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Fisticuffs 2018 Weymouth 26th May –

This show is a local treat as it is held in a lovely area of the Dorset coast and wargamers who have a young family can visit the show and later spend time on the beautiful beach on 200 yards away.

There was a new venue this year and it was very cosy on such a hot day.

For those of you who have never been to Fisticuffs, it is a gaming show not a trade show. This year there were only a handful of local traders. Martin (Peter Pig) is your host and it has to be said he is one of the most welcoming hosts I have ever met. Other shows please take note, gamers who put on games at shows are not an inconvenience but a draw. Think what your visitor numbers would be if people walked in to find tables full of unpainted or even empty tables. At a couple of shows in the last year not a single member from the committee has come over to welcome, thank or say goodbye and in more and more cases charge us for putting on a game at their show!

The boys all agreed that they were interested in playing Bolt Action ww2 set in a Stalingrad environment. I will be honest here in that I had never played the rules or in fact read them until the night before.

They seemed playable but very disjointed in the  reading off due to exceptions to rules not always being near the main rule and the QRF having so much detail missing.

I do not intend the detail the game but we enjoyed it even though at times I spent ages trying to clarify rules. An example was when a mortar was fired and missed, I spent ages trying to find the deviation rules. Made something up only to find out later that missed mortar have no ability to deviate and hit anything else. Seems stupid and why?

Here are a few pictures from the game, all figures and scenery  from the collections of Steve and Laurie, great effort boys. Figures are mainly Bolt action. Quite a few people asked about the fallen rubble and it was ground up plastic waste pipe which was given a dusting of red primer to knock back the colours.

Puma supported by Panzer grenadiers advance through the ruins

German advance through the ruins seeking safety near a Hetzer

Russians attempt to assault a passing Puma

The Puma is finally disabled.

Snipers and AT rifle teams think about abandoning the factory as it is on fire

251 ambulance awaits the on rush of casualties to come. Note the tank of fresh water added to the side. Great

Scrambling through the ruins

Fountain

Russians about to push forward

View from the German edge

Panzer Grenadiers dismount to clear the Russians from the Puma

 

 

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Filed under Bolt Action, Demo game, fisticuffs, German, Russian, Wargame Rules, Wargame Shows, World War 2

Legionary 2018 – The British are here. Day of the Show

On the day of the show everything went smooth. The journey to the show took only 6 minutes, I was first there so drove into the show and unloaded my car next to my allocated tables.

Within 90 mins I had the game set up, just as the rest of the boys from Plymouth turned up so we went for a fry up. The catering on site is the best of any show I have ever attended.

Terrain laid out now just add the troops

Sarissa Plantation house and barn with Renedra Church

River and bridge crossing by Amera Plastics

Renedra Cabin with door mat crops and hay stacks

The table size was 9×6

Here are the orders of battle.

Copy of Legionary 2018 Record sheet American Copy of Legionary 2018 Record sheet British

Procedure change

Normally we allocate a card to each commander and randomly draw then to see who is activated. We also include an end of turn card which allows all unactivated commanders to initiate a command test or fire, it also requires the shuffling of the reformed pack. Having just bought the Battle honours rules for WW2 we decided we would allocate a colour of card and allow the activated player to chose which commander to activate. The Joker was the end of turn.

The game

The British suffered in the first couple of turns as most of the Americans were activated  but only one or two British were before the end of turn. The Hessians took and early casualties from the heavy gun of the Americans and this in turn seemed to fixate the British on counter battery fire when activated.

Americans marching past their camp towards the sound of the guns

British advancing towards the Plantation. Light regiment to the fore

Hessians advance to the fence line all the time being pick off by Morgan’s rifles and a dogged 2lber gun.

British right flank entering the table

American left flank enter the table

Hessian batteries open up!

The British /Hessian centre tried to advance and capture the centre of the field. Holding the fence line was a small command of Moprgan’s rifle and a 2lber cannon. While this may not seem too much of a challenge, the marksmen’s ability and the range of the rifles made the Hessians too nervous and ended up targeting the rifles with cannon fire. Bad dice rolls for the British trying to hit the skirmishers and brilliant saving rolls by Steve in particular for the Americans meant they hang around far too long than the British wanted. By the time the rifles had been cleared the American centre was full of support.

