Showing posts with label Photos. Show all posts
Showing posts with label Photos. Show all posts

Tuesday, September 8, 2009

"Buzz" Beurling over the Med

Sorry for the late post. I finally got around to writing up the Check Your 6! game held in honour of the visit of Conscript Sean, who now lives in Ottawa. We played the "Operation Pedestal" scenario again, minus the Stukas and a pair of Spits.

Note: click on the photos for larger images.

Here's Sean, who ran a pair of Spitfires, led by the Canadian ace, George "Buzz" Beurling. Kev ran the other pair of Maltese based fighters.



Brian ran a flight of JU-88s, in a bombing run on three merchant ships. I ran a pair of Bf-109s.



The three ships all had light AA, which shot indiscriminately at the closest plane. Very historical.



Things went wrong from the beginning, due to the Luftwaffe's setup. In hindsight, the bombers and escorting fighters should have swapped places.



As it was, the Spitfires were able to get good positions on the bombers, shooting down two bombers in rapid succession. The Bf-109s tried a head-on pass, losing one fighter for their trouble. The lead bomber is getting shot at by the ships, hence the splashes.



The trailing Spitfire, damaged by the lead Bf-109, failed to shoot down the bomber. The JU-88 managed to drop its stick of bombs (more splashes) but missed:



In the end, Buzz Buerling merely damaged a plane. However, his wing man was credited with downing two bombers.

The final tally was two splashed JU-88s and a Bf-109, in return for a couple of damaged Spitfires. This is in direct opposition to the result the last time this scenario was run, which was a clear Luftwaffe victory. Maybe the scenario is balanced after all...

Friday, August 21, 2009

Epic 40k battle report - Conflict on Toxo IV



Table showing the three "sludge production sectors" that were objectives.


Last night Dallas hosted a game of Epic 40k, pitting the Tau against the Imperial Guard for full control of some vital toxic sludge plants. It was the battlefield debut for my Epic Tau. Yes, that's right - Epic Tau from Forgeworld. What the f***k was I thinking? Well, I got them - years ago! and I managed to paint them. Last night they went into battle! I have to say I am pleased to finally have seen them on the table.

The Tau had a cadre of Crisis Suits, Stealth Suits, Broadsides, Hammerhead tanks and infantry in Devilfish APCs. They also had some human auxiliaries, representing Imperial Guard units who had defected to their side in return for not having to worry about Commissars any more.

The Imperials had a storm trooper company in Valkyries, backed by Vulture gunships, a detachment of Sentinels, a mechanized infantry company and a tank company, backed by a battery of Basilisk artillery pieces.

Cam, Mike F and Brian took the Tau, and Dallas and Bill rolled out with the Imperial Guard.



Imperial Guard storm troopers enter "flavour country"


The scenario was a classic "take two out of three" objective grab - each ojbective representing an important sludge factory, along with the housing which would naturally be concentrated very close to it so as to maximize worker productivity and minimize commuting.

The Tau started in control of the three objectives, but could place only their traitor milita on the table. The Imperials would be allowed to "drop" their storm troopers and sentinels in on the first turn, and from there it was all on!



The Tau move out from their occupied objective, led by their Hammerhead gunships.


The storm troopers made a tough assault in the first turn, capturing a sludge plant and defeating a traitor infantry platoon and artillery battery. This was a great firefight, as Dallas and Brian tied the result rolls again and again, meaning that round after round was fought.



A Leman Russ tank company - one of the most devestating units the Imperial Guard can get.


In the second turn, Bill rolled the mechanized infantry in to capture a second sludge sector, while the Tau concentrated on the third. Realizing they would need to capture a second sector to win the game, the Tau side began a careful advance against the storm troopers and the sentinels.



Tau deploy from their Devilfish APCs - thanks to markerlights elsewhere on the table, the Devlish can send guided missiles all over the place to p*ss off their opponents.


