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Normandy Firefight

June 12, 2012 in WW2

With all the Jubilee based fun last weekend, we had the club put back a week, we had four games going on with another couple of new faces popping in for a look. This week we had Saga, 40K, a 15mm War of the Worlds game and a new 28mm WW2 game.

Normandy Firefight is a set of detailed skirmish rules written by Warwick Kinrade, as written the game is designed for 1/35th scale. As nice an idea as this might be I have loads of 28mm figures all painted and ready.

Luckily the rules include conversions for 28mm and 20mm, which I ignored on the night as it meant mixing inches and centimetres. We used the distances as given which did make movement rather rapid which will need toning down, also the table was supposed to be 4 x 4, but we just filled up what we had. Flipping wall kept falling down.

Playing Mission 1 from the rulebook, the Germans bring three figures on from the far edge, the US three from the near edge, I split the US and attempt an approach from centre and both flanks.

One of the privates advances past the tank disabled the previous day and on towards the enemy. Alas he snatches at his trigger and fires ineffectually, the German is able to return fire and incapacitates the model. And the wall fell over, again.

Over on the right flank, a GI was manoeuvring in to a good firing position. The NCO armed with a Thompson was able to take down a German but later when he tried to hit his opposite number, despite two hits, the German renamed conscious and took him from the game.

My third GI moved in from the right flank and took the remaining German out with a couple of well placed shots from his Garand rifle.

The game was plenty of fun, as with a new game we did things wrong but that is how you learn new rules. We are playing again later this week so hopefully will get the rules right this time.

Lights, Camera, Action

June 9, 2012 in Club Nights

We had special guests tonight, Dan from Wargames Illustrated was down to take photos of our “Death to the Emperor” Zulu game for a future issue. They brought with them a backdrop and some enormous lights.

A game of Dux Britanniarum saw Saxons raiding a church protecting by a Romano British Warlord.

Also being played was Saga and a game of 40K using the new 6th Edition rules featuring a selection of forces including some fabulous models including this excellent Soul Grinder.

Extra club night – 29th April

May 6, 2012 in Club Nights

The local brownie group had the hall booked over the bank holiday weekend, so we moved our night forward a week to accommodate – it would be easier than explaining to 8 year old girls why we played with soldiers.

Stuart, Dane and Mark continue the Napoleonic action between the Turks and Russians.

Chris and Andy brought their newly painted Napoleonics for another FoG game.

In the back room, a motley crew played ‘Small World’, a great board game (cheers to Ade for bringing it along), we must play more board games – a large Memoir 44 is being planned. I sneaked in a win too – result.

Carl brought his considerable ACW collection along for a game of ‘Bull Run to Gettyburg’.

Force on Force runthrough

August 26, 2011 in Force on Force

We have been playing Ambush Alley for a couple of years, despite Force on Force coming out earlier this year we still having managed to play them. The rules have many subtle differences which often only come out after a first play through.

Rather than use the US Marines, we used the Russian Motor Rifles with their BTRs. The scenario saw irregular troops in control of the town and the Russians needing to neutralise them.

The irregular troops start on the table, the Russians played by Dane are given a choice of where to enter the table.

They take to the rooftops but fail to seize the two highest buildings.

They wait for the Russians with their RPGs and machine guns ready.

The Russians choose to come on to the table together, mounted in their APCs with only the lead commander exposed. The commander needs to pass a morale check to stay ‘unbuttoned’ which he promptly fails and drops down dropping the hatch shut as he goes. All Russian reaction checks are now at a penalty.

There then follows some extremely complicated interrupting which we made far more complex than needed and a RPG was launched at the lead vehicle. Here’s where we got the rule really wrong, misrolled the result which showed an exploding vehicle, killing the occupants. Guess that’s a lesson – don’t drive through a hostile city without infantry support.

Russian infantry do the sensible thing and dismount. Taking up overwatch positions the BTRs probe further into town.

The high ground serves the Russians well forcing their opposition to gather out of sight.

From their high ground on top of the general store the Russians poured effective fire on to their opposition.

