Looks like modern 28mm Chinese are now available.
TMP
The Fawcett Avenue Conscripts are a group of table-top wargamers who get together on Thursday nights to enjoy some gaming, some beer and a few chuckles courtesy of our hobby.
Wednesday, October 7, 2009
From the Painting Table - Veteran Sgt. Goat Boy and Perry French
A little update from the Greg B painting table. Now that I am coaching hockey again, my productivity has slowed, but I have been working away on a few projects and thought I would post some progress on the blog.
First up, a classic figure from the Rogue Trader era, the Beastman Sergeant with plasma pistol. This is from the time of the human bombs, penal legion troops with exploding heads, and other Imperial Guard odd-xilia. Acquired in some sort of unwise Ebay purchase at least two years ago, I have finally painted him up. I would love to find a pack of the old metal Beastmen (as in, Imperial Guard Beastmen - seriously - they were in the army list - standards have changed) I don't think it will be worth the time or the OOP mark-ups. So he'll fit in fine as some kind of "veteran sergeant". Certainly he will confuse Chaos opponents.

While Goat Boy was fun, my primary efforts lately have been on a renewed push on 25mm Napoleonics. I've been working my way through toward a 3rd unit of Perry French. This unit will be mostly plastic, with a metal NCO, mounted Colonel and a "porte-aigle" mixed in. A few of the finished models are below.


Now I just need to base them, fix one of Brian's awesome banners, and they will be ready for battle. Still a long way away from a force ready for a game, but at least it is progressing. Up next I hope to finish a unit of Legere troops (essentially the same in terms of quality, but blue pants) and a unit in skirmish formation. An order for reinforcements was made to the Perrys this month - hopefully they arrive around the end of October to keep the momentum going, although chances are I will have switched projects by then (like my entire squadron of blue Valkyries for 40k).
I did receive a pre-order box of Perry Plastic French Heavy Cavalry - and they are gorgeous! I have never painted a Cuirassier in any scale, so I have one model assembled for test-painting and mistake-making purposes. Watch for further updates!
First up, a classic figure from the Rogue Trader era, the Beastman Sergeant with plasma pistol. This is from the time of the human bombs, penal legion troops with exploding heads, and other Imperial Guard odd-xilia. Acquired in some sort of unwise Ebay purchase at least two years ago, I have finally painted him up. I would love to find a pack of the old metal Beastmen (as in, Imperial Guard Beastmen - seriously - they were in the army list - standards have changed) I don't think it will be worth the time or the OOP mark-ups. So he'll fit in fine as some kind of "veteran sergeant". Certainly he will confuse Chaos opponents.

"For the Emperor - and better grazing rights!"
While Goat Boy was fun, my primary efforts lately have been on a renewed push on 25mm Napoleonics. I've been working my way through toward a 3rd unit of Perry French. This unit will be mostly plastic, with a metal NCO, mounted Colonel and a "porte-aigle" mixed in. A few of the finished models are below.


