Wednesday, August 17, 2011

Heat of Battle V

I stopped in Friday, Aug. 12, to pick up my packet so I'd be ready to get going at opening on Saturday.  There was a nice crowd already playing, and since I was in between runs and couldn't play anything, I went over and talked to Mike Bobe of Bobe's Hobby Shop in the dark under the stairs.  All the really interesting 1/144 aircraft had already been snapped up.

Saturday, I arrived at 9 and got into the Knight's Cross game being run by Darrin Mesinna, Flying Tigers vs a flight of Betty's accompanied by Zero's.  One Betty was shot down by Larry Touhy about halfway thru the game.  I fired ineffectively for most of the game, got hit a couple of time inconsequentialy, and finally downed a Betty with a lucky shot (fuel tank explodes) just before it exited the table.  (This would later haunt me.)  Darrin declared the game a victory for the Flying Tigers, since we shot down 2/3 of the Betty's with our P-40s.

Duane Guilbeau and I adjurned to the Ugly Dog Saloon a block away for some good barbeque.

The it was time to set up my game, Brothers in Arms, using NUTS! 2.0.  As always, Duane was an enormous help in setting up the game.
Here is the game description:

Brothers in Arms - Brihuega, Spain, March 12, 1937
Elements of the Italian Black Flames Division, having encountered a motorcycle patrol of the Republican Garibaldi Batallion, mistakenly assumed that these Italians were part of another Italian division.  As the light tanks of the Black Flames advanced, they were fired upon by machine guns of the Garibaldis, who did not at first realize that they too were fighting their fellow Italians.  Attempts to woo the CTV over to the Republican side with propaganda leaflets broke down when several mutilated Garibali corpses were found with the leaflets stuck in their mouths.  Thereafter, the Italians fought their own civil war centered around a country villa called the Ibarra Palace.

The Black Flames have a 2-squad infantry platoon, supported by a Brixia mortar and 3 x  L3/35 tankettes.
The Garibaldis have a 3-squad infantry platoon with one LMG.  They are supported with 2 Maxims.  There is also a 2-squad motorcycle platoon.

Players who enlisted on the Black Flame side were Ron Gros, Justin Touhy, and Walter, who's last name I didn't get.  The Garibaldis were taken by Al Himel, Chris Swearingen, and Duane Guilbeau.
As you can see, the terrain was fairly open, the lichen being just for appearances, with a rise to the buildings.  There are plenty of walls for cover, and dead ground in front of the rise.
Ron took the squad in the "palace", Justin took the squad in the farm house, and Walter (Whittmann) took the tankettes for the Fiamme Nere.
Al and Chris split the infantry platoon, with Chris taking the MG's.  Duane took the motorcycle platoon, and attempted to rush across to his left flank.
The Brixia mortar and the tankette MG's stopped the advance, knocking a couple of figures off their bikes.
The motorcyclists headed for the dead ground just in front of the rise in the center of the table.
They were kept from advancing by inaccurate fire from the tankettes and the squad in the farm house.

An infantry squad rushes forward to help the depleted motorcyclists.
The Garibaldi heavy MG's managed to disable 2 of the tankettes, who's crews fled.
The Garibaldi's on the right flank moved up, and after being stopped by the mortar, managed to get too close for it to fire, and drove them off with inaccurate infantry fire.  Then they captured the farmhouse, who's squad had hunkered down from the fire of the heavy MG's.

One of the Garibaldi motorcycle squads managed to sneak up on a blind spot at the "palace", hoping to bayonet the Fiamme Nere concealed there.
Unfortunately for them, they failed to take into account the last tankette, manned by Walter Whitmann, who charged firing and attempting to overrun the infantry.

He played havoc with the left flank, but kept running out of ammo while his driver got stuck on his next attempt.  The infantry finally reached the "palace", shot the Tiente.  The remaining Fiamme Nere retreated, and the tankette, still out of ammo, skedaddled.

