Showing posts with label Fistful of Lead. Show all posts
Showing posts with label Fistful of Lead. Show all posts

Friday, 6 December 2024

A Walk in the Sun

 Our latest Fistful of Lead trip was to sunny Vietnam, inspired by our various playings of Decision Games 'Khe San'. This particular scenario is set during Operation Apache Snow in May 1969.



The usual gang of reprobates assembled, the heroic NVA defending their homeland from the colonialist invaders were myself, Jerry, Simon and Mark with Pete in command. The US Imperialists were John, Micheal (both resplendant in their tin hats with covers), Jim and Russell. At least it was an excuse to wear my VC boonie and fighters scarf, some of the surviving bits of my old re-enactment gear.

We were the 29th NVA Regiment and the Americans were B Company, 3/187th Regiment.

As ever, this was a 54mm skirmish game with individual figures, using the modern variant of Fistful of Lead.


The action opened with the NVA out of sight and dug in, with the US point team cautiously marching up the track. We had a fireteam (me with four NVA troopers), two RPG teams (Simon and Mark) and a sniper (Jerry) with an SKS. Our job was to stop the US getting three or more troops off the far edge and controlling both the road junctions.  

Our guys were all dug into spider holes, apart from Jerry who was up a tree. We also had a Claymore covering the far road junction. My team was dug in across the track at the first junction, the RPG teams were echeloned further back and Jerry was covering the left track.


The US were virtually on top of our positions and I couldn't take the chance they would spot us first so two of my guys popped up and gunned down the US point men. Personally I would have put my team to the side of the track, not across it, and waited until the US were fully committed, but orders are orders.


Undeterred by the fate of their pals (they are both down wounded), more US troops appeared. In FFoL, figures activate individually, based on playing cards by the owning player. The black blob on one of my guys shows he is out of ammo, having emptied a whole magazine into the US point.


More Americans appeared, so the rest of my team popped up and shot at them. Less effective this time the yellow blobs show their targets are shocked, but not hit.


Even more Americans roll up and return fire, nearly all my guys are shocked. At least their foxholes are giving them some cover. I am now fighting all the Americans on my own, which strikes me as a really silly idea.


My guys bug out and leg it into the jungle back down the track. The US mill around sorting themselves out, their medic deals with the wounded and they  put an M60 team around the left flank. Visibility in the jungle is short, so my guys have a chance to sort themselves out too, they remove the shock markers.


Some of the US push forward aggressively, leaving a bunch of wounded and shocked troops behind. My team are still all bunched up around the junction, and one of the RPG gunners pops up and fires ineffectively at the US column. It is becoming increasing hard to see what is going on with all the trees in the way, all very atmospheric!


Just how many Americans are there! I'm glad my guys disengaged. I've just got one lightly wounded man now and we are starting to spread out across both tracks.


To cover our redeployment, one of my chaps throws two grenades into the middle of the great mass of US troops on the road. Ouch! Jerry also manages to shoot the M60 gunner, but a US blooper guy bags one of our RPG gunners.


Even more Americans arrive! Another fireteam deploys on the right flank, but at least Jerry has stopped the M60 team on the left. The US fire M79 grenades to try and dislodge him but miss. My chaps have melted back into the trees and are taking cover, so are now invisible again.

We broke for the night at that point.


The US on the main track are still all pretty shook up, and the latest fireteam to arrive moves across to the left flank (you can see them in the foreground of the picture). Jerry is still taking potshots from his tree and apparently leading a charmed life.


As the left flanking US team sweeps forward, the central column gets going again. Nicely bunched up, they get a shower of grenades from my guys concealed among the trees.


The US point man finds where we have deployed the Claymore. Yes, that is a Party Popper. He is blown to pieces in the blast.


My guys now keep up a steady fire on the US and they return the complement, both sides mainly suffering shock results so the sea of yellow counters extends. The US occupy both the junctions and there isn't any way to shift them, but as time runs out, they haven't a hope of getting anyone off our base edge either, so it is an honourable draw.

Despite the large volume of small arms fire and all the pyrotechnics, when the smoke cleared, the total losses for all sides were just 2 KIA, 4 WIA and the rest just shocked/suppressed, which seems pretty realistic really.

The was good fun and very atmospheric, beautiful toys too. Hopefully we will be going back 'up country' at some point.




Saturday, 2 November 2024

Its Shootin' Time!

 We were back at Tapton for one of Tims 54mm extravaganzas, this time, Wild West Skirmish. We were using a very simple set of skirmish rules, which bore a distinct family resemble to Fistful of Lead. We could impose matrix arguments on top of the rules  to influence the flow of the game. 

