Sunday, 6 March 2022

Midgard at Hammerhead

This weekend, I assumed my role as 'Chum' and joined the Morris and Chums game at Hammerhead wargames show in Newark. 

We've been playtesting James' 'Midgard' rules for a little while now, and used them to put on a Dark Ages Picts v Saxons battle  - all of James creation, all we did really was turn up, chat to people and roll some dice!

I have enjoyed in recent months creating some 3D printed rulers for the game, and knocking up a cover for the draft rules (just a placeholder until proper arty people get involved!) which James used for the T shirts this weekend.


Find out a lot more about Midgard, and a full account of the game, over on James blog.

Some pictures from day:






And just a few of the many other games from the day:







Nick Skinner's (Toofatlardies) lovely Dutch table




Mark Backhouse was showcasing 'Strength and Honour' - 2mm ancient battles


Steve Metheringhams wonderful Old School SYW toys




Tuesday, 1 March 2022

Ego Pugno! Painting Gladiators for Sons of Mars

Many (many) years ago, I picked up a neat little pre-painted set of gladiators from EM4.. they came with a poster-style fold out arena, some special dice and a set of gladiator rules.. all of which I never used. 

More recently, I grabbed a copy of 'Sons of Mars' gladiator rules and a couple of packs of the Crusader gladiators from North Star when Nick had some kind of an offer on. Within days of purchase I suspected that I'd never use these either.. not because they're not any good.. but because I don't need another project and when am I ever going to play gladiators?

Anyway, the other day for some reason I decided to get them out and try the rules out. Turns out that for solo games, they're quite good.. and the campaign looks quite good too. So, I decided to paint up the Crusader minis. 

Rather than paint them in my usual way, I also thought I'd have a go at trying to match the style of the EM4 prepainted minis.. not a technique I've ever really used, and maybe a little old school these days, but I fancied the challenge. Overall, I'm quite pleased.. not the way I'd normally paint stuff.. but, despite a bit of size difference, they look like a coherent set and I'm quite looking forward to making a little 'arena', thinking up some daft latin names and playing a few games, even if it's solo.

EGO PUGNO! (the EM4 pre-painted and newly painted Crusader minis  together)


Saturday, 19 February 2022

1940 Fighting Withdrawal Campaign - Game Four

 

Germans (Blue) aim is to capture the area around the crossroad


Continuing our 'Fighting Withdrawal' campaign, Tom (BEF) and I (German), met again on Sunday for the next battle. Unlike the previous two, which used a tweak of the 'Probe' scenario, this one takes the 'Attack on an objective' plan.

The Germans arrive on the bottom edge of the table and need to capture the crossroads and building surrounding it in order to force the British to fall back. Again the Germans have the advantage in Support points, but not to as great an extent as in the last games.

I considered using some armour, but decided to deploy a Pre-game barrage, an IG18 (both standard choices for me!) and added an MG team and FOO to the supports, thinking to try to blast the British out of their positions before pushing in with an assault.



The 80mm mortar barrage was called in very efficiently in the first phases by the FOO and senior officer deployed in the building at C, whilst the MG team took up position in the small house on the eastern edge (B). 

80mm mortar round fall around the crossroads

Three infantry sections advanced from the south and east, Tom managed to end the turn twice, once with a triple six and once using a command dice, allowing a window of opportunity to deploy and fire on the approaching infantry as the barrage lifted. Although the FOO succeeded twice in calling back in the mortars, and despite pouring HE into the area, the British that had deployed in the buildings managed to avoid serious damage (although a Junior Leader did meet his demise). A Vickers MG team in particular, survived everything thrown at it, including HE from the IG brought in next to the house at C. As the phases passed, my rolls of 4s and 5s really weren't helping to get the sections moving and effective MG fire at close range in the open forced back two sections advancing from the south. The section rushing from the east made it up to the walls of the farm buildings, seeing off a sniper that had wounded their junior leader.. 



two sections start their advance from the south

some less than accurate German firing (followed later by a similar British volley)

infantry creeping up to the crossroads, waiting for the mortar fire to stop so they can be destroyed by the Vickers in that building!


