Thursday, August 5, 2010

July's SNS game: BKC!

Overall view. Germans are crossing the river at far left.

BKC stands for Blitzkreig Commander, a WW2 armor game where a miniature or stand of troops can either be a platoon or a single squad/tank. Based on the Warmaster Ancients system (and heavily modified) I love this command control mechanism and a game of BKC is never boring. I modified a scenario from Avalanche Press' Eastern Front board game. The Germans would be crossing a river to invade the Soviet Union on the first day of the Eastern blitzkreig. The German player, Russ, had to make dice rolls to see if the infantry and vehicles made it across on ferries, rubber rafts, or wading equipment while the engineers tried to disable a roadblock on the bridge.

Meanwhile, the two Soviet battalions one in each town, could not deploy until their HQs rolled for an activation. There was little Soviet armor available. The Germans had to seize at least one town and exit troops from the table.

The first of the German armor and infantry deploy towards the road fork.

The German plan seemed to be send the armor down the road and cover the flanks with the two infantry battalions. At first the only Soviet unit ready for action was a battery of 45mm AT guns. However, out of command range, they could only act on initiative! Back at the bridge, the German pioneers seemed to be having difficulty clearing the bridge, so more tanks tried to wade the river.

The lead German armor reaches the range of the Soviet 45's. Battle begins!

The right flank German infantry made very good progress, while a second wave of armor and the right flank battalion moved more slowly. The Soviet 45mm tried to engage the lead armor, but scored few hits. The pioneers at the bridge still had trouble with the roadblock, and the German motorized column waited impatiently on the far side of the river.


Germans organize a better attack, and take out the ATG battery.

As the armor advanced, the hapless 45 mm ATg crews were wiped out and the armor prepared to deploy towards the two towns. In the towns, the Soviet command had a terrible time trying to organize themselves into a defense. The regimental command finally got a couple of 76mm batteries in position to try to slow down the enemy, and the T-26 company finally began moving.

The Soviets prepare to defend their towns.

The 76mm battery on the Soviet left was overrun on the hill as the German right flank began to encircle the left town. On the Soviet right, it too soon had a line of advancing infantry converging on the town as the Soviet command finally got their act together to organize resistance. On the central hill, incoming tank fire soon neutralized the regimental troops and the German armor split to attack both towns.


Hurrah! A panzer II platoon burns.

The Soviet fire made hardly a dent on the German armor, although the German left flank infantry battalion took some hits from small arms fire in the town. Suddenly a blunder on the part of the Germans... Friendly Fire took out the leading Panzer II platoon!


The German right flank assaults the first Soviet town.

Russ executed a brilliant assault on on my left flank and soon the Soviets had lost half the town. Return fire managed to take out a couple of infantry platoons and a tank, but it was obvious that the Germans were winning. Time had run out, the Regimental command stand was fleeing, the leftmost town was falling, and the German motorized column had finally arrived and was destroying the Soviet right flank. Germans won. Of course, it was just the first day of the invasion.

Wednesday, August 4, 2010

WOW- Balloon Buster!

Balloon Busting!

Wings of War has a really neat addition to their game of WW1 aerial combat. They offer two different color observation balloon sets. Each set comes with a balloon in either olive drab or yellow, and a rocket-firing Nieuport biplane. I purchased the yellow balloon set, and looked for an opportunity to play.

I set up a WOW game for one of our Saturday night games. Chris volunteered to be my opponent. For this scenario, the game lasts 12 turns. That's how long it takes for the ground crew to winch down the observation balloon and save it from destruction. Chris took the side of the Germans, with the balloon, several ground AA cards, and an Albatross defender. My raiders were a silver Nieuport and the brown Nieuport with the rockets. The picture at top shows the middle of the game with the Balloon winching down and the Nieuports making their attack run. Underneath the silver Nieuport is the Albatross card. Altitude rules are in effect, and the Albatross was underneath the Nieuport so we replaced the model Albatross with the card temorarily until the planes moved apart. Behind the balloon, the brown Nieuport with the rockets is making an attack run from the other side.


Preparing to fire the rockets. The planes passing underneath realize their peril.

In the game, the balloon busters need to cause enough damage to the balloon so that it either becomes incapable of floating and crashes to the ground, or explodes in flames. Another option is that the balloon observers may decide to abandon the basket and parachute to the ground, which counts as a mission kill as the balloon has to interrupt it's observation mission anyway to lower down and get a new observer. Of course we really just want to blow up the balloon!


