Thursday, November 26, 2015

Through the Mud and the Blood - Early War Second Battle of Ypres scenario

Earlier this month I headed out to visit Curt of Analogue Hobbies Blog Spot who was also a founding member of our very own Fawcett Ave Conscripts group.  The visit was for a weekend of random gaming fun with Curt and his merry band of followers, or at least his Friday night gaming group.  We played several different miniature games and even strayed into board games as well over the few days.

One of the games I took out was the excellent Through the Blood and the Mud World War 1 game by the Too Fat Lardies.  I ran a scenario set in the early war during the Second Battle of Ypres. While not historically accurate or set on any one specific battle it was one made up of elements of several fights, rolled into one to make a good game.  I had done this for a few reasons, one of which was to help with traveling light so that I could take less terrain and make it work on the new mat I got from Cigar Box Games.  It allowed me to not have to pack as many trees, no roads or rivers at all, and use whatever hills Curt had as they go under the mat. 

The game started with the Germans setup at the crossroads and the Canadians
coming on the board, everyone started concealed as blinds
The basic idea of the scenario was that the Canadians had broken through the German lines on their first night in battle somewhere along the front between Kitchener's and Sanctuary wood.  They made their way forward disrupting the German lines and pushed through to the German rear lines.  The Germans are caught by surprise at a small group of homes near a crossroad but know they have to hold our as long as they can to ensure that fresh troops have time to move up into position behind them to repulse the attack.  I borrowed the random game length idea of a "Tempus Fugit" deck that I first saw in one of the published scenarios from the Lardies to add a random nature to how long the Germans would have to hold. 

Curt and Jeremy played as the Germans, while Stacy and Sylvain led the Canadian forces.
The German HMG along with a rifle team, revealed that they had setup in the
woods and opened fire on the advancing Canadians, inflicting heavy casualties
on a section and driving that section back over the course of two turns.
The Canadian rifle team was quickly torn apart and reduced
below combat effectiveness.
The Canadians would score points for each killed or captured German, while the Germans would score points for each killed Canadian or escaped German.  German soldiers could escape based on how far they were from any Canadian soldiers when time ran out.  To represent the fact that the Germans were desperate to hold out and beat back the Canadian assault, they would need to do twice as much as the Canadians to win (so each Canadian "point" was worth 2).

A small German rifle team tries to prevent the Canadians from crossing
a small stream and flanking the German right flank.

Curt with his artistic flair insisted on an "action" shot.
 On the German left flank, the Canadians massed units in the woods opposite the crossroads and then tried to suppress the Germans before launching an assault.  The German forces were dug into better cover though and were therefor harder to both hit and hurt than the Canadians were. This meant that the firefight across the road lasted many turns despite the Canadians outnumbering the Germans by two to one.

Two Canadian sections already setup along the edge of the woods,
and three more coming up behind to support them!

The Germans only had one rifle section in the farm house,
and a section next to them in the woods, but that section was also
dealing with units coming up the road.
The game initially went very much in the Germans favour with them ripping apart one section very quickly, pinning two others, and getting lucky on both the activation and the time flies card decks.  It seemed like they would wipe the Canadians out in short order.

As is true in many battles though, the tide turned unexpectedly and swiftly on them as they suddenly ran out of luck about halfway through the game.  At that point for several turns in a row, the Canadians got almost every activation card they needed, before the German card for the unit they faced.  Worse than that (for the Germans at least), the Canadians got hot with their dice, and the Germans dice froze over.

After a few hot Canadian turns the Germans got word (the time flies deck ran out) that their reinforcements were setup behind them and they retreated from the field of battle.  It was a little too late for the Germans though, as the Canadians had closed in close enough to capture a majority of the German soldiers.

The final score was 52 to 28 in favour of the Canadians.  As the games referee I had worried early on that the Canadians would not even reach the German lines let alone get enough points for a tie, and due to a run of luck in the late game they completely turned the tables on the Germans.

The game once again reinforced for me how extremely simple the rule system by the Too Fat Lardies is, yet how well it seems to capture the real ebb and flow of battles.  It more than any other rule set for WW1 that I have played really gives me the feel of that grinding battle, yet allows for heroic changes in fate. 

Thanks to Curt for hosting and to Sylvain, Stacy, and Jeremy for playing.  It was an awesome visit and game, and one well worth repeating!

Tuesday, November 17, 2015

28mm Great War British from Foundry

Gaming the Great War has been a long-standing obsession for me. However, until lately, the focus has been on 1916-18 to the exclusion of 1914-15. I guess I always was a bit more attuned to the steel helmets/trenches/mud aesthetic than the service dress caps thing. But the early war vibe is cool in its own way - who doesn't love the funky drab pickelhaube covers with regimental numbers on 'em? - and it was likely only a matter of time before I got sucked in. The recent sudden passing of our good friend Glenn resulted in my acquiring some Foundry early-war Germans and a few French, and that also spurred along the new project in his memory.

So at the end of the summer I placed a large order with my Foundry supplier for British in SD caps and more Germans in pickelhauben (plus Uhlans!!) and this is the first product of that order. 