The upshot of the careful advance was a lot of headaches for the storm troopers and sentinels, and especially for Dallas, who got to enjoy exposure to the mobility of the Tau suits, markerlights etc. While the Tau were not able to kill many units in the factory sector, they did wreak havoc with their weapons which caused extra blast markers.



Mechanized infantry secure an objective.


We called the game for time a little after midnight - each side had one sludge sector firmly in control, and the third was contested. The final turn was a bit of an anti-climax, with both sides failing to issue engage orders successfully, meaning that what would have been a wicked cool firefight was falling down toward a Verdun-style grind for both sides.

It was great to play Epic 40k again - I just love the rules. The Tau are definitely tough in the game. The suits are super-mobile, the Hammerheads are lethal and the markerlights and guided missiles, while not causing too much harm on their own, made the Imperial players mental ("the missiles come from where???"). While I can't say I will be adding more Epic Tau figures (which don't seem to be that available from Forgeworld anymore regardless) I will paint up the Epic Tau flyers that I have, and I may try to convert my own Manta using 40k bits so they can take out Titans.

Thanks to Dallas for hosting, and for everyone who came out to play! I definitely enjoyed it.

Tuesday, May 12, 2009

Colonial conflict in Regina

Over the weekend I was fortunate to have the opportunity to zip down to Regina for a visit with "Fawcett Founding Father" Curt C. In addition to putting up with me spongeing his Coke Zero supply and playing Rainbow Six on his TV until three in the morning, we ran a colonial game using my 28mm Perry Twins collection. Here is a quick report, and some photos from the game.


The scenario was set in noth-east Sudan, in the earlier period of the conflict, in which the British were building up a force to protect the port of Suakin. It featured a heliograph team, holed up in an abandoned village, which had been merrily transmitting signals, much to the chagrin of local Mahdist warriors, concered at what the Frankish invaders were doing with the sun. A detachment of naval troops, backed by a Gatling and a Gardner Gun, set up a defence in the village, while a relief force of Yorks and Lancs and Gordon Highlanders tried to arrive before the tribal warriors overran the outpost.

The Mahdists;' objective was to kill all members of the heliograph team in 15 turns. The British objective was to prevent this.

The Mahdists had approximately 100 warrior, armed with a mix of swords, spears and captured rifles, and a group of six camel riders. They also had the Imam, which other Fawcett gamers will recall has the creepy effect of ensuring the warriors keep fighting through wounds that might otherwise have been fatal. Also, there was a provision that the Mahdists could "regenerate" in the sense that if one group of warriors broke, another similar one would re-appear at the board edge.

The British in the village had approx. 14 naval ratings, a gatling gun, and a gardner gun. Heavy firepower, but the village was pretty large and there were a lot of walls to defend so it was a challenge to cover them all. The relief column had a group of 14 Yorks and Lancs, a group of 12 Cameron Highlanders, and a 7-pound screw gun for artillery support, together with associated officers, pipers etc.

Curt and Dean took command of the Mahdist horde. Dan and Stacey split the British command, with Stacey attempting to hold the village, and Dan marching to the rescue.

The game was a hoot - Stacey was alarmed to see the Mahdists, rather than charge into the mouth of the repeating guns, make an attack that swept around the flanks of the village. Ultimately, the Mahdists would congregate in an area where the British had poor visibility, and then swarm the wall. Natually, the gatling jammed at a critical moment, while the Gardner failed to hit anything! Poor Stacey had an off night for rolling overall, while the tribesman were rolling vegas. The only exception was a Naval Lieutenant, who was gunnig for a Victoria Cross holding off several warriors, and even a mounted Khalifa, single-handedly for several turns. As the game developed, this award would be received posthumously...

Eventually, the village was overrun, with Curt's Khalifa surivivng two grisly rifle wounds, fighting his way over the wall, killing the Gardner Gun crew, dismounting, and fighting his way upstairs into a house, killing off the naval ratings, and finally beginning to "take care" of the heliograph team. He was helped along the way by some rock-hard Imam saving throws (see below). God is great!

