Feels slightly odd to be starting a gaming dairy in July!
But it's been a busy old year so far - and whilst I've got plenty of games in (and taken photos of them) getting round to posting them has been another matter. Painting has very much been on the back burner (not entirely sure why).
So this is probably going to be a bit of a trip back through the year to document games, and a bit of painting. And perhaps some painting mojo strikes and more stuff gets painted!
Warmaster XL - Nippon vs Empire
We've been playing quite a lot of Warmaster XL - this is a home brew variant of Warmaster Revolution, basically with double sized units, no support and a single round of combat. Seems to work really well, gives all the good bits of WM and gets rid of all the fiddly grinding combats.
Last night's game was East vs West, Nippon vs Empire, Pendraken vs Games Workshop, all the classic match ups ;D
(https://i.imgur.com/DjL6Zk6.jpeg)
Jumping straight in - this will be around turn 2. Nippon are nearest the camera, advancing on a fairly static Empire line.
Empire had deployed with Knights and Pistolliers on each flank, and infantry in the middle. I'd deployed my Nippon in almost the reverse, with infantry on the flanks, and in the middle my temple demons and cavalry. I was also trying to avoid the Empire cannon until either my Tengu or Ninjas could deal with them.
On the left the green Empire knights lurk just off camera, their Crossbows and Halberdiers have run forward to grab the village, whilst my advance got rather slowed by a marsh.
In the centre one unit of red Oni have charged some crossbows in a wood whilst in the centre the yellow Temple Dogs have deployed but didn't quite get the charge off. Behind them is a second unit of Oni and two units of Samurai cavalry.
On the right not a lot happening.
Right at the back of the board my two units of Tengu have flown behind the cannon - but these long moves put them out of command, which will give Empire chance to react next turn.
A couple of turns later
(https://i.imgur.com/8uxW2i4.jpeg)
The green knights continue to lurk on the left flank - I don't think they moved all game!
The next few shots are from the same turn as above, but covering each part of the battlefield
(https://i.imgur.com/keFF9NK.jpeg)
Right flank. The second unit of Oni have charged the Steam Tank - in a rather ineffective fight - the tank is only hit on 5+ and saves on 3+ so is very hard to damage, but conversely it doesn't have a lot of attacks.
In the village the Ashigaru are grinding through the Empire troops - helped by attacking on the flank.
These turned out to be the crucial battles of the game, with the loss of these 3 units and the hell blaster in the background this broke the Empire army. On the next turn the Oni charged the Steam Tank again - which rolled at least six 1s when trying to save.
(https://i.imgur.com/HAJm1Jf.jpeg)
In the centre some Empire troops lurk in the wood, whilst my cavalry hold the centre ground.
The Tengu were unsuccessful against the central cannon - they had landed behind them, but then the cannons where able to turn and shoot, which didn't kill too many stands, but easily drove them backwards off the table - should have landed closer! Made little difference in the end as the other cavalry was able to mop them up.
(https://i.imgur.com/Gn0L1fq.jpeg)
Over on the right the other Tengu were successful against the cannon, as they failed to get orders off to counter the Tengu. The Tengu then charged on the the flanks of the blue Knights - this was rather less succesful and turned into a couple of turns of combat, with the Pistoleers charging in to clear the Tengu up.
Overall a big victory to Nippon, who only lost 4 units (all temple demons) vs breaking the Empire army (I think 12 units lost).
The Ninjas remained elusive for the whole game - who knows where they were?
:-bd :-bd :-bd
Great to see Warmaster still being played. Never heard of the 'XL' variant before. Lovely looking game.
Cheers!
You won't have heard of the XL version as its a home brew variant!
Nice work
Really interested in picking up some 10mm Samurai
Thanks
The Pendraken range is great! The Samurai can be tricky to paint, but I do have some I am using the contrast style that Wargames Atlantic have showed and I'm pleased with that method
Quote from: fred. on 20 July 2024, 09:04:43 AM...starting a gaming dairy....
Cow wars, is it? The BEEF expeditionary force in France?
Quote from: FierceKitty on 21 July 2024, 05:29:57 AMCow wars, is it? The BEEF expeditionary force in France?
GET YOUR COAT
QuoteCow wars, is it? The BEEF expeditionary force in France?
At least someone is reading closely!
Quote from: fred. on 21 July 2024, 07:29:53 AMAt least someone is reading closely!
I read the entire thread just to see if someone else beat me to it. :'(
Sorry.
Altar of Freedom - ACW
All change this week, new rules, new period and new scale!
After several years of no progress with the big ACW Epic box from Warlord my mate Jon has decided to get the figures on the table - with the painting of the Union figures outsourced to Mark, and himself getting several hundred condfederates painted in a few weeks - go contrast paint!
We didn't go with Black Powder rules as we where throughly underwhelmed with them for this period when we tried them a few years ago. Instead we used the grand tactical rules Altar of Freedom. The core mechanics of these rules are simple - and in many ways have similiarities with Blucher. One of the key concepts is the turn clock and assigning command points to control this and to determine the priority of your divisions.
We went with the battle of Shiloh - which was badged as a starter scenario...
(https://i.imgur.com/Z40PF2w.jpg)
The terrain is heavily wooded - each area with a few model trees is a large wooded area. The Union forces are to the top of the picture, defending the landing on the right. The Confederates are nearest the camera, and as they caught the Union by surprise have a free first turn (which given the option to spend command points to re-position units after moving, and not needing to spend many points to activate, they effectively got 2 moves at the start of the game. So got up close to the Union defensive line.
(https://i.imgur.com/OyFJOr1.jpeg)
Close up view of the centre of the game, from the other side of the table - with much light coming through the windows!
(https://i.imgur.com/nUB9BnC.jpeg)
Towards the end of the evening - only half-way through the expected number of turns.
The Conferderates have had reasonable success in the middle of the battle field, and are advanicing a reserve division down the road. But Union reserves are there! On the right, largely a stalemate. On the left some success, especially as this was more of a holding flank for my attack.
(https://i.imgur.com/dWRp1Fb.jpeg)
Close up of the left flank - confederate attackers are rather disrupted.
(https://i.imgur.com/HBz2Svl.jpeg)
Close up of the right flank - lots of Confederate artillery - rather blocked by its own troops - but having some success in pushing back the Union forces, including a reinforcement Division.
Altar of Freedom is an intersting ruleset - definately interested in playing it again - as I feel I have a much better understanding of how all the bits fit together now. It does feel very much a high level ruleset - you are fighting a battle, with units taking fatigue and suffering attrition over multiple turns.
The command system takes some getting used to - in this scenario the Union command is very simple, with just US Grant as the single army commander, with 20 command points to spend on his divisions. The Confederates have 4 Corps commanders as well as an army commander. What I hadn't realised was the Corp commanders still need to assign their command points to the separate divisions, not just to their Corps. And with the figures for each brigade being essentially the same, even with small labels, it was a bit hard to keep track of who was commanding where. But this is as much player organisation as anything else.