Kablam! The balloon explodes and takes out the brown Nieuport.

The result of the attack was a pyrrhic victory for the French. As the Albatross and silver Nieuport passed under the balloon, the brown Nieuport fired its rockets which ignited the balloon! While the first two aircraft zoomed away from the situation the brown Nieuport got too close and the resulting flaming explosion caused enough damage to down the plane on the spot.

The remaining Nieuport makes a run for it.

With the balloon destroyed, the remaining Nieuport made a break for the Allied lines. With the Albatross in hot pursuit, it seemed an impossible task as the Nieuport had already taken hits from ground fire, and now had to weave its way through the defenders again! Time after time the Albatross zeroed in on the Nieuport. What Chris didn't realize was that I was experiencing extremely good fortune, as each time a took a damage card, I got a card that usually worth 0 damage points! Eventually I reached safety for an allied win. I showed Chris my cards (over 15 cards) and he couldn't believe my good luck.

I doubt I would be so lucky next time!

Tuesday, August 3, 2010

Summer Update

Another game of AOE, Corruna scenario again, using terrain from GAJO. Tons of fun.

I have to apologize to my readers, I've been neglectful of my blogging duties and must repent.
My bad.

OK, now that's over and time to post pictures.

FOW. One of the many battles for Bois de Bavant Nord.

The SNS group has been deeply involved in an FOW campaign devised by Craig Tyrrell who runs the GAJO store. It's based on Operation Goodwood, where the British are trying to break out of Caen and thrust armored forces past the German defenders. Things went well for the Commonwealth at first, due to overwhelming artillery, airpower, and naval bombardments. The British armor and infantry steamrollered over the dazed defenders and pushed into the fields of France. However, the German defense stiffened and began clobbering the Commonwealth units. Two territories are being constantly battled over. In the picture above, my British armored company is getting quite royally spanked by Norm's dug-in German grenadiers. As of this writing a third battle is being planned for that same wooded area. The second is in the picture below.

The ruins of Faux de Vaucelles.

Across the canal from Caen, German infantry regiments counterattacked at F. de Vaucelles just after a Canadian infantry brigade passed through. Thoroughly entrenched, these German defenders have beaten off assault after assault, trapping the 4th Canadian brigade in Fleury-sur-Orne and cutting them off from supply. Now at turn 7, another attempt is being made to get out of Caen and reopen the lines to the 4th Canadians, who themselves are under attack by panzergrenadiers. It's going to be a tough turn.


Might and Reason. 15mm SYW.

Chris from GAJO put on a game of Might and Reason, Sam Mustafa's brigade-level game of the Seven Years War. Scenario was Prussians versus Austrians. In this game, two stands together represent a brigade of troops. A little different than Grande Armeé, Mustafa's Napoleonic game, but very fun. In fact I think these rules came off better than GA. Chris is slowly building up each of the major and minor armies required to play a massive campaign using the board game "Soldier King" by Avalanche Press. I've volunteered to help paint the Turks, but I'm off to a very slow start.

Sharp Practice. French companies on the march.

Dave Baker has assembled a force of 28mm British troops to use in Sharp Practice, a small-tactical game for Napoleonics. Off course as soon as he was ready the French had a go at the Brits. I modified a scenario from Charles S. Grant's Scenarios for Wargames book for the WFHGS group. Very fun. Both the WFHGS and SNS members enjoy this great game.

Dave B's British infantry defending the woods. Each unit represents a company.

The advent of Victrix and Perry plastics for Napoleonics has really made these larger games possible for more members. However, some of the figures can be difficult to pose. Some of the members have been hiring Chris at GAJO to help paint their figures so that we can more quickly get some games played. These figures are also often used for our Black Powder napoleonic battles.

The US fleet takes a pounding from the Japanese in 1943.

Naval games have not been forgotten. Russ put on a game of Micronauts: The Game for our Armchair Admirals night. Played in 1/2400 scale, the detail on these GHQ ships is fantastic. The scenario was a recreation of the Battle of Komandorski Islands. This time, instead of battling it out at long range as occurred in the actual conflict, Norm raced the Japanese fleet directly towards my American fleet. His fire was more accurate than mine, and soon the USS Richmond was badly damaged and at half speed. The US destroyers made a gallant effort to slow down the Japanese cruisers, but the high seas prevented effective torpedo launches and soon the US navy had lost four destroyers. With the battle lost, the Salt Lake City made a quick retreat leaving the doomed Richmond to her fate.

I'll get you yet, Norm!

