The second was a 15mm game of the Winter War on some surprisingly effective card terrain using a version of the Perfect Captain's Red Actions rules.
A place to share my thoughts on miniature wargaming, reviews of rules and miniatures, and comments on board and card games, RPGs (and anything else that takes my fancy!)
Showing posts with label 25mm. Show all posts
Showing posts with label 25mm. Show all posts
Friday, 1 December 2017
Birthday Gaming Weekend
To celebrate a friend's birthday in June a group of us got together for a couple of games over a weekend. The first was a 25mm Mexican Adventure game which revolved around an assault on a hacienda and ended with Confederate cavalry arriving! Apologies for the photo quality as, once again, I only had my phone with me:
The second was a 15mm game of the Winter War on some surprisingly effective card terrain using a version of the Perfect Captain's Red Actions rules.
The third and final game was a 10mm Spanish Civil War action but unfortunately I completely forgot to take any photos of that one!
The second was a 15mm game of the Winter War on some surprisingly effective card terrain using a version of the Perfect Captain's Red Actions rules.
Tuesday, 9 August 2016
Tercios and Old Habits
I know it has been an age since my last post and I have quite a backlog of items to post but when they say "old habits die hard" I'm not sure what they mean... I've found getting back into the old habit of actually blogging regularly has been pretty hard! I suspect part of it is the desktop being a bit less easily accessible and my experimentation with blogging from an iPad less than successful. But I now have a new option and so I'm going to see if that can get me back into posting regularly (no promises though!)
In any case, back to the original purpose of this post. Last weekend I met up with some old friends and we sat down to a decent sized pike and shot game using the Tercios rules. The game was Nieuport 1600 with the Anglo Dutch facing off against the Spanish with both sides having a liberal sprinkling of mercenaries.
I managed to bag the English and Frisian troops under Sir Richard Vere on our left flank. I was a little cautious given I didn't know the rules but got the hang of them pretty quickly. My left flank was anchored by the sea and my wing was pike & shot with a battery of artillery with my right flank supporting the Dutch centre.
Opposite me was a mixed group of cavalry and infantry. We were deployed with an estuary at our backs and so retreat was simply not an option - something the Spanish decided to use against us with an aggressive advance.
My artillery followed by my musketeers, as the range closed, managed to cause some serious damage to their advancing cavalry. But their second rank of cavalry overran my guns but we repulsed by my second line. Then followed their infantry but with some spectacularly poor luck with the dice I had soon put paid to them and their entire flank collapsed!
Unfortunately our centre was hard pressed and the main cavalry battle on the right wing was as usual a exercise of them chasing each other around the table.
I turned my troops and began to threaten the Spanish centre's now exposed flank. Their Tercios were pretty hard but had taken some hits from our centre before it crumbled and so with a concerted assault and a heroic charge by Sir Richard combined with our cavalry coming back after seeing their's off, we managed to take the day.
All in all it was a fun game and great to catch up with the old crowd. Just a shame that I don't really have any thirty years war figures - although I'm sure the rules could be used for other similar things. Of course it has got me interested in planning our a game with my Tudor Irish...
In any case, back to the original purpose of this post. Last weekend I met up with some old friends and we sat down to a decent sized pike and shot game using the Tercios rules. The game was Nieuport 1600 with the Anglo Dutch facing off against the Spanish with both sides having a liberal sprinkling of mercenaries.
I managed to bag the English and Frisian troops under Sir Richard Vere on our left flank. I was a little cautious given I didn't know the rules but got the hang of them pretty quickly. My left flank was anchored by the sea and my wing was pike & shot with a battery of artillery with my right flank supporting the Dutch centre.
Opposite me was a mixed group of cavalry and infantry. We were deployed with an estuary at our backs and so retreat was simply not an option - something the Spanish decided to use against us with an aggressive advance.
My artillery followed by my musketeers, as the range closed, managed to cause some serious damage to their advancing cavalry. But their second rank of cavalry overran my guns but we repulsed by my second line. Then followed their infantry but with some spectacularly poor luck with the dice I had soon put paid to them and their entire flank collapsed!