As to Shiloh being a starter scenario - I'm not sure! We only got half-way through it, and whilst these are new rules to us, we are very experienced gamers. We didn't spend much time flicking through the rules - the Quick Ref sheet is pretty much all that's needed to play. It's just there are a lot of units, terrain is constricted. And the assigning of command points started to take a while in the middle turns whilst I worked out what I could spend where.
As to Warlord Epic figures - lots has been written about them already - overall they are fine, they are very cheap - 2500 figures in the box set. There isn't much variety, basically 2 infantry strips, and a command strip (1 in 10 of those). Some cavalry, commanders and artillery. So you get everything you need. Different commander figures would help quite a bit. The figures are much taller than 10mm, and they look very tall and thin - which is very unusual for wargames figures. I've been given some to paint - so will see how that goes.
Good to see the figures on the table, hopefully the game will inspire getting them finished :)
How big are the Warlord against Pendraken?
Quote
Good to see the figures on the table, hopefully the game will inspire getting them finished :)
I've been 'given' half the remaining confederates to paint about 6 sprues, each of 10 strips of infantry, a gun and an officer - which is probably less than 1/6th the total box. There are a lot of figures!
QuoteHow big are the Warlord against Pendraken?
Much taller - I will try a take a picture later. I'd say they are not remotely the same scale - I have read that the Kallistra ACW match-up OK.
Warmaster - Dogs of War vs Ogres - 9th August
A couple of weeks ago we got together for a 2v2 game of Warmaster XL - Mark's Dogs of War vs my Ogres
A couple of shots of DoW lined up before we started - mainly Kallistra figures
(https://i.imgur.com/cOXHUvk.jpeg)
(https://i.imgur.com/tXooQgs.jpeg)
A couple of turns in
(https://i.imgur.com/yzQNwCP.jpeg)
The DoW on this flank have advance steadily - some missed command rolls kept their knights in reserve - but perhaps no bad thing! On the other hand my command rolls were awful and really struggled to get forward. My giant went wild, but ended up charging the enemy! My Rhinox riders had been ensorcelled to be slow and scared - for some reason I turned them in front of the enemy pike - probably to attempt to get in a flank - but they didn't!
(https://i.imgur.com/vcVSP80.jpeg)
On the other flank - a stand-off. DoW hold the hill. Ogres (about half the numbers) hold the wood.
(https://i.imgur.com/Oeg6LGh.jpeg)
A couple of turns later - lots of death in the centre. The Knights have charged through - but find Ogre a bit tough. The left hand one grind in combat, the right hand knights get flanked and destroyed.
(https://i.imgur.com/vNbF6yF.jpeg)
The other flank - this is at least an hour of playing time later - not sure either player has made any moves!
The right flank was a big win for DoW - I felt I never got going where I wanted to. Perhaps I should have just sat back on defended as command rolls weren't going for me? But a bit too much shooting against me to do that.
A fun game - even though a defeat.
Good looking game :-bd =D> :-bd
Quote...
A fun game - even though a defeat.
:-bd :-bd :-bd
Thanks Paul. Dave's table and terrain, Mark's DoW army and my Ogres. All of which come together rather well!
Looks awesome
Not that is a brilliant game to behold 8) !
thanks both
Ahh, I do like a good looking game of Warmaster.
And that's a very good looking game of Warmaster.
/sighs nostalgically.
Cheers - Warmaster can give a good game - we have gone to a home brew variant, which simplifies combat and uses double sized units, which really removes a lot of the fiddly nonsense from the original rules. It also removes a lot of the super powered cavalry charges by standardising frontages.
Eisenhower - Operation Epsom
I've recently played a couple of games of Sam Mustafa's new rules Eisenhower. These rules take the Rommel rules up a level, so each base is now a battalion, giving you around a couple of Corps / an Army on the table!
It shares a lot of mechanisms with Rommel (grids, ops, limited unit types) but simplifies a number of things, combat resolution is much simpler, and the complex Ops Board is replaced with a small number of cards per side. Overall we like it, it gives a good game.
On to Operation Epsom
(https://i.imgur.com/eFOM0uH.jpg)
This is 1 activation into turn 1. The table is aligned so the camera is looking SE, with Caen off table to the left, the various hedges represent Bocage in game terms, and historically are a mix of small villages, bocage, copses etc. Basically good terrain for infantry. There are several rivers represented these are all fordable.
British forces are nearest the camera, with 15th Scottish division (on the left) having being able to cross the first river line un-opposed. The rest of the British are crammed into their deployment zone (my troops just fitted in the space given to them). They are 43rd infantry Div, 11th Armoured and 49th Infantry, in reserve are 3rd Canadian Div, they are classed as Veteran in this scenario, and I have left them in reserve to exploit a break through). So lots of infantry for the British, with some Tank support, including some Infantry Support Tanks with 15th Div.
Facing them are the remaining components of 8 Panzer Divisions!! For the scenario 3 are deployed as individual divisions (1st, 9th and 10th SS), with the remaining ones combined into 2 KampfGruppe (Bayerlin and Meyer) for activation purposes. 9th and 10th SS are off table in reserve and will arrive on the second night. The Germans have a lot of armour, about half of which is classified as Superior (the Tigers and Panthers), and quite a bit of their infantry is in half-tracks.
A scenario setup rule is that at least 25% of each German formation must deploy in the back 3 rows of the table. This could really slow down their deployment, but they have a couple of factors that can help them, firstly when activated any unit that is at least 1 box away from the enemy can do a transit move that lets them move 4 boxes (rather than the normal 1 or 2) as long as they stay at least 1 box away from the enemy. In this scenario one of the cards the Germans hold is KampfGruppe which allows units from different formations to be activated together. So whilst there is a clump of Germans in the back field, they can deploy forward pretty quickly.
The British cards give them 2 air strikes, and artillery barrage, and the ability to re-use their artillery dice once (all of these are once per turn).
On the first turn the air force was grounded (I've not worked out the exact percentages but the air strikes have around 85% chance of turning up - 1d6 vs 1d6+2 with draws in the British favour). But if you roll a one and your opponent rolls a 6 it's never good news!
The initial German defence is spread quite thin, but all are Prepared - this means the defender gets to 'shoot' first in combat meaning they can damage the attackers before the attackers roll their dice, which will likely reduce the effectiveness of the attack.
The objectives are the red tokens - the attacker places two of these, the defender one. In the night phase of each turn, any the attacker holds can be repositioned 1 square by the defender - reflecting the need for the attack to push on.
(https://i.imgur.com/xVlI45J.jpg)
End of day 1.
