Lurkio is proud to announce the release our Restoration British range in 15mm
all now available for sale on the Website
Many thanks for looking
Lurkio is proud to announce the release our Restoration British range in 15mm
all now available for sale on the Website
Many thanks for looking
Assaulting in Squarebashing quite often has many options, with some subtle nuances. Here is 1 examples with the options explained. Hopefully it will help to show which is best, and what the outcomes will be
The French are in blue. They are defending a trench D-E-F. They Germans in Green have options of assaulting in the following
The dice are German (assaulting) 3 dice per unit at strength = 6 Fighting bonus + 2 = 2 Support square (F)+2 = 2 Assaulting trench -3 =-3
French (defending) 2 dice per unit at strength = 2 Support square (D)+1 = 1 G cannot support as under barrage
Total dice 7 assault vs 3 defence
If the Assault is successful if the barrage in G is suppression then the French regulars in E cannot retire and will take another 6 hits. If not suppression then it moves to G. Then at least 1 German unit from B must move to E – gains winning the fight marker
The dice are German (assaulting) 3 dice per unit at strength = 6 Assaulting flank = 2 Winning the fight + 2 = 2 Support square (B)+2 = 2 Assaulting trench to flank -2 =-2
French (defending) 2 dice per unit at strength = 2 Support square (D)+1 = 1 G cannot support as under barrage
Total dice 10 assault vs 3 defence
If the Assault is successful if the barrage in G is suppression then the French regulars in E cannot retire and will take another 6 hits. If not suppression then it moves to G. Then at least 1 German unit from F must move to E.
The dice are German (assaulting) 3 dice per unit at strength = 6 Fighting bonus + 2 = 2 Extra assault units = 2 (max 2 units per face) Assaulting trench -3 =-3
French (defending) 2 dice per unit at strength = 2 Extra assault units =-2 (max 2 units per face) Support square (D)+1 = 1 G cannot support as under barrage
Total dice 7 assault vs 2 defence (actual = 1 but 2 dice minimum)
If the Assault is successful if the barrage in G is suppression then the French regulars in E cannot retire and will take another 6 hits. If not suppression then it moves to G. Then at least 1 German unit from B or F must move to E – gains winning the fight marker
The dice are German (assaulting) 3 dice per unit at strength = 6 Assaulting flank = 2 Winning the fight + 2 = 2 Extra assault units = 2 (max 2 units per face) Assaulting trench to flank -2 =-2
French (defending) 2 dice per unit at strength = 2 Extra assault units =-2 (max 2 units per face) Support square (D)+1 = 1 G cannot support as under barrage
Total dice 10 assault vs 2 defence (actual = 1 but 2 dice minimum)
If the Assault is successful if the barrage in G is suppression then the French regulars in E cannot retire and will take another 6 hits. If not suppression then it moves to G. Then at least 1 German unit from B or F must move to E.
So obviously best to multi assault especially against tougher (more dice opponents) . The only questions are around having to move units into the final square which may or not be advantageous to you.
On Thursday I had chance to trot out some new toys to play Squarebashing. I’ve just completely my late war French and Germans and it was an opportunity to experience the full fat armies of Squarebashing. After playing the last few games with the Belgians in 1914 the smorgasbord of quality assets was a luxury. What I failed to released was that both armies were kitted out to the gunnels with bombardments and therefore I would be on the receiving end of it also.
We decided to play the trench game. I’ve only really played this a couple of times and we missed a few things. However it did mean we didn’t have to worry about the countdown to battle phase. In the trench game its always ‘attack in force’ for depletions, and as the defending French we have a trench running the length of row three. The defender can be deployed in row 2 and 3, as per usual the attackers are in row 6. After deploying the position seemed impregnable (doesn’t it always) .
2 professional infantry
6 regular infantry
4 reserve infantry
5 professional infantry
5 regular infantry
1 Heavy Tank
Both armies were rated 47 … I think the highest in the book (no one would have a bonus for being a ‘better army’)
As defender the French has 12 infantry units and after depletions would have to have 1 on 3 off the table (4). Depletions were applied. It always seems horrific when you see a couple of 6s appear on your best troops and have the ultimatum of deploying them at half strength or in reserve. In the end it probably wasn’t that bad as I ended up only with 4 infantry in reserve (also 2 guns and 1 MG), which is just about the minimum. It did look that the front line of regular in the trench had taken the worse of it and were all ‘bases down’, while the reservists looked largely untouched.
However the trench game nastily also requires the defender to lose 1 base from 4 full strength on table infantry units AND damage 2 guns AND damage 2 MG…. also losing d6 of each bombardment asset!
After this the defending French looked threadbare and it might be the case for the Germans to walk through.
There is also a mine phase (forgot that !). The Germans also have the option to swap infantry for Stormtroopers (forgot that!)
The German lined up to advance. Ray had picked the ‘fighting’ higher command order (to bolster his attacks) and I pick ‘morale’ and I felt I might need it.
Turn 1 the German point effect barrage the line. It looked bad and I took a few casualties , but it was the centre of the line. My higher command would be close enough for his command orders to be of use (the French only have a command rating of 2 – boo – compared to the Germans 4 ). One of the objectives to fight over is a MG bunker in row 4 . The Germans did attack this , but the trenches and bunker do have a contiguous line of rough terrain in front of it so each assaulter does have to throw to exit (and assault). I was fortunate here as the professional German failed (on rolling a 1 ) leaving the regulars to advance on their own. This happened a couple of times in the game and did forge the narrative of perhaps why they were veterans. The initial assault faltered, but the MG bunker was damaged.
The next turn saw the French suppression barrage failed spectacularly. The Germans were all lined up nicely , but even with a good artillery rating I managed to throw 3 consecutive 6s to see the artillery to go over the heads of the advancing troops and fall harmlessly into no mans land. It clipped the end of the line, but the centre of the defending line was left under pressure.
The next German turn was a rolling barrage. With only 5 dice in the asset (needing to roll 1 6 ) it wasn’t guaranteed, but it was granted. This could potentially fill 15 squares ( a 5 x 3 section) with barrage markers. The German artillery is also rated as good, and they obliged by getting all the first 5 all on target , except 1 which fell short … on top of my MG bunker. It was the perfect shot. Luckily the rolling aspect of the barrage was minimal and it only rolled forward in 1 column. But the initial barrage was terrible. All the targeting squares took hits and combined with the barrage markers it looked ripe for an assault and a swift victory. This was the case. The MG bunker was captured and there was a breakthrough right in the middle of the line. The French teetered on defeat…
The following French turn saw them call for urgent arrivals. Not my favourite asset as it doesn’t ruin your opponents days as much as savage artillery barrage. But , the situation was dire. The centre was breached and I only had 1 damaged MG holding the left flank. I had to send my professionals from reserve to assist there otherwise it would be over very quickly. The French second line was mainly damaged conscripted with some field artillery. It would be a mainly static defence. The Germans breakthrough did take some withering fire as it pushed into the 2nd line. But some nice dice saw then shrug off the injuries.