Now I just need to base them, fix one of Brian's awesome banners, and they will be ready for battle. Still a long way away from a force ready for a game, but at least it is progressing. Up next I hope to finish a unit of Legere troops (essentially the same in terms of quality, but blue pants) and a unit in skirmish formation. An order for reinforcements was made to the Perrys this month - hopefully they arrive around the end of October to keep the momentum going, although chances are I will have switched projects by then (like my entire squadron of blue Valkyries for 40k).
I did receive a pre-order box of Perry Plastic French Heavy Cavalry - and they are gorgeous! I have never painted a Cuirassier in any scale, so I have one model assembled for test-painting and mistake-making purposes. Watch for further updates!
Tuesday, October 6, 2009
Thursday Game - Jailbreak!
Long-time Fawcett followers might recall a fun game we had in January of this year. Taking place in the Star Wars universe, the game featured Han Solo and his "terror gang" attempting to escape from Imperials and local authorities after a daring heist. Read the details here: http://wpggamegeeks.blogspot.com/2009/01/spice-mines-of-kessel-here-we-come.html
Thursday's game will explore the ramifications of "the duty of fair representation" in labour relations, as Han had contacted his staff representative in the Brotherhood of Smugglers and Bounty Hunters Local #4587 (Corellia). The BSBH duly determined that one of their members was in trouble and has sent a union delegation to file a grievance and negotiate for his release from the Spice Mines.
Solo being Solo, of course, he convinced the union reps to assist him in making his case for freedom more forcefully, and is about to make good (or not) his escape from the Spice Mines!
See you on Thursday at my place, usual time. Also it's my birthday this weekend so there will be cake!!
Wednesday, September 30, 2009
Warhammer 40K Re-match: Crash Site Recovery
I played Chris at Astromini-con back in May, and we had managed to get in another game over the summer. Jonesing for a re-match, we went to 1,700 points apiece and met up at the local Games Workshop store last week to play the Astronomi-con scenario Crash Site Recovery.
The table had the contents of a crashed spaceship scattered about, with woods, craters, some ruins and ridges all around. To win the scenario a player's forces had to merely hold more objectives than their opponent - there were 6 large containers randomly scattered about.
There was also on-table the spaceship's pilot, who counted for battle points in tournament play but here in a friendly game merely added colour to the proceedings. The pilot moved a random distance each turn, away from the nearest models; he would fire his pistol (ineffectually, as it turned out) at the closest target. He could be captured by being defeated in close combat.
The containers could be picked up by any model with "hands" moving into contact in the movement phase. Holding a container disallowed that model from shooting. The container would be dropped if the model's squad broke, or if the model's squad was assaulted.
When first picked up a container might explode on a roll of "1" on a D6, with a S7 AP4 large blast marker. That would really wreck an Eldar Aspect Warrior's afternoon!
My Eldar Swordwind:
HQ
Sword-of-the-Lord - Farseer, Doom, Eldar Jetbike, Runes of Warding, Singing Spear
Warrior of Surprise - Autarch, Eldar Jetbike, Fusion Gun, Laser Lance, Banshee Mask
TROOPS
Companions - Dire Avengers x 10
- Far-Darter - Exarch upgrade, Bladestorm, 2nd Avenger Shuriken Catapult
- Ancient Whispers - Wave Serpent, TL Shuriken Cannon, Shuriken Cannon Upgrade
Blood Redeemers - Dire Avengers x 10
- Pious - Exarch upgrade, Bladestorm, Diresword and Shuriken Pistol
- Peacemaker - Wave Serpent, TL Bright Lances
ELITES
Blade Dancers - Howling Banshees x 10
- Angelic Rhapsody - Exarch upgrade, Executioner
- Fencing Master - Wave Serpent, TL Shuriken Cannon
Fate’s Tears - Fire Dragons x 8
- The Kid - Wave Serpent, TL Shuriken Cannon
FAST ATTACK
Breaking Waves - Shining Spears x 3 (sorry, two of the jetbikes have unfinished bases...)
- Winter's Knight - Exarch upgrade, Star Lance
Dreamweavers - Warp Spiders x 5
- Soul Hunter - Exarch upgrade, Dual Death Spinners
HEAVY SUPPORT
War Prayer – Fire Prism
Total: 1699 points
Opponent: Chris' Chaos Space Marines(IIRC):
Chaos Champion w/ demon weapon riding a Juggernaut of Khorne (giving a possible 18 close combat attacks!)
Winged Demon Prince with Warp Time
Demon (summoned)
Chaos Terminator squad w/ TL bolters and power fists (Champion rode with them)
Khorne Berzerker squad w/ Rhino APC
Chaos Space Marine squad
Heavy Weapon squad w/ 4(!) heavy bolters
Heavy Weapon squad w/ 2 missile launchers and 2 lascannons
Havoc squad w/ plasma guns and jump packs
The objectives were placed across the board. Two were just outside the deployment zone on the southern long table edge (deployment was 12 inches in from the long table edges), three near the northern deployment zone, one near the middle of the western (short) table edge, and the pilot was placed mid-table.
Only Troops could set up. The Eldar won the roll so chose to go second. Chaos went first and set up the Chaos Space Marine squad and a dismounted Khorne Berzerker squad with their Rhino close by, all in the northern deployment zone. The Eldar set up two Dire Avenger squads, keeping everything else off the table in reserve. The Warp Spiders would deep strike (I wanted that downed pilot; more on that later). The jetbike Autarch joined up with the Shining Spears.
In the photo below, Chris can be seen contemplating his tape measure.
(Click the photos for larger images.)

The pilot ran for the Eldar table edge, away from the Chaos Space Marines.
Reserves started in the first turn on a roll of a "5" and had a slight possibility of coming in from the short table edges. Some of the Chaos forces had their dark gods' favour, and the Havocs came in from the western table edge to seize a container, which failed to explode.

The Berzerkers seized the easternmost objective near the Chaos deployment zone.

