I had Mark over for a game of Cruel Seas, to give my new ships an outing. I'd come up with a scenario for a S-boat attack on a British convoy. We had great fun!
Mark had the 4 S-boats and I had the convoy of 2 merchantmen and a tanker, escorted by 2 armed trawlers. I also had a Fairmile D bringing up the rear of the convoy. On turn 1 the S-boats arrived and a merchant man and a trawler entered the table, turn 2 the tanker and a trawler came on and turn 3 the last merchantmen entered torpedo alley. On turn 4 the Fairmile would turn up like the 7th Cavalry!
It started well for the Germans, they got two torpedoes in the water lined up on the first merchantman and shot up the trawler with two S-boats. For the first two turns my trawlers' gunnery was appaling and I didn't score a single hit. Then, literally just before it slipped beneath the waves (it had 2 damage points left!), one on my trawlers got their eye in and hit one of the S-boats and took it's rudder out. The other trawler hit a second S-boat with both of it's 3 pounders, blowing some very big holes in that.
The first merchant dodged the torpedoes, but the tanker captain wasn't so lucky with the two aimed at him, he avoided the first but too a fairly central hit with the other. The tanker remained afloat after the explosion, but only just, and was quickly sunk by close range gunfire, but almost took out a S-boat in the process. With only one escort left in play two S-boats concentrated their guns at close range on the merchantmen, eventually taking him out. But now the Fairmile arrived and a badly shot-up S-boat captain found himself looking down the barrels of most of her guns, scratch one S-boat!
The last merchant came on to see 3 fish heading her way, so steamed straight ahead at full speed, hoping to get out of their path. In the end she managed it, just (had a German dice been pulled before she move a second time she would have taken two torpedo hits). In the meantime the fairmile finished off a second S-boat and the one with damaged steering left the table (whether Mark wanted her to or not!). At this point Mark's last boat decided to call it a day and legged it. He had lost 2 S-boats, but sunk a merchantman and a tanker, as well as one of the escorts, so we considered that a German win.
Some shots of the game.
The tanker and armed trawler enter the fray.
A S-boat fires two torps.
A S-boat slips between the gap (there had been a trawler the other side of him) and finishes off the trawler at close range.
Things are getting crowded, watch out for that......
....tanker. Opps!!!
A hit! But a dud this time.
The Fairmile races up in support of the trawler.
A S-boat gets in close to the merchantman to finish him off.
Saturday, 6 April 2019
Friday, 29 March 2019
Cruel Seas
I've really been bitten by the Cruel Seas bug and (surprisingly for me) cracked on with painting the boats that come in the starter set in record time.
4 S-boats....
...and 6 Vospers.
Then I started looking around for some extra ships. You can get a whole range of really nice ships from Warlord, but I thought I'd try to find some that were a bit cheaper. There's a guy selling some mdf ships on Ebay, granted they are not as pretty as the Warlord models, but at about a fiver each they are a good deal for what are essentially torpedo targets!
I picked up half a dozen assorted merchantmen and armed trawlers ready painted on Ebay for a bargain price.
The merchantmen....
....and the armed trawlers, I left two as they came...
4 S-boats....
...and 6 Vospers.
Then I started looking around for some extra ships. You can get a whole range of really nice ships from Warlord, but I thought I'd try to find some that were a bit cheaper. There's a guy selling some mdf ships on Ebay, granted they are not as pretty as the Warlord models, but at about a fiver each they are a good deal for what are essentially torpedo targets!
I picked up half a dozen assorted merchantmen and armed trawlers ready painted on Ebay for a bargain price.
The merchantmen....
....and the armed trawlers, I left two as they came...
...and converted one to a Vorpostenboot with some 6mm guns.
Then to boost up my British firepower I got two Fairmile Ds from Heroics and Ros. They are very nice resin castings, which are a really good deal at £5.50 each.Thursday, 21 February 2019
10mm AVBCW Scenario with BKC
I had two of my gaming mates over for another AVBCW game the other day. Colin defended with the Socialist Workers, whilst Henry and I attacked with the BUF/Royalist (aided by a German contingent).
NOVEMBER 1938
Elements of the Social Workers Army have been carrying out harassing raids against the British Union of Fascist and Government forces in this area.
One such raiding force has been tracked down to the village of Nether Wallop, and a two-pronged assault has been launched against them. Support by regular German Legion forces, the BUF militia have been ordered to clear the “Reds” out of the village.
Warned by local sympathisers of the coming assault the SWA column have sent out a desperate plea for help to their comrades and reinforcements is on its way.
