Sunday, 16 February 2020

Skirmish Sangin - Elheim Taliban


Skirmish Sangin - Elheim British Infantry


Stars & Lasers - A Deceptively Simple but Incredibly Fun Take on Sci-Fi Space Combat

After a hectic two weeks painting two separate 6mm Cold War forces and a Saga Warband it felt like a well-deserved break to sit down for a game of Stars & Lasers last week with Mac from the South London Warlords.

I immediately felt strangely at home with S&L. Although the setting was different the ship cards with various ship stats, weapons and spaces for hit points strangely reminded me of Victory at Sea, the WW2 naval combat game that first got me into wargaming about 6 years ago at the Uni of Sheffield wargames society.
My fleet for the game, provided and beautifully painted by Mac
Mac explained everything on these cards in a couple of minutes and it all seemed pretty intuitive. That for me was the predominant experience of playing the game. Admittedly we were playing with fleets that didn't feature any of the ruleset's more exotic features like carriers that could deploy fighters, or turrets with heavy weapons that caused different effects but Mac explained the core rules to me over the course of the first turn and I played through much of the rest of the game without needing too much more help.
My frigates launches a missile at one of Mac's scouting corvettes.
Activation was random which added some nice tension to proceedings.

Shooting  with lasers revolved around a mechanic I'd not really encountered before where you measured the range to target then had to roll higher than that value on a d20. With many ships having more weapons than shields this made close ranged combat remarkably deadly with even the heaviest battleships being in danger of being crippled or knocked out in a single unlucky turn. Firing missiles involved deploying a marker for your salvo which either hit its target immediately or moved in a straight line every turn until it impacted something, was shot down or flew off into space never to be seen again. I have a feeling that, if I ever take this game to Sheffield, it's a mechanic Sam will love as he's been testing a similar one for the torpedoes in his own variant of Victory at Sea.

Movement was equally simple. Ships moved up to their speed in inches and could make any number of turns which cost them 2 inches of movement and was performed by using a custom tool that was once again incredibly intuitive. One thing I did come to realise was that ships in this game can really get a move on. Enemy ships that seemed like they were far away were suddenly up close and personal a turn later, others that appeared to have overshot their target and were heading out of the fight were quickly turned around and back in the action.

So what happened in my first game? After losing a ship pretty early on and sending one of my tiny corvettes to play a game of chicken with one of Mac's larger frigates (continuing the ramming tactic that won me my first game of Star Wars Armada) a fairly chaotic long range skirmish broke out. Mac's fleet became split up with his capital ship on one side of the large warp gate at the centre of the table and most of his other ships on the far side. I saw my opportunity and went in for the kill.
My capital ship lines up a devastating blow on Mac's battleship.
Both our battleships had had their shields worn away the previous turn and failed to get them back online. Taking the first activation I took the opportunity to get in the first hit before putting some distance between us. I failed to achieve a kill but Mac's ship was taken down to only 2 hit points.

Mac returned fire and while my flagship was left in a bad way I was confident I could keep it in the fight. I was pretty sure I had this game in the bag. However, the one mechanic I'd been desperate to see, due to its key role in my games of Victory at Sea, suddenly reared its head: critical hits. Mac had scored 2 of them and rolled d20s to see what effect they had. He rolled a 2 and a 17. Consulting the table we found that he'd damaged my engines with the first hit. I wasn't too worried. With the second he'd damaged my engines again. Surely not a problem.

But a problem it was for the rules went on to explain that as I'd not repaired the first critical damage on my engines the second hit caused them to catastrophically explode, destroying my ship and sending out a shock wave and debris which also crippled the rest of my fleet that had been clustered around the unlucky ship as it went supernova. I couldn't find it in myself to be annoyed as this was exactly what I'd been hoping for from a critical hit system: something cinematic.
The remaining ships fight for survival.
In any case I got my revenge and finally destroyed Mac's flagship in retaliation with my next activation. The rest of the game was characterised by tense dogfights between our remaining lighter craft, almost all having lost their shields, missiles and most of their hull points. A highlight for me came when one of my frigates managed to kill Mac's heaviest remaining ship (a light cruiser) and a corvette in the same activation.