There was a then a slight lull in the battle. The Germans didn’t have an artillery asset to support the ongoing assault and chose to erect some hasty defences (to facilitate a improved morale check that they were due to take) . The French followed up with successful point effect barrage right on the schwerpunkt of the attack. There was a glimmer of hope for the gallant French defenders. The Germans would have to take some nasty morale checks. However, their nerve held…. It all looked good, but they were professionals and in trenches (by this time), so in the end it wasn’t that bad. They stalled but it was only a brief respite.
With a master stroke the Germans then called up their suppression barrage. The was targeted just behind the lines (in row 2). This had the double whammy of denying troops in those squares giving support to the front line troops and also preventing and movement into those squares….. in the form of retreats from the front line!! The main assault went it. The French were weakened and could only offer minimal resistance, the Germans too had a bloody nose, but just did enough to win the critical fights which would have been OK (relatively speaking) , but the fact that the retreat was blocked by the barrage meant they took a lot of damage. This just crushed the French and a couple of units were just annihilated.
At this point we called time and added up. It was just one point from a decisive German victory (but we were only about ½ way down the countdown clock ) so given another hour it would have been a major German success.
Despite the feeling like a kicked puppy the trench game does offer a lot of challenges and makes what look like a drole gaming experience into a white knuckle ride – recommended.
James and Paul came down to a rather busy Thursday club night to trial their new show game. The game recreates the assault through the murderous tunnels of Fort Vaux where the brave French defenders reversed the setbacks that had befallen them at Fort Douaumont. James had rather lovingly rendered the fort interior in 1/56 and the action was based on the attack of the 2 access tunnels by the German assault troops. A set of random ‘reinforcement’ cards would be placed on each section and would give the Germans extra troops, grenades or the dreaded flamethrower. The defending French also had a deck of cards to boost their defense but they could only use each card once to simulate the attrition of resources. They also has a few ‘blanks’ which did nothing.
The mechanics of the game were that the attack was over the course of 4 days. Each day was broken down into 4 assaults phases. Reinforcement cards were played at the beginning of the day. Each tunnel was sectioned in 10 barracked areas. To succeed the Germans needed to push the French back to the inner barracks area by the end of the 4th day. Any other result would be French victory. Each soldier/figures attacking or defending a barricade would roll a dice. To score a hit the attackers would need a 6, the defenders 5 or 6. Typical the attacking force would be larger. Each hit would remove a casualty and if the attackers won then they would push back the defenders the number of barricades equal the difference in the result. SO, a regular attack would be 10 Germans needing a 6 vs 8 French soldiers needing a 5 or 6. The cards would have some bearing on this.
We payed several games. The first played out at a rather protracted affair with the French slowly giving was until the fort was captured on day 3 or 4.
The second (where I was defending at the French) was a big victory to the French. Down to me throwing fistfuls of 5s and 6s. I don’t even think that Paul made it into the tunnel at tall. James did get in but ultimately came undone when he encountered a machine gun section (event card) lodged in a wider section of the tunnel. The attack was so bad that the we played a day 5 and 6 to see if the Germans could make any headway … but no
The 3rd was again quick and bloody. As the German this time I was initially repulsed by the French at the entrance. But on the 2nd assault, aided by a NCO (giving re-rolls to the dice) AND a flame thrower (each 6 rolled causes 2 hits). A rather lucky roll of 6 sixes out of 10 dice wiped of the defender in a ferocious attack.
All in all a pleasant game. Nothing too stressful, but it is designed for a quick participation show game. So all very jolly… not like the unlucky souls that had to face grenades in confined spaces and flamethrowers erupting everywhere.
Keeping with the WW1 theme. This is a co-operative card game where each player takes the role of a Poilu trying to survive the war through various trials. Neither Paul or James had played it before and I was tired by this time. Whenever we play this at home with the kids its always really hard to complete successfully. But this time the cards seemed to be kind and we must have had a lucky war and despite my player ending with a string of disorders .. at one point I was a phobic, silent, tyrannical leader and one card from losing the game … we succeeded. So much so I had to read the rules again when I got home – as it seemed so easy! But no it was OK we just got lucky.
Battle of Sekigahara, (Oct. 20, 1600), in Japanese history, conflict that established the hegemony of the Tokugawa family, a hegemony that lasted until 1868.
The chief contenders for power in Japan at this time were Tokugawa Ieyasu (Red markers in the game) and Ishida Mitsunari (Blue markers in the game), both of whom were members of a delicately balanced oligarchy that had been established by the former national leader Toyotomi Hideyoshi to keep Japan united under his descendants. When Hideyoshi died leaving only an infant son, Toyotomi Hideyori, to succeed him, Ieyasu, as head of the regency council for Hideyori, began to assume power. Ishida, another member of the council, challenged him, and two great armies of feudal lords faced each other at Sekigahara, a strategically located narrow pass between the two plains at Lake Biwa and Nagoya. Ishida and his allies were defeated; he was executed; and most of the lords who had supported him were either banished or deprived of their domains.
Immediately after his triumph, Ieyasu began a redistribution of fiefs to consolidate his rule, establishing the machinery for the 265-year Tokugawa shogunate, or military dictatorship, of Japan.
We refought this battle as a one day game. As events would have it we ended up playing the game twice over the course of the day.
To avoid it being a straight recreation of the historical events and make it more of a game I changed some of the events that occurred to give both sides more of a chance. The mechanism for this was a ‘pot’ of dice that would accuse each turn. Each time that each side did something positive then a dice would be added to the pot. The positive events were –
Each turn 3 dice would be added as a ‘default’. This would always give a 50% of each player being able to remove a counter each turn)
At the end of each turn the pot of dice would be emptied and thrown, each 6 rolled could be used to increase the ‘activation’ of troops that at this point were taking no part in the battle. Each pool of reinforcements had a pool of counters indicating there indecision or tardy action. Each 6 rolled could remove one of these counters. When all the counters were gone then those troops would activate.
Outside of the main battle we had the following re-enforcements.
Loyalist Turncoats. (4 red, 4 blue, 2 white counters)
In history the defection of Hideaki was the key event of the battle. I allowed an even chance that he would join either side. Therefore it had 4 loyalist(blue), 4 rebel (red) and 2 white. The white counters could be removed by either player but could only be removed when all the counters of their own colour was gone. When the last white counter was removed then Hideaki would activate under the command of the team removing the last counter
Ieyasu (5 red army counters, 2 red general counters)
To simulate his inaction on the day he had 7 counters to be removed. 2 to get the great man to join to fray personally and 5 to commit his troops to battle
Hidemoto (6 blue counters)
This was a deviation from history as Hidemoto took no part in the battle as he was deployed on the far side of Mount Nangu, threatening the rear of the rebel army and was the back door of the trap that Mitsunari was trying to spring. The removal of the hist counters represented his movement back across the mountains to bolster the loyalists. This was added just to give the loyalists more of a level playing field, and try an capture a feeling of the ‘unknown’ that occurred in the battle.
There were a couple of minor events too
Fukishima (1 red counter)
Representing his inaction following his slight after the honour of leading the attack was stolen by Naomasa
Yukinaga (2 blue counters)
Representing his inaction on the day
So a total of 12 each.
