November 2024 Report

November has been and gone and the year draws to a close – where the hell did 2024 go?

The first game of the month was the firm favourite, Successors, on this occasion Alexandrian Imperial under Perdiccas facing off to the Antipatrids under the old soldier himself.

Antipater’s army was strong in Phalangites (of varying quality) and mercenary Hoplites well screened by skirmishers deployed with their right against the stream while all the cavalry were deployed out on the left.

Perdiccas had the larger army and a varied one in terms of troop types and quality. The centre comprised the pike screened by skirmishers and the elephants, the right featured the Thracian mercenaries screened by Persian skirmishers and the left was the strike cavalry screened by skirmishers and supported by the Hypaspists.

Predictably it was the cavalry who got the ball rolling with both wings advancing. Antipater’s strike cavalry headed for the Thracians with the intention of turning the Perdiccan right. The cavalry of Perdiccas were on the wrong side of the stream so had a more difficult journey to make.

The initial clash between Thracians and Antipatrid cavalry saw the cavalry pause due to javelin volley casualties.

However, after a bruising melee the Antipatrid cavalry broke the Thracians and the wing was shattered – Alcetas bravely threw himself into the combat to try and stabilise the line but to no avail and he fled along with the hill tribesmen.

Due to the manner of deployment the centre infantry blocks weren’t directly facing each other which meant that, A) they were going to be slow to contact and B) the Perdiccan cavalry were going to have to attack the pikes – oh dear 😥

The initial action in the centre featured the skirmishers and the elephants which generally favoured the Antipatrids.

We did have the fun bits with the elephants though…

This going to end well 🤔

Yep 😂🤣

The Hypaspists did get into action and were doing well until a second pike unit joined the fray and then it didn’t matter how good they were…..

The Perdiccan cavalry just couldn’t make any headway and either broke or retreated, either from missile casualties in the case of the skirmishers or forlorn charges on pike blocks.

As we rolled into the final turns the Thessalian cavalry from Antipater’s left were busy looting the Perdiccan camp thus preventing the last chance of rallying broken troops.

Unfortunately we had to call time before the centres were fully committed which was a shame although we had a great game. Quite why this was I couldn’t work out, part of it might be to do with players having a C19th mindset where everything has to be spread out, the other is perhaps the slowness that comes with age 😂, or maybe the rate of movement is too slow? My take is that players don’t relate to the actions of the historical prototypes, concentrate in the centre and the peripherals will take care of themselves.

As sure as day follows night our next game was Iran v Iraq – mainly because the cloth is the same for Successors and modern desert 😉

The Iranians were on the defensive with the objective of retaining control of the tactically important high ground.

The Iraqis are the more challenging side to play having inferior armour on an historically open terrain so line of site favours the better Iranian armour. However in this scenario they did have the option for a flank march and took it with a mechanised infantry battalion.

Early success for the BMP1’s against the vulnerable M109’s.

Despite having deployed with the better tanks of the 10th Armoured (T72’s) the Iraqi’s still suffered from long range shots from Iranian Chieftains.

There was some relief for the Iraqis though when an Iranian air strike hit the wrong target 🤣

As the battle progressed the Iranian tank line held firm although by this point most of the M109’s were toast.

The T72’s continued their advance so as to get into range but losses mounted.

The Iraqi flank attack ground to a halt with significant losses – rule number one, always get out of the vehicles before somebody shoots it up 😮

Ultimately however the Iranians reached their morale break point (we were using Cold War Commander) and failed the test thus giving the Iraqis a minor victory. It was really close and thoroughly enjoyable.

Next up was an away game with the Cold War Commanders Facebook group in a very cold Stone in Staffordshire.

The premise of the game was a Warsaw Pact breakthrough being opposed by NATO at the second line of defence. The table was 16 foot by 6 foot with some lovely terrain which we duly took note off for our own burgeoning efforts. The scale was 6mm and this time I was able to take my own troops – Bundeswehr Panzer battalion and Gerard was able to bring his Soviet tank regiment with all the added extras.

It was always going to be an uphill struggle for the NATO players faced with the (historically) larger number of Warsaw Pact units but initially it went well – I was particularly proud of my Leopard II’s destroying a Soviet tank battalion which strayed into the open ground – line of site is really important.

The great thing about these larger (and longer) games is the opportunity to get more toys on the table – we had attack helicopters on both sides firing away with ATGM’s, multiple air strikes from various aircraft models and off table artillery barrages. Fantastic.

There was quite a lot of debate about how effective (or not) air strikes are in the rules – usually when somebody had completely crapped out 😂🤣 which was a bit of a distraction. For me I’m not overly bothered, the game is about units on the ground, not in the air, and if a group is not completely satisfied then come up with a local amendment, the rules police wont arrest you 😏

There was some hard fighting in and around an industrial centre – doesn’t it look lovely? And it was good to see infantry actually doing something – we haven’t quite mastered the infantry thing yet.

Come the second day the NATO left (me) had been turned which in turn exposed the Austrian centre who were holding on desperately against superior numbers.

NATO Starfighters roll in to stem the tide.

Ultimately time was called and a narrow Warsaw Pact victory declared (I think). Two days well spent, we learnt a bit more about the rules and managed to pass on some things we’d learned, got some hints about terrain and came away fired up for more. Success!

Back to the home front and it was a 15mm Napoleonic game for the first time re-fighting Austerlitz using Command & Colours.

Not being a Napoleonic’s guy I’ve no idea if this was representative or not. It certainly looked impressive with one base representing a brigade, so very much at a macro level, which takes some getting used to if you are used to playing at a battalion/regiment level.

The rules are fairly straight forward – they would have to be given the level you are fighting at, and the results from firing and fighting didn’t throw up anything glaringly ‘off’. That said I did find it somewhat abstract and lacking in flow.

In terms of the narrative, the French right made a mess of the Russian left but didn’t advance beyond the river, the Russians obligingly came to them, on the French left a slow advance chewed up the Austrians but it was in the centre that the French did the best to the extent that when we called time the French had won convincingly on points.

For a so called ‘simple game’ it took an inordinately long time to play, part of that was obviously unfamiliarity with the rules and another part was the inability to make a decision by some players which was frustrating when all you had to do was play a couple of cards. It was the longest game we have played so far and by the end I was done in but not with the high that can come from a long intense game. Most of the group are current or ex Napoleonic players so we will obviously play again we just need to think carefully about how much dilly dallying we allow.

The next effort was another round of the El Cid project and I think we might be getting there now.

In this fight we had Spanish Christians and allied Andalusians against other Andalusians with an Almoravid contingent.

This is a cavalry heavy period so we had several swirling cavalry melee’s which resolved themselves pleasingly both in terms of game play and as a perception of warfare in the historical period.

Despite some sterling work by the Knights of Navarre the Christian cause was ultimately lost and a general retreat sounded, the Almoravids did nothing other than look fierce 🤨

Our next game game was an eastern renaissance game using our Husaria rules, Muscovite v Cossack.

The main feature of the Cossack army was their tabor which they deployed in completely the wrong place but still managed to win 🤣😂

This was a missile cavalry game; both sides had infantry, all harquebus armed, but no real shock troops, the real action was going to be with the cavalry, all bow armed and some lance armed, the Muscovite advantage was that they were better armoured but the Cossacks had more lance armed. It was going to be a challenge for sides of players.

The Muscovites advanced all along their line (well apart from two units that just simply refused to move for most of the game!) in the hope of out shooting their opponents.

The Cossacks sent their boyars forward to try and bust the Muscovite centre but they were sent packing under a barrage of bow fire.