Almost all of the figures on the board were Rep 3, so there were tons of "pitiful shot" rolls.

I really enjoyed putting on this game, because of the attitudes of the gamers.  It was a blast, thanks entirely to them.  When I started repacking my figures on Monday evening, I found that the troops had been put back in order by the gamers.  Thanks, guys!


So I went back to Darrin's Knight's Cross, this time in the South Pacific, flying a Hellcat.  Both Corsairs got shot down twice.  I managed to hang on to the last of 24 turns, and then got hit massively, and rulled the fuel tank explodes chit for myself.  The US Air Force was savagely handled by the Japanese.  I don't think we shot down a single plane.

Sunday
On Sunday, I got into a Berlin '45 game using I Ain't Been Shot, Mum rules from Too Fat Lardies.
It was a really nice table with lots of my favorite, paper buildings, run by Brian Weathersby .  Of course, Chris Swearingen and I played the Russians.
Chris took the left flank, and had tough going.  I took the right flank and hung back too long with IS-I's.  When I finally decided to help Chris, I shattered a building so badly that the SS in there had to retreat.  I then began advancing up the right flank with my infantry, from building to building, taking casualties from the Volkstrum on the second floor.
My IS-I's were challenged by 2 Panthers, one of which got brewed up immediately by Chris's T34/85.
The other disabled one of my IS-I's, but ran out of gas just as my infantry flanked it.
The Russian won, thanks to the meat grinder Chris put them through on the left.  They just ran out of troops to throw in.

It was a great two days!

Thursday, July 28, 2011

Pelicon

My brother-in-law Ron Gros and I decided to go to Pelicon in Pensacola, FL, on July 24th.  It was held in a square dance hall which is exactly the same as VFW hall minus the bar, because, as a former square dancer, you can't drink and promenade.

There were 3 or 4 rows of gaming tables, filled end to end with games.  Immediately upon arriving, I got into Brian Simmons' 5150 game.  The Tusken raider were trying to drive out the Empire, represented, of course, by stormtroopers and ship's troops.

I was given a 31-figure melee unit with a single leader.  We had two more melee units of approximately the same size, and a rifle armed unit also the same size.  Here's a picture of our home turf that we were supposed to drive the plastic boys out of.
And here we are arranged on the heights.

A closer view of some of the good and true Tuskens without any of those repugnant plastic boys.

And our cavalry.

As we charged charged down the slope, we learned that sticks and a worn-out creed are no match for a blaster, boy.  Let's say we were roughly handled.  A bit.  I ended up with about 5 of my boys left, as did the right flank.  The Tusken riflemen did their best, but hey, those rifles have no sights!

The luckiest thing for us was that the rocket launchers only hit once.  There were more 1's rolled for those shots than the Emperor would allow.

We did get down onto the floor and crack a little plastic armor, but not a lot.

This was the high point of our advance.  As you will see in the next picture, most of my guys were
gunned down, as were Dave's across the table.

At this point, we decided to fade back in the hills, and let the Emperor declare a victory.  My remaining troops are in between the 2 identical rock formation, having taken advantage of the Auto-kill to dispatch 3 OOF stormtroopers.  It was a lot of fun even if those plastic boys did drive us out of our valley!

Now it was my turn to put on a game, and I chose Safe Haven with All Thing Zombie: Better Dead Than Zed to inflict on the gamers.  There were 12 French Foreign Legion who were supposed to protect the civilians in the haven.

Here's an early shot of the FFL lining the wall and mowing down zombies.


The end of the wall was the end of the table.  The vehicles are paper from Chez Ebble.  Easy so far.
Of course, the more zombies you shoot, the more zombies you generate.  The humvee with the MG on the top was unable to keep the zombies from reaching the barricade.  The troops on the wall were too spread out, and not concentrating on the zombies coming up the road.

After a couple of tries, the zombies tore down the barricade.  Until they pass the wall, zombies are only able to generate outside the wall, but once they pass it, they can generate anywhere.