As the game started it would be a slow build up as each side would only get 3 dice, and events wouldn’t be triggered too quickly. As the armies engaged this pot of dice could grow up to 12 dice ,thus accelerating activation of troops on the side that were performing well.
The rules for battle were using the Field of Glory :Renaissance rules. There were a few tweaks that were made. The armies were drawn up from the orbats that are dotted around the internet and the maps and dispositions of the forces from the Osprey book. The combatants on each side were about 85K troops and we used a scale of 1 base = 500 troops (with a bit of rounding for flavour).
Each samurai lord would be represented on the battlefield (as a named flag) , mostly where a force was less than 4000 troops that would be a single battle group. I allowed the troops in the battle group to be mixed. So there was a representation of Samurai and Ashigaru spearman and Arquebusiers. The lord would be integral to the BG so it would always benefit from his ‘command’ – but not for the ‘fighting in the front rank bonus’. I also allowed a tweak for the spearmen to ‘protect’ the bow and arquebus in the BG. What that meant really was they there were very few POA in combats , as most troops were the same. It was kept simple to manage the 200+ bases per side that we would have to manage. The only chrome was that the samurai would re-roll the 1’s (being superior). Which just meant keeping those dice a separate colour. It seems to work well enough.
I allowed Arquebus to fire 4” and all the foot moved 3” as a rule.
The brief of the Loyalists started to enact the trap box the rebels in. Secondary was to keep the pass blocked and that Mitsunari would survive.
The brief of the Rebels was to break through the pass, and destroy the loyalist army.
Game 1 with the troops array for battle. The table was a 10′ x 6′ L shape. You can just see Hidemoto on a separate table (behind Simon) making his way across the mountains
We ended up playing this game twice. The first one took just under 2 hours to play.
You can see here that the Hideaki turncoats flags turn yellow with indecision
This was as a result of Pete playing the part of Mitsunari having his command position crumble away in just of over 4 turns. This was a rather unfortunate series of events where a handful of arquebusiers were potting away at some troops behind barricades. This in game terms was 3-4 dice needing 5s to hit, causing a single casualty and then Pete throwing a 1 to lose a base. There was 1/18 chance of this happening each turn. Pete managed this 4 times in a row. This caused quick breaks … this also meant that the Rebels pot of motivation dice green quickly and they activated Hideaki to the the rebel cause quickly. Mitsunari committed his troops to leave their uphill positions and charge downhill to throw the rebels back over the bamboo barricades , but that simultaneously failed also through atrocious dice.
With the turncoats activated and a breakthrough achieved we called it there as there was no chance that the Loyalists would fight back from this position.
After a break for lunch we reset the game an played again.
Teams were reversed and it was a chance for honour to be restored. The second game played out a lot longer.
Naomasa and his red devils did charge up the hill , but were swiftly routed. This did draw out some of the Hideie’s troops from their uphill positions. Steve this time in change of Mitsunari held like a stonewall against all that Wayne and Pete could throw at him. This time the arquebus shooting was irrelevant , and the fighting in the pass was fierce. The loyalists has committed all their reserves but they did hold.
This fierce fighting meant the pot of dice for activation did grow quickly and both sides jockeyed for Hideakis’s troops. As most the coloured countered had been removed there was some strategic choice of whether of not to remove the last white counters, as I made them alternate spending the dice based on the phasing team. It got down to the white… but in an imperious turn of combat the Reds received a boatload of dice and convinced Hideaki to join the rebels for a second time that day. The fighting was fierce and soon all troops were active Ieyasu and Hidemoto had entered the rear of the field.
The end of the loyalist line was beginning to crumble again as the turncoats collapsed the flank. But the centre was holding. The 17000 troops that Hidemoto were just a little to few and a little too late, and it looked like the Reds would carry the day a second time. However, when we called time, and night fell on our Autumnal Japanese battlefield, the loyalist line still held and so a minor victory was awarded the loyalists for holding on in the face of overwhelming odds.
The teams were –
Wasabi peas and 1’s
Rice cakes and 6’s
So congratulations to Steve, Andy, Ian and Simon as the morning rebels slaughtering all in front of them, and then holding on in the afternoon as the loyalists in the face of really overwhelming odds!
Thanks all for taking part and entering the spirit in which the game was attended!
We finally had our big battle of Squarebashing 1915 just before the anniversary year was out! The battle was a abstracted representation of the Anglo French attack at Third Battle of Artois. In reality that meant just using a normal Squarebashing trench game. There were some game specific rules to account for the large game. There were 8 players.
The table was 12’ , divided in to 6’ squares. Each army was 500pts (rather than 620) and could only deploy in a 6 square frontage (rather than 8) , but they could move and fire into the 2 either side of their deployment , thus allowing a potential 10 square frontage. This was to allow some interaction between the forces. As it turned out each section settled down into their respective areas and there wasn’t too much interaction between players.
While the Germans were entrenched with MG bunker, they has some fearful deletions. The trench game doesn’t use the countdown to war, but has a specific set of defender depletions on top of the dice roll. Trench games are always ‘attack in force’ (6d6), and1/3 of infantry need to be off table as reserves. In addition the defenders must damage an additional 2 bases of on table guns and 2 bases of MG. On top of that each full strength unit of infantry after depletions have been made remove a base. So at best all the Germans could only have 3 base units. The only full strength units were those in reserve. The defenders also 1d6 in each of their barrage assets. So while it started looking all rosy for the Germans the line looked remarkably thin after this!
The trench game is direct. The trenches are in row 3 , and the MG bunkers in row 4. With the attacking allies getting the first turn they can (and did) assault the bunkers on turn 1. The defenders also had to raise the onslaught of the allies assets with gas , rolling barrage and point effect all possible.
However the attackers don’t get it all their own way. There is a complete line of rough going across the trench line and to assault the trenches then everyone has to roll to exit the square. This means that 1/3 of any attack is likely to get stuck and not participate. Against MG bunkers its not quite so easy.
The game looking likely it was going to be very bloody, and indeed it was. The allies pressed on quickly before the defending reinforcements could come into play. But the Germans held them back. The French , with a lot of reservists, took a lot of punishment. Pete’s densely packed ranks got by some severe German point effect barrage , and Dene on the other flank looked OK, but then threw some fearfully bad morale dice and had 2 units quit the field (which I don’t recall seeing happen before – that is 3 morale fails and then throw a 5+ to rout)
The British were more stable but didn’t really achieve much either. After the initial onslaught with many of the assets depleted the game bogged down and it looked unlikely that either side would get a major result . On the far left flank Peter threw in the towel after 90 minutes, only to realise that he couldn’t go home earlier so after sitting out for a while continued. I’m not sure that he was role playing a little Gallic temperament , or just following his normally defeatist rout to victory. I’ll give him the benefit of the doubt. On the right Dene showed savoir faire and did get a breakthrough of some success, capturing a few square of trench and ejecting the Germans , but I think Paul will put that down to ‘bad dice’
We played for just under 3 hours , and ran out of time when the countdown clock was on 1 . So we should have had 1 more pair of turns. But game was up. The British has had limited success in the centre capturing 2 bunkers , but with troops in a state unlikely to press the advance. The Germans still had sections that were still in good order so there was no conclusive result there. On the left Pete did have some limited success in the end, but James has cunningly picked his higher command order of assets and seemed to taking full advantage of the re-rolls that it gave him, and the French were taking a pounding.
