Saturday, November 11, 2017

Ghost Archipelago - 1st Outing.

Just a short post today showcasing the first outing for Ghost Archipelago last sunday evening.
One of the great things about these rules is I have pretty much all that is required to put a game on, swamps, plastic plants and fish tank ornaments.
Whilst I work on putting suitable crews together Chinese and Romans stepped in to go treasure hunting.


With 3 players on the board and the gaming area very small we were soon well into the action, the wandering monster element gave the game an extra dimension espically as we encountered one on every treasure pile.



We made a couple of mistakes, half speed when carry treasure for starters but all in all very slick and as time goes on I can see a better use of the magic which for many of us in this case with restricted to enhancing firing and lightening bolts...

In case you are wondering The Roman's bagged the main treasure.... but also lost the most men in the after game wash up...

More to follow.

Saturday, November 04, 2017

The Pearl of the Antilles - Haitian Revolution AAR #3 Into the Hinterland

Following on from the last game which was a close call and saw the Haitian's fall back as their morale fell away as the support units were beaten and driven from the fight, this scenario sees the British push inland towards the fertile plantations, fearing they would be returned to slavery the Free Haitians make a stand.


To win the game the British advancing from the bottom of the table must secure the deployment point at the far end of the table, clearing any defending forces that stand in their way.


Once again my dice roll let me down and I was limited to a Force Morale of 8 whilst the Regular Brits had 10 points, I let the British force come on hoping to draw them in and pick them off once group at a time.


Rather quicker than I had hoped for Blunt of the 95th rushed towards the crop field, I could not afford to give up such a valuable position and deployed by skirmish troops to slow him down. The firing was rather poor but the number of troops looked rather scary.


The British Regulars pushed forwards and I unleashed the first of my Wallahs armed with nothing but sticks, clubs and knives they rushed from their quarters to drive back the enemy.


The slave army closes in, armed with Big Choppers they fight as clan in the first round, they gave the Brits a fright in the first encounter and my opponents looked nervous as they closed with the red coat detachment.


Victorious in melee, but victory came at a price, the Brits were driven back but Cpt Blunt fired into the flank of the cheering slaves and killed their leader, the force morale dropped down a level.


By now thanks to some terrible rolls on the force morale table and wounding of a number of Haitan leaders I was in danger of losing the game before any of the main forces were deployed.


With shock mounting and my of the leaders at status zero, I order the light troops to fall back giving up the secondary deployment point and slave quarters to the cocky British who had limbered their gun and were now marching confidently forwards.


But it was a crafty rouse and as the British marched on in column the main Haitian force deployed and poured a crashing volley into the regulars marching towards the house and barn. The British stalled as shock started to mount.


The Sailors having who had been soundly beaten in the first encounter moved forwards looking to repair their damaged reputation.


Meanwhile I knew any further losses would make it difficult to protect my already weak force morale, I deployed my remaining forces looking to drive the Brits from the table.


Having fired off their only controlled volley the Haitian Regulars struggled to reload as the sailors charged in, over running the secondary deployment point and heading straight for the unloaded infantry.


In an uneven affair the quality of the sailors and the lack of ready muskets drove the Freeman back, the Force Morale fell again.


The Royal Navy pushed on crashing in to the flank of the remaining Infantry.


In an effort to distract my opponent I poured forwards hoping to bag Blunt, but the hero of the early skirmish took to his heels afraid of what the Big Choppers might do to him. 


Even with Captain Lawnmower knocked to the ground, the Sailors pressed on looking to seize the Haitian colours.


It was all over Major Deliveroo leader of the Haitian Forces was wounded, his troops broken and his force morale at zero left the table to the British.

Another British victory but a near run thing, the Haitians gave a good account of themselves but they need to be more careful and look to perhaps deploy on mass, as on both occasions the force morale has been seriously reduced before the main force can be brought to bear. The war has a very different feel to European Warfare. Perhaps next time a counter attack will drive the British back to the beach.

Tuesday, October 31, 2017

Wyvern Wargamers - ACW Campaign for Sharp Practice.

On the back of one of the Wyvern's all day bashes a number of us have decided to embark on a short ACW campaign to keep us busy over the winter months and ensure the painting tally for the year continues to tick over.

I have been reading the Too Fat Lardies Campaign Suppliment over the summer and it has a number of areas of interest which might make some of the club games more interesting, as there will be consequences at the end of the game.

