Showing posts with label full thrust. Show all posts
Showing posts with label full thrust. Show all posts

Friday, 22 April 2016

The Great War - Plus Tanks!

Gary and I had our first go at The Great War with the Tanks! expansion last night, using the Cambrai scenario. Although there are lots of new rules for the mighty machines, they aren't too complex to integrate into the game, and there are no new cards, suggesting that, to some extent, there has been some excellent design in the basic game to allow for a smooth integration of such things further down the line.

Tanks are powerful, but prone to bad luck. They have a small number of hits, but get a save-roll. Obviously you could make the saves all day and trundle all the way to Berlin, or you could fail them dismally early on and have burning wrecks on your start-line. They conceded two victory medals to your opponent as well, so it's worth not getting them killed. In addition to the save-rolls they can also bog down in terrain or if they try to move too quickly. Bogged down tanks can start up again, but it costs you an activation, and may require the expenditure of precious HQ tokens as well.

Anyway, in the Cambrai scenario only the British have tanks - two Mk IV Males and two Mk IV Females. And, yes, the rules do differentiate. They have a horde of infantry as well, trying to push through and capture two German strongpoints at the far end of the board, or move troops off the German edge.

I got to play the tanks!

Halfway trough the game. The German front-line fell very easily co a concentrated assauly by the British armour, and I'd rolled forward onto the hills beyond where I was now taking fire from the German field-artillery (another new addition) beyond. Two tanks had bogged down and one was damaged.

My infantry was lagging behind because I'd had a bad case of New Toy Syndrome and concentrated all my efforts on using the tanks.

I pushed my luck, and kept driving the tanks forward. A concentrated artillery barrage took out oe German strongpoint, which helped, but my tanks were soaking up hits from machine-guns and the field artillery, and also kept bogging down. One was destroyed. The other three were all on their last hit.

I managed to drive one off the board, to the green fields beyond (coated in white mist, as you can see).

The two medals I got for that pushed me well towards my victory level, and a few German casualties in the following turns clinched the win. But it was close. Gary had picked up a few points for the 'ticking clock', and I'd lost one tank to his shooting. My other tanks had survived well against the odds, and a second lost tank would have probably pushed the game Gary's way.

I realised afterwards that there was a rule I'd forgotten about which could have helped me - you can abandon tanks. They are removed, but don't concede points to the enemy. In that way if you overextend them (like I did) you can ditch them, and try to win the rest of the game with the infantry. And I had plenty of that, sitting around waiting for something to do.

It was a fun game, and the tanks are a welcome addition.

Elsewhere was a game of Flames of War (which I failed to photograph) and a big game of Full Thrust featuring players and their offspring and this beautiful spaceship from Geoff's collection.

Friday, 18 March 2016

More Battlesworn

I played a couple of games of Battlesworn last night, at what was a particularly well-attended club meeting. It's a while since I've played, and we were all a bit rusty, but once we got going the games rattled along very nicely. Victor put in a guest appearance from Sydney, and brought the new supplement, Knights and Knaves, which he was involved in developing. This has new rules, several new classes and a solo system, and looks worth getting if only for dipping into.

For my first game I used Goblins (Four Fighters, four Rogues two Shooters and a Brute/Tank) against Caesar, who was using Vikings (Four fighters, a Leader, two Shooters, a Bard and two Brute/Berserkers). Bard and Beserker are types from the new supplement, which Caesar boldly decided to try.

Here we can see one of my Rogues surrounded by Viking warriors, whilst some of his friends prepare to come to his aid. In fact the Rogue killed the Viking leader on a later turn.

My troll (Brute/Tank) tried to finish off one of the Viking Berserkers, but couldn't manage it. Berserkers get extra combat dice the more wounded they are, so it's best to try to take them down quickly. By combining them with the Brute trait, Caesar had a couple of dangerous warriors. Their downside is that they have situations where they must enter close-combat, using up some of the player's initiative actions.

In the end the Goblins lost. Against al odd the Berserkers survived, and the Bard never got into action, stuck near the Viking baseline for most of the game, unable even to see the rest of the warriors.

I then played Victor, who used some old Citadel Orcs (Four Fighters, a Shooter, two Brute/Tanks and a Brute/Cavalry) against my Eves (Four Fighters, six Shooters and a Warmage/Leader). This was the first time I;d tried magic, which always reads in a slightly confusing fashion, but was simpler to use than it looked.

Owing to our partial implementation of the Escalation rule for draws (also from the new supplement), one of my Shooters found himself attacking two Orcs in hand-to-hand, alone and unaided. He lasted surprisingly well, after being in combat for eight full turns before finally being cut down.

Victor used his much smaller warband cautiously, working onto the flank of my force.

This led to my Leader, Elrond, launching into an attack, which subsequently got him killed, with dire effects for the rest of my warband. Deprived of his talents, both in leadership and protective magic, we were quickly cut down, although it was a close game with the Orcs only being one kill away from defeat themselves.

It was good to get in some more games of Battlesworn, which has an interesting system and which I don't think we play enough.

Other games last night included Full Thrust ...

... and the inevitable Flames of War Fantasy Team Yankee. Yes, those are burning tanks. Yes, Ralph was there.

Thanks to Victor for keeping our games on track and for bringing the new supplement along.

Friday, 18 September 2015

A Night of Flames and Thrust

We had two games on the go last night. Bryan and Ralph played a Flames of War games set during the 1967 Six-Day War, featuring Israeli Shermans taking on Egyptian T55s (see, Ralph, I read the scenario you posted).

The Egyptians based their position on a piece of cheese.