Dene was the bright light in the attackers story. He did achieve a breakthrough into the trenches. But could not achieve a breakthrough – in games terms – to row 1
As umpire my job was to keep all the sections of the game synchronised in the unusual SB turn sequence. The game moved along OK, we could have done with 1 more hour to conclude to a calculable point, but I think were we left it was obviously heading for a draw, at best a minor victory for the allies. The trench game does have dominate early phase where everyone is at strength and the barrages are flying. If an early advantage is not achieved then that it does dwindle down to limited actions with likelihood of any major success reducing, probably much like the real thing
Thanks to all participants! The Mansfield boys for making their period trip down. Shout out to Richard who have never played before and was drafted in at last minute. He was put right into the centre of the attack and marched his Tommies into the machine gun fire with good grace.
Vorwärts !to 1916!!
With a big game of Squarebashing lined up for Christmas~ it comes down to looking at the availability of the figures. The intention is to play a 4 player per side – 16′- of squarebashing. Nominally this will be based on the Anglo/French attacking in the Third Battle of Artois (sept 1915 – close to our 100th anniversary date)
So the British First army (60k) , French Tenth Army (48K) vs German Sixth army (50K).
With the figures available there will have to be some fudging of earlier French dress, so with that I decided to paint up some later war French. With Peter Pig re-sculpting their late war French, and Battlefront releasing their French, the decision wasn’t so clear cut. But in the end I decided on Peter Pig. I knew that they would be clean cast – as I wanted as little prep as possible, and my last experiences with BF figures wasn’t great. It probably cost me more in the end, (accounting for BF deep discounting from online stores) , but at least I go what I want and it would match my other figures.
With Peter Pigs normal speedy delivery the figures had arrived within the week, and I was lining up to prep them for painting. The prep was a dream , on a lot of the figures I actually did nothing. Some have nubs on the bases (likely a vent from the mould) but not too much. On the figure themselves I had to de-flash maybe 10 out of 200+/-
Rather than basing it on any hard research I decided to base the colour palette I would use on the art of Tignous, the political satirist, who died during the Charlie Hebdo shooting. He colobarated on the Art for the game Les Poilus (later The Grizzled).
So a rather playful, graphic blue. Rather than a washed out Horizon blue after weeks in the trenches! I was aiming to capture the essence of these illustration with its chalky backdrop and colourful uniforms. It rather suits 15mm which always benefits from a elevation in the colour register to give it that pop.
Prep stage 1 – lolly sticks
All the figures are loosing grouped into like poses and are stuck to hobby/lolly stick with hot glue (gun). This will be a production line !
GW Corax white. Great primer. Slighly off white but not so much that its noticeable. Only one coat needed. I did dust it with Skull white afterwards to get some natural shade. This was probably a mistake as the Skull white is very chalky by comparison and gave too much of a ‘key’ to the surface
I planned to use a wash colour base, then an ink wash. So sticking to the GW pantheon.
Base colour – Hoeth blue thinned with Lahmian Medium. I have tried most other acrylic mediums/flow improvers out there. But nothing seems to cut it like this stuff. So with a watery mix slap it on. At this stage don’t worry as it will shrink back.
Cut point here is to avoid any unnecessary finger contact with the primed figures. You don’t want greasy finger marks acting as a resist to your paint here.
Wash – Gulliman blue 70%, Nuln Oil 30% … again this is thinning to a 50% wash/50% Lahmian medium.. When the figures are fully dry (best leave overnight slap that on)
So picking up a strip sample ist just a case of face (normal triad) , rifle – just a dark brown, and the packs. All washed with a Army Painter strong tone (brown) ink.. another stalwart in this painters arsenal.
So that’s its just another 30 strips to go!
For bit of amusement I’ve set up a webstore with some retro wargaming shirts. They are definitely niche geek, so if you don’t know what they mean you probably won’t be interested! if you do then at this point you might be dewey eyed 🙂
So if you have always wanted a Crimson Bat t-shirt
or WRG 6th
or even ‘exorcists with magic daggers’
then now is your chance
By way of a change we played ‘The Great War’, the Battlefront WW1 FOW version of the rules. Cousin Mark came over and brought his toys to give them a run out. The Great War (GW) is just a simple derivative of FOW. The scenario we played was 1918 trench battle – The Big Push. The two armies were Germans consisting of 2 rifle platoons of infantry with attached MG and anti tank rifles, an HMG platoon and finally 2 A7Vs (5 platoons strength). They were all classed as confident trained. The British consisted of 2 rifle platoon, with MGs attached, and 3 Male tanks. All of whom were rated veteran. The Germans obviously have picked the wrong bit of the trench to attack!
The scenario dictated that the attackers (Germans) had overwhelming force meaning that any lost platoon (either by losses or voluntary removal) would return as fresh reinforcements. Losses accrued in this manner would count towards the company morale. The effect being that losing 3 platoons would mean that company checks would be required.
The battlefield used the Battlefront trench system, which fits exactly the 4’ required for the game. The rest of the battlefield was defined as hard (bulletproof) cover for non-moving infantry.
The game was pretty straight forward. Each Brits platoon occupied its half of the table (it was looking pretty stretched out). The tanks in reserve. The Germans lined up in their half of the table. The deployment rules meaning that the Germans would be 2 moves away (with or without Stormtroooper moves – Vorwärts) . The A7V were limited to a 4” move and would get left behind unless they were ‘pushed’ to get an extra 2” movement (that would require a skill test, with a risk of a roll of 1 being breakdown). They would be useful in support though each toting 4 MGs and a 5.7cm gun.
The game didn’t really have any tactical finesse. There were 2 turns of advancing, firing , pinning and unpinning. The Germans losses were lite because the British couldn’t really muster a massive amount of firepower – having no HMGs in this section. But with a dozen firing dice per platoon hitting on 3s with a 3+ infantry save the Germans were only losing 2 stands per turn. On the right flank the Germans would always pin due to hits , but failed to unpin. ON the left flank again the platoon would always pin but with the 1IC in tow the 4+ with a re-roll meant they would keep going.
2 of the allied tanks arrived very early and there was a tit-for-tat exchange of gunfire between the Landships with little effect.
