
Winter is coming. The games however are undeterred.

First game of the month was from our GNW collection – “Action at Sychevka” a narrative game.

In this fictional encounter both sides – Russians and Swedes were heading for the village of Sychevka, the Swedes thinking there are supplies there, the Russians because they have heard that’s where the Swedes are going. Both sides had separate columns heading towards the village; the Swedes had a cavalry vanguard under Horn (above) out in front but they got lost and have turned up on the far right of the Swedish advance and are awaiting orders, in the centre a 3 brigade infantry column under Count Lewenhaupt is advancing on the village and out on the left a 2 brigade cavalry column under Major General Creutz is emerging from a defile somewhat surprised to find Horn in the wrong place! The Russians had a 2 brigade cavalry column under Major General Bauer marching on, the centre and left was under the overall command of Field Marshal Sheremetiev comprising a cavalry & infantry force out on the left – 1 x cavalry & 2 x infantry brigades and a similar cavalry & infantry force in the centre with a cavalry brigade leading and 2 infantry brigades following.

Both sides had general orders of “advance to the village of Sychevka” (except Horn who was sitting around wondering what to do) and so senior commanders were having to issue orders as the enemy became visible and as brigades marched on. In the initial stages this rather favoured the Russians whose centre dragoon brigade under Tiernischov duly advanced on the village and got off their horses.

The opening action therefore centred around the dragoons holding the village which they did remarkably well – partly due to a rules cock up by the umpire (me!) and partly due to the normally aggressive Swedes being over cautious.

While the infantry struggle for the village developed the first cavalry action commenced on the Russian right as Kroptov and Golitsyn committed their brigades against Hard and Armfeldt.

This rolling cavalry melee occupied most of the game with Swedish regiments, Taube, Ducker, Smaland and Ostgota taking serious losses – Taube was in fact lost from the battle, while Kroptov’s horse grenadiers, and regiments, Archangelski, St Petersburgski, Tverski and Narvski took equally heavy losses. Both sides saw their brigades fail morale but the difference that decided the day was the better ability of the Swedes to rally.

Back at the village the Swedes had sorted themselves out and orders had been given. Stackelberg’s brigade (seen above) stormed the village driving out the dragoons and entering a firefight with Pfennigbeir’s brigade which ultimately they lost – both Jonkoping battalions were seriously shot up and the brigade retired hurt.

However the other two brigades of Lewenhaupt’s command, Sparre and von Liewen flanked either side of the village and took on Sheremetiev’s remaining 3 brigades – Sparre in fact took on two, Hallart and Golovin and smashed them both up.

Out on the Swedish right Horn didn’t have the best of days. When he received his orders to advance on the Russian left the dragoons he should have attacked had already dismounted amongst some burnt out buildings and proceeded to shoot him up supported by Hallart’s infantry (before Sparre arrived), forcing him to retire – Ostgota in fact left the table badly depleted. However, in an inexplicable turn of events the Russians got a bit cocky, remounted and came after the Swedes who rallied and gave the Russians a bit of a drubbing (seen above), this did however see Horn and his brigade leave the table giving chase to Repnin’s brigade.

We were now getting to the end of things, Sparre was getting stuck in – none of this shooting nonsense for him!

Bauer’s command was in it’s death throws.

The village was surrounded – buildings removed for ease of play.

It was over. A bloody day for both sides but by the end all the Russian brigades were on the run. Great game.

Next up a return to the Pacific with Victory at Sea. A simple equal points game this time with each side given free choice within the 1943 time frame and both sides having a “free” carrier and aircraft either on table or off. As a bit of a “can I do it?” the Japanese player chose to just have the Yamato battleship and the aircraft carrier off table – meant the air cover was slightly delayed in arriving, the Americans chose a mixed force from destroyers up to their own older battleship.

The game was essentially one of the Yamato keeping enough distance between itself and the Americans and preventing them concentrating fire. It nearly worked!

The main worry for the Yamato was the American planes and if the American player had handled them better it would have been a very short game!

However, the American chose to attack piecemeal and this allowed the Japanese player to “zero in” – see what I did there 😂and take out a lot of the American air strength.

They even got a chance to attack the American carrier.

And damage the Chicago and Houston.

The duel of the “big boys” saw the sinking of the New Mexico.

But you can’t fight against multiple ships and not take damage and the Yamato took some unlucky hits which slowed her and the sharks (aka American destroyers) began to circle.

Multiple torpedo hits and it was the end for the Yamato 😢

Our next game was a return to long neglected ‘modern’ skirmish, this time in our Syrian Civil War ruins set up.

