Wednesday, 29 December 2021

Boromir rides again! And so does Richard III Updated 2022-01-10

 Arthur and I have been reading The Hobbit (refer to my recent battle report from Erebor), and we have now progressed on to the Lord of the Rings.  Arthur has been going through my collection of fantasy figures, including the Games Workshop Middle-earth figures that I've had since the Fellowship of the Ring movie was released 20 years ago.  It turns out that while I had multiple copies of most members of the Fellowship, the only painted figure of Boromir in my collection was the one affectionately known as 'Pin-Cushion' Boromir.  Fortunately, we found a pair of unpainted figures, one on foot and one riding a horse.

I followed the paint job from Pin Cushion (or PC) Boromir as close as I could.  So, here then are the now three Boromirs we can use for upcoming games!




The blue is a bit more brilliant, the flock is a different shade, but I daresay that they will do for our purposes.


I also managed to get some paint on Richard III.  He's got a horse, so no need to offer to swap a kingdom for a new one.  I again tried to match the paint job I did on a similar figure that I painted a few years ago: this time of the Perry Miniatures' Commemorative Figure of Richard III emerging from a carpark in Leicester.




This time, I think I was a bit closer in matching the previous paintjob.

Update:  as soon as Boromir was painted, Arthur decided that he needed to face the orc horde!



Thursday, 23 December 2021

Merry Christmas!

 I have done very little painting over the past few months, but that hasn't stopped me from buying new miniatures!  Here is a brand new figure from Bob Murch's Pulp Figures, Santa Ralph!






Merry Christmas everyone!

Monday, 15 November 2021

Battle on the slopes of Erebor

Finally, after more months of shutdown than I can count, Trumpeter Gaming is back!  Of course, I missed the October game night, but on November 4th, I was able to take Arthur to his first wargaming night.  And much excitement was had by all!

With cooperation from Craig, who provided the dwarves, and from Gord, who although unable to attend himself, lent a small force of elves (also some eagles, who didn't make it on to the table), we set up a Dragon Rampant game.  I was happy to pull my BSC2021 boards out of storage, where they were re-purposed as the slopes of Erebor (also known as 'The Lonely Mountain').  Here, we find a small group of 13 dwarves have barricaded themselves behind makeshift walls to resist the encroachment of some elves of Mirkwood, and men of the Long Lake.

The men and elves attempt to parley with the leader of the dwarves, but he tells them (quite rudely) to be gone.  Just as the armies on both sides get ready to rumble, the Grey Wizard appears in their midst, and warns the men, elves and dwarves of the approaching army of orcs and goblins. 




Mobs of approaching orcs and goblins.


The Lakemen turn to face the orcs.


And so do the elves.


The first waves of orcs rush forward to break against the Lakemen shieldwall.


Laketown archers keep up a steady rain of arrows on their foes.



Arthur took to gaming like a fish to water!  Here he is getting some tactical advice from his ally, Doug.


On the right flank, the elves take advantage of the rough terrain to break up the orc advance.






The wizard and the hobbit decide that the safest place to observe the battle is from a hilltop far to the back!


Dwarves and elves cooperate to push back the orcs and goblins.


On the right, the lakemen stop the enemy's advance.




 I kept the scenario deliberately simple, as my main goal was to introduce Arthur to the rules and concepts, and also to ensure that we finished up the game in good time!  As the forces of good readily repulsed the baddies, there was no need for the eagles to show up as a deus ex machina.  It was a good, fast and fun game, and now Arthur is a new gamer, eagerly waiting the next outing!  The scenario was inspired by the book Arthur and I recently finished reading together.

Miniatures came from a variety of sources.  There was a good selection of Games Workshop Lord of the Rings figures, but also many from other sources.  The Lakemen were made up of a mix of various Dark Ages figures, including Late Romans from Foundry and Old Glory, Saxons from Eureka and Gripping Beast, El Cid-era Spanish from Crusader, and more. I hope Craig will jump into the comments with the pedigree of the dwarves!

Tuesday, 3 August 2021

More Chain of Command on the BSC2021 Boards - Picture Heavy!

 Craig, Doug and Gord stopped by on the holiday Monday to try a game of Chain of Command on my BSC2021 game boards.  Thanks to Doug for contributing some photos to this report!

To shake things up, I teamed up with Gord to play as the HG PanzerGrenadiers as the attackers, while Doug and Craig set the Canadians to defend.  The scenario selected was 'Flank Attack'.

