
Well here we are, February been and gone but thankfully the games keep flowing.

Our first game was another from our Iran Iraq collection. In this one we did a version of the opening days of the war when the Iranian 283rd Armoured Cavalry battalion, comprised of Scorpions and M150’s, held off the best part of an Iraqi division for a couple of days.

For our engagement the Iranians started with a company of Scorpion light tanks, a company of M150’s – M113’s with TOW’s, and a company of M113 mounted infantry which were dug in and around the town of Karoun. An attack helicopter was on call via an FAC. Reinforcements in the guise of a mechanised infantry battalion, a Chieftain battalion and some off table artillery, were available once the fighting started subject to contact being made.

The Iraqis were deployed south of the Iranian position and comprised a full mechanised infantry brigade and a full armoured brigade plus an FAO with access to off table artillery. Their objective was the simple historical one, crush all opposition and advance towards Khoramshahr.

The Iraqis advanced on a broad front planning to overwhelm the Iranians by the sheer weight of their armour.

Historically the TOWs were very effective and they certainly were in the game, outranging the older Soviet armour used by the Iraqis and destroying them with ease.

The Iranians were also very fortunate with their communication roles and the off table rocket battery scored a devastating success early in the game.

In an effort to avoid the devastation of the TOW’s the Iraqis went on wide sweeping movements which did have the desired effect but also meant it took them longer to get into range.

Just as the Iraqis thought they might carry the town the Chieftains arrived and hearts sank – we’ve played enough games now to know that these dammed things are pretty much invincible 😏

Suffice to say the town was held and the Iraqis suffered catastrophic losses.

We always have a wash up at the end of the session especially when one side has had their arse handed to them. Was it the rules, was it the players, was it the scenario? The TOWs are certainly powerful in the rules – Cold War Commander, but when you do the reading they brewed up dozens of tanks with less vehicles, scale wise, than we used – our 3 models represented around 9 of the real thing. From a scenario perspective I think I over egged the Iranian pudding a little because I feared it would be a walk over and we would be packing away in an hour 😂 the game could probably have played just as well and perhaps been a little bit more of a nail biter without the Iranian reinforcements. Lesson learnt.

Our next foray was the familiar ground of the Successors but on this occasion we mixed it up a bit by deploying Republican Romans so we had Pyrrhus take on a consular army.

Now there is a bit of a story around this expansion of our period. When I wrote the rules I very specifically avoided taking it to the end of the dynasties at the hands of the Romans because A) it’s another army to do a list for and once you’ve done them do you do Carthaginians, and then…. and B) Republican Romans are notoriously difficult to represent – I’ve never come across a rules set that achieves it satisfactorily unless you go to such a helicopter view that the intricacies just don’t matter. However Dave started painting Romans because “I had some of the plastics knocking around” – what! several hundred plastics just knocking around 🙄

Suffice to say, the figures got done (and they do look lovely) and so I put together a single sheet of amendments to the rules to enable us to play something that maybe is a bit like the real contest as best we can decipher from the sources. As I said above I still haven’t come across a set of rules that represents the difference fully.

Anyway. Pyrrhus deployed in a classic manner, pikes across the centre, mercenary hoplites on the flanks, an elephant squadron to protect one flank and a few cavalry to protect the other. The Romans deployed 3 Legions, 2 Latin, 1 Roman, each Legion with separate (but connected) units of Velites, Hastati, Principes & Triarii, cavalry on the wings.

As always the initial action was on the wings where on one flank the Romans killed the elephant and then ran into the veteran pikes and died horribly and on the other where the cavalry on cavalry fight saw the Roman commander killed and that command halt paralysed.

In the centre we got what we wanted, pikes v pilum and the combat did sway back and forth a bit but the depth of the pike blocks and the fact that they were pikes won the day for Pyrrhus although the death of the consul acting as army general and the consul commanding the Latins probably did help a bit 🙂

And that was it or should have been and I think this is worth noting as a lesson in sticking to your guns. Unfortunately one our Roman players got a little over excited about the loss, taking the stance that it was a bad game because the Romans lost; a point of view I think that comes from the popularisation of the idea that the Romans were forever invincible and therefore should never lose. The fact that Pyrrhus won all 3 battles he fought and that later Roman victories were against empires in decline and on unsuitable ground were lost in the debate.