But by the final turn it looked like it might be a Pyrrhic victory for Mac or at best a draw. He had a lone frigate left while I had a frigate and a corvette but both essentially crippled and one volley from death and Mac's ship looking like it had more shields and hit points than I could ever hope to get through in one turn. But the eternal spirit of the Hammerhead corvettes from Armada flowed through me and I realised I'd forgotten my trustiest of tactics: ramming. Ploughing my frigate into the side of Mac's ship while firing away with all my lasers I managed to cause enough damage to put it down to 2 hull points. By pure luck I also got second activation and managed to swing my corvette round, Tokyo drift style, to finish him off with my 2 front lasers.

All in all Stars & Lasers proved to be the endearingly simple and addictively fun sci-fi space combat game I never knew I wanted. Its definitely gone in fairly high on my wargames shopping list and it feels like something the Sheffield group could easily get into.

Many thanks to Mac for running a great intro game with lots of helpful and patient assistance (much of my last turn was orchestrated by him) and if you're interested in Mac's rules they're available on Wargames Vault along with a sizeable number of supplements covering everything from Pirates to Biological alien craft:
https://www.wargamevault.com/product/210571/Stars--Lasers

Ronin - Perry Miniatures Ashigaru


Cold War Turns Hot, Scenario 2 - The Anvil

Shortly before 0930 radio contact with Colonel Marsh's HQ was lost.The Soviets' determined attack has finally overwhelmed 3rd Bn and its survivors have broken contact with the enemy and fallen back into the Harz forest to carry out stay-behind operations. Polish armoured units have been brought to the front and Colonel Rybakov begins his push to Blankenburg. Across swathes of West Germany thousands of Soviet paratroopers have been dropping behind NATO lines to disrupt supply and communications. But the brief period of PACT air supremacy is over and anti-aircraft positions are becoming operational again as NATO planes scramble to cover the advance of relief columns which are dashing to blunt the Soviet spearheads. One of these columns, led by the American 26th Mechanised, has met Rybakov's column on the outskirts of Blankenburg and now attempts to halt their advance.
Miller's Abrams heads to Blankenburg through the early morning fog1.
1030 11/11/1983, Eastern suburbs of Blankenburg, Harz District, West Germany.

NATO situation:

Major Miller was woken up at 3am and has yet to have his morning coffee. Colonel Powell, his commanding officer, left late last night to receive an important briefing from General Pruitt at brigade headquarters and has not been seen since. Until he reappears Miller finds himself the acting commander of the 26th. It appears that last night General Pruitt gave orders for the unit to move immediately to Blankenburg and rendezvous with several other NATO units forming a QRF in the town in preparation for a counterattack against a suspected Soviet invasion. As his column of Bradleys and Abrams tanks rumbled towards Blankenburg in the dark many of his men found this scenario unlikely, another sign of high command’s paranoia, but when dawn broke the distant rumble of artillery fire in the East and the flights of Harriers and Tornados that passed overhead put paid to their disbelief. He has now met with an English colonel shouting orders from the back of his chieftain in Blankenburg town square and who, in light of Miller’s rank, has happily assumed command of the hastily assembled force. “Our boys up ahead just went silent. We’ve not heard from them for about thirty minutes and that means Ivan’s on his way and we’ve no time to be pissing about. My CO wants us down this road ASAP so my lads will lead us in. I’ve already got my recce troop out in front of us. You back me up. Watch our flanks and those Jerries will form our rearguard. We were promised some choppers from the French but I’ve heard no word from them so we’ll have to crack on regardless. Mount up!”

PACT situation:

Rybakov has reorganised his regiment and was met half an hour ago by his Polish reinforcements. With the dense forests clearing around him and the risk of further ambushes reducing his men have been able to advance several miles at an impressive pace singing patriotic tunes which the Poles don't seem to fully appreciate. A few minutes ago one of his officers spotted the church spire of Blankenburg on the horizon and he was momentarily relieved at the realisation that if resistance continued to be this light he was on course to take the town by midday and maybe even Brunswick by nightfall as planned. However, another radio message from his scouts has just put this plan in jeopardy - a small NATO reconnaissance tank has been spotted to the West. He must make contact with any enemy forces ahead, fight them off and follow through to Blankenburg.
The Game:

The initial plan was to play this game as a counter-attack scenario with NATO on the offensive to account for there being only 2 PACT players vs 3 from NATO. However (even with the train of one of the German players being delayed so that he had to come on as reinforcements halfway through the game) the scenario seemed horribly unbalanced against the Russians and Poles who only got 12,000 points to NATO's 18,000 and were tasked with destroying 6,000 points of the enemy's troops while NATO only had to destroy 4,000 points of theirs. So instead we decided that when the German player turned up both sides would bring on reinforcements and we'd play it as a good old fashioned meeting engagement with equal points on each side.

