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Saturday, 13 October 2018

10mm 30 Years War - Pike and Shot

We had three games running at the TWC Games Day on Saturday. I was playing with Chris and Colin in a 30 Years War game, using Warlord's Pike and Shot rules, with Chris' superb 10mm Swedish and Imperialist armies. We managed 3 games, swapping sides each time, with 2 wins to the Swedes and 1 to the Imperialists.

I've always been a fan of Black Powder but this was the first time I'd played Pike and Shot. It was quick to play and great fun.











Other games being played were a 6-player Warhammer 40K game.





And a game of What a Tanker set in 1940 with Belgians fighting off the German Blitzkrieg.





Saturday, 6 October 2018

Big Dragon Rampant Game

We played our third annual Memorial Fantasy game on Friday. Previously we had been thinking of this as being Chris' Memorial Game, in memory of a club member who died, but sadly we had also lost Colin at the start of the year, so it's now become a memorial game for TWG members who are sadly missed.

In the spirit of Chris, we played a fantasy game using Dragon Rampant. We had nine players plus an umpire and 4 observers. As umpire, Henry did a fine job of (mostly) keeping the action going (it's a bit like herding cats), whilst sticking to his carefully crafted scenario (making things up as we went along). The battle took place around a large village with a church at the centre. All the players were told was that searching buildings they might find coins (Victory Points) and that they were not to attack the church.

It's impossible to make any comprehensible report of the chaos that ensued, so I'll just show you the pictures.

 Part of my army - Devout (from the Chronipia game)

 A Celto-Norman based army

 The cavalry from a bizarre mix of Norse and Saracens.

 Chariots from an undead army

 A unit of ogres from a allied army of assorted races (other units included orcs, ratmen and beastmen)

 A greater warbeast, part of an army comprising of a wizard and his reptilian pets



My Necromancer prepares to bring down magical fire of a unit of 6 boar riders

 And then there was 3!

 Spearmen trigger a trap as mystical smoke starts to envelope the unit.

 Skeleton archers loose at (and miss) their target. 

 Devout axemen smash into a unit of spears.

 The Lost Tribes leader and amazon bodyguard square up to Devout greatswordsmen.

 More of the Wizard's reptilian pets.

 The Norse-Saracen sorcerer blasts a skeleton unit to dust.


 Ratmen rush one of the buildings in search of loot.

As do the ogres!

My unit of Risen swordsmen succeed in setting the church ablaze.

Bearing mind the previously stated objectives, I burnt the church, lost all my money and was the first played to have all their entire army wiped out! In the spirit of Chris, that made me the winner of this year's game! Much fun was had by all.

There were also two Warhammer 40K games being played.





Sunday, 16 September 2018

BKC in Italy

Played a BKC game at the last club night, set in Italy in early 1944. The Canadians had pushed a unit of panzer grenadiers out of a hilltop village, now the Germans were coming back with their mates!

Two companies of Canadians, with a company of Shermans and a supporting battery of 25 pounders, against Mark with two and a half (the surviving garrison) companies of veteran panzer grenadiers, a company of Panzer IVs, supported by a battery of Wespes.

I deployed one company forward, with the FOO and one company in and around the village. The Shermans I held back until I saw which way the German armour was going. To begin with my forward company succeeded in delaying the German advance, or at least the off-table artillery did. But once they were outflanked by infantry moving down one side and the armour moving down the other I was forced to pull the back. Unfortunately the Germans superior firepower and ability to concentrate on the units at the end of my line, made short work of anything they encountered, so I pulled the advance company back. The rather heroic FOO stayed put until the last moment, calling down bombardments just in front of his position, to allow most of the infantry to reach cover, then scooting back just in time.

I moved the Shermans up to face up against the Panzers with initial success, taking out two Panzer VIs for the loss of just one Sherman. Then the dice gods decided I'd obviously had enough good luck recently and I needed a bit of a kicking! I lost a second Sherman to equal the situation, then Mark brewed up my other three tanks in rapid succession! With nothing left to stop the tanks, Mark generously suggested I bring on some reinforcements of a 6 pounder atg and a couple more Shermans. The gun got one shot off before it was destroyed and the Shermans seemed to have broken down as the refused to move for three turns. Once the did get into combat they also brewed up quickly.

On the other flank the panzer grenadiers continued to advance, pinning my outposts with frontal attacks whilst enveloping around the sides. They lost a few troops in the frontal assaults, but were soon in a position to attack the village. By this time I had exceeded my breakpoint and was forced to retire.

