Showing posts with label Gloucester Club. Show all posts
Showing posts with label Gloucester Club. Show all posts

Friday, 6 September 2013

Company level Napoleonics using 61-65 Ganesha Rules

The plan was to play a Sharp Practice scenario at the Gloucester Club on Weds night. Unfortunately I forgot half of the turn sequence cards! What to do? The only companly level rules that I have tucked away in my brain are 61-65, the excellent American Civil War rules from Ganesha Games who sit along side Toofatlardies as my favourite rules producers. I played the rules straight out of the book with no modifications whatsoever for the sake of simplicity.


The French begin to advance towards the road junction

We formed two company of 5 squads with attached skirmishers as usual and fought a meeting engagement.

The British advance through the orchard towards the church on their left flank.


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The British and their allies move into the paddocks behind the house at the junction.

While on their left flank they take up a good defensive position as they watch the French come towards them. The first shots are fired as skirmishers open up against each other in the centre. Both sides try to dominate the ground around the farmhouse.




The fight for the farm intensifies. The french manage to deploy some skirmishers into the building and drive of those protecting the flank of the Portuguese. This allows a french section to get over the fence to threaten a breakthrough in the allied lines.

Meanwhile, the french skirmishers begin to get the better of their allied opponents by the church. The British sections stubbornly stay behind their hard cover in the church yard.

In a desperate move with their rear threatened, a British section climbs over the fence and removes some surprised French skirmishers. They reveal their flank to a slightly shaken French section but with predictable results when the French section gets three activations and charges.
Some unfortunately timed turn overs, see the British sections stuck behind their walls, unable to react to a French section which maneuvers onto their flank.
At this the British recognised that their position had collapsed and the French won the day. Good fast, fun game as always and a tribute to the rules that I was able to play from memory.

Friday, 30 August 2013

First Chain of Command outing at the Gloucester club

Myself (Brits) and von Bob (Germans) faced off against each other in a basic patrol scenario so we could concentrate on getting the rules right.
Overall view of the terrain after the initial patrol phase and my first two phases. An errant smoke round can be seen poking out from the other side of the building, but seeing no Germans I deploy a mortar team and all three of my sections. One is by the fence this side of the house, another is in the centre right of the picture and under cover of their Overwatching Bren team the third sections rifle team is making a dash for the farmhouse door. I am feeling pretty pleased with myself at this point...
The second section sets up overwatch by the hedge and the third makes its way across the road to the farmhouse having separated their bren team (left).

The first section detects some movement on the other side of the hillock. The Germans are here after all.
Bobs first section finally arrives and gains cover from the bank in front of them.

My No1 Section, assured that they are about to get devastating support fire from the farmhouse, go Tactical and hoping to survive the incoming fire with the Germans.
The platoon sgt arrives in the British centre and is happy with the developing smoke screen put down by the mortar. No2 section watches the British right flank for signs of a German counter. No3 section is in the farmhouse but it is full of abandoned copies of IABSM v1 which slows their progress to the upper floor. The Platoon Sgt then leads No3 sections bren team to the farmhouse to rejoin it's rifle team


No3 section's rifle team takes up a fantastic position at the upstairs windows to pour flanking fire into the Germans in the open below them. Hmm a pathetic efforts results in one kill only. Von Bob has by now another section on table and two sections pour 16 dice of lead into the farmhouse. The British realise too late that the building is held together by cobwebs as an amazing four kills and four shock are inflicted.

No1 sections Corporal hears the cries from the farmhouse and realises that his supporting fire has deserted him. A few exchanges of fire later he orders a desperate charge towards the German position. The results are so unpleasant that I cannot show the photos!

Best laid plans and all that eh? British morale tumbled with the complete loss of No1 Section and the wounding of Junior Leaders and I decided to bugger off before it got any worse.

Great game which initially looked all good for the Brits who tried to seize the initiative and the only elevated and hard (allegedly!) cover position on the field. The downside of course was that von Bob knew early on exactly where all my sections were and was able to react and deploy accordingly. I also left No3 section's bren team on overwatch for too long. They were desperately needed to support their rifle team in the building.