The Chaos Space Marines seized a third container.
Score: Chaos = 3 containers, Eldar = 0 containers
In the Eldar turn, the Autarch/Spears, mounted Fire Dragons, Fire Prism and Warp Spiders all showed up. The Fire Prism and bike reinforcements came on in the southwest table quarter, the Dragons stayed mounted in the centre. The Avengers dismounted from their respective Wave Serpents and seized two objectives. Concentrated shuriken cannon and prism cannon fire killed 4 Havocs, but their morale held.

The Spiders had deep struck northeast of the pilot (I managed to roll a "Hit" and stick for a change). The Spiders shot and immobilized the Chaos Rhino, which was stuck for the rest of the game. They used their second assault jump to move south and west, herding the pilot toward the Eldar lines as, under the rules of the scenario, he would move away from them.
In the photo below, the pilot can be seen crouching in the foreground. To the right, the Warp Spiders can be seen after their deep strike. In the background, the Chaos Space Marines contemplate the objective they've seized.

Score: Chaos = 3 containers, Eldar = 2 containers
The Chaos Space Marines and the surviving Havoc moved back north a little, away from the action. The Berzerkers moved towards the ruins located to the south of them, to gain cover.
Only one Chaos unit showed up from reserves. The winged demon prince appeared on the western board edge. Chris had a couple of options open to him. He could reinforce the lone Havoc holding an objective, or he could attack the bunched up Eldar. No guts, no glory, eh?
The demon prince tried to assault though bad going, rolling a "5" - he was short of contacting a Dire Avenger by maybe a couple of millimeters, so he failed to move at all during the assault phase. Uh-oh, incoming...

During the Eldar turn, the Warp Spiders jumped to a position just east of an unattended objective. The mounted Banshees showed up, moving up the midfield. The Farseer decided to show up, coming on near the southern table edge to support the Banshees. The Fire Prism advanced and shot at the Chaos Space Marines, killing a couple.
The two Dire Avenger squads loaded their objectives into their Wave Serpents, which moved off west and south, respectively.
Note that this was a calculated risk. Under the scenario rules, the model holding a container could pass it into a vehicle, where it would take up a passenger space. This was good, since the Eldar could keep the objectives under tank armour. However, if the vehicle was destroyed, the unattended (that is, uncarried)prize would ALSO be destroyed. The safest option would have been to have a squad carrying a container mount up.
One Avenger squad advanced south towards the pilot.

The two-gun Exarch Avenger squad moved to join the now dismounted Fire Dragons and the Shining Spears in an extended firing line facing the demon prince.

After the Autarch and the Fire Dragons finished firing their Fusion Guns, the demon prince's physical body was utterly destroyed, its essence banished back to the Warp.

As the turn wound down, the Blood Redeemers assaulted and captured the downed pilot.
Score: Chaos = 3 containers, Eldar = 2 containers, plus the pilot
The following turn the Chaos forces, true to form, only received one squad from reserves, the lascannon/missile squad, who moved on in the northeast table quarter. The Berzerkers dug-in in the ruins to the east. The lone Havoc jumped northwards, behind the ruins to the west.
The Farseer joined the rest of the jet bikers in the centre, and the mounted Banshees pushed north - both these units were offered as bait to take fire off of the objective carrying Serpents. Meanwhile, the two Avenger squads mounted up with their various prizes and hightailed it south and west.
The Warp Spiders teleported northwest to both grab an objective and put fire on the Havoc. The lone Havoc was cut to shreds in a cloud of mono-filament wire, leaving his container unattended.

Score: Chaos = 2 containers, Eldar = 3 containers, plus the pilot
The next couple of turns progressed at a rapid pace as the last of the Chaos reserves made it onto the table. The lascannon squad ignored the tempting Eldar bait and tried to down an Avenger Serpent - however its energy field and cover negated all hits.
The demon in reserve appeared amongst the Berzerkers. The champion on the Juggernaut and his Terminator guards moved on in the northwest and seized the objective left by the fallen Havocs. The second Chaos heavy weapon squad moved on next to them and gunned down a couple of Spiders, who broke and dropped their container. The Autarch then moved to seize hold of the discarded container as the Spiders rallied.
The Fire Prism advanced deep into the Chaos zone, killing some Chaos Space Marines
The mounted Banshees and Dragons advanced northwards. The Avengers withdrew towards the relative safety of the southwest table quarter.

The Fire Dragons dismounted and blew away the Chaos Space Marine squad.

Score: Chaos = 2 containers, Eldar = 3 containers, plus the pilot
In the photo below, looking south the Avengers can be seen taking cover in their vehicles behind some ruins.