Meanwhile, Dan was doing his best to march across the sands to help. The royal artillery put round after round into the cloud of tribesmen who were attempting to block the relief force, but the warriors kept coming. The dreaded camel warriors hit the Highlanders pretty hard, and it looked like curtains for them as the kilted gentlemen started to fall beneath the hooves of the smelly beats, but Dan pulled it out int the end, rolling hot to push them back, slaughter the remaining infantry, and continue the advance after blowing away the surviving camels with a couple of volleys from Martini-Henry rifles. One plucky Highland NCO even defeated the last camel in single combat!

As Dan rolled across the seemingly endless table (eight feet, to be exact!), Curt's rifle-armed warriors sniped away. In a bold move, Dan sent his mounted officer in a race ahead to try and get into the village early and help the hapless sailors with the close fighting. The Mahdists are terrrible shots, but Curt's shooters hurt the British captain badly, so even though he made it to the village, all he got for his trouble was a spear in the gut. This was the "TSN turning point" of the game. Even though the Sudanese riflemen ultimately got killed by a combination of rifle fire and further attention from the Royal Artillery, by weakening the mounted captain, they effectively sealed the fate of the British defences in the village.

All around, a tremendously fun game. It came once again to the final turn - in the end, only three members of the heliograph team had been killed, while the Yorks and Lancs were preparing to vault into the village in the face of a storm of spears. Technically, the British "won", but certainly the Gav Thorpe moral victory goes to the Mahdists! Thanks to Curt for hosting, and for the Regina crew for coming out and playing a great game.

Pictures below, courtesy of Curt!



Mahdist warriors sweep across the desert to drive out the foreigners!


The Highlanders confront the Mahdist "camelry".


Heliograph team contemplates next message - HELP!


A film crew captures the action at the wall. Long-time Fawcett gamers will catch the reference!


The naval ratings prepare to defend the village.


The young naval Lieutenant earning his Victoria Cross. It would be awarded posthumously.


The relief force crashes into the wall of the village. Note the building in the corner, where the Mahdists have started to finish off the heliograph team.


Curt captured a photo of the vegas rolling by the Mahdist side. Rolls like this had the Mahdist warriors ignoring wounds from rifles, repeating guns, high-explosive and other modern arms.

Saturday, April 11, 2009

"Future Potsdam" Conference Postponed


Last Thursday we had another go at the FuturKom vs. GünSchwarm rivalry, with the added bonus of participation from Future Gordon Brown's lads in the form of Mike's FutureBritz.



The scenario was rather simple: the setting was 1945, in the ruins of New New Berlin, the remnants of GünSchwarm struggle on. In the finest future-Teutonic tradition, the Schwarm had some new war-winning wonder weapons - the Gepanzert Grenadiere (armoured battlesuits), the manic SchwarmBot, and the focus of the scenario, the super-schwere (or über-heavy, if you like) selbstfahren waffentrager, a giant self-propelled gun hurling projectiles the size of Volkswagens several miles downrange. The FuturKom and FutureBritz had 12 turns to reach the gun and silence it. GünSchwarm's objective was to prevent those victory conditions. Greg and Frederick ran the Schwarm, Mike and Cam took the Britz, and Brian and I controlled the Kom forces.


War-winning wunder-waffen...?


Future Panther lays in wait. But soon... kaBOOM!


Schwarm digs into the ruins.

The Schwarm dug in several infantry squads, a mortar, the Future Panther, an SP flak gun, the urban annihilator tank, and a recce halftrack, along with four battlesuits. Against this FuturKom threw two recce cars, two T-340 tanks, and a full infantry platoon. The FutureBritz deployed the Future Churchill, Sherman Mk XXV, some infantry, and the fearsome Tesla coil cannon.


