Showing posts with label AAR. Show all posts
Showing posts with label AAR. Show all posts

Wednesday, September 19, 2018

An Epic 30k Skirmish - Imperial Fists Fold...

Blast markers abound in an Epic 30k confrontation at Byron's place last week!
Games Workshop has recently re-released the game "Adeptus Titanicus".  As a long, long time fan of GW's long-abandoned "Epic" games and the 30k setting, news of the return of "Adeptus Titanicus" stirred many feelings.  I'll probably share/rant about those in another post. But more than anything, news of the release made me, first and foremost, want to get a game of Epic 30k in! I haven't played the setting or scale in many months, and back from my summer at the lake, I was keen to play a game - Byron M was kind enough to host and oblige last week.  Here are some pictures of the game.

For rules we used the "Epic: Armageddon" version of Epic, and stats from this amazing Epic 30k wiki. The scenario was not at all complex - a meeting engagement of two opposing detachments. Byron brought his lovely Epic 30k Death Guard to the table, while I played the part of the "loyalist" fools, deployment a force of Imperial Fist Legion Space Marines.  There were no Titans in the game, but each side had a couple of super-heavy Legion tanks backing up their forces.  The objectives were brutally simple - break the other force! The first side to have five detachments broken would lose...

Initial deployments taking shape...the Death Guard seem to be moving right into my trap *cough* (that's the official version I'll report to Malcador later...)
The first turn looked good for the Imperial Fists, as Byron struggled with his command rolls and so my forces were able to get a bit of a jump on the Death Guard.  Little did I suspect this would be the high-point for the Sons of Dorn...

Here is an ominous sight...Death Guard Spartan troop carriers, backed by a deadly Glaive super heavy tank...

Fellblade, Flachion and Dreadnoughts advance on the Death Guard flank.
In subsequent turns, Byron's evil dice mojo returned, with amazing saving throws, solid command rolls and other sinister benefits (no doubt derived from his forces' devotion to the great Warmaster, Horus Lupercal).  Meanwhile, I whiffed on command rolls, rolls to hit, rolls to save...you know, ALL THE ROLLS YOU NEED TO MAKE.  Sigh.

VII Legion armoured forces move out - Falchion providing cover at the top of the photo.

Falchion barely lumbering forward, thanks to failed command rolls on my part. Oh well. What could go wrong?
My Fellblade detachment wrecked some serious sh*t, blasting the Death Guard Sicaran tank detachment to tiny pieces. But that was it for meaningful success. Among many low points, the worst for me was the moment I thought I had Byron's assault marines dead to rights: surrounded by my Sicaran tanks, I was certain all of those Herakles auto cannons and heavy bolters would ventilate those sad Sons of Barbarus...but, no, Byron had blazing hot saving throws and...

Stars of the show for me - Fellblades, oh yeah!!

Spartans move ahead, carrying a detachment of tactical marine aboard.

And so...my Land Raiders broke, then my Spartans, then my Predators were blasted to pieces, then then one of my tactical detachments was broken in an assault carried out by the Death Guard assault marines who should have been misted by my Sicarans...the final blow came when my Falchion was blasted to particles...VII Legion suddenly remembered a meeting they needed to attend off world, and beat a hasty retreat, leaving the table to the victorious Death Guard.
Battle is joined - Death Guard Sicaran tanks halt my advancing spearheads...although the Fellblades (top right of the photo) will soon make short work of them...

The mendacious assault marines of the Death Guard.

Old Skool Predator tanks of the Death Guard move on through a drop pod LZ.
Another view of Byron's fine Sicaran tank detachment.

Near final dispositions (the only thing yet to happen before my defeat is the obliteration of my Falchion super heavy tank, seen hiding out near the middle bottom of the photo).
This game was a lot of fun, and again a reminder of just how excellent the "Epic: Armageddon" rules system can be.  The current editions of 30k/40k are such a morass, it is easy to forget that GW did release so many fun and excellent rules, "Epic: Armageddon" being foremost among them.  The rules reflect the character and "fluff" of the factions very well. And the 30k setting is just such a favourite of mine, so this was a great time. I hope to organize another Epic 30k game soon.

Thursday, June 21, 2018

Prairiecon 2018 - Battle of Blickheim, a "Team Yankee" Game

Ouch! Tough outing for the Royal Canadian Dragoons at Prairiecon...victory came at a price
So another "Prairiecon" has come and gone! This is Western Manitoba's main gaming event, held every summer in Brandon, Manitoba.  Conscript Dallas has been involved with Prairiecon for...longer than I can recall, so I will leave origin content to him, but as a group a few of us have been going to Prairiecon every year for...wow, something like 19 or 20 years, with Dallas even more? It's a real tradition, one I look forward to every year.

