Sunday 30 September 2012

Battle of a small village

The battle for a small village

This is a inter war battle skirmish between two small squads of French and German set in a small village in the English country side, both sides are volunteers fighting for one or other of the factions prevalent in the British civil war setting.

This was more as a run through of the basics of the Warhammer WW1 rules The Great war and an excuse to use some very nicely painted figures I acquired awhile back but had yet to use properly.

                             The Germans came on from the right of the village in a long skirmish line.


The French advanced in two groups from the left of the village.



Both sides advanced towards each other with the French drawing first blood.


A spattering of casualties on each side as the distance closed.
 

The Germans start to take heavier casualties with the French have had the first turn advantage allowing them to shoot first as the range closes. 



However the Germans heavier weapons mow down a number of the French causing one squad to break and flee.


However both remaining Germans also break and flee leaving the French as the victors.


A very small/fast skirmish game which essentially told me I need a much larger table to get the most out of these rules and to use more figures at a time!
However I had kind of thought that might be the case so wasn't too disappointed. 
It plays as expected similar to 40K however the lack of armour saves makes it more lethal.




Friday 21 September 2012

Firebrand Campaign setting

Campaign setting

I decided to set out my solo campaign setting here to help keep me focused on it :-)
This will largely be campaigned using Firebrand.

Whilst Firebrand has its own setting I like generating my own backgrounds for solo gaming - I find it can be a fun exercise in its own right.

As a result my setting is not specifically based within the world set out in Firebrand but nor is it set in any other.

The key setting here is a realm in turmoil. The Monarch passed without declaring a heir and the Council of Ten rule in the absence of a ruler.

Out with these ten there are a large number of powerful and influential people some of whom support one of the council, one of their own or are undecided as to who should rule the realm.

There is twenty Electors who can vote along with the council of Ten to select the next ruler.

This uncertainty is pushing them towards civil war, whilst there are large armies within the realm my campaign will at least to start with focus on the opening skirmishes before full scale war erupts.

I have calculated the total wealth and number of troops that could be called upon by the top 13 candidates for the throne plus those still undecided.
However the majority of these are not directly pledged to one person or another but rather are pledged to someone who in turn puts their support behind another and so on.

I have decided against having a map as such to allow me to create interesting scenarios without worrying about distance and too much detail which I think would bog me down and stop me getting any games in!

Row Labels Sum of Crowns in vault Sum of Troops
Undecided             195,485     641,837
Lord Inquisitor Neil Larch-Bac             130,688     485,788
Pirate Captain Kylah Levere               74,253     223,687
First Lord Igor Riggert               58,849     121,385
Lord Governor Forest Glassford-Cirne               14,974     119,125
Lord Forestanus Brasier               78,158       99,398
Prince Manpreet Clerici-Blumreich                   729       91,810
General Saman Yaron               62,744       74,678
Cpt-General Gianna Beville-Pridmore               96,011       65,256
Arch-Bishop Valentino Debias               29,680       41,151
Viscount Beibhinn Kadlecik                8,865       40,365
Lord Governor Deo Ratz                6,513       38,356
Lord Inquisitor Monaldus Diquattro               62,708       32,397
Lord Governor Alinuswe Klettke-Kenter                     31               8
Grand Total             819,688  2,075,241


Sunday 16 September 2012

Firebrand - skirmish

This will be my first game using the new Firebrand set of rules adapted from the SOBH rules by Ganesh games.
http://www.ganeshagames.net/

Also well worth a look is:

http://towercap.blogspot.com.au/

Has a list of official amendments to the rules and some nice battle reports.

Monday 10 September 2012

Fleet repairs

I foolishly decided to have another read of the space combat rules Firestorm armada.
This promptly led to me having nearly every model ship I own out on a table to assess their gaming readiness!

Alas a number are in need of a new paint job and some adhesive!

Not to mention a couple of acquisitions that still needed taking out their packets...the shame.

This is a collection of mostly Battlefield Gothic Imperial ships along with some Space Marine ships and a Terran fleet from Firestorm Armada.

This is one of my newer purchases a Dreadnought for the firestorm rule set, it is a fairly large model!!


To give a size comparison here is a Terran Dreadnought and a Imperial Battleship, as you can see the Terran ship is quite a bit larger..



Some of the repair yard activities, my Black stone fortress needs a new stand sorted out, really the amount of people who snap the base off and give up selling their ships cheaply as a result.. now I just need to get around to re basing them and touching up their paint jobs.



PMC Games Saxon Village

Off on a slightly different topic... I recently received part of my order from PMC games, a very nice and reasonably priced village which comes fully painted to a decent standard, well worth a look. I also have their desert buildings and am waiting on a medieval town set too :-) 


I particularly like the manor house or perhaps simple church.. plenty of scope for varied gaming!



