Thursday, November 18, 2010

Blast from the past

Found some old photos of games from around 1985/86 on my first permanent table in first marital home. Aahh good old nostalgia it warms the cockles.................................


6mm King Tiger (old GHQ) and H&R Infantry. Bellona vacum form house & bridge


6mm Panthers (either GHQ or CinC) with metal Irregular Minis houses and Resin Farm by a Belgian firm whose name I forget (Mainly Military ?)



Various 6mm Russian vehicles back when I used 1:1 scale rules with micro-armour. Think it would have been Combined Arms by TTG ? 
Bellona hills and walls. Still using these buildings and the trees !!



Floodlit (!?) Panther & Tiger (old GHQ) with Davco T34/85 sneaking up behind





GHQ (newer) Tigers

WRG 15mm 7th Edition Ancients with my (still going strong) Avars vs Arab Imperial


Maurikian Byzantines (right) vs Arabs. Hun nobles in wedge emerging from wood, those were the days ! 



PC Pbem Game turns

No miniatures tonight so couple of Pbem game turn pictures instead.


Combat Mission: Barbarossa To Berlin scenario with my T34/41 surveying damage wrought on Huns (mostly SD251s and PzIIIs). Playing this against a Cannuck











West Front (Campaign Series) with my Yanks defending Rochefort in the Bulge at night. This one against my Father

Wednesday, November 17, 2010

King Of The Battlefield rules & WSS

Another solo effort with another set of rules this time King Of The Battlefield. A real fastplay set that would definitely suit large numbers of units (possibly double or thrice what I had here !) as most units die on 2 hits. Fast but very enjoyable with all shooting and melees resulted as morale tests yielding Wavers or Routs. Very few factors involved and centre two pages of rules are essentially the QRS to which rest of thin booklet is further explanation. Combat system emphasises need for reserve/multiple lines which is a good thing. Cavalry vs cavalry melees are interesting with initially involved units able (starting with defender) to sequentially re-inforce the melee with other in range horse units which can lead to several units in a large melee. The eventual loser though can see several units rout and even if a draw both sides are forced to retire from each other with backs to enemy again allowing any suitable reserves to possibly exploit such a tempting target.
I was pleasantly surprised how well these rules worked. Only caveat is some of the rules need a bit more explanation but was easily sorted by quick questions and answers on the relevant Yahoo group. Rules termed as 18th Century set but really geared for SYW but easily tweaked for WSS by allowing more Horse to use Pistol (counting as Close Range Skirmish fire) and adjusting relative weights of various Horse and disallowing inclines for foot movement. Includes a point system and a few optional rules (Orders, Rout Recovery, Commander variety).


Clash of lines (Imperial on left)




Horse melee starting near village (Red counter is routed French Yellow for 1 Waver)      



Good old Prussians advancing ahead as ever



French wavering after Imperial volleys (Yellow markers)

French horse face off against Imperial Foot and Horse on right wing



Hilltop view of a French General  



Snakes eye view of French lines with Garde Francais and Maison Du Roi nearest



Imperial Curassier engage Swiss

Blackpowder & WSS

Bit hooked on WSS at present (mainly due to being too lazy to clear last game from table !) and decided to give Blackpowder rules a solo outing with them (as not cheapest rules I have ever bought and shameful to have them languish unused). Few minor tweaks for WSS and to be honest a fairly decent game. Certainly fast play and free flowing but rather generic feel overall with no real sense of gaming the period as such not without further tweaks/house rules to standard fare. I would imagine players of 'imagi-nations' could take to BP very readily. With the brutal (if played as written) Brigade morale rules (50% or more units shaken or broken = whole Brigade Broken ie removed !) things certainly are decisive and bloody. Enjoyable enough as a solo game but just not up there for me with Might & Reason or PK Field Of Battle. Pretty and inspiring pictures inside the covers to be sure. Hoping to try FOB & a couple of other rulesets in due course whilst WSS bug still biting. Unlikely to last as off to Warfare in England this weekend and no doubt new stuff will appear (Prussians 1813 a real possibility).
Only 3 sleeps to go !!!!




Imperial Horse haring off on right whilst supporting Foot lags behind (couple of turns with no moves) Prussian foot push forward in centre (not having learnt lesson of M&R game !) 2 views of same situation.

Last stand...........

Found rather distressing picture on my iPhone from Saturdays debacle showing my right flank Infantry formation, Austrian Regts Gutenstein & Stahrembourg, who are trying form a large square (well triangle actually) whilst being relentlessly surrounded by dastardly Irish Regts (on left) Garde De Francais & Swiss Regts (centre top) and some French horse (approaching on right)
Their sacrafice allowed Imperial left wing to flee the field intact if somewhat demoralised, of such are wargaming memories made of..................................