The BBC were present to film the skirmish.

As the APC burned the Russians traded fire with the irregulars, driving them from the rooftops.

Alas photography failed at this point, a group of technicals ended the board but came under fire and being softskins lacked any armour, this largely ended their role in the game. A pair of hummers entered the table and immediately came under fire, the vehicle was destroyed and this may well prompt a further game as the US Marines seek to mend their damaged pride.

It’s all a FAD!

August 8, 2011 in Sci-Fi

This week saw more Zulu Action, a battle report can be found here, some 15mm FoW and a 28mm Sci-Fi game played using the Fast and Dirty (FAD) rules which can be downloaded free from the internet.

A small 4′ x 4′ table with plenty of terrain from a variety of manufacturers and some scratch built by Mark.

The table

Copplestone Neo-Sovs face troopers from Pig Iron Productions.

The Neo-Soviets start on the back foot after losing the initiative but find targets plentiful, opening up across the board in a long range fire fight they manage to inflict large casualties on a enemy section.

In the centre, another section probe forward but are forced back by opportunity fire, the Neo-Sov command group return fire pinning their enemy down. On the right flank they continue to probe forward through the ruins.

After exchanging fire, a further couple of casualties are caused, worse yet Mark’s command team suffer casualties, over half his sections are now suffering with their casualties, probing on the left Mark causes casualties on the Soviets.

Despite the enemy fire, the central tanks are climbed and their superior height enabled further fire down in to Marks troops.

The remnants of the Mark’s crippled sections join up but then fail a further morale test causing them to rout off table. At the point we called it a night with a Neo-Soviet victory.

A sunny afternoon in Spain, a rainy weekend in the UK.

July 18, 2011 in Napoleonic, Sharp Practice

A number of cancellations this weekend had let us without a game for Sunday evening. A lack of Napoleonic miniatures had kept us from the original Sharp Practice although we play plenty of TSS, the ACW variant and our own Zulu variant.

We found we could scrape together about eight groups plus big men so thought we would give it a go, if nothing else it might motivate us to paint so more!

Dodgy photos are courtesy of my phone, hence the poor colour balance. Figures are Victrix, Foundry and Front Rank. Buildings are from Snapdragon, Italeri and Grand Manner. Rules are of course Sharp Practice by Too Fat Lardies.

The table saw the church at one end of the table with a few more buildings on the flank, a sail-less windmill dominated a small ridge. A small wooded hill dominated the other flank.

All the forces started the game on blinds, the French moved a blind down each of the tracks whilst their third blind took a position behind the ridge. The British advanced two groups centrally in to the centre of the village, the third group moved through the wooded hill.

The second turn brought the French off their blinds, revealing the left most blind as empty. They then used their actions to spot the British. The blinds in the village centre revealed three groups of foot whilst the group on the right were revealed as riflemen.

French skirmishers supporting a group of French line.

The feared British riflemen took aim on their prey, their officer called forward the chosen man to thin out the French officers, alas he has used his supply of finely milled powder to provide them with yesterdays rabbit supper.

The British line form themselves in to a formidable three group formation, the French groups form in to a formation behind the ridge.

In order to cover their flank the British commander orders the end group to wheel against the French to protect the flank of the others, after losing a man insensible to drink, they open fire on the French to their front. The longer range of the riflemen is having a telling effect on the flank doing useful work against their opposite numbers.

The French on the ridge decided to advance and wheel against the lone British group getting a partial enfilade, the volley tore through them and forced them backwards. The British commander advanced and fired a volley in to the French formation causing casualties and inflicting shock points.

The riflemen continued their fire on the lone French group causing sufficient shock to force it to withdraw. Timing know was everything, the opposing formations where now both unloaded, the senior British big man card came up first and they had “Now Maitland, now’s your time!”

Ordering a charge and using a ‘Grasp the Nettle’ card to add fervour the British charged with the cold steel. In close rounds of fisticuffs the French groups were pushed back and routed.

A great game with a reasonable believable result which felt right to us. In retrospect we should have either added another group of French or improved their quality to Good. More games to come once the paint is dry on more miniatures.