The idea is that this is a cinematic version of the Wild West, in our case, more like a 1950s B Movie.


Tims beautiful Wild West town, mainly Starlux buildings.

The players all had individual (and secret) objectives, some of which conflicted with each other, and many were quite peaceful. The trick was figuring out what other people were up to and trying to thwart them, while meeting your own objectives.


Although the Church obviously isn't Starlux! An equally lovely Stagecoach heading into town. 

There were four players for the various gangs, including Pete who had the Brown Hat gang. Jerry was the Natives, John the Sherriff and Russell the Preacher.


Wells Fargo office and one of the two Banks. The four rival gangs all started outside the town.


Various NPCs littered the town. They could be involved in the game via matrix arguments.


Here are my chaps, the infamous 'Bare Head Gang', easily identifiable due to our lack of hats. I can't thin why Tim gave these guys to me... We started in the southwest corner, directly opposite were the Blue Hat Gang. The Brown Hat and Black Hat Gangs were at the other end of town.

Anyway, despite our bravura appearance, we were actually very cowardly, and our objectives were to look tough but avoid any fights and survive the game.


Rather than rushing into town where there were all sorts of unsavoury characters, we spent some time outside doing target practice on these innocent cacti. This gave plenty of time for everyone else to get into trouble, while we notionally improved our shooting skills.


Up at the other end of town, the new Preacher and his wife dismounted the coach and proceeded to issue a very dull sermon in the middle of the street. Meanwhile some Natives were up to something in the church, but it wasn't obvious what.


Meanwhile the Black Hat gang assembled around the well, en route for the Saloon. In the foreground is the Sheriff (in black) and one of his deputies while the White Hat Gang "guard" the other Bank. Or at least lounge around outside it.


The Brown Hat Gang interrupt the Preachers sermon with some raucous singing.


The Preacher leads his congregation to the church, where the Natives are still up to something inside.


Meanwhile, shots ring out in the New Jersey night.... (apologies to Bob Dylan). The Black Hat and Blue Hat gang start exchanging gunfire in the street! The Sheriff quickly guns down two of the Blue Hats.


The Bare Headed Gang now move imposingly forward to help the Sheriff restore order. The Black Hat use this opportunity to rush the Stagecoach, while the last Blue Hat robs the Bank!! He leaps for the passing Stagecoach, but drops the swag bag on the way out.


Now the Black Hats and all Blue Hat are all in the Stagecoach, exchanging fisticuffs. In all the kerfuffle my chaps sidle over to the Bank and retrieve the dropped swag bag. We are goodies after all....


As the Stagecoach and its various outlaws hurtle out of town, the Preacher re-emerges from the Church and begins preaching again. The Natives had slipped out of the Church and were instead in the General Store loading up on beads, booze and guns and emerged into the street very pleased with themselves.


The Preacher gives succour to the wounded. Meanwhile my guys slipped around the Bank and made off with our loot.


The Preachers mask finally slipped and he made a beeline for Big Lils' establishment of ill repute, and he lost himself in a sea of sin.


The Brown Hat Gang were seen off by an angry storekeeper with a large broom!


And thus the dust settled on the final scene as the Stagecoach vanished into the sunset...

That was a load of fun and a very entertaining way of spending the day. I realised halfway through that we've actually played this before, but I was the Brown Hat Gang in the previous iteration, who have very different objectives.  


Saturday, 14 January 2023

Engineers at Jametz

 Tim put on another scenario from the Rommel 1914 Skirmish Campaigns book. This time 'Engineers at Jametz', which takes place outside Verdun. Young Lt Rommel was otherwise engaged for this one, instead we had a platoon of German engineers boldly marching along the road towards Verdun. Unbeknownst st to them, the French lay in wait. 

The game was played with Tims excellent 54mm figures, many of which were metal.


The assembled multitudes. As I'd been cast as the German CO, I got my Pickelhaube out for this one, while John had his very fine  St Cyr Kepi (in light blue rather than dark blue).


Myself, Pete and Russell were the Germans with me being Platoon CO and 3 section, Pete 1 section and Russell 2 section. Simon would take over 3 section on Wednesday night. Our job was to march towards Verdun, but in the event of meeting any baddies to ensure our loss ratio was less than 3:2. Until we were shot at, we had to stay in march column on the road.