The BUF and German Legion deploy along the Southern table edge within 40cm of the SW corner. The other Royalist militia deploy anywhere along the Western table edge.
The SWA reinforcements enter along the Northern table edge in turn 3.
The table viewed from the South. The Germans and BUF would enter from the SW corner and the rest of the Royalists along the West edge.
The view from the North. The Socialist reinforcements would enter along this side.
Socialist forces deployed in the village.
The Germans advance on the flank, led by their armour. Their job was to clear the hedgerows to the South of the village, then swing around behind the village whilst the Royal militia launched a frontal assault. I decided to play aggressively with these guys, assuming they were battle hardened veterans of the Spanish conflict. I rushed them up close using the armour to cover the infantry moving forward, until they were near enough to close assault in the next initiative phase. It was a bit of a gamble as I knew the Socialists had some anti-tank assault teams (nutters with bundles of dynamite), which would have made a mess of my puny Panzer Is and IIs, but luckily they were deployed in the village itself. To the right you can see the BUF militia who have just dismounted from their horses behind the hedge.
Royalist militia advancing, supported by a couple of Vickers Mk II tanks. The nearest unit is made up of police volunteers.
The Socialist reinforcements arrive and debus. They are supported by two horse-draw 75mm howitzers and two Vickers type E tanks, armed with 47mm cannon. Seeing some of the Royalist militia strung out in the open was too much for Colin, who stopped to try and catch them in the flank instead of pressing on to relieve the village.
Seeing the mass of Reds on their flank, the Royalist militia frantically try to get into cover behind the hedge.
Trying to block the advance of the Socialists the Royalist armoured cars allow the infantry to get too close and are charged in the flank. Now you see him.....
....and now you don't. Henry learned the hard way that armoured cars are not suited to taking infantry on at close quarters.
The Germans start to turn the flank. having taken out the militia immediately in front of them, the German infantry are about to jump the hedge and start to roll up the defenders. Just behind the tanks you can see the BUF who have moved up in support. Unfortunately I now failed to activate them for about 4 turns which allows them to be whittled away by flanking fire from the defenders in the village. Still while they were potting the Blackshirts they were not shooting at the Germans, who turned out to be the real threat.
Blunder! A Socialist machine gun and an infantry unit rush out into the open. Colin made the foolish comment that we hadn't had any blunders at lunchtime, he should know better. I think he proceeded to roll half a dozen during the afternoon!
The Germans press on, once they had taken out the last two stands the path was clear to get in position behind the village defenders. Most of the Socialists in the buildings were occupied fighting off a frontal attack by the Royalist militia so unable to respond to the Nazi threat.
In the meantime, the Reds reinforcements were effectively pinned down close to the Northern edge, engaged in ineffective long range sniping with the Royalist tanks and their supporting infantry.
The end is nigh! German infantry enter the village, storming the first house. The BUF had finally got going and just stormed the house immediately to the German's left. In the right of the picture you can see the front track of one of the Panzer IIs, who are about to swing around behind the church and pour fire into the defenders.
By the end of the next turn the Socialists were down to 1 stand left in the village and had exceeded their break point, so we called it a day with a Royalist victory. The two deciding factors were probably my aggressive use of the Germans with their light armour and Colin's decision to attack the flank of the Royalist line rather than pressing on to support the garrison in the village. It was very tempting when he caught Henry's militia in the open, but after inflicting a few casualties initially, they didn't play any significant role in the rest of the battle. Of course not helped by all the blunders Colin rolled in the later stages of the game!
NOVEMBER 1938
Elements of the Social Workers Army have been carrying out harassing raids against the British Union of Fascist and Government forces in this area.
One such raiding force has been tracked down to the village of Nether Wallop, and a two-pronged assault has been launched against them. Support by regular German Legion forces, the BUF militia have been ordered to clear the “Reds” out of the village.
Warned by local sympathisers of the coming assault the SWA column have sent out a desperate plea for help to their comrades and reinforcements is on its way.
The BUF and German Legion deploy along the Southern table edge within 40cm of the SW corner. The other Royalist militia deploy anywhere along the Western table edge.
The SWA reinforcements enter along the Northern table edge in turn 3.
The view from the North. The Socialist reinforcements would enter along this side.
Socialist forces deployed in the village.
The Germans advance on the flank, led by their armour. Their job was to clear the hedgerows to the South of the village, then swing around behind the village whilst the Royal militia launched a frontal assault. I decided to play aggressively with these guys, assuming they were battle hardened veterans of the Spanish conflict. I rushed them up close using the armour to cover the infantry moving forward, until they were near enough to close assault in the next initiative phase. It was a bit of a gamble as I knew the Socialists had some anti-tank assault teams (nutters with bundles of dynamite), which would have made a mess of my puny Panzer Is and IIs, but luckily they were deployed in the village itself. To the right you can see the BUF militia who have just dismounted from their horses behind the hedge.