I have two more machine-gun bases primed; the machine-gun in the picture was actually painted by Glenn and touched up and rebased by me.

Four poses for the British - advancing with fixed bayonet, throwing grenade, kneeling firing, standing firing. All are clean-shaven except the grenade thrower - that model sports a wonderful bushy moustache.

The forty-odd models acquired allow for a nice size platoon - four sections of 10 men, plus two officers and some lads for a platoon command section.

For Warhammer Historical's The Great War rules, this could represent a battalion of two companies, each of two platoons.

Attached machine-guns as well, of course. It's too bad that Foundry didn't supply a third crewman for the gun.

Officer and command section. The officer carries a Webley and a sword.

The lads are fairly well equipped with Pattern '08 equipment, in "marching order", including large packs. However, the only pose that includes bayonet and helve is the standing firing pose. I guess the others will be subject to a dressing down from the Sergeant-Major for losing government property ;-)

I love the old Foundry Great War range. Sadly they're significantly smaller in stature than modern figures (the old Victoriana catalogue listed them as "26mm"!) so they don't mix well. There are a few poses left that might be available to supplement this lot - I'd like to get a pack of artillery crew and maybe some more command figures. Frontrunners for the latter are currently Mutton Chop as they're amazing Paul Hicks sculpts and seem to be the slightest built of the current field, but I'd love to hear from anyone who's compared them directly to Foundry models.

Friday, November 13, 2015

Poll Results and New Poll

After a big-time election win here in Canada by Hair Man, Son of Fuddle Duddle, I thought I'd also update the poll here on the blog ;-)

Results of the last poll:

Forge World now sells a Warlord Titan model, retail price over 1,200GBP. Is this insane?

Survey said:

Yes, no amount of lead crack is worth that. 4 votes (44%)
No, if cost were no object I'd have one (or more). 4 votes (44%)
Don't care what it costs - I'm buying it. 1 vote (12%)
Thanks for playing!

Sunday, November 8, 2015

28mm Plancenoit Church from Sarissa Precision

Let's face it: laser-cut MDF terrain is the wave of the future. It's lightweight, (relatively) inexpensive and the detail on a nice kit will knock your puttees off.

This is Sarissa Precision's "Plancenoit Church" in 28mm scale. I asked for this kit for my birthday and my good wife came through for me as she always does. She got it from Warlord Games, which happened to be running a sale at the time (sneaky planning by birthday boy) and along with it came a 28mm "Steiner" figure for a future running of our "The Eagle Has Landed" skirmish game.
The church itself is a lovely model, and easy to assemble - I think it took less than an hour. The laser cuts on the window mullions are particularly impressive.

I undercoated the model with the usual Krylon flat-black spray and painted it with acrylics.

I followed that with a wash of good old Agrax Earthshade, a bit of drybrushing, and some random grey drybrushed blotches on the walls.

This model is clearly designed for gaming - roof pieces all come off to allow placement of figures inside.

You can even place a machine-gunner or sniper in the bell tower. Try that with your solid resin model ;-)
Here's a picture with some filthy Huns, just for scale. The infantry models are from Foundry's Great War range.

The church will do very well for a variety of different games - that's why I picked this one in particular. I can see using it for everything from Napoleonic games to WW1 and WW2 games as well. It's available from Sarissa Precision for 35 English Pounds. Alternatively you can get it from Warlord Games, like I did, also for 35 quid. Recommended!

Wednesday, October 28, 2015

Trenchworx 28mm Renault FT-17 Tanks

Awhile back I participated in a Kickstarter (sorry Greg) run by a company called Trenchworx. I've heard nightmare stories about Kickstarter campaigns before but I have to say that the Trenchworx KS was run professionally and efficiently. Communication was great and the product was high quality!

I blogged a few months ago about the British MKIV tank I'd painted as a German "beute" panzer. The other vehicles I got were a troop of three Renault FT-17s, which I built and painted a few weeks ago.

The kits included both a 37mm gun and a machinegun for the turret, and optional trench rails as well. The vehicles were a snap to assemble, and even included magnets for the turret and weapons.

Here it is with the 37mm gun mounted. I painted the tanks in a standard camo scheme with markings for the third section of the second company. There's a handy guide here on the Landships site.

And here's the turret machinegun.

Here it is in pieces. The holes for the magnets are beautifully countersunk into the parts and the magnets fit perfectly. Just make sure you get the polarities correct! ;-)

All in all these are great kits and will look superb on our Great War battlefields. They'll also spur me on to build up my late-war French. I've just finished some work on a group of Foundry models that were painted by our late friend Glenn, and I intend to add to those with more Foundry stuff, including some 75mm guns and crews.

