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or, in cut n' paste format http://www.salute.co.uk/blog/
Tuesday 10 November 2015
Sunday 8 November 2015
Cold War Imagi-Nations
There is quite an active band of 6mm / 1:300 Moderns players at SLW, and as an alternative to playing actual forces against each other, one of our members decided to build a Cold War Imagi-Nation based on the Order of Battle (and camouflage) of the Polish army in 1939, and using the modern equipment of the manufacturers they used in the 30's (so Vickers tank of 1939 becomes "What's the available Vickers tank of 1979"). The result is the OOB over here and here are some pictures.
Vickers Mk 3 Tank Company
Armoured Cavalry Regiment - Panhard M3 APCs and AML 90 Armoured Cars
Well, another club member who has an odd penchant for thinking about what medieval Byzantium may look like in any period you care to name, followed suit and built Byzantium's imaginary forces in the Cold war, taking a lead from the forces of the Cold War "border neutrals" like Austria, Finland and Yugoslavia. The army Order of Battle is described over here and here are some pictures....
Byzantine Thematic Brigade Tank Co - T-55 tanks and Daimler Dingos with AT-4 Spigot AT missiles. Finland and Yugoslavia both found it politic to use predominantly Soviet equipment well into the 70's, but mixed it with own-design and increasingly Western equipment.
As with all Imagi-Nations, borders are quite vague - so vague in fact that these two nations find they are in dispute over their joint border, and tensions are rising - there are fears that there may well be a full scale border "Incident" in the very near future....
So you want to build your own Imagi-Nation?
Imagi-Nations are great fun for combining equipment you otherwise don't see together, or "what if" organisation structures, and 1:300 scale means even building a decent sized force is not exorbitant (in Fistful of TOWS, one model or one infantry stand represents a
platoon sized unit, so a battalion is usually c 9 - 12 models). Even less so if you build it out from a core force, say a Soviet or US supplied core force in this era.
How do you do it? Simple - Invent a country, imagine a history, build an army, and assert your right to rule :) There are fellow Iamgi-Nation enthusiasts in most periods, TMP has a section "Modern What-Ifs" where they gather for this period.
Tuesday 27 October 2015
War of Spanish Succession in 10mm
For Tricorne fans....benefit of 10mm scale here is you don't have to paint the lace :)
French and Bavaarians vs Dutch and Palatine, approx 1705. French and Bavarians assaulting a prepared position and trying to turn the Dutch line. Figures all Pendraken.
Rules are the General de Brigade variant called British Grenadier. Rules are written for AWI, but have a lot of mechanisms that suit the WSS and SYW. We were play testing to see if the rules worked and broadly they did what we hoped. Will need to tweak, but all war gamers want to tweak rules!
French and Bavaarians vs Dutch and Palatine, approx 1705. French and Bavarians assaulting a prepared position and trying to turn the Dutch line. Figures all Pendraken.
Rules are the General de Brigade variant called British Grenadier. Rules are written for AWI, but have a lot of mechanisms that suit the WSS and SYW. We were play testing to see if the rules worked and broadly they did what we hoped. Will need to tweak, but all war gamers want to tweak rules!
Saturday 24 October 2015
Silver at Golden Daemon
Warlords member Ellis Kaye scored silver at the 2015 GW World Golden Daemon painting competition with his Cryptus & Karlean Duel based on the box art.
Ogle below:
Ogle below:
Thursday 8 October 2015
The Fight at Chukkawanna Creek
From club member Iain Fuller's blog, about a good night at the Warlords:
Last night I had the pleasure in playing another of Phil Andrew's ‘Crazy Horse’s Fury’ Plains War games where my brave Hunkpapa Sioux took on the 2nd Cavalry to prevent them moving a wagon over a creek and off the table – no doubt for various nefarious reasons.
The US force was of 4 companies of cavalry, 2 Veterans and 2 new recruits, with a Crow Scout troop and a wagon containing something or other (either the payroll or working cartridges, we couldn’t decide which!). They were controlled by Philip and Darren.
I controlled 4 bands of Sioux, 2 were Warriors and 2 were ‘Boys’ – not great at shooting as they had yet to obtain rifles but very game and eager to get stuck in!
I was allowed to set up each warband either in cover or behind a hill so that they were not visible to the yellow-legs until they got close enough to try and see me (needed to get 4-6 if the Crow’s, and 5 or 6 if ‘regular’ troopers I think). I duly marked the map and hoped my cunning plan was cunning enough – the two older Warbands were placed in the ‘rough’ ground (brighter green patches) to the left and the furthest right of the table with one of the Boys bands hidden in the copse by the creek, the last band was behind the right hand hill on ‘my’ side of the creek either to be used as a reserve or as a last gasp ambush attempt on the wagon if everyone else got mullered earlier!
These rules are a good deal of fun and whilst being simple have enough subtleties to make them really interesting. Each unit has to draw a commander chit which has a characteristic on it that will either bring a benefit or hindrance to their units’ performance. For example my old mate ‘Talkheaps’ was drawn for one of my Warbands which meant that instead of automatic activation I had to roll a d6, get a 1 and the unit was inactive that go (the Cavalry drew their own version of this: ‘West Pointer’). The Cavalry are quite lethal once they get dismounted and start firing plus they have longer range than the Indians but the Indians can move further each go and can Move, Fire and Move in a turn (instead of just Move and Fire) which gives them more fluidity, plus they are a bit more lethal in melee so both sides have their pluses and minuses.
