Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Monday, 23 May 2011

600 followers and Samurai Display Game Teaser Picture.

The weekend really got away from me, between SWMBO's obsession with chicken, duck and turkey rearing (mostly for eggs and breeding) and some sick newborns, picture me sitting in the chair for hours with a chicken inside my sweatshirt struggling to get out of it's shell and live (the previous one had died in it's shell but another two got out), in between all this I nearly have set up the table with a samurai display game and got to take a picture quite late last night to whet the appetite. The chicken made it by the way. What we do for love!

Thanks for following, reading and commenting, I really appreciate it or as the Irish would say "Go raibh maith agat".


Ronin exit the castle to meet the ashigaru head on..........
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Wednesday, 27 April 2011

Posties Rejects WW1 Naval Game Report and Pictures.

The Rejects met up on Saturday for a WW1 Naval Game hosted by John and played in Posties shed (man cave), the rejects were Richard, Smithy, Ray, John, Postie, Lee and myself, the game was already prepared and we were using John's home made rules.

Myself, Richard and Smithy were playing the British fleet, I started off with 4 capital ships, the Tiger, Warspite, Inflexible, Indomitable and the destroyer Pettard.

Ray and his 4 german capital ships steam towards me.

A closer view of the lovely models used.

Ray http://onelover-ray.blogspot.com/ laughing like a hyena with Richard in the background.

Smithy and John (umpire), apologies to John for the pits picture but it was bloody hot in that shed.


Contractual and obligatory Postie shot hard at work doing paperwork which was a big factor in this game.

If your ship had 28 knots in speed that meant you could travel at 7" as 4 knots equalled 1" but you could increase your speed by 8 knots (2") per turn or decrase per 4 knots per turn (1"), this caused problems for everybody.

Capital ships could change their direction by 45 degrees by turn as long as it was written down but destroyers could change direction by 90 degrees.

At the end of your movement and everybody moved at the same time, you could then write down the target you wanted to fire at, capital ships had to wait a turn to switch to another target with their main arnament unlike destroyers who could target anything within range.

Things are getting close and interesting, the closer the better for capital ships but especially destroyers as they had little chance against capital ships except for their torpedoes.

The charts every player had to keep track of their speed, damage and targets. 

The water explosion markers were used to show what ships are been fired at, they are just the tops of cotton buds on a counter (brilliantly done and very visually effective).

You will notice in the top of the picture a little bit of ramming between destroyers which was another effective way of destroying ships and this time it worked but resulted in a lot of damage to the rammer but the object of the ramming was sunk.

Lee http://bigleesminipaintingblog.blogspot.com/ who was overall german commander surveys the battle from a safe distance, he and smithy spent the game exchanging fire at great distances until the end when they got into better range.

The oil slick markers bear testament to the damage being done at the other end of the table.

Another oil slick marker bears testament that destroyers should not try to ram capital ships because the outcome was a sunken destroyer and the capital ship only lost 4 knots of speed in damage.The destroyers were lethal when they got into torpedo range though.

A better view of one of the excellent water spray markers, the game ended after twelve turns with the british fleet victorious with 5 german ships sunk (3 to me, 2 to Richard) including the only capital ship sunk to only 2 british ships sunk, there were a lot more ships in trouble and would have difficulty reaching dry dock but I had never played these rules or period before and I thoroughly enjoyed the game and the day except for the bloody heat in that shed and my suggestion to Postie about an air conditioning unit was met with abject derision and scorn.  

Tuesday, 1 March 2011

28mm Zombie Apocalypse Game Report: The Trap

After the Cavalier show on Sunday 5 members of Posties Rejects (Ray, Postie, Lee, Richard and Ian)  came back to my man cave/shed to have a quick/small zombie game for a couple of hours. Lee  http://bigleesminipaintingblog.blogspot.com/ and Ray http://onelover-ray.blogspot.com/2011/03/angry-lurkers-zombie-game-no2.html had brought cameras aswell to take pictures for their blogs so I took just a few pictures from my GM point of view and a bit of eye candy and because I was keeping track of the game (in the last game everybody took shots from my camera to show the point of view from their vantage point and because I was hosting the game. Ray has already posted his report of the game and it's very good and I have posted the link to it at top of report and Lee will probably post later in the week.