Now I just need to justify the early 20th C buildings for my WW1, WW2 and VBCW settings :-)

Saturday 8 September 2012

Flying Lead Solo Skirmish

This blog will largely comprise of my solo war gaming experiences across a number of ever changing periods and systems! Whilst I do play a variety of games at a local club and occasionally elsewhere I have been trying to game more at home to help justify to my wife the amount of stuff I have and continue to accumulate, plus it is good fun!

I recently completed two short skirmish war games using the rule set Flying lead. These rules are based on the Song's of blades and heroes game engine by http://ganeshagames.net/ which is a very good rule set for fantasy skirmish games.

This was my first real game using Flying lead so it took me a bit longer to get going with it and I know I made a few mistakes or outright omissions (but as it was just me playing... ). Namely Morale and any special abilities as I wanted to make it a fairly free flowing game until I get more used to the rules.

Both games were (very) loosely set in the alternative history setting of a Very British Civil War (VBCW) which is set in 1938 and focuses on what would happen if King Edward remained on the throne and married Wallis Simpson rather than abdicating. There is already a number of very detailed and dedicated websites and Blog's which cover this setting in great detail so for now at least I shall not go into much more detail.

The first battle was set in a desert colonial outpost somewhere around what would now be Morocco or somewhere on the African coast across from Spain. (This is a fairly unusual choice for the period as most people game within the UK itself however I recently acquired some very nice terrain for a desert setting and felt the need to use it!) (It is not based on any Historical/real premise or location).

I set up a BUF (British Union of Fascists) supply base guarded by 6 troopers equipped from German supplies, and fielding a BUF marked Truck and a light Tankette.

Opposing them were some Mercenaries hired by the Anglican forces to capture the base, this comprised 6 mercenaries, a Light Tank captured from a skirmish against Socialist forces and a Truck.

To keep it simple all troops on both sides had the following stat's Q4 ("Quality" of 4 means they needed a 4-6 on a D6 to do an activation) The main game mechanic for Flying lead as with all systems based on SOBH is that you choose a figure/vehicle to activate and then role from 1-3 D6 and for each success (in this case 4,5 or 6) they can do one action i.e. move, shoot. However if they role two failures in one role that ends the turn for the whole side regardless if it is the first or last figure being rolled for, this can lead to unlucky dice letting one side make rapid progress and does nicely allow for different Quality of troops to shine against inferior troops. They also have a Combat rating of C2. I won't go further into the rule mechanics as it is a very reasonably priced set of rules that are worth picking up if you are interested.

The BUF guards relax in the scorching sun


There truck begins the game unmanned and parked up.


Enter the Anglican Mercenary force, all the troops start the battle within the Truck.
A bit of bad luck on their opening activation roles mean they can do little more than enter the field.


This allows a rather brave BUF trooper to rush the tank armed only with a simple bomb. Given at AT +5 to represent it being less useful than a RPG or Bazooka for example.


Even though I rolled the dice I expected this loan trooper to get wiped out by the tank however a lucky (or unlucky depending on your point of view!) dice roll meant he scored a Knocked out result on the Tank with his first attempt! (Point of note I would rather have used some cotton wool than turn it over however I appeared to have misplaced it!)


Panicking the Mercenary forces pile out of their truck in shock!


Making a move forward an exchange of fire leads to two BUF and one Merc getting Knocked out results.


The BUF Tankette rolls out from its hidden starting location catching a Merc out in the open...


Some simple shooting leaves another two Merc's on the floor, things are looking bleak. The Truck was also knocked out by the Tank and things appeared to be going only one way!


A last ditch flanking manoeuvre leads to a one on one shooting match, and like the best of comedy spoof films they continue missing each other at close range for a couple of turns. He would eventually try to flee.


A guard had made a run for the Truck and getting it going just as two Merc's got there promptly mowed them down.




The last Merc promptly surrenders when attempts to flee fail.


Thus a successful defence of the base even if 4 of the 6 guards bit the bullet along with 4 of the Mercs their Tank and Truck!

A most enjoyable half hour was had by myself and I felt the rules would be great fun with a few players each fielding a small squad to break up turn overs, plus bringing in more variation in terms of special abilities and different quality ratings etc. which I will most likely do next time!
Also the Morale rules would have most likely had the Merc's flee the table much earlier but I decided they were driven to complete their mission as it had a large bonus attached!
The anti-tank rules did take me a bit of time to get playing right but that is more down to my dyslexia than the rules themselves (I just couldn't grasp how it was trying to work until I played it through a few times).