With 3 players per side the original map and suggested forces was a little to small, so I have increased the map to double that in the suppliment and supplied each side with roughly 180 points to select from. I have kept to the principle by putting a central road in but by splitting it should give commanders a challange on how to cover the terrain on the map.

It's late in the War and the Confederates are on the defensive, the Union forces enter from the Blue Arrow, can they defeat the Rebel command?

As we speak players are totting up points and force combinations before setting off on their respective mission.

Campaign updates will appear on the blog when intelligence is open to all, commanders will recieve their own updates via e-mail.

Stay tuned for more.

Saturday, October 28, 2017

Dusting off some old favourites... AVBCW.

A little behind on postings, so much for winding down in my notice period at work :-)
Another 3 years have passed and time to dust off the AVBCW Collection, every now and again its good to revisit Worcester in 1938 and the exploits of Harry Doyle and Severn Riverside Wharf Labours Federation and the Astwood Defence Association.


Over the years I have used several rule sets, Operation Overlord, Flying Lead, Mud and Blood and in this encounter - Chain of Command.

Major Bert Shedwhistle a senior leader in the Astwood Defence Association feared for this parish. They had guarded their parish boundary from "wrong'uns" and had cooperated with the authorities when required to do so. But as the war pressed on where they backing the wrong side?
 
A small detachment of troops were sent on a mission to secure valuable supplies in the shape of a lorry full of Rifles and Rations, the driver and guard were soon over powered and the lorry driven to the bridge were they were to meet the canal boat which was to ship the weopon cache back to the parish.


The night passed without incident but at dawn on the Sunday morning government forces were spotted advancing through the early morining mist. Bert mustered his me they had to hold on until the boat arrived.

The scenario was a flank attach with the ADA having to hold out and break the morale of the attackers before their own morale fell, with both forces packed out with conscripts the force morale were both under ten.


The ADA form up and deploy amongst the trees and hedge rows to protect the lorry from the advancing government forces.


Meawhile the Police appear on the Kidderminster Road lining the stone wall armed with a rag tag collection of rifles and pistols they would be hard pressed against the machine gun armed ADA.

 

A BUF Heavy Machine gun deploys in the two story farm house, by accident and much to my frustration the bedroom window covered every firing aspect where the ADA could deploy it was to be the match winner and proved the value of picking support weapons when drawing up your forces.


An Astwood fire team deploy but becomes the first victim of that flaming gun team, appearing on table it got caught by the HMG team on overwatch and is soon pinned, losing two men and being forced to ground.


The ADA get a degree of revenge catching a group of BUF thugs in the open as they ran from the wool shop to try and get a better angle on the defenders.


With the HMG keeping the defenders heads down the Government and Polce units advance across the fields.


Things were not going well for the defenders a well timed ambush using a CoC dice inflicted minimal casualties as they attempted to withdraw the HMG cut them down....


The Canal Boat arrives but the BUF are rushing towards the tow path.


As the Boat makes it painfully slow progress down the canal the police pour fire into the defenders, they had now flanked the men body of defenders and were pushing across the wheat fields.



As a final insult as the perimeter guards full back from the strong point they are caught by the HMG in the open, who inflicts enough shock to pin them and pushing the Ashwood Defence Associations forceir morale below zero.


Today's lesson..... When a HMG is deployed keep your flaming head down unless you want it shot off......

Sunday, October 22, 2017

Ghost Archipelago - Review and First Impressions

Just as I was preparing the latest batch of Haitians the latest distraction landed on the door mat. Frostgrave: Ghost Archipelago, I only played the original game once it was a little heavy on the terrian side for my liking but when I saw the setting for Ghost Archipelago it felt like a rule set that could bring all of my odd collections together on one table top allowing me to get to use some of the mini's that rarely see table time.


I backed the base level pledge in the current Nickstarter from Northstar, which provided me with the Rules, spell deck, a box of Crew, Crew Rooster, Treasure tokens and preproduction casts together with the novel to get you in the mood for island hopping.


Everything was well packed with the books bubble wrapped for extra protection. The presentation style is excellent, the rules are hard back and have a high production feel to them, no pages will be falling out of this set unlike Cutlass! 
The Snakeman's sword was damaged but being only one I can't see much use for him anyway.


I did not go to the trouble of selecting the Heritors and Wardens but am happy with the random figures, they have a Eastern feel to them which will allow me to use some of my Ottomans should I need to ground troops or extra crewmen.
 

