Wednesday, June 23, 2021
6mm Pike and Shotte
Wednesday, June 16, 2021
First game of Never Mind the Billhooks.
Very pleased to have finally played my first game of 'Never Mind the Billhooks'. Although I have painted quite a few (Lancastrian) units the other two players (Ian and Phil) have only just got their boxes of plastic Perry miniatures so we were limited to around 80 points a -side. Happily, Howard, our other club member has also got some figures but was unable to be here today.
Here are some of my more recently painted figures for this project plus I created a water filled ditch, just in case that card came up during play!
I can never resist devising a scenario, I was just hopeful that it would not prove to be too complex for our first game. The scenario should hopefully play well with larger forces too. Inventing some fictitious leaders for our forces based on local place names, the scenario was as follows...
The Search for Brother John Thomas.
The table will be set up with a village of several buildings in the centre including an Inn called Ye Olde Sunne Inn. As well as the village there should be a good smattering of fields, hills and trees etc... The Yorkists throw a dice, on a 1-3 they enter the table in the top NW corner, on a 4-6 in the SE bottom corner. The Lancastrians will enter the table in the opposite corner to the Yorkists. Troops maybe deployed upto 12” on a 6'x4' table. The game lasts 6 + a d3 turns. (7-9 turns). After the last turn the exhausted sides will withdraw to lick their wounds and add up their VP (Victory Points)!
Brother John Thomas (3VP): A monk with important information about the main Yorkist forces strength and movements has gone into hiding in a small village in the centre of the table. The main aim of the game is to locate the monk and keep him safe; the information he possesses is useful to both sides so he must be kept alive. There are several buildings in the village. To search for Brother John throw a d6 each time one of your units is in contact with a building. On a '6' you find Brother John, or if all buildings have been searched he will automatically be found in the very last building to be searched. A unit may only search one building a turn but different units may search different buildings during any turn. You score the 3VP if Brother John is with one of your units at the end of the game or has been escorted safely from the table back over your own deployment zone.
Captain Richard Head (1VP): Cpt Head is enjoying several quiet drinks in ye Olde Sun Inne when he is rudely interrupted by which ever side searches that building first. For a small sum of money; Capt Head agrees to help that side in the battle. Position Capt Head with a unit. Whenever that unit is in melee Capt Head adds one extra dice to the melee pool. Use a separate colour dice for Capt Head for if it scores a '6' in melee, it can be thrown again (and again as many times as it scores sixes, each six scoring a 'hit') as Capt Head dazzles all with his fighting skills. However, the first time that unit loses a melee Capt Head will desert to find another, quieter drinking hole-remove him from the table. Capt Head is only worth a VP if he is still fighting with you at the end of the game.
Note: Capt Head cannot be targeted by missile fire and will be the last man to fall in any unit targeted by such.
Horse and Cart (1VP): Any unit that captures the (newly painted) horse and cart by moving into contact with it will find amongst the food stores in the cart a full re-supply of arrows for one Retinue Archer unit. The cart moves at d6” a turn along the road until captured, and at 6” when being escorted by its captors.
VP = Victory points for the game.
You also score 1xVP for each enemy commander slain during the battle.
and the forces that were used were as follows...
Lancastrians
Earl of Lawkland (mtd). Class 3 Hero/ldr
Sir Henry Kettlesbeck (foot). Class 2 Commander.ldr (+5pts)
|
Type |
pts |
Move |
Shoot |
Melee D6 |
Save |
Notes |
|
Light Horse |
1.5 |
10/14” |
|
2 |
4+ |
Save is 3+ in melee |
|
2x Bill |
1 |
6” |
|
1 |
4+ |
|
|
2x Archers |
1 |
6” |
9S/15L” |
.5 |
5+ |
May shoot twice a turn. Hit, 5+ at short, 6 at long |
|
Skirmishers Handgun |
1 |
8” |
0-12” |
.5 |
5+ |
Hit 5+ |
|
Gun + 3 crew |
9 |
4” |
0-30” |
.5 |
5+ |
Crew x 2 when shooting, hit on a 6, all hits kill. Three or more 1's and gun blows up. |
|
|
|
|
|
|
|
|
|
Total |
80 |
|
|
|
|
|
Yorksists
Duke of Eldroth (foot). Class 3 Hero/ldr
Sir John Litton (foot). Class 2 Commander.ldr (+5pts)
|
Type |
pts |
Move |
Shoot |
Melee D6 |
Save |
Notes |
|
Men-at-Arms |
2 |
6 |
|
1.5 |
3+ |
Save is 4+ if hit by X-bow or handgun |
|
2x Bill |
1 |
6” |
|
1 |
4+ |
|
|
Archers |
1 |
6” |
9S/15L” |
.5 |
5+ |
May shoot twice a turn. Hit, 5+ at short, 6 at long |
|
Skirmishers Archers |
1 |
8” |
0-12” |
.5 |
5+ |
Hit 5+ up to 12”.Only 1 shot per turn. |
|
Gun + 3 crew |
9 |
4” |
0-30” |
.5 |
5+ |
Crew x 2 when shooting, hit on a 6, all hits kill. Three or more 1's and gun blows up. |
|
|
|
|
|
|
|
|
|
Total |
78 |
|
|
|
|
|
So, how did the game go?
Thankfully the Lancastrians did manage to recruit Sir Richard Head (the Sunne Inn is in the photo below) for 1VP and also destroy a unit of retinue archers to gain back a Morale token.
More melee on the Yorkist left flank saw most units in Disarry or even Daunted so after several action packed turns we called an end to the game with a clear victory for Phil and his Lancastrians.