The British Cavalry had attempted to advance and capture the centre ground but accurate howitzer fire caused many of the British cavalry to break.

Riflemen and cannon fire into the advancing Hessians

First unit to be broken!

A woman cleans the cabin hope the advancing British in the rear don’t burn it down.

American CinC with his dragoon guards

American heavy gun. This is a foundry model and comes with 6 figures but I only needed 4 as each figure represents the no. of damage dice is hits with.

British Cavalry advance towards the town centre. Due to bad dice they were to stay there too long and become the target of the American Howitzer.

British lights reach the plantation at the edge of the town.

closer look at the gun

The British native units were making their war steadily through the woods next to the river. this eventually bought them out at the bridge. Not wishing to venture into the open to the poor morale when in the open they shot from the wood edge hitting the mounted militia.

The British left was now trading shots with the American right which was advancing through the plantation and engaging the enemy, very well it must be said.

British right firing at the distant enemy. Maybe if they can capture the cabin the owner may provide refreshments or they could always burn it down!

American left wher militia are advancing through the woods

A cheers goes up in the British camp as the first American unit breaks and flees from the plantation

American left engage with British right in a fight for the cabin.

Morgan’s rifle get the reinforcements they hoped for.

View from rear of American right

Camp scene vignette from Perry

The Game ended and it was generally felt that while the British never secured the field, while the American’s were not in a great state to hold it. The American’s won though and so it was time to adjourn to the onsite cafe and have some Tea, I think the American may have even choked on it!!

Thank to Combine Oppos Wargame Group of Brian (British), Steve (American), Laurie(American) and Nathan(British).

I love the show with it being my local and as stated the venue is great, parking is free, loads of helper with trolleys if needed and best food ever. the only downside was the traders, many cancelled at the last moment and the ones that were there many sold the same items, great if you want Warlord items as you have the perfect bartering opportunity. What this can lead to is reduced sells and no returning next year.

Everyone helped pack up and I was home in 10 minutes unpacking.

 

Thank you all

See you all in a few weeks when we go to Weymouth for Fisticuffs which is at a new venue this year. Steve and Laurie have a secret game they are putting on so I cannot wait to see it.

Fisticuffs

Saturday May 26th   2018
Rembrandt Hotel ,12-18 Dorchester Road, Weymouth DT4 7JU

Next blog will probably be about some recently, eventually received TTCombat Wild West building

 

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Filed under A Brush Too Far, American war Independence, Demo game, Fields of Honor, Flags of War, Legionary Wargame Show, Old Glory, Perry, Redoubt Miniatures, Scenarios, Wargame Factory, Wargame Rules, Wargame Shows

Legionary 2018 – The British are here. Part 3 – The Volunteers of Ireland

Another Loyalist unit to get on to the table is The Volunteers of Ireland. They were listed on the establishment as the 2nd American loyalist regiment and were involved in the Battle of Camden and a major player in the large skirmish action, the Battle of Hobkirk’s Hill. They remained in action until the surrender of General Lord Cornwallis. The regiment was moved by ship to New York, many of the men decided to move to Canada rather than return home.

The figures are from Perry, made up from AW170 and 171.  their flags are from GMB. The photos are not great so will try to get some better this weekend, with them in action.

Volunteers of Ireland

Volunteers of Ireland 2

Volunteers of Ireland 3

 

 

 

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Filed under American war Independence, Demo game, Fields of Honor, Flags of War, Legionary Wargame Show, Old Glory, Perry, Redoubt Miniatures, Scenarios, Uniforms, Wargame Factory, Wargame Rules, Wargame Shows

Legionary 2018 – The British are here. Part 2 – The King’s Orange Rangers.

As mentioned in part 1 , this year’s demo game is about showing the diverse units available to use during the AWI.

The first ” different” unit I will be putting on the table is the Kings Orange Rangers. They were raised in New York in 1776. Their uniform was green coats faced orange. Their facing are orange because of the county they were raised in.