To the game then, the scenario I played was of a radio broadcast been played about a town where there is safety and a pick up point to a zombie free zone, it did not mention military or goverment but it sounded professional. 4 groups took the bait, 2 less than savoury groups (King Willies Voodoo Posse and Sally's Sicko's) and 2 normal survivor groups (Shaun's Sheep and Max's Groupies). My initial plan was for the groups to clash (bad guys vs good guys especially with the players screwing each other over) with a little zombie action on the side, no chance, people immeadiately forget everything when the first zombie appears and 2 groups even started sharing resources ( I was stunned but not really there were a lot of zombie traps).

I had drawn a map of the area liberally scattered with items like fuel, ammo, medicine and food (food 4 points, ammo 3 points, meds 2 points and fuel 1 point) hidden in buildings, vehicles and body bags etc.... , this was discussed beforehand with the players as to what was the most valuable to them if they were ever in this situation for real? (Do you agree with the priority given to certain items?). Zombies were placed in cargo containers and other locations which were triggered when searched and for the first time ragers and dogs aswell.

Richard (Shaun) triggered the first two containers and fought for his life losing 3 members of his party before he could put distance between himself and the zombies, Stuart (Max) was lucky and made good progress but no kills until he triggered the diner and the dogs, Ray (Sally) triggered a rager cargo container and got Sally and one other member dead in minutes before he could disengage, Lee (King Willy) walked by his greatest danger an apartment full of goodies but also a zombie spawn paint and had a quiet time until he found the military compound and his doom ( from zombies initially but ultimately the parasol group maybe?).

The game lasted about two hours until Richard had to go and others were waning due to been knackered after the show, food and the game. Postie won by one point (31) over Richard (30). Lee (18) and Ray (14), the players were allowed to pick the group of their choice and come in where they wanted also while I was in the house doing something else. Some parts of the map were more dangerous than other parts, one of items to be found was my map of the town with all areas marked up and locations of all traps.

When Lee found the Parasol warehouse he triggered a message and was told to await rescue and safety which he would never have (cue maniacal laughter) as the men in hazmat suits would appear near his location.The zombie killers were Haley a foundry SWAT member with machine pistol , little Lucy a hasslefree child with baseball bat and dustbin lid and a Spalding figure from the Devils Rejects with a shotgun.

Pictures and captions below, the next game will probably be in the underground parasol facility.

Initial pictures of the city, a lot of roofs removed due to fire damage but to mainly help with the searching.

Another view of the city, moved a lot of buildings around for a different view and introduced some different stuff.

The gangs/groups start to appear.....

....and begin the search, poor old Richard about to have a bad day.

After searching two containers, zombies everywhere.

Ray after triggering the ragers, I put zombies on top of containers to signify container has more to give (cue mor maniacal laughter).

Postie with his easy trip to begin with but not for long.

Lee and his posse and non triggered apartment block behind him, I had no luck with that.

The parasol warehouse and CCTV monitors and computer equipment.

Lee heading and measuring to his ultimate doom.

Richard escaping the massacre.

Lee in the parasol warehouse after triggering the message with his posse following, the tokens represent items found items like fuel and ammo.
  
A spawn point discharges more zombies.

Zombies everywhere.

Ray's group in sight but they got away..........

Not a lot of pictures but it was the day of the 3 cameras and being a sick, tired and demented GM trying to kill off his friends.

Sunday, 27 February 2011

Relaxing Sunday my arse I'm knackered.

All the rejects have left after the zombie game, we were back from the show at 1330 hrs, fed and watered them, the computer is acting up and I'm posting this from an iPod touch but it was a good day.
I will post pictures tomorrow, hope you had or are having a good Sunday.

Tuesday, 4 January 2011

28mm Modern Zombie Game Report: Zombietown USA Batrep.

Put a zombie game on Sunday for 4 of Posties rejects, the game involved 4 small squads of national guardsmen entering the town to recover a phial of liquid hidden in the town plus 4 side missions.Find and locate a CIA operative (vital information), locate the local governor (political strings still being pulled), locate grandmother/grandson of a Leiutenant General (living in hope) and CBS camera crew with vital footage.