The Muscovites pressed their initial advantage to try and overwhelm the Cossack centre.

Out on the Cossack left the veteran retainers were having a more positive experience. There is no need to talk about the Cossack right because that was where the tabor was sitting doing nothing other than taking a few long range pot shots at the Muscovite centre.

The centre was where the action was and that was where being solely bow armed (the Mongol conquest influence) was starting to become a disadvantage for the Muscovites.

Now it really was starting to hot up in the centre as the Kazak lights tried to turn the Cossack right – out of shot is the tabor doing its one useful thing of shooting into the rear of the Kazaks who didn’t like that very much 😥

The make or break moment for the Muscovites was the Dvoriane charging home on the Zaporizhians – the Zaporizhians held firm.

The Kazaks gave up the fight and the tide was starting to turn.

A series of unfortunate morale checks and the Muscovites started to unravel. Time was called on a Cossack victory – despite the Cossack player being convinced he was going to lose 😁

The final effort was an away game of sci fi skirmish, Three teams of sundry adventurers arrive planet side looking for illegal fuel cells, can they barter their way through the market before the authorities realise what they’re up to?

In short, two teams went through the whole game without firing a shot, got what they came for and left the planet.

The third team got frustrated with being asked too many questions and so opened fire in a crowded market place. The cops came. The end.

Although I appreciate the amount of work that goes into creating the backdrops for these scenarios I think I’ve come to the conclusion that they’re not for me and I need to find a way of politely avoiding such in the new year.

In other news a battalion of 2S1 Gvozdika for the Iraqis.

Iraqi HQ element

That’s it for this month. Thank you for reading, see you in December.

October 2024 Report

Another month of gaming draws to an end plus a visit to The Other Partizan.

First up was another trial run of Dave’s El Cid collection. We’re still not there yet and further work is definitely required.

Our first full battle of the month was a refight of Dreux, 19th December 1562, the first full battle of the French Wars of Religion. A set piece battle where both sides drew up and then waited around for hours for the other side to make a move 😏 Eventually the Catholics advanced and battle commenced.

In short the battle was a series of uncoordinated attacks by the Huguenots. On the right the Admiral Coligny smashed through the Catholic left and pursued them to their camp although Coligny himself was unhorsed and briefly held prisoner. On the left the Prince de Conde had a far more difficult time as his attack centred on the Royal Swiss who stood their ground long enough for the Catholic reserves under de Guise to sort themselves out and attack the now exhausted Huguenots, capturing Conde. At this late juncture the now freed Coligny managed to rally an assortment of cavalry and re-enter the fray causing enough of an impact for both sides to draw off in the darkness and both claim victory 😀

The battle is noteworthy for both sides using lance armed gendarmerie, the move to pistoleers by the Huguenots doesn’t take place until later much to the dismay of us die hard Huguenot players who want to field pistoleers from day one 😂 taking that into consideration both sides fielded lancers and I reduced the normal unit sizes to best match that of the actual contingents. The rules were our long standing set ‘For King Or Faith’

Our refight was interesting. The catholic gendarmes under Montmorency & St Andre hurtled forward in an attempts to overwhelm the protestants and St Andre certainly saw off some reiters who got in the way pretty quickly.

Then it was time for the protestants to counter with Conde taking on Damville and Coligny taking on Montmorency in a clash of the leaders.

The cavalry action continued with St Andre beating up some more reiters and then smashed through some protestant foot and onto the flank of the landsknechts who lost their captain in the melee. St Andre was having a top day!

The catholic roll continued with the Royal Swiss shrugging off pistol losses from another unit of protestant reiters and charging home – you can imagine the mess 😮

The protestants tried hard but when you are desperately throwing gendarmes in against veteran Spanish you know that it’s not going to be your day.

With their forces scattered and achieving very little the protestants decided to call it a day. A good game with plenty of action and anguish.

Our next effort was our newly developing 6mm Cold War Gone Hot effort using ‘Cold War Commander’ In this game we had a Soviet tank regiment breakthrough aiming for a town on dominating high ground. The Bundeswehr defenders deployed an under strength Panzer battalion.

This was a tremendous game with a lot of kit on the table and the Soviets flinging in off table artillery, air attacks and helicopter assaults to support a pincer attack.

In the early turns the Germans lost their Marder battalion as they tried to manoeuvre to utilise their Milan’s and left the infantry defending the flank from cover. This end of the pincer was closing.

On the other end of the Soviet pincer one tank battalion secured some high ground to duke it out with some Leopard 2’s.

This proved to be a mistake 🤣😥

However the Soviet advance ground on with losses being shrugged aside and artillery pounding away – very on historical prototype.

There was some light relief for the Germans however when a pre registered artillery strike pounded a Soviet tank battalion 🤣

However, the Bundeswehr inevitably reached their break point and duly tested and failed. A major Soviet victory and a great game.

By way of a pleasant change our next effort was a western gunfight. Our skirmish collections don’t get much of an outing these days as the direction of the group has changed a bit so it was nice just to do a couple of hours shooting it out on main street of an evening.

A well worn scenario. Son of a local rancher is about to be hung and the rancher aint having none of it. Classic stuff.

“Draw!” And everyone did…..

It was fun. Aggrieved rancher bit the dust, deputised local show off shot himself in the foot as he cleared leather – oh how we laughed! another deputy had a dud shell as he fired, the town marshal went down, heroic deputy used his shotgun with skill and blasted a hired gun, the other fled. Just like a movie 😅😃

Up next was a journey back to C5th Gaul where Magister Militum Listorius put together a significant force of auxilia and equites to prevent the Visigoths under Theodoric I from seizing Narbonne. It was kind of historical in the sense that the two did engage outside Narbonne in 446AD but that is the sum total of our knowledge.

Brave Romans.

Visigothic Gardingi on the move hoping to overwhelm the Romans.

Litorius gambled all on leading his cavalry into the first mounted clash of the day. It paid off and the Visgothic first line broke.

Riding his luck Litorius charged the Visgothic Dux, Hermengild, in an attempts to dismay his command.

There was plenty of dismay all right, Roman dismay as Litorius was cut down fighting Hermengild and his bodyguard. The Roman army now ground to a halt, things were looking grim for the province of Gaul.

Auxilia start to rally.

Then, almost as if to say ‘anything you can do I can do better’ Theororic got himself killed!!

This was highly hilarious and with both armies paralysed from adverse morale throws (not surprisingly) and facing difficulties in rallying we called it a day. Fun game though.

Our final game was a refight (two in a month!) of the battle of Camposanto, 8th February 1743 which took place as part of the War of the Austrian Succession in Italy between Austria & Piedmont and France & Spain.

The battle came about because of two commanders, de Gages for Spain and von Traun for Austria being under pressure to force a military victory or face replacement, so after much manoeuvring de Gages crossed the river Panaro and found himself facing Traun who was marching toward the river. Both sides duly deployed and then stood around waiting for the other to make a move – sound familiar? During this lull Traun re-arranged his deployment so that his right was in the air but the troops from that wing reinforced his centre, for reason that are lost in time de Gages kept with his original deployment.

Battle finally commenced at 4.00pm with de Gages launching his cavalry on both wings and driving off the Austro Sardinians thus leaving the infantry centre exposed but not really because the Spanish cavalry disappeared in hot pursuit. The Austrians then led their infantry against their opposite numbers and steadily drove them back until the arrival of darkness curtailed any decisive action and both sides drew off.