All in all a cracking game and a great sense of realism. I'm thinking about naming my platoon members but that may get far too upsetting.

Neither of us got a full CoC dice, nor did we have a Turn end. The whole game took two and a quarter hours roughly, but including a lot of referrals to the rulebook/iPad. One thing I really noticed was how simple the combat and movement mechansims are. I think we'll have most of the basics  when we play next time. This simplicity allows you to concentrate fully on leading your men to triumph or disaster.





Wednesday, 7 August 2013

First Game of In Her Majesty's Name at the Gloucester Club

I took Lord Curr's company against the Servants of Ra run by Ra-Alph III himself. We rolled up the Catch the Pigeon mission which got us some odd looks and comments from our club colleagues. What do they know eh? We used the parties profiled on the sheets which come with the figure sets saving us the hassle of point calculations.

Despite a couple of rule reading malfunctions (my fault - not the rules!), the game was fast and fun. The rules are simple enough that you can concentrate on remembering to use Talents and Mystical Powers (something I often forget when playing more involved rules) without slowing down the action.

All seems peaceful down at the docks

The locals have legged it having heard that Lord Curr is on his way to meet a band of fanatical pharoah worshipers

The first few hooded minions make their way through the dockside streets.

Singh and an Incorrigible take up firing positions.

The rest of Curr's band cautiously advance.

Agh what's this? Having coolly downed the pigeon Lady Felicity is appalled to see the confounded Sairah (or "that mystic bint" as she is immediately christened!) appear at the end of a tunnel of light, to seize the prize.

Fortunately this risky mystical manouvre has put Sairah/that mystic bint way ahead of her cultist chums and so the proceeds to athletically dodge a hail of fire from the Incorrigibles who cannot believe her good fortune.

Lady Felicity leaps on Sairah but even the two pistols for which Felicity is famed cannot get a bead on the weaving wench. In spite of, or perhaps inspired by, the bodice ripping action of the two girls infront of them, a shotgun volley from the Incs flukes an out of action result on Ra himself who falls to the floor and returns to the afterlife to await a future re-incarnation. 
Unfortunately at this point an ill advised Incorrigable tries out the shooting into a melee rule. It is no surprise to anyone that the victim of this is the unfortunate Felicity.  The Inc tries not to catch the eye of Lord Curr.

The only positive is that it clears the way for Mad Mick to remember that he has grenades. Sairah is overcome by a case of the vapours brought on by a gas bomb. Not a very noble thing to do but there you go...

A right royal rumpus ensues as the encounter resolves itself in a mass brawl. Lord Curr manages to scoop up the carcass of Speckled Jim the pigeon and along with his men manage to deal with the remaining cultists and mummified priest.







Tuesday, 30 April 2013

Pictures from our first Napoleonic big bash using Black Powder

French infantry storm the British held hill 
French columns make use of a low command roll to seize the initiative in the centre.

The Prussians look on.

French columns advance supported by their artillery.

French Light cavalry attempt to protect the French right flank but are routed completely by a charge by British dragoons.

French infantry secure the farm

The British Heavy Dragoons protect the Prussian Hussars who movement stalls under the eyes of the French Artillery


Monday, 18 March 2013

"Rescue from the Schwarzherz Wald" Part 2 - A Fear and Faith scenario sequel

Part one can be found here

The cave complex and the temple


Werewolves

Your minions have brought two maidens to you at great cost. Many of your werewolves have been slain, and you are down to the last of your brood, the bloodline has become weak.
In order to spawn stronger creatures the maidens must be changed into wolfkind so they can breed with you and produce a purer strain. They have been bitten and are secured to columns in your mountain temple. At the appointed time (10 o’clock) the moon will shine through a portal in the roof of the cavern on to the pillars and their fates (far worse than death) will be sealed.
You have under your command the remains of your pack and some Cossacks who serve you loyally as long as they get paid.