Monday, April 5, 2010

Age of Eagles- Corunna 1809

Due to Easter holiday, there was no SNS Armchair Admiral night this month, so instead I'll post some pics from a wargame scenario I prepared for the WFHGS group. The rules used were Age of Eagles, a brigade-level Napoleonic set by Col. Bill Gray. I generally prefer this set of rules over Grande Armée.

Overlook of field from the British side.

The scenario is loosely based on the Battle of Corunna. "Loosely" because we didn't have enough villages represented. WE're still working on Peninsular terrain. A detailed account of the battle is described at www.wfhgs.com, with more photos. Basically British General Moore is retreating his forces to ships, and has the cavalry and almost all artillery loaded already. The infantry have to hold back the French divisions under General Soult.


French infantry brigade attacks across a steam in a ravine and is repulsed.


Soult directs a flanking move to the British right. Cavalry had a hard time moving due to rough terrain rolls.

A small British Foot Guards brigade battles a large French regulars brigade- and is pushed back from the ravine!

French right- French launch several attacks against few British defenders. Heavy losses on both sides.


Three French brigades attack the British right of two brigades. The pressure is on.


The British right begins to fall back.


The Center: the lead French brigade is mauled by musket fire but the following brigade aims its attack at the Foot Guards.


Success on the French right: a French brigade of regular troops takes a town at bayonet point in a breakthrough charge!


The Foot Guards are crushed by Fresh French regulars. The British right retreats in front of determined French attacks. The center breaks, and the British concede the game.

Friday, March 12, 2010

Age of Dreadnoughts Game

German Battlecruisers keep British Destroyers at bay.

For our February Armchair Admirals night, Chris at GAJO set up a great scenario using the "Age of Dreadnoughts" rules by Mongoose Publishing. He created a strategic map that let each admiral plot their fleet movements and when contact was made, the ships came out. Great job, Chris!

Norm made a dashing destroyer admiral and definitely proceeded aggressively in his search for the German ships. Gary R played his role as the German admiral very carefully, and definitely had us double-guessing ourselves as he managed to shell the English coast and lay a minefield. There was a great moment of uncertainty when one of the British destroyers mysteriously blew up- was it a sub or a mine? Eventually though, we managed to get in range to attack the german ships. In the first encounter, the smaller cruisers tried to identify and slow the German battlecruisers but they took a terrific pounding and some losses.


British battlecruisers enter from the right. German Battlecruisers need to exit at photo bottom.

Norm charged in with his British battlecruisers. My British dreadnoughts were one map hex away, struggling to get into the fight. Norm decided to really give the rules a test and charged right in!

As the Germans cross the "T", British battlecruisers turn to port from the line ahead formation.



Damaged German ships on the left fall behind, but leading British ships are taking serious hits.


Blucher is in trouble, and the Lion-class battlecruisers are repeatedly hit. Tiger is in trouble.


1/6000 HMS Tiger by Figurehead miniatures.

Although we did not get to the point where my dreadnoughts could come into play, I was very impressed by these rules. The combat system is fun, record-keeping is fair, and I love the special traits and actions allowed by the rules. We'll be trying this again. After all, the Germans got away...

Monday, January 4, 2010

Arbruthnot vs. Des Touches 1781

French on left, British on Right.

The Armchair Admiral night game was held Saturday night with 4 players. We were recreating the same scenario from the American Revolution that we had played late last year. Then, we used the Grand Fleet Actions rules. This time, we played using Warhammer Historical's Trafalgar naval rules.

British closing from the right while the French struggle with wind changes.

Again, we were using the "store fleets" of Figurehead's 1/2400 Age of Sail range. Ranges in Trafalgar rules were cut in half to better match the small ships. Instead of paper markers, we used different colored pipe cleaners for status markers. White represented broadsides firing, red indicated a fire on board, and brown indicated the ship could not fire for a turn.


Russ's British squadron looks like it's getting in a crossfire. Gary's Division, led by HMS London, tries to get Terry (far left) in range.

This game really ran the gamut of interesting events. especially concerning the weather! We experienced everything from becalming to wind shifts to raging storm. Mostly this was to the detriment of the French!

A hard pounding. Terry's and Russ's lead ships collide while Norm's French squadron (left side) pound the British. HMS London sets a French ship on fire.

As the British and French got in close and nasty, the two lead squadron ships collided suffering extreme hull damage. Unfortunately, Terry's damaged lead ship collided next with one of his own ships and began sinking.