Our effort started very similarly with the cavalry but reversed history. On both flanks the Austro Piedmontese were completely victorious ultimately driving the Spanish horse into the river.

The infantry fight was far more brutal.

On the Spanish left the Walloon Guard & the Irish Brigade advanced steadily and ultimately destroyed the two brigades facing them – in fairness the Walloons did all the heavy lifting the Irish just looked pretty.

On the Spanish right the Spanish Guard punched through the first line of their opponents but the second line held and the Guard took heavy losses (two battalions were utterly destroyed), finally routing back into Camposanto disrupting their own second line.

A more even fight took place on the Austrian right centre where the Austrians slugged out with the Spanish line resulting in both sides becoming shattered.

Just like the real thing, darkness started to fall and the fighting drew to a close. The Austrian right flank was completely destroyed and vulnerable to the advance of the Walloon Guards and Irish, the centre had seen the destruction of the Spanish Guard and the weakening of their opponents but both second lines were in good shape. Given the superiority of the allied horse we deemed a retreat under the cover of darkness protected by the cavalry would be the most logical Austrian next move while the Spanish consolidated their position.

That was it for our gaming. We did get a visit in to The Other Partizan in the middle of the month just as punters this time and came away with a mixed view. Yes it was undoubtedly busy and by that criteria a success, but with numbers comes crowding and the inability to give the games a good look over as well as the forever queue at the food outlet. There were certainly plenty of games but I did come away with the view that quantity didn’t mean quality, some of the games were quite average and more than one suffered from detritus leaching onto the gaming area – I do recognise however that this is a bit glass half empty.

In other news Dave is cracking on with his Republican Romans to fight our Successors, a project we said we’d never do because of the inherent difficulties of making pilum v pike work – oh well so much for that 🤣😂

That’s all for this month, hopefully see you November.

September 2024 Report

Slightly late going to press due to holiday away in Spain being cultural – I now know the complete ins and outs of Romanesque and Gothic architecture 🤔

First game of the month was from the Iran Iraq collection, another scripted scenario. This one was set in June 1982 in the Central Front and involved a brigade level clash around the town of Chananeh with both sides tasked with securing the town and its rail link. As with previous games both sides were given an orbat of the basic level force and then a series of options to upgrade/reinforce the battlegroup.

The Iraqi’s chose to insert a commando battalion via helicopter as their option and the Iranians went for additional manpower in the guise of a motorised Pasdaran battalion.

The perennial problem of getting troops to deploy first time (or second time, or third time 😂) was no different in this game than in any other but the Pasdaran were game on and roared into town alone.

The bulk of the Iraqi mechanised infantry brigade soon deployed to contest the town and in the absence of the dreaded Iranian Chieftains pushed their T554/55s forward. The commando coup de main however was being slow to arrive and a vital opportunity was being lost.

Unfortunately for the Iraqis the Iranian Chieftains did arrive and stared taking long range pot shots at the Iraqi BMPs prior to the infantry debussing 😮

Despite losses from the Chieftains and off table 120mm mortar fire the Iraqis pressed the attack from the west and secured the immediate outskirts.

Finally the commandos arrived and started fighting their way into the town from the railway yards, but was it too late?

The battle for the town intensified with the commitment of the Iranian mechanised infantry supported by close up fire from the Chieftains; it was now two infantry battalions versus three but the Iraqis had already been whittled down.

Rightly scared of the Chieftains the Iraqi armour hung back and offered support fire but it was largely ineffective.

At the pre-programmed final turn neither side had achieved its primary objective but the Iraqis had reached their breakpoint and the subsequent test saw them fail their moral and cede the ground. Another excellent CWC game.

Next was another run at the El Cid project which is in danger of faltering due to a lack of a rule set 😔

Against my natural inclination I agreed to do a rough stripped out version of our Successors rules (mainly because they work and we know them well) and adapted them to suit the unit sizes and base sizes Dave had already gone with 😟

Not surprisingly there were some issues, mainly around unit sizes and numbers of figures to a base, but the overall effect was pleasing and we got ourselves a game. The down side, of course, is that I’ve now got another rule writing job 🙄😂

What a coincidence our next game was Successors! Well the mat was out so why not.

For this one we deployed Demetrian Antigonid against Imperial Seleucid – very historical. The army of Demetrius was the more numerous but very diverse in terms of troop types and troop quality, low on pikes but high in terms of Greek allied and mercenary foot an his cavalry were a bit of a mixed bag. Seleucus had the advantage of better shock cavalry and pikes but his lack of numbers might be a problem although he did have the scythed chariots! Both sides fielded elephants.

Demetrius opted to split his army either side of the river that ran diagonally through his deployment area. On the right he placed all of his hoplites screened by levied Persian skirmishers with the intent of advancing on the ford where the road from the enemy side cut the river – the plan seemed to be two fold, 1) prevent a possible Seleucid use of the road to gallop their cavalry up the road and onto the Demetrian flank and 2) to cross the river onto the Seleucid left flank if no such attack manifested itself. The forces on the other side of the river were the pikes flanked by peltasts and screened by elephants & psiloi in the centre and all the cavalry, light & heavy out on the flank to sweep around the Seleucid right.

The Seleucids chose to concentrate their elephants & chariots on the right flank supported by a single unit of Median cavalry mainly because this seemed to be the best cavalry ground – they were right 😀. Next to them and in the centre were the pikes, screened by psiloi and flanked by peltasts and out on the left were the Xystophoroi cavalry and on the extreme left an independent command of Tarentines and Hetairoi. Apologies for the non based elephants, a rare oversight.

Once the game got going it became pretty obvious that Demetrius’ allied Greeks were going to have very little to do and were largely reduced to the role of spectators.

The early blows of the battle were struck on the Demetrian left where first the skirmish cavalry and then the formed cavalry fought it out with the elephants and chariots. This contest occupied the bulk of the battle and was hard fought with elephants dying and chariots crashing, in fact quite a mess 😁

While the elephant/cavalry duel rumbled on the infantry centres closed with the elephants being the dammed nuisance they’re meant to be.

Elephants died and men died but no-one could make the breakthrough that was needed and unfortunately for the Seleucids they couldn’t make their strike cavalry count either.

Back on the Seleucid right it was all going a bit wrong and Demetrius was about to get the breakthrough he needed.

But what of the Demetrian right flank I hear you ask? Well, this was all a bit embarrassing. One of the hoplite battalions got itself a bit isolated and after being softened up by some skirmishing Tarentines it fell to a mighty charge by the Hetairoi. It didn’t make any difference to the battle but it did make the Seleucid commander feel good 😁

Ultimately the battle kind of petered out and once the Demetrian cavalry were amongst the Seleucid baggage it was over.

Our next foray was into the ice cold waters of the Pacific and another Victory at Sea with both sides picking their fleet from an umpire generated list.

Once initial dispositions were made this looked like it was going to be a Japanese walkover, the US forces were spread thin and seemed to have no chance of achieving their objectives – I’ll admit to some low level whinging here as a US commander 😳

As we are beginning to learn with these rules, aircraft can be crucial – here waves of Japanese aircraft roar into action.

Unless your anti aircraft fire is effective you are going down to the bottom of the ocean.

No further comment required 😏

The Missouri goes up in smoke, this was a seriously depressing moment for the American commanders.

But, in a late comeback, the Americans took out the big ass Kongo – what a glorious site!

And then the Mogami got torpedoed. It’s getting better and better!

It was a hard fought engagement and when time was called at the prescribed point the Americans had rallied and won a major victory which they sure as hell didn’t look anywhere near to doing for a good half of the game.

