Wednesday, 22 February 2017

Traders I spotted at Beachead.

Last weekend I went to Beachead 2017 in Bournemouth. There's a few companies I saw that I'm going to keep my eye on:

The Square. No suprise there, I've had a steady stream of stuff of him and will always pick up something – in fact I spent ½ my budget on stuff, several bits you will see soon! One beastie I picked up was from a range called planet X- I'll see what else is available-. This week I bought destroyed machinery and some Egyptian ruins.

http://www.thesquare-wargames.co.uk/

I also noticed a nice set of 25mm walls that would do excellent for the surround of a Chinese courtyard or the outer top of a Spanish fortification with added mini-minaret style towers. I hope to put in an order for Fisticuffs.

Plus a nice homestead that looked rough, ideal for a colonial setting. There's a dark ages set as well.

Sgt's Mess. I spent a lot with them, log barriers and dead cows I painted up for Sundays game (coming soon).  Again, their scale is 20mm but - so what.  Their modus operandi is to present you with the odd and unusual. Proper job.

http://www.sgtsmess.co.uk/


Blotz is my no.1 MDF terrain manufacturer at the moment. I bought a pig stye you'll see in use, a sweet little gypsy caravan and a water wheel I'd have used last week. I couldn't resist the victorial gateway that I hope will suit my fencing. 

If you see 20mm, don't be put off, get it unless you have mini true-scale 15mm.

All the items are being scaled, so if you see something in another scale, the gentleman is very approachable and open to suggestions.

http://blotz.co.uk/

Same can be said of the owner of Wargamesterrain workshop. Now you may want to sit down. His stuff is inovative and sensibly priced. There's some nice dragons, a dragon skeleton/remains, fungi, alien plants and some very nice alien beasties- some of which would make excellent not-dinosaurs. I bought the Tori gate that I hope to get together soon.

http://wargamesterrainworkshop.co.uk/

That's it, please follow the links. I have not solicited freebies or any other inducement. I've seen it, liked it, bought it.

Tuesday, 14 February 2017

Fling Lead The Evil Mutant Cocks of Yorkshire

After that terrible day a brief conference is convened. By the light of a flickering lamp and the slowly rising sun a map is consulted.

First, attachment to dispatches, commendation for producing a first rate chicken curry in the field regards Cpl Mulligan.” Murmurs (and one senior officer loud fart) of approval. To this day such a curry is known as a Mulligan and the 3rd Battalion as the Chicken Pluckers, who have the right to wear a yellow feather.

There is a choke point here, this river may not look much, but this ford is the only place in 20 miles to get the vehicles across, unless you wish to raise a bridge.”

Pipes are puffed, stems used as pointers. Brows are furrowed. To push on now, create a bridgehead and get the vehicles across, or wait for heavier vehicles and reinforcements already on way via special train.


We took this picture as the map. If you've never been near a valley in fog, here's a couple of the river Stour just outside of Blandford. This road is the main artery from Weymouth to Southampton and London.


The Scenario.
This time the Engineers are on the attack. A road runs along the middle of table, in the centre there is a ford across a small river. The river has muddy on one side and walled on other bank and can only crossed by vehicles using the ford. Infantry on foot can attempt to cross the river, by wading. To do this move to bank roll 1 D6 on 5 or 6 not fordable at that point for at least a move along bank before reattempting the crossing. There are 3 buildings in area of the bridge.

Weather. If a dawn-11am assault there is a 3-6 chance of thick fog reducing observation to a Long.
If no fog there is a 3-6 chance of rain, roll another D6:
1 drizzle reduces observation to 2 Long
2-3 mild rain reducing visibility to 2 Long and movement to max 2 moves per turn, 2nd reduced.
4-6 heavy rain, reducing visibility to 1 Long and movement to max 1 moves per turn, reduced.

We got fog, and it was an interesting challenge deciding what you could see – and hear. 

 At this point, I put this wall section across the road to indicate the limit of Tony's vision. I had intended to make some fog banks, but failed to get the kapok.

Royal Engineers Briefing
Situation
Contact having been made with the enemy, orders have come from higher to move to move up. There is an attachment of 1 squadron of armour and reinforcements on the way. The Expedition will be moving out shortly. Your platoon has been tasked with carrying a recce of the route to the new position.

Mission Clear the route for the Expedition.

Locals Briefing
So far the defense has been successful. It is now time to spring an ambush. Move your troops to the area of the bridge. Prevent the enemy from advancing.

Mission
Hold the bridge at all costs.