Each side gets a number of Operations dice and 1-3 of these are assigned to formations at the start of the day, allowing you to activate some formations multiple times. Both sides get 2 dice per active formation, the attacker discards any that are rolled as 1s, the defender any that roll 1s or 2s. Generally giving the attacker more mobility.
15th Scottish have made limited progress into open ground - they probably should have had an extra activation.
43rd Div have assaulted across the river, causing some damage to the defenders, the hexagon tokens are hit markers, the brown side is 1 hit taking a unit to worn which reduces its too hit roll by 1. The coloured side is 2 hits, taking a unit to Exhausted, this only reduces their to hit chance when attacking, but if they take another hit the unit is Eliminated.
11th AD in the centre where the focus of my attack, and have made decent progress, but suffered a lot of hits. Over on the right 49th Div cleared the bocage of defenders and captured the objective.
The Germans have taken a lot of hits, but have got their on table reserves into the line.
Operation Epsom Day 2 and 3
I was too involved in the game to take photos of day 2 (oops!)
Day 2 was very attritional with British attacks continuing, but struggling to make much head way against concentrated German defence. The Germans moved the two captured objectives back in the night phase of Day 1, and then defended them with Prepared Superior Armour - this gave them 3 attack dice per superior armour, vs 1 for attacking infantry or 2 for attacking Armour. And the Germans were rolling first - so the attackers were beaten back.
Each side gets a number of stockpile counters (4 for the attacker, 2 for the defender) one of the most useful things for these is you can reinforce your Exhausted units, moving them to worn. Which both sides did on both the first and second nights - but the Germans have now used up all their stockpiles.
This turn ended with the Germans holding 3 objectives, so leading 4 - 2 on VPs.
End of day 3 / start of day 4
(https://i.imgur.com/Ve97MM0.jpeg)
On the left 15th Scottish supported by Infantry Support Tanks were successful in capturing the objective in the bocage, and driving forwards. But in the night phase the Germans had moved 10th SS out of reserve on this flank, and an initial attack just by 1 superior armour with artillery had done enough to drive their flanking troops back. The next turn 10th SS were reinforced, and that night phase the objective moved to where they are massed. The British have this unit with attackers on 2 sides, but I think it will still be tough to break them. As they are on the edge of the table, which is a German edge, I can't even cut them off to cause them loss by isolation.
In the centre the Germans withdrew from the river to reinforce around the objective, 1st SS Panzer has suffered heavy casualties with having lost 4 units out of 6. But KG Bayerlin is still very strong in the centre. But many of its units are Exhausted (including the 2 Tiger battalions at the rear (their markers hiding from the camera). So the next turn will probably see a lot of losses to them - especially as the redeployment has meant they are no longer prepared.
On the right 11th AD are struggling to make much headway - they have a thrust between the defenders, but I'm not sure if they have the remaining strength to exploit this. Behind them 3rd Canadian Div is traffic jammed, and is struggling to get into the action.
On the far right 49th Div is facing some strong opposition with KG Meyer reinforced by the newly arrived 9th SS. Given that the objectives have moved more to the centre, this may be a holding flank.
At this stage it is 6-3 to the Germans on VPs, but they are behind 1-8 on units lost.
This is where we ran out of time. But one of the advantages of a gridded game, is that it is fairly easy to accurately record the game state, so it can be cleared away, but can then be reinstated next week!
One thing I'm not sure of is the number of turns, the scenario says 4-5 days, but within the rules, where this scenario is used as an example it says 5-7 days. I know as the attacker, who is behind on VPs but ahead on attrition, I'd like longer!
(https://i.imgur.com/ms44G9L.jpeg)
Overhead shot, to show the front line (red) and all the markers on the units
Looks lots of fun Forbes.
QuoteLooks lots of fun Forbes.
Yep, these are good enjoyable rules. In the two games I've played you get very engaged in the game and what is happening. The rules are well presented and straight forward, so there is little need to keep checking things.
In our first game, on reading the rules the day after, we found we only got two rules half-wrong - which is pretty amazing for a first game!
One advantage of a gridded game (and one with limited unit types) is that it is pretty easy to record the game state, return the gaming room to standard domestic use for the week, then set the game up again ready to go the next Friday.
Operation Epsom part 2 is setup and ready to go!
Operation Epsom Day 4+
Despite having had to put away the game last week, to make the table available for general use, resetting up the game was surprisingly straight forward - perhaps helped by having left the figures and terrain on trays rather than putting them back in storage boxes.
Day 4
(https://i.imgur.com/avsyT98.png)
The morning sequence started with the roll for weather - a 1 indicating bad weather! Meaning the allied airforces were grounded. This was annoying as their attacks against the dug in German armour would have been useful.
As the Germans had momentum (from holding 3 objectives last turn) they also went first, which allowed reinforcement of positions.
The British attack started on the left flank with a series of wearing down attacks on the dug in 10th SS Panzer Division - these where very unsuccessful with the worn attackers being degraded to Exhausted in most cases.
In the centre 11th AD attacked, causing some attrition to the defenders on the two objectives
Later day 4
(https://i.imgur.com/F6u66Yk.png)
In the centre 3rd Canadians, fresh troops and Veterans finally get through the log jam, and manage to capture the centre objective. Here numbers helped the British as they could now surround the German defenders, meaning any retreat caused elimination of their troops.
I also had 1 stockpile left, so at this stage was willing to move lots of units to Exhausted knowing they could be recovered overnight.
Day 5 / 6
(https://i.imgur.com/Uafs49r.png)
The final few German infantry reinforcements arrive - but probably too little too late, as the weather has cleared. The allied air strikes damage the armour on the two objectives in German hands.
On the left the surrounded defenders finally capitulate. On the right 11th AD is battered, and I am struggling to get fresh troops into position.
The German forces at this stage are down to less than 10 units
(https://i.imgur.com/dtqNZI8.png)
The end - British have taken all the objectives - have destroyed huge amounts of German forces, so they can't effectively counter attack - even though the 10th SS infantry had a game attempt on the left.
The dead pile
(https://i.imgur.com/8cM736K.png)
1 destroyed Sherman vs many many dead Germans!
This was a good conclusion to the game - in the mid game the Germans were very strong having got their reinforcements into position. But as time went on they were steadily ground down by the superior British numbers, and then the game was only going one way.
The length of the game really matters in this scenario - 5 -6 days feels about right - the scenario suggests 4-5, but the conversion notes in the book suggests up to 7 days.
We've both enjoyed Eisenhower as a game - the rules are straight forward so you concentrate on what you want to do, the decision making feels that it matters.
As with any attack/defence scenario at times the defender is rather static - but always has the choice to jump into a counter attack - if they dare!
Looking at maps to make a Sedan 1940 scenario, and thinking about how the rules would work for WWI!