Lukring French, commanded by John and Diego. Diego was the CO and had his section lurking in the woods to the north of the unsuspecting Germans. The French could fire whenever they wanted, but the sections couldn't move until engaged by the Germans.


The table from the west. The Germans march along the road, while the French get to skulk in the woods and shell holes (Johns section was concealed in the shell holes in the foreground). I have to say this doesn't look good for the Kaisers forces, lets hope the French don't have a machinegun.

Prior to the game I briefed the section leaders on the platoon battle formation for threats from various directions and contact drills (down, crawl, observe, sights fire etc). That was about all we could do up front, apart from determine where the HQ was in the column. I elected to follow the first section as per the manual.


Petes first section came marching boldly on. We were using Fistful of Lead, so each figure activated on its own allocated card, so to maintain a column, there wasn't much option about the play order.


The French in the woods promptly opened fire at extreme range on the 1st section, much to everyones surprise. Having laid the perfect ambush, the French had sprung it far too early as Johns section was out of range and not allowed to move until engaged by the Germans.


The opening shots were fairly ineffective (one German shaken) as not even all of Diegos section were in range. Petes guys hit the deck and worked forwards to take the French under fire as per the drill. Well done Corporal.

Now we knew where the French were and Pete had them under fire, we could deploy straight into battle formation from the entry point. Russell went right flanking with 2 section, and 3 section (the reserve) deployed in line in the centre behind the other two so the platoon was in a reverse wedge formation.


Petes section on the road is the base of fire, Russell on the (German) right advancing, and 3 section forming up. Fairly soon our advancing infantry were within rifle range and could make half moves and fire.


Outnumbering the French at the point of contact over 3:1 and despite the benefit of cover, the German fire soon began to tell. The first casualty was the Sergeant, killed outright.



It is almost like a pre war drill as the Germans get lined up. 3 section are Jagers, hence the different hats. The Platoon CO and Sergeant lined up behind the rifle sections pour encourager any slackers.


Half of Diegos section had made a run for the shell craters directly in front of us. It didn't make much difference as they were still in range and two of them remained standing, so quite exposed. This view from behind the German line. You can just see the French in the distance.


Our guys took a few hits (the German with the red marker is wounded), but 2 and 3 section were within close range now and the remaining French in the woods went down like ninepins, all dead or wounded.


Upon testing for wound severity, the remaining wounded were all KIA. marked with these very tasteful skull markers from Warbases!


One of the French in the shellholes was killed and the other two thoroughly suppressed by the hail of fire (all the yellow markers). Johns section was still well out of range.


On the final turn we managed kill another of the French and the other routed. I'm not surprised really. 


We'd done OK with rallying, so at game end we just had one man shaken, one wounded and two killed. We'd easily met the victory conditions and given the French a very bloody nose indeed. The platoon was in good shape to press on the Verdun!

Despite my foreboding of doom, that went very well for the Kaiser. The Germans had a plan, but the main thing was the French opened fire far too early and allowed us to engage less than half their force with all of ours.  

The remote play also encouraged us to manouvre in groups rather than micro manage every figure, which felt more realistic and worked tactically, although we did have the benefit of superior numbers. I was pleased that standard contact drill worked in these rules as they are very much a 'one figure shoots at another' type set, and in the latter stages we benefitted from that very much. Lanchesters Square Law and all that.






Saturday, 26 March 2022

Waltzing Matilda

 Tim took us off on another 54mm skirmish game using Fistful of Lead, this time we were back in the Western Desert during Operation Compass, the assault on the Italian fort at Nibewa to be precise.

The scenario was taken from the relevant Skirmish Campiagns book, we've already done a few of these. Essentially the Italians are caught asleep by a British dawn attack, and have to wake up, man the defences and get in their tanks while being rudely attacked by by a small British force which includes a mighty Matilda.

John, Jerry and Tim C were the British, taking the Matilda, Infantry and Sappers respectively. Me, Pete, Russell and Diego were the Italians. Pete and I had an infantry section each, Russell had three tanks (two L3s and an M13/40) alebit with the crews asleep in tents! Diego was CO and had platoon HQ and the crew of a 47mm AT gun. Also asleep.

Many apologies for the grainy photos, I'm sure Tims will be a lot better.


The battlefield from the west in the early morning gloom. The Italians are snoring in the tents in the distance, the parked M 13 on the left and the L3s on the right. The 47mm AT gun is in a pit behind the central tent, facing the wrong way!


First up is Petes section, awakened by some noise or other and they pile put of their tent. Meanwhile Jerry and Tims infantry are sneaking on.