Return fire killed some Dragons, but their morale held. The surviving demon attacked the Banshees' Serpent in close combat, blowing it up, leaving six survivors.

As the game wound down, I made a tactical error. Instead of mounting up the surviving Dragons, I advanced them towards the lascannon/missile squad. After killing some, the heavy weapon troopers' morale broke and Chris declined to re-roll their Leadership. They retreated out of "move, run and charge" range of the Banshees.
The heavy weapon squad rallied, but couldn't get close enough to the last container. The Dragons were gunned down. It took a turn for the demon to fight off the Banshees. The rest of the Eldar moved away from the action, whereupon the game ended at the bottom of the sixth turn.

Final Score: Chaos = 2 containers, Eldar = 3 containers, plus the pilot
The Eldar managed to eke out the win.
Al in all it was a fast, tense and highly enjoyable game.
Eldar Tactica Critique:
With regard to the unneeded sacrifice of the Dragons and the Banshees, what I probably should have done was mount up the surviving Dragons and place their boat about an inch off the north table edge, facing south. The Banshees were well within charge reach of the heavy weapons squad, which would have pulled them away from the demon.
The table had the contents of a crashed spaceship scattered about, with woods, craters, some ruins and ridges all around. To win the scenario a player's forces had to merely hold more objectives than their opponent - there were 6 large containers randomly scattered about.
There was also on-table the spaceship's pilot, who counted for battle points in tournament play but here in a friendly game merely added colour to the proceedings. The pilot moved a random distance each turn, away from the nearest models; he would fire his pistol (ineffectually, as it turned out) at the closest target. He could be captured by being defeated in close combat.
The containers could be picked up by any model with "hands" moving into contact in the movement phase. Holding a container disallowed that model from shooting. The container would be dropped if the model's squad broke, or if the model's squad was assaulted.
When first picked up a container might explode on a roll of "1" on a D6, with a S7 AP4 large blast marker. That would really wreck an Eldar Aspect Warrior's afternoon!
My Eldar Swordwind:
HQ
Sword-of-the-Lord - Farseer, Doom, Eldar Jetbike, Runes of Warding, Singing Spear
Warrior of Surprise - Autarch, Eldar Jetbike, Fusion Gun, Laser Lance, Banshee Mask
TROOPS
Companions - Dire Avengers x 10
- Far-Darter - Exarch upgrade, Bladestorm, 2nd Avenger Shuriken Catapult
- Ancient Whispers - Wave Serpent, TL Shuriken Cannon, Shuriken Cannon Upgrade
Blood Redeemers - Dire Avengers x 10
- Pious - Exarch upgrade, Bladestorm, Diresword and Shuriken Pistol
- Peacemaker - Wave Serpent, TL Bright Lances
ELITES
Blade Dancers - Howling Banshees x 10
- Angelic Rhapsody - Exarch upgrade, Executioner
- Fencing Master - Wave Serpent, TL Shuriken Cannon
Fate’s Tears - Fire Dragons x 8
- The Kid - Wave Serpent, TL Shuriken Cannon
FAST ATTACK
Breaking Waves - Shining Spears x 3 (sorry, two of the jetbikes have unfinished bases...)
- Winter's Knight - Exarch upgrade, Star Lance
Dreamweavers - Warp Spiders x 5
- Soul Hunter - Exarch upgrade, Dual Death Spinners
HEAVY SUPPORT
War Prayer – Fire Prism
Total: 1699 points
Opponent: Chris' Chaos Space Marines(IIRC):
Chaos Champion w/ demon weapon riding a Juggernaut of Khorne (giving a possible 18 close combat attacks!)
Winged Demon Prince with Warp Time
Demon (summoned)
Chaos Terminator squad w/ TL bolters and power fists (Champion rode with them)
Khorne Berzerker squad w/ Rhino APC
Chaos Space Marine squad
Heavy Weapon squad w/ 4(!) heavy bolters
Heavy Weapon squad w/ 2 missile launchers and 2 lascannons
Havoc squad w/ plasma guns and jump packs
The objectives were placed across the board. Two were just outside the deployment zone on the southern long table edge (deployment was 12 inches in from the long table edges), three near the northern deployment zone, one near the middle of the western (short) table edge, and the pilot was placed mid-table.
Only Troops could set up. The Eldar won the roll so chose to go second. Chaos went first and set up the Chaos Space Marine squad and a dismounted Khorne Berzerker squad with their Rhino close by, all in the northern deployment zone. The Eldar set up two Dire Avenger squads, keeping everything else off the table in reserve. The Warp Spiders would deep strike (I wanted that downed pilot; more on that later). The jetbike Autarch joined up with the Shining Spears.
In the photo below, Chris can be seen contemplating his tape measure.
(Click the photos for larger images.)
The pilot ran for the Eldar table edge, away from the Chaos Space Marines.
Reserves started in the first turn on a roll of a "5" and had a slight possibility of coming in from the short table edges. Some of the Chaos forces had their dark gods' favour, and the Havocs came in from the western table edge to seize a container, which failed to explode.
The Berzerkers seized the easternmost objective near the Chaos deployment zone.
The Chaos Space Marines seized a third container.
Score: Chaos = 3 containers, Eldar = 0 containers
In the Eldar turn, the Autarch/Spears, mounted Fire Dragons, Fire Prism and Warp Spiders all showed up. The Fire Prism and bike reinforcements came on in the southwest table quarter, the Dragons stayed mounted in the centre. The Avengers dismounted from their respective Wave Serpents and seized two objectives. Concentrated shuriken cannon and prism cannon fire killed 4 Havocs, but their morale held.
