Thursday, 31 December 2020
Tuesday, 29 December 2020
Sunday, 20 December 2020
Napoleonic Storming a Limburgian Castle-farm on a Sunny Sunday afternoon
Inspired by the ‘Waterloo sieges’ on several farms such as Hougoumont, La Haye Sainte and Papelotte, the availability of such a 54mm building and the starting of Christmas holydays collided into this gaming scenario for both my steady opponent Stan, and myself.
Grenadiers with a fuselier unit in support, advance across the stone bridge on the North side. Their goal is the double-door gate on this side of the farm.
A fun game, taking us about 2 and a half hour to actually ‘play’ it. The fun sure started hours before when we were setting up and discuss rule possibilities. Coffee, applepie, ethanol and pizza added to that. We sincerely thank Mr. J. Voormolen for his contribution: the focus of the battle, the farm.
Saturday, 19 December 2020
Panzerkampfwagen IV Ausf. J
Also this Pzkpfw IV is a >40 year old model (with play damage), receiving a late war patern (work in progress). The orriginal painted models can be seen in my first test game of About Patton.
Thursday, 17 December 2020
Charge of the 21st Lancers at Omdurman Twice in One Afternoon
Last Saturday, my good friend Claude Bailey, almost 900 miles away in Tucson AZ, and I nerded out and played back to back games with the same scenario but different rules. The scenario was the charge of the 21st Lancers at Omdurman and the rules were The Sword and the Flame (TSATF) and The Men Who Would Be Kings (TMWWBK). The games couldn't have been more different. Both games started with three British units of lancers within charge distance of the four Hadendoa units hidden in the Khor, and one Baggara unit of riflemen behind the Khor who were the original target of the charge. In the TSATF game the Mahdists had to roll to stand and fight and two out of three failed and had to move back the total on four D6s, Shaken. The Lancers had to roll five D6s for movement and one of the three came up short. The one unit of Lancers who fought hand to hand with the Hadendoa won the melee, but at the cost of almost half their number. The rest of the game, the Mahdists kept missing their stand and fight number and so were gradually pushed off the table. Both sides lost less than 20% to casualties. By comparison, the TMWWBK game was, in Claude's words: a blood bath. As Attack is a free activation for Regular Cavalry, all three units of Lancers got stuck in the first turn. Being Lancers, they got two dice per trooper, hitting on 4+. The Hadendoa also hit on 4+, being rated Fierce, but they needed two hits to kill mounted opponents. The results were predictable, the Mahdists suffered nearly 80% casualties, but the Lancers also suffered over 30%. Using the Follow Up option, the Lancers made short work of the Mahdists and it was all over in two turns. It was a fun way to kill an afternoon!
Wednesday, 16 December 2020
Sdkfz 250 and panzerjäger IV l/70 in 1/32
Sunday, 22 November 2020
The Action in the Mahmund Valley 16 September 1897
I played a remote game with my buddy Claude Bailey who lives in Tucson AZ. It was based on the Northwest Frontier action witnessed by Winston Churchill in his book The Malakand Field Force. We used the venerable The Sword and the Flame (TSATF) colonial rules with half sized units of ten figures. Two units of Sikhs have to set fire to the Pathan village and then retire in good order, taking their wounded, if possible. They are accompanied by Lieutenant Churchill and a regimental Bisti Gunga Din. On the first turn, the Sikhs roll successfully to fire the village houses, while three units of Pathans appear, coming down out of the hills behind the village. With one lucky shot they kill one of the Sikhs. The two Sikh units now fall back from the village, forming skirmish lines. Their fire wounds two warriors, including one leader, but that does not stop the native advance. As movement in TSATF is variable, based on dice rolls, the Sikhs on the right make slow progress and take two wounds from the natives on the hills. That means that two able bodied sepoys are needed to carry the wounds and they cannot fire the turn in which they move. The Sikhs on the left make for a row of rocks that will give them cover. They also take another wound to their unit. The native unit that lost its leader must now roll on the Leaderless to Move table, needing a 1 through 4 on a D6. They miss and their advance stalls. A fourth Pathan unit arrives and moves down toward the center of the village. Things are tense for the Imperial troops. If they move, they lose four rifle shots per turn, but if they stay, the Pathans will come close enough for hand to hand combat. A stroke of luck for the Sikhs on the right, their two hits are enough to force a critical morale test on the Pathans to their front who fail their dice roll and move 4 X D6 inches straight back, relieving the pressure on their flank. But the Sikhs on the left receive another wounded sepoy and are being flanked by the native warriors on their left. Relief comes in the nick of time in the form of a unit of Highlanders, who are able to reinforce the weak left flank. With a couple of telling volleys the Imperial line is able to throw back the Pathan attacks and Mr. Churchill survives to write up a description of the action.