The humvee wisely pulled back to try to continue to keep the zombies out, but to no avail.  To make things worse, the building that had 12 cases of Scotch and 12 more FAMAS rifles caught fire.  And that, of course brought more zombies.

Then an 18-wheeler, followed by 6 gangers on motorcycles, appeared.

Their intent was to get into the compound and steal whatever they could find.  Things didn't go too well for them.  Intent on running over zombies, the driver overturned the rig just as he reached the downed barricade.  And then intiative went to the zombies, and they started attacking the bikers.  One went down and was munched.  The one behind him failed his See Zombie Feast, and headed off for parts unknown.  The leader beat insurmountable odds to escape, and another escaped with him.

The French Foreign Legion decided they had had enough.  They had loaded 2 of the civilians in a van, and a case of Scotch into another.  They ran to their vehicles and escaped.  Hey, everybody else was zombie food.  Who's gonna tell?

The last game I played in was a NUTS! game run by Brian Simmons.  We SS were tasked with holding a crossroads against the advancing US.  Unfortunately, I didn't get a picture of Brian's excellent table, and only took 2 pictures, but the bocage is not the best for sweeping vista shots.

I moved into a house right at the crossroads with an MG34 in the second story window.  My Stug III was in reserve behind the last building on our left flank.  Another squad held the right flank behind a bocage hedge.  We had a Pz IV in the rear on the right, and a Sdfz 250 with a 37mm gun to the left.

The US had a Stuart, 2 Sherman 75's, and a jeep with a .50 cal.

The US attempted to move up a .30 cal MG to the rear of the park just in front of the building that I occupied in the center.  My MG 34 stopped that from happening.  They attempted to set up a mortar down the road to the right of my center, but a gap in the hedge allowed me to surpress them also.

On the right, the US moved close to the hedge that the other squad was defending, and they kept each other pinned down.  The jeep with the .50 moved up, but was run off by the other squad's MG 42.

A US squad got into the gap between the two building at the bottom, but they were bunched up faceing the road and the 250 came up behind them and put a 37mm shell in the middle of them, knocking out 2/3's of the squad.

About this time, an artillery strike was called in on the building I occupied, and though all my squad survived, I knew I couldn't be so lucky again, so we headed for the rear, looking for someplace that the artillery hadn't registered.  I had another MG 42 set up to protect me as I retreated.

A Sherman came up and took out the halftrack, but the Pz IV caught it in the flank, and destroyed it.
Brian decided that the other Sherman would pull out, and the US infantry would follow, so we held the crossroads.  Another enjoyable game.

Here's a closer view of my squad in the ruin.  The MG 34 closest to the camera was the hold-up for the US in my sector, and the halftrack sealed the fate of the US right flank.

Now, because I was playing all day, I barely got to look around, but I saw the FOG guys stretched from the front to the rear of the hall, naval games, fantasy, SF space, and Napoleonic.

It was a great time with a great bunch of gamers, and I'm going back next year!





Latest Figures

It's been too long since I posted, so hopefully I'll add two posts today.
The first will be a few figures I've painted for colonials.
Ral Partha Highlanders.  I always swore that I would never paint these figures because of the details on the jacket and kilt.  So I cheated, khaki jackets, and only one horizontal line on the kilt.  I also snipped the officer's sword from his pith helmet and put it into what I feel is a more natural position.

And now the mounted officer.  The figure supplied is the one from the Zulu war command pack, so I cut off his head and replaced it from an unfortunate Highlander extra figure.  I also moved the sword arm, but you can't really see that in the photo.  I call these the 52nd RKO Highlanders (after "Gunga Din").


Now all I need to do is remove the rifles from the hands af a few figures to have the Higlander artillerymen used in Gunga Din.  I've go plenty of elephants, so a pack of Gatling guns from Creative Endeavours, and I've got one to mount on the elephant, and one for battle!