The terrifying PACT deployment.
The opening turn of the game saw two American Bradleys knocked out by long range missiles from across the board as Jason pushed up to deploy his infantry into a supermarket which could cover our left flank. Both sides also pushed infantry up into the hedgerows and woods that dominated the centre of the table. With large amounts of open ground on both flanks both sides were unwilling to push up too far but I tried to move my chieftains towards a small wood where they'd have some cover when the inevitable Soviet assault came.

Both sides tried to use artillery to suppress each other but not a single round managed to land on target. Apart from two critical occasions, this theme would continue for much of the game.

Welsh infantry push forward.
American infantry cover the NATO left flank as Abrams tanks push up.
In turn two the PACT players picked their poison and decided they'd rather push into my Chieftains on the right than Jason's Abrams tanks on the left. I felt offended. However Edd's Polish tanks started to come under artillery fire and while it wasn't enough to knock any of them out it did succeed in causing some of the Poor quality rated Poles to bail out (or maybe drive off, not sure bailing out of a tank into artillery fire is a good idea).
The Poles learn that artillery adds dignity to what would otherwise be an ugly brawl.
In the centre a bloody infantry battle began with both sides lining up along the hedges to fire small arms and heavy weapons at each other. My wily Scimitar recce tank at one point found itself outflanked as the large building it was hiding behind was suddenly occupied by a unit of Soviet infantry that promptly popped an RPG into it.
British and Russian infantry trade fire in the centre of the table.
My Centurion AVRE fires an HE round at Soviet infantry occupying a building (note Edd treacherously enjoying the sweet fizzy nectar of capitalism in the background!).
While all this was going on a great tragedy occurred. I'd hidden my two tracked Rapier anti-aircraft vehicles behind the town confident that this would keep them safe from harm. No such luck as Russian artillery intended to suppress chieftains on the right flank landed way off target and knocked them both out.

But it was quickly forgotten as it was turn 3 and Idries' Germans had arrived! This came as a great surprise to all as he'd previously never owned or painted a miniature in his life and had only recently gotten into his first wargame - Star Wars Armada. To prove a point about how quickly you can put a 6mm army together we'd ordered everything from Heroics & Ros a month before and assembled and painted it in its entirety over the course of two Sunday afternoons.

We took the opportunity to rush the German panzergrenadiers up to reinforce my Welsh infantry in the centre while the Leopards were sent to the left flank to prepare a counter-charge if Sam and Edd threw everything at me on the right.

Then the fire nation attacked came the PACT turn...
Idries gets a warm welcome to the wonderful of hobby of wargaming.
Massed Russian and Polish rocket artillery smashed Idries' advancing infantry in the open and tore through my infantry further forward. The survivors continued on but he'd lost almost half his Marders. With our reinforcements bloodied and the Welsh starting to falter things looked bleak.

The Soviet hammer blow.
On the right flank things looked even worse. Even though I'd knocked out most of Sam's original tank force and Edd's Poles were bogged down on the left, their reinforcements had arrived. With several cheiftains already knocked out, missiles flying through their firing position and outnumbered more than two to one my dragoons had little hope of holding out and were completely destroyed. With the centre and right both almost gone NATO desperately needed to find a way to blunt the Soviets' attack.
The full might of NATO air power hits the Russians and Poles.
Having seen the British tanks destroyed in front of them Idries' German scouts called down everything they could on the Soviet attack. All German, American and British artillery groups were called in as well as 2 American A-10 Warthogs and a German F-4 Peace Rhine. Annoyingly a lot of the artillery units requested weren't available, one of the A-10s was hit by heavy Russian anti-aircraft fire and the same fire caused the Peace Rhine to wave off before reaching its target. But enough got through to make the Soviet attack a bit less terrifying.