The main action was on the left flank where the 1st German platoon had reached the trenches having only taken limited damage. Their flamethrower eliminated 1 British stand, all others making it into assault range (the Brits failed to stop the assault with their defence fire being pinned and a poor show on the dice). The close combat in FOW is always bloody , but the British did have quite an edge being classified as ‘trench’ fighters (meaning they needed 2+ pt hit and eliminate a German stand). The Germans needed 4+ for the same result. The Germans going first did have an edge in that respect and killed 3 stands in the first phase. The allied veterans passed their motivation and charged back in, inflicting about the same in return. Both sides kept passing motivation and the number of combatants fell until finally the British were wiped out. The Germans at that point failed their motivation too and also fled the field, leaving the section vacant. However, with the other British platoon engaging the German on the right flank then there was little to stop the ‘overwhelming’ forces reserve platoon from occupying the position and winning the game. The lead to a British tank to heading over that way to camp next to the objective (supply line junction in the trench). At this point an A7V was knocked out and rightmost platoon was 1 stand from needing a platoon check. That would be 3 required for a company check (which would have a 50/50 chance of failure) . This resulted in the right platoon hiding in the shell holes (gaining a bulletproof cover), allowing the brits in the trenches to file across without risk to try to cover both objective (a tall order)
The fresh Germans advanced and clambered in the trenched unopposed, this was short lived as they were driven into by the newly arrived British tank. This resulted in a real stalemate. The Landship rule meant that even if losing an assault the tank does not have to retreat and is not captured. The tanks also has defensive MGs so you have to re-confirmed each hit. So, with only an ATR and half a dozen stands of infantry the Germans had to throw a lot of dice with even a change of damaging the tank. Typically each stand had only a 25% chance of a hit, followed by 18% change of damage.. slim.
We played out a couple of turns of the assault neither side getting an advantage. On the other flank the Germans were held back, they could try to get refresh reinforcements, but that would require a company level morale check. As we had played for a longer time than we had anticipated we called it there with an allied victory (if the Attacker doesn’t capture and objective the Defender wins)
As a review of the game it was OK. It passed the time without any incident. I like games with lots of dice, but this had LOTs of dice to get any sort of result from shooting. Hit on a 4+, Save on a 3+ , destroy on a 6+ typically. 3 dice with small chance of getting an effect. In contrast the assault if very bloody with a single roll with at worst a 50% chance of destroying a stand. For me it was OK enough, but didn’t really much flavour of the period, and you end up working out the odds of success for each attack on an individual basis rather than executing a plan as such. Very much an exercise in micro management. That said lots of people like FOW – and its mechanisms – and I played it fervently for 5-6 years a few years ago, so I can’t complain. Battlefront GW release is great from a pickup point of view. I believe that this game was just the 2 army boxes and the boxed trench system. So with the rules being free? – still .. and easy introduction to this period. Good pick up for the casual WW1 player.
For our next game of Squarebashing we thought we’d try a canal crossing, this would allow Ray to use his newly acquired BEF. The canal game differs from the normal game in a couple of keys features. There is no countdown to battle, so that speeded things up a little. The table setup differs only that you put a canal traversing the tables (in-between rows 3 & 4) , it doesn’t occupy a square but acts as a barriers between the 2 rows. The defender gets to place the terrain as normal. The game type is always attack in force but with an extra depletion dice. The objective are different in that they are 3 crossing point on the canal. 1 is where the road crosses, and the other 2 are placed by the defender (each being at least 1 column apart) … AFTER the depletions are made. So the attacker gets to see where the weak point is and then placed the crossings there.
You can just see the BEF deployed above the canal here.Only 4 square of the 8 in the line have any occupancy
The plucky BEF only had 10 units of infantry , and after depletions only 5 were left on table, so the line was looking very thin. The defender also only gets to deploy in row 2 (so needs to move to occupy and defence of the canal crossing). So as always the defending position looked decidedly weak.
The Germans have raced forward to cross the canal quickly
With the attacker getting the 1st turn the Germans called for – and received – a suppression barrage. In a game of completely ineffectual artillery , which is very unusual, all but one of the suppression squares deviated. The only one that didn’t deviate didn’t have any enemy troops in. However, thinks weren’t so bad. The barrage fell largely short and into the squares adjacent to the canal. This has the benefit of preventing the British from moving into those squares in the British first turn.
The Germans lurked forward and occupied the canal bank, ready to cross in 2 out of 3 crossing point in the next turn. As the British were pinned and unable to move into the defending bank, things were looking rosy.
The British 1st turn was quite catastrophic. The higher command has been hit (during the prior suppression barrage) and an luck would have it failed to save (1 on a d6) and had retired off table to the reinforcement pool. Ray has picked ‘assets’ as his higher command type (which allows re-rolls on the asset attempts so means you can spend less dice to try to get assets). Being off table in the first turn meant that he didn’t get it. SO , to try and stop the Germans crossing the canal the BEF had to use nearly all of the dice pool to try and get their own suppression barrage. 10 dice were rolled needing a 6 ….. the result was no 6’s Suddenly with the BEF pinned back, and no artillery, there wasn’t anything that could prevent the crossing. Perhaps it would all be over for Christmas and there was talk of an early drink in the pub.
This was taken after all the bonus assaulting tokens were taken off. It looked so good to start!
The Germans second turn started well. They called and received a shock assault asset and rolled for a ‘fighting dice’ higher command. A large assault was massed on the leftmost crossing. This would be decided ‘a la bayonet’. Being that the assault took place one square back from the crossing the BEF didn’t benefit from any of the defended crossing rules. It wasn’t a completely perfect assault as the crossing was a pinch point and stopped other units supporting from the adjacent squares , rear support was also denied as it was on the far side of the canal. However I thought that the assault had a good chance . 3 full units (9 dice), +3 for shock assault , + 2 for fighting dice (-2 for attacking into hasty defences). The defenders had 1 unit (2 dice), 2 artillery (4 dice) and +1 for British firing. For a total of 7 dice. No –one had any supports . 12dice vs 7 dice … With odds like this there could only be 1 outcome. Yes, 2 hits each(after saves) and the British win (defender wins on a draw) .. the attack stalled. Further hits were applied and the BEF awarded the ‘winning the fight’ bonus for subsequent rounds. All of a sudden it would a lot harder to get past here
This was taken in the later turns where the Germans had spread out. However we do have some reservists having to fill in the line here.
On the central crossing as the Germans has less of an advantage they did not assault and crossed the canal and tried to fan out to establish a ‘beachhead’
At this point luck swung violently against the Kaisers boys. Ray rolled 4 6s for this reinforcements, so the majority of the infantry arrived. It should be said that prior to this Ray had rolled 22 successive d6s in various phases and not getting a single 6 (it was one of those were you count up it was so bad) . He chanced his arm on the central crossing and launched 2 assaults where the odds were even. He won both. The fact that the Germans has their backs to the canal was catastrophic . Being unable retired meant to take another 6 hits. So where we’d lost by 1 in the assault (1 casualty) , then there would be another 3 hits followed by another 6 hits (unable to retire). I’ve never seen so many casualties mount up so quickly. There were squares with 6 or 7 casualties in. Then the subsequent morale check was almost a guaranteed failure , which again because they couldn’t retire generated another 6 hits. In Squarebashing a unit can normally take a lot of punishment. Get caught in a position where you a unable to retreat … Well .. there is a lesson to be learnt!
Don’t get caught with your back to a canal
The rightmost crossing had now been reinforced. With a MG and riflemen in a defended position on the crossing that was shut tight.
The Germans on the left flank failed their single dice morale test – so got a no advance. This halted any further crossing their as the square was full occupancy. Things were looking grim now for the Germans and we could have called it there and gone for that early drink. However we played on.
