Saturday, May 31, 2025

Panzer Grenadier Deluxe game at Ulster Wargames Society

Monthly club meeting today and I put on the 'St Nicolas Farm' scenario with Panzer Grenadier Deluxe (I do keep calling these Battlegroup PzGr as was their original title) as scheduled.

Game was played by 3 of our many Daves, with Dave M taking Germans (as he arrived first and had time to plot hidden units) against Dave T and Dave B as attacking British.

After brief outline of core rules we got straight to it and a super game it turned out to be and managed to play full 14 turns of scenario as it went right to the wire.

Highlights saw Germans having a run initiative in early turns and 2 Shermans brewed.

One was taken out by Pak40 the other was flanked by a PzShreck team (a combo of moves, exploit movement and the won initiative), the remaining Sherman was later damaged and then retreated off table

British seemed incapable of activating much in first turns or if they did their shooting was abysmal (something which Dave B in particular suffered from all game).

However Germans were forced to move (and reveal) a Platoon deployed in 'lesser' farm as Brits not deployed anywhere nearby, and whilst this cost Shermans (as PzShreck included) it did mean this Platoon was far from later action at St Nicolas Farm itself.

British Artillery had accurate but marginally effective first stonk on this advancing Hun Platoon.

However second stonk on orchard at St Nicolas Farm devasted a Platoon of defenders (2 Dispersed and other Disengaged).

This opened up things on this flank for British who advanced into orchard (an exploit move and initiative wins helped here) and then assaulted into the farm itself, initially losing but ejecting the defenders (an MMG and single Section) at second attempt.

Brits were firmly in control of farm with no Germans in numbers nearby to re-take (and reduced to firing PzShrecks at buildings), however the British losses were such that Huns could win by breaking British force.

Indeed both sides were rolling Force Morale Tests for 25% casualties and indeed on last turn the British were a single loss from defeat however they managed to Rally 3 Suppressed units which was just as well as Dave T rolled a mere 3 on their last Force Morale check which would have seen these units Rout and would have given game to Germans.

However by skin of their teeth the British won by controlling the farm at game end.





Table at start (Germans all hidden)







British massing on left to assault St Nicolas Farm











Shermans in trouble in centre near small rise as British infantry boldly approach St Nicolas Farm (German defenders of orchard having been dealt with by artillery)







Pak40 visible on extreme left and the PzShreck on edge of wood in upper centre





First British assault on farm has been repulsed but second wave ready to try again


























Also at club today:


A Chain Of Command 2 (that didn't take long !) in 28mm by Jeremy D and Dave S, with Jeremy N and Chris involved. 

British won this one and feedback on new version seemed positive 


























Phil put on another large 20mm game (think based around Operation Bluecoat) with Paddy, Ian, Andy  and Leslie and believe Brits once more victorious which was surprising as several Jagdpanthers visible !? 





























Lastly but not least Jeremy M and co played a large BattleTech game, but no idea who protagonist factions were or outcome of game.

 



Thursday, May 29, 2025

Emperor of the Battlefield game.

Game with Stephen today and I choose to try EOTB rules which we briefly tried once last year. 

Just went with a basic points based game (rules include points system but only single generic list) at 650pts which is enough for a decent Corps sized game (Shako/Glory is Fleeting vibe).

I used Spring 1813 Prussians and Stephen the French.

There is quite a lot involved in the set up and deployment particularly with your chosen Order Of March and relevant placement of Divisions (a sort of game in itself) and you generally start game with several Divisions off table/enroute that you can only attempt to bring to field one per turn.

These reinforcing Divisions arrive in March Columns in a fairly condensed arrival 'box' although one can bring them on deployed but at increased risk of failing to arrive.

We found that Divisions remained in such fast moving March Columns for quite a long time certainly compared to just about any other rule set we have used, well that is until Artillery gets in range.

The movement/shooting and combat systems are all slick and the interactions between Column/Line/Square have good Napoleonic feel.

Whilst we did not complete game (too much discussing the various deployment/points options) we encountered only one or two rules issues (eg wording bit ambiguous re Rallying) and nothing game breaking.

Think these will be used again



Only a couple of pics as engrossed in proceedings



Defender gets to set up bulk of terrain but restricted by 'legality' of distribution 













I did get a Cavalry Brigade to arrive deep on right flank on second turn (aided by an ADC and road) which forced French infantry to deploy in to squares, but cavalry alone cannot deal with same






Infantry Divisions face off in early stages (we both later brough Cavalry on to this side of battlefield)












Later I set up St Nicolas Farm (for Saturday at club with PzGr) so as I could sort what terrain items I need to bring.