This year I am pleased to share reports of a heavy Conscript presence at the event, with three different demonstration games.  Dallas ran a fleet-scale "Battlestar Galatica" game.  Byron ran an exciting "Through The Mud And The Blood" WW1 game.  Our great friend Curt came out from Regina to host a special game of "Spectre".  And if that wasn't enough, we also ran a game of "Team Yankee".  That's a LOT of gaming!

The table at the outset of the game...the peace of the village of Blickheim will soon be shattered...
For today I'll touch on the "Team Yankee" game that was played on the Sunday morning at Prairiecon. The game was an opportunity to put the new Canadian units I had been working through the winter into play on the table.  The timing was fortuitous given that Battlefront has recently "released" its new Team Yankee book, "Free Nations".

Soviet elements prepare to move out on the assault
The scenario is we played was derived from the battle reported in the (fictional) book "First Clash" by Kenneth Macksey, which features the 4th Canadian Mechanized Brigade Group in action against a Soviet ground assault set in a fiction Cold-War-Gone-Hot in the 1980s.  In Macksey's story, a moment in the battle arrives when the Canadian line starts to buckle, and the Canadian commander unleashes his reserve armoured Squadron, catching the Soviets by surprise, and blocking their breakthrough.

Soviet advance elements approach the McPizza king...they would soon learn the blue "objective marker" was, in fact, a NATO pre-registered artillery target!
Since the theme for Prairiecon 2018 was "It's a trap!", I set up the scenario with some mild deception.  The Soviet players, controlling a T-72 battalion with some attached infantry and AAA support, were told they needed to clear the village of Blickheim (home, naturally, to a critical 'McPizza King' location) of a lingering Canadian rear-guard, that the NATO forces were in retreat.  They would have eight turns to accomplish this.

The Canadians appear! Leopards and M150s move into firing positions
The Canadians, on the other hand, learned they had the opportunity to arrive from a totally unexpected table edge at a turn of their choosing - they have been working themselves into position through the late hours of the evening and into the morning, with the Soviet forces unaware their flank was vulnerable. This was a great advantage - which the Canadians would need, as the Leopard C1 tanks do not dominate the tabletop the way other modern NATO MBTs would in games of "Team Yankee".
Soviet armour burning after the ambush...
The game was well-attended, with several guests and observers participating.  Dallas led the Canadian side, with help from Byron and Curt, while Dave V led the Soviet side, with support from a few convention-goers.

Leopards try to move out...the obstacles ended up being tough to overcome, due to some bad luck with the dice...and you can see the Soviet's put an artillery aiming point on one of the bogged-down tanks, causing Canadian frustration and knocking out a couple of Leopards
The Soviet column rolled up aggressively, and uncertain of the location of targets, started to hit the town with heavy fire.  On the third turn, however, the Canadians emerged on their flank, and opened fire. A pair of US Cobra helos came along in turn four to add to the carnage.  Under Curt's careful guidance, they picked off several T-72s with TOW missiles before the ZSUs finally got to them.

Many Soviet tanks and BMPs were lost, but critical morale roles kept the large Soviet tank company in play to the bitter end.  The remaining T-72s dished out heavy return fire, knocking out many Leopard C1s.  The Soviet infantry also struck hard, neutralizing a bold flank maneuver by a Leopard C1 troop with their RPGs.  As the number of losses on the Canadian side mounted, it was in doubt for NATO...

Soviet infantry prepare their AT weapons...
But in turn eight, the Soviet side finally broke...a real nail-biter, and a pyrrhic victory as the Canadians were reduced to a mechanized infantry platoon (which was a little low on the 'mechanized' part due to losses in the fighting), a pair of Lynx recon vehicles, and a pair of surviving Leopard C1s, all that remained of the 12 tanks which started the ambush...

A Canadian Leopard C1 troop shows the impact of losses from infantry AT weapons...
A big "thank you" to everyone who came out to play, particularly to our great friend Curt, who made the trip from Regina.  Work has been very, very busy over the past month and a half (and as you can see, the blog posting and painting progress has been very sparse) and it was SO great to dive into a bunch of gaming and see so many friends once again.

Tuesday, January 30, 2018

Team Yankee, Now With Added Canadians!

The Soviet column is deployed on the right side of the photo - while the the thin line of Canadians is arrayed in the left area

Policy-types in Canada often find themselves worrying - how do we ensure more "Canadian Content" in cultural areas such as music, film and art? Well, we can't help with ANY of those things.  But we can put some "Canadian Content" in one new and (to us) important cultural area - tabletop gaming with Battlefront's "Team Yankee"!