In subsequent turns the Germans were given some slight chances. On the left they did rally and began to spread out on the far side of the canal and reinforce the crossing. However, were they needed a bit of luck none was forthcoming. All point effect barrage failed and therefore as best all further assaults were even , and nothing really happened.
So we timed out before the countdown clock reached the end. However the result was never in doubt. Not quite a massive victory, but a solid one for the BEF – well done Ray and his Brits (for their first outing)
Ray provided all of the terrain, and it all looks rather splendid I’m sure you agree. The carpet tiles from the 70s suddenly have come back in vogue!
The canal crossing game was good and provided some different challenges. The strange dice results we had were probably not indicative of a normal game would be like. After reading the rules I thought it would be tough as the attacker. But at the beginning I would see a route to victory. Squarebashing has this strange sensation where you think you can do a lot , and then when you make contact with the enemy everything bogs down quite quickly. Which is probably about right.
Batman is a new game to me. It follows the current zeitgeist of low model skirmish type games. The setting is in the DC universe (as you might expect), but tends to follow TVs Gotham and the Arkham video game series than the comic series, certainly in style. It was brought to my attention as its popular at my FLGS, and as that is a 5 minute walk from where I live, it made sense to put a toe in the water. There was a tournament coming up and I thought I’d enter that – as that is usually a good way to get bloodied in the rule mechanics. So I committed to enter and picked a crew to paint up. I painted up Joker, just for no other reason that he took my fancy and the models were in store. The models are 32mm , and fine in detail. As they have a ‘realistic’ proportional style the details are delicate. The castings are ‘average’ with a bit of work required, and they do require a bit of effort to paint to make them look good.
The game itself it pretty simple, but has solid mechanics with some depth. Its alternate model activation rather than IGOUGO, with a mechanism for first player each round that it not novel but has a reasonable twist. Each turn has a planning phase (make the plan), where each model has action point to plan in to movement , attack , defence or special actions . As each character gets damages their action points go down. So all sensible so far. After the plans have been made then its time to execute them. Each character then spends these points until their activation is complete. Nothing earth shattering here… things like base movement (MC) 10cm, but if you spend a special (SC) then you can sprint double – in a straight line. Combat has either 2 or 3 dice phases to complete. Roll to hit (on opponents defence) , the opponent then can defend (if they have defence counters to spend) , then any hits roll to wound. Damage ie either ‘stun’or ‘lethal’ (blood). A model can take up to their endurance in damage with the sum total of both markers. If they hit their endurance with blood, they are dead. If in stun (or stun /blood combined) then they are KO’d. KO can be recovered from, as can stun damage in a recovery phase.
Each character has a set on individual traits and equipment that gives them flavour. It starts to look a bit like Warmachine as this point where its rules by caveat and exception. But as the model count if just lower its not quite so bad. Each crew is only about 4-12 models. You have a fighting chance of remembering!
The meat of the game, however, is the scenarios. They are objective based, with a few different types, which has some in-game effect and a VP score. So ammo for instance allows you reload your firearms and score you points. The objectives are largely placed on the board where have to plan to move. They are either in or close to your opponents deployment – or in no man’s land. You score objectives each turn (and they score 1-3 each), a KO or Kill scores you 1- 4 points. Given the game is 5-6 turns long there is a possibility of ~12-20 points available to score. To Kill a crew is probably going to net you 12~. You probably need to play for both but you certainly don’t have to concentrate of killing the opposition as the only root to victory.
My brief games at the Titan games event
My Crew was –
So 2 firearm armed clowns , 2 axe armed clowns and Joker to control them. My beatstick being Deathstroke (who is nearly ½ of my army in cost)
Game 1 , Steve with League of Shadows
Only my second game ever (the first being a demo in store). We both were cautious as neither of us were greatly familiar with the rules. We both had a similar plan – grab the closest objective and drag it back closer to the baseline. I had rushed Deathstroke up to try to eliminate 2 ninjas. This had a neat effect in game of concentrating the activation in this section of the board. As I had fewer models I could then spend activations elsewhere to some effect. What it meant is that I always got the drop on Deadshot who was lurking at the back. From his rooftop position sniggering with his AK, peppered Deadshot over 2 turns. Luckily I managed 2 hits (Deadshot get several ‘pings’ and dodges) but 2 solid hits (3 blood each) neutralised him. I was later to realise that this was a vital event as Deadshot being the go to guy. All my opponents taking him
On the other flank Deathstroke was having trouble taking down these Ninjas and had attracted the attention of Ra’s (who is another power piece). So I was ended up being outnumbered. Deathstroke being a martial artist doesn’t count the outnumbering rule (which is pretty catastrophic) BUT I fell into the trap of rather than concentrating on 1 opponent ended up attacking on then the other. Deathstoke has put blood on all of opponent (including Ra’s) but now he was taking blood too. He used his soul armour special to remove blood – but his time was up. Rather than go down fighting he used his acrobat ability to escape the combat, and dash toward the rest of the crew (as he was somewhat isolated) . However, Ra’s caught up with him and delivered the coup de grace. However, in my favourite cinematic moment of the day. Joker you had been camping loot in a building near the back stepped around the corner and pulled his one shot gun. The fact that the combat had moved back 24cm meant that Ra’s was now in range – BOOM> the one shot gun did the trick and Ra’s was done for too. However, being immortal he can’t die so I only gained the KO points. But that wrapped up that game. You totted up the points, and it was an exact draw with 28 points each. I was happy with this start a good game
Game 2 , Leon with Black Mask
Leon’s crew was a hodgepotch of free agents rather than a glut of gangsters. He has
I enjoyed this game and Leon did a great job of explaining the rules and mechanics (thanks Leon). With 2 powerful shooters both with good vantage points I was a loss on what to go. I send Deathstroke round the long way (as he is fast with advance deployment). Leon was worried about this and moved away from that area. Catwoman grabbed a loot counter and batarang’d to a high rooftop and camped there (its great vignettes of action like this make this game special IMHO) Her special ability allows her to get an extra VP each time she score loot. So on the roof he was going to easily get 10 points just from this action (over 5 turns). I had nothing that could easily climb (not thinking about this). So it was unlikely that I would much from this game.
I somewhat sacrificed some clowns running down the road. Deadshot an Mesh(?) with his nightscope has some full tapping those goons. But that did allow Deathstroke to turn the corner , leap a fence (acrobat) and sprint and catch Deadshot in the street. With a snik-swish of katana action Deadshot was somewhat diminished. He staggered back to get away but was low on action (bleeding heavily). 2 Blackmask goons joined the fray. Deadshot was KO’d by Joker (with is remote control teeth?!). But the game timed out. Leon has a solid victory . I did have few points on the board with the Deadshot KO
Game 3 , Martin with Suicide squad
Martin was practicing for a big comp next week so was testing out his tournament build. This was game was painful and I should forget. I was a masterclass on not what to do. My ambush ability meant my opponent had to deploy first and he duly split his force into 2 halves. I thought I’d try a rush with Deathstroke into 1 half. Given his advance deploy , acrobat and going first I reckoned I could make it into combat on the first turn. With a sprint and 2 MS (2d6 extra cm) I needed a 9 , scoring a 5 … so ended up short , right under a lamppost ( light! All of the game are in dark Gotham, the only light sources being lampposts ) . Deadshot from his rooftop advantage stepped up and fired. Harley pulled her semi auto and let fly , after taking a lot of blood she stepped up and battered Deathstoke. He was KO’d… However, he did pace his endurance roll to wake from the KO and when into defence mode. So he tried to use his soul armoured to heal 2 blood. But with the loss of action counters it was never going to be enough. Harleys goods with the chainsaw stepped up and finished him in no uncertain manner. Deadshot shot Sniggering (my AK clown) who had climbed to the rooftop to try gain a good vantage. So in 2 turns my crew had been gutted. The rest of the boys ran up but in a hail of automatic fire followed up with brutal close combat it wasn’t even funny. A violating experience, giving me food for thought!