Not always effective, but always a pick for German support - the IG18

Just before they routed

Things were starting to look shaky for the Germans, with their force morale down to 4. However, they still have some support and another section to bring on, and the British, although in a good position, can ill afford to take too many casualties. 

The barrage ceased again, and this time the FOO struggled to call it back into play. In the meantime, British fire continued to whittle down the sections stuck in the open, and a lack of command dice didn't give the Germans the opportunity to move.. so, despite throwing as much fire into the buildings as they could, the Vickers and Senior Officer within held on, and the German morale eventually gave way, another section and junior leader being lost proving too much for them today.

On reflection, we did some things wrong, not enough to majorly affect the outcome, but every game is a learning one! I don't think tactically the Germans could have done much else.. the off table barrage I think was the right call, if nothing else providing smoke to cover the advance.. but the HE fire consistently failed to really cause enough damage, and a couple of ended turns didn't help to keep the momentum up.

I used up all my shock tokens!

On to the next game. We think that means playing this one again, with the Germans upping the supports to 18 points. They need to break through in 7 turns and this was turn four, with one scenario left to play in the campaign.

Read Tom's account of the game here.


Sunday, 13 February 2022

1940 Fighting Withdrawal Campaign - Game Three

Having made a surprisingly fast breakthrough in the last game, the advancing Germans came across the next line of British defence on the outskirts of Risquons Tous. A line of anti-tank ditches and barbed wire covered another bunker and stretched from the cemetery walls in front of the imposing hospital buildings.

The Germans were faced with another march across open ground into this defensive line, again with the objective to push at least one team off the British baseline ('Probe' scenario in Chain of Command). The fact that they had 12 points of support to the BEF 6 should help!

In addition, in this very one sided campaign, the Germans are the 'NPC' and don't need to worry about casualties from one game to another, whilst the BEF player needs to be much more careful about losses depleting his slim resources.



The patrol phase allowed me to place jump off points high up on both flanks whilst Tom deployed in the graveyard and made use of the hard cover in the building and bunker. 



A combination of double phases, a number of 5s giving me a chain of command dice, allowed me to push up the jump off points even further, and the use of a pre-game bombardment to stall British arrival, all meant that in very short time I had pretty un-battered infantry assaulting the line. 






The arrival of a Stug, pouring effective HE fire in to support, was enough and the British were very soon beating a hasty retreat back to the next defensive line.






Of Gods and Mortals - Olympic Games!

I am so undecided on whether to continue with the blog or not, hence the delay and a rash of posts about to appear at once! (I figured it's a journal for my own interest if nothing else).

Just as 2022 was born, a small group of us (James, Sam, Tom and myself) got together at Tom's games shed for a day of  'OGAM' - the plan was to play each other once, with two simultaneous games on the go, side by side on Tom's 8ft table. . We each brought some scenics and a Greek myth themed army, with Hecate, Apollo, Athena and Hades leading their varied warbands to the field.

I really can't remember much of who won, I'm afraid.. or how the games played out.. suffice to say it was good fun all round.. OGAM is an entertaining system which allows for some customisation and the mechanic has a nice 'risk it if you dare' appeal..

Lots more detail on Tom's blog of course.. (who played Hades, and for some reason I have no pictures of him at all ?!)


Cyclops smash Shades!

Athena dealing with some mortals

A Harpy surveys the battlefield


The minotaur not feeling quite so big now..

Hecate caught in a fierce brawl
Hades couldn't even be bothered to stand up to fight Hecate

Apollo, cyclops, harpies, shades, mortal hoplites.. all pretty Greek!

He's so shiny! Apollo leads his mortals


Hecate and her followers pose for team photo

Me (taking a nap) , James and Sam and the lovely table

Tom enjoying Sam's move!


Saturday, 27 November 2021

Reviving DBA armies - a heady mix of nostalgia and lemsip!

