Clotted Lard

Clotted Lard

Saturday, 20 October 2018

Battle of Convent Bay, Haitian Revolution - Sharp Practice II


With 25,000 dead and 30,000 wounded British troops (more to disease and the jungle than battle),
the Crown forces decided to abandon all but Port St Nicholas and Ile de Tortue to the revolutionaries
under Toussaint.


As part of that withdrawal, a force of Royal Marines and black chasseurs, were sent to secure the
Convent of Perpetual Motion and cover the evacuation of the nuns to a waiting Royal Navy sloop.
With this force in position, French trained black infantry could be seen advancing on the convent and
the jungle was alive with freed slaves and Maroon skirmishers. Judging the situation critical, parties
of sailors, more native chasseurs and local militia advanced from the small port to cover the nun's
route to the waiting ship.

As the revolutionary line infantry shook out into line, they delivered an effective long range volley
into the face of the British marines. Not ones to let such a slight go unchallenged, the steady British
line returned the favour. As these two forces settled into exchanging volleys, a mass of freed slaves,
led by a Voodoo shaman, rushed out of the woods. Seeing the threat, the British deployed their
native chasseurs, who settled down to skirmishing with the advancing mass of former slaves.
Maroon skirmishers were now firing on the "Jolly Jack Tars" advancing from the port and taking fire
from more native chasseurs supporting their efforts. After a short exchange, one party of Maroons
remembered an important appointment elsewhere, but three more groups continued firing from the
jungle and swamp.


The tars were starting to suffer, but pressed on. Seeing the flank of the enemy line troops in the
distance, they made a hopeful charge. Their dander must have been up, as they flew forward like
demons, sweeping away a group of revolutionary uniformed troops and forcing the rest of the line
into melee. Loses were heavy on both sides and the Tars were routed, but not before they had
severely mauled the best troops the enemy had.


Meanwhile the freed slaves were starting to fatigue as they approached the marines. Skirmish fire
from the chasseurs had caused considerable "shock" in the irregular tribal mass and their advance
slowed to a crawl. The shaman saw the danger, slit a chicken's throat and smeared himself in its
blood, whilst invoking the help of the spirits. His men were greatly encouraged and with their morale
restored, charged. Well I say charged, more strolled really. A result of 5 on 3D6 is not a great roll and
the British line had time to turn to face, but not reload. With the situation critical, the free men were
encouraged to renew their efforts and got into hand to hand combat with the supporting chasseurs,
sending them running.


Meanwhile another party of sailors was suffering at the hands of the maroons and decided to fall back.


With the situation critical, the British line saw off the charge of the first group of former slaves, but
took loses and fell back.


On both sides force morale was a dangerously low levels. The next activation looked critical and a
group of Maroon skirmishers got the drop on the retreating Tars. One volley later, the sailors were
running for their ship and British morale collapsed.



An interesting game to Sharp Practice 2 rules. To be fair things could have gone either way and at
one point the revolutionary side looked to have lost, when the sailors charged their firing line in the
flank. At the end of the day one point separated the two sides morale rating, but it was one point
that counted.



All in all not a good day to be a nun.

Many thanks to Chas for putting on the game. Thanks also to Bob & Chas for gallantly playing the
British and to Nathan for manfully joining me on the side of the valiant free.

Vince

Monday, 15 October 2018

Clotted Lard Support for Combat Stress


Following our very successful inaugural Lardy Day, 'Clotted Lard' held this September, club members have decided to make the event a regular one on the club calendar, replacing our usual club monthly meeting in September, with all after event proceeds being donated to Combat Stress.

In addition to confirming Clotted Lard going forward club members were pleased to see that this first event netted £229.80 for the charity which club members were very happy to see rounded up to £250.

To allow future attendees to plan Clotted Lard into their diaries for next year and to alert new members joining the club, the banner for next year's show is attached on going to the club blog page with next year's date, the 14th of September and the contact details for anyone wanting further information.


Thank you to everyone who helped this year to make 'Clotted Lard 2018' the success it was and Devon Wargames Group looks forward to welcoming everyone next year.


Sunday, 14 October 2018

Guilford Courthouse - Rise and Fight Again


One of four games held at this month's meeting of the DWG featured Steve M's AWI collection being played using Stand to Games, 'Rise and Fight Again' (RAFA) in a Guilford Courthouse style scenario that sees General Cornwallis try and batter his way through serried lines of American militia before having to tackle the American Continental battalions awaiting them on a hill at the back of the battle lines.