Chocks away!

June 21, 2011 in Aerial, Colonials, Flames of War, WW2

Another summer club night, this week we had two prospective new members, so welcome Kev and Dean and don’t forget to organise yourselves a game for next club.

Later in the year, we are having another all day game, with the Zulus getting another outing. We are planning a 12′ x 6′ game with lots of models and lots of players. Rules will again be Toofatlardies Sharp Practice amended to suit the period, another game to test the new card deck tonight.

On another table, World War Two continues to be refought with the popular Flames of War rules.

Finally we took the opportunity to bring out the hex mat and the Check Your 6! rules, a great set of rules and some great models from Raiden Miniatures.

Playing ‘The Swede’ scenario from the rulebook pits a lone pilot ace against three fatigued Zeroes, a great scenario to learn the rules. In the first near miss off the game the US Ace just managed to side step the zero but then fluffed his attack with his rear MGs.

The Dauntless takes out a Zero but takes damage from another, reducing it’s speed. Losing altitude the more robust Navy plane maneuvered it’s way out of trouble. Another Zero takes more damage and explodes, finally as the final Zero overtakes and turn round to fire on the Dauntless it flies off the board to bring about the end of the game and a draw.

5th June 2011

June 6, 2011 in Uncategorized

A few firsts this week with some new rulesets getting a first outing. First up is ‘Fast and Dirty Skirmish’ downloadable <a href=””>here</a>. Lots of homemade terrain and figures from <a href=””>Pig Iron.</a>

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Dane and Chris brought their Napoleonic naval to the table, <a href=””>Langston Miniatures</a> 1/1200th scales ships and the <a href=””>Trafalgar</a> rules. The ships are truly works of art with tiny rigged sails.

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Dane and Chris enjoyed the complexity and planning needing to gain an advantage over your opponent, as it is a little more involved than just moving up your ships and rolling dice until a ship got sunk.

Here is an in game shot. The game went in favour of the British but alas the French ships were sank rather than seized for their prize money.

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On another table, Warriors of Chaos faced the new Tomb Kings in Warhammer Fantasy Battle. The game resulted in a crushing defeat of the Tomb Kings after 4 turns.

Finally a game of <a href=””>Malifaux</a>, an interesting game due to it’s diceless mechanics, steam punk based background and great figures. Played on a 3′ square playing square, it seems a great one for painters and terrain builders to make some great tables.

Patrolling for Vittles

May 5, 2011 in Uncategorized

The second of our ongoing American Civil War narrative campaign games saw both the Union and Confederate forces foraging for supplies. This is one of the scenarios from the Terrible Sharp Sword supplement for Sharp Practice.

Elements of the 5th and 76th New York once again clashed with the 5th Texas as both sides tried to supplement their rations with some confiscated foodstuffs.

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The following battle report is bought to you by Dane playing Major Carlise Boyd . Commander, Company H 5th New York.

While detailed to help collect supplies from local farms my company was split into four detachments, two where detailed to protect the left flank and myself with two detachments where to link up with a detachment of cavalry at a local Orchard.

We made good progress and advanced at a steady pace when Sergeant Major Holwill’s detachment came upon and engaged in a savage fire fight,a group of Rebels. Only withdrawing when it became impossible to return fire, withdrawing in good order but with the unfortunate loss of Private J.M.Allaire and C. E. Fosdick both killed and Corporal Wm. Alexander who lost an Arm.

As this took place Sergeant Philleps Detachment who where coming through a corn field in support of Sgt. M. Holwills where intercepted by a large group of Texans and skirmishers they held these numerically superior forces off until the order to withdraw was given they accomplished this with out panic and only minor injury to the men.

At the same time as this happened I had arrived at the Orchard but instead of our Cavalry found a number of confederate dismounted Cavalry who I immediately engaged in a prolonged fire fight causing many casualties to the enemy without losing a single man, we stayed at our position until the withdraw order was issued by the commander of the 76th New York in charge of collecting the army supplies.