Despite being laid almost completely low by man-flu this week, I managed to stick some grassy finishing touches on to a project that I've been enjoying over the last month or so.

Fairly recently Steve (of Steve's Painting Shed) posted some Facebook pictures of some 15mm Greek DBA armies he'd been renovating. (obviously gorgeous!)

Although I pretty much only ever played DBA solo, (or maybe because I pretty much only ever played solo) I loved it. I played out a couple of mediterranean campaigns, and the first ever wargaming experience my son had (when he was about 3 or 4), was charging elephants into Roman hastatii. 

That was a while ago. Fred's 21 now and the figures have long been consigned to a rather scarily disorganised and uncared for pile of 15mm memories in a box in the loft.

Inspired by Steve's posts, I dug them out and worked out that I could salvage Roman and Carthaginian armies, (all Essex I think), and cobble a strange collection of Donnington Italians into II/8a italian army.

Following his advice, I picked up DBA 3.0, which definitely brings a few changes that I've had to get my head around, both to the rules, but also some small army list changes. I ordered some new MDF bases from warbases... and a few weeks later we have two DBA armies ready to rock! 

Nearly twenty years since they last met!

Polybian Roman II/33

Later Carthaginian II/32a


My old 2x2 board has been given a repaint, and a few bits of felt and stuff will provide the scenery for now, as I add suitably shaped and modelled bits. I've got an old scratch-built BAU which will work as a city but 3.0 brings some new BAU types, so that's something to look at.

Falling back in love with these little armies, no doubt mostly due to a heady mix of nostalgia and lemsip, and looking forward to playing more DBA. (next up, finish the Italians, then plan the next armies)

Monday, 15 November 2021

Death Race at Ruddington Raceway! A Gaslands Game

Recently Scrivs had his first game of Gaslands.. being Scrivs, within the space of a week he'd already got all the gear and built and converted a whole bunch of vehicles! I've got  a few cars and a rudimentary grasp of the game, having played some solo games, and one at the Polly club years ago.. so we met up on Sunday for a 50 cans deathrace!

Geek Villain mat I'd picked up from NorthStar earlier this year

The starting grid


We picked two teams without any Sponsors or perks.. my '99 Specials' consisted of ice cream van, Mr Whippy, and two cars; Firkle and Mazda Mike. Nothing was particularly powerful.. a smattering of MGs, a ram and a smoke dropper brought me up to 50 cans pretty quickly. Scrivs had the Reds with a car and three buggies, one of which sported a harpoon which I was mildly apprehensive of!

I won Pole and decided to stick Mr Whippy on the front row. He was the first out of the gate, 'Greensleeves' on full blast, as he rolled, pushed it and ended up with a slide and a slide, leaving him side on to the pack! Chaos predictably ensued, with shunting and swerving up the first gate, leaving Mr Whippy snuggling a container, one buggy wrecked and another wiped out!



The race started to open out. I'd expected the buggies to zoom up ahead, but somehow Mazda Mike dropped smoke on gate one and got into the lead. he then held on to it, cruising along playing the Eagles and enjoying a cigar. Further down the pack, the minigun buggy was tailing Mr Whippy, somehow managing to miss repeatedly with pretty much all of his shots, until finally deciding to zoom past him.







By Gate 3, it looked like the remaining sliding and skidding Reds were coming on at speed and were going to catch up with the leaders.. Mike panicked, shifting into 5th whilst still on the bend, causing him to spin off the track, leaving Firkle in the lead! The minigun buggy then took out Firkle with a well aimed burst and it looked like he might bomb through for the win.

At  this point though, Mazda Mike showed his true mettle, spitting out his cigar, he threw his vehicle into a reverse hard turn, right into the path of the buggy and fired his handgun.. this took out the buggy which flipped harmlessly over the Mazda.. calmly Mike turned the volume up and turned for the finish line, being the first winner at the Ruddington Raceway!




Good fun! Hopefully we can rope in one or two others for some multiplayer action (Although Tom is likely to refuse to play unless we can find some Sylvanian Families cars apparently?)