Unfortunately our centre was hard pressed and the main cavalry battle on the right wing was as usual a exercise of them chasing each other around the table.
I turned my troops and began to threaten the Spanish centre's now exposed flank. Their Tercios were pretty hard but had taken some hits from our centre before it crumbled and so with a concerted assault and a heroic charge by Sir Richard combined with our cavalry coming back after seeing their's off, we managed to take the day.
All in all it was a fun game and great to catch up with the old crowd. Just a shame that I don't really have any thirty years war figures - although I'm sure the rules could be used for other similar things. Of course it has got me interested in planning our a game with my Tudor Irish...
Saturday, 25 August 2012
Wargaming Weekend: The Last Stand at Red Ridge
For our final tabletop game of the weekend we decided to revisit Tomorrow's War. This time we selected the second scenario from the rulebook using Lenin's GZG power armoured troops versus my Denizen Mid Tech troopers.
The scenario took place in Brazil in 2289 with a US operation going a little awry. US Special Forces were to be dropped into the Brazilian jungle to take out a ballistic missile platform. Unfortunately the dropship hit a mine and so only six men hit anywhere near the intended drop zone. Given that there wasn't actually a missile platform (it was actually a mining vehicle - faulty intel) the reception from the Brazilian Home Defence Battalion was somewhat hostile!
The game began with Lenin deploying this six operatives in three groups and me deploying the six Brazilian fire teams on three table edges and their APC support on the fourth.
Unfortunately for the Americans, the operative with the missile launcher (the only ordnance they had which could take out the Brazilian APC was on the wrong side of the ridge!
Faced with troops on all sides the US troops chose to open fire and then withdraw to the rocky ground on top of the ridge which provided some rudimentary cover.
The Brazilians use fire and movement to advance which, along with the heavy covering fire from the APC, put the Americans under real pressure.
The Brazilian numbers eventually began to tell and the US operatives were knocked down one by one. Whilst they were recovering some of the Brazilians (the others thought better of it!) took the chance and rushed them. Fearing capture the US troops chose to take some of their captors with them.
The repeated APC fire allowed the other Brazilian groups to close with similar results. In the end the US force was neutralised and three of them taken prisoner.
The scenario took place in Brazil in 2289 with a US operation going a little awry. US Special Forces were to be dropped into the Brazilian jungle to take out a ballistic missile platform. Unfortunately the dropship hit a mine and so only six men hit anywhere near the intended drop zone. Given that there wasn't actually a missile platform (it was actually a mining vehicle - faulty intel) the reception from the Brazilian Home Defence Battalion was somewhat hostile!
The game began with Lenin deploying this six operatives in three groups and me deploying the six Brazilian fire teams on three table edges and their APC support on the fourth.
Unfortunately for the Americans, the operative with the missile launcher (the only ordnance they had which could take out the Brazilian APC was on the wrong side of the ridge!
Faced with troops on all sides the US troops chose to open fire and then withdraw to the rocky ground on top of the ridge which provided some rudimentary cover.
The Brazilians use fire and movement to advance which, along with the heavy covering fire from the APC, put the Americans under real pressure.
The Brazilian numbers eventually began to tell and the US operatives were knocked down one by one. Whilst they were recovering some of the Brazilians (the others thought better of it!) took the chance and rushed them. Fearing capture the US troops chose to take some of their captors with them.
The repeated APC fire allowed the other Brazilian groups to close with similar results. In the end the US force was neutralised and three of them taken prisoner.
Monday, 6 February 2012
Wargames Weekend: Tomorrow's War
Our second game of the weekend was a first outing for Osprey and Ambush Alley's Tomorrow's War rules (TW). This gave us both a chance to dust off some Denizen and GZG 25mm SF figures and see how TW differs from Force on Force.
The backstory was that a planet was trying to break away from the Galactic Empire and Imperial troops had been sent to make them change their minds. I took command of the Rebels, who were defending part of one of their space ports with Lenin commanding the Imperial troops. My troops were armed and armoured pretty conventionally whilst Lenin had power armoured troopers with Chameleon camouflage.