I used the Akula's AR:SE zombie rules which are generated on a playing card system (basically black moves zombies and red moves survivors and a joker ends the turn.

Squad A: Captain Richard plus 4 guardsmen
Squad B: Leuitenant Stuart (Postie) plus 4 guardsmen.
Squad C: Sergeant Surjit plus 4 guardsmen.
Squad D: Corporal Ray plus 4 guardsmen.
Everybody had a M16 plus a few guardsmen had grenade launchers and SAWs, I was in control of the zombies and umpiring, the zombies were generated on spawn points (4 static and the 2 mobile zombie hordes), if zombies were to be generated I threw that amount of dice (sometimes 25+) and placed them at that numbered spawn point.

Squad B and D enterd from the north with squad A and C entered from the south (all other points were blocked to them) and squad D went for it blazing away and attracting a lot of attention (there were about 20 zombies on the board to begin with and a lot of them headed towards the gunfire).Squad A and C were more cautious and started to sweep the buildings for survivors and phial of liquid (the survivors made contact when a guardsmen was within 3 inches and the phial was detected with a sensor each team had when within 3 inches).For the first few turns anything dead got a bullet between the eyes and the shooting of most squads was deadly and the spawn points were kept busy.

Within the first 4-5 turns most survivors had been located and placed among the squads and the general consensus was that things were good and finish things off by finding the phial and everybody would exit the town the way they had come in (by this stage I was having a fit as there had been one or two close shaves but no casualties and my zombies were getting slaughtered).Squad D needed to exit the town on the other side due to his rear been overrun with zombies.Then the phial was located in a container and things started to go wrong for the guardsmen (black cards started to come out together and allowed mass movement by the zombies to corner the guardsmen).

Squad B had its first infected guardsmen trying to remove the phial from a container (I roll a D6 to see how many turns before coma and reactivation), the CIA operative recived a infection injury aswell (Squad A got most of its kills through close combat in these turns?) but the other squads over 2 turns lost 4 guardsmen (including sergeant Surjit) to been zombie food while another 3 got infected by injury.The phial was not recovered as the game ended and the container became a zombie meeting area.Squad A, D and C left the area (South) with survivors but B had problems and would have to exit to the north.All survivors were found but the CIA operative never made it (ended up as zombie food metres from getting off table).

All in all the game lasted longer than we thought ( 6 hours but could have gone on longer) as I had another scenario ready to go.The guys actually liked the game even though zombies are not their thing, military forces are very strong and between the 20 guardsmen they put about 150+ zombies and tanks into the void and bad luck eventually lead to their casualties.The next game will be normal survivors without all the weapons and skills that the military have, the other thing is if a friend receives a bite should they be despatched there and then ( I will probably put in a dice rule to reflect this). Postie actually won among the players by killing an awful lot of zombie tanks. (P.S close combat with zombies is a bad thing!)

Some pictures from the game, hope you like and apologies for any mistakes but thats life ( any questions just leave a comment as I always respond).

Squad A and C pooling forces after entering the town.

A zombie horde spawns.

A choke point of zombies.

Another zombie horde spawns more zeds.

An aerial view of the fighting around squad A and C.

Numbers are starting to count against the guardsmen.

CIA operative receiving his first wound.

No respect for the dead, tough fighting at base camp.

Aerial veiw of the worsening zombie numbers.

A squad view of the container containing the phial.

Guardsmen Van Damme with a target rich enviroment developing but he is wounded already.

Monday, 3 January 2011

Umpiring is not easy............

Put on a game yesterday (Zombie) for some of the boys from Posties Rejects, usually Postie umpires nearly all (95%) of our games but now and again some of the group put on games and this time it was me and I made sure Postie attended so he could actually game for a change.The game took a couple of days to prepare (scenery and figures), also familiarising yourself with the rules (never played with them before), cooking (optional), 6 hours to play and basically hoping to satisfy the people who play your game because if you don't game with your figures or people don't want to play, what's the point?