For me the rather heated discussion demonstrated the rightness of sticking to what you know you’ve written a set of rules for and not something else. That said the amendments gave us a game, tempers cooled and seeing as we’ve got some very nicely painted Romans in the collection I’m now looking at version 2 of the amendments.

Our next foray was into the Thirty Years War using Gerard’s 15mm collection to re-fight Lutzen using the Tilly’s Very Bad Day rules.

We’ve only played these as a group once before and then not all of us so this was a bit of a steep learning curve.

The armies were laid out as per the historical affair with some caveats for differing the dispositions and then we had at it. Fairly obviously it was the Swedes who were doing all the heavy lifting, all the Imperialists had to do was sit back and wait behind the ditch and hope Piccolomini turned up.

As can be seen, you are playing at a higher level of command than say a typical 28mm game, here a stand represents a cavalry regiment or an infantry brigade, there are no losses to remove just a steady wearing down to record.

In terms of the history the Swedes didn’t do quite so well. At the ditch the infantry just couldn’t make it across and by the end of the game were well and truly stuck.

On the Swedish left, Bernard and his Saxons seemed to have the odds well and truly in their favour, their cavalry were more numerous, there was a gap to be exploited but it just didn’t come together, call it bad dice rolling, call it the random nature of the combat, the fact was the command was destroyed and Bernard killed. Done.

On the Swedish right it was all very historical, the Swedish cavalry pushed on over the ditch and were clearly in the ascendancy but just needed that final push (an extra dice for a commander in the melee). So in went Gustavus and just like that he was dead! The only consolation to the Swedish players was that Holk died in the same melee.

And really that was it. Two commanders dead and an infantry battle going nowhere, the Swedes were definitively defeated.

I’m really not sure what I think of the rules. On the plus side it’s not often you can fight a battle like Lutzen to a close in a few hours and come away thinking “well that seemed something like the history” and it not have been a massive headache inducing exercise. Also when standing back there was an element of looking at those C17th engravings that accompanied so many early publications on the period. On the negative side it did feel a bit artificial, almost like a board game, all the units look and act the same, there is no visible reduction in strength because there is no concept of figure removal and it is somewhat mechanistic. I realise of course that a lot of that is to do with my wargaming journey, I’ve always played 25/28mm (big and small games), figure removal is very much a part of that tradition and in most of those games you are down with the troops and not looking above them. That said I would like to play more of the period using the rules and just try and get over my prejudices.

A quirky interlude was an away game with a few of the guys in the wider Coventry area for an ancient skirmish game using the one hour wargame rules published by Helion (I think). Probably the worst set of rules I have ever played in my wargaming life and that is a long time. A deck of cards a few figures; everything decided by the random draw of a card from the deck, no period atmosphere, no skill, no fun.

Our final effort was a 6mm cold war gone hot game using Cold War Commander.

The scenario was a riff on the scenario in Jim Storr’s ‘Battlegroup’ whereby the the Soviet Third Shock Army breaches the IDB and British & Bundeswehr divisions respond. Perforce our encounter was a little smaller so we had a Panzer Brigade taking on a Soviet Tank Regiment in a race for the bridges over the River Oker.

This was one of those games where as the scenario designer you are a couple of moves in and you are thinking ‘this just isn’t going to work’ which was exactly what one of the other players was thinking (he later confessed), then about half way through it actually came to life. Phew.

Apologies for the flying Leopard 😁Because the armour could only cross the river via the suspension bridge this meant that the early phases of the game was both sides shooting across the river particularly as most of their ATGW couldn’t fire over water.

But in a bold move the Bundeswehr player stormed the suspension bridge (see previous photo) and the game changed. The Soviet flank was turned so they were scrambling all their battalions to face off to the Germans and the surprised Germans (I don’t think they thought the attack would really work) were throwing everything towards the bridge.

Annoyingly we didn’t get the game finished – a rare event these days but we agreed the Germans had probably shaded it based on losses sustained by the Soviets so far. Not completely satisfying but we learnt a couple more things in the rules we hadn’t realised were there or we just hadn’t tried so silver linings.

On the painting front I got the Iraqi support elements done so hopefully they’ll see the tabletop soon.

I got some rural built up areas done for the 6mm cold war. I was really pleased with these.

More rural delights 😀

Some military bridges got done.

And some railway lines.

And that’s it. Thanks for reading and enjoy your gaming.































































































































































































































































































































