They will be fielded on the table as a Fire/Melee/Morale unit of C/D/C and because they only numbered about 200 men at their highest recorded strength they will have 2 SPs.

These have been made using Perry British infantry as I could not identify anything special about them to suggest I could not use them. I was unable to find any references to a regimental flag so here they have a generic loyalist flag from the range by “Flags of War” which just had to be in Orange.

This unit was painted by Jono at “A Brush Too Far” painting service.

Please check out their site for the latest prices http://www.abrushtoofar.com/

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Filed under A Brush Too Far, American war Independence, Demo game, Fields of Honor, Flags of War, Legionary Wargame Show, Old Glory, Perry, Redoubt Miniatures, Scenarios, Wargame Factory, Wargame Rules, Wargame Shows

Legionary 2018 – The British are here. Part 1.

I have to admit that the last year has been a nightmare. I now hope to be back regularly gaming and updating the blog.

It is once again that time of year when I think about putting on a game at my local show Legionary http://legionaryshow.co.uk/ . Normally I do try to put on a era that is new every year. This keeps the game fresh for repeat visitors and normally gives me an opportunity to venture into and start  collecting another new era. I see this as a challenge of sneaking all the new lead past the unsuspecting current Mrs C and convincing her when caught that I have always had them.

Due to issues I have not gone into a new era for this year’s game but it is an era I have not yet played at Legionary.

The American War of Independence – The British are here!

 

This will not be a demonstration of any particular battle but a demonstration of the figures, rules and various unit types that make this such an interesting period to game.

The scenario is around a few American militia units holding the advancing British at bay and hopefully help arriving before being overrun.  Meanwhile the British have advanced along both side of the river hoping to secure the main bridge and exits by the end of the day.

Figures

The Figures are all from my collection of Foundry, Perry, Old Glory, Redoubt and Wargame Factory.

Over the next few weeks leading up to the show I will cover a few of the units hopefully appearing in the game.

Rules

The Rules are our favourite Fields of Honor with home rules.

 

 

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Filed under American war Independence, Demo game, Fields of Honor, Legionary Wargame Show, Old Glory, Perry, Redoubt Miniatures, Scenarios, Wargame Factory, Wargame Rules, Wargame Shows

Legionary 2017 – May 13th Exeter Part 4 The Show

Up nice and early having packed up the car the night before, I set off to Legionary 17. The roads were clear so it took me 6 minutes to get to the show. How lucky am I.

In the past I have raved about how good the facilities are at the venue for gamers and traders, well this time I remembered to take a photo.

How many shows can you unload next to your table?

I had booked a 12 x 6 table. I started to lay out the terrain and place the figures.

The Plot.

The game was to be set around August 1814 when both sides were sitting around a table in Ghent brokering a peace deal. The Americans not wishing to have to give up any of their country following a reversal of fortune and the British trying to reinforce their position. To give them a better bargaining chip a force has been dispatched to seize the Washington DC. The scouts tell them the road is open apart from a few militia. The British ever confident set off.

The Americans have been tracking this force and have guessed what the British are up to. So to stop them they rush all available troops to the area. This means that to initially stop the British there are some militia infantry, Cavalry and a gun.

Here you can see the Amera Plastics river.

 

Looking up the table from the British view point

Across the British Lines. In the distance you may just spot some supporting gunboats. These were classed as heavy artillery but took a turn to reload. They could also not move as they were at anchor due to the current.

In the centre you may be able to spot the royal marine rocket team. These were the stars of the game and anybody who was watching when they fired, all commented on the process we use to see where they land!!!!

The game started with the militia units having taken up position behind the fences, just shy of the river. Just on the British side of the river waiting in the woods were 3 units of Indians. In our games Indians can deploy up to halfway across the table if in a tree line otherwise normal deployment rules apply.

The British fired their rocket – they decided to roll 7 sets of dice. A D6 for direction and a D10 for distance. The first two dice rolls looked good then a few wild rolls saw the rocket head towards the British units on the right flank. The final three dice rolls somehow correct the direction and landed the rocket within an inch of the original target.  Must get Nathan to pick next week’s lottery ticket.  The Freed Color units did not like this with one becoming shaken.