Last month Steve and I ran a play test of our newly acquired rule sets to acquaint ourselves with the differences this set offers versus the Napoleonic 'Over the Hills' set (OTH) and as you will see from the post covering our test game, both came away enthused with the changes.

JJ Wargames - Rise & Fight Again


So with a first run through under our belts it was time to take the new set of rules to the Devon Wargames Group and 'road test' them properly under club conditions, managing a full afternoon club game with two players aside all very unfamiliar with OTH or RAFA.

View from the American rear with four battalions of Continentals on the hill

The table above and below shows both forces arrayed for battle with Cornwallis' Redcoats arrayed in a single line either side of the road facing off three lines of militia and continentals, that is until the British decided to shift their attack focus to the British left rather unbalancing the American set up, however the Americans seemed content so off we went.

As in our test game we were using the Napoleonic brigade and army moral cards with dice to overall record fatigue loss and micro dice on the table to capture unit fatigue loss.

The British line set up and ready to go

As per most games of Guilford Courthouse I have played both sides contented themselves plying each others forward units with roundshot as the two lines closed and seeing the occasional gun run short of ammunition and much fun had testing penetration as ball shot found its way into rear ranks.

Just give me two good volleys

Feeling the discomfort of the British refusing their right flank the American militia and left flank riflemen attempted to reposition their lines amid the field fence rails to try and flank the British approach only to discover the joys of attempting to manoeuvre militia which only got more complicated as the enemy got closer.

To bolster the militia move a few mounted dragoons joined the turning attempt only to find the British gunners supported by some Guard Grenadiers reposition and greet the American advance with some well laid roundshot

The lines close as the gunners cause early losses

All the messing about on the British right flank was only a warm up for the start of our battle as the British left closed in on the first line of militia and received the first of about three volleys to greet their arrival; with most of the militiamen resting their muskets on the fence rails to try and make as many of their shots count, as possible.

Highland infantry taking American roundshot and an early FS loss signified by the red micro-dice

However with morale ratings of a Fatigue Score (FS) of 4 it didn't take long for one militia unit to go 'wavering' on FS 2 and one to rout on FS 1.

The British line seemed to savour the prospect of an easy win with the 71st Highlanders ignoring the FS 3 lost on their approach as they charged in against the militia to their front on the fence railings.

British redcoats advancing in open order supported by Tarleton's cavalry

To their credit the militia stood the charge and managed to get off one more loose volley before being hit by the vengeful Scots who were forced to fight two rounds of melee having only won the first round by one extra casualty.

The militia lacking bayonets were beaten soundly on the second round of combat and their casualty count took their brigade over the FS total causing all their remaining units to be removed from the table.

In go the Highlanders

The British line surged forward through the trees as the second American line started to step back with snarling highlanders crashing forward to their front and Tarleton's Legionary cavalry feeling out the right flank of the American line.

The charge proved to much for the militia and the ground was taken 

As the middle line started to grapple with the British we stopped our game. We ended up playing later than normal, as the day included our Annual General Meeting but we must have played about ten or twelve moves in the game with all the players clearly getting the play sequence and methods for resolving firing, combat and morale tests with less input from either Steve or myself.

In addition the rules only reinforced our first impression seemingly to really capture the feel of an AWI game which was very encouraging.

It would have been nice to have seen the Guards going up against the four battalions of continentals but that little contest will have to await future games, but the interesting aspect was that both sides army morale states were closely tracking the other with a slight advantage resting with the Americans by about five FS in their favour but with both armies fatigued down from scores of about FS 45 to about FS 25 at the close of play.

This close score suggests a really tight outcome with the result still favouring the American force but still causing them to vacate the field of battle, with history repeated.

For a couple of our players this was the first run through of the Stand to Games, game engine of Fatigue that is common to their three rule sets covering Napoleonics, AWI and ACW and with ACW in mind they were keen to see how FS was used to moderate the game.

By common consent all the players had a good time playing RAFA and as game moderators running the rules for the first time we both found them pretty straight forward giving lots of flavour with little complication all be it we had to keep ourselves occasionally from interpreting a situation with OTH in mind.

Thank you to Steve M for pulling the scenario together and bringing the toys along and to Steve L, Mr Steve, John and Si for providing a very entertaining days gaming.