Afterwards the boys said they enjoyed it and went home happy and tired and stuffed but it does give you an appreciation for the umpires who put on games with figures and scenery they painted (and sometimes see damaged and mistreated by others) but usually only get to see others play with them.So in conclusion be nice to umpires as without them there would a lot more solo wargaming out there and its not as fun as it sounds.

Monday, 13 December 2010

15mm Napoleonic Game Report: Freisadt 1809 French vs Austrian(Picture Heavy).

Posties Rejects met up on Sunday for a 15mm napoleonic french vs austrian game using General de Brigade with house rule changes.There were 6 of us John, Ian, Lee, Richard, Surjit and myself and the umpire Postie of course,there were 6 divisions present with 3 per side with virtually identical forces per side for a meeting engagement that was fictitious but could have happened.

The French:
John:1st Division(French):1st Brigade,3 battalions of the 36th line and 1 battalion of the 30th line.2nd Brigade,1 battalion of the 27th and 3 battalions if the 10th leger(elite).3rd Brigade,1st and 5th regiments of cuirassiers(elite).1 heavy and 1 medium batteries of artillery.
Richard:2nd Division(Saxon):4th Brigade,2 battalions of Prinz Max,1 battalion of Prinz Anton and 1 battalion of light infantry(elite).5th Brigade,3 battalions of grenadiers(elite),1 battalion guard(elite).6th Brigade,1 regiment each of Albrecht chevau-leger and 1st Hussars.1 heavy and 1 light batteries of artillery.
Ian:3rd Division(Bavarian):7th Brigade,2 battalions of Kronprinz and 2 battalions of Prinz Carl infantry.8th Brigade,2 battalions of Herzog Wilhelm and 1 battalion of Herzog Pivs infantry and 1 battalion of light infantry(elite).9th Brigade,1 regiment each of the 1st and 6th chevau-leger.1 medium gun battery.

The Austrians:
Surjit:1st Division:1st Brigade,4 battalions of German grenadiers(elite).2nd Brigade,4 battalions of Hungarian grenadiers(elite).3rd Brigade,1st and 2nd regiments cuirassiers(elite).1 heavy and 1 light batteries of artillery.
Lee:2nd Division:4th Brigade,2 battalions each of the german 24th and 14th line.5th Brigade,3 battalions of the 34th hungarian line and 1 battalion of jagers(elite).6th Brigade,1 regiment each of the 3rd and 4th Hussars(elite).1 heavy and 1 light battery of artillery.
Me:3rd Division:7th Brigade,2 battalions each of the 8th and 18th German line.8th Brigade,3 battalions of the 61st Hungarian line and 1 battalion of jagers(elite).9th Brigade,1 regiment each of the 2nd and 4th chevau-leger,1 light battery of artillery.

This was a meeting engagement and it became a hard fought slog with cavalry regiments killed to a man and even cavalry brigades being wiped out,4 brigade commanders died and a divisional commander went into the void aswell and as you will see with the pictures it came down to the wire 16-15 to the Austrians.Good game over 6 turns.

Initial set up with the french on the left.

Austrian 3rd Division (my boys).

First initial push forward with the Austrian 1st Division in the lead in the center.

2nd Austrian Division about to clash with the 2nd Bavarian Division.

A view from the Austrian troops (4 batteries of artillery awaiting targets on yonder hilltop).

The slog on our left(Austrian) flank with bavarian cavalry in full retreat,they would later rout when they failed their morale.

The cavalry (austrian and saxon) clash on the right flank,brigade and divisional commanders attached.

One of the Saxon regiments in full retreat with me in pursuit and one of mine pushed back with heavy losses and the Saxons then hit one of my infantry battalions and pushed it back with heavy losses.

Lunchtime for Surjit, Lee and John. 

I got round the Saxon flank and 1 inch less this column would have not gotten into square,I won but did not break it.

A view from my side of cavalry versus square..

A view from the Bavarians on their right flank,this stalemated until the end with nobody getting the upper hand.


An along the line view of the slog from the french point of view.

Saxon and Austrian skirmishers clashing.

Hope you enjoy the pictures and apologies for any mistakes that I made in naming units as I was reading Posties handwriting (shocking).