These are in a 20-man unit to fit Colonial Adventures, or The Sword And The Flame.
Since 2 sets of command came in the command pack, I have another 20 to paint!

Saturday, May 14, 2011

Painted Figures

I've been unable to get any gaming in due to getting ready for Bayou Wars.  First I painted 2 20-man Pathan units and a 10-figure cavalry unit.
Next, I painted an 18-figure Old Glory British Indian Mutiny unit, already shown.  And the a 31-man group of Old Glory Skirmishing Mutineers.  The odd figure is from the Foundry Darkest Africa Range to act as commander.
The terrain is an aquarium piece bought years ago.  It had a door over the far right to make it more suitable for 25mm figures, but being underwater in Katrina floated the wooden door off somewhere.

I've also painted a bag of Rebel Minis excellent Earth Force Home Guard (ranks right up there with the Post-A survivors as my favorite figures in the range so far.)

And got distracted by Bronze-Age Miniatures not-Rogue Trooper figures.  Top prices, but Wow!
A G.I. sneaking up on an unspecting Nort.  They must get -3 on awareness charts, judging by the game.
That's all for now.  Still waiting for help on Model Builder in Windows 7 to make a large hanger, and an O-scale fuel tank in transit, both for my Sunday Morning Brain Dead Game, "Cherry 2000, sort-of"

Saturday, April 9, 2011

HOLLY FINDS A NEW FRIEND AND CHANGES HER NAME!


After losing her gang, Holly Wood decided to attempt to add some members, and find a better weapon.  She remembered an old, abandoned industrial area in the country, and drove her H2 near, and left it concealed, taking her keys and her pistol with her.

But Holly is no fool.







Turn 1:  Humans 4, Zombies 5
There are already 3 zombies creeping around the site, so Holly turns to the first building to the right and finds Obie, survivor, Rep 3, with a bolt-action rifle facing her.  Holly with her Rep5, ends up with 3 dice, 6, 2, 1 for 2 successes on the Meet & Greet table, and Obie with 1 die, a 6, for no successes.  Overwhelmed, he joins her gang.



Turn 2: Humans 2, Zombies 6
Holly and Obie search the room, and find Meds.


Turn 3: Humans 6, Zombies 4
The zombies advance, but are no danger yet.


Turn 4: Humans 3, Zombies 6
Holly and Obie move to the other room and meet Myron Frey, ganger, Rep 4, with a sub-machine gun.
After a long discussion, he joins the gang, too.  4 rounds of Meet & Greet, before it was decided in Holly's favor.

Turn 5: Humans 4, Zombies 3
They search the room and come up with a Luxury, and unopened bottle of Old Granddad.  Zombies amble.



Turn 6: Humans 4, Zombies 3
Holly leads the group out the front door, and fast moves, but the zombies catch up.
One charges Holly, who snapfires, hits, but has no effect.  Impact 1 pistol.  Holly takes him out by cracking his skull open with the pistol butt.
They ignore Myron (maybe it's the balaclava!) and another charges Obie, who snapfires, and misses!

Obie goes down, Out Of the Fight to the zombie!


All the firing bring 2 more zombies.

Turn 7: Humans 5, Zombies 3
Holly, being Holly, yells "Leave him!", and she and Myron sprint towards the VW Microbus behind the building.
A zombie charges Myron, who snapfires and misses with his SMG, but tears the zombie apart with his bare hands, 3 successes to the zombies none.  2 more zombies are attracted by the firing.

The zombies will feed on Obie for 2 turns.

Turn 8: Humans 4, Zombies 1
Holly opens the door of the microbus to find Bud Kravitz, Rep 5, with a semi-automatic rifle, and a sunglassed guy, also called Hollywood, Rep 3, with an assault rifle.  They are former soldiers, who are now gangers.  The Meet & Greet goes 5 rounds, before Holly gets them to join her for today only.

She offers to trade her pistol and the bottle of Old Grandad for the assault rifle.  Bud refuses.

