An accidental game of Mad Dogs with Guns/007.
Bond is enjoying an evening in a French Inn when one of the staff tips off his nemesis Baron LeGros, who rushes to the scene with some thugs to catch the international man of mystery.
Saturday, June 30, 2018
Friday, June 15, 2018
Disposable Gentlemen 1.5 : Battle of Bloody Gulch
Thursday saw the return of Nate from his paternity leave.
Since it was D day +8 I choose to set up a WW2 Normandy game based on the Band of Brothers battle called "Bloody Gulch" that took place on D+7 outside of Carentan as the Germans try to break through the 101st airborne.
Dan played the attacking Germans, Howard played the 101st, Nate played the 2nd Armored division coming as reinforcements. I umpired the game to make it flow faster in our allowed time limit, and also since half the rules are in my head as this is a stripped down version of original Disposable heroes with the initiative system Howard uses for "A Gentleman's War".
The setup: Germans deploy first, then the US airborne may deploy in reaction. They get an extra -1 cover since they had time to dig foxholes. The US armor would arrive (1 Sherman and 1 squad) after the US ended a turn or a joker came up (max 2 units).
The Germans advance to the first hedgerow and begin firing on the ridge.
101st takes a couple of casualties from HE fire.
A lucky mortar round hits a German halftrack.
The two Anerican armored reinforcements arrived fairly quickly.
German fire takes out the 101st .30 cal mg.
US infantry advance up the left flank.
German squad tries to flank on the opposite flank.
The Shermans engage the German armor and destroy both after several attempts.
Dick Winters keeps his men in line. Bolstering their morale and keeping them in place. If they run, the game is lost.
With the stug down, the fire is taken out of the German attack.
The US clings to its victory conditions just barely. Seven 101st men are left on the battle line.
Since it was D day +8 I choose to set up a WW2 Normandy game based on the Band of Brothers battle called "Bloody Gulch" that took place on D+7 outside of Carentan as the Germans try to break through the 101st airborne.
Dan played the attacking Germans, Howard played the 101st, Nate played the 2nd Armored division coming as reinforcements. I umpired the game to make it flow faster in our allowed time limit, and also since half the rules are in my head as this is a stripped down version of original Disposable heroes with the initiative system Howard uses for "A Gentleman's War".
The setup: Germans deploy first, then the US airborne may deploy in reaction. They get an extra -1 cover since they had time to dig foxholes. The US armor would arrive (1 Sherman and 1 squad) after the US ended a turn or a joker came up (max 2 units).
The Germans advance to the first hedgerow and begin firing on the ridge.
101st takes a couple of casualties from HE fire.
A lucky mortar round hits a German halftrack.
The two Anerican armored reinforcements arrived fairly quickly.
German fire takes out the 101st .30 cal mg.
US infantry advance up the left flank.
German squad tries to flank on the opposite flank.
The Shermans engage the German armor and destroy both after several attempts.
Dick Winters keeps his men in line. Bolstering their morale and keeping them in place. If they run, the game is lost.
With the stug down, the fire is taken out of the German attack.
The US clings to its victory conditions just barely. Seven 101st men are left on the battle line.
Monday, June 4, 2018
Help identifying 28mm miniatures
Anyone know what these are? They have WF on the base which I assume is Wargames Foundry and look like Perry sculpts.
Are they British or French and what kind of cavalry are they?
Are they British or French and what kind of cavalry are they?
Friday, May 18, 2018
The British are coming....from China
Got some 28mm Napoleonic British from a Chinese painting service. Pretty nice! I plan to use them for War of 1812 and eventually some Sharpe type Penninsula War.
Thursday, May 17, 2018
Another go at 5core company commander
9Dan and I had another stab at the 5core Company Commander rules.
We added in a few details we had left out in the first game. All in all it went pretty smoothly. The scenario wasn't very complex: another meeting engagement with a 1 point per building victory point at the end.
(Ok, not sure why most came out sideways).
I was Germans, Dan the Yanks. My Tiger got knocked out turn one. I moved my halftracks up to the village and grabbed the buildings early.
My Stug popped 3 tanks before he got taken out. From there I really didn't have any Anti tank capability, but was able to cut off a lot of Dan's infantry from getting to the village.
The last turn was a furious firefight trying to pin or drive infantry from the objectives but ended up in a tie as we both held 2 houses.
Another good game of 5core. It lacks detail, but gives a quick game.
If you care whether your tank is a pz. 4 j or h then this isn't the game for you. If you want to see a reinforced company see a result in 2 hours, go for it.
We added in a few details we had left out in the first game. All in all it went pretty smoothly. The scenario wasn't very complex: another meeting engagement with a 1 point per building victory point at the end.
(Ok, not sure why most came out sideways).
I was Germans, Dan the Yanks. My Tiger got knocked out turn one. I moved my halftracks up to the village and grabbed the buildings early.
My Stug popped 3 tanks before he got taken out. From there I really didn't have any Anti tank capability, but was able to cut off a lot of Dan's infantry from getting to the village.
The last turn was a furious firefight trying to pin or drive infantry from the objectives but ended up in a tie as we both held 2 houses.
Another good game of 5core. It lacks detail, but gives a quick game.
If you care whether your tank is a pz. 4 j or h then this isn't the game for you. If you want to see a reinforced company see a result in 2 hours, go for it.
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