Saturday, 15 February 2025

A Punic Rumble using Hail Caesar.


The Devon Wargames Group has grown rapidly in recent years, from a club that entertained around ten to fifteen members a month and two to three games, to one now boasting some forty members and regularly hosting four games for twenty to twenty five members at any one meeting.

I say at a meeting, because to facilitate the demand for games the club has had, for the last four years offered two meetings a month in the first quarter instead of our usual one, and recently for the last two years added April to the two meeting schedule, seeing in recent times eight games a month not being uncommon.


So this marvellous Hail Caesar, Punic War battle, hosted by Mr Steve was indeed one of the eight games played in last month's roster of meetings.
 
Our two armies arrayed for battle with the Romans on the left and the Punics on the right.

The two armies can be seen as the respective commands arrayed their battle lines, with both Romans and Punics choosing to anchor one flank on the temple and sacred grove that were known to be found in this specific part of the Iberian peninsula, securing their opposite flanks with cavalry operating on the higher ground at the opposite end of the table.

The other end of the opposing lines with the temple and its grove off limits to each side with the threat of unspeakable curses and seven years bad luck to any miscreant that despoiled its sacred grounds.

Opposing lines of heavy infantry glowered at each other across the open plain beyond the temple, the Romans in their cohorts of silent ranks contrasting with the yells and battle horns blaring from their Punic foes.

The Roman cohorts flanked by archers.

Slingers to the front lead the Punic line forward.

On the high ground the Punic cavalry presented a formidable threat with heavy and medium armoured, shielded horseman, backed up by ranks of javelin armed skirmishers.

A formidable force of Punic cavalry

The Romans in the opposing line were outnumbered five to three in similarly clad and accoutred men, but supported by their Numidian allied light horse, very able at overcoming heavier less manoeuvrable opponents with their hit and run javelin attacks, and also capable of harrying a beaten foe from the table.

The Roman cavalry with Numidians out front behind javelin and slinger armed skirmishers.


The Punic infantry, a mixture of Gauls and Iberians, advance with skirmishers to the fore.

Our battle followed a predictable process of the infantry making steady progress into the plain with both sides skirmishers attempting to get at each others heavy types, whilst on the flank the Romans aggressively advanced looking to fight their battle as far forward as possible to buy time for their infantry to seal the result in Rome's favour before any enemy cavalry might try and intervene.

Punic heavy and medium cavalry backed by attached javelin armed skirmishers.

The massed ranks of legionaries are given the order to advance.


As the two opposing lines advanced the Roman cavalry pushed forward at a steady trot, noting the unsteady advance of their opposition and with the Numidians emboldened to press the advance further, feeling out the flank of the Punic line.

The Roman commander orders the cavalry forward.

The Punic cavalry advanced to meet the Romans but the odd blunder interfered with their progress allowing the Romans to press their line more rapidly with the Numidians seen far right feeling out the enemy flank.

Meanwhile in the plain the Roman infantry line advanced steadily.

Taking full advantage of the disjointed approach of the Punic cavalry due to unforeseen blunders amid their ranks the Numidians attacked the exposed flank of one of their number, further adding to their woes as they won the ensuing close combat and proceeded to chase the enemy from the table.

First clash as the Numidian light cavalry get the drop on their opposition, first flanking them and then attacking them from the rear as casualties caused them to break and flee. 

It seemed the rest of the Roman cavalry line had embraced the boldness of the Numidians as they jauntily trotted into close combat with the enemy inflicting casualties in the approach and all seemed well with the first close encounters going in Rome's favour, that was until the wheels fell off, and suddenly the lost Numidians were joined by two Roman medium cavalry units, off table and out of the battle.

The only positive that could be gained was that the fight to overcome the Roman cavalry had battered the Punic horse quite badly and had taken up time allowing the two infantry lines to close into javelin range.

Oh dear, how sad, the Roman cavalry is all but broken and dispersed save for one unit close in to the infantry line, but they have battered the Punic horse in return with white dice among the rear ranks indicating the damage done and effectively taking them out of the battle.

Meanwhile the two infantry lines closed and the pilum flew as both sides prepared for the inevitable clash of arms.

Thus it was left to the steady legionary to decide the outcome of our battle and they lived up to their billing, thinning enemy ranks with a shower of pilum before closing to drive the enemy back from a remorseless stabbing wall of shields.

Not a great place to be skirmisher between serried ranks of heavy infantry

The Punic line is in trouble as it recoils before the might of Rome's legions

The Punic line was only going in one direction when time was called on our game as a well-earned beverage awaited at the all important post game wash-up in the local pub.