Royalist militia advancing, supported by a couple of Vickers Mk II tanks. The nearest unit is made up of police volunteers.
The Socialist reinforcements arrive and debus. They are supported by two horse-draw 75mm howitzers and two Vickers type E tanks, armed with 47mm cannon. Seeing some of the Royalist militia strung out in the open was too much for Colin, who stopped to try and catch them in the flank instead of pressing on to relieve the village.
Seeing the mass of Reds on their flank, the Royalist militia frantically try to get into cover behind the hedge.
Trying to block the advance of the Socialists the Royalist armoured cars allow the infantry to get too close and are charged in the flank. Now you see him.....
....and now you don't. Henry learned the hard way that armoured cars are not suited to taking infantry on at close quarters.
The Germans start to turn the flank. having taken out the militia immediately in front of them, the German infantry are about to jump the hedge and start to roll up the defenders. Just behind the tanks you can see the BUF who have moved up in support. Unfortunately I now failed to activate them for about 4 turns which allows them to be whittled away by flanking fire from the defenders in the village. Still while they were potting the Blackshirts they were not shooting at the Germans, who turned out to be the real threat.
Blunder! A Socialist machine gun and an infantry unit rush out into the open. Colin made the foolish comment that we hadn't had any blunders at lunchtime, he should know better. I think he proceeded to roll half a dozen during the afternoon!
The Germans press on, once they had taken out the last two stands the path was clear to get in position behind the village defenders. Most of the Socialists in the buildings were occupied fighting off a frontal attack by the Royalist militia so unable to respond to the Nazi threat.
In the meantime, the Reds reinforcements were effectively pinned down close to the Northern edge, engaged in ineffective long range sniping with the Royalist tanks and their supporting infantry.
The end is nigh! German infantry enter the village, storming the first house. The BUF had finally got going and just stormed the house immediately to the German's left. In the right of the picture you can see the front track of one of the Panzer IIs, who are about to swing around behind the church and pour fire into the defenders.
By the end of the next turn the Socialists were down to 1 stand left in the village and had exceeded their break point, so we called it a day with a Royalist victory. The two deciding factors were probably my aggressive use of the Germans with their light armour and Colin's decision to attack the flank of the Royalist line rather than pressing on to support the garrison in the village. It was very tempting when he caught Henry's militia in the open, but after inflicting a few casualties initially, they didn't play any significant role in the rest of the battle. Of course not helped by all the blunders Colin rolled in the later stages of the game!
Sunday, 13 January 2019
Sellswords go Undead Bashing!
My friend Mark came over to stay for the weekend for a last blitz of gaming before baby number two arrives in Feb. I invited a couple of my other gaming buddies over to join in, so we played Sellswords and Spellslingers on Friday night with t'other Mark, had Ian along to play more Sellswords on Saturday, followed by Mark running us through an introductory game of Kill Team. After dinner that evening we fitted in a boardgame. Finally Mark and I got another game of Kill Team in before he left on Sunday. Not a bad weekend's gaming there!
I didn't photograph all the games, but took some shots of Saturday's two-part Sellwords game. The two linked scenarios involved obtaining runes from a stone circle, protected by undead, which would help to unlock a tomb containing ancient treasure, again protected by undead!
The party consisted of a Human fighter, wizard and ranger, with an Elf, Dwarf and Halfling burgler
Scenario One
This started off very well for the PCs as we reached the stone circle and took out two of the skeleton guardians before we drew a card to activate the monsters!
It didn't last, more skeletons kept turning up, the Wizard lost his magic mojo (rolled a 1 for casting a spell!) and to cap it all, a pack of 6 hungry timber wolves wandered along.
Somehow we managed to survive and get the runes, but only just, several of the party were badly injured by the time we escaped off the table.
But the Halfling burgler had found the rotting corpse of a previous adventurer and salvaged a bow and arrows and 3 vials of Holy Water, which would come in handy later on!
Scenario Two
Having obtained the runic code the PC's need to search the 4 ruined houses in the village to find a rune stone and press the appropriate runes to open the door to the tomb. Then simply rush in, destroy all the various undead guardians, grab the loot and rush out....simples!
A view of the table showing the 4 ruined houses with the tomb in the graveyard in the bottom left corner. Various groups of undead are wandering about, a mix of skeletons (risen from the graveyard) and zombies (more recently killed villagers).