With trains to catch and more food waiting to be eaten the final stages of the battle played out very quickly. In the centre a stalemate was declared to speed things along as both sides had almost mutually annihilated each other. On the left Idries' Leopards charged into Edd's surviving Polish units and mopped most of them up while taking losses from Polish infantry that boldly moved up to face him from the woods on his right.
The charge of the Rohirim Leopards.
Finally on the right Jason's Abrams tanks redeployed to counter the faultering Soviet push which was brought to a stop before promptly being hit by Soviet artillery in response which knocked most of them out. A very expensive final turn for NATO.
Jason's Abrams join the NATO graveyard on the right flank.
The final result was a very clear draw. With both sides bringing 18,000 points to the table and losing 12,000 each including almost every senior officer on both sides it had been horrendously bloody.
The view from NATO's left flank at the end of the game.
So, its that point in the battle-report where we ask ourselves: what went well?
  • Overall I really love how FfoT plays. At no point in the game did I have one of those moments you might sometimes get where you find yourself finding things a bit implausible. I don't tend to enjoy games that try too hard to be a simulation but I do like them to have a feel of authenticity. There were surprises and fortune's favour swung from side to side over the course of the game but each play that was made felt like it ended with a believable result.
And what did we learn?
  • The predominant issue facing PACT in this scenario was that the odds seemed stacked against them regardless of which avenue of attack they chose. The centre had no hope of being a viable route as it channelled their forces down one single road past dug-in NATO infantry. Both the left and the right were just far too open. I think there were 3 big things that contributed to this that I'm going to try to learn from when writing FfoT scenarios in the future. Firstly, in our post Cold War Commander search for a game that played well at 1:1 scale we'd taken the advice from the FfoT rules and halved the ground scale. This meant that most tanks could fire all the way across the board and my chieftains in particular could hit Sam from across the table and still consider it a close range shot. Secondly, I'd sprinkled areas of forest across the board as cover for units to defend from but hadn't really provided any to break up lines of sight which really compounded the first issue. Finally, in an attempt to get everyone involved and let everyone use all the 6mm miniatures they'd put a lot of effort into getting ready I definitely set the points limit too high. 36,000 points of units on a 6'x4' was just too much. If I had to play a similar size game again in the future I think I'd maybe try playing an attack scenario (I've never been a fan of meeting engagements) along the length of a longer table with the forces broken up into waves that come on as reinforcements as each side gets worn down. As I write this report a week after the game, Sam and Jason have already played another weekend of test games at the FfoT's intended ground scale and with 6,000 points a side and from what I can gather they're having a lot of fun.
  • Another thing to note was that airpower proved to be a bit overhyped. While in theory it seemed to have a lot of potential, in reality neither side was able to eliminate the enemy's anti-aircraft units that really reduced their effectiveness and made them a bit underwhelming for their points cost.
Next time, Space Battles!

1US Department of Defence:
https://commons.wikimedia.org/wiki/File:DA-SD-06-06823.jpg

The Cold War Turns Hot, Scenario 1 - The Hammer

Operation Ustinov has begun. Overnight Spetsnaz infiltration teams have been sabotaging key NATO infrastructure deep within West Germany and now as dawn breaks Russian, Polish, German and Czech armoured columns are streaming across the border between East and West in a great coordinated push that aims to sweep aside NATO resistance and reach the Rhine in only one week. A key part of this ambitious plan centres around splitting NATO’s Northern Army Group (NORTHAG) from its Central Army Group (CENTAG) to prevent the two forces from reinforcing and supporting each other. If the Soviets and their allies can achieve this then it may prove difficult for NATO’s isolated forces to halt the Communist juggernaut, even with the help of fresh American reinforcements which are already hurriedly mobilising and boarding planes and ships bound for Europe.
British troops in West Germany prepare for the Soviet offensive1.
0730 11/11/1983, several miles East of Blankenburg, Harz District, West Germany:

NATO Situation:

The light infantry of the 3rd Bn Royal Anglians under Colonel Marsh have spent the night hurriedly digging into positions overlooking the main highway to Brunswick. Their brigade commander’s intent is for the Anglians to hold this position for as long as possible to buy time for the defence of the town of Blankenburg to be organised and for relief forces to arrive. No reinforcements are expected, artillery units are currently disorganised and overwhelmed by fire orders, and no air support will be available before the initial Soviet domination of the skies has been challenged.