Looks amazing
WWI Russians
I've actually been painting some Pendraken figures!!
Some recently acquired sailors and some existing dismounted dragoons.
(https://i.imgur.com/kfRVvgm.jpeg)
I'm getting near to the end* of this project. One more bag of Cossacks to paint (and perhaps some more dismounted Cossacks to buy)
Will have to have a bit of a count up to check total numbers.
* end as in enough for now, until I spot something else I want to add.
Eisenhower - Sedan 1940
Continuing the recent theme of Eisenhower games, we tried a Sedan 1940 scenario - this was a scenario I had created, largely based on the details in the Osprey France 1940 book - which has a handy map that is pretty much the size of an Eisenhower table!
The game starts on 14th May 1940, with the Germans having forced bridgeheads across the Meuse the previous day. Now their Panzers stand ready to exploit through.
(https://i.imgur.com/IiU64V2.jpeg)
The photos are orienteered looking north, with Stonne in the foreground and Sedan at the top of the table. The Meuse is the wider shiny river running across the top of the table, then angling to the right. Running north to south is the Ardennes canal.
1st Pz Div has forced its way across - supported by artillery from all 3 divisions. On the left 2nd Pz has struggled to shift the prepared defenders. And 10th Pz waits for some space to cross.
The French defenders on the Meuse are the 55th Infantry, rated as conscripts, further south is part of the 71st Division.
On the canal is part of the 14th Division and the 5th Light Cavalry Division both under General Touchon. These units have been in combat in the Ardennes in the preceding days - so on a roll of 1 or 2, they would start the game as worn.
(https://i.imgur.com/b4xAP2p.jpeg)
The Germans exploit through with both 1st and 10th Pz advancing through the gap in the French lines.
At the bottom right the French 71st move across towards Stonne.
(https://i.imgur.com/eXzbVgw.jpeg)
2nd Pz is now across both the Meuse and the canal - the French cavalry choosing to withdraw from combat. To the south the Panzers push on too - but by now the Germans are becoming very strung out, with reinforcements coming on to the table a long way from the spearheads.
The first French reinforcements have arrived near Stonne with the heavy armour of 3rd DCR lumbering into view - whilst the infantry of 71st Div take up blocking positions.
(https://i.imgur.com/nFnKxrt.jpeg)
2nd Pz continue to push west, but have become quite strung out.
Whilst to the south 1st and 10th concentrate before attacking against some now quite strong French forces. On the Meuse a regiment of the 55th hold out in fortified positions - their main influence being to prevent German transit moves which slows down the flow of reinforcements
(https://i.imgur.com/ApkuiZR.jpeg)
Counterattack! The French cavalry seize their moment and sweep in behind 2nd Pz - isolating them from their supply lines. The Germans fortunately had a single remaining stockpile they could spend to avoid losses from this event, but in doing this they could spend this stockpile to refresh their Exhausted units (yellow counters) - which limited their combat effectiveness.
Move French reserves continue to arrive to the West - just in time to hold the exit point objective.
(https://i.imgur.com/Y6w9M3V.jpeg)
The Germans clear the French cavalry, reinstating their supply lines - but the 2nd Pz now supported by elements of the 10th fail to remove the reinforcements from the 53rd Div. who are blocking their exit to the West.
In the South 1st Pz fails to get any traction in their attacks around Stonne. Although they do finally clear the 55th Div defenders off the Meuse.
At this point the Germans called the game as their attacks had petered out in the face of increasing French resistance.
Conclusions
An interesting scenario - felt the Germans were very close to breaking through mid-game, but then with increasing French reinforcements their attacks were not enough.
Scenario wise, I wonder if the Germans should have started with 1 infantry battalion of each of 1st and 2nd Pz across the Meuse.
The French 71st seemed to be quite significant in blocking Stonne - and I wonder if they should have been fewer in number / more tied to their original defensive positions.
Good stuff Fred, thanks for posting your Eisenhower based batreps.
Looks like a fairly tough nut for the panzers to crack in this game, especially once 3eme DCR arrives with their Char 1bis.
If you're writing scenarioes for these rules you clearly must be enjoying them. Do you find using a grid for WW2 games takes a bit of getting used to?
Having written quite a few scenarios for many different rule sets I still find that a scenario nearly always will need a bit of tweaking. On more than one occasion one of the players has made a really good suggestion that I would not have thought of myself that really makes the scenario better.
Thanks Pierre.
Yes, I'm enjoying Eisenhower, in many ways it is a stripped down version of Rommel, and that has improved the game, but removing some of the fiddly bits, and putting the focus back on the models.
We enjoyed Rommel, and when it came out even tried gridded games for Sci Fi - which kind of worked, but wasn't quite there. And we enjoy FKaP too. I think if we keep playing gridded games I might need to get a better grass matter with grid corners marked on it - this old GW one is quite plain and tatty these days.
With the scenario it's quite hard to work out the balance - as the Germans are trying to push west, and any delays will cost them. So it is hard to know which are down to unlucky dice or poor decisions vs not quite having got the balance right.
Also the French player is likely more aggressive and better informed than his historical counterparts. Though for most of the game, I was fairly passive as the French, as I didn't want to leave my prepared positions.
WWI Russian Cossacks
Got the second half of the mounted Cossacks finished this weekend, 10 bases of cavalry, 2 horses holders, a few command figures and 2 artillery pieces. The 3rd artillery piece is manned by Frontier Guards who have natty uniforms!
(https://i.imgur.com/u51PzDV.jpeg)
Other than 25 dismounted Cossacks (who I am awaiting delivery for) this is my WWI Russian force done! (Apart from a mass spaying in matt version, but that might have to wait a few months until the weather is OK to spray outside again).
Well done, as in I have plenty of figures to play games with - but a unit of Frontier Guards and perhaps some winter troops, or Red Infantry for the civil war could all be extensions!
Warmonger Gendrames
Got these guys finished as well - I had started them months ago, but they had been put to one side, really only needed lances and plumes doing to finish them. The bases need flocking but I need to find the pike units I have done already to check the colour of grass I used!
(https://i.imgur.com/bjCIkMI.jpeg)
Great work Fred! Love those WW1 Russians look lovely. I am always tempted to paint up a WW1 Russian army, perhaps one day.
The Warmonger stuff looks great. I bought a heap of their miniatures (they were a bit pricey) and painted up a bunch of their reiters. They are nice little miniatures but the project floundered and I sold them off. Your brushwork on those gendarmes makes me regret abandoning them.
Thanks!
My WWI Russians largely come from the Russo Japanese war range - and they are great figures, my mate nearly has his Austro Hungarians painted, so we can some massive Eastern front battles with some mediocre troops!
Warmonger figures are nice - I have quite a few Pike and Zweihanders painted up - initially they were add-ons to my Empire army, but they can probably function as a stand-alone force now. They are sculpted in a way that makes painting easy, I find.