I won’t be able to do a blow-by-blow account of the battle as it was really fluid all the way through, (again one of the great things about this game) but here’s the basic outline. After the Crow’s nearly spotted my left hand band I decided to break cover with them and leg it over the creek, planning to either draw a unit after them so that the waiting Boys in the copse for could spring an ambush or if that didn’t happen to go into reserve to be used where needed. Over on the right Darren’s troops were getting mighty close to spotting my braves so I sprang an ambush which managed to hit home but I started an unbelievably inept sequence of rolls in melee, so the attack was quite ineffectual. The Crow scouts and a Company then started probing towards the woods and I unleashed the Boys from there in another surprise attack – again they charged home on Blue-bellies but again not with the desired effect.
From this moment on the battle ended up as a series of moves to contact from the Indians with which I failed to do much damage from the melee; or the Cavalry would move into range to unleash a volley at me and roll a 1 or 2 (honestly they rolled about ten 1’s all night!) hence causing no casualties; or I would move into range, fire, get a 5 or 6 forcing the Cavalry unit back, then retire myself to keep out of range. I therefore managed to hold the line of the Creek whilst forcing the Wagon to withdraw to prevent it from being captured.
I did manage to rout away one Cavalry unit with a successful charge by the boys, this Company being wiped out by fire when it returned but the boys came a cropper themselves when they tried to evict the Crows from the Copse and nearly got cleaned out themselves. Over on the other flank the other boys band had a terribly ineffectual in the rocks with some veteran cavalry and retired back behind the creek. By the end the Cavalry had started to unjam their rifles and cause losses on the braves so I started to fall back further and further, now not being strong enough to cause much damage myself. As time was getting on we called the game and I believe a morale victory was gained by the Indians as the Cavalry failed to get the wagon off the table but I had suffered quite a lot of casualties in the process.
A great game again, and I’m looking forward to play another one in the future.
Here’s a few pictures of Des and Ian’s game of 6mm Napoleonics (General de Brigade – Prussians v French) that was going on behind us – game looked great so had to take some photos!
Last night I had the pleasure in playing another of Phil Andrew's ‘Crazy Horse’s Fury’ Plains War games where my brave Hunkpapa Sioux took on the 2nd Cavalry to prevent them moving a wagon over a creek and off the table – no doubt for various nefarious reasons.
The US force was of 4 companies of cavalry, 2 Veterans and 2 new recruits, with a Crow Scout troop and a wagon containing something or other (either the payroll or working cartridges, we couldn’t decide which!). They were controlled by Philip and Darren.
I controlled 4 bands of Sioux, 2 were Warriors and 2 were ‘Boys’ – not great at shooting as they had yet to obtain rifles but very game and eager to get stuck in!
I was allowed to set up each warband either in cover or behind a hill so that they were not visible to the yellow-legs until they got close enough to try and see me (needed to get 4-6 if the Crow’s, and 5 or 6 if ‘regular’ troopers I think). I duly marked the map and hoped my cunning plan was cunning enough – the two older Warbands were placed in the ‘rough’ ground (brighter green patches) to the left and the furthest right of the table with one of the Boys bands hidden in the copse by the creek, the last band was behind the right hand hill on ‘my’ side of the creek either to be used as a reserve or as a last gasp ambush attempt on the wagon if everyone else got mullered earlier!
These rules are a good deal of fun and whilst being simple have enough subtleties to make them really interesting. Each unit has to draw a commander chit which has a characteristic on it that will either bring a benefit or hindrance to their units’ performance. For example my old mate ‘Talkheaps’ was drawn for one of my Warbands which meant that instead of automatic activation I had to roll a d6, get a 1 and the unit was inactive that go (the Cavalry drew their own version of this: ‘West Pointer’). The Cavalry are quite lethal once they get dismounted and start firing plus they have longer range than the Indians but the Indians can move further each go and can Move, Fire and Move in a turn (instead of just Move and Fire) which gives them more fluidity, plus they are a bit more lethal in melee so both sides have their pluses and minuses.
I won’t be able to do a blow-by-blow account of the battle as it was really fluid all the way through, (again one of the great things about this game) but here’s the basic outline. After the Crow’s nearly spotted my left hand band I decided to break cover with them and leg it over the creek, planning to either draw a unit after them so that the waiting Boys in the copse for could spring an ambush or if that didn’t happen to go into reserve to be used where needed. Over on the right Darren’s troops were getting mighty close to spotting my braves so I sprang an ambush which managed to hit home but I started an unbelievably inept sequence of rolls in melee, so the attack was quite ineffectual. The Crow scouts and a Company then started probing towards the woods and I unleashed the Boys from there in another surprise attack – again they charged home on Blue-bellies but again not with the desired effect.
From this moment on the battle ended up as a series of moves to contact from the Indians with which I failed to do much damage from the melee; or the Cavalry would move into range to unleash a volley at me and roll a 1 or 2 (honestly they rolled about ten 1’s all night!) hence causing no casualties; or I would move into range, fire, get a 5 or 6 forcing the Cavalry unit back, then retire myself to keep out of range. I therefore managed to hold the line of the Creek whilst forcing the Wagon to withdraw to prevent it from being captured.
I did manage to rout away one Cavalry unit with a successful charge by the boys, this Company being wiped out by fire when it returned but the boys came a cropper themselves when they tried to evict the Crows from the Copse and nearly got cleaned out themselves. Over on the other flank the other boys band had a terribly ineffectual in the rocks with some veteran cavalry and retired back behind the creek. By the end the Cavalry had started to unjam their rifles and cause losses on the braves so I started to fall back further and further, now not being strong enough to cause much damage myself. As time was getting on we called the game and I believe a morale victory was gained by the Indians as the Cavalry failed to get the wagon off the table but I had suffered quite a lot of casualties in the process.
A great game again, and I’m looking forward to play another one in the future.
Here’s a few pictures of Des and Ian’s game of 6mm Napoleonics (General de Brigade – Prussians v French) that was going on behind us – game looked great so had to take some photos!
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