The Spiders had deep struck northeast of the pilot (I managed to roll a "Hit" and stick for a change). The Spiders shot and immobilized the Chaos Rhino, which was stuck for the rest of the game. They used their second assault jump to move south and west, herding the pilot toward the Eldar lines as, under the rules of the scenario, he would move away from them.
In the photo below, the pilot can be seen crouching in the foreground. To the right, the Warp Spiders can be seen after their deep strike. In the background, the Chaos Space Marines contemplate the objective they've seized.
Score: Chaos = 3 containers, Eldar = 2 containers
The Chaos Space Marines and the surviving Havoc moved back north a little, away from the action. The Berzerkers moved towards the ruins located to the south of them, to gain cover.
Only one Chaos unit showed up from reserves. The winged demon prince appeared on the western board edge. Chris had a couple of options open to him. He could reinforce the lone Havoc holding an objective, or he could attack the bunched up Eldar. No guts, no glory, eh?
The demon prince tried to assault though bad going, rolling a "5" - he was short of contacting a Dire Avenger by maybe a couple of millimeters, so he failed to move at all during the assault phase. Uh-oh, incoming...
During the Eldar turn, the Warp Spiders jumped to a position just east of an unattended objective. The mounted Banshees showed up, moving up the midfield. The Farseer decided to show up, coming on near the southern table edge to support the Banshees. The Fire Prism advanced and shot at the Chaos Space Marines, killing a couple.
The two Dire Avenger squads loaded their objectives into their Wave Serpents, which moved off west and south, respectively.
Note that this was a calculated risk. Under the scenario rules, the model holding a container could pass it into a vehicle, where it would take up a passenger space. This was good, since the Eldar could keep the objectives under tank armour. However, if the vehicle was destroyed, the unattended (that is, uncarried)prize would ALSO be destroyed. The safest option would have been to have a squad carrying a container mount up.
One Avenger squad advanced south towards the pilot.
The two-gun Exarch Avenger squad moved to join the now dismounted Fire Dragons and the Shining Spears in an extended firing line facing the demon prince.
After the Autarch and the Fire Dragons finished firing their Fusion Guns, the demon prince's physical body was utterly destroyed, its essence banished back to the Warp.
As the turn wound down, the Blood Redeemers assaulted and captured the downed pilot.
Score: Chaos = 3 containers, Eldar = 2 containers, plus the pilot
The following turn the Chaos forces, true to form, only received one squad from reserves, the lascannon/missile squad, who moved on in the northeast table quarter. The Berzerkers dug-in in the ruins to the east. The lone Havoc jumped northwards, behind the ruins to the west.
The Farseer joined the rest of the jet bikers in the centre, and the mounted Banshees pushed north - both these units were offered as bait to take fire off of the objective carrying Serpents. Meanwhile, the two Avenger squads mounted up with their various prizes and hightailed it south and west.
The Warp Spiders teleported northwest to both grab an objective and put fire on the Havoc. The lone Havoc was cut to shreds in a cloud of mono-filament wire, leaving his container unattended.
Score: Chaos = 2 containers, Eldar = 3 containers, plus the pilot
The next couple of turns progressed at a rapid pace as the last of the Chaos reserves made it onto the table. The lascannon squad ignored the tempting Eldar bait and tried to down an Avenger Serpent - however its energy field and cover negated all hits.
The demon in reserve appeared amongst the Berzerkers. The champion on the Juggernaut and his Terminator guards moved on in the northwest and seized the objective left by the fallen Havocs. The second Chaos heavy weapon squad moved on next to them and gunned down a couple of Spiders, who broke and dropped their container. The Autarch then moved to seize hold of the discarded container as the Spiders rallied.
The Fire Prism advanced deep into the Chaos zone, killing some Chaos Space Marines
The mounted Banshees and Dragons advanced northwards. The Avengers withdrew towards the relative safety of the southwest table quarter.
The Fire Dragons dismounted and blew away the Chaos Space Marine squad.
Score: Chaos = 2 containers, Eldar = 3 containers, plus the pilot
In the photo below, looking south the Avengers can be seen taking cover in their vehicles behind some ruins.
Return fire killed some Dragons, but their morale held. The surviving demon attacked the Banshees' Serpent in close combat, blowing it up, leaving six survivors.
As the game wound down, I made a tactical error. Instead of mounting up the surviving Dragons, I advanced them towards the lascannon/missile squad. After killing some, the heavy weapon troopers' morale broke and Chris declined to re-roll their Leadership. They retreated out of "move, run and charge" range of the Banshees.
The heavy weapon squad rallied, but couldn't get close enough to the last container. The Dragons were gunned down. It took a turn for the demon to fight off the Banshees. The rest of the Eldar moved away from the action, whereupon the game ended at the bottom of the sixth turn.
Final Score: Chaos = 2 containers, Eldar = 3 containers, plus the pilot
The Eldar managed to eke out the win.
Al in all it was a fast, tense and highly enjoyable game.
Eldar Tactica Critique:
With regard to the unneeded sacrifice of the Dragons and the Banshees, what I probably should have done was mount up the surviving Dragons and place their boat about an inch off the north table edge, facing south. The Banshees were well within charge reach of the heavy weapons squad, which would have pulled them away from the demon.
Friday, September 25, 2009
Battle Report - BBQ at Marburg

