob assured me we had activation cards somewhere in the deck.Nonetheless I did manage to threaten Simon's right

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Another New Game and Stuff

Club night and I was joining yet another new game bought by our club magpie Stuart, who actually brought two, but we only played one, Battlestar Galactica. This game is produced by the same people who now own Wings of Glory (aka Wings of War) and it involves small model spaceships in dogfights where no one can hear you scream. Can I just say here that some of the players know more about these spaceships than is healthy, you know who you are, I couldn't tell a Viper MkI from a Mars Bar, I could but you get the idea.Anyway on to the game, it is far more complex than Wings and in our 'training' game I got the impression I needed a degree to fly the thing, you have a small control box and you have to take in speed, kinetic energy, heading, height and other stuff, the cards are also way different from the one dimensional WWI cards and give all sorts of manoeuvers, speed and difficulty on the one card. It became apparent that the space equivalent of the hand brake turn is the way to go. You play two cards at a time

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Rebels and Patriots

Fairly quiet at the club last night, one RPG game, one Age of Sigmar and Rebels and Patriots run by Stuart, I volunteered for the latter, it has been played a couple of times at the club but I was still in Saga mode then, I have since escaped from that.The game was a continuation of a campaign I think or a linked series of games, loosely involving the same characters if not players, this gives a kind of narrative to the players efforts and seems to be de rigueur these days with skirmish games, either this or a whole series of events triggered by dice rolls. Did I like it, it was fine, I can only compare it to Muskets and Tomahawks which I really enjoy. It is very easy to play, all of us picked up the mechanics within a turn or so, when shooting you have to score so many hits to kill, for instance if your target is in open ground every two hits kills one man, in cover every three. Like M&T shooting and combat can be brutal and deadly, shooting is to me strange, you can fire through woods, visibility seems

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End of a Saga

Another Saga game last night at the club, as the Saxon lord I was being invaded by Alex's Carolingians, at least I didn't have the Byzantines. After the preliminaries to win the game we had to kill the opposing leader, fair enough. I had thought the Saxons would have the option for javelin armed levy, but no, all bows, these have been completely useless in my battles so far and very often do not even get to loose a volley.Alex did not do anything in the first round apart from load up his 'board' for the coming battle, the Carolingians have a certain Saga thing, along with others armies, which can give them a large advantage in battle but it needs three dice. This suited me as I managed at last to move and shoot my archers, they dealt out death from above to the Carolingian Warriors, five out of eight hit the deck, great start.Alex responded by charging the archers, these guys bravely held off the Hearthguard by not dying in droves but merely retreated a short distance. There now followed some back and forth f

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Shoot Out

A cool evening last night for the club but I still braved the weather in my shorts, too lazy to change. After being all campaigned out with Bolt Action I decided to drop the first campaign and instead learn from the second. There are things which were wrong and having now fought five games I think I need to use the Patrol Phase from Chain of Command, although I do not like CoC this part has always seemed like a good idea. So instead of a campaign game I took along the Cowboys.A simple shoot out was on the cards, the back story being two mining outfits are at each others throats and one decides to hijack the others latest consignment of gold on its way to the Wells Fargo office, as the escorted wagon arrives in town the boys in Rogan's Bar get all het up and decide to throw down on Main Street.As the Newby Co. men move along the street two Anderson men climb on to the roof of Rogan's and open fire, all hell then breaks loose as the rest of the Anderson men exit the bar the better to take down their opponents.

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It Can't be the Dice

Saga campaign game again at the club, one of my two defending games, Saxons had invaded the empire and I had to sort them out, they had obviously heard of the fabled wealth of Byzantium and came to grab their share.Once the preliminaries were out of the way we had five turns to play, in a line I had Hearthguard, Warriors, Warlord, Hearthguard and archers, I cannot not take archers as far as I know, I had decided this time to plonk them in some terrain which helped their defence if attacked. The Saxons (Dan) put most of his men on my left and at when it looked like his hearthguard might suffer from some archery (yeah right) he turned these towards his right as well. So I moved the archers forward as you would do, but this was a mistake, back came the Hearthguard at the trot and smashed into the archers, shades of Manzikert again.Byzantines But this time the archers did not die in droves, well they did but enough remained to fall back, this opened up some opportunities for me, I ran my cavalry into the Sax

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Back to Fontenay

Quite some time ago I attempted to run a solo campaign from a Chain of Command booklet entitled Operation Martlet, it really didn't work and I made it too complicated by trying to mesh both Bolt Action and CoC. With my WWII forces looking good I decided to revisit this campaign and have roped in both Simon and my son Stewart. This time I have simply used the CoC book for the bones of the campaign but am fighting the games with Bolt Action, I am also not going into depth with how the sergeant feels about his officer or whether he has come up from the ranks or is a Hooray Henry. No doubt all interesting if you have the time but I will make it up as I go along. We are using a couple of house rules at the club and maybe a few more at Casa Anderson when we start at the beginning of July, both games I hope will be a learning curve for more of the same later. In this game I am German and in the one to come I am British.We kicked off last night as the 11th Royal Scots Fusiliers probed the outskirts of the village of

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