Eisenhower - Western Desert DAK vs 8th Army
We decided to play Eisenhower agin this week - the 4th game since its release - we're clearly enjoying these rules!
This time switched the action to the Western Desert 1941/42, for a fictional game, using broadly historical formations. What was surprising is that you can get all the DAK on the table for a Rommel game! I based the British forces on 8th Army troops for Operation Crusader.
The Germans were the strategic offence, and as such had 25pts more to play with, which was probably spent on their forces being largely veteran, rather than in more units.
(https://i.imgur.com/jXogX71.jpeg)
Early in turn 1, the DAK are attacking from the far table edge. They have the fairly large Italian Ariete Division at the back left, then 5th Light, 21st Pz Div and 15th Pz Div from left to right, and on the far right the 90th light which is all infantry.
The Germans had placed two objectives on the left hand side of the battlefield (which is a little larger than normal at 10x14 squares, as the grid on my desert mat is 12cm). I had placed on in the mountains on the right. The map is from one of the generic ones provided with the rules. Red objectives are German held, those coloured green in post production are British held.
The 5th Light has already successfully attacked 1st Army Tank Brigade pushing them back, and capturing the undefended objective on the left. The deployment order, is defender, attacker, then finally objectives. So the Defender has to spread fairly thin to hope to cover the likely location of the two attacker placed objectives.
The British have 7th Armoured Division in tactical reserve, 22nd Armoured Brigade in the centre, and 1st South African Infantry in the mountains on the right. 2nd NZ div is off table in reserve.
(https://i.imgur.com/cEWhXmS.jpeg)
DAK success!
This is the start of turn 2 - And the British have been heavily pushed back - objective markers have moved in the night phase the DAK did capture the 2 on the left in turn 1. The Germans were able to concentrate force (and roll some very good dice) in this turn leading to some big advances. I don't recall why a German division (probably 21st Pz Div) is so far back - I suspect it only had 1 Op available so after attacking couldn't exploit. On the left Ariete were able to make a transit move through the soft ground.
At the rear 2nd NZ Div have arrived (I rolled doubles for reinforcements so the whole formation was available to deploy).
(https://i.imgur.com/COl6bBr.jpeg)
The New Zealanders reinforce the defensive line, and 7th Armoured make some local counter attacks.
On the right 90th Light attacks into the mountains vs the South Africans - fairly ineffectively.
Both sides are starting to suffer a lot of attrition (the hex makers are hits, the brown side is 1, the yellow 2 - units only have 3 hits). In the night phase Exhausted (yellow) units can recover to worn by spending 1 of your stockpiles.
(https://i.imgur.com/hb8CgU4.jpeg)
Starting to reach stalemate - some of the German units are now digging in, to avoid counter attacks. In the game prepared units fight first in combat, which can be quite significant. British Air strikes are slowly blunting attacks as well.
(https://i.imgur.com/Gj2WsG4.jpeg)
The British shuffle fresh NZ units on to the objectives - so even though I was suffering losses, the Germans couldn't take the objectives. On the right the SA troops are getting battered by heavy artillery strikes. With the Germans taking this objective.
Whilst the first turn was 2:1 to the Germans, the next 3 where 2:1 to the British - so the Germans trail 5:7
(https://i.imgur.com/CimYAhi.jpeg)
Yellow exhausted markers everywhere as both sides have run out of stockpiles to recover their troops. The German attack in the centre has petered out, they just don't have enough fresh units to have a decisive hit. I do wonder if they should have kept pressing even at the loss of units, just to whittle down the British forces.
On the right the 90th Light should have taken the objective again, and forced a 6th turn - but they had been too confident and not moved their second regiment up to be in position to attack! So my 1 exhausted unit managed to cling on, due to some solid defensive dice rolling that meant they won the combat against their attackers so weren't forced to retreat.
The British score 3:0 this round so handily won 10:5, even though losses where massively in the German's favour - who only lost 2 units vs 12 British
(https://i.imgur.com/L2TVe1N.jpeg)
Another great game.
I was really pushed in the first couple of turns, and all my reinforcements arriving at the start of turn 2 (and my troops having fallen back so far they could easily get to the front line) was very helpful.
Later in the game I was tempted to counter attack the Germans, especially where they had exhausted units, but the risk always seemed too high, so I largely sat in defensive positions absorbing the attacks by shuffling fresh units in.
I was pleased at how quickly I was able to research some historically plausible forces and get them turned into Eisenhower forces.
Great looking game once again Fred 8) !
It's great seeing all these Eisenhower games.
I have the rules, but have not played, for lack of enthusiastic opponents.
I get the impression that the combat has a lot in common with old Avalon Hill games.
Meanwhile the supply, and stifling owes a lot to the Japanese board game Go.
I would love to see more about your methods to create scenarios.
Scenarios are somewhat lacking in the official rules.
Thanks Steve and Steve :)
Shame you haven't got an opponent to play against Steve H - though they may be fairly solo friendly as there isn't really any hidden info in the game, and the defender is often quite passive.
Scenario wise
The latest Western Desert one was the quickest to put together as it largely followed the Fictional Game rules within Eisenhower. Where it varied was I had a look in an Osprey and on Wikipedia to find unit names and structures.
Given how high level and abstract the rules are it's fairly quick to count up the number of tank and infantry battalions in a formation, check how much artillery it has - which gives you the base. The only question I have had is what to do with Recon and Anti-Tank formations. In the Desert game I decided to count the German recon formations as Mechanised Infantry - giving them good attack range, but not that hard hitting. I ignored any equivalent formations on the British side (not least as they weren't obvious on the Wiki page) but also I think from a doctrinal perspective they weren't used as battle formations.
These unit counts then mapped pretty closely to the Army Lists given in Eisenhower (which is pleasing). I did find my forces landed about half-way between a medium and a large game - but it was trivial to work out what the points difference between Offence and Defence should be.
This probably took about 30-45mins to do - it was surprisingly quick.
For terrain I rolled 2d12 to get two maps from those supplied, the first didn't feel very western desert, the second fitted much better.
For the Sedan game, it was a lot more involved.
For the terrain, the map in the Osprey France 1940 book was a very good match size wise for an Eisenhower battlefield. Then it was a case of sketching a grid on top of a copy of the map - I drew this directly on, and I think I was lucky in how I aligned it. I think I should have spent a bit longer aligning the grid to the map so that key features fitted with the grid well.
Then I made a gridded map on squared paper - this was fairly quick to do - the hardest bit is deciding which terrain features are significant enough to be represented. I chose to use urban for villages on the western side of the map. But bocage may have been better (I have to say that the bocage terrain type is badly named - it probably should be called villages and farmland, as that is what the description refers to (and how it is used in the Epsom scenario).