Norm's French squadron tacks to the right and pounds the back end of Russ's remaining three ships.

Russ loses a ship to critical hull damage. Other ships began to take multiple critical hits and soon several ships have problems steering.

Gary's squadron prepares to rake the French.

Suddenly a gale turns into a raging storm and cuts ranges down and the firing is far less effective. Several ships catch fire but quick-acting crews douse the flames. there are sever hull and crew losses on both sides. Unfortunately, some ships put themselves in danger when they lose steering control due to severe damage.

Gary fires his raking broadsides.

As Norm's French squadron braces for devastating fire, Gary blasts away with several rakes. Splinters everywhere. Remarkably, one of the French ships takes a bow rake at near point-blank range but only suffers minor damage. Russ and Terry blast away with increasingly fragile ships.

The Fleets begin separating. Several fires taking their toll.

One of Russ's ships burns fiercely and the crew is destroyed while fighting the fire (or jumping overboard). Both sides are battered, but Gary's British squadron remains very strong and could continue the fight. Alas, the game ends.

We concluded that Trafalgar rules are very good for battles on the smaller size. Certainly weather, collisions, and gunnery were easier with this set. We'll probably use these rules for the naval campaign I hope to run this year.

Friday, January 1, 2010

Close out 2009 with Future War Commander

Space Ork battleforce advances on planet GAJO.

We were long overdue playing a game of Future War Commander! FWC is a derivative of the successful modern cobat system started with BlitzKreig Commander and followed by Cold War Commander, both sets being very popular in these here parts for their armor combat control systems. This system itself is a derivative of the awesome Warmaster and Warmaster Ancients rules sets. What makes these rules so appealing is their interesting command system, which truly brings about the element of Fog of War. This system has even been modified to work with the new BlackPowder rules from Warlord Games.

Originally this was going to be a small skirmish between my brother Dave and I, but we were joined by Ken and Dave Baker who were interested in this game as well. Normally we don't include unpainted minis, but this was a "training game" so points and paint be damned... on with the game.

In this simple scenario a unit of Traitor Guard has enticed a Space Ork Warlord, Drashnok, to help fight Imperial Guard forces on planet GAJO (umm, the store where we played the game). Each force came up on the ruins of Sixmill city from different road entry points. The goal: hold the city.

Actually Drashnok just wanted to bash things. Unfortunately, Drashnoks command abilities were severely tested by failed command rolls throughout the game. The Gargant and its infantry protection barely trudged along towards the ruins. Subcommander Acknot, however, roared forward with his battlewagon force and spotted Leman Russ tanks off to the flank. The battle began.

Traitor Guard forces advance toward the ruins, Sentinels in front.


Main Imperial Guard force includes a Warlord Titan.


Baker Company of Leman Russ tanks covers the Imperial left flank. They spot the Space Ork battlewagons. Lock and Load!


Lead battlewagon explodes and the Orks take fire. BattleFortress in the background moves just too slow.

The weapons range on Space Orks is much shorter than Imperial guard, and so I kept trying to get some Orky Fighta-bombas called in. Unfortunately the Imperium had an edge on air superiority and often prevented successful FAC rolls. The traitor guard began exchanging shots with the heavy Imperial armor as Imperial forces entered the city at the same time as Traitor Guard Rough Riders.

Traitor Guard enters the ruins as Imperial Ogryns move in from the opposite side.


Acknot's battlewagons are smashed by Baker company.


Baker Company enters the ruins to lend Imperial support.

Poor Dave the Imperial Commander had trouble moving the Warlord titan, but its great weapons range still let it fire on the distant Traitor Guard armor. Drashnok finally got the Gargant moving forward with some Big Gunz units but it was too little too late. The Traitor Guard were being pushed out of the ruins and the Orky armor was smashed.


Miracle! Space Ork Fight-Bomba makes a pass on Baker Company and scores multiple hits, but the armor survives. So does the lucky Ork pilot.

Gargant finally gets in range, to no avail.

The Gargant's shields were saving it, but those Shadowsword monster tanks and the lucky Baker Company were too close. Time to call it a day, and the Orks and Traitor Guard gave up the ruins to the Imperium.

FWC is just as much fun as its predecessor rules, and includes fun things like shields and futuristic weapons and such. The generic army lists allow you to field any manufacturer's stuff, and so we tried it with our old Epic forces which worked just fine. Another set of FWC rules was sold during the game, and everybody is planning on painting up more old Epic stuff or perhaps something from another manufacturer. Looks like the struggle for planet GAJO will continue!