Deployment.
At least 2 sections of Infantry are to be in position near the ford.


Protected vampire
Points 54
Quality 4+
Combat 2
Special Rules
-Bolt Action Rifle, Body Armor, CQB Specialist, Mook/Extra/Cannon Fodder, Personal Communication Device, Stealth




Cock Bazooka
Points 123
Quality 4+
Combat 3
Special Rules
-Bazooka, -Light Machine Gun, Strong




Cockatrice
Points 57
Quality 4+
Combat 3
Special Rules
Long Move, Off-Road, Vehicle


The Cockatrice is too heavy to fly, but can hop/glide over obstacles and water on a Medium move, while doing so is at +1 if shot at.


Royal Engineers Contraptions and Mounted Infantry.
Command team and contraption, wheeled truck = 235
Charabang, 6 infantry & sergeant = 435 x 2 = 870
4 infantry & sergeant =237
Total 1,342

Defenders
Scratch force of survivors
Trum Ptom 122, 5 fanatic civilians 50, = 122 Uber Cock, 101, 6 cultist fanatics 336 = 681
Cock bazooka 123, Cockatrice 57, 8 protected vampires 432 Vamp commander 64

661
Total 1,358

The Game

Rather than waste time, I placed Tony's first element to contact in place. This was the command car and, once again, a load of civilians. Once again a slow advance, but a couple of them did not have strong faith and got out of the way.




That gives me time for my bazooka-cock to get into position and take a shot at the lead car. Despite the close range, but having to shoot at the engine noise, he got a stun result. He also knocked down a few friends-. Now I sprung my ambush! Cultists leaped out and assaulted the car and my cock leapt up on the wall (a cock's got to do what a cocks got to do) and sprayed the rapidly dismounting A Troop. Seargeant Corcky is dead! His men scatter for cover! The battle for the car is brief, the officer and a trooper are repulsed and the bugler and a trooper killed. I had hoped to capture the car and use it to block the ford, but it wasn't to be. A form up and good shooting by the depleted A squad (give 'em one for Corcky!) pushes mine out & back, allowing the vehicle to be reclaimed and its machine gun put to good use.





"Up cock & at 'em!"



Another shot from the bazooka-cock was a very bad failure, knocking down these 3, time to retire.  Still looks cock-sure though-.



On my left C Troop chug forward to be met by a blocking party formed of 2 spare cultists and Trum Pton himself. They had planned to hit and run, but his failure (and quick retreat) gave the troop an aimed shot through their rifle ports which killed him and a cultist, shaking the other.





With the leader dead, my forces make a morale check. Everyone goes backward except the Cockatrice. But no-one ran. I forgot to do the 2 remaining civvies who would have been an automatic fail.


Rampant cockatrice
B troop's contraption had been quietly chugging away until it reached the ford where it takes the lead. Now is time for the cockatrice to leap! Using 2 reactions it gets to the contraption (being close it should be safe from the machine gun- would have been nice to get the command car-) Now it rolls 2 fails, that allows the charabang to roll forward. Now with a sense of deyjavu all over again it attacks rolls a 1. Tony gets a five, least it's not a six! Looking on the table, crew stunned. Now extrapolating for a living being:
The beast leaps, but its timing is wrong and it collides with the vehicle and falls behind it, stunned into the water. It is then run over by the command car coming on behind.










B is still chugging forward “wot was that?” - “Dunno, t'wernt the manifold, summat int water?” chasing the bazooka-cock who ducks into cover but is faced by the troops bayonets at close quarters. The vampires fail to make a stand (still disorganised from retreating) when their leader rolls one activation and does a runner. He's the only one to get away-.

The fog made a complete difference to the game, I'd advise you to try it or something similar.







Monday, 13 February 2017

Flying Lead Fowl things Afoot in Yorkshire!

Once again I reuse the excellent ArmyArmies scenarios last visited in November/December 2016.

This is a story that has grown and evolved and involved Flying Lead, Battlesworn and Rogue Stars. It also reflects my 2016 commitment to upgrading my Earth-bound VSF forces.

Expedition assembly point. A gentle valley just off the Frank Muir. The tracks give good access and the woods provide overhead cover. You have now been position for several hours and a telegraph line has been completed to the nearest police station in Much Binding. The rest have not arrived. Stand to has been and gone so your platoon is on rest with guard positions manned.

Enemy forces. Still unconfirmed but is believed that a number of sympathetic locals are now operating within our Area of Operation
Mission. Your platoon is to defend the woods, when all is assembled you will inform HQ.