Holly counters with the bottle of Old Granddad for the semi-auto rifle.  Bud can live with that, and the trade is made.  Bud takes the assault rifle from Hollywood for himself, leaving Hollywood unarmed,


Turn 9: Humans 6, Zombies 4
Zombie appears in the alley, and Bud and Hollywood see him, pass their In Sights, and fire, taking him out.  This causes 2 more zombies to be attracted.

Turn 10: Humans 1, Zombies 2
Holly sends Bud and Hollywood up the alley to their right, with a story that that's where she found the Old Granddad, and there might be more.  Meanwhile she and Myron get into the microbus, and find the keys in the ignition, start it up, and back up to get a way to drive it out.  This attracts 5 more zombies.




Turn 11: Humans 1, Zombies 5
Holly moves forward and runs over the first 2 zombies.  Bud and Hollywood run back towards where the vehicle was.


Turn 12:  Humans 1, Zombies 2
Zombies attack the front of the microbus, and get run over for their trouble.  Holly being Holly, is leaving Bud and Hollywood behind!
More zombies file down the alleyway, and Bud takes an In Sight, snapfires, and OD's one and knocks another down.





Holly moves 8" into the road, running over anothe zombie.  She makes all her tests.  Note that the microbus is accelerating very slowly.  I drove one in the '60's, and they're not too quick off the line.
The shooting and the motor produce another 4 zombies.

Turn 13: Humans 3, Zombies 5
Holly move 10" down the road.  Bud and Hollywood try to cross behind the buildings and catch them at the next turn.

Turn 14: Humans 3, Zombies 2
Holly moves the van forward, but she and Myron are both charged by zombies.  Both snapfirs ineffectively.  Holly dispatches hers in melee, but Myron and his zombie swat at one another to no avail.
Bud and Hollywood are charged by zombies.  Bud fires, taking 2 down.  Hollywood beats his in melee.
6 new zombies are attracted by all the firepower and the microbus' engine.


Turn 15:  Humans 1, Zombies 4
Holly moves 14".  Bud is stopped by an InSight agianst more zombies, snapfires and takes one down.
No new zombies are attracted.


Turn 16: Humans 3, Zombies 5
Holly guns the microbus, and gets out of town.  Bud and Hollywood decide to hightail it out directly across the board.


After the battle:
Holly and Myron search the back of the microbus and the trailer, and find a shotgun and a rifle.  Holly now has 2 rifles, a semi-auto rifle, a pistol, a shotgun, meds and an H2.  However, her encounter with another Hollywood, and her (probably) growing notoriety for leaving people to be eaten by zombies, and ditching one-day companions, have made her give her looks and name a second thought.
So, she decided to go back to her real name, Trudy Holmes, and change her look from bad-ass punk to tough pseudo-military type. (Actually, with all the weapons, I needed to use a different figure, but, hey, it sounds good!)
So here is the new gang, leader Trudy Holmes and follower, Myron Frey.




Thursday, March 24, 2011

Indian Mutiny Old Glory figures

Here are a few pictures of the Indian Mutiny figures that I've just painted.





As you can see, I got a goodly number of "Hey Steve" poses.

Tuesday, March 22, 2011

What's been going on?

Well, my computer died, and reconstructive surgery and final bits and pieces have taken about 2 weeks, so there have been no updates on the blog.  However, it's all done!

I won 18 Indian mutiny Old Glory British on eBay and have painted them.  I'm starting on 40 foot Pathans and 10 mounted, Ral Parthas, to add to my 80 foot, and a couple of gunners.

I've ordered a bag of 30 Old Glory skirmishing mutineers to combat the Brits, and have 10 ghazis from an unknown source to paint.

I'm trying to find a figure that I can easily convert to E. Johnson from "Cherry 2000".  I already have a Super Piper in 1/48, but I'm going to have to do screen captures to get a good paint job reference.  I know that it's filthy dirty.