We returned to skirmish gaming for our next effort, Blue and Red teams from the SAS infiltrating a Taliban compound to capture a senior leader – the emphasis being on capture.

All proceeded well for the first few turns, entry into the town was made undetected and overwatch positions were set up. The clever bit would be finding which building the target was in.

Sooner or later someone is going to spot something not quite right and this guy did. Que gunfire.

Taliban start charging out of buildings – might be a good indicator of which buildings might house our man.

Grenades are your friend 😊

In these games (Spectre Operations V2) the advantage definitely sit with the elite tier troops – more accurate rates of fire, better resilience, but they can still die.

With bullets flying and his men dying the target made a break for it with his bodyguards.

Sometimes there are just too many of them – ultimately the SAS teams suffered 50% losses.

The target looks like he’s getting away. Can they cripple the vehicle and not the man?

Nope. The hail of bullets that bought the vehicle to a halt caught the target and he died as the SAS reached the crash site. Technically a failed mission particularly given the SAS casualties but there was a lot of dead Taliban and we did have a great game.

Our final game was our first game with our newly done 6mm Cold War Gone Hot collection again using Cold War Commander. The forces were an understrength Bundeswehr panzer brigade v a Soviet tank regiment.

We got so involved in this that the time just whizzed by and not enough photos were take, better luck next time.

Essentially the Bundeswehr were defending a main road route over a river and the bridge was the critical objective but in accordance with their historical tactical the Germans decided to attack and blunt the Soviet advance.

Soviet mechanised infantry on the move.

Soviet air cover was largely ineffective much to the relief of the dangerously exposed Leopards.

The Leopards were very effective against their Soviet counterparts and importantly could shrug off most damage.

Soviet T80’s taking some pressure – we ran out of suppression markers 😂

For reasons I cannot explain a whole load of photos of a Hind getting serious with ATGM’s have gone missing 😥 but suffice to say they were very effective.

This played as a very different game to the Iran Iraq affairs despite being the same rule set. First off the smaller scale means more stuff can deploy on the same square footage but move and shoot at the same ranges which has both it’s positives and it’s negatives. Secondly the kit is a lot better (and I mean a LOT better) despite the same time frame and that offers a real challenge to both sides. Thirdly terrain is key, we already knew this from Iran Iraq but here it is really important and we need to do some work both in terms of quantity and quality.

Anyway that’s it for the month, I leave you with a random battle painting from my holiday in Spain. See you next month.

August 2024 report

The year is closing fast and summer is nearly over – did it actually begin? None the less we soldier on 😀

First up was a dark age (sorry early medieval) skirmish put on for a potential new recruit, an ex D&D player. A vaguely Byzantine looking wagon train waylaid by Swedish ruffians.

The rules were our own home grown set and the scenario quick and dirty enough for figures to get stuck in quickly, which they did and despite superior numbers the Byzantines were cut down to a man.

Such was the pace of the game that we had a second one, this time Viking v Viking, a longer but equally bloody affair. Whether the potential recruit will join us on a regular basis is yet to be seen (working patterns and all that) but he certainly seemed to have fun.

Next was another in the quest for a decent rule set to get the best out of the growing El Cid collection.

We tried Swordpoint again and although they work well enough there isn’t that spark yet which ignites the passion that went into painting the figures.

There’s a danger of Dave (who’s project this is) getting fed up and jacking it in so we have to find a way through. Maybe an adaptation of one of our existing sets? The jury is still out.

Next up was fan favourite, the Successors. This time Royal Ptolemaic v Antigonid Macedonian. The Ptolemaics were quite compact, a solid base of decent pike armed infantry fronted by enough skirmishers and a reasonable amount of formed and skirmish cavalry. The Antigonids were far more exotic, less cavalry and less pike but units of Galatians and Thracians which could be pretty deadly if used cleverly.

We played an ‘equal points’ game using our home grown rules and used the terrain and scouting rules which saw us start with an interesting layout that was promptly reduced by one side out scouting the other 😂😂

Undeterred our two Generals had at it but from very early on it became clear that errors had been made. The Ptolemaics deployed in two blocks, the pikes and their psiloi out on the left wing and the cavalry plus the elephant squadron in the centre, this meant that the cavalry were doing all the work while the pikes slowly wheeled across the field. The Antigonids deployed their pikes in the centre with their left against a stream and allied Hoplites & Thureophoroi on their right, all covered by psiloi; the actual right wing was all the cavalry and the left was the Thracians & Galatians beyond the stream, fairly classical but the Thracians & Galatians were going to have to get a move on and they had a stream to cross.

The early turns revealed the problems of deployment to both players early on; the Ptolemaic cavalry and it’s elephant support got shot down by the numerous psiloi elements fronting the Antigonid pikes and the force was by and large rendered useless – the Ptolemaic player looked on the verge of jacking it in 😦 however the Antigonid player also had problems, he realised he had thrown 3 units away by sticking them beyond the stream and was frantically changing the orders of his cavalry so they wouldn’t go hurtling into the Ptolemaic pikes.

At the midway point chickens were coming home to roost. The Antigonid cavalry got themselves into a complete mess, the lead unit of nobles did manage to successfully charge a disordered pike battalion and against all the odds sent it packing – wow! the others however ended up sandwiched between their own infantry, who’s advance was now slowed, and the Ptolemaic pike, and not surprisingly they died badly. The lack of a Ptolemaic cavalry wing however meant that the Galatians & Thracians were heading for the exposed camp.

Things looked up for the Ptolemaics as the battle unfolded, their success against the cavalry meant that they surged onto the Hoplites and Thureophoroi and after a tough slog defeated them and unhinged the Antigonid right. However the Antigonid centre was untouched and it’s psiloi were still being quite effective as the barbarian types headed for some looting.

With both sides having a flank uncovered and their battle winning troops to far away from each other to connect in the time remaining we called it and reviewed the mess. In one way it was one of our least successful games in that the push of pike just didn’t happen but it also illustrated that the real life prototypes deployed in a certain way for a reason and that sticking slow moving troops out on the wings or behind terrain you are not actively going to use is not a recipe for success.

Our next outing was an away game of French Indian War using rebels and Patriots. A French column marching through the wilderness to the relief of homesteaders while those pesky redskins lurked in the woods.

I can’t say I’m a huge fan of the rules but we did get a fast moving fun game completed despite some quite bizarre shooting and melee results.

The best fun was had ambushing the French column who obligingly split up to go scampering about in the woods – many scalps were taken 😁

Upshot was that the hamlet was burned to the ground and the citizens massacred; the column never got through.

Our next escapade was a massive WWII skirmish organised and presented by Dave. Somewhere in Germany post D Day British, Polish and Americans are advancing on the next town in the way of the relentless Allied advance.

We used our home grown platoon level WWII skirmish rules which have served us well over many years, but in this game we nearly broke them and ourselves 😮

The game looked bloody brilliant but we were playing on a ten foot by six foot layout with probably a company worth of troops all told on each side. The airborne element fighting across the table towards the town was a US platoon supported by a weak Polish platoon while coming up the table was a platoon of British infantry (later reinforced by a Royal Marines platoon) supported by armour, carriers and field artillery. The Germans, dug in and around the town, were a platoon of panzer grenadiers and a platoon of paras plus dug in assault guns, artillery and mortars; a tough nut to crack.

The game took us two days to play and by the end we were knackered 😂 With that many single based figures to move and shoot it took some time to complete a full turn but given the random choice of which squad will activate next (a bit like Bolt Action) no one was really sitting around for long.

