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Starship Troopers Campaign – Round 1 – Beachhead.

April 26, 2017 in Uncategorized

Each player represents a squad from the 24th Mobile Infantry “The Wyverns”. You have been recruited following Sky Marshals Dienes request for volunteers to combat the Arachnid treat.

The campaign begins in orbit around Alpha Fennell one of the outer colonies, SICON has identified a concentration of Arachinds, Fleet Orbital bombardments has degraded the bug prescence and it’s now time to put boots on the ground and wipe the bugs off the planet.

MI your orders are to kill anything that has more than 2 legs, push further forward clearing the landing zone to create a perimater and destroying bug central at the far end of the table.

5 Players step forward to clear the beachhead, The Wyvern Warriors and Deacon’s Destroyers take the high ground over looking the battlefield as other elements push through the centre.

Sensors pick up movement to the front of the MI, the sneaky bugs are attempting to tunnel beneath the advancing squads, a couple of well placed rocket rounds are enough to collapse a number of the tunnels, so far so good and no bugs in sight.

The MI press on, Baldwin’s Bastards – Fleet Landing party take the right flank whilst, Nico’s Roughnecks the right and the Luck Devils push straight down the centre supported by Deacon’s Destroyers, the first bugs appear on the table rushing towards the advancing MI.

BB’s secure the high ground, which prompts an immediate bug response with a bug hole breaking to the right and fliers enter the table sweeping down on the Fleet landing party.

It becomes a shooting gallery as all players light up the bugs looking to amass points…..

The Lucky Devils poor fire into the recently discovered bug hole and send a Marauder unit to support Baldwin’s Bastards who between them make short work of several waves of bugs.

Things are really hotting up now, a second bug hole opens up, with the Arachnid ace card – A Tanker Bug !!!!! But a poor initiative throw gives the MI the drop, players rush forward eager to seek the prize of 250 points for downing the beast, Deacon’s Destroyers inflect several hits on it’s harden shell before the Lucky Devils inflict the final blow, the Marauder Unit sriking home with several rockets.

Meanwhile in the rear Cliff Mites rush out of the rock formations only to be beaten back by rifle fire and flame throwers, giving the Wyvern Warriors some valuable points as Deacon’s Destroyers clen up the rest to add to their tally.

Meanwhile Nick’s Roughnecks advance steadily down the table, destroying several waves of bugs and beating off several Hopper attacks. There Rep 5 Pathfinder status being the difference in a number of tight encounters.

As the mission draws to a close, Baldwin’s Bastards have lost a number of troopers and are dragging their fallen comrades from the front line, Nick’s Roughnecks creast the hill but are out of grenade range to destroy bug central, which gives an opportunity for the Lucky Devils to seal the hole and bring the game to a close.

A great first encounter with others players signing up to get in on the action.

The bug’s suffered from a number of poor initiative rolls, which gave them MI the drop on them on several turns, two random holes appeared but when the location was tested for they were both off table.

Let’s see how the MI get on when Mission 2 is rolled out – “Expand the Perimeter”

Sunday 4th August

August 5, 2013 in Uncategorized

Tonight’s club saw an Infinity game set in a ruined city, Haqqislam face Yu we continue to learn the rules.

Grey Knights and Orks fight in a 40K game.

The Millenium Falcon gets a scrape from flying too close to the asteroids.

Wyvern Wargamers on the road

April 23, 2013 in Uncategorized

In the last couple of months, club members have run games at the WMMS show in Wolverhampton and at Salute in London Docklands. The games were put on in conjunction with Kallistra who produce the Hexon terrain system as well as a number of figure ranges.

At Wolverhampton the game was a Dark Age battle between Britons and Saxons, we were very pleased to receive 3rd place in the “Best Display Game” category.

More recently this Saturday, members were up in the middle of the night to travel down to London Docklands, the home of the Excel centre. Arriving on site before 8am gave us plenty of time to set up our two games and do a bit of sneaky shopping before the doors open and the public arrive.

We played through the Dark Age game again as well as a fantasy game and had a great time chatting to the public about the rules, figures and terrain. A very long day left us all tired but we all agreed, a great day out.

Saga Tournament 2013

February 28, 2013 in Uncategorized

Last weekend was our 2nd Saga Tournament, 28 players playing 4, 90 minute 6 point games. Thanks as last time to our friends at Gripping Beast for providing prize support.

Overall winner of the day was our very own John Phillips Jr.

All the players in front of our great new club banner.

Some stats from Chris our Tournament Organiser.

Once again, to all those that attended this event, thank you for making the day a very enjoyable time.
As 56 games were played during the day, the statistics of the event may be of interest to some of you. And here they are….

The Factions used:
Vikings 6 players
Anglo Saxons 5 players
Irish 3 players
Anglo-Dane 3 players
Scots 3 players
Welsh 2 players
Norse Gaels 2 players
Jomsvikings 2 players
Strathclyde Welsh 1 player
Normans 1 player

No faction type dominated the Wining positions. For example the top 5 were…

1st – Irish
2nd – Normans
3rd – Vikings
4th – Welsh
5th – Norse Gaels

The scenarios: With 28 players, each of the scenario’s was played 14 times with the following results:

Clash of Warlords: Victory points ranged from 3 to 34 with an average of 17.7
In 7 games a Warlord was killed and in 7 games no warlord was killed.

The Escort: Victory points ranged from 10 to 37 with an average of 23.7
The defender scored more points in 5 games. The attacker scored more points in 8 games.
In 4 games more baggage was escorted successfully by the defender than destroyed.
In 8 games more baggage was destroyed by the attacker than escorted off the table.
Note: As the games in the tournament were time limited, the defender was not able to hold back the baggage till he had destroyed the attacker using the benefit of SAGA dice generated by baggage.

Battle at the Ford: Victory points ranged from 0 to 31 with an average of 11.6

Homeland: Victory points ranged from 6 to 35 with an average of 20.9
The defender scored more points in 11 games. The attacker scored more points in 3 games.
In 6 games the attacker failed to clear any buildings.
In 6 games the attacker cleared 1 building.
In 1 game the attacker cleared 2 buildings.
– See more at:

Is it summer yet?

July 16, 2012 in Uncategorized

We have had quite a wet summer so far, we still managed a good turnout and five games.

Menoth are beaten by Cygnar in a Warmachine game.

Beastmen fight Orcs and Goblins in Warhammer.

Anglo Danes fight Scots in Saga.

In another Saga game, Welsh are beaten by Irish (using the Welsh list).

Once again North fights South in the American Civil War.

Finally Orcs just manage a win against the Iron Dwarfs in Uncharted Seas.

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.

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