Soviet assault in action! T-72 company to the front, with motor rifle troops following up

Using an assortment of figures and models painted very recently, as well as the initial efforts that Conscript Mike F made in 2013, we assembled a Canadian Force in 15mm for a game of "Team Yankee" last week.  The scenario was fairly basic, as these things go - a Soviet spearhead had broken through the NATO lines, and the 4th Canadian Mechanized Brigade Group was deployed to stop them!

And naturally they selected a McPizza King location along an important highway as THE best spot in which to halt the marauding Warsaw Pact forces...

Mike F took command of the Canadian forces - three troops of Leopard C1s from the Royal Canadian Dragoons, a mechanized platoon from the Royal Canadian Regiment, off-table support from the 155mm howitzers of the RCHA, and a pair of US Cobra Helicopters with TOW missiles.  Mike had to put half of his units in reserve, and had the option to put one of them in ambush.  He put two troops of C1s and the infantry on the table, the rest in reserve, with his third troop of Leopard C1s in ambush.

Opposing him was "Comrade Ewen" - Dallas was in command of a Soviet tank battalion, featuring a company of T-72s, a smaller company of T-64s, and a motor rifle company mounted in BMP-2s, backed with some ZSU-23-4s for support.

The goal was to capture one of the objectives in the NATO half of the table within 8 turns...who would prevail?
 
Soviet T-64 MBTs make their debut on the table - what could go wrong?
In our previous "Team Yankee" games, a common dynamic on the table has seen the NATO tanks mowing down the larger numbers of Soviet MBTs.  But with the Leopard 1, it is not so easy...the armour of the Leopard 1 is much more modest, while the hitting power of the Leopard 1 seems to be limited - or, it is when using the West German stats for the Leopard 1, which we did...

Canadian Leopard C1s await the enemy...

A troop from the Royal Canadian Dragoons, ready for action

Dallas rolled forward confidently, but had to deal with some minefields that the NATO forces had deployed.  This had the effect of forcing Dallas to split his column a little bit, with the T-64s heading to the built-up-area, and the rest heading to the other side of the highway.

Canadian infantry defend the critical McPizza King - essential for control of this part of West Germany...

Another view of the mechanized infantry in defence of McPizza King
Mike made the most of the fact that his troops got to start dug-in and "gone-to-ground", so when the Canadians opened up, it was difficult for Dallas to respond with accurate fire.  Mike also called down copious amounts of 155mm artillery from RCHA batteries that were off-table.  It was a storm of fire for Dallas' Warsaw Pact command to wade through...

Another view of the Soviet advance - lots of green steel! The capitalist fools will tremble...
And yet...where in other "Team Yankee" games, the hits scored by NATO tanks are almost always fatal to the T-72s, with these 105mm shells on the Leopard 1 it was not so scary, and the Soviet tanks endured numerous hits without effect.  The 155mm artillery also had a very limited impact, and Dallas drove ahead aggressively.

The Canadian tankers score many hits, but few kills...

"Wow, that's a lot of tanks, eh?"
Worse for Mike, when Dallas' tanks managed to score a hit, it was almost always a fatal one, as the 125mm shells of the Warsaw Pact main guns ripped through the 1970s-era armour on the Canadian Leopard C1s...after a few turns, it was getting really tough for the Royal Canadian Dragoons...

Yikes! Tough losses as a troop of the RCD is wiped out by Soviet fire...

More burning Leopard C1s....getting rough for the Canadians...
Mike resorted to a very aggressive infantry counter attack to prevent Dallas from capturing an objective - even as he kept missing his roll for the Cobra helicopters to arrive!

Lots of tanks brewing up - but that big T-72 company is STILL in good spirits...
A decisive moment came when Mike sprang his ambush - a troop of Leopard C1s appeared behind Dallas' main spearhead, and they blasted the T-64s to pieces with a series of shots to the rear armour. OUCH. 
The Leopard C1 troop in "ambush" hit the Warsaw Pact troops pretty hard...
Dallas was able to direct some fire at the ambushing Leopards, and his BMPs directed some murderous fire on the attacking infantry and M113s from the RCR.  But it wasn't quite enough, and more T-72s started to brew up...

Widespread carnage on the table...always the sign of a good game, in our opinion!

So many knocked-out MBTs...
The final straw was the very late arrival of the US Cobra gunships.  Thanks to the "hunter killer" rule, the Soviet ZSUs were not able to score any hits on them, and the TOW missiles finished the T-72 company, breaking the Soviet assault.

US Cobra gunships add to the carnage with a bit of kill-stealing in the final turns
So, in the end it was a hard-fought victory for the Canadians - but they paid a heavy price, losing nearly an entire squadron of Leopard C1s and most of a mechanized infantry platoon.  A hard-fought game all around!  And you know the Soviets would have had another regiment rolling up the highway right behind these guys...