In terms of the game it was a hard slog for the allies (much like the real thing I guess). After several hours of fighting (two days) the US airborne reached the outskirts of the town having suffered significant casualties and only got that far when a troop of Sherman’s arrived (day two) to blast a way in; the Polish on the GI’s left did better, driving off their opponents in the woods outside the town and then entering.

The British, who were hampered by the fact of approaching across a river on two hedge lined roads and heading up table into the unknown. Visibility was restricted on the roads but off road were large patches of open ground which were killing grounds for the infantry and their carriers.

It wasn’t until the arrival of the Royal Marines (on day two) who drove the German paras out of the orchard and pushed their way into the town that German resistance started to crumble.

In fact for the Allied players it wasn’t until the Marines and the supporting armour broke in that the size of the resistance and the number of them who had been killed became apparent.

We certainly had an intense two days and the game looked cracking so a big well done to Dave but I wouldn’t like to do it again in a hurry 🤣

Next was the away game with Gareth Lane already reported.

The next home game was a refight of the battle of Lesnaya, 29th September 1708, being part of the Great Northern War.

This came about from me reflecting on what we are all about. Many (many!) years back when we first set up our raisin d’etre was historical gaming and refighting historical encounters. For a variety of reasons that has slipped a bit over the years and although our Partizan appearances are always a refight it hasn’t been so much the case at home. We kicked off with Sedgemoor last month so maybe a game a month as an historical refight might be possible.

With all that said I couldn’t have chosen a more challenging example 😄 The Swedes have their back to a river and are encumbered by a supply train as the pursuing Russians close in. To make matters worse they have sent the bulk of their cavalry off on a scouting mission upriver – why does it need 3,000 cavalry to scout for a river crossing when you are sitting on one? The Russians arrive to find the only open ground occupied by a Swedish cavalry brigade and the only way forward is through dense woods and most of their force are dragoons!

We deployed as close to the historical prototypes as we could using the Angus Konstam Osprey book and fought our way through the day.

In most ways our refight mirrored the actual event. The Swedish cavalry brigade saw off the initial two brigade Russian dragoon attack in the open space in front of the village of Lesnaya but by the end were significantly weakened. Fighting through a wood is really difficult and our Swedes held on longer than the historical prototype despite facing Guards.

What also came up was the Why? of a battle. The map shows large areas of open ground to the right of the woods (from the Russian perspective) where the fighting took place so why didn’t Tsar Peter send off the cavalry that were with him on a flanking move? That’s exactly what our Peter player did and once he made his way round he proceeded to burn the supply train and then position himself in the rear of the Swedes.

The arrival of both sides reinforcements – the Swedes earlier than historically, signalled the end of the game and we judged the Swedes would be able to cross the river minus their artillery and obviously without the supply train. Worth the effort and glad we did it.

Our final game was a Back of Beyond away game, itself a follow on on from a previous game back in February. The rules were the Fistful of Lead Bigger Battles set.

In this adventure a British column was advancing to “convince” a local warlord of the folly of accepting Russian and Chinese advisors into his stronghold, the Russians and Chinese of course were keen to impress him with their cunning ways!

In a game punctuated by the breakdown of virtually every vehicle on the table and some really quite wild shooting and melee roles the British were soundly thrashed and sent packing. The East is still ablaze 😂

In other news, I went to BritCon – see earlier post.

My 6mm Bundeswehr Cold War gone hot army is underway.

Further additions to the 10mm Iran Iraq project have been made after a bit of a hiatus.

Well that’s it, another month draws to a close, bring on September!

There Will Be A Welcome In The Hillsides

After a year of failed dates for another get together I managed to join my good friend Gareth Lane in the Shed of War for an Soviet Afghan extravaganza on his superb purpose built terrain.

Our game was a snapshot from Operation Panjshir VII when Soviet forces attempted to root out the Mujahedeen of Ahmad Shah Massoud from Panjshir valley. I commanded the Afghans and Gareth took the Soviets. The rules were the Bolt Action Modern supplement which work really well for this level of mass skirmish.

To simulate the leaky ship that was the Soviet military command the Afghans know that the motorised infantry elements would be approaching along the road from the south via the bridge and/or across the shallow river and also knew that airborne detachments would be landing at the northern end of the road at some point. To add to this advantage the Afghan player could be pretty flexible about his deployment; the table length was split into 3 zones and the Afghans had to deploy at least two elements in each zone plus the captured T55’s had to be in the southern zone, the rest could be in any zone of the player’s choice, BUT those elements weren’t in any specific place so the Afghan player could declare their presence from anywhere in the zone – once declared off course they were on table and couldn’t disappear. This idea was very different from the usual hidden deployment were you have marked on a map the exact building a unit is in and simulated the Mujahedeen ‘owning the ground’ very well.

Troop deployment noted off we went and what a game we had!

The Soviets started cautiously by sending a dog & handler over the bridge to sniff out any mines – I had anti tank & anti personnel planted so not wanting the one at the foot of the bridge discovered up popped one of the snipers and no more dog team! The RSPCA have been informed 😂 Undeterred the Soviets sent their scout element forward and the unfortunate BRDM went up quite spectacularly. Game on!

A blow by blow description of the game would be a bit of a bore so I’ll reduce to the high points.

The early turns were taken up with the Afghans attempting to block the Soviets on the bridge which they had rather obligingly used as their main thrust of attack. The first T55 was revealed utilising the cover of a building to shoot at the first T64 onto the bridge (there were 3 all with tank riders) but although it hit there was no damage, fortunately the return shot missed. Foolishly the T55 stayed in place to duke it out with the T64 and although it did have the desired effect of creating a traffic jam and some tank riders were machine gunned to death ultimately it lost the fight and brewed up.

On rolled the Soviet advance with tank riders spilling into the dust and the second T55 manifested itself with a point blank shot on the lead T64. AND MISSED!

The T64 didn’t miss and that was the end of the Mujahedeen armour. “oh well” said I “we never had to pay for it”

As the armour rolled down the road the first Mujahedeen fighters declared themselves in the buildings flanking the road off the bridge and made the Soviets pay a high price in a gun battle which saw the tank rider squads virtually wiped out before the Afghans finally succumbed.

At the other end of the table the thwack of rotors heralded the deployment of the airborne elements who proceeded along the valley floor and onto the high ground but all was quiet except for some long range sniper fire from the town. But as they advanced heavy machine gun fire opened up from a hillside building; the airborne had a fight on their hands!

Initially the airborne weathered the storm despite some losses but finally had to resort to an artillery strike to silence the HMG position but no sooner was that silenced than the Afghan mortar team opened up dropping shells into the valley; they would have to be silenced too.

Frustrated by the slow progress, Soviet command radioed in for the big stuff and after a slight delay on came the HIND……..

And up popped the man with the (very expensive) STINGER and he bloody well missed! Gales of laughter from Gareth and the HIND hovered on station…….

But the Mujahedeen were not done and from it’s hidden position in a back alley the technical with the mounted quad revealed itself and sent streams of heavy calibre fire into the great bird….

What a catastrophe! The HIND took several critical hits and crashed to the ground narrowly missing a T64 and blocking its progress. Highlight of the game for me but there was definitely more to come.

Back at the northern end of the valley the airborne had some success in locating the mortar teams and opened up but were obviously rattled by the demise of the HIND and inflicted limited casualties but it did look like curtains for the mortar guys.