It was a fun game, but very one-sided. Veteran panzer grenadiers are very powerful and my rubbish dice throwing was matched by Mark rolling a horrific amount of 6's when shooting at my units in cover. I'm going to play around with the scenario and we will give it another outing sometime soon.

 The table viewed from the German side.

 The initial German advance getting slowed by artillery fire (red markers are suppressed)

 Out-flanking maneuveres.

 The village defenders.

 The Shermans wait for the order to advance.

 The German juggernaut rolls on!

Other games on that night were an early Western Desert game using Chain of Command.


A multi-player game of Congo.


And a couple of Warhammer 40K games.



Saturday, 2 June 2018

The Men Who Would Be Kings League...and more.

We had two games in the club TMWWBK league playing the the club last night, as we enter the 4th round. We are playing our way through the scenarios in the book, so there will be 8 rounds for the 8 scenarios. We are playing the games at the skirmish level, ie half sized forces. I decided to go this route as most of the people who wanted to play the league could field armies this size from they existing collections. It also meant that those who wanted to build a new force for the league could do so quite quickly.

We had a couple of interesting mash-ups last night. On one table my Herero tribesmen faced Jon's Colonial Belgians, while on the other table Mark's Colonial British faced Colin's Warlord Era Chinese!

The scenario was "Get Off My Land", and I had to scout 6 designated points on the table, whilst Jon's Belgians tried to see me off. At first it looked a daunting prospect, given the Belgian's fire power (2 European units of regular sharpshooters and 2 units of irregular askari). I had 5 units of irregular riflemen, but only 1 unit had modern rifles, so his sharpshooters out ranged most of my units. But rolling for leadership helped me, Jon got mostly 7+ leaders, whilst mine were all 5+ and 6+. This would make me more manoeuvrable and give me a better morale. However as all his units could shoot without needing an order, he could still just stay in place and gun me down.

I started off by using my modern rifles to pick off some of his sharpshooters, whilst the others either rushed for the objectives, or tried to close the range. It started well, I killed 2 men from the sharpshooters in the open and reached 2 objectives in the first move. My mounted unit skirted wide to try and stay out of range of the sharpshooters and made for one of the furthest objectives. Jon failed to move his askaris, his weakened sharpshooters only hit 1 man and my morale held, but the sharpshooters in the jungle cut down 2 men from the unit in contact with the nearest objective and pinned them. I rallied them, but the pattern repeated for the next couple of turns, Jon fired, pinned me, then I rallied until the unit was wiped out. On other side of the table I claimed my first objective and massed three units to fire at the exposed sharpshooters. They killed a couple of my figures but I took them all down.

In the meantime Jon had pulled his askari back to cover the objectives closer to his baseline, but on the right flank my mounted infantry got there first. Two objectives to me and one of the askari started to move back to support the remaining sharpshooter unit, we had both now lost a unit, plus I had one unit down to 1 man. My remaining infantry got into cover and started a firefight with the Belgians whilst my mounted unit grabbed another objective. In so doing they lost 2 men but their morale held. A lucky shot pinned the Belgians and the mounted unit rushed up into close range. they rallied but took another kill and were pinned again, just as their askari arrived to help them. Now the game changed as Jon's attempt to rally the sharpshooters failed, even better they routed off the table.

All my units moved in on the unfortunate askari, who were soon pinned and retiring. They still held off a charge from my mounted infantry, sending them reeling with a bloody nose but could not stop me  grabbing 2 more objectives. At this point I called ahalt and announced I would withdraw. Jon had an untouched unit, in cover, protecting the last objective, I had 3 half-strength units remaining. I was in no position to make an attempt to the last objective at this point. Adding up the Victory Points I scored a massive 18 to Jon's 4. My first win in this league! Over on the other table, the British failed to prevent the Chinese scouting their territory, another victory against European Imperialist Aggression.

This raises an issue we have experienced with TMWWBK. The rules are great an a lot of fun. I have played skirmish level games with up to 6 players and full size games with 24, 36 and even 40 points with no problem. But the scenarios in the book do not seem to be balanced. We have played scenarios 1, 2 and 3 four times each and scenario 4 twice, so far the defender has won every single game. We will see how the rest of the league games go.

 The opening move in our game, 2 Belgian sharpshooters down already!

 On the other TMWWBK table the British seem to have disappeared!

 A rather depleted askari unit is pinned.

 The Camel Corps look a bit lost!


Other games at the club:

A 28mm Chain of Command game.


A big Warhammer 40K game.

And, just for a change, a bicycle racing boardgame!


I had a go at the cycling game as well and it was a lot of fun.