Tuesday, October 27, 2015

THE BIG ONE - Part Two - Horus Heresy 30K Mega Game

This is it - THE BIG ONE - as teased by Greg in his recent post. (I like to think that the guys in the pic above are Heresy vets ;-)
As Greg noted, we've been playing a mini-campaign around the Siege of Orask. The campaign background:
The machinations of Horus are revealed, and they reach well beyond even the events of the Istvaan System!
Knowing they would not join his cause, Horus dispatched the IXth Legion to “liberate” the worlds of the Signus Cluster - a campaign far from Terra, far from Horus’ plans, and home to a trap.
The Primarch of the Blood Angels has led the bulk his Legion into that distant assault, and Horus now looks to cut them off completely from contact with the rest of the Imperium. He will do that with an attack on the frontier world of Orask, staging area for the IXth Legion’s invasion force.
As news of events on Istvaan reaches Orask, the local Imperial government is stunned - and panics when their sensors detect a task force of ships bearing the signals and markings of the Sons of Horus, the World Eaters and the Death Guard headed for the planet. Things get worse when a number of Horus’ agents take action, disabling defence systems, monitors, docks and other elements, sowing further panic. The traitor Legion elements crash through the scattered resistance among the orbital defences and begin to secure landing areas.
On the planet’s surface, elements of the IXth Legion - the 66th Maniple, the “Blood Drinkers”, reserves which had been planning to follow their brethren toward the Signus Cluster, instead turn to defend the planet, knowing if Orask is overrun, the bulk of the IXth Legion will be trapped in the Signus and unable to defend the Imperium from Horus.
Back in August we played the first game and it was a hoot! So on Thanksgiving weekend (on my birthday, no less) we pulled out all the stops for a massive 30K slugfest. 
Greg's lads: Sons of Horus, World Eaters, "El Booze" (Imperial Knight) and Ferrum Mortis (Reaver Titan).

The IX Legion "Blood Drinkers" - with Loyalist Imperial Knight and Reaver Titan. Not so many Space Marines though - I'll have to work on that.

Solar Auxilia allies for the IX Legion - infantry painted by Greg, and Stormblade by me.

We're missing a group shot of Byron's Death Guard traitors but you'll see them pop out in due course!

The battlefield. Orask City in the foreground, where the Loyalists will set up, facing an assault by the Traitor Legions across the table.

The Fall colours are lovely on Orask this time of year!

Loyalists deployed. Lots of cover in the ruins of the city, so why deploy anywhere else?

Solar Auxilia to the fore, since "Facecane" (their commander, represented by the "Lord Solar Macharius" model) wouldn't have it any other way!

Looking out towards the Traitor lines.

What could pierce this thin red line??

Turns out these guys will give it a try...

You can see some of Byron's Death Guard in this photo - including "the Compensator" (Sicaran Venator, at left).

Traitors advance. We imagined the gunners rubbing their hands with glee at the prospect of dropping pie plate templates on these targets.

Compensator down! The Venator was a prime target for the IX Legion defenders. Suffer not the phallic to live!!

Blood Drinkers Spartan rolled out of cover to disgorge a giant squad of Marines. Just out of shot: the Contemptor Dreadnought that ruined their day.

IX Legion Assault troops figured that the best defence was a good offence. Tragically, they would prove to be mistaken.

Things are still looking good from back here. The Titans took turns shooting each other with Turbolasers and dropping Apocalypse Missile templates on lesser-priority targets.

Oh, what happened to that squad?


Sons of Horus assault troops consolidate after wiping out a squad of Auxilia in the wood.

Things are hotting up as the Traitor Reaver lumbers forward.

The Loyalist Knight lines up the Land Raider for a close assault...

Someone else lines up the Imperial Knight...

Byron's scary Fire Raptor flyer appears on Turn 4.

His Death Guard Terminator Squad (with Typhon!!) also beamed in. This did not go well for the defenders.

The Traitor lines are getting a bit out of sorts as templates take their toll.

Smoking crater (centre right) where once stood the Imperial Knight. He failed the charge against the Land Raider and was blown up in the next turn.

Getting close now!

The Blood Drinkers that weren't gassed by chemical weapons, were taken out by Typhon and his DG Terminator buddies with their scythes. Enough remained, though, to wipe out the squad... although it took the remnants of three tactical squads, a Tactical Support squad with Volkite Calivers, and a Heavy Support Squad with five lascannons to do it...

Reaver Titan vs. Stormblade. Not even a contest, although Greg had thought long and hard about trying for a charge against the Loyalist Reaver instead.

"Don't we have some anti-aircraft???"

"Oh great. It's Phil."

There was a reason why we both equipped our Titans with fists...

Left vulnerable in its attack on the Stormblade, the Traitor Reaver was finished off by its Loyalist counterpart.

Not much left except smoking craters.

The Traitor attack still rolled forward.

Chemical smoke/awfulness left by the Death Guard Terminators at lower right.

Wow - what a battle. We actually had to stage it over two days to get the six turns in. The result? Well, we didn't really keep track of VPs or anything, the massive carnage was satisfying enough. However, the Loyalists did kill the Traitor Reaver, Knight, and Land Raider (plus Typhon and his nasty Terminator mates) for the loss of their own Terminators, Knight, and Stormblade... although with the Reaver, Spartan, and Land Raider still functional I'd give the edge to the defending IX Legion. They say that history is written by the victors, or in this case, the writers of history become the victors retroactively ;-)

While I don't foresee another massive battle like this happening soon, I'm sure we'll revisit the 30th millennium in due course for more Heresy battles. After all, escalation continues!