In this artist's rendition of last night's game, some Bundeswehr infantry are dealt with by a Soviet flame-throwing tank.
The Conscripts assembled once again last night, this time to enjoy some 28mm WW3 gaming. The battle was set outside Marburg, West Germany, and pitted the West German Bundeswehr against Soviet Motor rifles with a twist - the Soviet Force was in fact a group of assault engineers. Mike, Dallas and Brian rolled with NATO, while Cam and Bill joined me on the Soviet side.
The game was set on a 6'x4' table, with the traditional three objectives. Two of the objectives were defensive positions rigned with sandbags, and the third was a bunker, a little further behind the line toward the BW table edge. The BW started in control of the table, but the Soviets would assault and after 10 turns the winner would be the side who contolled the most objectives.
The line of sandbagged defensive positions (including the two objectives) and roadblocks was set along the middle of the table, and the BW dug in with a squad of troops, two Panzerfaust III teams, a MILAN team, and a team equipped with a totally awesome automatic 40mm grenade launcher. For reinforcements the West Germans could count on two Panzer Grenadier squads in Marder IIs, a Leopard II, and two passes from a Tornado ground attack plane. What could possibly overcome this sort of force, dug into defensive positions no less?
The answer: Gas and BBQ.
First off, the Soviets hit the German position with a non-lethal gas attack. The majority of the on-table BW troops at the start of the game had no NBC gear and therefore would have penalties to do almost anything during the game.
Then there was the Soviet force itself - comprised of a reinforced assault engineer unit from a motor rifle regiement - 3 8-man squads in BMP-2s (with AT-5 ATGW missiles) and a 5-man command group in a BMP-1, supported with a ZSU-23-4 AAA vehicle to keep that pesky Tornado away, a Spandrel ATGW vehicle to try and deal with vehicles, and most devestating of all, a platoon of three OT-55 flame-throwing tanks.
The game was awesome, going right down to the wire at the 10th turn for resolution.
The early turns were pretty roguh for the West Germans, and violins were played all around on the NATO side as the power of the flamethrowing tanks became clear. The NATO defensive positions were covered with horrific gouts of flame. Nearly two entire squads were broiled, and the Russian advance looked strong. The inability of the NATO anti-tank teams to hit anything made things worse.

