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.

July 2023 Report

Another month drifted by and the summer is at it’s height 😏 A good few games played and several projects added to.

First up was a WWII skirmish, a French town held by Fallschirmjager being attacked by US paratroopers – a recent re-watch of ‘Band Of Brothers’ might have influenced this decision 🤣

The Germans were pre positioned and diced for off table mortar support and how many rounds that would be. The Yanks deployed their initial force (a short platoon’s worth) on the high ground sloping down to the town – two squads going through the orchards and the HQ proceeding along the road, they also diced for support but had a choice ranging from limited heavy mortar fire to additional support elements – they diced well and ended up with the mortar & heavy machine gun elements plus a couple of off table shoots.

Initial moves saw the HQ squad proceed down the road as far as the church graveyard and barricaded road without drawing fire, dropping off their mortar crew early and setting up an observer to call the shots. The two infantry squads advanced with an excess of caution toward the edge of the orchards.

With some of the Yanks now visible the Germans opened up and a general firefight ensued, casualties were light, the US platoon mortar couldn’t hit a barn door but some very heavy German ordnance was dropping uncomfortably close to the HQ squad, including the mortar team – who the hell was calling it in?

After much cajoling (or shouting into the radio 😀) the infantry squads got forward into some ruined buildings and traded shots with the Germans as they revealed themselves but took several casualties themselves. The HQ split up to flank the church but then started receiving fire from entrenched Germans on the outskirts of the town – the swine’s!

Paratrooper grit finally kicked in and a charge across the town square got the Yanks into a better position to winkle out the Germans who were now taking significant losses – the off table mortars were being called in house by house along with the platoon mortar which either killed Germans or drove them out of cover.

The answer to the question “who’s directing the German fire” was answered when a sniper opened up from the church bell tower, downing a Sgt and a Corporal, who was silenced by the bazooka team and amongst the rubble was the FO 😀

Ultimately German losses were too heavy and they broke contact, retreating out of the far side of the town leaving the Yanks to claim the town.

If a wargame can reinforce any real life lessons it’s that forcing decent troops out of a defended position can be costly and time consuming.

Our next game was an eastern renaissance affair with a Cossack boat born force besieging an Ottoman coastal fort to which a relief force is marching as Cossack land reinforcements arrive.

This was a colourful swirling affair. The Ottoman relief force was made up of regional Sipahis of fairly average quality backed by central Janissaries while the Cossack reinforcements were all veteran cavalry of many a campaign.

The siege pottered along for most of the day (which was the intention) and only got interesting when the one wing of the relief force started getting up close and forced a couple of the Cossack foot units back onto their boats. The main clash was of course the cavalry and to cut a long story short the Ottomans got a bit of a stuffing and left the field – reflecting afterward, the Ottoman commander conceded that wasting half his cavalry force amongst the siege lines probably wasn’t the best decision.

By game end the Janissaries were doing the C17th version of Custer’s last stand and although a couple of the besieging foot units had hopped it in the boats the objective of relieving the fort had not been achieved.

Next up, a firm favourite, our post Roman Britain armies took the stage as the Romano British took on a force of Jutes expanding out of Kent.

The Jutes were in three ‘battles’ of roughly the same composition fronted by skirmishers, the only difference being the inclusion of Frankish mercenaries in the warlord’s battle. The Britons had two infantry battles of varying troop quality and for a change a decent sized cavalry battle – no, not Arthur 😀

The infantry advances were predictably slow so the ‘British’ cavalry got out ahead and mixed it up with the one flank of infantry which, surprisingly, lasted most of the day. Although the cavalry routed a unit of ceorls no one else cared and so they charged and fell back and charged again but by game end many brave warriors were dead and the remnants were limping home.

In the centre, much hacking and slashing and committing of personal guards to stabilise positions availed neither side much as night drew on the battle closed with no clear victor on the field – sometimes you just don’t get a winner.

Next on the calendar was a Sikh Wars game which we hadn’t played for ages.

For this encounter we had the Sikhs occupying two villages, one on each flank, and a central hill with a redoubt. The villages were held by tribal units and their older artillery while the redoubt was held by Sikh regular infantry and guns. The bulk of the Sikh irregular cavalry were deployed behind the hill planning to advance out onto the plain and a further two commands were hidden in trees adjacent to their right hand village; further Sikh regular infantry were entrenched in reserve.

The British, outnumbered as always, had the unenviable task of storming the villages but set to with typical grim determination.

Taking a leaf out of the history books the British cavalry went straight for the enemy! Two brigades set out across the only piece of open ground available to them on the left of the hill and firstly ran into the irregular cavalry who they duffed up rather smartly sending one after another reeling to the rear. Such intense fighting was not without its consequences and the lead brigade finally had to withdraw in good order but the rear brigade followed its example and crashed through a Sikh regular unit that didn’t deploy into square in time and then smashed up a formed square which in fairness was already a bit battered.

The ‘poor bloody infantry’ struggled with their task and suffered heavy casualties from the redoubt in particular.

Ultimately however the right hand village and the redoubt were taken amongst much British blood spilled.

The left hand village was never taken; the hidden Sikh cavalry launched an ill coordinated surprise attack which although it stopped the British didn’t do anything else and ultimately the cavalry were forced into retreat.

At game end the British were in control of one village and the redoubt which was good enough for the Sikhs to concede.

Our final game was an away game playing ‘Arab Israeli’ – I hate that phrase 😣 in 10mm. We were playing 7 Days To The River Rhine with Israeli’s driving forward off the Golan Heights only to be ambushed by Jordanian and Iraqi forces.

We only got two full turns in, which isn’t as bad as it sounds given that it was only the second go with the rules and both sides got to move and shoot enough for a lot of Israeli tanks to go up in flames 🤣

I don’t know what I think of the rules, there certainly seems to be a lot of ‘token management’ which does take you out of the zone a bit, but that said I’d give them another go.

Well that’s July done. A pretty good range of games and enough to satisfy the urge to play. On the non playing front the 10mm Iran Iraq project continues, various bits of terrain are being dabbled with and 2nd hand book shops continue to tempt 😂

So for now goodbye, enjoy your gaming and be nice.

A skirmishing we will go!

For years (many, many years!) our Dark Age skirmishing has been done using an old 1980’s set from our Scimitar Wargames Group days  ‘Oshere’s Helm’ and completely adequate they have been given that we would only skirmish every now and then. These days we skirmish more and more (probably reflecting our advancing years!) and as we’ve collected not only more figures but also more ‘stuff’ the thought of writing a new set has become a reality and so I thought it might be nice to share the initial process. Why? Well, probably the delusion that someone thinking about giving rule writing a go might get a bit of inspiration and also anyone reading might think about chipping in an idea or two. Who knows!

img_20170218_151340  Continue reading “A skirmishing we will go!”

Welcome!

Despite our advancing years we’ve decided to embrace more of the technological world – Twitter was a big enough leap for us but we think we’ve got a handle on that now!

We hope to use this just to randomly comment on ideas for gaming, maybe share our latest direction on what to game next and share rule writing tips (from Ian)  and painting tips (from Dave).

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The main point is to get a bit of community chat going, a bit like when some of you are kind enough to rock up to our games at shows and chat about wargaming stuff – we kind of miss this.

Anyway here we go!