Much fun was had by all and thank you to Mr Steve for bringing his lovely collection of toys and terrain down to club all the way from deepest darkest Cardiff and to Stephen H, Steve L, Ian Mc, Nathan and Gavin for their company and fun of the game.

JJ

Saturday, 8 February 2025

Peaky Blinders, 'You'll never take me alive Copper!' - 'What a Gangster' or perhaps that should be 'What a Blinder'.


Editors Note: One of the games at this month's club meetings was a reworking of What a Cowboy to include gagsters from the 1920's, the rules for which appeared in the Lard Magazine 2023 and have been reworked here, by our Gamemeister Chas, to run this Peaky Blinders game based on the very successful TV series.


Over to Vince who posted the following AAR of the game.

Just a note to thank Chas for running a most entertaining episode of "Peaky Blinders". With the Mafia, IRA and corrupt cops to contend with, the Peakys had their work cut out. That couldn't be helped with a Chinese lorry full of drugs broken down and just asking to be "helped out", though. 


Arriving by canal boat (why couldn't we have a shiny car like everyone else ?), the Peakys headed to take on the Eyeties. Well all except Arthur, who feeling the effects of the drugs, was staggering round the dock.

Tommy led the way letting his Tommy gun do the talking and wounding some Mafia hoods. At this point Inspector Gadget tried to shoot him in the back, but Tommy reacted like a lead character, spun round and shot him dead. 


With the Police blowing their whistles and screaming "Here, we want a word with you !", some unpleasantness unfolded with half the Mafia gang. Outnumbered, Tommy died like the main character he was, only to be revenged by Arthur. Who needs a clear head when you have a Lewis gun?


Meanwhile the IRA kept jogging round the cinema in the Brummie fog. Eventually they decided to pick on poor Polly, a defenceless lady (OK, her gun might have gone off by accident) and cut her down.


With the Police and Arthur shooting it out, the IRA boys calmly grabbed the drugs and made for the exit. Their top boy was nearly away. Enter a drugged up nutter with a Lewis gun. He had a clear shot, all he needed was a clear head. The drug dice rolled and "Big Arthur" showed up for the only time in the game. Three long bursts of .303 can really ruin a Paddy's day and he dropped to the pavement.


With a local Peaky/Rozzer truce in force, a new Paddy went for the drugs. One of the Force's finest let him have a Lee Enfield bullet in the back. 


The Police grabbed the drugs, but with the Peakys having killed their Vendetta target, Inspector Gadget, and adding all the kills and subtracting the casualties, it finished at 1 point each for the Police and Peakys.


Arthur disappeared into the fog, like the spaced out anti-hero he was. There was a wild party at the Police station that night.


Many thanks to Chas for running a great bash (ex-Clotted Lard), with beautiful bespoke terrain. All played in a friendly fashion (as friendly as you can be when trying to murder each other) by Bob, Andy C and Chas.


All I can say is, "We was robbed !" Bloody coppers.

Vince 

Saturday, 1 February 2025

Solid Men to the Front - An AWI skirmish with Fistful of Lead.

 
I’m sure the American War of Independence needs no introduction, although the rules might. Fistful of Lead (FoL) have been used in the club in various guises for some time.


It’s a card driven system, with specific cards allowing extra actions. One card per figure, but the player chooses which card is used for each figure. 


This creates a degree of friction but allows some degree of planning.


The scenario came straight from the ‘Horse and Musket’ version of the rule book, ‘Defending a bridge.’ This requires three groups of six attackers to control a bridge and its exit from the table before nightfall, nine turns of game time. The defenders have two groups of six men.


The British defenders deployed six sturdy Grenadiers in the bunkhouse on their right and six swift and bold Light Infantry in the woods to their left, protecting the two river crossings. The canny Colonials approached through the woods, Lights on the right, Continentals in the centre and the Green Mountain boys on their left.


The Colonial Lights immediately started banging away at long range, to very little effect. In the centre, the Continental Line surged forward towards the bridge. On the left the Green Mountain Boys advanced steadily through the trees to the log bridge, using cover and stopping to fire as they moved to pin the Grenadiers in the bunkhouse.


On the Crown’s left, Lawrence’s Lights (Highland Light Infantry?) kept up a steady fire on the approaching rebellious ne’er-do-wells. The Continentals in the centre crossed the bridge and prepared to rush the British Lights, to clear them away from the exit point. 


One notable Continental, clearly intoxicated, having been wounded and knocked down by accurate fire, immediately leapt to his feet and charged his assailant. Unfortunately his bid for fame, glory and a prime plot of land in Virginia came to an abrupt end, run through by 18 inches of Sheffield steel. Nice try, but no cigar.