PACT Situation:

Colonel Rybakov was handed his orders less than 48 hours ago. He has spent the night making final preparations and this morning he gave a speech to his assembled men reminding them of the Motherland’s expectations of them. The motor rifle regiment he commands is providing mechanised infantry support to an armoured thrust which his commanders hope will capture the road leading through Blankenburg. This will allow the rugged highlands of the Harz forest to the South to be bypassed and provide an open corridor through to Brunswick which can be exploited later in the day by followup Polish armoured units. It would be wishful thinking to hope that his orders have been kept secret from the enemy so resistance is expected but should be easily swept aside with the overwhelming firepower available to his commander from divisional artillery and the air force. Rybakov's driver sits up suddenly. He's heard the first shots ring out up ahead - a sudden burst of automatic fire. His scouts further down the road have made their first contact with the enemy.

The Game

We kept our first game relatively small to get a feel for the rules before our larger multiplayer game the following day. I took an understrength battalion of light infantry with a troop of Chieftains for support and Sam brought a battalion of Soviet T-64s and T-72s with the aim of breaking through my lines and exiting via my board edge.
Chieftains and infantry on the British right flank...
More infantry in the centre...
And yet more infantry with Milan missiles on the left.
On my right Sam advanced across open ground with his scouts, I opened up with my Chieftains and managed to score 4 kills on the weaker T-72s. Sam responded with wildly inaccurate missiles but also a deadly barrage of fire from his T-64s. Although they put up a good fight my Chieftains were slowly whittled down. As it turns out I'd accidentally given them the stats for a Centurion so I feel like they did an exceptionally good job given the circumstances.
Sam's T-72s head unaware into the British ambush.
The Soviets' wild attempt at using missiles.
Sam's thrust completely ignored my left which was annoying for me as it was where I'd placed half my Milan missile teams. Instead he threw his poor, poor tanks into what would prove to be the Anglians' meat grinder. What I thought would be a very fragile line proved to be far more effective than I'd ever expected. Sam sent some of his tanks across open ground while his lead troops attacked straight down the main road to Blankenburg. British artillery fire caused his second tank in the column to bail but it was merely an inconvenience as the tank behind rammed it off the road and into a ditch and kept on going. My Anglians from B company opened up with Carl Gustaf recoilless rifles and LAW anti-tank weapons and soon the roads and fields around them were filled with the flaming wrecks of Soviet Tanks. A critical moment came when Sam's Shilka anti-aircraft gun opened up on my hedgeline. It scored a worrying number of hits but miraculously none of my men broke and rather embarrassingly the Shilka had used up all of its ammunition and was left useless for the rest of the game. B company did eventually break under heavy artillery fire and with mechanised infantry assaulting it in the flank but they'd done their job and caused significant Soviet casualties.
Sam surveys the carnage while Jason, in traditional American dress, looks on.
With not much of Sam's force left and the night drawing in we called it a day and went for a Nando's. Colonel Marsh had held the line and performed better than his commanding officers could have expected. But with ammunition running low and more Soviet troops on the way he would certainly have been forced to break contact with the enemy and try to escape South into the dense Harz forest. Maybe we'll see him again later in the campaign.

So, what went well?
  • Good quality infantry proved to be remarkably hard to spot and very resilient in a defensive position, I suppose that makes a lot of sense.
  • Soviet quantity of fire proved deadly once they got into range.
  • The autocannons on IFVs, once they were used, proved to be pretty effective at dealing with infantry.
And what did we learn for next time?
  • Troops at less than Average quality in FfoT are an absolute liability. For the points saving the increased chance of running way didn't seem worth it.
  • Tanks need infantry support if they're coming up against anything that isn't just another tank.
Onwards to Scenario 2!

1National Army Museum's Online Collection:
https://collection.nam.ac.uk/detail.php?acc=2005-09-38-101

The Cold War Turns Hot - A (Not so) Brief Campaign Introduction

Last weekend we played our first games of Fistful of TOWs. The write-ups from those will be making up my next few blogposts so I thought it'd be worthwhile giving a brief introduction to the Cold War turned hot campaign which they're a part of (Hello readers, it's me from the future! Having just finished this blog and gone back to read over it I realised I'd rambled on way past the two paragraphs I originally intended this post to be and thought I should probably come back and remove the word "brief". However, I've decided to leave it in anyway to show that my intentions were good).
In our alternate 1983, after a period of increasing tensions NATO's Able Archer military exercise is perceived by the USSR as preparations for a genuine attack. With American Pershing II missiles on their way to Europe, the Soviet leadership decides to carry out a preemptive attack on the West before the initiative is lost and NATO's military power in Europe becomes insurmountable.