Working out the forces and the timeline took a bit of effort - perhaps because of the way the Osprey is structured, it covers the whole battle of France day by day so it takes a bit of scanning to find the Sedan bits in each day and extract them out.
Also resources for French forces are thinner than for British or German ones, so these took a bit more searching (but again I found the Army Lists in the rules were super close to the historical formations - so in future I might just go with the Army Lists).
Do ask more, if the above isn't clear or complete.
You have been busy Forbes, great painting and two lovely write ups. 8)
Thanks Fred, most generous to take the time and share your methodology.
I think your rankings for Recon is credible, through it's been a while since I dallied among divisional ToEs.
From what I remember, German Recon was organised as battalions, including some relatively robust armoured cars.
Pre D-day, I recall the British having armoured car companies (Lighter stuff) and carrier platoons.
I've toyed with Google Maps as a source for terrain.
The photo mode gives a nice impression of land and big features.
Flipping to map mode shows the precise routes of roads and waterways.
Of course, Google Maps shows the modern world; motorways, enlarged cities with sprawling suburbs.
Period maps, or a bit of imagination is necessary here.
Overlaying the grid seems an artform.
One tip I could share (regarding grids).
Don't feel compelled to zig zag the rivers precisely along square boundaries.
It sometimes looks neater, or more natural with some curves and diagonals.
This can leave a few cut-off square corners - just ignore them.
QuoteOf course, Google Maps shows the modern world; motorways, enlarged cities with sprawling suburbs.
Period maps, or a bit of imagination is necessary here.
These any help: Perry-Castañeda Library Map Collection (https://maps.lib.utexas.edu/maps/ams/)?
Is Eisenhower a Sam Mustafa game? - I do like Blucher, so am willing to spend money on his rules that fit with my forces.
QuoteYou have been busy Forbes, great painting and two lovely write ups. 8)
Cheers Will. Finishing the figures has taken a while but they are done which is the key thing.
QuoteIs Eisenhower a Sam Mustafa game? - I do like Blucher, so am willing to spend money on his rules that fit with my forces.
Yes they are
QuoteI've toyed with Google Maps as a source for terrain.
Try doing this for 1809 - Aspern and Essling are now suburbs of Vienna!
QuoteOne tip I could share (regarding grids).
Don't feel compelled to zig zag the rivers precisely along square boundaries.
It sometimes looks neater, or more natural with some curves and diagonals.
This can leave a few cut-off square corners - just ignore them.
This is a good tip - I do try to use more rounded terrain where possible - in the Sedan game the main river sections I allowed to follow a diagonal as I didn't see them having in game impact. The canal I made linear - not least as it's a canal but also those river pieces where largely straight peices
QuoteThese any help: Perry-Castañeda Library Map Collection (https://maps.lib.utexas.edu/maps/ams/)?
Very nice, thank you.
I checked out Antwerp.
It's already gridded.
The key and scale information makes conversion to tabletop relatively easy.
QuoteIs Eisenhower a Sam Mustafa game? - I do like Blucher, so am willing to spend money on his rules that fit with my forces.
Yes, there's more information here: https://sammustafa.com/downloads
You'll need a gridded play area.
Your stands represent battalions, and are mostly foot, motorised, or armoured (I think those are the types).
QuoteThanks Fred, most generous to take the time and share your methodology.
I think your rankings for Recon is credible, through it's been a while since I dallied among divisional ToEs.
From what I remember, German Recon was organised as battalions, including some relatively robust armoured cars.
Pre D-day, I recall the British having armoured car companies (Lighter stuff) and carrier platoons.
I've toyed with Google Maps as a source for terrain.
The photo mode gives a nice impression of land and big features.
Flipping to map mode shows the precise routes of roads and waterways.
Of course, Google Maps shows the modern world; motorways, enlarged cities with sprawling suburbs.
Period maps, or a bit of imagination is necessary here.
Overlaying the grid seems an artform.
One tip I could share (regarding grids).
Don't feel compelled to zig zag the rivers precisely along square boundaries.
It sometimes looks neater, or more natural with some curves and diagonals.
This can leave a few cut-off square corners - just ignore them.
Welcome to the wonderful world of scenario design using gridded rules....as Steve Holmes says compromises about terrain are sometimes required to enable features to fit. Learnt a fair bit about that working on our War of the Three Kingdoms scenarios for the "For King and Parliament" ruleset.
Google Maps is a great resource but it does have its limits when trying to work out what places looked like physically 2 - 300 years ago. Sometimes however one does get lucky. For our Scots book we were, thanks to the National Library of Scotland, very fortunate to have digital overlays of Roy's map of the whole of Scotland that were made around 1750 available online.
We have moved on to Ireland now, and some battlefields are not covered by contemporary, or at least historical maps. However sometimes luck is with us. I have been working recently on the Battle of Rathmines which took place in 1649 just outside Dublin. Nowadays the whole area has been swallowed up by urbanisation but I did manage to find a good map of the area around 1760 here http://www.dublinhistoricmaps.ie/maps/1600-1799/index.html (http://www.dublinhistoricmaps.ie/maps/1600-1799/index.html).
I have been able to use that as the basis of my battlefield map (lots of fields and hedgerows!).
I don't have the time to try Eisenhower myself but it looks like an interesting set of rules. Best of luck to all those budding scenario designers on the board.
Quote from: Raider4 on 09 December 2024, 11:24:38 AMThese any help: Perry-Castañeda Library Map Collection (https://maps.lib.utexas.edu/maps/ams/)?
Very useful, bookmarked :)
QuoteYes, there's more information here: https://sammustafa.com/downloads
You'll need a gridded play area.
Your stands represent battalions, and are mostly foot, motorised, or armoured (I think those are the types).
The 3 main troop types are
- Infantry
- Mechanised Infantry
- Armour
Then there are some sub types.
Infantry can be split into Leg and Motorised - but we just use the same figures for both, sometimes I have put a truck or two with the motorised infantry, but not always. The truck only seems useful if you have the odd motorised infantry formation, to remind you which it is.
Armour can have 5 further options
- Standard (virtually all the tanks!)
- Inferior
- Superior
- Infantry Support
- Tank Destroyer (US only)
Which can easily be represented by respective models (eg PzI for Inferior, Tiger for Superior, etc). But the 4 specialist ones tend to be quite few in a game.
Overall you need quite a lot of infantry for these games, and not that many tanks.
A chap on the Facebook group has created a counter generator, and shared it here.