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<span style=”font-size: x-small;”><i>Zouaves from the 5th come off their blinds as they approach the rebel expecting to meet the cavalry. Alas they had been delayed shining their horse brasses.</i></span>

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&nbsp;<span style=”font-size: x-small;”><i>A detachment of the 76th begin to scavenge from South Farm</i></span>

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<span style=”font-size: x-small;”><i>Confederates bear down on the 5th.</i></span>

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<span style=”font-size: x-small;”><i>The remaining troops on both sides came off their blinds, the 76th and their cavalry escort block the road.</i></span>

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<span style=”font-size: x-small;”><i>Troops begin to exchange fire.</i></span>

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<span style=”font-size: x-small;”><i>Over on the left the Texans trade fire with the 5th NY.</i></span>

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<span style=”font-size: x-small;”><i>The cannon wasn’t in the scenario! We just put it on the table as it was newly painted.</i></span>

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<span style=”font-size: x-small;”><i>Stu had spent the week painting his cavalry, they came straight off blind and dismounted. So here they are in all their glory.</i></span>

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<span style=”font-size: x-small;”><i>The smallest rebel group on the right forgot to pack their ammo and has just run out of ball.</i></span>

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<i><span style=”font-size: x-small;”>The 76th take the opportunity to return fire, shooting in to the column.</span></i>

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<span style=”font-size: x-small;”><i>Out of Ammo the rebels plan to charge, covering the column from further fire.</i></span>

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<i><span style=”font-size: x-small;”>Both sides accumulate shock.</span></i>

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<span style=”font-size: x-small;”><i>After taking more fire, the rebels are forced to retreat.</i></span>

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<span style=”font-size: x-small;”><i>Everyone is feeling the effects of shock, the Union dismounted cavalry flee over the hedgerow.</i></span>

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<span style=”font-size: x-small;”><i>Shock continues the grow, the zouaves muskets begin to clock with powder.</i></span>

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The evening drew to an end and we declared the game a draw awarding both sides a campaign point. This valuable point brings the Union total to three enabling them to upgrade their musketry training up from poor to trained. This has a significant effect on the effects of their fire and the Confederates will see more casualties in future.

ACW – Opening Shots..

April 9, 2011 in AAR, ACW, Sharp Practice

<div><div><div align=”justify”>Following on from our “Terrible Sharp Sword” game at the last club, we kicked off our narrative campaign last week. Paul’s &amp; Dane’s Union forces launched an unprovoked attack on the peace loving Southern States sending Coy I, 76th New York Regiment on the offensive. All that stood in the way was elements of the 5th Texas Infantry and 4th Texas Cavalry.

Using Scenario Two in the rulebook “Marching” sees one force trying to move across the table whilst the other is patrolling the area and unaware of their opponents position. The Union troops entered the table on the road whilst the Confederates entered from the road on the right hand side as seen from the photo below.

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The Table for the “Marching” Scenario

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The Union forces enter the table with Cavalry to their front and the Infantry on blinds.

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Union Cavalry come off Blinds and into sight, Southern Forces can be seen to their front deploying in the maize field.

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The Confederate Infantry loose off a volley.

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Close up of the Confederate Lines as they poor fire into the Union Cavalry. Capt J C Rogers orders the line of G Coy The Milan County Greys.

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Close up of Buckholts Cavalry Troop as they dismount and fire into the approaching Union Cavalry.

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The 4th Texas Cavalry, Company E – Milan County Guards under Lt Charles Buckholts deploy amongst the tree line to slow the Union Advance as Union Infantry deploy to their left flank.

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Coy I of the 76th NY Regiment deploy on the slope and advance towards the Southern Lines. Whilst taking a number of casualties from the Southern Cavalry. Their opening Salvo was enough to inflict sufficient shock on the cavalry to force them from the table. Facing such a concentrated force and seeing the cavalry retire. The 5th Texas withdraw from the table to seek better ground to stand and fight.</div><div align=”justify”></div><div align=”justify”>A great evening opening game and a number of learns for both commanders.</div></div></div>

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