Showing posts with label Devon Wargames. Show all posts
Showing posts with label Devon Wargames. Show all posts

Sunday, 26 September 2021

A quick update

Well it has been an interesting few weeks since I have posted anything here. This will be a brief post about what has happened with a longer post about yesterdays event to follow. 

 Firstly I have now had my second cataract operation and it went as well as the first. My vision is great at distance now, I only need reading glasses for up close work. Top notch service and a great result, happy days! 

 Secondly, we had the Clotted Lard event at the club, ably managed by the over-worked Bob who did a marvelous job herding cats, ahem I mean wargamers, to get the event sorted. He had some major problems with various games being cancelled and many people dropping out for various reasons, but he pulled it all together and a good day was had by all. I ran a Chain of Command game in the morning, based on the actions at Mirbat in 1972. It went quite badly for the SAS and local troops in my game, with numerous casualties amongst the SAS unit. The players seemed to enjoy it though, which is what it is all about. In the afternoon I played a Sharp Practice AWI game put on by the very talented Jim Ibbotson. The scenery and figures were beautiful and the game was very balanced and a lot of fun to play. Victory for the forces of the King was assured by some very good dice rolling on my co-commanders part.
Finally, O Group has entered my gaming encyclopedia and very welcome it is too. Ian and Steve put on a game at the club and I was lucky enough to get to play it. It inspired me enough to put on a game the following Wednesday for my son and Nathan to play, to try out some more rules and units. The latest publication by Reisswitz Press, it is a battalion level game and plays very nicely. I will so no more about it today though as I am still learning how to play it properly, it's another set that is easy to learn but difficult to master. Below are a few snaps of the game I put on.
Table setup, France 1944


Germans occupy the farm

Panzers marsch!

A British company commander spots some trouble

The Germans advance in force

The farm is captured after a hard fight

Results of the farm fight


Right, thats it for now. Another update will be along soon with a report of a cracking day yesterday. Catch you later.

Wednesday, 7 July 2021

Some more Wars of the Roses figures and other news

 Well it's been a while since I had anything to report, but things have been a bit manic. First up my eye operation was cancelled while I was at the hospital, so still no movement on that front. No idea when it will be rescheduled, but fingers crossed for soon.

Then my Mum had a stroke while on holiday in County Durham. It's sods law that it happened while she was so far away, so my sister and I had a panicked over night 6+ hour drive up to help out. My step-father is not in great health either and he panics a bit when things go wrong, so we had to go and sort him out as well. Mum is on the mend and back home in Cornwall, having been informed that she is not allowed to go any further north than Devon now. 😉 

Wargames wise, I have not played much. I did get a game of Trojan Wars Dux Brittanniarum at the Devon Wargames first meeting since lockdown lifted a bit. There is a write up here which is rather one sided as it was written by Vince Hector. It was a great game though and thanks to Chas, Vince and Andy for making the first game back so enjoyable.


I also played a game of Sharp Practice at the Monday night gaming group, where the Confederate forces saw off the Union trespassers and cleared the way to Washington. Sadly no pictures, but it has inspired me to run a campaign for Colin and Panjo to play. The first battle is under way and will be completed next Monday hopefully. While that was going on I played a couple of games of Tumult Royale with Andy and Zob, which is an enjoyable and fun boardgame, well worth the £7 it cost Zob. I came last in the first game but turned it around and won the second. It is quite tactical, more so than I realised in the first game.

Painting has been very slow and the quality has suffered due to my eyesight being so crap currently. I did manage to finally finish off the revolting peasants I have had on the go though. Wargames Illustrated had a nice article about rabbles and rebels in "Never Mind the Billhooks" and I was sold on the idea. A few clicks on the interweb and I had two boxes of Fireforge Games Folk Rabble and a box of Gripping Beast Dark Age Warriors on the way. I worked out that these boxes would give me enough figures to make up three units of 24 revolting peasants. Also the Folk Rabble had enough spare arms and heads that I could use them on the Gripping Beast figures to make them match in. 