Not a great photo but you may just spot the Freed Color militia , the shaken unit has a white counter.

Rocket crew fire again. this time nearly taking out one of their own gunboats!

Heavy Militia gun opens fire

British are in the fields!

The  British advance continued and American reinforcements start to arrive. The American militia had a heavy cannon mounted on the hill by the church and so they started to fire. The first shot hit the advancing 1st Royal Marines.

Both sides traded shots and the militia taking the worst of it started to fall back. American regulars advancing up the left flank enter the woods to chase out the Indians. It takes 4 line and a unit of rifles to finally clear them out.

The remaining militia attempt to hold the ford!

American regulars advance into the woods!

Having advanced across the river they catch the Indians in a crossfire

Royal Marines advancing on the river, in the rear ranks are the 5th west indies regiment with the two Swiss Regiments Du Meuron and De Watteville in the middle (great flags).

View from the British end

View from the American end

The American advance down the left flank was not to continue as they were faced with the Canadian brigade and a rocket aiming at the American Right flank landed in the woods and 4 units had to test morale (Enemy units under flight path of a rocket have to test).

Canadian Brigade including Voltigeurs

Another rocket just misses the advancing British!

7th New York Militia and the Glengarry Lights trading shots when another rockets lands and frightens the horses making them shaken and a sound volley from the Glengarry finish them off.

The British push back the American Left and take the river but the lead units have taken a little too many casualties to pursue the retiring,  not retreating Americans.

A great game was had by all. It was especially great to get such positive feedback from the visitors and especially some new gamers  asking about the figures, rules and terrain.

Figures- Old Glory, Knuckleduster,Foundry,Victrix, Elite, Britannia and Perry.

Buildings –  Large house -Sarissa, small home and Church – Renedra

Trees – Mostly hand made(please see blog) and K&M.

Haystacks – Homemade

Fencing and Walls – Ebay

River – Amera Plastics. I think this is great value product

Hopefully you will get to see some better pictures as the photographer from Wargames Illustrated was on hand to take a few which I hope will be in the magazine soon.

A big thank you to “A Brush Too Far” painting service who helped me out with a number of units towards the end. Thank you Jono and Mary.

RULES – King George Commands and We Obey – see blog.

 

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Filed under A Brush Too Far, America 1812, Britannia Miniature, Demo game, Flags of War, Knuckleduster, Legionary Wargame Show, Napoleonics, Old Glory, Traders, Wargame Shows

Battle of Godfrey’s Cottage

Following the recent death of Jim Perry , I had a desire to watch a few episodes of his perfect creation Dad’s Army.

It also got me thinking about putting on a Dad’s army game for the regular monthly game. The only issue was that I did not want to play the large version I have taken to a number of shows as only two could make it this weekend. During the week I was in the shed looking for something and came across a set of WW2 skirmish rules called USSR – Ultra Simple Skirmish Rules. These are a small A5 booklet which I was given for free by Bolt Action in 2004 when they first started to sell their range. I am not sure if any of the boys have ever seen or even played these rules and I have to admit that apart from one game 12 years ago neither have I.

Having re-read the rules I saw something different in them which excited me. Yes they were simple, something I like but they also try to give a sense of camaraderie. This is how firing is done.

When any shooting happens a no. of D6 are rolled by the firer depending upon weapon, rating above  and modifiers are added to each die. The defender rolls a single D6 adds rating above and modifiers. Totals of each die are compared and from that a result is achieved. This depends upon the highest score compared to opponents lowest score. Very simple, but this is the clever bit. When defenders are in a group(1″) of another figure the rating added is of the highest member of the group. Therefore a group of conscripts with a sergeant add +4 not +2. This is explained in the rules as the sergeant communicating with his team and ensuring they learn  from his experience.