Extremely useful if you want to try it like a boardgame, with counters instead of figures.
https://www.iandrea.co.uk/wargames/resources/ehower/eisenhower_counters.html?cvis=Show&scenario=Blank&stock=4&style=Silhouettes&nat=1&resart=4&bcol=White&d1name&d1qual=2&d1art=1&d1ball=White&d1bar=White&d1b1num=6&d1b1type=1&d1b2num=6&d1b2type=2&d1b3num=3&d1b3type=3&d1b4num=3&d1b4type=4&d1b5num=3&d1b5type=4&d1b5t1=true&d1b5t5=true&d1b6num=3&d1b6type=4&d1b6t1=true&fbclid=IwY2xjawGIa6JleHRuA2FlbQIxMQABHRAgypnqucM9YWpKmFMXJHa4aEPx2NMcVwv4tyvr_toZFDvQOTZAXF2k0g_aem_IKFJNjfb7xcmM3_fOa-X3w (https://www.iandrea.co.uk/wargames/resources/ehower/eisenhower_counters.html?cvis=Show&scenario=Blank&stock=4&style=Silhouettes&nat=1&resart=4&bcol=White&d1name&d1qual=2&d1art=1&d1ball=White&d1bar=White&d1b1num=6&d1b1type=1&d1b2num=6&d1b2type=2&d1b3num=3&d1b3type=3&d1b4num=3&d1b4type=4&d1b5num=3&d1b5type=4&d1b5t1=true&d1b5t5=true&d1b6num=3&d1b6type=4&d1b6t1=true&fbclid=IwY2xjawGIa6JleHRuA2FlbQIxMQABHRAgypnqucM9YWpKmFMXJHa4aEPx2NMcVwv4tyvr_toZFDvQOTZAXF2k0g_aem_IKFJNjfb7xcmM3_fOa-X3w)
Quote from: steve_holmes_11 on 09 December 2024, 01:57:43 PMYes, there's more information here: https://sammustafa.com/downloads
You'll need a gridded play area.
Your stands represent battalions, and are mostly foot, motorised, or armoured (I think those are the types).
Both the clubs I play at want it without grids so I have had to do a rewrite. First trial of the grid-less rules next week.
There's another WW2 set to Eisenhower (can't get at the site at work). What's the difference? Which do people prefer?
The other (older) set is Rommel.
It's a representative level lower, bases are companies. It's also gridded. It is a more complex game, units (of the same type) can have different initial strength ratings. There is a Ops board for each player which does special rules. There is a combat results table rather than just looking for successes.
There are a lot of similarities - but I prefer Eisenhower, it has a feel of an iteration of Rommel, but is more streamlined, is more of a miniatures game and simply gives good games.
QuoteBoth the clubs I play at want it without grids so I have had to do a rewrite. First trial of the grid-less rules next week.
Have fun! Feels like a fair bit of work.
We did attempt a gridless sci-fi game that worked on unit blobs and measuring from the centre of the formation. At this stage can't recall what problem it was trying to solve (probably lots of toys on the table but a fairly speedy game)
QuoteBoth the clubs I play at want it without grids so I have had to do a rewrite. First trial of the grid-less rules next week.
I'm struggling to imagine how supply and isolation will work without grids.
Have fun! Feels like a fair bit of work.
Yes! Four pages of adjustments so far. As usual you have to be aware of the law of unintended consequences.
I'm struggling to imagine how supply and isolation will work without grids.
As an example: give every unit a zone of control equal to the size of your grid square, the formal size given in the rules is 6 inches. Supply cannot be traced across ground within that range of an enemy unit. [My rules are a little more complex than that but that is the basis of the system].
QuoteThe other (older) set is Rommel.
It's a representative level lower, bases are companies. It's also gridded. It is a more complex game, units (of the same type) can have different initial strength ratings. There is a Ops board for each player which does special rules. There is a combat results table rather than just looking for successes.
There are a lot of similarities - but I prefer Eisenhower, it has a feel of an iteration of Rommel, but is more streamlined, is more of a miniatures game and simply gives good games.
I like them both. With EISENHOWER units are rather bland and lack character. Feels a bit like MEMOIR 44 is a common comment. Differences in national characteristics are not reflected in the rules, so artillery is similar for all armies. What role for reconnaissance? There is no difference in doctrine between armies. How will the mass of Soviet tank armies be outmanoeuvred in 1941? Although some consideration is given to early war, and the war is split between early-war, mid-war and late-war, it feels as if the core of the rules is the American experience of WWII.
ROMMEL provides greater granularity and thus I feel provides greater and better 'flavour'. After an initial rush of enthusiasm for ROMMEL, players reverted to their previous rule sets, for which I think the grid may have some responsibility.
In both cases the rules provide a good grounding in the period but everyone has their own feeling for what is important and want to add their own aspects to the rules. What developes will be interesting to see.
WWI Russians
Took advantage of the pre-Christmas tidy up to get a parade of my WWI Russians on the table for a quick head count, and photo session
(https://i.imgur.com/jtX6Zpo.jpg)
From left to right, Dragoons, mounted and dismounted. Naval Infantry at the back, behind 4 battalions of infantry, Artillery at the back, with Tachanka and Armoured cars in front, then on the right Cossacks.
(https://i.imgur.com/9KyPScV.jpeg)
(https://i.imgur.com/PiI7i8e.jpeg)
Infantry Battalion
(https://i.imgur.com/5zKDtBo.jpeg)
Naval Infantry, either two small battalions, or one large one. Behind them are some standard bearers - who will be for RCW, have yet to decide if they are getting Red or White banners.
(https://i.imgur.com/g5M0wAI.jpeg)
Dragoons
(https://i.imgur.com/wV6tW7z.jpeg)
Dismounted Dragoons
(https://i.imgur.com/D8lLTZn.jpeg)
Various Command stands
(https://i.imgur.com/XaW7EYO.jpeg)
Artillery - 76.2mm guns in front, a couple of mortars and a maxim on a carriage behind, and limbers at the back.
(https://i.imgur.com/d9B39KP.jpeg)
Cossack and Frontier Guard artillery
(https://i.imgur.com/jqFhsH6.jpeg)
Cossacks
(https://i.imgur.com/8l6Wcdp.jpeg)
Dismounted Cossacks
(https://i.imgur.com/eqLQwa4.jpeg)
Armoured Cars and Tachanka
(https://i.imgur.com/BVKLuIU.jpeg)
Third and Fourth Infantry Battalions
:-bd =D> :-bd
Very impressive
Last call for 2024
Got some final pieces painted and based over the last week
(https://i.imgur.com/6QcvkyQ.jpeg)
WWI Russians
These were Christmas presents so a very quick turnaround (in part thanks to the awful weather curtailing lots of other things)
(https://i.imgur.com/QgI4Rsr.jpeg)
These are perhaps the heaviest armed WWI infantry with Madsen LMGs and broom handle Mauser machine pistols!