To allow for a full 4'x6' table, I purchased another couple more floor tiles.  For these ones, I left the extra treatment to an absolute minimum, just a thin layer of plaster and a couple coats of paint (yellow ochre base, dry brushed with Camel).  Eventually I may add some static grass and other vegetation, but for this game it was enough to cover them with other terrain - the village and some plowed fields.



What's going on here?  It must be market day!



Lots of lovely scatter terrain!




But then gunfire is heard and the civilians run for shelter.



Most of the JOP (Jump Off Points) are small, but here you can see the mule cart in the orchard that represents one of the Canadian JOP.  The two bicycles in front of the church represent another JOP, and there is a German JOP tucked beside the minefield behind the church.  That minefield was placed by the Canadian defenders to limit the space available for the German attack!  The two strips of barbed wire represent another minefield.


These two trucks represent a couple of German JOP.  The PanzerGrenadiers advanced as far as they could in their vehicles, then dismounted to advance the rest of the way on foot!


Barely visible under the bridge, the Germans begin their advance through the heavy brush.




Canadian section deploys in the orchard.
 

The defenders strike:  the white smoke shows where a ranging shot from the mortar battery has landed.  Right on target!


Knowing that the Canadian mortar battery has their range, the PG hustle away from the danger zone!


Back in the village, the Canadian FOO is joined by an infantry section in the church.  


They are about to engage with a gruppe of panzergrenadiers across the minefields!


The mortar bombardment begins, pinning one of the German gruppe and catching part of the other gruppe.  




Shortly afterwards, the FOO adjusts the barrage to pin the lead gruppe as well.  And so they remained for many, many phases, as the barrage continued and all the panzergrenadiers could do was hunker down and endure it. 





Just outside of the barrage area of effect, the Canadians are ready to pick off any Germans that escape the barrage.


At the other end of the battlefield, the Germans deployed another gruppe and put pressure on the Canadians in the church.



Here you can see Craig pulling more shock markers from the tub. One thing about CoC, you can never have too many shock markers!  As a change from my habit of using livestock, for this game we used the 'helmet on rifle' markers from Warlord Games.





A brisk firefight continues.  The Germans are taking some shock, but have brought their feldwebel into the game to ensure that the troops remaining motivated.  They've laid smoke to block fire from the orchard to the left, and with two MG 42 machineguns are steadily winning the firefight with the Canucks in the church.



The Canadians drop smoke to block the German MG fire.  Elsewhere, the mortar barrage has ended, and the two gruppe there dust themselves off and continue their advance.



It was about here that the game petered out.  The firepower of the German panzergrenadiers was too much for the Canadian defenders.  The mortar barrage was very effective at pinning half the German force for much of the game.  The Germans were not blessed with the command rolls they needed - they accumulated their command points slowly, and when they finally had enough to earn a Chain of Command point to end the turn, the Canadians simply played their CoC die to continue the barrage.

Finally, the Canadians rolled the infamous triple 6 to end the turn, and with it their barrage and smoke.  The Germans under the barrage only held out because they had their leutnant (SL) with them to rally shock.  Their numbers were reduced by the bombardment, but in the end they withstood the barrage.  But while under the barrage, their advance was halted.  A valuable lesson learned about the dangers of bunching up, so that two gruppe were caught in the same barrage.

Some thoughts on CoC:  Panzergrenadiers are deadly.  It's a big challenge to find a way to overcome the firepower they bring with those belt-fed MGs.  The barrage was a good start to trap the PG, but the firefight at the other end of the table was very unbalanced.  I think one of the answers, at least for Commonwealth armies, is to use the 2" mortar to lay smoke and force the PG to relocate:  when they are moving, they aren't shooting.  

We had a few questions about interpreting the rules.  There were a few things that didn't seem natural, so I think we may need to discuss them and decide on house rules for when the rules seem to defy common sense.  Some possible rules modifications to consider:
1. If an infantry LMG team is reduced to just the gunner, the JL should be able to join him and act as loader to keep the full set of fire dice.  (if the rifle team is still around, the JL could assign one or more riflemen to be gunners, but in case of necessity, he should be able to load).
2.  (This if from last week's game, which I may eventually write up!)  Universal carriers are not mini-tanks!  They should be vulnerable to small arms fire.  For starters, infantry should be able to close assault them, treating the crew as if in hard cover.  It may be worth allow infantry to shoot them as well, also considering the crew as hard cover.  
3.  Soldiers in a building should be able to move away from the windows, so that they can not be targetted by soldiers with small arms.  Basically, use a principal that if the troops can shoot out, then they can be shot at.  Otherwise they can hunker down in their hard cover.