Showing posts with label battlegroup kursk. Show all posts
Showing posts with label battlegroup kursk. Show all posts

Friday, 31 July 2015

The Spawn of Tiamat

We played more 36AP HOTT last night. Until Peter arrived the only armies available were mine, so Geoff decided to take the Weird Reich, whilst I used my Sumerian mythological Spawn of Tiamat, with allied elements from Asag and the Stone Allies (hence all of the rocks).

Tiamat attacked - she's the big dragon in the middle, although she's classed as a Magician.

The strike-force in the centre - bull-centaurs, scorpion-men and Tiamat's consort, Qingu in his battle-cart.

A desperate fight ensued all along the line. On my right the various chaos creatures and rocks (Beasts) rolled over the Nazi robots and Death's Head troops, leaving Adolph to move over and defend the flank pretty much on his own.

This he did in style. Seeing off a number of potentially fatal attacks before Tiamat's inability to effectively command that flank, due to distance, became an issue.

In the centre was a battle of the Behemoths - giant robot vs giant boulders.

Tiamat kept a close eye on the proceedings. Too close; at one stage she was in danger of being squashed by the recoil of her allied boulders.

She moved, closer to her consort.

Slowly Tiamat's forces whittled down the Nazis, and the defeat of their battle-robot was enough to break their army.

Meanwhile Peter and Dave played a game using Peter's Greek historical/mythological armies.

I then found myself facing Peter's Greek two-point terror; a mix of Spears, Shooters, Warband and Knights, with one Flyer. No 'special' elements at all.

The battle-lines didn't manage to stay straight for very long.

The bull-centaurs attacked some Greek hoplites, sweeping them away, then attacked the Greek general.

Meanwhile Tiamat's spawn - Hordes - prepared to defend a hill against the Greek left. Tiamat's left (not pictured) found itself stymied against a wall of hoplites after spending far too long trying to defeat their supporting archers.

Tiamat found herself fighting the Greek general.

The spawn were swept off the hill. But Tiamat killed the Greek general to take the game.

The Spawn of Tiamat proved to be an interesting army at 36AP, with loads of Beasts and some nice support. It's not a solid army, and is fairly impetuous, but was entertaining to use.

Ralph and JohnG played Battlegroup Kursk, using 20mm tanks on a very open table - Russian T34s and T70s against Tigers in a village. I'm sure Ralph will be providing his own write-up at some stage though.

And he DID!

Saturday, 20 December 2014

Bridgehead At The Mius River

On Thursday Ralph put on a great big Battlegroup:Kursk game, using 20mm figures and a 12' x 12' table (split, for those of us with short arms, into two 12' x 6' table). I covered the German counterattack on a post-Kursk Russian bridgehead at the Mius River.

The right-hand (from the Russian point of view) table.

And the left, with the German commanders. The hill on the centre-right, was the German objective.

The Russians had considerable quantities of artillery, some on- and some off-table.

Wall-to-wall Tigers.

Other tanks. Not Tigers. The ones with skirts are crossdressing Panzer IVs I think.

T34s. Most of the Russian stuff was dug in, making decisions about movement pretty simple.

Tigers mill about in an uncertain manner, whilst some Russian infantry watch from a field.

The scenario was glorious to look at, but probably too big for an evening's play with people who didn't know the rules. The two problems I had were that the command points didn't really give either side enough to do in a turn - most troops sat around watching the battle, and we had at least one situation where German units drive through a line of Russian troops who didn't fire at all because there were no order to do so. In addition, whilst none of the rules seemed that complicated in themselves, there seemed to be a lot of checks and tests within a particular procedure. And quite often it still produced little in a way of a result. It was like playing Rapid Fire, but fiddlier.

At the end of the evening it looked like the Germans, although driving forward, were going to be hard-pressed to both take the hill and clear the surrounding area of Russians as well. So, a Russian victory of sorts.

Update; Ralph's post HERE has more detail on the set-up and the thinking behind the scenario.