I quite like the idea of my Atlantians guarding the various temples and jungle outposts, they will definately feature as some of the "bad guys" the rules cater for waterborne warfare with rules for boats, perfect as I picked a couple of these up from Iron gate scenary at Derby a few weeks ago.


The rulebook is 144 pages filled with full color photos of painted miniatures are some lovely art work to inspire the modeller in you. The rules within the book are relatively straight forward and with specific chapters for each area its easy to to find the specific rules. The contents include. Heritors, Wardens, and Crewmen, Chapter 3 Playing the Game, Chapter 4 The campaign followed by Heritor Abilities, Warden Spells, Scenarios (eight in the book), and the Bestiary.



Flicking through the rules and set up this morning, Ghost Archipelago, provides for a basic warband consisting of 10 members that must be purchased using 250 gold coins. Outside of the Heritor and Warden the warband can filled with a mix of  Standard Crewman and Specialist roles such as the Pearl Diver or Scout.

The Wardens must choose from five branches—Beast, Earth, Storm, Warden, Vine, and Wave, allowing your Warden/Wizard to influence the terrian and creatures on the board.

To spice up your encounter Ghost Archipelago also provides a Random Encounter Table with three levels of encounters each giving a different type of creature and with rules for your average wildlife through to Dinosaurs and the undead, plenty of choice to allow me to get those long forgot miniatures on the table - Fishmen anyone?

Ghost Archipelago feels perfect for those mid-week games where you only have a couple of hours to spare, the terrain demands are minimal espically if like me you have been collecting fish tank terrain for years. With 10 figures aside the investment for a warband is quite low and you can always swap out the monsters to fit what you have already - You never know the Bugs may make an appearance....

Saturday, October 21, 2017

Star Eagles - Playtest 2.

A little behind on the posts but finally a few minutes to report back on the recent Star Eagles run through. A simple affair with the newly commissioned War Ricket Ajax sent off on a mission to attack the the capital of Frigia, the Ice kingdom ruled by Queen Fria.
Flash and his allies set off to intercept it.

For this encounter added in a couple new skills for pilots and I increased the quality scores, which in retrospect I should have kept at Q4 for your average pilot by moving to Q3 there were very few misses on the night.


Ajax and it's escort move towards the Frigian Capital.


The lightly armed Frigian fighters move to intercept the Imperial forces with Flash in support.


The Frigian craft are swept aside. Flash sends out a transmission for help.


The Hawkmen Squadron enters the table and make their prescence felt, destroying an Imperial fighter.

After some very unluckly dice for Ming where he manages to roll early double fails two turns in a row, Flash evades the imperial fighters and tails the Imperial bomber firing his blasters at short range. The turrets of Ajax inflict minimal damage in return.


In true Saturday morning TV style, Flash brings down Ajax with less than a minute or two to spare just as it was lining up for it's bombing run.

It's been quite a gap in between games but Star Eagles is quick to pick up and the game has some very subtle rules that keeps players interested along the way, unlike other Songs of Blades rules, once activated a ship can perform its move without the need to use an action, actions are only required to perform special moves such as firing or special moves.

When tailing and with aimed fire you find yourself pretty much out of the fight very quickly but long range and side fighters stick around for a while before they are back in the box. Watch out for flying through unactivated enemy ships who take pot shots at you as cross their arc that can be annoying.

There are a couple of areas which need some clarity or perhaps a deeper understanding of the rules.
In particular ships with multiple weapon systems and whether once action allows you to fire all guns?
The question of height given the over and under taking between Flash and the War Rocket at the end and does the enemy get a free shot when you leave his arc rather than simply passing through?

But all in all a good game, I plan on pulling together reference cards for each fighter and introducing a few more weapon variables together with introducing player strategy cards in the next game to see how they change the dog fights.

A fun nights gaming and plenty of action. 
You should be Flash and Star Eagles making an appearance at Hammerhead in March let's hope the Kickstarter is not to delayed.

Sunday, October 15, 2017

War Rocket Ajax


With a club outing this evening I wanted to try and see how a larger Crusier type would fair.
From the first play test, fighters were mighty fast so how would a larger craft be handled under the rules?



Another casting from the chaps at Hydra and their War Rocket range and perfect to represent War Rocket Ajax from the Flash Gordon movie of the 80's.


It is a beast 4x the size of the other ships with 3 turrets and 2 front facing lasers. Full AAR to follow.