The campaign system is pretty simple. Europe is split into 27 territories and 7 sea zones. Territories can be either under strong NATO control (dark blue), weak NATO control (light blue), weak PACT control (pink), or Strong PACT control (red). Sea zones are either NATO controlled, contested, or PACT controlled. Before the scenario designer decides which territory or sea zone the game is going to take place in and the side that wins can choose to increase their control in that territory or another that they already control by one level. Each side can generally only increase their control in territories adjacent to ones they already have control in. This applies to sea zones as well. So if you have control of a sea zone you can then carry out naval invasions of any territory bordering that zone. Territories that don't have any neighbouring or sea zones controlled by their side move to weak enemy control.

There are also 5 neutral (white) territories. These may be pushed to picking a side in two ways:
  • If one side successfully invades a neutral territory it may push other neutrals to seek a defensive alliance with their opponent, giving them weak control in that territory. After invading a neutral roll a d6, on a 1, 2 or 3 your opponent gains weak control of a neutral territory.
  • If chemical or nuclear weapons are used by one side it may push neutrals towards their opponent. After using a chemical or nuclear weapon roll a d6, on a 1, 2 or 3 your opponent gains weak control of a neutral territory.
The use of chemical and nuclear weapons is clearly a tricky, not to mention sensitive, issue for this campaign. I've decided to handle it with what I've called the DEFCON tracker which will probably get updated and amended as the campaign goes on:
  • DEFCON 5: The starting conditions for the campaign. The use of conventional military force is authorised.
  • DEFCON 4: Reached once the control of any territory is switched from one side to the other. Use of chemical weapons is authorised. Every time chemical weapons are used roll a d6, on a 1, 2 or 3 move to DEFCON 3.
  • DEFCON 3: Use of tactical nuclear weapons is authorised. Every time a nuclear weapon is used  roll a d6, on  1, 2 or 3 move to DEFCON 2.
  • DEFCON 2: Prepare strategic nuclear weapons. Every time a nuclear weapon is used roll a d6, on 1, 2, 3 or 4 move to DEFCON 1.
  • DEFCON 1: Unrestricted use of nuclear weapons begins. The player that causes the tracker to move to DEFCON 1 loses the game. But really everybody loses :(
The DEFCON tracker also ties into the victory conditions of the campaign (which may be a surprise to anyone taking part because I've just made them up having realised we never decided how you actually win this thing). They are as follows:
  • While the game is at DEFCON 5: Both sides agree that war is silly and put aside their differences.
  • While the game is at DEFCON 4: Have 19 territory points. Each weakly controlled territory is worth 1 point, each strongly controlled territory is worth 2.
  • While the game is at DEFCON 3: Have 21 territory points.
  • While the game is at DEFCON2: Have 23 territory points.
The games we currently plan on using as part of this campaign are:
  • Fistful of TOWs. After playing some Cold War Commander in the past and picking up a copy of Seven Days to the River Rhine we've settled on FfoT as our prefered option for 6mm cold war games. It hits the sweet spot of handling lots of units being on the table, having a large variety of nations and kit covered, and feeling right at 1:1 scale. 
  • Naval Command. A great naval game by Rory Crabb who has several other rulesets on Wargames Vault. We've been tempted to add in some house rules to account for the Soviet navy's immense ability to spam out deadly missiles faster than our NATO fleets could ever hope to shoot them down but to be honest, and this will be apparent in my AARs for our FfoT games, the real culprit may be our desire to play scenarios that are far too large before we've really understood the game we're playing.
  • Check Your Six! Jet Age: While the outcomes of these game won't be causing territories to change hands they will be used as part of small narrative sub-campaigns (particularly before naval landings) to decide who has control of the skies. I've also in the process of writing a progression system for our pilots that will hopefully add a bit of personality to a campaign that otherwise tends to be on a far larger scale.
  • Skirmish Sangin: Although it primarily covers the more modern war in Afghanistan I also intend to use the wider campaign as the setting for some very small scale skirmish games, again probably as part of narrative sub-campaigns that influence the set up for FfoT or NavCom games. Maybe some Spetsnaz or SAS raids behind enemy lines.