Yes I am easily pleased but I like this idea so

The Rules

ussr-rules

The main aspects

  • The table size is 1m x 1m, so terrain is important.
  • Simple mission generator – Not every game is necessarily a firefight
  • Casualties, as in looking after them is a key factor
  • No weapon ranges – you see it you can hit it.
  • Importance of senior officers and or training
  • Groups/Teams did not get the importance of this in game play until a couple of re-reads in.
  • Suggests no more than 1 squad per player, to maintain the command experience.
  • Targets infantry only games

Figures are classed as :

  1. Civilian
  2. Conscripts
  3. Veterans
  4. Sergeants
  5. Elites

I set about developing a simple test scenario. I laid out a simple 3’x3′ board. A  He111 carrying out a pre-Seelowe invasion, reconnaissance crashes and the crew and invasion plans must avoid capture and await rescue. The local home-guard have been sent to round up any crew.

In the terrain below the plane is in the NE corner, Godfrey’s cottage is the SE cottage and in the SW corner you can see the home-guard entering the table.

Battle of Godfrey's Cottage Briefings

German

Capt. Hertz Von Rental

Damn fools in Berlin.

The day before the planned invasion of Britain and they get you to do a daylight sortie. Just your luck, on the last run a lucky shot hit an engine and you have had to land. Most of the crew seem OK. In your last communication Berlin advised you sit tight and await help.

Group 1

Yourself – Veteran

2 crew – Conscripts

Group 2

2 crew – Conscripts

Group 3

2 crew conscripts (LMG)

British

Capt. Mainwaring.

At 17:00 hrs June 5th 1940 you have received an alarm that a German bomber was seen coming down, just outside Walmington. In fact, in the field next to Godfrey’s abandoned cottage.

You called the platoon out and have instructed the 2nd squad to wait at the Church Hall while you go with the first squad to round up the crew if any survived.

Godfrey reminded you to be careful as all the services were still connect to his house. Although the toilet may be a welcoming sight for him!

Your Squad consists of:

Yourself – Veteran

Wilson – Veteran

Jones – Veteran

4 soldiers – Conscripts

3 soldiers – Civilians

Due to ages, all move at max 4”

Objective

Reconnoitre crash site and capture crew.

 

Here are a few pictures of the game

sam_3913

Godfrey’s Cottage

sam_3912

Godfrey’s Garden

sam_3910 sam_3911

The home guard cautiously advance on to the table and at the bend in the road split into two parts , one to survey the plane while the other continues on to the house.

sam_3922

Crew mingle around the aircraft

sam_3915 sam_3917 sam_3920 sam_3925 The rules have no ranges for weapons due to the scale but this started to feel wrong especially as the crew had pistols only. A quick discussion and it was agreed that:

LMGs Normal 36″ Long 72″

Rifles  Normal 18″ long 36″

SMGs Normal 12″ long 24″

Pistols Normal 6″ long 12″

all would suffer a -1 when firing at long range.

As the home guard inspected the plane the crew who were now in the other damaged cottage opened fire with the LMG they had removed from the plane.sam_3929

sam_3931

Pike is down and Walker is suppressed.

sam_3926 sam_3933The LMG rattled around the group and caused a couple of suppressed results and a down result! Good die throws from the Germans and poor from the British.

It took a couple of turns for Walker to recover and apply first aid to Pike.When a figure is classed as down the nearest figure must perform a first aid action. This enables them to check the down figure for their status; Dead, still down or recovered.  I thought this was a good aspect and while trying to “first aid”, a number of figures running the blaze of fire from the LMG ensured they also became victims or hid in cover.

Anyway, the home-guard recovered their nerve and returned fire eventually on the LMG team. Due to their leaders and some great dice rolls both crew became suppressed.

sam_3932Eventually one of them becoming Down and dead upon first aid from another crew member.

The other home-guard group came under fire from the crew located upstairs and having had another member die, sent a runner back to the church hall for reinforcements ( if they could have got to Godfrey’s cottage they would have found the telephone still connected and could have called).

This is where we finished for a break and some lunch. Everybody thought the rules were OK but would benefit from a little bit of additional detail.

I enjoyed it all and will certainly be adding a little more detail, so maybe watch this space for some suggestions.

Figures are all from the brilliant Foundry range

Buildings are Sarissa and Foxtrot Charlie while I scratch built the greenhouse.

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Filed under Charlie Foxtrot Models, Dad's Army, German, Sarissa Models, Skirmish, USSR - Ultra Simple Skirmish Rules, Wargame Rules, World War 2