Sunday, 14 August 2022

Retribution at Ryloth

Since we hadn't got Armada to the table for ages, I put on a narrative scenario at the club recently.  Each side had 400 points to spend and the briefings were as set out below. 

Rebel Briefing

Following the capture of a Quasar Fire-class cruiser-carrier and the destruction of an Arquitens-class light cruiser by Rebel forces over Ryloth, Imperial activity in the sector has substantially increased. This puts the abandoned Clone Wars era station orbiting the system’s outer planet which is being used as a Rebel supply station at risk.

With an Imperial task force under Admiral Motti appearing at Ryloth itself it has become imperative to relocate the vital supplies from the station and also transport Cham Syndulla, leader of the resistance on Ryloth to recruit more Twi’leks to fight the Empire.

Rebel Victory Conditions

The station holds 10 units of supplies each worth 10 points if they are aboard a ship which has left the system. Small ships can only carry 1 unit, medium ships 2 units and large ships 3 units.

Cham Syndulla is worth 20 points if he is aboard a ship that successfully leaves the system.

You will also score points for every Imperial ship and squadron destroyed equal to their point value but lose points for every Rebel ship or squadron destroyed on the same basis.


Imperial Briefing

Following the capture of a Quasar Fire-class cruiser-carrier and the destruction of an Arquitens-class light cruiser by insurgent forces over Ryloth, Imperial activity in the sector has been substantially increased.

Your Imperial task force under Admiral Motti has been dispatched to Ryloth to root out these rebels and neutralise them.  You also need to locate and capture or eliminate Cham Syndulla, leader of the resistance on Ryloth to prevent him from inciting more Twi’leks to resist the Empire.

Imperial Agents have brought intelligence of activity near an abandoned Clone Wars era station orbiting the outer planet in the system.

Imperial Victory Conditions

The station holds 10 units of supplies each worth 10 points if they destroyed whilst still in the system. Note that small Rebel ships can only carry 1 unit, medium ships 2 units and large ships 3 units.

Cham Syndulla is worth 20 points if he is aboard a ship that is destroyed in the system.

You will also score points for every Rebel ship and squadron destroyed equal to their point value but lose points for every Imperial ship or squadron destroyed on the same basis.


Here are some photos from the game:






Despite the Star Destroyer obliterating the station, some clever play by the Rebels including the escape of Cham Syndulla, meant a Rebel win this time. 

Friday, 12 August 2022

O Group - Counterattack at Arras

 

Having picked up a copy of O Group from Reisswitz Press (the TooFatLardies sister imprint), the new World War II rules from Dave Brown, I wanted to get them to the table.

As my 15mm WW2 collection is all early war I also picked up the 1940 Fall of France & the Low Countries supplement which had a scenario that was ideal for my collection based on the counter-attack at Arras.  Albeit that I still had to paint up a few additional pieces - mostly vehicles.

Unfortunately I was too busy umpiring (often a challenge with a first game) to take too many photos and so some of the following were taken by others.







Wednesday, 10 August 2022

Skirmish at Top Malo House

 

Back in May, and a couple of days before the fortieth anniversary, I ran a 28mm game of the engagement between the Royal Marines Arctic and Mountain Warfare Cadre and elements of the Argentinian 602 Commando Company.

I used the Skirmish Sangin rules as, whilst these were designed for Afghanistan, they were relatively easily adapted to the Falklands and provide a suitably crunchy game for such a small engagement with very low levels of cover.

The scenario was developed from the Mountain Commandos at War in the Falklands: The Royal Marines Mountain and Arctic Warfare Cadre in Action During the 1982 Conflict by Rod Boswell (who commanded the Marines in this engagement).











We ended up playing the scenario twice during the day - here are a couple of pictures from the second round





The main issue, from a gaming perspective, of using Skirmish Sangin for this period is the absence of body armour - so if you get hit you go down.

Monday, 8 August 2022

Imperial Entanglements


A few meetings ago I ran another narrative based Star Wars X-Wing game at the club.  Here are the faction briefings, OOBs and some photos of the game.