The Rescuers
The surviving soldiers and gypsies treat their wounded. Having recovered the silver weapons from the gypsy and werewolf corpses they track the werewolves back to their lair. They look on as one of the creatures disappears into a mountain side cave, the entrance to which is guarded by a pair of swarthy Cossack guards.
Two of the gypsies dispatch the guards but not before one of them fires off a shot. From within the cave, the haunting howl of wolves can be heard...
Beshaley, leader of the gypsies knows that this is the “Night of Changing”, the one time of the year when new female werewolves can be created. Beshaley, Captain Frederickson and Lt Holtzmann swear vengeance and lead their force into the caves to attempt to free Drina and Alicia.

The captives. Alicia and Drina with the Werewolf Lord awaiting their fate.

Werewolves and wolves rush from the temple to meet the rescue party

Beshaley orders his people forward

And they are the first to encounter the wolves

Beshaley (far right) encourages the rest of the gypsies forward

More wolves lie in wait

The soldiers cannot help forming line to volley the wolves in the rocks

Lt Holtzmann leads his jagers towards the temple
The gypsies make it to one side of the temple.

On the other, the soldiers come under fire from the Cossack Guards

The Werewolf Lord bides his time and lurks behind the temple doors...

...and prepares to pounce as one of the gypsy blacksmiths reaches Drina.

He pounces on the brave blacksmith who miraculously survives but is pushed away from Drina towards Alicia.


The soldiers finally break through the Cossack's stubborn resistance.

As the moon begins to move across the portal in the temple ceiling, the gypsies rush in and get into position to free the two girls. 

Needing only one activation to free the girls, the Gypsies roll a double one.

Lt Holtzmann can only look on in desperation as he too rolls a pair of ones and sees first Drina, and then Alicia struck by the shaft of moonlight and their fate is sealed. Cue closing close up up of Alicia's eyes as they change into those of the wolf.....

Wow, what a close game this was. Fear and Faith (as do all Ganesha rules) always seems to produce these great Hollywood moments.

The two double ones on the last turn by the Rescue Party was unbelievable. 

Well played Mark (Werewolves), Julian (Beshaley's Gypsies) and Ralph (Holtzmann and Frederickson and their soldiers) for playing the game in great spirit as always. I was worn out just umpiring and cheerleading!

Forces used - Werewolves

Werewolf Lord                 Quality 2+            Combat Value 4
Abilities: Very Fearful, Leader, Long Move, Savage, Danger Sense, Werewolf

2 Werewolves                   Quality 3+            Combat Value 4
Abilities: Long Move, Werewolf

6 Wolves                              Quality 3+            Combat Value 3
Abilities: Long Move, Forester

Cossack Guard Captain  Quality 4+            Combat Value 2
Abilities: Leader                                Weapons: Sword and Pistols

8 Cossack Guard               Quality 4+            Combat Value 2
Abilities: None                  Weapons: Musket

After 5 Good turnovers another werewolf with 4 wolves entered the caves behind the rescue party.

Forces used - Rescuers

Capt Jochen Frederickson            Quality 3+            Combat Value 2
Abilities: Leader (soldiers only), Silver Weapon (sword), Strongwilled, Tough
Weapons: Sword, Pistol

Lt Anders Holtzmann                      Quality 3+            Combat Value 3
Abilities: NCO (soldiers only), Hero, Silver Weapon (sword), Strongwilled, Tough
Weapons: Sword, Pistol

12 Soldiers                                          Quality 4+            Combat Value 2               
Abilities: Steadfast (+1 to morale rolls)
Weapons: Musket

Beshaley                                              Quality 3+            Combat Value 3
Abilities: Leader (gypsies only), Hero, Silver Weapon (knife),  Strongwilled, Tough
Weapons: Knife, Musket

2 Gypsy Knife Throwers                                Quality 4+            Combat Value 3
Abilities: Danger Sense, Silver Weapon (knife), Strongwilled
Weapons: Throwing Knives
2 Gypsy Blacksmiths                       Quality 4+            Combat Value 2
Abilities: Strong, Tough, Silver Weapon (knife)
Weapons: Hammer

3 Gypsy Fighters                               Quality 4+            Combat Value 2
Abilities: Strongwilled, Silver Weapon (knife)
Weapons: Pistol, Throwing Knives

1 Gypsy Dancer                                 Quality 4+            Combat Value 1
Abilities: Acrobat, Silver Weapon (knife)
Weapons: Throwing Knives