Once they had arrived I started assembling them, using the extra arms and heads as described and chopping and gluing bits here and there. The figures came with a really nice mix of "weapons" including scythes, flails, a bow and various choppy type things. A couple of slings and spears from the Beasty figures and I had a reasonable mix, at least I think so. So I slapped on some paint. 

Now the quality of these paint jobs are basic to say the least. Most of it is Contrast Paints from Games Workshop because they are easy to use when your vision is blurry. I don't think they look too bad considering, they are only revolting peasants after all.

Unit one. For some reason they have ended up with 5 torches, ready to burn down the establishment. I quite like the look of the chap second from the right in the front rank, he looks like he means business with his two axes.

Unit two, who only have a single torch. No notable figures in this one but a nice mix of weaponry. 

Unit three, again only the one torch. I liked the look of the chap third in from the left, extorting his comrades on while holding a scythe. 

Well, there they are. I now need some more Men-at-Arms as I apparently do not have enough, oh and some more archers. My force is sadly understrength for Saturdays game at the Devon Wargames meeting.

Take care folks and I will catch you next time.

Thursday, 16 May 2019

Chain of Command 29 Lets Go Campaign

For the last few weeks/moths I have been running the "29 Let's Go" Chain of Command pint sized campaign for some of the Devon Wargames players. Primarily this was to show them the way the game is played at its best, one platoon against one platoon.
Picture stolen from JJ's blog
As I have said previously, the best place to see the battle details is JJ's blog. He has taken many pictures and put up a few reports already. I am now putting up the final result and the details of casualties etc.

In the campaign the Germans get a single platoon for the majority of the actions while the Americans get a new platoon for each game. This gives a big advantage to the American player as they get three squads of twelve men for every game while the German has to husband his resources and try to minimise losses while still stopping the advancing enemy.

The campaign is fought on 5 maps in a ladder sequence. It is possible for the Americans to win in 5 games, put unlikely if the German player is sneaky careful. As it was, this run of the campaign took 9 games as Ian managed to pull a few sneaky wins and one completely flukey one.

Above is the map of the battlefields as they appear on the ground. Maps 1, 2 and 5 are defended by a single platoon of Germans. Luckily maps 2 and 3 are off the advance route and are held by other platoons, so they just serve to delay the advance. 

In the campaign the games went well for the Americans initially. They won game 1 and 2 on maps 1 and 2, then lost game 3 on map 3 and had to refight it in turn 4. Turn 5 on map 4 saw a major back step for the Allies when, despite getting 6 phases on the trot before any Germans were even on the table, they failed to get a chain of command dice and the concentrated German firepower broke their force morale very quickly. The battle was lost for want of a single 5 in 7 phases of play.

That set them back to map 2 on the main road. The original German platoon was well rested by now and called up reinforcements, giving them a full platoon again. They went on to win and consolidated their position. This also caused the American Colonel to waver, requiring a visit for General "Dutch" Cotter to get him moving again. Game 8 and the Germans inflicted a few casualties and then pulled back to maintain their strength. Game 9 was the final round and would decide if it was a major German victory or if the allied advance would continue. As it went on, this final battle was a very cagey affair and it went right down to the wire. Both sides lost many men and force morale fell, reducing chain of command dice until, finally, the Germans broke and the American advance could continue. However, all the Germans except for the defending platoon had escaped and the ongoing fight would be harder for it.

Below is a table detailing the losses after each game. Losses are not all dead, 50% are dead or badly wounded enough that they are counted as dead, 25% are wounded and miss the next game while the final 25% are lightly wounded and are available for the next game.
The different coulours on the German column show the losses for the other platoons. In total German losses were 86 infantry, 2 NCOs and 9 support weapon crew. That works out as 43 dead and 43 wounded. American losses were 103 infantry, 1 Senior NCO, 3 NCOs and 6 Shermans, giving 52 dead GIs with 51 wounded.  All told the losses were fairly equal, except for the 6 Shermans!