Friday, 14 September 2018

Donnybrook – French & Indian War


The FIW collection saw another outing this month, using The League of Augsburg’s ‘Donnybrook’
rules.

For skirmishing in the FIW, I currently use three sets of rules; Donnybrook, Muskets & Tomahawks and Sharp Practice (other sets are available!) And for me, this also equates to their level of complexity.


Donnybrook is fast, straightforward and bloody! Very little in the way of saving throws. Its also card
driven, so you will see there is a theme with the other rule sets mentioned.

The game is based on a small force of anywhere between 12-48 figures a side, using a points system,
with the average being 20-30 on a 4 x 4 table. Figures are organised into units of 3-12 figures, based
on your force make up. These are; 12 recruits or 9 mounted recruits, 8 drilled or 6 mounted drilled,
or 4 elites or 3 mounted elites. Regardless of the size of the force, each side also gets a free Hero
level Character.


Each turn follows a sequence of Rally (if necessary), Move, Shoot, Close combat. With outcomes
decided by the throw of the appropriate dice; D6 for recruits, D8 for drilled and D10 for elites. The
Hero gets a D12! Each force can also be supported by a number of special characters, which can
include additional, lower level officers, sergeants, drummers, musicians, standard bearers and
scouts. All of which bring their own attributes to the game.


As mentioned, this is a card driven game, with each unit and each character having their own card,
plus an ‘end of turn’ card, a ‘reload card’ (all guns remain unloaded until this card comes up, although the sergeant does have a special attribute) and an ‘events’ card, which can be quite fun! As the author states though, if you don’t like the fact that not all your units move every time, leave the card out!


I won’t go into any more detail for now, but the rule book has one-hundred and seven pages, of which twenty-three cover the rules character abilities etc, the remainder given up to the numerous ‘factions’ that can be built, a breakdown of weapon abilities, a random events chart, six scenarios and a brief overview of some of the conflicts covered by the era, which I forgot to mention is 1660-1760! The FIW is not covered specifically in any of the above, but I’ve easily adapted it.


In my game I used the ‘rear guard’ scenario and just upped the ratio. The British rear guard
consisting of;

Hero
1 x Elite
2 x Drilled
2 x Recruits
1 x light gun
Supported by; 1 x officer, 3 x sergeants and a musician

Opposed the French of:

Hero
2 x Elites
5 x Drilled
3 Recruits
Supported by; 1 x officer, 3 sergeants and 3 drummers

Note on supporting characters; You can have a character for each force point you field. Each faction
has its own special characters, while some are generic, but limited in number. For example, the
‘Army’ faction (as above) is allowed a max of 1 x additional officer, 3 x sergeants & 3 drummers.


The British set up first, using hidden deployment on a hastily drawn map, although I decided that the
gun must be on the table. The French then came on from the table edge, when in fact I should have
allowed them to deploy a certain depth in from the table edge. My excuse is that we got stuck in
traffic on the way in, and were running late!!


There wasn’t much for the British to do but sit and wait, and that probably went on for a move too
long due to the above! Eventually the French got within musket range (24’’) of the gun and started
taking pot shots at the crew. Fire effect was poor to start with, but eventually they got the range and
the crew started dropping. What the rules allow you to do is to replace crew with troops from other
units, along as at least one original crew member remains, which the British did to start with, but the
gun wasn’t a healthy place to be! The gun managed to reply, rolling a D8 to determine the number
of shots resolved against one enemy unit, then rolling D8’s again, requiring 6+ to score a hit. 4 hits!
But rolls of 1, 2, 3 & 4 were never going to worry the French!


As the range closed, the British started to deploy their infantry and more of a general musket duel
ensued. There are some saving throws for being in cover and soon the French, not always trying to
push forward as fast as they might, were getting the worst of it. British elites in one of the houses
were charged by a French regular unit – bad mistake!


Some of the French units were starting to require morale rolls now, and my next mistake was getting
them to use D6’s instead of their relevant ability dice, with 5+ required to carry on. I blame the
traffic!!


Eventually, what was left of one regular French unit was past the British lines and heading for the
table edge, but as the next ‘end of turn’ card was drawn and we counted up casualties, the French
were below 50%. A roll of 7+ was required, based on the highest ability of the surviving members of
the force – it wasn’t the French’s day!