Wednesday, June 2, 2021
The Battle of Thuin (15mm General D'Armee).
Howard very kindly hosted a 4 player game of 15mm General D'Armee, devising the scenario and providing all the figures (and drinks on a roasting hot day!). The scenario was detailed as below...
Engagement at Thuin (very fictional)
Napoleon had already sown the seeds of doubt in Wellington’s mind that he could make a dash on Brussels via Mons, as well as or instead of, a direct assault through Charleroi. He decided to reinforce the idea by sending a small diversionary force to cross the Sambre, east of Thuin. Napoleon had a suspicion that spies in Paris, including Fouche, may have tipped off Wellington as to his true intentions. Therefore this small divisional strength army would also divert much needed allied reinforcements form marching to Quatre Bras.
French Mission
To cross the river with at least 2 brigades and remain there till the end of turn 10 for a complete victory.
British Mission
To prevent the French establishing a bridge head at the end of turn 10 on the northern side of the Sambre.
With Howard acting as the Umpire, Ian took control of the French, with the help of Phil when he arrived. I was in charge of the British defending the bridge with new brigades arriving in support on set turns.
Friday, May 28, 2021
General d'Armee trial game.
Having moved house back to the Settle area last summer it has taken some time to be able to meet up with many of my old pals due to covid and lockdown. A couple of weeks ago I finally met up with Ian, Howard and Phil for a few drinks (well actually a few drinks too many) and by the end of the night the Settle and District (SaD) Wargamers were formed. We used to game together in our late twenties, early thirties; we are somewhat older now! Our first game was planned, 15mm Napoleonics using the General d'Armee rules in early June.
Move forward to today and Howard invited me round for a quick trial game of General d'Armee so that we could try the rules out prior to our 4 player game next week. Oh the joy of being retired so that you can just pop round for a game at a moments notice. We were using Howards very splendid collection of 15/18mm Napoleonics. The entire collection comprises of AB and Battle Honours figures, both cracking ranges of figures despite the size difference. The idea was that as the British, I had to hold the line and prevent Howards more numerous French from breaking through...whilst actually learning the rules.
Sunday, May 23, 2021
Wargames Allsorts
True to my wargaming butterfly nature I have completed a mixed bag of painting recently. First up, I return to the 'Wars of the Roses' with a unit of 28mm Burgundian Handgunners, plastic figures from Perry Miniatures. Lovely figures to paint and I am hopeful of a game of 'Never Mind the Billhooks' very soon. More Wars of the Roses figures are currently being assembled.
Tuesday, May 18, 2021
Galactic Heroes in a Galaxy Far Far away- well somewhere near Halifax!
Today Chris and I were delighted to play our first game in over a year. We have been eagerly waiting almost as long to play a game of 'A Fistful of Lead' skirmish rules. The rules cover several periods in time (and Space) and we opted to play the Sci Fi version, 'Galactic Heroes'. During lockdown (and having found his old collection in the loft, Chris suggested this so it is all his fault!) we busily collected and painted many of the old Star Wars Micro Machine figures which are about 20mm tall and scratch built a small part of a Tatooine settlement.
The first scenario was a typical Star Wars setting of finding the droids with the vital information. The only problem was there were various 'dummy' droids and only the correct dice throw would reveal the correct one. The Rebel forces started the game in possession of one droid and had to find the other droid and escape the board on a small spacecraft awaiting them on the far side. The Stormtroopers had to try and capture both droids. FFoL uses a card driven activation system which works a treat and there is a built in set of bonuses on some of the cards that you can use as you activate your figures. You are never quite sure who is going to move a figure next or what extra bonus they may have. I had invested in a themed set of cards and some tokens which all helped add atmosphere.
This was very much a learning game but FFoL is a quick and simple rules system so we were soon getting through the turns quite quickly. True to their poor image, the Stormtroopers could not hit a thing in this first game but did manage to capture the rogue droid. Chris, in charge of the Rebels managed to take out my officer and keep hold of his own droid but failed to get to the space ship in time before it left so we called this game a draw.
Game two saw my Stormtroopers having to defend a large antenna array and Chris's Rebels had to try and get a bomb in place to blow it up. An added ploy of this scenario is that every time a joker was played the Rebels were aided by a group of 3 'grunts' which we decided should be Sandpeople/Tusken Raiders. Happily my Stormtroopers actually managed to target and hit a few things this game taking out a Rebel trooper and a couple of Tusken Raiders who had only just arrived. We also wounded one of the two Rebel troopers who were carrying the bomb so slowed it's progress down enough that it could not get across the board fast enough. Sadly we ran out of time to complete this game but it seemed like the Stormtroopers were getting the upper hand, but then more turns could have led to more Tusken raiders turning up.
Overall we really like these rules and cannot wait to get some more games in. The scenarios in the book are also well thought out and provide fun games.
Tuesday, April 27, 2021
10mm Imperial Romans and Ancient British finished- for now!
One of my main aims for this year has been to actually get a few projects completed to a standard where I can (if need be) provide both sides plus some appropriate pieces of scenery aside from trees and hills of which I have plenty. I am delighted to have recently reached that stage for my 10mm Imperial Romans and Ancient British; based for rules such as 'To the Strongest', 'Impetus', 'Sword and Spear' and 'Hail Caesar'. I do have a few Roman units left to paint (another day) but none for the Ancient British.
Most of the figures are either Pendraken plus some Magister Militum but there are a few Gripping Beast and Irregular Miniatures if you look carefully. The bulk of these were purchased at the York Show, Vapnartak over 15 years ago.
First photo shows the Romans, including all six cohorts of Legionaries; and yes, I like my Legionaries red.
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