One of Petes eagle eyed riflemen spots some of the British and they open fire. The British return fire fells one of them. At the same time, the Matilda comes rumbling on. All this noise is sufficient to wake my guys up, and as Petes troops are already fighting to our front, we head for the fortifications around the camp with the intention of moving to the south. 


Here is a rather better shot of the Matilda, a 1/48th scale kit. Tims sapper group are behind it. 


Russells tankers also wake up and dash for the L3s. These are actual, proper tank crew figures. Jerrys infantry section can now be seen, the very finest Airfix 1/32nd scale figures.

In the centre, Diegos platoon HQ has also woken up now.


Petes section spreads out and uses the parked M13 as cover. It is going to take a while for Russells tank crew to get there. A lucky burst of Italian LMG fire kills the Matilda CO. The Matilda is busy firing at the M13 and unaccountably missing.


The L3 crew finally mount up under a hail of small arms fire. Jerry now engages Diegos HQ group, although the officer very bravely runs for the rear! My guys are busy making their way along the wall, but some of the rearmost riflemen have managed to get stuck trying to cross it in the gloom.


The erratic nature of the Matilda gunner may be explained by this. AT fire is resolved by Tim firing at a block of oasis with a nerf gun on the basis of the gunners directions. Up a bit, left a  bit... just like the Golden Shot of yore. The Italian AT gunners have now woken up and prove to be just as bad at it as the British.


Petes guys are nicely spread out now and in cover or prone (there are markers by the standing figures). They start shooting at the sappers and cause some suppression. A few of my tumbled riflemen can be seen in the distance behind the wall.


The exchange of fire between the British and platoon HQ is rather one sided. A lot of Diegos men go down wounded. Hopefully my guys will be in position to help next turn, and Russell might have a chance to get his tanks started up!


Here is the Italian 47mm AT gun, and rather grand it is too. They finally managed to score a hit on the Matilda, which unfortunately hit the thickest part of the armour and bounced off.


The guys in the middle are the M13/40 crew sheltering behind a tent. The infantry at the top right are my blundering riflemen who fell over the wall.


The AT gun hit however spurred the British into action. The Matilda gave up shooting at the uncrewed M13 and instead set off across the table at top speed in the direction of the tents.


The British sapper team sprinted for the M13, despite Italian MG fire, as Russells crew climbed inside.


One of them got there and wedged a satchel charge under the turret!


His success was short lived as he was cut down by MG fire. Definitely a posthumous VC there. Petes NCO dashed around the back of the tank and pulled the charge away with its fuse fizzing. What a hero!


The Matilda piled through the Italians and the tent. Diegos officer was run down as were two riflemen. Dear me, an atrocity.


Sadly for Pete, he joined Tims brave sapper as a casualty next to the M13. He dropped the satchel charge next to the tank (it took two turns to go off).


Over on the other flank, the L3s were now in action and sprayed Jerry's section with MG fire. My section was finally in position behind the wall and the LMG team opened fire as well.


The MG fire covered my riflemen who advanced in open order around the tents to support the L3s. Faced with this torrent of fire, Jerry began to lose the firefight. The most significant casualties were the Bren team, but not before they'd managed to immobilise one of the L3s.


At the other end of the battlefield, Russells crewmen tried to start up the M13 and failed. This led to a dash for the hatches and two of them got out.

BOOM! The M13 was engulfed in smoke from a huge explosion as Petes remaining infantry moved away from the blast area.


Meanwhile the Matilda just ran right over the 47mm AT and fell into the gun pit. (It is a bit hard to make out in the distance). More of my section crossed the wall and hastily advanced away from the rampaging Matilda. 


The game ended at that point. As the smoke cleared, it turned out the blast had been big enough to knock out the M13, although some of the crew escaped.


The Matilda had also destroyed the 47mm gun, although it was now stuck in the gun pit. I'm sure it will make a nice prize.

The British had achieved their objectives (to either knock out all the Italian tanks or to knock out the M13 and the 47mm), but at huge cost. Overall losses were over 70%, and the only player figures left on their feet were myself and Jerry. Diego, Pete, John and Tim had all perished in the close quarters fighting.  In the real battle the dawn attack sowed utter confusion in the Italians, although it took longer to clear the fortress than planned which delayed the attack on the Tummar position (covered in a recent operational game).

Well, there was certainly a lot of chaos and confusion in the game. It was a real blast to play, and the ticking timebomb really added to the tension. Our FFoL games aren't usually that bloody, but then again, we don't usually have four tanks on the table. Looking forward to the next one in the series.