16 July 2024

Some AB Napoleonics

 

Over the last month, I have painted a Command stand for the French as well as battalion of Wûrttembergers. I had ordered the Wûrttemberg figures by accident when I placed an order with Eureka. 

I recently played a game of GdA, centred around the Battle at Gilly in the lead up to Waterloo. This is one of the very few later battles that Napoleon took personal command so I needed a little Napoleon.

I wonder if anyone could point out the anomaly in respect to the composition of this stand..

Wûrttemberg was part of the Confederation of the Rhine which joined with Napoleon in 1809. They were thought of as excellent soldiers.
IR Nr.4 with pink facings.

I believe that might be it for at least awhile with Napoleonics, although occasionally I need a couple of more skirmish stands, so we will have to see.

12 June 2024

Dracula's America-The Nameless Ritual

A little over a week ago myself and Luis got together at his place to play our third game in our DA's Forbidden Powers campaign. I was quite looking forward to the game, as I had lost the last game and I had built up my posse of Nephilim to take on Luis's Cultists.


We are playing the scenarios in order from the source book and in this scenario a cult (we presume a different cult than Luis's, maybe something like the cult in Inspector Legrasse's adventure in the Louisiana swamps in 1908)  has seized some villagers and are keeping them in an abandoned church in the middle of the swamp. There are 5 villagers and 6 cultists. If a posse can save them they are worth 4VP, but if one delays they end up being killed by the cult.

As usual Luis put forward an excellent terrain, here is the ruined church with the cultists and the villagers
I started my posse in the lower left while Luis started in the upper right
Before I could do much, a Shoggoth showed up on my side of the table, I had put Loki and Azrael in a boat so I could move them rapidly to the house south of the church so they could set up a firing position looking at the church to cover the rescue party. I also sent out my Bokor to harass Luis's characters as they tried to rescue the villagers. Best laid plans! I had to turn the boat around and rapidly retreat from the Shoggoth. By now I had sent in Malpas to be the first of my posse to try to bring back a villager. By turn 3, the cultists had focused their attention almost exclusively on Luis posse, but I had to deal with the Shoggoth. Surprisingly, on his second try, Astaroth was able to summon the Seraphim to try to kill the the Shoggoth. This was almost an impossible task.

By now, my posse had rescued 2 of the hostages while Luis was in the process of rescuing 2 as well. I gave up trying to kill the Shoggoth with the summoned Seraphim, but I was able to get Astaroth close enough to cast a Banish spell and the Shoggoth was gone. The game was quite close now, as Luis had also gained points by killing a creature himself and was on his way out with the 5th and final hostage......
......but I had a plan, I sent in the Seraphim to kill Luis's posse member who was escorting the villager. They were still in the church just moving out, but what Luis had done was to put Mr T on Lookout. I moved in, and with great dice rolling and an abysmal save roll on behalf of the Seraphim...he was killed! Victory to the Luis's Cultists.

This was the best DA game I have played to date, it was a lot of fun and up until Turn 6 it could have been any one's game. I look forward to the next.


09 June 2024

Serafimovich- Game 3 Bobrovsky

Ten days ago myself and Dan got together to play our next game in our Battle of the Sunflowers campaign set in July-August of 1942 during the German Fall Blau operation. We cannot use the same platoon in consecutive games. Dan decided to go with a fresh platoon, I used the platoon from my first game, this was a new table which replicates the Assault on Bobrovsky on July 30, 1942.

Italian Attackers- 3rd Bersaglieri (FM 10)

Bersaglieri Autoportati Platone #3 (Superior Regulars FR -1)

1 Senior Leader

3 Squadras of 13 men, lead by a JL (3 man Breda LMG w/ rifleman team, 8 man Rifle team)

Supports 13

2 x Semovente 47/32

Extra Squad

SMG's


Soviet Defenders-154th Rifle Division (FM 11)

Platoon #1 (Regulars FR 0)

1 Senior Leader

4 sections of 11 men, lead by a JL  (no teams, LMG with 3 crew and 7 rifles)-less 3 men

Supports 6

MMG Team

M1937 45mm ATG w/JL


The Game

Soviets on the left
Attack and Defend Scenario
Italian Approach
Patrol Markers, I believe I finally got the better of Dan for the first time in 3 games.
Italian JOP's
Soviet JOP's
I deduced to make this farm with stom=ne walls my main line of defence

Dan advanced into this house but my second line of defence as seen below gave him quite a lot of grief both getting in there and one he was in....
Hard to stand up to a section, a MMG team as well as a 47mm ATG
Dan also tried to advance through the forest into the fields but 2 sections in the farmhouse compound were able to thwart that attempt. Dan's 2 tanks advance barely but in the open. My 47mm ATG took quite awhile to zero in but were able to eventually cause both tank teams to bail out. As you can also quite a bit of shock was accumulated all round on the Italians and their FM fell to 3 at which point Dan wisely chose to withdraw.