Not so! The valiant technical roared out of it’s alley and up onto some high ground with a clear field of fire on the airborne section and shredded them. The mortars were saved and continued to drop rounds on the other airborne sections in the valley albeit at a reduced effect. The technical team were definitely the men of the match 😃

Back in the town the one remaining complete Soviet infantry section moved further into the town knowing damm well it was risky but having no real choice and obligingly another Mujahedeen section popped up for another gunfight. Despite being in the open the Soviets performed well and did have the support of a deployed HMG of their own further back on the roof of one of the captured buildings from the earlier firefight.

While small arms fire and the screams of the dying filled the air the now somewhat vulnerable T64 column continued it’s cautious advance down the road seeking to link up with the battered airborne but another mine and another burning hulk put paid to that. It was all looking a bit dire for Soviet command.

Back down in the valley there wasn’t much of the airborne left and shit was still coming in, forward progress was definitely not an option. Time to radio for extraction.

And we were done. The Soviets were down to two T64’s and a BMP1 with virtually no infantry support and Mujahedeen were still popping up. It was time to get back over that bridge. A crushing defeat.

What a great day we had. Many thanks to Gareth for hosting and the beer and bangers & mash. Hopefully we wont leave it a year until next time 😀

BritCon 2024. A personal impression.

I’m a day back from this show and I still don’t quite know what to think.

To put my attendance into context, I had a reason to be there – picking up and dropping off painted figures, the venue is a little over an hour away from home and I had nothing else planned for that Saturday. I’m not a competition player but I read the website info’ and thought “well this doesn’t sound too bad”.

Things didn’t start well. Nottingham is like so many British cities that have in recent years been converted into one sprawling campus, with faculty buildings blocking line of site and an impenetrable one way traffic system which make access a bit of a trial. This was not helped by the website advised parking site, ‘Q Park on Talbot Street’ not actually being on Talbot Street but on a side road off said street but when you are relying on a sat nav, once you have arrived at and gone along the street you are into the one way system circling the city as you reprogram the sat nav and start again. It took me nearly an hour and that was pure luck because it just isn’t signposted. Once out I then had to ask directions because the car park has two exits and there are no signs to the university. My car park fiasco was rounded off when I left, £10+ and that was with a 45% off voucher from the university 😮

The venue itself is great. Like a lot of modern university buildings it is big on glass and height so inside is very light and airy. Facilities included a very well priced coffee bar, a proper bar and a cafeteria, absolutely no complaints there. Internally it is a bit of a rabbit warren and that may account for me missing some things although I think the organisers need to do some work on this, a printed floor plan would have been very useful. I have no interest in the rugby club style performances of the TFL crowd but there was one game I fancied taking a look at but just couldn’t see any signage indicating where it was. There was signage to a ‘Bring & Buy’ but that wasn’t advertised on the website so I didn’t bring anything to sell, perhaps it was just one of those, ‘if you know, you know’ things.

The show is primarily a two day competition fest and that was in full swing when I arrived and unusually, quite interesting to watch. Full marks to the organisers for getting that number of rule sets and players smoothly operating in one space and on some pretty fancy terrain. I don’t want to do it but the games seemed to be being played in a friendly competitive spirit and hats off to all those taking part.

In terms of the trade it seemed, well a bit thin. Now that could have been due to the size of the area allocated or traders having to spread their presence according to the potential returns in these more trying economic times. Certainly a number of bigger names such as, Warlord, Dave Thomas, West Wind, TAG and Sarissa were there along with a number of second tier traders, some I knew and some I didn’t; Mark at M & C Painting deserves a special mention for his dedication to not just selling his extensive range of paints and basing materials but also being every ready with advice and tips on the use of the products. I’m not sure how well any of the trade did over the weekend but there never seemed to be much of a customer presence throughout the day.

Reflecting on the day I’m still not sure whether I’ll go again. The car park fiasco, well lesson learnt. The venue, absolutely fine, the organisers just need to do a better job on the internal signage/maps or I need better glasses. If you are just a punter turning up for a browse then I think you need to consider carefully how far you are travelling and what you are after because as best as I could tell there were no demo games or participation games to distract, unless of course I simply missed them.

Well that’s it. A parsons egg as they say but for others maybe a perfect day out.

July 2024 Report

Summer is here at last and as a homage to the weather we kicked off with another rules adventure in the El Cid project, this time using ‘On Bloody Ground’

Frankly this wasn’t a good experience. Full marks to the writers for bringing out something ‘period specific’ but the rules were not enjoyable and after 3 turns we gave up in frustration. Back to the drawing board ☹

Next up was our tried and tested Cold War Commander rules, a set we do understand (nearly) and enjoy. This time an encounter battle amid the arid landscape of the Iran Iraq border.

This was a fast and furious brutal game with the Iraqi T62’s & T72’s taking a battering from the small number of Iranian Chieftains. The question of how to stop the Chieftains still eludes us.

Even the air support couldn’t save the the Iraqi’s but they do look good on the table 😁

With too many tanks burning bright the Iraqi’s failed their Breakpoint test and retired from the field. An excellent day’s gaming.

Our next foray was our tried and trusted eastern renaissance collection from which we pitched Swedes against Poles.

The Swedes deployed with a strong infantry centre of the Scots brigade plus support and cavalry on the wings, the Poles deployed with the hussars to the front and just went “yeahah!”

We had some fine cavalry actions where the Swedes did fairly well against the Pancerni and the Finns beat up the opposing German horse quite nicely while the entrenched guns and massed musket fire took some hussars out of their saddles.

We even had the hussars mixing it with the Scots who gave ground but didn’t give up!

The mad hussars even attacked the entrenched guns – the gobsmacked gunners couldn’t believe it and promptly fled 😅

Ultimately the Swedes held on and a very battered Polish army withdrew. Great game, but I did have a headache by the end from umpiring and playing.

The next effort was an away day game of gangster skirmish using a 30 year old set of rules a former gaming colleague wrote. One gang launches a sneak attack on the out of town home of another gang boss.

We rolled some dice and we had some fun.

Next up was a refight of Sedgemoor 1685 which one of the guys has been extensively researching and felt confident enough to game. I love a refight and wished we did more but this is one of those battles where there is only one outcome and that is the historical one 😀

So yes Monmouth’s cavalry did miss the bridge and rode all the way up the river taking fire as they went and yes the royal infantry made a mess of the rebels once they had stood to and lined the river bank. But it was a really enjoyable game and the rules (another club’s home grown set) played well.

Next we took to the Pacific in another game of Victory at Sea.

This time players got to choose their fleets from a preconstructed list up to a certain points value and we diced for a scenario from the rules book. The Japanese opted for a smaller fleet centred around the mighty Yamato, the Americans a more numerous fleet which they split into two task forces. Both sides opted for an off table aircraft carrier.

The fire from the mighty Yamato and the superior Japanese torpedoes tilted the game strongly in favour of them and at one point the US player despaired of achieving any kind of victory but, just like the real war, it was the aircraft that decided the day. Wave after wave of US dive bombers and torpedo bombers attacked the Yamato and eventually crippled it forcing it to limp away.

When the specified turn total was up for the scenario the Americans found they had achieved a major victory, but it went right to the final turn. Great game.

Next we were in the sweat and heat of the Indian sub continent as we gave the Sikh Wars collection an airing. A simple scenario based on one of the actual battles, British attacking an entrenched Sikh force – this was going to be bloody.

The initial British advance was screened by jungle so they emerged disordered but not very far from the Sikh position – could they endure the shot and shell?

Tribal irregulars stiffened by French trained regulars.

The British closed on the entrenchments in two lines taking serious losses as they came, but still they came!