It was fun to run the campaign for the lads, especially as  I got to see their tactics and planning change each time they played. I can recommend the pint sized campaigns to any one who like Chain of Command, it makes for a very different game to the usual game as you have to be more careful with your losses. 

That's it for now, I am off on the yearly pilgrimage to Partizan tomorrow so expect news of that next week. Catch you all later.


Sunday, 12 May 2019

Legionary 2019, To the Strongest game

Yesterday was the local Exeter wargames show Legionary, hosted by the Exmouth Imperials who are as fine a group of folks as you can hope to meet....at least in Exmouth! 😉😁

As we usually do, Nathan(aka Stumpy) and I put on a game. Sadly we couldn't do the game we originally planned so we decided to do a 28mm ancinets game using the "To the Strongest" rule set. These rules use no tape measures and no dice, so Stumpy was at a disadvantage as his usual rubber tape measure would be of no help to him. Sorry mate, I had to get it in, hehehehe.

The game was Romans(nasty invading types) marching into Dacia and being surprised when the locals got all shirty about it and started shouting "What have the Romans ever done for us?"

The forces were 180 points each, just to give some extra scope for an all day game. The Romans had 5 generals, 6 Legion, 4 Auxiliary, 5 skirmish infantry, 2 cavalry and 2 light cavalry units. They were marching along the road and had to react to the Dacians arrival on the flank.

The Dacians had 4 generals, including a Sarmatian and a Bastarnae in command of their own country men. Their troops were 8 units of warriors, including 2 Bastarnae, 2 skirmish infantry, 2 light cavalry and 4 Sarmation lancers. 

Below are some pictures of the game as it went on. Things did not go too well for the Romans!

Bastarnae units getting as close as they can to the Roman column
The massed Dacians advancing through the rough ground as
quickly as they can.
A view from behind the Dacians, with the Basternae
way ahead on the right
The massed ranks of Sarmation cavalry, but even they couldn't
keep up with the Basternae


Turn 2, the Basternae failed to move as their General
pulled an ace. Oops
They did manage to chop some Romans up a bit first though.

The Dacian mass struggles through the rough ground as the Roman
 general "Minimus" and his dog "Rex" look on

On the left flank Roman arrows spelt doom for one of the Dacian
light cavalry units
The right flank was going well though as the Sarmatians
drove the Roman light troops back

Battle was joined in the centre as Roman gladius
met Dacian falces
Where are all the Roman veterans?
Oh dear, the Sarmatians are coming!
The Roman cavalry was trying the same on the left flank though. 
The Roman light troops do their best to slow down the Sarmatians
The Roman cavalry is threatening the left flank........
Oh, no it's not. 
The last of the Roman light troops prepares for the worst.
Basternae look on as the Sarmatians claim all the glory
Veteran lancers on the flank, it's not looking good for the Romans
as General Myxamytosis looks on
The Roman last stand as Dacians, Basternae and Sarmatians
all roll up the flanks
The Romans fought back valiantly after initially getting a right good kicking. At one point they had 3 medals left and the Dacians had 18! At the end the Dacians only had 5 left as the Roman camp fell. The MVU(most valuable unit) was the Sarmatian "Red Lancers", who rolled up four Legion units including both veterans. The best Roman units were two of the Auxilia, who did all the real fighting.

All in all it was a cracking game to watch. After a couple of turns I let my son Christopher take control of the Dacians and Nathan managed the Romans with Andy as a unwilling subordinate. Thanks for playing the game lads.

The show was good again, seems to go from strength to strength each year. See you there next year.