Gepanzerte Grenadiere


See? KaBOOM!!

The game started well for the Britz as they took out the Panther on the first turn. However this was a somewhat misleading start to their game as they were whittled down almost to a man, only the Tesla surviving.




Future Gordon Brown expects every man to do his duty...




The inexorable advance of socialism (future style)


The better 'ole




GünSchwarm command


Across the street to certain... victory!


Future desantniki

FuturKom fared a bit better, but after a promising start, Frederick ranged in with the mortar and took out the bulk of a squad, with the plasma guns of the battlesuits also doing fearsome damage. One tank and some intrepid riders reached the objective by turn 13 or so, and although by that time the Schwarm was spent, it was too late, as the superheavy's crew had time to finish their bombardment and/or scuttle their vehicle (we hadn't thought that far ahead).

Thanks to Frederick for bringing many of the cool buildings and junkyard piles, they looked awesome. Another fun (and great-looking) game in the twisted future of SpaceKrieg!

Escape from West Staines - the pictures



"Booyakasha!" A few weeks back, we put on a zombie skirmish game loosely based on "28 Weeks Later". I wanted a British flavour to the game so I decided to set the game in a neighbourhood that sounded kinda run down and a bit nasty - "Staines" fit the bill. I mean, who calls their neighbourhood "Staines"? Only people that are chock-full of awesome, that's who!



Anyway, here's the neighbourhood. Tower block, bank, police station, and a couple of row houses surrounded by light-industrial and rubbish tips. "Perfick!"



The premise of the game was simple. The lads each took a "gang" (cops, gangsta types, corporate suits, SAS, mercenaries, criminal heisters, etc.) and started from the far corners of the table. The objective was to get to the helicopter on the roof of the police station and be on it when it took off. Of course to get to the chopper you had to fight through waves of zombies and the occasional unco-operative fellow player...

The West Staines Massive

Bankrobber surrounded by zeds


SAS menaced by the infected


The suits with their backs to the wall




On the rooftop


"I think we're in trouble!"



A fun game and great looking too! Thanks to Mike F. for supplying buildings and Infected, and Jake R. for generously letting me use some commissioned figures in our game.

Sunday, March 22, 2009

Shadowsword



Games Workshop's new Shadowsword super-heavy tank kit is awesome, in the truest sense of the word. It's big - dwarfing anything in the 40K plastics range short of a Baneblade. It's pricey, too - a wince-inducing $110 CN at full retail. And most importantly, it has a BIG gun.

I decided to build one of these behemoths almost as soon as I read the announcement of the kit's upcoming release. I figured it would fit perfectly in the future-retro sci-fi world that many of the gang have been obsessed with lately. (See the multitudinous FuturKom/GünSchwarm entries on the blog this year)


My particular Shadowsword, "Wotan", takes its inspiration from the German battle tank of the Great War, the A7V. "Wotan" was the sobriquet given to one of these behemoths by its crew. The rusty, muddy grey colour scheme and iron cross insignia are an homage to the markings of the original vehicle, along with the death's head that featured prominently on several A7Vs.

The vehicle was built stock from the box, leaving off the sponsons which I though somewhat silly given the role of this machine as a Titan-killer. Bitz for the Bitz God I suppose! Weathering was done using gel texture medium for mud and painting with various Citadel browns. Rust was supplied by pin-washes of Citadel Chestnut Ink. Decals courtesy the bits box as well - crosses from a 1/72 WWI aircraft kit (a Roland I think), Roman numerals from Brent Dietrich, and the death's head from the Tamiya 1/48 StuG III.
The commander is a Steel Legion model from GW, he's the loader from the crew-served lascannon, razor-sawed to fit in the turret. He had some details resculpted with greenstuff and his helmet painted in camo to tie in the Great War theme. All in all it's a pretty cool model and I'm pleased with how it turned out.


"Scheisse! Is that the time?? We're late for the assault!!"