The inevitable: Ralph + Tanks = Burning Tanks

Although Bryan managed some as well.

However eventually all of Ralph's were on fire, having not troubled the objective markers they were after at all.

The rest of us played Full Thrust, with a New Anglian Confederation force taking on the Neu Swabian League. There were a few rocks floating around as well.

NSL ships.

My part of our force - it included the Essex, captained by Sean Connery.

We exchanged fire. A few of the NAC destroyers were taken out, but the NSL ships suffered too, as heavy fire from the beams and torpedoes of the NAC ships concentrated their fire. Captain Connery made a small navigational error, though, which found the Essex too close to a rock. At that point it took a bridge hit, and could no longer change course ...

Did I say I'd not played Full Thrust in a while. I forgot how to turn and completely failed to judge distances. A destroyer flew into another asteroid ...

... then I finished up by piling my other cruiser into the same asteroid on which the Essex had met its end.

With Geoff's ships destroyed by more conventional means, that was pretty much it for the NAC fleet. And it's back to starship driving-school for me.

Friday, 31 October 2014

Dogger Bank - 1781

Dogger Bank was a naval action fought between the British and Dutch in 1781. A British force, under Hyde Parker escorting a convoy in the North Sea encountered an equivalent-sized Dutch force under Admiral Zoutman doing the same. The convoys fled to safety as the two fleets engaged.

Both ships had seven ships of the line, some quite small. The British ships out-gunned the Dutch, but some of their ships were old and past their best. The Dutch turned onto the port tack and waited for the British attack. The eventual fight saw both sides battered, but it was the British that broke off the action.

We refought this battle this evening to introduce the club to the 'Form Line of Battle' rules. Two of us had played before (Caesar but once) whilst the other four players were new to the game. People picked up the odd mechanisms quickly, though, and we got a good game before we had to call it a night.

The ships at the start. In the foreground are the Dutch: Erfprins (56), Admiraal Generaal (74), Argo (44), Batavier (56), Admiraal de Ruijter (68), Admiral Piet Hein (56), Holland (64). Beyond them are the British: Berwick (74), Dolphin (44), Buffalo (60), Fortitude (74), Princess Amelia (80), Preston (50), Bienfaisant (64)

A view of the British line from the lead Dutch ship.

The British approached in line astern, but switched to line abreast in order to bear down more rapidly on the Dutch and to cut their line in several places. This was where the Princess Amelia caused issues; it was an old-school 80-gun three-decker and as well as being under-gunned for its size it didn't turn as well as the rest of the British ships.

Erfprins opens fire at long range, but scores no damage.

The British cut the Dutch line, Berwick in the lead.

The British open fire, damaging the Admiraal Generaal

A fierce fight broke out at the head of the Dutch line, which saw the Argo strike and the Berwick heavily smashed about. About half of the ships were sucked into this area.

The Princess Amelia was engaged by both the Admiraal de Ruijter and the Admiraal Piet Hein. A broadside from the former ship holed her below the waterline at one stage.

As time ran out, Bryan decided to get in close, and the crew of the Princess Amelia attempted to board the Admiraal Piet Hein. In a fierce melee, however, it was the Dutch who were victorious, forcing the British ship to strike.

At that point we prety much had to end the game. Most of the ships were engaged by the end of the evening, and some had taken reasonable amounts of damage. The Berwick was in a bad way, whilst the Princess Amelia had been captured. The Dutch had lost the Argo, but as their smallest ship she was no real loss. On the whole things were looking good for the Dutch.

After initial reservations about FLOB's odd turn sequence and random movement, people seemed to enjoy the game and pick up the mechanisms fairly quickly

Meanwhile, on the other table, we had moved forward 500 years to see ships battling in space - Geoff and Peter were playing Full Thrust:

Friday, 6 June 2014

Special Project Night

The declaration of a Special Project Night means that I can't blog abut what I played at the Gong Garage Gamers session yesterday. I can't even show you a photo. Sinister black helicopters are circling overhead even as I write this post ...

I can show you what everyone else played though.

Black Powder - Somewhere in Russia, 1812.

Full Thrust - NAC vs NSL. With asteroids.

Friday, 9 May 2014

Secret Thursday

I can't tell you what I played last night - it's a secret.


However there were other games being played in the same room, so here's a couple of pictures of them.

Peter, Geoff, Marco and Cei played Full Thrust.

Meanwhile Bryan and newcomer Adam played Flames of War. I think there's some Vichy French tucked away in that terrain somewhere, but I'm not sure who the were fighting.

So a fairly limited report this week. Next week, though, should see a report on another Maurice doubles game, so expect a Spectacle!

Friday, 22 November 2013

'Longstreet' - River Crossing

Last night we tried the river-crossing scenario from Longstreet. The union, under Ralph and Austin, defended, whilst Caesar and Bryan attacked with the Confederates. I took photos.

Here are the Confederates.

And here's the table. The river could only be crossed at the four fords.

The Confederate right, under Bryan, offered a diversionary attack ...

... but somehow it became the main attack, as Caesar's flank made less headway.

Caesar finally got his act together, and assaulted the ford on the Confederate left, throwing back the defenders.

A view down the table, with the Confederates starting to push forward at both ends.

A Union counter-attack threw back the Confederates on the left.

At that point we ran out of time. The Confederates had taken more casualties, but still had plenty of fight left in them.

It was interesting to see how much more confident people were with both card-play and handling the units. Our plan for the next game is to possibly try an historical scenario.

Meanwhile, across the room - Full Thrust.

This was a convoy action, but I forgot to find out who won.

Related Posts Plugin for WordPress, Blogger...