The Imperial troops advanced through the light wood towards the perimeter of the landing area and one of their squads spotted a squad of Rebel troops scanning the area from an emplacement. The Imperials immediately opened fire and the Rebels, taken by surprise, were decimated; however, the firing not only alerted another Rebel squad but also gave them a target to aim for. A couple of the Imperials went down to the Rebel heavy weapons and the Imperials ceased fire to avoid giving themselves away. This on and off fire fight continued until the Rebels brought up their reserve squad and concentrated their fire which forced the Imperials to fall back.
On the other flank the second Imperial squad wasn't fairing much better. Their initial attack had less impact and so a similar firefight began with the Rebels eventually getting the upper hand.
With the remaining Imperial troops withdrawing the day went to the Rebels.
Once we got back into the swing of things the rules played out reasonably well. Of course our first issue was working through actions, interruptions and reactions between a set of troops in Chameleon suits with advanced sensors and some hidden opposition!
The key thing we did learn was that we needed more space with 25mm figures (we were only playing on a 6x4' table. Next time we'll be trying it on my new, larger 8x6' table (or if either of us decide to start a new project - doing it in 15mm!)
The backstory was that a planet was trying to break away from the Galactic Empire and Imperial troops had been sent to make them change their minds. I took command of the Rebels, who were defending part of one of their space ports with Lenin commanding the Imperial troops. My troops were armed and armoured pretty conventionally whilst Lenin had power armoured troopers with Chameleon camouflage.
The Imperial troops advanced through the light wood towards the perimeter of the landing area and one of their squads spotted a squad of Rebel troops scanning the area from an emplacement. The Imperials immediately opened fire and the Rebels, taken by surprise, were decimated; however, the firing not only alerted another Rebel squad but also gave them a target to aim for. A couple of the Imperials went down to the Rebel heavy weapons and the Imperials ceased fire to avoid giving themselves away. This on and off fire fight continued until the Rebels brought up their reserve squad and concentrated their fire which forced the Imperials to fall back.
On the other flank the second Imperial squad wasn't fairing much better. Their initial attack had less impact and so a similar firefight began with the Rebels eventually getting the upper hand.
With the remaining Imperial troops withdrawing the day went to the Rebels.
Once we got back into the swing of things the rules played out reasonably well. Of course our first issue was working through actions, interruptions and reactions between a set of troops in Chameleon suits with advanced sensors and some hidden opposition!
The key thing we did learn was that we needed more space with 25mm figures (we were only playing on a 6x4' table. Next time we'll be trying it on my new, larger 8x6' table (or if either of us decide to start a new project - doing it in 15mm!)
Friday, 1 May 2009
Gaming Weekend - The Photos
Labels:
25mm,
28mm,
baker company,
BaM,
brigade games,
crusader,
Renegade,
sf,
winter war,
ww1,
ww2
Gaming Weekend - Day Three
Air Assault on Cemetery Hill, 20 May 1941
For our third and final day we used Lenin's desert terrain mat and the figures he had been frantically painting on the day before the weekend.
The scenario was an adapted version of one from the SkirmishCampaigns booklet and involved a German parachute drop where the drop zone was between some Greek and New Zealand troops (whose presence and strength were a bit of a surprise to the Fallschirmsjaeger) with the objective of capturing the nearby cemetery hill.
The drop went well with the Fallschirmsjaeger not too widely scattered but unluckily for them a large number landed in the open in front of a Kiwi bren gun team. Their main problem was that the German dropped with only small arms with all the larger weapons (SMGs, riles, LMGs etc.) in separate containers. The paras took some serious casualties trying to retreive their weapons before being able to supress the Kiwi squad overlooking their position and using the cover to avoid the attentions of the bren gun team. With only about half of their number left they then advanced on cemetary hill which was being held by the Greeks. Fortunately these were lower rep troops and, after a short firefight, the hill was taken.
In this case the troops were all from Crusader and the rules were Two Hour Wargames' Chain Reaction 3.0.
The Third Droid
Our final tabletop game was a three act scenario using Rattrap's Fantastic Worlds rules and some figures from Lenin's extensive collection of 25mm Star Wars miniatures.