I am still here

Sorry for the lack of posts, I have been a bit down and just couldn't be bothered. However my wife said "Beatings will continue until morale improves" so I am back, hopefully the bruises will start to fade now. 😉

Games have been played since I last posted, but not as many as I would have liked. I have been running a Chain of Command campaign for a couple of the Devon Wargames Group fellas so they can play the game as it is designed, rather than in a multi-player game as the club games tend to be. Best place to see what has been going on is over at JJ's blog as he has been photographing and documenting the games, and the learning curve, that have been played. It's been most enjoyable to watch how the tactics have evolved as the campaign has gone on. Ian, commanding the Germans, has gone from "Get everything on the table" to "Wait, wait, let them come closer" while JJ and Steve have developed from just going for general advances to picking their target, setting a plan and then using all the assets they have to push through. I hope they have enjoyed it as much as I have.

I have also played some cracking ancients games using To The Strongest. I really like these rules and would recommend them to anyone who doesn't mind not having 100% control of things when you game, if you like Too Fat Lardies rules you will probably like these too.  We have also played a couple of games of For King and Parliament from the same author.  Again, these are a lot of fun and have inspired me to go through my lead pile for the Renegade ECW figures I bought a few many years ago. We played the game using some very old 15mm armies borrowed from a friend, but they looked good and the game was very entertaining. Here are a few pictures of the game.
The forces are arrayed, Royalist to the right and Parliamentarians opposite.
Things are heating up as the lines close for battle and the flanks get all confusing



Anyway, that is it for now. I will do another update later about yesterdays Legionary show in Exeter, where Nathan and I put on a game of To the Strongest using Romans and Dacians.

Later folks and thanks for sticking around......if anybody did.

Wednesday, 18 July 2018

Clotted Lard and To The Strongest

As a long time attendee at the OML days up in Evesham I happy to share this forthcoming event in Exeter. The Devon Wargames Club is teaming up with Too Fat Lardies to host a day of Lardie games on September 8th. Details are included above, but there will be nine or ten games put on ranging from ancients, pike and shot, Napoleonics, Colonial and World War 2. It's all about having a fun day out and moving toy soldiers around a table.



Saxons on the right, Britons on the left.
Last Saturday the DWG club meet included a game of To The Strongest, put on by yours truly. A force of nasty Saxon raider types was out to cause mischief, but had been intercepted by the heroic Britons in all their Romanised glory. I have only watched the game played before so it was a bit of a dive in the deep end, as none of the others had played it either.

I sorted out the armies from my recently expanded Dark Ages figures, although options are limited for the Saxons. They can have warriors, warriors and more warriors, plus a single unit of cavalry and two of skirmishers. So the Saxon force was three generals(one senior) with three units of warriors each. The senior general had the single unit of noble cavalry and the other two each had a single unit of javelinmen skirmishers.

The Romano-British had a few more options. They had a senior general with three units of spearmen with added bows and one each of light cavalry and skirmisher javelinmen. General two had the same force except the skirmishers had bows. General three was mounted and led the cavalry arm with three units of javelin and one of lance armed cavalry plus another unit of light cavalry.

The game went fairly well, the Saxons gained the upper hand quite early as neither Jack nor myself could hit anything.  Luckily the youthful generalship of Charlie(aka son of Jack) was doing better against Christophers Saxon warriors. Jacks center line managed to steady after some good hits and my cavalry managed to lure some of JJ's warriors out of the woods and then outflank them on both sides.

Nasty Saxon Warriors ready to pillage etc

The sole unit of Saxon cavalry

Massed ranks of British cavalry

The British center, a thin line of spearmen

British right flank, deployed with a bit more depth

The woods are full of hairy Saxons

And so are the hills!

Nathan's warriors chase of the British skirmishers

They are just bullies really. 12 against 3!

Roman light cavalry try to get around the left flank

Saxons occupy the hill and dare Charlie to charge them.
In the end the game was won by some really unlucky armour draws by the Saxons, as the flanking cavalry routed two units and then Charlie saw off another. I like the way the rules play, it gives a fairly quick game and doesn't take long to get the system into your head. I plan to get my Republican Romans out and restart painting them, so more may be seen of this set of rules soon.

Thanks to Jack, Charlie, Christopher, Nathan and JJ for playing the game and JJ again for the pictures.