Apart from being a bit rushed on set up, and forgetting a couple of things, the game ran well (in my
opinion!) and the guys seemed to like it, so thanks to Graham, Chris, Ian and Jason for an enjoyable
days gaming. Graham even said he was off to order the rules straight away, so it can’t have been
that bad!

Steve M

Sunday, 9 September 2018

Clotted Lard 2018


Yesterday a new page in the history of Devon Wargames Group was turned as the club threw open the doors to Too Fat Lardies, Richard Clark and Nick Skinner, who joined with club members and other fellow Lardy enthusiasts from across the country for a fun packed day of gaming that spanned the historical periods and genres.

The day would have been our normal monthly club meeting and in that spirit we were very keen to welcome our guests as fellow members of the club playing the kind of games we would normally enjoy with all the added 'hubble-bubble' of chatting gamers getting into the drama of their games and talking hobby talk.

The range of rule-sets produced by Richard and Nick together with the ethos of combining great historical feel, dare I say simulation, with a huge emphasis on having fun, really ties in with the ethos of the club and prompted the idea of joining the list of other clubs who play their games in the same spirit and host similar events.


The plan for the day would see gamers signed up to play two games, one in the morning session and one in the afternoon with the changeover allowing half an hour for lunch and an afternoon break for a proper Devon Cream Tea.


Thus with a packed day lined up it was very important to make sure tables were arranged in the club hall the previous evening and with a 07.30 start to lay out the table boards and coverings ready for the game organisers to arrive and set their games up for the start at 09.30

Sharp Practice II, French & Indian Wars - Bob (DWG)

By 0915 we had seven tables set up to play games using Sharp Practice (and variations of it), Chain of Command, Charlie Don't Surf and Kiss Me Hardy, which gave us fifteen minutes to say a few words of welcome and introductions before 'kick off'.

Sharp Practice II Colonial style - Jason & Nathan (DWG)

As you will see, we had some fine tables produced for our games, with lovely terrain and figures to match.

Kiss Me Hardy AWI Naval - Jack, Ollie & Charlie (DWG)

Sharply Buffed (Sharp Practice II) in the Netherlands, Eighty Years War - Colin (DWG)

Chain of Command 'Allies peu Fiables', France 1940 - Phil T and Jenny O-S

Charlie Don't Surf , I love the smell of a hog roast, Vietnam style - Dave J 

Chain of Command 'Walmington' - Chas, Andy & Vince (DWG)

So just before the start of play it was time to record those involved in this, our first Lardy event held by the club, and we hope a distinctive addition to the list of Lardy events popping up across the country.

Devon Wargames Group - Clotted Lard 2018

As I was not directly involved in the games on the day, I very much enjoyed being able to work my way around the hall chatting to our guests and fellow club members as well as recording pictures of both sets of games in the morning and afternoon.

All the games were played in a great spirit with players less familiar with a set of rules able to take the time to get a feel for how they played and get introduced to eras and genres that they might not have played before.

It was really great to see players really getting enthused about the games they were playing with ideas about getting into various periods themselves that had previously been a whim but was soon forming up as a new project to pursue.

Obviously there was no possibility of me recording all the highlights and drama of each of the fourteen games played through the day and so I thought I would show a collage of pictures from each of the tables with the odd comment or two to add flavour.

French Indian Wars - Sharp Practice II



Sharp Practice is a favourite set of rules used in the club and Bob was able to show off one of the more traditional periods it often gets used for with his lovely French and Indian Wars table echoing to the the pop of muskets among the trees.

Indian war-parties arrive on the river bank

French regulars form line in support of the light troops

We have had numerous games played in the club for this period which generates such interesting large skirmish games with a variety of troop types to match.



Vietnam - Charlie Don't Surf 


I was really interested to see how this game would play as I have never seen or played a game of Charlie Don't Surf although I am very familiar with it's close cousin I Aint Been Shot Mum for WWII.


The other really interesting aspect was that it was played using 10mm Pendraken figures, a scale I would not have thought of using for a Vietnam game, but I think you will agree that Dave J from Plymouth, one of our two visitor organised games, carried it off really well with an exquisite table to match the figures.

'Blinds' are placed as the opposing sides start to feel out each others positiion 

The game saw the usual movement to contact using blinds, such an important aspect in sight limiting terrain, as US forward operating teams attempted to shepherd some pigs rounded up in a hostile village patrol towards the defence perimeter of a railway marshaling yard.