The forces of law and order were now under pressure on their left. Fortunately for the King’s cause, an
observant Grenadier spied what the rebellious rogues were up to and did what Grenadiers do best; fix
bayonets. He made for the nearest Continental. 

A round of close combat ensued, to no real result. A second Continental joined the fray whereupon the Grenadier gathered his wits and against all odds killed first one, then the second sparrow-boned rascal.


By now the laggardly Continental Lights had caught up with the Line, but were clearly a bit puffed out with all the excitement and still unable to hit an elephant’s arse with a spade. The gallant British Lights met them with cold steel and a considerable ruckus ensued.


When the dust settled there were no Continental Line on their feet and only three Lights. Lawrence’s Light Bobs (HLI?) were also down to three men, all a bit sweaty and breathless, grappling around the bridge.


Meanwhile, back at the bunkhouse, the Grenadiers had dropped a couple of the Green Mountain mooks for the loss of one of their own. As the fracas at the bridge resolved in favour of good King George, the
Grenadiers regrouped to drive away the last of the seditious scoundrels at the log bridge. Luckily for them, darkness gathered and ended the affray before the Grenadiers could finish the job. Turns out the Colonials weren’t quite so canny.


All in all, the rules provided some good entertainment, a couple of cinematic moments and several scoffs and chuckles, even if Lawrence’s dice rolling did become a little embarrassing. The ability to repeatedly roll a ten on a D10 really is quite special. 

The great thing with FoL is that the game really can be played from the QRS, and runs itself after two turns. Great for a club meet and new players.


The game was played with 54mm figures, mostly ‘A Call to Arms’ and ‘IMEX’, all eBay rescues. Several had head swaps to increase the variety of poses within the groups. Terrain all came from the garden, other than the ‘Charlie Foxtrot’ fence bases used for the meandering stream and the bunkhouse built from 10mm dowels.

Thanks to Matt, Tom, Mark and Lawrence for playing with good humour and appropriate banter. Si

Saturday, 25 January 2025

Raid on a Munitions Dump - 02 Hundred Hours.


Overview

02 Hundred Hours is a skirmish wargame focusing on night-time raids in World War II. Inspired by classic war movies as well as historical events, battles are fast paced with roughly 10-20 models on either side.

https://greyfornow.com/pages/02-hundred-hours

Three of the four players were new to the rule system, and once the table was laid and the mechanics explained, it was time for the teams to formulate their plans. The mission objectives for the game were to set explosives on armoured vehicles and supply dump, and to take a German officer prisoner.


Infiltration was via either long board edge (left and right sides of picture above) and exit was to be to the left hand side through the trees.



One munitions dump was in the barn, guarded Gendarme pairs who patrolled the area including cutting through the trees.


All other objectives were in or to the front of the farmhouse, again with Heer sentries patrolling. Three dog units were also on roving patrol to begin with.



The commandos split their forces, bringing on a single pair through the trees to target the tanks…


whilst sniper, bren-gun support and both officer characters came on by the rocks on the opposite long edge.


A first approach to the rear of the farmhouse by an officer resulted in a dead dog handler, having been put down by a silenced weapon before he could raise the alarm.


However, a German officer on the lower floor saw an attacker shortly afterwards and killed him outright by shooting through the window.

By this time the alarm had gone off, and the defenders decided to drive all of their resources towards the farmhouse, which was where the main thrust of the attack seemed to be.


The second allied character - a sergeant with extra hand-to-hand abilities - successfully entered the farmhouse via the backdoor, surprising the pistol-toting officer within.

Several rounds of hand-to-hand combat ensued, with a second German officer supporting the first with an SMG.


Still the sergeant battled on, his particular set of skills causing several ‘trauma’ events on both Germans. At this point it felt like the entire game was taking place in the ground floor of one building, with both sides wishing for ‘character’ counters before the other side could attack! Eventually though the poor sergeant paid the ultimate price, being gunned down having used up his action chits early on in the round but not winning the fight outright.


Such a valiant action bought time for another team of attackers to set demolition charges by the tanks, in a hope of salvaging a minor victory by achieving at least one objective. The last minute production of an axis ‘event card’ made the explosives blow up immediately however, killing the demolition team at the same time.


At this point it became clear that the mission was not going to yield any further successes, and the remainder of the attacking force withdrew without further loss. The defenders had succeeded in repelling the worst of the attack, resulting in a minor victory for the Germans.

More importantly, we all had a good laugh at the nail biting moments, and everyone enjoyed the game. Indeed, one player claimed to be a ‘convert’, vowing to procure a set of the rules for himself. Job done, in my opinion.