Aeronautica Imperialis - Ork Dakkajets and Fighta Bomberz

Aeronautica Imperialis - Imperial Thunderbolt Fighters & Marauder Bombers



Saga - From the Dice Rolls of the Northmen, O Lord Deliver Us

After a hectic week of hurriedly painting my Anglo-Saxon army and secretly also putting together a West-German battlegroup for Idries for our big upcoming Cold War gone hot scenario (don't tell the communists), I finally managed to play my first game of Saga. Not bad going having only picked up the models for it about 5 years ago! Paul from the South London Warlords was kind enough to walk me through an introductory scenario with a simple objective - kill all his vikings before they could kill all my Saxons.
The two sides eye each other up from a distance.
We deployed maybe a little too far apart and so spent the first two turns quickly advancing forwards. I took the opportunity get to know my battleboard abilities a bit better and to move some of my hearthguard to the left flank where Paul had positioned his berserkers. I didn't know whether they were actually any good or not yet but their psychological impact was immense. I was terrified of them.

And it turned out that I was right to be. Charging them directly into my hearthguard with a few well-chosen saga abilities to buff them up even further, Paul rolled a horrifying bucket o' dice and immediately killed all four of my men while taking only two casualties in return. Foolishly hoping that this would then leave them weakened I carried out a counterattack with my second unit of hearthguard but, in maybe the quickest ever example of history repeating itself, the result was the same.
Earl Sihtric prepares himself for glory.
It was time for drastic measures. I lined up my Bretwalda and Closed Ranks abilities and charged in my warlord. As my fyrdmen presumably cheered him on with glee, he tore through Paul's hearthguard leaving only one survivor. This lucky Dane would prove to be my warlord's nemesis.
The Danish chieftain inspires his warriors shortly before running away.
In the turns that followed my warlord chased Paul's around the board as I tried in vain to initiate an epic and decisive duel while our warriors fought a slow attritional battle in which I seemed to have a marginal advantage.

Then Paul played his final move. With his hearthguard ready to visit Valhalla and buffed with all the battleboard abilities that Paul could muster he piled into my warlord. With so many attack dice on both sides it was mutual annihilation.

It was at this point that I learned that losing your warlord caused you to lose the game and finally understood why Paul had been so unwilling to let his anywhere near any of my smelly Saxons with their sharp, pointy spears.

You live and you learn I suppose.

So, in my first game of Saga and my first game at SLW what went well?
  • The Anglo-Saxon warlord turned out to be a bit of a powerhouse when buffed up by battleboard abilities.
  • My warriors also proved to be pretty resilient. In the 4 point game we were playing they didn't really get the chance to shine as they were in units of only 8 men and many Anglo-Saxon abilities can only be used, or are more effective, when your units have at least 10 men. In 6 point games I'll be bumping them up to 12 men each.
And what lessons did we learn?
  • Firstly, build and paint some slingers to use against those damned berserkers and wipe the smiles from their mushroom stained mouths.
  • While my warlord may be a powerhouse, he should definitely only be a last resort or he'll be needing some bodyguards.
  • In smaller games I think I'll try to use the Anglo-Dane battleboard which seems less reliant on having big units.
All in all a really fun game with a lot of depth I'm yet to discover in the battleboard system.

Wednesday, 12 February 2020

Saga - Warlord Games' Saxon King



Oh, you might have heard...I have a blog now

The first camera shot taken in anger.

Welcome to the Little War Men blog! Hopefully it's content proves to be of some interest to someone out there but it's primary purpose will be as a motivational tool to provide me with some incentive to start working through the modest collection of unpainted miniatures that's starting to build up in my cupboard. Once (maybe that should be if) this epic task is completed I'll be moving on to the much greater and much more important work of tackling the lengthy wish-list of miniatures for games that have recently piqued my interest. Throughout this journey I'll hopefully develop some painting skills but I'm also using it as a chance to further improve my currently very amateur photography and image editing. We'll see how that works out.

To Edd, Michael, Tom, Sam, Jason and Idries -  why are you reading this first post rather than getting on with hobbying of your own? You should already know who I am. In any case, treat this as my blog's equivalent of an acknowledgements page. I'm sure many of your efforts and exploits will inevitably be featured.