12 December 2018

Blooding and Plundering

Like a bridge over troubled water...

 The Blood and Plunder minis finally made it onto the game table last Sunday! Mark brought his pirates over and I fielded my Frenchies. We played a Breakthrough scenario and it was decided that I would be the attacker.

Our battlefield. I was pleasantly surprised by how much Caribbean decor I could put out! I wish I had a few more of those buildings.

The deployment. I went heavy on the left with two eight-man units and two four-man groups on the right. The vile pirate commander had four 6-man units of suspiciously good quality. My goal was to move units into the enemy deployment area which in this case was 18" deep from his board edge.

Early on I start pushing units up the right side to encourage Mark to react. My Boucaniers quickly move into the trees behind the building.

Meanwhile the Filbustiers and Militia grind up the left side, slowly through the jungle they go....

And the Marins run forward and take cover amongst the barrels and crates. They're close-quarters fighters without muskets and need to get close to be a threat.

My unfortunate Bucs start getting pelted by the ghostly Freebooters.

The Marins take cover in the house.

And in short order, my right flank is a sad memory! Poor Bucs...

The Militia continue to push forward - I've got to make some progress toward my objective! The Filis have taken up a position to their right on the rise and prepare to fire at the pirates in the distance.

As the Militia continue to run forward, shielded by the trees, the Filis let loose a volley at the pirates dead ahead (marked by the white die) and take out three! What a tremendous example of long-ranged shooting!

I've got that flanking feeling as a group of pirates gets up behind the wall to the left and begins firing at my Filis. You can see that I ran my Marins forward, taking cover behind the well.... well, three of them got taken out but they were a fantastic distraction that kept my objective-scoring Militia in good health!

Another view of things after six turns.

The scenario is just six turns long, so we added things up. We were tied on strike points - 2 and 2. Mark had killed more of my troops so he earned the victory on kills. We both rather enjoyed the game and got a good feel for the mechanics and flow. I was a bit disappointed that we never got into a melee, but that gives us something to hope for next time! We did not use our leaders for anything besides decoration, so next time around we'll be sure to leverage their skills and abilities.

26 November 2018

Tanksgiving 2018 - A Pair of AARs

It's that time of year again (funny how that happens), time for Mike to host a TANKSgiving get together at his place. Zig and I made the trek to Waycross yesterday to eat, drink, throw dice and push models for a few hours. I had put together a Cold War Commander scenario a week or so ago at Mike's request, so I took my 6mm West Germans and WarPac along for the ride.

When we arrived, Mark J was setting up All Quite on the Martian Front and Mike was setting up an entirely too huge Ogre layout. When it became apparent that Mike would only have four for Ogre, we cut the board's dimensions in half and ended up with a much more manageable game. The scenario was this:

There were seven reactors scattered about the battlefield. Each team had to recover as many as possible and exit them off their table corner. Reactors could only be picked up by unarmed and poorly protected transport trucks.

Mike had four small slightly different forces set out so each of us simply took one and we were off!
My red horde struggles to cross the stream but the GEVs and trucks make haste towards the nearest reactor facility.

Ziggy and Mike start scrapping on their side of the table. Ziggy's blue GEVs next to the reactor turn in a great round of shooting, causing Mike's attack to seize up.

Ziggy points something out to Mike while my first reactor grab has gone swimmingly. The truck the the fireball marker on it (lower left) is the getaway vehicle.

Mark, my opponent to the right wasn't being ignored. I had sent my squadron of four GEVs over as a distraction and it worked out very nicely. The intention was for them to cut roads slowing down the transports' escape. Mark ended up diverting a good chunk of his forces to deal with them.

A good overview of the action. Zig's blue forces have snagged one reactor and are on the way to their second on the far left. Mike grabbed one (upper left) and are on their way to taking the second in the center. My reds are on their second reactor while some of Mark's APCs and infantry skulk nearby.

SCOREBOARD!
Mark's swine ambushed my contractors removing the toxic reactor, preventing me from grabbing a second objective. Meanwhile, Mike had manged to grab his second from the center facility.

Waaaay over to the left, Ziggy has nabbed a second reactor core but Mike has sent a lone GEV to hunt it down (the green one). I've formed an agreement with Mark that north of the river we will not fight each other and instead focus on preventing Mike from scoring two objectives. You can see my one remaining GEV hiding from Mike's view behind the building.

Ziggy's second reactor is destroyed by Mike's GEV which is in turn taken out by infantry and one of Z's GEVs.

Pew pew! My GEV zips out and takes a few quick shots at Mike's truck carrying the loot, wrecking it. A glorious four-way tie! We had each nabbed one objective and the other three were all destroyed in transit.

That was a fun scenario - small manageable forces, interesting and challenging victory conditions and enough elbow room to allow for proper maneuvering. We all really enjoyed the game.

After the first session games were cleaned up, Mike and I began setting up for round 2. He was setting up an Eastern Front Blitzkrieg Commander game while I got my CWC stuff ready. The scenario I'd selected was "Assault" with the West Germans defending a town. They had to hold on for eight turns against a much larger Soviet force. Max took command of the FRG forces and Ziggy (a newbie to CWC) helmed the Reds.

Max's setup. Nothing too crazy really. I'd have put the Marders in the middle with tanks on both flanks.

The armor arrives in force! That's 12 T-55s on the lower left and 6 T-64s + 6 BMP-2s just up from them. Max is nervous. Ziggy has held a group of T-72s for Flank deployment.