Thursday, 3 April 2014

Return Of The Fokker Scourge

Geoff and I played 'Spandau and Lewis' tonight, trying a scenario I threw together in a hurry on Tuesday when I realised I was supposed to be running a game this evening.

I wanted to use some of the planes I painted last year, especially my DH2 scratch-builds, so I based the game around them.

Summer 1916. After dominating the skies for months, the reign of the Fokker monoplanes is coming to an end, as the Allies begin to put their own fighter aircraft into the skies. A flight of Roland CIIs are on a reconnaissance mission to gather information about British troop movements. They are being stalked by a flight of British DH2 scouts, plus a lone patrolling DH2. A couple of Fokker EIIIs are also roaming the area.

Here's the Rolands. In the distance you can see three troop concentrations. The Germans had to spot and report at least one of them to their high command, or the British got a big victory point bonus.

A flight of DH2s. And a cloud.

A lone Fokker EIII. We used spotting in this game, and this plane spent the first third of it patrolling, oblivious to the dogfight going on not far away.

The DH2s close in on the Rolands after spotting them early on.

A lone DH2 flies into a cloud. Both sides had a lone aircraft who got heavy weighting on the pilot's skill roll in favour of them being an Ace. In a foreshadowing of Geoff's rolls for the rest of the game, he managed to get an Inexperienced lone plane. Like the Fokker, this pilot missed out on most of the battle because he never saw it.

A dogfight begins, although the Germans push towards the objectives. They troop concentrations were made up of bases from my hair-roller WW1 armies.

One of the Fokkers joins the fight. A good job, as by this stage a Roland had been shot down.

The fight breaks up a little.

The Fokker pursues a DH2, and shoots it down.

One of the Rolands observes a troop formation. Now all it has to do is get the information home.

The lone, inexperienced DH2 pilot finally spots something, and sets off in pursuit. But he failed to stop the Roland escaping, and soon had to deal with the other Fokker, who also noticed that something was happening.

The British has an Ace in their DH2 flight. He downed one Roland, after I stupidly stuck to trying to observe British troops instead of fighting off a rear attack, and then went after a second. The German took refuge in a cloud.

And exciting head-on gunfight. No damage inflicted, but it looked good.

I seem to have lost a photo here. The British Ace chased the Roland out of the cloud, but a Fokker came to the rescue. Under fire from two German planes the Ace found himself in an impossible position, and was shot down.

By this stage the British had lost three of their DH2s. Only the lone rookie remained, and he was in a difficult position. Fortunately one of the Fokkers suffered a gun jam. Unfortunately so did the rookie. Geoff conceded the game at this stage, and the Germans sportingly let the British pilot go.

Two Rolands had been shot down. But the one who had observed troops got back with the information. This Roland overflew a concentration, but failed to gather sufficient information to pick up any victory points. With time running out (the game was played to a turn limit) it headed for home. The British scored points for any two-seater that didn't get off the board by the end of the game.

This was a nice initial outing for the Rolands and the DH2s. However, even allowing for Geoff's abysmal maneuver and initiative rolls, which left his agile planes outperformed by the two-seaters, the scenario wasn't really balanced . The British had too tough a job, and not enough planes to do it with. Either they need a couple more aircraft, or I'd consider reducing the German two-seater flight by one plane, making their job harder. From the point of view of the Germans, spotting the troops was difficult, as the counters were rather small. I might be inclined to only have two of them (thus reducing the Germans possible victory point options), but make them bigger so that they are easier to home in on. It's an artifact of the random maneuver system that it's not always possible to fly over a specific point on the table, so such objectives need to be of a good size to work..

I enjoyed the game, anyway. The final results saw the Germans win a fairly decisive victory, reporting one troop concentration and shooting down three enemy planes. The British shot down two German planes.

On the other table there were larger planes in action.

This was Ralph and Caesar playing Battlegroup Kursk. There were lots of lovely 20mm figures in play.

Caesar's Germans were attempting to take a Russian-held village. They had numerical superiority, but were up against the clock, and couldn't quite co-ordinate their various assets to achieve victory.

Next week I think we're playing Black Powder again.
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