And in the middle of the village, a wraith!
The group make a cautious start, except for the Dwarf who rushes on ahead.
The Halfling then ran back to search the house.
In the meantime the ranger picked off a lonely skeleton.
The party moved further into the village where the finally found the runestone to open the door to the tomb.
Gathering at the tomb entrance before the wizard rushed inside to grab the loot (a small locked chest). All the party had to do now was to return to pick up the unconscious Dwarf and exit the table.
But the wizard was bored!
More skeletons showed up to block the escape.
Fireball!
The party got back to the Dwarf and grabbed him but a load more skeletons arrived and the ranger was knocked down as well. The wizard grabbed him and slung him over his shoulder.
Most of the PCs rushed off leaving the wizard trailing behind them, when the Halfling remembered that not only was the wizard carrying the ranger, but he also had the loot stuffed in his knapsack.
The Halfling covered the wizard's retreat until they both finally escaped.
After that we had a go at GW's Kill Team, using Marks excellent set up of MDF terrain from TTCombat . Mark has storage issues and has kept the bulk of the scenery unglued so he can store them as flatpack! It also meant that we had fun assembling a 3-d jigsaw before the game.
Here's a couple of shots before we started the game. I'm not sure why the colour has come out a bit funny in these photos?
I didn't photograph all the games, but took some shots of Saturday's two-part Sellwords game. The two linked scenarios involved obtaining runes from a stone circle, protected by undead, which would help to unlock a tomb containing ancient treasure, again protected by undead!
The party consisted of a Human fighter, wizard and ranger, with an Elf, Dwarf and Halfling burgler
Scenario One
This started off very well for the PCs as we reached the stone circle and took out two of the skeleton guardians before we drew a card to activate the monsters!
It didn't last, more skeletons kept turning up, the Wizard lost his magic mojo (rolled a 1 for casting a spell!) and to cap it all, a pack of 6 hungry timber wolves wandered along.
Somehow we managed to survive and get the runes, but only just, several of the party were badly injured by the time we escaped off the table.
But the Halfling burgler had found the rotting corpse of a previous adventurer and salvaged a bow and arrows and 3 vials of Holy Water, which would come in handy later on!
Scenario Two
Having obtained the runic code the PC's need to search the 4 ruined houses in the village to find a rune stone and press the appropriate runes to open the door to the tomb. Then simply rush in, destroy all the various undead guardians, grab the loot and rush out....simples!
A view of the table showing the 4 ruined houses with the tomb in the graveyard in the bottom left corner. Various groups of undead are wandering about, a mix of skeletons (risen from the graveyard) and zombies (more recently killed villagers).
And in the middle of the village, a wraith!
The group make a cautious start, except for the Dwarf who rushes on ahead.
And starts laying into the undead, except more start turning up behind him. A couple of really rubbish combat rolls saw the Dwarf unconscious on the ground. The party decided to press on and pick him up on the way back!
The wraith moves closer and is blasted by a fireball, but then the fighter's nerve breaks and he flees, chased by the wraith. As they rush out of the ruin the lobs two well-aimed vials of Holy Water, taking the Wraith down to 1 HP.
On the next PC activation a fail activates the wraith, who charges the Halfling. But the burgler rolls a 20 in combat and takes out the troublesome spirit. Never send a big, beefy fighter to do a Halfing's job!The Halfling then ran back to search the house.
In the meantime the ranger picked off a lonely skeleton.
The party moved further into the village where the finally found the runestone to open the door to the tomb.
Gathering at the tomb entrance before the wizard rushed inside to grab the loot (a small locked chest). All the party had to do now was to return to pick up the unconscious Dwarf and exit the table.
A shortage of targets for a fireball...
More skeletons showed up to block the escape.
Fireball!
The party got back to the Dwarf and grabbed him but a load more skeletons arrived and the ranger was knocked down as well. The wizard grabbed him and slung him over his shoulder.
Most of the PCs rushed off leaving the wizard trailing behind them, when the Halfling remembered that not only was the wizard carrying the ranger, but he also had the loot stuffed in his knapsack.
The Halfling covered the wizard's retreat until they both finally escaped.
After that we had a go at GW's Kill Team, using Marks excellent set up of MDF terrain from TTCombat . Mark has storage issues and has kept the bulk of the scenery unglued so he can store them as flatpack! It also meant that we had fun assembling a 3-d jigsaw before the game.
Here's a couple of shots before we started the game. I'm not sure why the colour has come out a bit funny in these photos?
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