The British forced the entrenchments and carried the day but the losses amongst their first line were horrendous. Hard fought by all.

Our final game was another Iran Iraq encounter, this time the assault scenario from the rules with the Iranians defending a dominant hill and the Iraqi’s choosing their forces from a points list (by battalion) up to 50% more than the defenders.

The Iraqi’s had an early success when their flank march arrived at the first roll catching the Iranians on the hop. At the incredibly short range they ended up at the usual disadvantage of being outranged was nullified and the Iraqi’s blasted away!

In a couple of turns the Iranian M60 battalion was utterly destroyed – we all agreed we had never seen anything quite like it! Not only was it great fun for this particular Iraqi player but it also unhinged one flank of the Iranian position which would have consequences later.

In the centre the Iranian player had a battalion of Pasdaran hidden behind the hill but when the Iraqi scheduled artillery started dropping around them the only answer was to swarm forward and try and get close enough to use RPG’s on the opposition tanks and then assault – sadly (and historically) this went very badly wrong and the battalion was destroyed.

Iraqi T72’s advance on the hill.

The Iranian M48’s on the left flank did have a little success in holding off the Iraqi mechanised infantry and even managed to filter some of their own infantry onto the important hill.

But frankly they became like fish in a barrel and died bravely.

Despite their battering the Iranians were still clinging to the hill up until the last turn of the scenario but as that turn commenced they had no one on the hill and had to take a Breakpoint test which they failed, giving a minor victory to the Iraqi’s. Another great game which went right up to the wire.

A good months gaming which we can all feel good about. Not much done on the painting front due to tennis elbow, ouch! and I don’t even play tennis!! 😂🤣

June 2024 Report

A bit of a thin month, holidays and shift patterns rather curtailing our activities, but hey, there are plenty of people out there who dream of having idle time on their hands to indulge their hobbies 😟

Our first foray was the ever growing and ever popular 10mm Iran Iraq project. For this one we had an Iranian town seized by a heli borne Iraqi commando force and reinforcements on their way – all controlled by the Umpire. The players were commanders in the 37th Armoured brigade scrambling forces together to re-take the town so they were given a list of force & points values from which each could assemble his battlegroup to a capped points total – this was all CWC and each battlegroup was 2000 points.

The Iranians chose a tank battalion each (of course!) and then one added a mechanised infantry battalion and the other an armoured artillery battalion – M109’s. Both deployed on their table edge and we set too.

The game was fast and furious with the Iraqis throwing their reinforcements in as soon as they arrived which meant their mechanised infantry were taking on tanks!

In a game that featured SU22’s missing their target, Hinds brewing up tanks, BMP1’s being on the wrong side of a tank duel and an Iranian command element being eliminated – really, really lucky dice 🤣 we had an exciting see saw game that finally ended with the Iraqi command failing its break point roll and retiring from the table.

This went well and the idea of giving the players a limited roster to choose from gave them more of a sense of ownership, definitely going to try this idea again although of course I now need to paint more stuff to offer more choice 🤣

Our next outing was the equally popular Successors project, this time Royal Ptolemaic v Imperial Seleucid so scythed chariots, elephants, wild Galatians, Thracians, camels and of course pikes.

The armies were pre chosen and the terrain laid out – we actually had terrain! The Ptolemaic commander deployed all his foot on the left extending in an unbroken line up to the centre, his cavalry he split into two commands, one led by the army general in column on a road heading toward the Seleucid left via a ford with the intent of turning the Seleucid flank and the other, comprising the settler cavalry, deployed slightly back and facing forward which would join up with the infantry line as it advanced – none of this worked 😥 The Seleucids deployed more traditionally with the pikes in the centre flanked by the Thracians and Galatians and two cavalry commands on each far flank.

Early moves favoured the Ptolemaics, their advance to the ford went well, the infantry advance proceeded as planned. The Seleucids were caught on the hop a bit by the rush for the ford so had to redeploy their cavalry command to counter it but their other cavalry command sensed opportunity as the Ptolemaic infantry had no cavalry to protect the infantry line.

On the Seleucid right the commander launched his elephants and chariots into the attack dreaming of spoils and booty. However, just like history, the chariots were bloody useless 🤣 but they were certainly pretty and absolutely a pain in the arse when they crashed and created an obstacle. The elephants however fared better seeing off the opposing elephant and pinning one of the pike which effectively broke up the Ptolemaic line.

Back at the ford all kinds of fun was had as both sides threw troops into the fray “and the water ran red with the blood of the slain”. Eventually the Seleucids pushed the Ptolemaics back towards their camp but the victory would be decided elsewhere.

It was the centre infantry clash that decided the day. Despite being outnumbered in pikes the Seleucids gained a crushing victory; in part this was due to one of the Ptolemaic pike battalions getting distracted by elephants and in part due to the settler cavalry getting tangled up with the Thracians and so unable to help, but the real fun was the Galatians being able to charge just at the right moment onto already engaged pikes tumbling them into rout.

It really was a crushing Seleucid victory and a fine game.

Final effort was a WWII skirmish on our Dave Marshall cityscape which hasn’t seen the light of day for over a year.

American GI’s tasked with clearing the last vestiges of resistance from the next city on the way to Berlin.

Grenades were thrown, snipers open fire, lmg’s rattled from windows, resistance was tough.

Grit and determination saw the GI’s through and the allied advance continued.

The only painting completed was another battalion of Iranian infantry for the 10mm project – more choice for the next game 😉

So that’s it. Keep well and see you in July.

May 2024 Report

A busy calendar this month, plenty of games and two shows – both reported on in earlier blogs, Partizan and GamesExpo, so without further ado….

First up was an away day set in 80’s Africa, Mercenaries v African state regulars using a set of home grown rules. All a bit Hollywood from a certain era (the 80’s!) and with plenty of decent modern rules sets around I was left thinking, why?

Next, the now regular appearance of the WWII Pacific fleets using Victory at Sea, this time we used the night fighting rules – interesting

Chief difference from the more normal daylight game was the need to be closer in to be able to shoot and radar became oh so important!

Next was our trial run of the Partizan demo, Gabene.

The game saw plenty of elephant on elephant action and both cavalry wings were fairly ineffective, unlike the history.

We did however get plenty of infantry action and gained some insights for amendments for the show which turned out right and gave us one of our best show games for quite some time. Time well spent 🙂

Next was a Sci Fi skirmish game using a slightly amended version of Black Ops.

The scenario worked well. Imperial troopers enter a desert outpost looking for something that is in fact a lure for a trap. Trap was duly sprung and all hell let loose 😁

The Imperials got what they came for (a droid containing secret plans – the old plots are the best 😄) and shot up an awful lot of revolutionaries but then had the disappointment of finding out it was useless. The revolutionaries completely failed their objectives.

This worked pretty well with the attendees and I might well run a continuing adventures game, a bit like the western gunfight games, in the future.

Following on from Partizan, Gerard bought along his TYW collection to trial ‘Tilly’s Very Bad Day’ and, spoiler alert, Tilly had a very, very bad day 😃

I’ll admit I’m not a huge fan of the take where one big base represents a large formation, in this case an infantry brigade, and an assigned number representing ‘cohesion’ is gradually worn down.

Criticisms apart, we did get a lot of stuff on the table in a way that looked like those C17th woodcuts of the battles and played through to a definite conclusion in a reasonable amount of time in what was our first time with the rules proper.

General consensus was that with a little local finessing and understanding of some of the finer points of the rules we’ve got something with which to do the likes of Breitenfeld and Lutzen in a day. Result.

