Games and figures by Matt Slade of Glenbrook Games and Painting Service. For details visit my website at www.glenbrookgames.co.uk or email me at slade.m@sky.com
Monday, 9 July 2012
Doctor Who game at the Gloucester Club - 4th July 2012
A Movellan has been smashed back in time by the Daleks and crashes in 1980s England (for a change). UNIT dispatch a squad to secure the site. The Daleks send in a recovery team to collect a cannister of the Movellan virus for study.
UNIT reinforcements arrived and come under heavy fire from the oncoming Daleks who exterminate the bazooka team before it gets a shot off.
An Ogron bashes an objective counter but finds nothing of interest except a hail of bullets.
Without the bazooka team, the inexperienced UNIT commander is reminded that the front of a Land Rover is the next best anti-dalek weapon on the table. Chaos ensues as Jo drives one of the UNIT vehicles through hedgerows, Ogrons and Daleks with a terrified UNIT passenger clings on for dear life.
The Ogrons and Daleks close in on the ruined church.
UNIT hold out as the Daleks lose half their force and start to teleport away empty-suckered.
Wednesday, 27 June 2012
French Indian War Civilians by Redoubt Miniatures
Shock Horror! I have actually painted some figures for me for a change. These fine civilians from Redoubt Miniatures will act as fodder in my French Indian and AWI games.
B'Maso 1970s Rhodesians
15mm Rhodesians for Mark in the US. Aircraft and infantry figures available from Old Glory.
2 Four man "sticks" with big men
Cesna Lynx
Alouette Helicopter
2 Four man "sticks" with big men
Cesna Lynx
Alouette Helicopter
Wargames Foundry Greek Myth Commission
More Greek Myth figures from Wargames Foundry. A commission for Mark in the US.
Water Nymphs
Shades
King Aetes and guards
The Bronze Bull
Sunday, 3 June 2012
Muskets and Tomahawks - First Game
This was our first game at the Gloucester club a couple of weeks ago. I umpired a 500 point aside French Indian Wars game between two mixed forces. We rolled up for the objectives and the British got defend which meant they had to keep the French away from the settlement and that a third of their units started off table. The French got engagement which required them to destroy two thirds of the enemy force.
Settlements are key features of M and T and are required elements of all table tops. They are placed first and the rest of the terrain follows in any manner agreeable to the players. The game benefits from plenty of cover.
The turns are card driven. On the turn of say the French Indians card, all French Indian unts receive 1 action with which they can either move, shoot or reload. Regulars have less cards than Indians and Irregulars in the deck but get 2 actions when they do come up.
When figures fire black powder weapons they are marked with cotton wool or similar so that you know they have to reload.
These British Rangers spent pretty much the whole game hiding in this field. This allowed me to tease Mark incessantly but also allowed Mark to complete an Officer's side plot. I love this simple device which gives extra character to Officer figures who are very important individuals in M and T. The Ranger Officer in this case would complete his side plot if he fulfilled an oath made to the Ranger unit that he would get them through the battle. In game trms this meant the unit had to survive with less than 50% casualties. Completing the side plot for your officer can make a defeat into a draw and so on. Officers can also be given talents which are abilities which can be bought at additional points cost.
Units like the Canadian Militia above have a faster move rate so are allowed to spread out more than regulars.
Regular Infantry benefit from the Firing Line trait. It restricts their arc of fire but allows them to give a more effective volley and the opportunity to give a bayonet charge which causes reaction tests in their opponents.
Indians are in smaller groups and tend to be ok until they are shot at. They do a lot of running around (here through my pumpkin patch!). Indians and some irregular troops carry one shot thrown weapons which can be used once per turn as a free shoot action attack before a move action. Useful for softening up a charge target.
The game was a draw on objectives, but Mark's skulking Ranger Officer gave the British a win. A very enjoyable, simple set of rules which the players picked up within the first turn. Easy to use army lists are provided to cover the period of the French Indian Wars through to the War of Independence. There are rules for canoes, hidden movement, setting fire to buildings, weather and civilians, none of which featured in this game. I really recommend them for large scale skirmishing in North America in the 18th Century.
Settlements are key features of M and T and are required elements of all table tops. They are placed first and the rest of the terrain follows in any manner agreeable to the players. The game benefits from plenty of cover.
The turns are card driven. On the turn of say the French Indians card, all French Indian unts receive 1 action with which they can either move, shoot or reload. Regulars have less cards than Indians and Irregulars in the deck but get 2 actions when they do come up.
When figures fire black powder weapons they are marked with cotton wool or similar so that you know they have to reload.
These British Rangers spent pretty much the whole game hiding in this field. This allowed me to tease Mark incessantly but also allowed Mark to complete an Officer's side plot. I love this simple device which gives extra character to Officer figures who are very important individuals in M and T. The Ranger Officer in this case would complete his side plot if he fulfilled an oath made to the Ranger unit that he would get them through the battle. In game trms this meant the unit had to survive with less than 50% casualties. Completing the side plot for your officer can make a defeat into a draw and so on. Officers can also be given talents which are abilities which can be bought at additional points cost.
Units like the Canadian Militia above have a faster move rate so are allowed to spread out more than regulars.
Regular Infantry benefit from the Firing Line trait. It restricts their arc of fire but allows them to give a more effective volley and the opportunity to give a bayonet charge which causes reaction tests in their opponents.
Indians are in smaller groups and tend to be ok until they are shot at. They do a lot of running around (here through my pumpkin patch!). Indians and some irregular troops carry one shot thrown weapons which can be used once per turn as a free shoot action attack before a move action. Useful for softening up a charge target.
The game was a draw on objectives, but Mark's skulking Ranger Officer gave the British a win. A very enjoyable, simple set of rules which the players picked up within the first turn. Easy to use army lists are provided to cover the period of the French Indian Wars through to the War of Independence. There are rules for canoes, hidden movement, setting fire to buildings, weather and civilians, none of which featured in this game. I really recommend them for large scale skirmishing in North America in the 18th Century.
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