And they waste no time! Twelve T-72s roll in immediately on turn 1, deep on the German right flank. If Max was nervous before, now he had very good reason!

A Leopard and Jaguar are taken out in short order. The Leopards quickly redeploy to the other side of the wall.

The German left flank is in serious trouble as the T-64 and BMP group bursts out of the woods.

A bit of relief for the NATO forces as some air support streaks in and smashes the front of the T-72 formation. The Jaguars in the town would have felt the sting as well, had they not already been taken out. That was a little close there, Fritz!

After some terrific command / activation rolls another visit from Mr. Phantom...

Max had completely wiped out the T-72 threat on his right flank! In a blink, the whole complexion of the battle changed.

The other side of the town was still in deep trouble though. The BMPs pushed around to engage the Marders, with a large group of T-55s close behind.

I didn't take much convincing for the Marder teams to redeploy into the town. The Leopards also redeployed to help out on this side - the potato field had already been captured!

The T-55s arrive and take up positions in a gunline to winkle out the defenders. Just then, a jet streaks overhead!

The Su-17 pilot was a little edgy after having made it past the NATO air cover and dropped his bombs a bit early, giving his countrymen below reason to fear.

Not longer after, the casualties sustained by the FRG defenders became untenable and they retreated south, past the still burning hulks of the T-72s. The battle was over.

A tough win for Ziggy and the Polish/Russian horde. It was set up to be a cakewalk early as the flankers arrived and Max couldn't pass a command roll to save his life. Once Max's dice problems resolved themselves, it became a much different affair. Zig doesn't often push the commie hordes and I think he rather enjoyed having a massive manpower advantage for a change. I enjoyed GMing and just keeping the game on track.

We packed up for the two hour ride back home while the WWII battle was still raging in the other room - I have no idea how that one turned out. Another enjoyable Tanksgiving get together; Thanks Mike!

19 November 2018

Recently Painted - Native Americans

I managed to paint up the Caribbean natives for Blood and Plunder in record time. Twenty-five 28mm models typically hang around in the queue a lot longer than these did. I'm quite happy with the final appearance, though I'll probably go back and throw some flock at the bases. The B&P bases have a wooden deck pattern built-in but I'm not sure it really fits with these guys.













Now to arrange a battle!

10 November 2018

Well Check - Recent Painting

It's been a busy couple of weeks at work and there's been no time for gaming for me lately. I have been occupied with thoughts of gaming though and managed to crank out a few paint jobs.

Here's a nice Ariadna Para-commando to round out that Infinity force.


I don't have any more Ariadna purchase plans, although I'm inclined to put together a second Infinity force. That'll be months away if I do it though.

Also just finished are some Batman minis...

The caped crusader himself, channeling Michael Keaton and Commissioner Gordon. Bats is one of the new plastic minis and the Commish is metal. The plastic minis are nice, as is the lower price, but they really lose that nice chunky feel.

To support the Law and Order boys, a gaggle of SWAT cops. Again, it's a mix of plastic and metal minis, but they look fine together.

 I was happy with the freehand "GCPD" on the riot shield.


Looking forward to the next outing with the Batman minis. I've been working on some interior terrain that should really change things up.

Next in the queue will be a Caribbean dance partner for my Blood and Plunder French:
I've been excited about these since they were announced months ago - they finally made it into the wild in September so hopefully I'll be able to mess around with B&P a bit by the end of the year!

21 October 2018

Infinity AAR - Supremacy

Z and I pulled out the Infinity bits again yesterday afternoon as we reacquaint ourselves with it. Rather than a basic shoot-em-up in which I'd have had severe disadvantages, we played the Supremacy scenario from the MRB.

The four quadrants are objectives in and of themselves. The green dots are also objectives - consoles that the two groups are fighting to take control of. The scenario features a very short three-turn time limit.

The consoles were set up in and around a central square. Here's a shot of my French Ariadnans advancing up the right flank and trying to cross over to the square.

Meanwhile, the Briscards handle the left flank. One trooper takes up a position atop a building.

He quickly finds a target below and snaps off a quick burst at the PanO knight.

Oh the shame! My commander is gunned down running across the street... by an unpainted model no less!

Zouave Jacque looses a hail of lead at a Fusilier who's run up to one of the consoles. The PanO trooper is knocked out easily.

My flanking maneuver continues. Unfortunately, the Pan Oceania squad has a lot of troops providing covering fire and it's just too dangerous to pop out and engage. On the plus side, I've been racking up points for dominating the battlefield and by the end of turn 2 the score was 4-0 in my favor.

The Briscards now have a sniper and a marksman on buildings on the left. They'd soon have some company.

But back on the other side, the Knights make a run for the console! My Para Commando with the machine gun takes some shots but return fire from one of the knights' Spitfires takes him out with a critical hit! The Moblot takes the opportunity to loose a rocket from her Panzerfaust which connects squarely and takes out her target.



A PanO Fusilier came around the corner and took out my Briscard medic (not pictured). Jacque avenges him by gunning down the scum.


The tit-for-tat situation continues with another Pan Oceania fighter  rounding the corner and taking out the Zouave.









It was turn 3 and Ziggy had no order markers left so we ended the game. Final score - 6-2 in favor of the Ariadna (Me!). That was 5 from table sectors and 1 from a console to Ziggy's single console and one shared sector.

It was a nice, quickly-paced battle with loads of action. My numerical advantage really helped counter Z's quality advantage. It also helped that he held a lot of his troops back on overwatch rather than pushing forward to score domination points. We're both becoming more comfortable with the game and our forces. Looking forward to the next contest for sure!