Our basic scenario was Hezbollah and Islamic Front units clashing in the ruins of Aleppo. Both sides had a couple of squads plus a tank – the Hezbollah squads were smaller but better trained and they had a T72, Islamic Front were bigger squads but their tank was a T55, although they did have a truck mounted ZSU.

Both sides advanced cautiously, partly because it was the right thing to do and partly because we were a bit rusty with the rules – it had been over a year since our last game.

Both sides worked their way around the central hospital building utilising the cover as best they could.

One of the Islamic Front squads detoured into one of the wrecked buildings, a bad decision which effectively kept that unit out of the majority of the game as it picked it’s way through the wreckage to no advantage.

The “oh shit!” moment that can only happen in a wargame 😂

Fortune favoured the T72. Scratch one T55.

The bad luck streak continued for Islamic Front continued when their ZSU gunner was cut down before ever firing a shot.

Islamic Front fighters press on.

“man the barricades!”

Oh dear.

Both sides took losses but ultimately the losses were more severe for Islamic Front and they withdrew, ceding this piece of war ravaged ground.

Our next effort was a roll out of the Timurid project. This has been a long running saga of me rebasing (twice!) and reconfiguring all my old Mongol, Ilkhanid, Russian, Persian and Mameluke figures into a representation of the armies of Timur, Tokhtamish and sundry others of the C14th. There are far better and more accurate figures out there nowadays but the sheer expense alone was enough to kick that idea into the bin and frankly in a lot of instances the differences are marginal and the set up is for home consumption only. The rules are a version of the proven Successors rules and as a first run out I was really pleased.

Our armies were a Timurid force in two divisions both containing formed & skirmish cavalry plus an elephant and an allied division of White Sheep Turcoman. Facing them was a Golden Horde Mongol force in two divisions containing formed & skirmish cavalry, a Guards division of elite formed cavalry and skirmish cavalry and a division of Russian allies containing boyars and Polk.

Both sides advanced steadily and the skirmishers went into the wargames representation of cantabrian circle.

Once players got the hang of the idea that is was a game about shooting – nearly everyone has a bow, the arrows started to fly.

However, the stars of the show were the boyars who hurtled across the table, shook off casualties from bow fire and smashed a hole in the centre of the Timurid line – well that was unexpected!

Elsewhere it was all about the shooting and the person who managed to concentrate the most fire at a critical point had the advantage – in this particular run it was the Golden Horde who grasped the concept quicker than their Timurid opponent.

The collapse of the Timurid centre had enough of a ripple effect for the Timurid player to concede and we had quite a chat about the rules and the game – all positive and some good suggestions to go forward with, next task, rebase all the Russians to take on the Golden Horde.

Next up was a ‘reconquista’ game featuring a Norman excursion into Andalusia where they are met by a united front. The sides were pre set out so it was just a question of writing any orders and having at it.

The Normans were deployed in three divisions, strong right wing of knights, centre of spearmen covered by skirmishers and a left of allied light troops. Naturally it was the knights that started the action and all seemed to be going well.

Into contact, encouraged by their General and still going well. This is going to be easy…..

Meanwhile the Andalusian right gets into action and as the allied light horse fell away the General leads in his nobles to stabilise the situation. You know where this is going…..

“kill!”

And then there were two dead generals and it was all over. Oh dear 😭

Final game was a ‘back of beyond’ away game where the British were landing once again to plant the union jack where it had no reason to be opposed by two afghan hill tribes allied to Red and White Russians – history was a distant second here.

Each side had it’s own set of objectives, some easily achieved, some downright impossible, but the scenery and figures did look very nice.

Hill tribesmen ready for the conflict – they didn’t fire a shot 😂

White Russian Cossacks attacking an armoured car.

And destroying it.

I’m really not sure who won the game, it was more of a case who didn’t. The White Russians and allied hill tribe definitely failed, The Reds obliterated one British force but I’m not sure that was their objective 🤔, the other hill tribe didn’t appear until the end but the second British force disembarked and captured the railway station with minimal casualties so I guess they won. In these kind of games it doesn’t really matter, they are played for a laugh and plenty of laughs were had.

Some painting and modelling was done. Here a mosque for the 10mm set up.

Bridging units.

AA fire support.

Thureophoroi for the Successors.

This months reading. The McNab was an ok generalist assessment of the Roman Army, I wasn’t completely convinced by some of his takes. The Tom Clancy I read because of our interest in Cold War gaming and all I can say is, no wonder we were all paranoid in the 80’s! Orwell’s Homage to Catalonia is very much of it’s time and obviously not a Beevor mighty tome but in a slim volume it tells you a lot about the war in the snapshot of time that Orwell was in that particular front, still worth a read.

Well that’s it for November, Christmas is coming but there are still games to play before we drink and eat ourselves into oblivion so keep well and play nice.














































































































































































































































































































































































































