After the game, the Bundeswehr adopted this new logo.
But NATO made excellent use of air power, and despite the fact that Mike's MILAN crew seemed to be high on Lysol (they missed, and then missed, then hit, but did not damage, then missed...on and on - Mike was ready to melt the figures), vehicles started to get knocked out. Brian led the West German reinforcements, and they performed very well. The Leopard II and the Tornado made mincemeat of the OT-55s. The Tornado also pounded Soviet foot-sloggers, while Mike's 40mm grenade launcher really had a go at Bill's infantry.
In the end, Bill made key morale throws to allow the Soviets to keep one position (despite the tender affection from NATO airpower and automatic grenade launchers). The Soviet command group managed to survive in the second defensive position, although a West German squad was certainly in position to take them out. The third objective lay in secure West German control. Overall outcome, a carnage-filled draw!
As usual, I nagged Dalls to take photos, so hopefully he can add them to the blog post when he has a moment. But I have to say it was a hoot to roll out with the Chemical Commies and the ZSU-23-4 once again (after all, as Dallas noted, I really have to amortize that thing). Mike's new Bundeswehr looked awsome, and mixed well with Dallas' excellent figs. And we were fortunate to enjoy another game that went to the wire!
Thanks to all for coming out, and to Dallas for hosting.
Monday, September 21, 2009
Thunderbolts over the Med batrep - "Enemy fleet located, sir!"
SETTING
Date: 13 August, 1942, morning
Location: West of Malta, in the Mediterranean Sea
History: Operation Pedestal started on 9 August 1942, when a convoy of 14 merchant ships sailed through the Strait of Gibraltar, heading for Malta. On the 13th, the Regia Aeronautica sent Tenente Adriano Visconti and a wingman on an armed photo recce patrol, each flying an MC.202 Folgore ("Thunderbolt").
Last Thursday Bill, Kevin, and Brian came over to play the Check Your 6! scenario "Thunderbolts over the Med" - the second scenario I've written set during Operation Pedestal, Aug. 9-15, 1942.
As the scenario started, the Italian pilots have just made visual contact with the merchant ships when they are "bounced" by four RAF Spitfires escorting the convoy.
Below are the 1/144 scale model Italian fighter aircraft run by Bill and myself - Bill graciously allowed me to play the lead ship. The Folgore in tan and green camo represented the aircraft flown by the flight leader, Adriano Visconti. Bill ran the wing man, in the green plane. The Regia Aeronautica Italia started by the northern table edge, the RAF from the south.
(Note: Click on the pictures for larger images.)

The Malta-based Spitfires started at a higher altitude than the Italian planes. The latter, due to the rules of the scenario, had to plot their first move as forward, level flight. Below, Ken and Brian can be seen plotting their first moves. The RAF hoped to capitalize on their altitude advantage and the element of surpise.

The Regia Aeronautica planes moved in a southeast direction to engage the easternmost pair of aircraft first, hoping to whittle down the RAF's 2-1 advantage in numbers.

The Italians traded speed for altitude, climbing to meet the RAF fighters. In the ensuing exchange of gunfire, Bill's green Folgore inflicted airframe damage upon one of Kevin's Spitfires.

Things started to get interesting as the furball escalated. Bill's plane stayed high and banked west. The damaged Spitfire gently turned east. The other planes spiralled down to mix it up. The Italian ace and one of Brian's planes narrowly avoided a collision as they passed each other in the same hex, at the same altitude.

The ace squeezed off some shots, hitting the damaged Spitfire, but the Folgore's light armament failed to inflict any damage.
Kevin sensed an opportunity to put fire on the Italian ace. He pulled his plane around in a much tighter turn, but the Spitfire's damaged airframe couldn't stand the strain and the plane crashed into the sea.

As the dogfight continued, one of Brian's planes managed to get on the "six" of Bill's MC.202, damaging its engine. In the photo below, Bill can be seen contemplating the CY6! quick reference card.

Brian's second Spitfire managed to stay on Bill's tail. This Spitfire, due to the scenario's variable rules, had an all-machine gun armament. This came in handy later. Brian rolled to hit for that plane such that it would have run out of cannon ammo but, not having any cannons, its offensive capability remained undiminished.
In the photo below, Spitfires run by Kevin and Brian avoid another collision as their pilots concentrated on their Italian targets. Brian's Spitfire got in a close range burst that sent Bill's Folgore falling into the Mediterranean. The ace's Folgore maneuvered away from the Spitfires which, factoring in deflection, prevented a hit from Kevin's cannons.

The remaining Italian plane banked right and dove, picking up a lot of speed. A quick burst put an airframe hit on Kevin's remaining Spitfire.