Deployment. All troops start in position within the woods. Player can occupy as many as he chooses. Platoon Leader must be in base contact with unit to change its orders. The telegraph line runs from the Platoon HQ. If Platoon HQ moves from that position telegraph contact is lost until they return to that position.

Royal Engineers Contraptions and Mounted Infantry.
Command team and contraption, wheeled truck = 235
Charabang, 6 infantry & sergeant = 435 x 3 = 1,305
Total 1,903


Command Contraption
Points 36
Quality 4+
Combat 1
Special Rules
Armored, Off-Road, Personnel Carrier 4 passengers, Slow, Vehicle



Charabang Infantry Carrying Contraption
Points 30
Quality 4+
Combat 1
Special Rules
Armored, Off-Road, Personnel Carrier 6 passengers, Slow, Vehicle



Mounted Infantry
Points 59
Quality 4+
Combat 2
Special Rules
-Carbine, -Pistol, Specialist




Mounted Infantry Command
Points 54
Quality 4+
Combat 2
Special Rules
-Pistol, Leader, Specialist



Truck, wheeled
Points 27
Quality 4+
Combat 1
Special Rules
Off-Road, Personnel Carrier 15 passengers, Slow, Vehicle



Road Tourer Contraption
Points 32
Quality 4+
Combat 1
Special Rules
Armored, Personnel Carrier 3 passengers, Vehicle



Truck Tracked
Points 36
Quality 4+
Combat 2
Special Rules
Off-Road, Personnel Carrier 15 passengers, Slow, Vehicle, Wide Tracks



Tankette
Points 44
Quality 4+
Combat 2
Special Rules
Armored +1 (Thin), Off-Road, Slow, Vehicle, Wide Tracks



Machine Gun
Points:23
Auto Fire, Combat +3, Max Range 3 Medium, Spread


The Opposition Game 1 Total 1,891.
Centre Trum Ptom 122, Big Yellow 72, 10 fanatic civilians 50, = 244
Left, Right, Rear Uber Cock, 101, 8 cultist fanatics 448 = 549
Total 1,891


Trum Pton -
Points 122
Quality 4+
Combat 3
Special Rules
-Heavy Machine Gun, Leader, Strong



Big Yellow Cock
Points 72
Quality 4+
Combat 4
Special Rules
Armored, Long Move, Off-Road, Vehicle



Uber Cocks
Points 101
Quality 4+
Combat 3
Special Rules
-Light Machine Gun, CQB Specialist, Dashing, Long Move, NCO/Second In Command, Strong



Fanatic Cultist
Points 56
Quality 4+
Combat 2
Special Rules
-Shotgun, Body Armor, Fanatic



Fanatic Civilian
Points 5
Quality 5+
Combat 1
Special Rules
Fanatic, Green, Mook/Extra/Cannon Fodder



The Game
This fell into 4 distinct phases. As my leaders generously failed at every opportunity the shock of an attack on all fronts just didn't happen. These are roughly as they happened, there was some overlap.

The front. This force was designed to draw the soldiers attention allowing the other parties to sneak in and take them unawares. The civvies ambled down the road to meet C Troop who were going in the other direction. The civvies failed to get out of the way and (as seen on a certain film-) 3 get mown down by the slow moving vehicle. In comes Big Yellow, attacks and rolls a 1. It's down- I had hoped for more. With no regard for the few scattered civ's Trum Ptom (Trump for short) lets go a blast before retiring, puncturing the claxtinating reciprocation valve, causing the charabang to grind to a halt. The troop fail to capture any civvies and head back to the camp.












My right. With C Troop on foot and B Troop busy tying up Big Yellow, they sneak in and take up good positions behind the farm walls. 

 But uber cocks are not known for their patience and a squad is pressed out to attack C troop. A hail of very effective fire breaks them, followed by more from B troop that withers the others. Then 2 get aimed shots at the cock and it's gone. The survivors break.







My left. A slow start, spotted by the sentries. The last squad comes in all enthusiastic and attack the sentries, whose line breaks once, then in again, but they get the worst of it. The remainder show no interest in going into those woods, and there's the busy B troop, on their flank.









Rear. Last to come on and first to break. They started well, the team attacking the truck, but they got pushed back. That gave the command team time to get in their contraption and chew the party up with its machine gun.









One Charabang disabled and 2 engineers dead. The enemy suffered more, but there are a lot of survivors out there-. Tune in tomorrow when more will be revealed!











I can't see nuthing thru thic 'ood!"