Thursday, November 14, 2024

Catch up on another disrupted gaming week and a blast from the distant past


















No face to face game again this week (boo hoo) as wifey needing car for last minute dentist visit, and Stephen off to Warfare at weekend.

We had planned to try a Rapid Fire Reloaded scenario at Stephens based on action at Rauray during Op Epsom and hopefully we will at some point.














I had quick solo session with Fire In The Lake game using the 'medium' scenario which plays much quicker (only 3 decks) than usual full scenario I play. 

NVA start much stronger in this and US with many more boots on the ground but the sneaky VC came through victorious after a really powerful 'Tet Offensive' card play. 

Great game.



















I also set up a solo test for latest (Sept ?) version of Valour and Fortitude rules with a basic 350 points encounter type game with French vs Prussians 1813

Only major difference I can discern from last version is that Rallying units hits is much harder (6 needed rather than old 4+), some other minor tweaks to unit abilities etc.

I consider V&F an alternative to Black Powder (feels very much like a variant) as only failing to activate Brigades on a 1 seemed better than 2D6 method in BP, but have to say so far in my outing there have been an awful lot of 1's and therefore inactive formations. 

But the 'event' cards are a nice addition (if a bit gamey) and the various systems for movement, shooting, melee and morale all work fine and are a tad less 'dicestatic' than BP. Fine as a quick play easy to balance (ie points) system although still well behind FOB in my own estimation. 


 




















Also I came across some real vintage pics from my very early miniature wargaming days ie 1978/79.


Couple of (poorly lit as it was in our loft) early games with 6mm kit on an unpainted board with some unpainted terrain items. 
Believe this was during Christmas holidays 1978 when I was off school and Dad off work and think we used No 1 Wargames Command World War 2 rules.













Skip forward 6+ months and terrain has improved somewhat with a Hornby grass mat and more painted items of scenery (several old Bellona 'cut outs') 
Hard to tell but AFVs are mix of old GHQ and Heroics and Ros and all unbased ahh those were the heady days of yore.

I started gaming with Airfix 20mm around 1975 but cant find any pics (possibly some cave drawings someplace)









Thursday, November 07, 2024

Iron Cross - USA versus Germany

Played Iron Cross with Stephen using my 15mm Krauts against his Yanks 

I amended my 500 point force from solo outing swapping the 2 Panthers for 3 StugIIIG and a mortar backing up 7 infantry (1 of which was Coy CO) 1 Puma 1 Sd233 and 3 MG teams.

Stephen fielded 7 Infantry 1 MG and 6 Shermans (2 with 76mm).

This was a very fun game with a quick playing light set of rules.

Sure it lacks Indirect HE (bar the mortar) and any real command structure but it plays very slickly and is enjoyable with the action/reaction chit system and with firing and damage/penetration model being as good as any.

Maybe not a set best suited to 'proper' historical scenarios or sustained plays but for a quick set up points based bash its fine.

Of course just like any other set my dice were crap at key times with 2 Shermans being penetrated and yet getting of with the minimal 2 morale chits outcomes !! whereas of course my Stugs failed to hit or react and suffered catastrophic ('Kaboom) damage in short order.

Once my AFVs were dealt with it was 'hunt the Soldaten' and I lost a several foot elements as well before throwing in the towel.

We found we only needed to house rule a couple of items to improve play (better definition of arcs of fire and damage to buildings) but otherwise fine.




Stug brewed after failing to hit hull down Sherman








Stug on right failed to destroy another Sherman (discs denote activations)







Shermans in centre take multiple actions







Third Stug ko'd for no gain (it missed as well !!)







Puma hiding near church (it did venture out to take on a Sherman but failed to significantly damage it after achieving a hit)







Company HQ (the 'CinC') and pals hide in wood as Sd233 is brewed






MG Team in church was also destroyed under a deluge of fire despite fully Rallying twice







Shermans deploy







A fun set despite its limitations and quirks



Sunday, November 03, 2024

Iron Cross - a solo practice

Quick solo practice with Iron Cross rules for upcoming game on Thursday with 15mm kit..

Been a wee bit since we used the rules so decided to give them a go to get back into brain.

Being a 'lite' set this was not hard to do and a nice quick playing system with fun activation and reaction system set at a sort of high level skirmish (infantry are squads/sections, AFVs are individuals).

Command and control is minimal/abstracted with a single overall 'CinC' stand (essentially a Company commander) allowing the action to flow fast and free limited by the available Command Chits (1 per on board unit with extra 2 for the CO).

Certainly much simpler than say IABSM (and much less 'historical' - no real indirect weapons bar mortars for instance) or Battlegroup but none the worse for that within its parameters and with a points system (Stephen likes these) which seems ok (200 pts for 2 Panthers or 177pts for 3 Stugs sort of thing), we will be using a modest 500 points each (12-15 units) in a simple encounter bash em up.

Set up terrain (we will dice for base edge) on a 6' x 4' table with vaguely NW Europe/Germany types which seemed reasonable for scale of game and fielded British versus Germans.. 


















Thursday, October 31, 2024

Regimental Fire & Fury game played - Olustee 20th February 1864

Game at Stephens today (our first in 5 weeks !!) using Rgt F&F and a scenario contained in main rules Olustee set in Florida in 1864.

I was attacking with Rebs against his Yanks in an area of mainly open woods and swamps but with central area of open (ie killing) ground.

After a long catch up session (I was in England and he in USA) we managed to play through 5 turns with minimal queries easily resolved with this well written set.

So did not complete game but Rebs going to be up against it as Union had managed to deploy all its artillery backed up by a deadly unit armed with repeating rifles (these get double fire factors and a +4 to shooting if fresh !!), was going to a bloody advance (ala Mr Pickett) into teeth of this.

Do like these rules as they generate a nice flavoursome game and was great to back to gaming.

All kit from Stephens 15mm collection (the area enclosed by string is the open sector)