Scum & Villainy Briefing

You have just concluded a transaction between representatives of the Black Sun syndicate and the Hutt clan. To avoid the notice of the Empire (since the transaction is anything but legal you had hidden yourselves in the Anaxes asteroid belt in the Azure sector of the Outer Rim. Unfortunately, Imperial ships have just appeared outside the belt and challenged you. You need to evade the Imperial grasp and return to your masters with the spoils of your transaction (in the larger two ships) or have to pay the price! How the Imperials found you is something of a mystery - have you been betrayed by the other faction?

Ships / Points

200 points available overall

Base ships (and minimum points):

C-ROC Cruiser (35 points)
Z-95 Headhunters x2 (26 points)

Points available for upgrades: 39

YV-666 (29 points)
M3-A “Scyk” Interceptor (14 points)
Y-Wing (18 points)

Points available for upgrades: 39

Victory Conditions

Evade the Imperial patrol ships, exit the asteroid belt and make the jump to lightspeed (Imperial side of table) Scale of Victory/Loss will depend on points values surviving (plus points value of Imperials destroyed)

Imperial Briefing

Criminal activity in the Outer Rim has been on the increase and you have been ordered to aggressively patrol the various systems. A routine scan of the Azure sector detected ships entering the Anaxes asteroid belt and so you have been despatched to investigate. As you approach you detect several vessels all of which have masked or obviously forged transponder codes. You must prevent these criminals from escaping either by capturing or destroying them. The officer who is most successful will surely be recognised up the chain of command and might even come to the notice of the Grand Moff himself!

Ships / Points

200 points available overall

Base ships (and minimum points):

Gozanti Cruiser (40 points) must be fitted with Docking Clamps (0 points)
Tie Fighters x2 (24 points) must start docked with the cruiser

Points available for upgrades: 36

VT-49 Decimator (40 points)
Alpha Class Star Wing (18 points)

Points available for upgrades: 42

Victory Conditions

Prevent the criminal ships from making the jump to lightspeed (Imperial side of table) Scale of Victory/Loss will depend on points values surviving (plus points value of opposition ships destroyed)

 













Sunday, 24 April 2022

April 9th 1940

Some time in March I suddenly realised that our first club meeting would be on the 9th of April, the anniversary of the Nazi invasion of Denmark in 1940.

Having “invested” in a platoon of 28mm Danes from Great Escape Games I really didn’t want to miss the opportunity and so I put on a game based around a skirmish that took place near Hokkerup on the Jutland peninsula.

The encounter we were commemorating, the ambush of a leading German reconnaissance unit, was captured in a 1946 painting by Anna Maria Mehrn which was, in part, the inspiration for choosing this particular scenario along with a scene (likely inspired by this engagement) from the Danish movie 9. april.

The Danish army went on full alert at 13:30 on the 8th of April and were held back ready to take up positions in the event of a German invasion. A thorough reconnaissance had been made regarding defensive positions but the Danish government had given strict instructions that units were not to be deployed near the border nor was digging or other fortification to be undertaken in order to avoid provoking the Germans. Despite this the Germans crossed the border at around twenty past four on the morning of the 9th. 

Our intrepid 3rd bicycle platoon of the 2nd Company, 4th Cyclist Battalion supported by the autocannon and light machine gun sections of the 2nd platoon Afværgekompagniet (Anti-tank Company) , 2nd Battalion, Fodfolkspionerkommandoet set off from their barracks at just after four thirty and took up positions just after 5am.

They hastily erected a roadblock before sighting the armoured cars leading the German column at half past five. Lieutenant H.J. Højerslev had overall command with Second Lieutenant A. Olsen commanding the anti-tank sections.




The team manning the 20mm auto cannon was led by F Jensen accompanied Gunner Nørholt and Loader Eliasen as immortalised in the painting.


The opposition is less well documented so I had them facing two SdKfz 222 armoured cars, a motorcycle section and two more sections mounted in SdKfz 251 half-tracks supported by a Panzer II.



I used the Nuts! second edition rules from Two Hour Wargames for the game.

The encounter saw the Danish auto cannon taking out both of the armour cars and the advancing German infantry taking heavy fire. In the end the Danes were forced to withdraw but they had delayed the Germans significantly.




In the end the game lasted almost as long as the entire Danish resistance as despite the valiant defence put up by the Danish armed forces against overwhelming odds the Government surrendered at just after half past eight in the morning.