I can't wait to get the Canadians on the table again sometime, but I think we might try to fiddle with the stats a bit, especially for the Leopard C1s.  I think the 105mm gun should be at least as scary as the one on the M1 Abrams, as in this imaginary (thankfully) war, I expect the Canadian Leopards would be dishing out more abuse than the basic stats of the West German Leopard 1s would have them doing.

It was also interesting to get the T-64s on to the table...the edge they have of the T-72s is small, but still noticeable - the improved armour, and the option of the missile rounds make for an even more effective tank.  If and when they start to appear in larger numbers on our gaming tables, it should be interesting!

Tuesday, October 24, 2017

A Crusading Clash - First Game of SAGA

A Syrian Emir prepares to lead his host to glorious victory over the Frankish invaders

Last week the Conscripts tried "SAGA: Crescent and The Cross" on the table for the first time.  I had completed a four-point warband of Crusaders back in the late winter of this year, and finished a four-point warband of Saracens to oppose them this fall.  It was time to get them on to the table for a showdown in the Holy Land, and last Thursday was the day!

Among our gaming group Byron is the only one who had any significant experience playing the unique "SAGA" rules, although he had not yet tried the "Crescent and The Cross". I was the next most-senior SAGA player - and I had tried it once, four or five years ago, with a game of Vikings vs. Saxons that my good friend Curt had hosted for me in Regina.  So safe to say that overall our group was still very new to the SAGA experience.

A view of the board at the beginning of the game - nobody wanted to touch the uneven ground in the wadi...the Saracens are on the left, and the Crusaders on the right.
And it is a unique gaming experience. SAGA fuses a basic and easy skirmishing system with an at-times-complex system of abilities and activations derived from a faction's "battle board".  Dice are rolled and allocated by players who must balance the use of the dice to activate the different elements of their warband with the use of special abilities that will help their warband succeed.  The "battle board" serves as a sort of dash board to command the warband.

Christian Knights move out...

Crossbows on the flank in cover, while stout spearmen hold the centre of the Crusader lines...

We lined up a very basic starting scenario, imagining a clash somewhere east of Jerusalem in the early 12th century. The victors would be the warband who gained more "slaughtering victory points" than the other. Sounds about right to me! Bill, Byron and Frederick played the Saracen warband, while Dallas, Mike and Dave V took up the Crusaders' cause.

Mounted archers ride forward on the Saracen flank.
While new to our group, I know SAGA is enormously popular in the gaming world, so folks reading this might chuckle that a pair of four-point warbands managed to occupy six gamers and one guy with charts. But given how new we were to the SAGA system, it worked out pretty well.  I certainly enjoyed watching the group planning discussions as the SAGA dice were rolled and decisions were made about which groups to activate, or which abilities needed to be used. Those decisions are the core of the game, and are where a lot of the fun lies.

Ghulams prepare to charge the Crusaders...

The Crusaders prepare to respond...
Bang! Lances are splintered, shields shattered etc...
The opponents opted for some careful missile fire early on, while maneuvering their Knights and Ghulams for charges to come later.  And charge they did! The Christian Knights crashed into the Ghulams on a couple of consecutive turns.  Blood spilled to the sand of the Holy Land as Knights and Ghulams fell in battle.  The Saracen horse archers, meanwhile, got the better of the Crusader crossbowmen, and the Crusader spearmen were not able to make much of an impression on the Saracen horse archers.

The forces clash! More fatigue tokens and fewer Knights are the result...

Ghulams holding the line...
The Warlord steadies his lines of Ghulams...
The Saracen players made the best of their battle board abilities, which seemed to me to be, in many cases, gambles of fate, which didn't always work out for them.  The Crusaders, for their part, tried to leverage their own powerful battle board, but found themselves restricted at times by the need to roll for "virtues" before getting access to some of the stronger capabilities.

Crossbows emerge to shower the Saracens with bolts...
But it doesn't seem to have an effect...
The Saracen spearmen stand ready, but were not required at the end of the matter...

In the end it was a narrow victory for the Saracen warband, and God was left to sort out the souls of the departed warriors...

I'm pretty sure we still screwed up some rules, but overall SAGA is a lot of fun. It is not (and does not try to be) an exacting or careful historical simulation.  It is more of a dramatic, story-driven clash. As I told the group last week, I have been wanting to play a miniatures game set in the Crusades for a long, long time, as the period is so fascinating for me. So it was a real thrill to finally see one happen! 

My terrier Spencer is exhausted from all of the gaming action, so he takes a nap on the floor :)

Hopefully we can try SAGA again in the future. In the interim, I'll try and bulk out the warbands a little bit, as six-point warbands would fill the table up a little more, and give the players some different options in terms of structuring their warband units differently (like a 12-model unit of warriors, for example).

Thanks again to everyone for coming out to play and try the new (to us) rules!