These round out my dismounted cavalry for this army
Squat Snipers
These are 3d printed 6mm sci fi, another unit to add to an existing large army
(https://i.imgur.com/zLjrIxk.jpeg)
AWI / SYW British
I've finally succumbed to the lure of AWI!! I placed an order a couple of days ago (getting in before the price rise, or some such excuse)
I then remembered I'd got a bunch of SYW figures that I bought second hand a few years ago.
So I rebased these British figures on to 1" bases. This is at least the second time I've rebased them, without having played a game with them...
(https://i.imgur.com/wfDpgSO.jpeg)
Given the size of the scenarios in Live Free or Die having 24 stands feels a good head start.
:-bd =D> :-bd
Just had a read through - and realise there are more gaps than posts from this year! So while having a cup of tea, just back from visiting family, I'm going to see what I missed posting.
Legions Imperialis - 6mm SciFi - Tyranids vs Blood Angels. Tyranids from a fan list - not very balanced I recall, a huge Tyranid victory - the use of spore drop pods transforms the Tyranids from a plodding melee army into a terrifying deep strike power house!
(https://i.imgur.com/xPtj8cK.jpeg)
(https://i.imgur.com/v67IBqc.jpeg)
For King and Parliament - 10mm Historical - think this was a Celtic Fringe scenario - but can't remember
(https://i.imgur.com/d81Bz5p.jpeg)
Blucher - 6mm Historical - French vs Austrians. A first trial game of Blucher - we liked it, took a while to understand how the parts worked together. We decided that the cards weren't that useful and used sabot trays in the next game
(https://i.imgur.com/4IeJMuF.jpeg)
Legions Imperialis - 6mm SciFi - Imperial Fists vs Blood Angels. This was a blood bath (in the snow)
(https://i.imgur.com/nNfmox4.jpeg)
Warmaster XL - 10mm Fantasty - High Elves vs Beastmen - a major win for the Elves, who enveloped one flank, whilst shooting up the other.
(https://i.imgur.com/O6aV3f2.jpeg)
(https://i.imgur.com/3ScpLWJ.jpeg)
And this game led to me finally rebasing my Elven archers on to 40x40mm bases
(https://i.imgur.com/3MNMV4C.jpeg)
Legions Imperialis - 6mm SciFi - Imperial Fists vs Blood Angels - this scenario was played up the table. Another blood bath - this time for the Blood Angels - see how many of their units you can spot in the second photo?
(https://i.imgur.com/TK9qlK3.jpeg)
(https://i.imgur.com/bxhzawc.jpeg)
Blucher - 6mm Historical - French vs Austrians (with actual Austrian figures this time)
(https://i.imgur.com/zUfqrUL.jpeg)
Warmaster XL- 10mm Fantasy - Ogres vs High Elves - this turned into a big win for the Ogres - they were able to get into melee which means they win. The elves really needed to dance around and shoot to win!
(https://i.imgur.com/B52KSZh.jpeg)
The Elves leave a big chunk of their infantry unused at the back of the table...
(https://i.imgur.com/hbvQj9z.jpeg)
This gets me to the end of May!
Catch-up part 2 (rather more to this than I thought!)
Blitzkrieg Commander - 10mm Historical - WWII D-Day Sword beach - played on the 7th June, I was the British attempting to storm the beaches of Normandy. My attacker rather stalled - I seem to recall I struggled with command rolls so struggled to move and shoot. We thought after we probably should have given the attackers some more off table support, either naval or air.
(https://i.imgur.com/PFhOo4y.jpeg)
(https://i.imgur.com/a5bsqWR.jpeg)
Legions Imperialis - 6mm SciFi - 3 player game. This was a fun and fairly chaotic game - my drop pod marines managed to land in impassable terrain and where destroyed (will remember that rule in the future) - at the far end the other two players took lumps out of each other.
(https://i.imgur.com/6yQftvl.jpeg)
Warmaster XL - 10mm Fantasy - Dogs of War vs Ogres - this one is document in full above!
(https://i.imgur.com/JBa5kXu.jpeg)
Kill Team - 28mm SciFi - Tau vs Harlequins - this was a big change of pace, skirmish game vs a new (to me) player. Felt more like a puzzle game, in working out how to score the most points, rather than a wargame. Very slow as none of us had played for ages, and whist the core rules are fairly simply there are so many add-ons and special rules for each figure.
(https://i.imgur.com/MP0PNlE.jpeg)
Irregular Wars - 10mm Historical - 16th Century Scots vs English - don't recall a lot about this game, seem to think the Scot's commander got isolated in a central melee, and killed, which is pretty much game over in IW.
(https://i.imgur.com/TeZDZF3.jpeg)
Warmaster XL - 10mm Fantasy - Nippon vs Dark Elves. I think this was fairly close, the Samurai eventually cutting through the Elves.
(https://i.imgur.com/TEl1wG0.jpeg)
(https://i.imgur.com/09NkOvS.jpeg)
Legion Imperialis - 6mm SciFi - Squats vs Imperial Fists (not mine this time) - the Imp Fists appear to be hiding in the top right corner - despite outnumbering the squats pretty heavily. Not sure the Squat list is pointed quite right yet - it's felt outnumbered in several games.
(https://i.imgur.com/u6XwlRr.jpeg)
Legion Imperialis - 6mm SciFi - Squats vs Imperial Fists - same armies, but different IF player and figures.
(https://i.imgur.com/XB4ce5Q.jpeg)
Kill Team - 28mm SciFi - Orks vs Tau vs Harlequins - was a very cagey game with the new version of the rules. A lot (far too much really) discussion of how the line of sight rules work - which seem overly bothered about being able to see the base, not the figure.
(https://i.imgur.com/ni4BQr8.jpeg)
There were also the various Eisenhower games that are already covered above.
I'm not 100% sure this is everything - but it's certainly most of the games from 2024.
The 3 main games have been
1) Warmaster XL - good to get the 10mm fantasy back on the table
2) Legions Imperialis - the new(ish) rules are good, and we have been statting up non 30k armies too
3) Eisenhower - coming in at the year end, and good to get the huge WWII collections on the table
What hasn't got on the table is WWI which is a bit surprising as it has been a frequent flyer in the last few years.
You have been busy :-bd =D> :-bd =D>
Quote...
For King and Parliament - 10mm Historical - think this was a Celtic Fringe scenario - but can't remember
(https://i.imgur.com/d81Bz5p.jpeg)
...
That looks to be Tippermuir, 1 September 1644, from the
Montrose - To Win Or Lose It All scenario collection :)
QuoteYou have been busy :-bd =D> :-bd =D>
That looks to be Tippermuir, 1 September 1644, from the Montrose - To Win Or Lose It All scenario collection :)
Thank you - that sounds likely. Glad you know what I've been doing!
Quote from: fred. on 01 January 2025, 10:09:11 PMThank you - that sounds likely. Glad you know what I've been doing!
I've seen the maps from that collection quite a few times and had them readily to hand ;)