According to the scenario Episode 4: A New Hope failed to show that a third droid had been jettisoned from Princess Leia's ship with other Imperial plans. This one had made planetfall in a remote hidden valley on Tatooine.
The first encounter saw a unit of stormtroopers and another of rebels looking for a guide to lead them to the hidden valley. With both sides wanting to avoid a confrontation which might have eliminated the guide in the crossfire the rebels found the Gamorrean guide first and left being followed by the Imperial troops.
The second act opened with the two groups looking for the rock formation which showed the way into the hidden valley. Unfortunately there were a number of Tusken Raiders waiting to ambush unsuspecting visitors. After a little skirmish the rebels managed to find the rock formation and the two groups made their way into the valley.
The final act saw the rebels and stormtroopers in a desperate race to find the droid amongst some ancient ruins. Unfortunately they were not alone in the ruins. It turns out that Jabba the Hutt didn't have the only Rancor on the planet! The stormtroopers stumbled into some more sand people and whilst they were fighting them off the rebels found the droid. A heroic fight between a Jedi and the Rancor gave the rebels time to escape with the droid despite taking, and indeed causing, some casualties.
We finished the weekend of gaming with a game of Ticket to Ride using the original rules but with the larger USA 1910 expansion cards (including the Mystery Train ones).
I'll follow up with a post linking to the photos from the weekend.
For our third and final day we used Lenin's desert terrain mat and the figures he had been frantically painting on the day before the weekend.
The scenario was an adapted version of one from the SkirmishCampaigns booklet and involved a German parachute drop where the drop zone was between some Greek and New Zealand troops (whose presence and strength were a bit of a surprise to the Fallschirmsjaeger) with the objective of capturing the nearby cemetery hill.
In this case the troops were all from Crusader and the rules were Two Hour Wargames' Chain Reaction 3.0.
The Third Droid
Our final tabletop game was a three act scenario using Rattrap's Fantastic Worlds rules and some figures from Lenin's extensive collection of 25mm Star Wars miniatures.
According to the scenario Episode 4: A New Hope failed to show that a third droid had been jettisoned from Princess Leia's ship with other Imperial plans. This one had made planetfall in a remote hidden valley on Tatooine.
The first encounter saw a unit of stormtroopers and another of rebels looking for a guide to lead them to the hidden valley. With both sides wanting to avoid a confrontation which might have eliminated the guide in the crossfire the rebels found the Gamorrean guide first and left being followed by the Imperial troops.
The final act saw the rebels and stormtroopers in a desperate race to find the droid amongst some ancient ruins. Unfortunately they were not alone in the ruins. It turns out that Jabba the Hutt didn't have the only Rancor on the planet! The stormtroopers stumbled into some more sand people and whilst they were fighting them off the rebels found the droid. A heroic fight between a Jedi and the Rancor gave the rebels time to escape with the droid despite taking, and indeed causing, some casualties.
We finished the weekend of gaming with a game of Ticket to Ride using the original rules but with the larger USA 1910 expansion cards (including the Mystery Train ones).
I'll follow up with a post linking to the photos from the weekend.
Saturday, 16 February 2008
Science Fiction
The science fiction gallery currently covers five games and some shots of some of my other themed figures. Of the games three are set in the same SF universe which is a fusion of the GZG background, Aliens RPG and other associated sources with some Cthulhu Mythos influences. The figures used in these are generally 25mm (and I mean real 25mm) from GZG and Denizen.
The other two games are 28mm, the first being a near future Covert Drug Op which runs into an unexpected enemy and the second a Dr Who adventure.
The other two games are 28mm, the first being a near future Covert Drug Op which runs into an unexpected enemy and the second a Dr Who adventure.
| Science Fiction |
Saturday, 9 February 2008
Steampunk
I have been slowly collecting some interesting miniatures to use for Steampunk or Victorian Science Fiction if you prefer. The album shows my 25mm Parroom Station Masked Minions and an Ironclad Miniatures steam tank on the surface of Mars.
| Steampunk |
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