Next was our second game in the search for the Cid, or, what rules will work for the period?

At the moment we’re still trialling Swordpoint, which has it’s positive points but suffers, like so many sets, from the curse lowest common denominator whereby the rules are trying to cater for all within a very wide age range and we want to make it more unique.

As a game it played ok and a result of sorts was obtained. More work required.

Next was a big and beautiful game set Italy during the War of the Austrian Succession in which an Austro Piedmontese army defended a bridge over the River Po which the attacking GalloSpan army needed to capture in tact.

The attacking GalloSpan army was commanded by two players each with their commands, one French, one Spanish, separated by the central road leading to the bridge. The Spanish, on the right, had a single cavalry brigade out on the wing facing off to some Austrian dragoons, while their two infantry brigades, one of native Spanish and one of Walloon Guards & Irish faced off to the Piedmontese lining the walls opposite. The French, on the left had a dragoon brigade out on the wing facing a Piedmontese cavalry brigade and then two strong foot brigades also facing the stone walls.

The opening moves saw the infantry steadily march forward under fire from Austrian heavy guns over the river inflicting minor casualties and more significant casualties from two Austrian medium batteries protecting the entrance to the bridge. Fun fact; for reasons that were never explained the Walloon Guards marched straight down the road in column, between the rows of poplar trees, in the face of the guns! As it turned out it kind of worked, their superior morale kept them going, they moved faster on the road and once clear of the poplars were still able to deploy into line and give a decent volley. Who knew?!

On the French left their dragoons tried to clear their opponents away and turn the flank – there was also vague talk about seeing if the cavalry could swim the river but this came to nothing. Initially the French were successful which surprised everyone! but as regiments routed, rallied and returned to the fray on both sides the combat merely exhausted both sides and achieved nothing.

In the centre(s) the GalloSpans finally got into range and volleys all along the line rang out and both sides settled in to regimental firefights. Ultimately the Peidmontese started to give way and gaps appeared in their lines as individual battalions withdrew. The hero’s of the day were the Guards & Irish who led the way and took the most **** but overran the Austrian batteries and saw off the supporting infantry.

As the battle raged and started to come apart for the Piedmontese they tried to blow the bridge – the Piedmontese player had been allowed to place engineers on the bridge and upon being personally ordered to by the commander, roll to blow the bridge. The funny part of this to the observer was that, a) at no time did the GalloSpan players query what the guys on the bridge were and b) never asked why the Piedmontese player was making random die rolls and grimacing disappointedly 😂

With the powder for the bridge clearly wet and his brigades starting to falter the Piedmontese commander called it a day and retreated from the other side of the river with his reserves leaving the main army to it’s fate.

Final game was another away game this time an ACW affair, a refight of 1st Manassas using the Bloody Big Battles rules.

A strange set of rules these. Quite a idiosyncratic play sequence which took some getting used to but once we were in the flow then it zipped along fairly well.

I don’t think it had any real affinity with the ACW being more a generic C19th set of rules but that said we got a game more or less done and with a bit more time could have got a proper result.

And that was the month done. Not much got done on the painting side, too much time spent organising games and chasing up on exploding elephants ☹ Until the next time, play fair, play well.

UK GamesExpo 2024

This weekend saw my 6th year of attending GamesExpo at the NEC and it was as much fun as it always is. Expensive yes, very crowded, but still fun.

For those who are not aware this is a huge 3 day gaming extravaganza featuring all aspects of gaming over 3 halls at the NEC, Birmingham plus competitions and additional events in the on site hotel. By gaming I mean every aspect of the wider gaming world, so board games, collectable card games, hybrid games – part board game part figure game, kids games, family games, traditional D&D, other adventure games, sci fi figure skirmish games, fantasy skirmish games. Then there are all the supporting traders selling all the previously mentioned themes plus others selling items to support those themes – clutter, dice (lots of dice!), dice bags, dice trays, game mats, terrain pieces, terrain ground cover, outfits, swords. You name it and it’s available. This isn’t the 10,000 that Salute might achieve, this is 50,000 plus.

Just to be clear this isn’t a pure figure wargaming event so if your hobby interests stop at the little men in uniforms then read no further 😁 if however your interests are broader then maybe this might be the event for you.

I guess the main difference between our traditional wargames shows and this is the dozens of games on offer that you can just step into and play. These are not like our traditional convention participation games where the game is controlled by an umpire/club, these are fully developed games that the publishers are inviting you to play alongside, or overseen by, staff familiar with the game with the obvious hope of you being so impressed you’ll buy the game – there is nearly always a new Star Wars game (figures or cards), but also (and this is the really fun bit) are games which are first run prototypes of somebody’s brilliant idea that is nearing it’s publication date (or might just have been released) and they want to drive up as much interest as possible by inviting you to play. This was the bit that kind of blew me away the first time I attended (and I still don’t know why I went 😕) but it’s really good fun, the people fronting the game are super enthusiastic, there is no financial pressure because the game isn’t out yet (even if it is there’s no hard sell) and you get to have a go at something that you’d probably never normally play and you’ll probably never play again.

This time around I played six different games; a traditional fantasy card game out of the Magic the Gathering genre, a co-operative fantasy board game, a really clever board game/console game hybrid using smart dice of the old PC game ‘Vampires the Masquerade’, a sci fi skirmish game called Zeo Genesis which had some serious potential and some nice minis which I’ll keep an eye out for, a Crusades board game of factions, a sci fi trading game. Actually I think there were a couple more but my brain shut down 🤣.

No show of course is complete without a purchase or two and so I did 😂 Nothing extravagant this year (I was very restrained) and stuff that I could have ordered on line or in some cases got at a traditional wargames show but the advantage here is that at such a large show traders bring all their stock and you get to see what it really looks like. Also, a company like Gamers Grass, for example, is usually sold by a third party at a wargames show and it is never all the range, so here I got to see the lot and found there was stuff that I didn’t even know they did.

The other very noticeable thing about the show is the inclusivity. Let’s face it, your average wargames show is mainly men of a certain age, generally white and middle class; not so at GamesExpo, the age range is particularly noticeable, young, teens, families, matures, the ethnic mix is a fair representation of the nation at large and who held hands with whom was equally mixed 😊

Now although I have painted this as not a wargames show there are none the less a number of familiar faces from the wargames scene. The redoubtable Annie of Bad Squiddo Games has been in attendance for several years, Black Scorpion and Rubicon are usually there, plus, ABC Brushes, Great Escape, Warlord, Irongate, Gale Force Nine, Warpaint, Deep-Cut, Osprey and Sarissa.

The other plus of the show is the ancillary stuff you can pick up that you wouldn’t see at a traditional wargames show just because the core market isn’t military. Just by browsing the stalls you can come across clutter for skirmish games that is a bit different, the various figures in the sci fi & fantasy ranges on offer can yield eye catching additions to your Viking warband or future wars game, buildings not seen before etc and this has multiplied exponentially with the arrival of 3D resin printing.

Final points. This isn’t cheap (18 quid for a day ticket) so going along isn’t a decision to be taken lightly and it’s the NEC so food and drink isn’t cheap. There is always a queue first thing (I queued for 40 minutes this year, my longest yet) but if you want to get your moneys worth then you kind of have to be there early. It does get busy so if crowds aren’t your thing then that might be a consideration although that said I never got barged into or experienced inconsiderate behaviour. All that said, if your hobby is a broad church then this is well worth the trip, even if only for a one off, I’ll certainly be going back, so maybe see you next year 😀