Chain of Command 2 rules arrived today (PDF obtained yesterday) only a very brief skim through but some really nice pics of WWII kit stand out, will get fuller read of actual rules in due course.



Sunday, May 25, 2025

Vassal - Ticinus River game completed (and a purchase)













Another Commands and Colors Ancients game on Vassal versus Mike completed with a victory for my Romans (on a roll at present) at Ticinus River.

I was lucky early on to get a card that boosted my medium cavalry and allowed me to inflict a good deal of hurt on Cartho heavy cavalry force and thereafter it was a matter of picking off light units.

Mike was pretty unlucky with his attacks overall despite having superior force and three generals

Next up is Battle Of The Trebbia with this light but fun C&C system


End of battle 











Also ordered new edition of Chain Of Command despite not being a set I overly enjoyed (preferring IABSM) but new changes do sound positive and anyhow its another set of shiny new rules :-)








Saturday, May 24, 2025

Balance Of Power - a solo try with Napoleonic forces

First wet day in ages here in NI so decided to give a set of rules I have not tried an outing today and a wee change from WW2.

Set is 'Balance Of Power' from Crusader stable of rules and are a very light set designed for large games (sort of very much simpler version of the 'March Attack' set from same author - Mark Simms) with units essentially Brigades/Divisions organized into Corps formations so very big engagements possible.

Designed to cover period of French Revolution through to about 1875.

They are a very slim set with no more than 8 pages of rules an example of play and a QRS and so do have a few 'gaps' but easy to fill in same.

Units are small (2 of my 40mm bases per unit) and rated solely by Combat Value with for example Regular foot being a CV of 5, Conscript CV 4 with Mounted usually 1 CV lower and Artillery similar.

No morale or rallying, skirmishing (nor voluntary backwards movement) but with bit more to the shooting and combat than first meets the eye, with reserves being key.

Movement is fairly quick with foot moving 8" and cavalry 12" and with facing changes allowed at start and end of move so pretty fluid. 

However charging (alternating phases) comes before movement phase and only allowed to turn up to 45 degrees prior to charge.

Units can avail of standard Column, Line and Square  

Firing, which is conducted simultaneously, is per stand using a D8 system to inflict CV losses (muskets fire only to 3") and Melee is a combo of CV and a few modifiers to generate a bonus to opposing D6 rolls with loser taking hits and falling back or Routed (ie destroyed) if CV level reached in losses 

Therefore a column fires with 1 stand (as 2 deep) whilst a Line fires with 2.

Cavalry charging Line allows the Foot a chance to form Square and woe betide the Cavalry if they do as a whopping +6 modifier applies (+4 to Cavalry if foot stuck in Line) and foot gets to shoot prior to Melee resolution. 

There is an Orders system for Corps Formations system but rather 'sketchy' with players basically deciding how detailed or simple they wish their orders to be, although Reserve and Retreat orders are specified and you do have to roll to change Orders modified by Commander quality. 

I set up a scenario from said 'March Attack' based on Prussian 'Advance To Plancenoit 1815' which although it has but a single Corps a side I fudged making each Division equivalent to a Corps for game purposes (and worked fine).

Game was certainly devoid of much in way of  specific Napoleonic (nor any other period covered beyond changes in weaponry) detail or chrome but was very fast and furious (despite controlling some 33 Prussian and 27 French units) and actually quite fun.






















Tuesday, May 20, 2025

Panzer Grenadier Deluxe - 'Mairy' scenario played

Game at Stephens today and we went with PZGR again this time using 'Mairy' scenario from rule book (a slight re-do of older version of scenario) with Stephen using his Yanks in defence against my attacking Krauts.

Another great outing with these rules and we fair whizzed through 11 turns (despite usual waffling prior to game) which is great.

Only 'problem' was our not reading scenario correctly and so my Panthers deployed off-road which is not correct as only entry points are the two roads (lined with bocage) or a central wood (but that would entail rolling for bogging for AFVs).

But it did not really impact enjoyment that much as hidden US anti-tank guns (including one in ambush I never got to reveal) got drop on Panthers anyhow with two being brewed, one damaged and fourth becoming low on ammo.

We also thrashed out a couple of remaining terrain issues (re hedges, buildings and cover) and feel they allow a fast paced yet flavoursome game overall (will likely go with these for next club game).

They just sort of suit our 15mm kit.


M10 reveals itself from hidden status (we forgot roll for bogging when it emerged from wood)







Grenadiers and GIs exchange fire 






An artillery mission crimped my style on approach to town






Krauts engage Yanks in town 






Panther brewed by 3" AT gun





My other two Panthers moving forward