So in conclusion, was it any good? Well I think it was. The game itself has great flavour and character and that goes a long way. The rules seem solid and have multiple options for victory. I would be little wary of the night scope assassin type. Most people seemed to have something like this in their crew. Given a good vantage point they seemed to be able to assassinate a model each turn. Given they have 3-4 shots (ammo) per game you just can’t walk down the street ! So I’ll have to think about that … Its probably not a deal breaker and if you can feed them goons at least they will be occupied while you win elsewhere. I suspect you want quite a high model count to just do a lot in the game (objective wise). So thumbs up from me. If you are a fan of the DC universe and the recent TV spin offs then I’ve say this is worth a go.
I won the best painted crew prize too so, all good for me!
Paul and James came to play Squarebashing. Scrivs has documented it here –
Being at the release party of Age of Sigmar at Warhammer World was too good an opportunity to miss. So booking an ealry table for a bit of 40K action in the morning we headed off to Lenton.
First thing , the rumours were true and the Space Marine and Aquila has been usurped by a ’Sigmarine’.
A quick précis of our 40K game. We had just painted up the tomb blades as that Logan could field a Reclamation legion. However, as we were only playing 650 (to get a 120 min game in ) he didn’t want to use the immortals and opted to use lychguard.
That drop in reanimation protocols tipped the balance. I’d knocked up Ultramarines with Tigurius and devastator Centurions and 2 tactical units with Grav guns too. The Ultramarines normally had a torrid time against the Necrons so I beefed them up a bit. But perhaps a bit to much. So with Tigurius getting Invisibility (not hard) then invisible Centurions pounded out the fire.
Pretty much a whitewash …. So just goes to show that even with points you have to consider what level to aim the game at! (more on this later)
So after the obligatory lunch at Bugman we pressed on to the Age of Sigmar demos.
“For you Lurz ze war is over.. relegated to scaring small children exiting the washroom”
Unless you have been living in a hole then you know what the Age of Sigmar is, and the nerd rage that this has generated. I tried to take an objective view of the whole situation. I’ve being playing Warhammer Fantasy battle since 1983, and every edition (to a greater or lesser extent). I admit it has come as rather a shock to see the old world ended. Its heritage in engrained in my psyche after 30 years.
“The games being played of AoS (non GW demo), looked neither skirmish or ‘just a mash up’. Also the standard or presentation looked markedly higher, with all the big kits out on display”
However the demos flowed pretty well. I thought it was going to be a hard sell, but after 10 minutes I picked it up. It not hard … it very lite. But do you know what ? it was actually quite fun! Lets put aside balance and all that sort of stuff , the games there were the starter boxes and are probably balanced. But there was a situational tactical element to it. The sequence of activation and pile in choices meant something. The magic is toned down and the monsters are toned down .. I cab see how big units are not going to be effective with the bravery test (which can double up your casualties).
So there you have it, I enjoyed it! Not enough to buy the box (and it they can’t sell it to me – then they might be in trouble! ). The aesthetic might not suit me , or the fluff might be nonsense. But the game seems to work in a beer and pretzels sense. Not the convoluted WFB charge baiting or hero hammer (guff) … and I can see it not suiting all, but I can see it really making a difference to their entry level target market. So I can see it being successful. Maybe not with ubergamers, but kids and old (wise) gamers for sure.
We played 2 starter box games , in about 2 hours. Fun has had by all, and our opponents shook our hand at the end !
I did speak to various folk – it seemed staffers were touting for opinion – and as a wargaming face who am I to remain silent 😉 The whole balance thing did come up (no points – all that stuff) … and I think we need to wait for the next – big – book just out on pre release now, as that has all the ‘battle plans’.. as I understand it a cross between a dataslate and scenario generator. They expect maturity in the gaming fraternity to be able to deal with the games that they want to play. The framework is very loose, and thy want to give as many options for people to play as possible. Have they read Black Powder I wonder 🙂
“Logan with his new Space Wolf T-shirt”
While we were there the new exhibition centre was open. So we checked it out. I was looking forward to seeing all the old models , but when I saw them I was a bit disappointed as I’ve got them all! However the new exhibits were stunning .. So here are some selected photos.
The day just raced by and it was soon 6pm and time to leave – great day 🙂
Stoke Challenge is a small competition only event, with FoG:R, DBMM and Saga. Being local, my arm was twisted to participate , despite trying to cut back on FoG:R this year. I picked Japanese for no other reason than an army had made its way into my possession.
The army was (650pt)
The Runners and riders
So actually a good set for the Japanese with a lot of bow based armies.
Game 1 Ray with Qing Chinese.
Not a good matchup for the Chinese. These dastardly fellows are designed and drive away nomadic horsemen (and rather anachronistically, in a quirk of the rules European pike and shot!). Though of armoured warrior swordsmen would not appeal. The game was straight up Ray has ½ a dozen big bow blocks with regimental guns, and a couple of old school armoured bow cavalry. The Japanese just matched the bow frontage. I had had offered up a couple of end units up as bait to allow the warriors to arrive en-masse.
Everything went reasonable well. The shooting had little effect , as expected, and there was about 2’of troops in melee in about turn 4. The impact had swung in favour of the Chinese. Having a regimental gun and light spear , meant that the spearmen were slightly trumped, and a few units did disrupt. However in the ensuing melee being armoured with a sword against unarmoured with no sword meant that the butchery work could being (rolling 3+s , re-rolling 1s vs rolling 5+ not re-rolling – that is how we like it)
Rays army caved in. But the detail had meant that he did nibble off a too many end units , so the Japanese didn’t escape unscathed.
The Hatamoto offered up to protect the flank. they died in all three games
Score was 16-9 to the Japanese
Game 2 Keith with Western Sudanese
It was looking like this was going to be a day for the glory of the Shogun. More unarmoured warriors to deal with. These big bow armies can catch the ‘typical’ western Pike and Shot armies out because they are voluminous and can win an attrition war. However, this is trumped by another ‘behind the time’ genre where they haven’t realised that gun powder isn’t the way forward. Keith was actually worse off that Ray , as his troops didn’t have the regimental guns or the light spear. I thought I’d follow the same plan as before offering up a couple of sacrificial units on the ends to delay while the main event sorted itself out.