Well, a much better game played by the Soviets but I have to say that this was a much easier table to defend on. We are hoping to play our next game at Dan's so same scenario but a different looking terrain. It should be interesting.

The Butcher's Bill

Italian Platoon #3 (FM 3)
21 figures lost + JL
10 dead, 6 missing
CO -1
MO -3
Outlook Thoughtful


Soviet Platoon #1  (FM 9)
2 figures lost
1 dead, 1 missing (2 dead in this platoon, 1 missing for next game)
CO +2
MO +4
Outlook Cheerful

08 June 2024

Muskets & Tomahawks-King Philip's War


Last Wednesday week, myself and Graham got together at the Abyss to have a game of Musket's and Tomahawks. Graham is putting on this game at Historicon in July and he wants to test run the scenario. Most of his gaming with M&T had been with V1 of the ruleset so he wants to get up to speed with V2. 

I believe we had around 600 point armies and played the Battle scenario on both sides. I have to admit that I have not played a lot of M&T recently so I was a little rusty. The book is quite nice but sometimes it is difficult to find answers to questions we had. This is characterised by no clear set up rules in the main text, but they actually exist in the scenario section. I suppose this is reasonable but we were quite confused about something as basic as do the units start on the table on come on when there card is played. We eventually had most of our questions answered post game with the help of some of our club members on our Discord, so I suppose we are now ok. 

Anyway, we did have a fun game with frequent utilisation of the Command Abilities and dramatic card play. We played the scenario out, and I believe it is pretty balanced. The scenario is going to get another test run at the Club Games Day next Saturday, so I suspect it will be well polished before the troops take off to Pennsylvania. Anyway here are a few photos of Graham's terrain and figures.



07 June 2024

Pulp Alley-The Lost Keys


Last Tuesday week, myself and PY got together for a gaming session in Lachine. I believe we both have missed playing Pulp Alley and it is quick to set up so we went with that. I have been getting trounced recently so I decided to go with a new league. I like my Nephilim figures so I put together a new league. I have a slightly better understanding of league construction now, and as a result you can see this is quite a different take, with more reliance on Perks than characters.

I had not realised it but this was somewhat similar to the Cultist league that PY uses but I really had not realised this when I was putting the league together. 
We diced for scenarios and ended up with scenario 2 from the main rulebook. I do not remember either of us getting a lot from the pre-game action so on to the game. PY set up a suburban terrain which looked quite nice.
On to the game, well I got wiped out pretty quickly. My dice were not too bad but I did not have much luck with the cards. PY had one attribute which allowed him to get a card every time he became the director and played them skilfully. I also did not manage my league that well, especially the abilities, missing many opportunities, so a victory to the Followers of the Eye. I will leave you with some photos.

31 May 2024

Tall Hedges for Wargaming


In our recent Caesar's Camp campaign, I realised that my terrain collection was deficient in Hedges that blocked line of sight. I have a large collection of hedges which are about 15mm in height but with 20mm figures it is hard to give the impression that soldiers behind these smaller, cultivated hedges cannot be seen. 

In CoC there are 3 types of linear obstacles; minor, medium and major. Minor obstacle are decorative hedges, low fences and garden wall to name a few. These are defined as being waist high, and are easily crossed with 2d6, dropping the lower dice. These obstacles do not block line of sight. Medium obstacles are defined by being chest height and again can be characterised as farm hedges, stone walls and higher fences. They are again crossed with 2d6 but the higher dice is dropped in this case. It would seem that in some cases these medium obstacles can or cannot block line of sight, this is usually defined by the scenario or the campaign, and in the case of sight blocking terrain the figures would have to be within 2" of the obstacle. Finally we have Major obstacles, usually being defined as dense hedgerows or actual bocage. There is some flexibility here, but generally one would suppose that they are taller than the figures and block line of sight unless the figures are immediately adjacent to the obstacle. I would think that bocage is higher than dense hedgerows, but this distinction is unimportant in respect to the CoC mechanics of movement, I have wasted too much time reading notes on how these terrain features should look on the gaming table!

Anyway, for the Caesar's Camp we needed Dense Hedges, which were defined as a major obstacle for movement. I looked around on the internet, and I like how Travis did his hedges on TableTopCP, so I went with that plan as described below in a series of photos. 
The ingredients, reindeer moss of various colours and 3D printed bases
Aleenes Tacky Glue
Push the Reindeer Moss in Place
Like This
Wtered down Modge Lodge 6:1
The messy Bit
It is difficult to dilute the Modge Podge
9 Feet of Hedges, it takes 3-4 days to dry well
Finished Hedges in Play