Seeing an opportunity to get some revenge for his wingman, the Italian ace pushed his throttle wide open and dived at Brian's all-MG Spitfire. In a head-on exchange of gunfire at point-blank range, Brian damaged the airframe of the ace's plane. The Italian's machine guns also struck true, luckily shooting down the Spitfire in a long burst.

With his plane damaged, the Italian ace decided that honour had been served and so dived out of the fight. The remaining Spitfires were unable to prevent the Folgore from escaping.
With one plane damaged and one plane lost, the Regia Aeronautica manged to squeeze out a win, since the RAF lost two planes and had had a further Spitfire damaged.
[Historically, one Spitfire and its pilot was lost in the engagement.]
Date: 13 August, 1942, morning
Location: West of Malta, in the Mediterranean Sea
History: Operation Pedestal started on 9 August 1942, when a convoy of 14 merchant ships sailed through the Strait of Gibraltar, heading for Malta. On the 13th, the Regia Aeronautica sent Tenente Adriano Visconti and a wingman on an armed photo recce patrol, each flying an MC.202 Folgore ("Thunderbolt").
Last Thursday Bill, Kevin, and Brian came over to play the Check Your 6! scenario "Thunderbolts over the Med" - the second scenario I've written set during Operation Pedestal, Aug. 9-15, 1942.
As the scenario started, the Italian pilots have just made visual contact with the merchant ships when they are "bounced" by four RAF Spitfires escorting the convoy.
Below are the 1/144 scale model Italian fighter aircraft run by Bill and myself - Bill graciously allowed me to play the lead ship. The Folgore in tan and green camo represented the aircraft flown by the flight leader, Adriano Visconti. Bill ran the wing man, in the green plane. The Regia Aeronautica Italia started by the northern table edge, the RAF from the south.
(Note: Click on the pictures for larger images.)
The Malta-based Spitfires started at a higher altitude than the Italian planes. The latter, due to the rules of the scenario, had to plot their first move as forward, level flight. Below, Ken and Brian can be seen plotting their first moves. The RAF hoped to capitalize on their altitude advantage and the element of surpise.
The Regia Aeronautica planes moved in a southeast direction to engage the easternmost pair of aircraft first, hoping to whittle down the RAF's 2-1 advantage in numbers.
The Italians traded speed for altitude, climbing to meet the RAF fighters. In the ensuing exchange of gunfire, Bill's green Folgore inflicted airframe damage upon one of Kevin's Spitfires.
Things started to get interesting as the furball escalated. Bill's plane stayed high and banked west. The damaged Spitfire gently turned east. The other planes spiralled down to mix it up. The Italian ace and one of Brian's planes narrowly avoided a collision as they passed each other in the same hex, at the same altitude.
The ace squeezed off some shots, hitting the damaged Spitfire, but the Folgore's light armament failed to inflict any damage.
Kevin sensed an opportunity to put fire on the Italian ace. He pulled his plane around in a much tighter turn, but the Spitfire's damaged airframe couldn't stand the strain and the plane crashed into the sea.
As the dogfight continued, one of Brian's planes managed to get on the "six" of Bill's MC.202, damaging its engine. In the photo below, Bill can be seen contemplating the CY6! quick reference card.
Brian's second Spitfire managed to stay on Bill's tail. This Spitfire, due to the scenario's variable rules, had an all-machine gun armament. This came in handy later. Brian rolled to hit for that plane such that it would have run out of cannon ammo but, not having any cannons, its offensive capability remained undiminished.
In the photo below, Spitfires run by Kevin and Brian avoid another collision as their pilots concentrated on their Italian targets. Brian's Spitfire got in a close range burst that sent Bill's Folgore falling into the Mediterranean. The ace's Folgore maneuvered away from the Spitfires which, factoring in deflection, prevented a hit from Kevin's cannons.
The remaining Italian plane banked right and dove, picking up a lot of speed. A quick burst put an airframe hit on Kevin's remaining Spitfire.
Seeing an opportunity to get some revenge for his wingman, the Italian ace pushed his throttle wide open and dived at Brian's all-MG Spitfire. In a head-on exchange of gunfire at point-blank range, Brian damaged the airframe of the ace's plane. The Italian's machine guns also struck true, luckily shooting down the Spitfire in a long burst.
With his plane damaged, the Italian ace decided that honour had been served and so dived out of the fight. The remaining Spitfires were unable to prevent the Folgore from escaping.
With one plane damaged and one plane lost, the Regia Aeronautica manged to squeeze out a win, since the RAF lost two planes and had had a further Spitfire damaged.
[Historically, one Spitfire and its pilot was lost in the engagement.]
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