Saturday, November 13, 2010

Might & Reason 10mm WSS again

Played a 'proper' game today against Stephen using Might & Reason and my 10mm WSS stuff. Stephen choose French I the Imperial Austrians. Yet another great game with these excellent and fun rules. French pretty static first few turns (lots of Inactive results) whilst Austrian wings (in columns) seemed jet propelled. However when it came to combats the Austrians were simply taken apart by French Cavalry ! Maison Du Roi charged into my Prussians in the Imperial centre and destroyed them and a heavy Artillery battery to a man in 2 turns ! On Austrian left French horse were compelled to charge and again managed to annihilate another unit of Austrian foot and Artillery battery. This wing them became stalemated as fairly equal forces faced each other with a river one flank and a wood on another. Loss of Prussians in centre left the French elite horse to threaten flanks of other Imperial foot who struggled to deploy whilst elite French foot and their Irish 'Wild Geese' contingents bore down on them. On Austrian right wing their Currassier brigades got into good flanking position but again came of worst in melee (story of the game for them). They then went impetuous (compulsory attack result) and rode to their doom. Similar to French horse on their right wing although the did manage to break of. Game was scheduled for 7 turns before rolling for nightfall and how the Austrians needed it but by turn 7 they had lost 12 units (4 above their break point) and so rolling for Army Morale they inevitably failed (only snakes eyes would have extended game). French lost a mere 3 units. Not a result Prince Eugene in command of Austrian anticipated and in fact he had to flee to safety behind his left wing as nearly captured by marauding French horse.

Prince Eugene was Good commander with 180pts of troops (mainly average types) Marshall Marsin was Average French commander with 210pts of troops but several were veteran or elite (Maison Du Roi horse a 8 strength points are awesome)
Brigadiers (sub-commanders) were fairly even with French have a couple of  +2 horse leaders and 4 Valiant types Austrians had couple of +1 leaders and a -2 duffer but no valiant types.

Great game throughout with very plausible sequence of events and both of us thought that despite is simplicity its not simplistic and it felt like a 'real' battle. We both really like Might & Reason and are considering doing Great Northern War in 10mm now !!!



French deployment


Austrian deployment



French left wing horse


French centre



Doomed Prussians in Imperial centre with Cavalry support



French centre advances with Maison Du Roi cavalry lingering to rear



Austrian left wing volleys French horse



Prince Eugene (on road) in danger of capture by Maison Du Roi as last Prussian unit is about to succumb !



Austrian right wing prior to folding with Currassiers in trouble on right


Wednesday, November 10, 2010

Might & Reason 10mm WSS part deux

Played out solo game tonight. Whizzed through another 8 turns (most only single pulse though) with night falling with neither side having acheived victory. Imperial forces had lost 4 Horse units and French only 1 but nothing decisive. Stephen hoping to attend my gaffe on Saturday so a proper head to head outing for these armies (will amend terrain a tad) using Might & Reason.
Game plays smoothly and quickly with minimum fuss which suits it grand-tactical scope.

iPhone pics yet again



Opossing Horse wings back off from each with casualties aplenty
(2 Austrian Currassier subsequently lost)




Austrian foot advance in centre




Cavalry clash on other wing with Prussian infantry moving
to support Austrian horse




More Austrian foot on left wing



Irish 'Wild Geese' advancing to the fray



French foot advance in centre after dithering about inactive for several turns


Tuesday, November 09, 2010

Might & Reason 10mm WSS

Hoping to play Might & Reason (or possibly PK Field of Battle) with Stephen soon so a solo play test to get rules back into my brain. Quick read over then plonked 2 army builder armies from Sun King module onto table. French with average CiC at 210pts and Imperial Austrian with Good CiC at 180pts.
Used a terrain set-up (ala FOG) from M&R Yahoo group which worked quite well.
One turn of 4 pulses played thus far but French pretty inactive as most of their Brigadiers have turned out to be pants (ie -1 or -2). No shooting yet and only one Cavalry vs Cavalry melee on Austrian left which saw 3 Currassier units bounce off 2 Elite (Maison Du Roi) and a lowly unit of Dragoons. Hope to more turns done tomorrow if possible. Great system.



Initial deployments French on left



Imperial Currassiers advance 



Imperial right with Prussian brigade on hill



French left anchored on town



French centre



Friday, November 05, 2010

Lasalle first game

Played first game using Lasalle rules today at Stephen's using his Russians circa 1812 against Boney's Grand Armee types. A very good game in which we managed to complete a full 14 turns despite several interruptions and having to double check rules etc. Forces were core plus one pick from Army Builder lists which had good troop density with 15mm figures on a 6' x 4' table. A really good set of rules that play very smoothly and clearly written allowing us to easily find resolution to any queries or problems. A minor but very significant point is the inclusion on the QRS of relevant rule page numbers.
Game saw Ivans defending but setting up second (due to home field advantage) on a fairly open terrain but with a Currassier brigade as off-table reserve against a French Infantry Division type which has 4 Cavalry units on board from start. Ivan Infantry destroyed almost entirely but army still stoically hung on (writing on wall for them in big bad letters though !).
Just like Sam Mustafa's Might & Reason rules these are great fun and easy to pick up and play.
Looks like my new years resolution will be to paint up  the Prussians.............................

iPhone pics again

French Deployment



French left wing



A Russian Currassier units arrives



Action near centre



Russian attack column hit Swiss attack column



Russian gun line



Russian guns engage oncoming French attack columns




Russian forced to form square by cavalry approach now in danger from Infantry charge