This worked out pretty much as planned. Even Keith’s mounted wing of Tuareg camels didn’t face charging armoured spear frontally. So they tried to sneak their way around. There was one section where his guard bow and armoured spear (but average) tried to make a stand. But even where we were on par, the Japanese had more luck, and prevailed quickly. When the main body of samurai contacted the Sudanese archers it was quick work.
Score was 21-4 to the Japanese
Game 3 Steve with Later Swede.
So sitting on top with 40 point , the next closest was Steve with 35. It was a good lead , but I would need a win to guarantee the competition. A less favourable matchup for me. Salvo foot with regimental guns, with impact cavalry. My only hope was to swamp them with numbers. Steve had obviously had this in his plan , so rather than picking all the usual superior units has selected an army of entirely average troops (not often seen in the modern game). Consequently his army was bigger than mine, so I’d have to hope that my superiors would be able to grind it out. This is not unreasonable as the average pike and shot BGs are brittle. If I could hold on and try to get a protracted melee then it might pan out ok. It wasn’t going to plan though. Our centres closed and the salvo with regimental guns soon started to pay. The impact was brutal. Being at a — POA meant that the warrior had some painful tests to make, and many disrupted and lost bases (some even losing 2 bases on first contact).
After that it was rather unfavourable. The fight settled down to who could throw the most 4’s. But losing a 3rd of bases for being disrupted, and having lost bases, meant that my opponent would be throwing twice as many dice. Even re-rolling 1’s & 2s, after committing the generals to the front rank to try and fight my way out of the situation, meant that it was unlikely that I would win. However, average troops being just that I did start having a bit of luck. One BG of samurai had rallied and defeated their opponents and then crashed into the supporting cavalry behind. After surviving another horrible impact the spears actually put the average cavalry to flight . One the other flanks some Japanese archers had put some dragoons to flight and then lucked out against a pike and shot unit next to them. So both sides were haemorrhaging units. The Swede would win just by sticking to the plan, there were plenty more units that were lined up. The Samurai could win but finding those points would be more tricky as the favourable match ups we few and far between.
The battle group score teetered perilously for both sides with a point to spare. The Japanese has lost 9 out of 10 , and the Swedes 10 out of 11.
The deciding factor came down to a fight where samurai had broken a units of pike and shot who were routing, behind which lay the Swedish guns. Capturing those would secure the game (and the competition). However, being warrior meant that I would either have to break contact with the routers and then make a rallying test out that the swedes would pass through and I could capture them that way. This was not to be. The swedes had obviously had lead lined boots. They rolls three 1s for the route moves moving only a grand total of 3” out of an average of 9”. The warriors being more speedy could then never lose contact. So even a cheeky shot with 2 archers who were about 1” away from the guns (who were disrupted) could fragment (and win that way). But it was not to be. The swedes hovered up the 2nd line Ashigaru and won the day.
The score was 9-16 to the Swedes.
This left me on 49. Steve scored a total of 51 to secure 2nd. But Dene leap frogged us all to 52 after a masterclass of cohesion tests against Bob.
Not a good day at the office for Bob’s Quing against Dene’s dice
Great games. I like the Japanese , simple and effective – great fun to play with.
Last night James and Scrivs came down for a game of squarebashing. Paul has diligently documented the event here !
Thanks to both of them for coming down and being pleasant opponents. Looking forward to the game you’re hosting soon ! 🙂
I have to admit I was a bit overwhelmed by Salute this year and as such my photo snapping was short and random, there seemed to be hundreds of folks with camera phones so I;m sure there will be more comprehensive pictures.
Some views –
I thought it was a very healthy show. But a bit much for me
The crowd was absolutely massive this year. The highlight being a bit of mob rule where it seems that everyone in the snaking entry queue just seemed to make a mad surgery towards the entrance
Some Warlord game previews
Hawk wargame flagship
We took a trip up the road to Lenton to Warhammer world, this was Logan’s first visit, and it was my birthday too. We booked a table to play a game in advance, so we had anticipated to stay the whole day. We’d booked into the Premier Inn just along the canal at Nottingham Marina (which is actually recommended, as you couldn’t get any closer and avoids all the unpleasant road works around Lenton. They are putting new tram lines in and actually when they are finished getting to WW will be a breeze as the tram goes right outside to the railway station.
Warhammer world is going through renovations right now, with a grand re-opening in May. It was a little disappointing the museum/exhibition centre was closed, the shop seemed reduced in range, and the number of gaming table looked lessened and more cramped. However, there is still Bugmans bar.I could just spend the weekend there!
We played our game in the morning, and a luck would have it it was the last day for submission to army of the month. So, the staff there were keen for us to submit our armies – which we did. That meant hanging around for a few more hours after lunch.
Which was fine, we have cake and coffee and a leisurely wander around the other games and store. I was genuinely surprised about the amount of unpainted figures that were in use. For the flagship store you’d think they would have some sort of minimum requirement. These weren’t young kids that were doing this!
Anyway come 4 o’clock the announcement was made and Logan had won the army of the month – which as you can imagine he was pleased as punch. His army is now on display there for the next month in the winners cabinet if you have chance to swing by.
Nice day out.
I’ll let Logan tell his story!
On Friday 27th 2015 we went to Nottingham and stayed at a hotel overnight. The next day me and dad went to Warhammer world while mum and Georgie went shopping, as we walked up the gravely road the first thing I saw was a giant statue of a space marine looming ahead. Behind it was a life sized model of a rhino parked in the middle of the huge car park.
We walked through the entrance of the building into a dwarf restaurant called Bugman’s which had an excellent menu full of delicious meals. Then we went into the gigantic gaming room full of quality tables, I got a little bit of a shock when I turned round and saw Lurtz glaring down at me from up a stand next to the door! Next me and dad went down to our reserved table in the middle of the big room and set up our game, with me playing necrons and dad playing grey knights (oh no!). On turn one I rolled a six (oh boy! I needed a lot of those!) So I went first. Since no grey knights were on the table yet (they all teleport in 🙁 ) I had to move so I shuffled my warriors a bit and moved some of my tanks forward and that was really all I could do. Next dad deep striked all over the table with his big titan-y robots right in the middle of my base, capturing all the objectives and ruining my plan. Then he had the nerve to challenge my warlord, foolishly, I accepted and guess what? My lord got killed outright, before I could even attack! I was furious and pushed forward with all my might but it was no use the grey knights are too good. Halfway through, a man came up to us and asked us if we were entering the “army of the month” competition and we said no (we weren’t) so he asked us if we’d like to and we said yes and he told us to put our army’s in the glass cabinet at one o’clock and. So we carried on playing until one, and packed up our stuff to display in the cabinet. Then we had 2 hours to kill so we went back to Bugman’s and I had cockatrice pieces (chicken nuggets) and some juice. Next we went to the shop/stall and had a look round then I took out my wallet and brought a rhino for my space wolf army.
It was three o’clock now and we were waiting for the votes to come in when they finally did I was extremely nervous. The winner for the staff’s choice was another necron army then they said the ultimate winner was another necron army, I knew there was only two other necron army’s left mine and someone else’s. They said the winner was…
Me! Me! I was the winner! After I’d had my pictures taken and got a certificate we went to Bugman’s to have coffee and cake and the next day we went home.