All this as a North Vietnamese company attack assembled on the overlooking high-ground.

Pig herding whilst under mortar fire - not recommended!

As the Vietnamese infantry moved in through the close country supported by occasional mortar fire and smoke, US forces rushed forward to support their forward teams guarding the perimeter wire and the scene soon erupted to the sound of rapid machine-gun fire, interlaced with criss-crossing tracer and RPG rounds, as both sides let rip.

The detail on these little 10mm chaps is amazing and together with the terrain really created a great effect

The Vietnamese mortars drop smoke rounds to cover a hard pressed platoon on the edge of the US perimeter

The NVA are moved up to the perimeter

Yellow dice in among the jungle indicate accruing NVA shock

US troops man positions on a quiet sector of the perimeter as the battle erupts to their right 

I really enjoyed watching this game evolve and recognised a great system suitably adapted for this period of military history.

US carriers help to add yet more hurt with their support weapons

AWI Anglo-French Naval - Kiss Me Hardy


The British fleet on patrol

I am a great fan of naval wargaming which perhaps is one of the Cinderella genres of the hobby but I feel offers some great gaming potential across the different periods and with a little effort can produce some very nice looking games.

Frigate signal - 'Enemy in sight'

The new sea mats on offer these days can really help compliment the models and create a suitable tabletop spectacle to help rival the more busier land themed games.

Both sides jockey for position

Jack hosted this Anglo-French engagement themed around the battles that occurred off America during the War of Independence and in both games saw the two fleets desperately attempting to gain the best positions before closing for the kill.

The first broadsides echo across the bay

The ballet between age of sail lines of battle in that 'pre-gunnery duel period' in these kinds of games is for me one of the most interesting aspects, watching the player commanders trying to anticipate the oppositions movements and using the wind to gain the best position or avoid elements of their fleet becoming detached as the battle lines engage.

The fleets salute each other as they pass

The two games I watched had all those elements in the lead up to the crescendo as the heavy ships of both sides started to work each other over like a pair of heavy weight boxers.

Now what do we do?

As ships take damage, with masts tumbling left, right and centre, the two lines start to coalesce and the battle for supremacy degenerates into a ship to ship slugging match.

Order starts to break down as the lines intermingle

In the meantime those elements of the battle lines caught out of position desperately tack and beat against the wind to get back in touch to lend a hand before its too late.

Out of position units attempt to get back to intervene

And as Nick soon discovered, if you turn your back for just a minute or two to watch the outcome of a really interesting struggle developing on the table next door, you turn back to the table to find your flagship on fire and the battle well in the balance.

Don't look now!

Sails and masts litter the sea as fire breaks out on the British flagship

Kiss Me Hardy is one of the original Lardy rule sets and with the card driven activation system always gives a thrilling encounter in age of sail battles.

Meanwhile the close in battering goes on

Walmington on Sea - Chain of Command


Chas has to hold figures away from him these days to have any attempt at identifying them

This year, one of the big games to feature in the club, taking in warm up games in the earlier part of the year and followed up with a big set piece game for our annual gathering at Chez Chas in North Devon, has been Walmington on Sea, Dad's Army style using Chain of Command, which I reported on on JJ's Wargames back in June.

http://jjwargames.blogspot.com/2018/06/battle-for-walmington-on-sea-chain-of.html

One last check to see how far the jump off ranges are

Chas produced a 'cut-down' version of the game which really helps show of how versatile Chain of Command is at coping with all types of WWII games which in this case featured plenty of British irregular forces together with home made defence weapons developed in the early days of the war when more traditional weapons were not available and when tactics were still evolving in an attempt to catch up with German methods of Blitkreig warfare.

German naval troops embark for the beach under cover from their naval support

British observers raise the alarm

Individual character figures such as the great British wartime leader patrolling the upstairs balcony of Walmington Town Hall acted as jump off points for the two sides that added to the 'Dads Army' feel for the game.

We will fight them on the beaches and the landing grounds - no surrender!

Easy does it!

The sight of German naval teams landing on Walmington sea-front and German Falschirmjagers working their way cautiously through the back streets of the town only brought back traumatic memories of harrowing close combat with teams of Local Defence Volunteers, Home Guard and the dreaded fanatical 'Morris Men'.

Are you sure this is the right beach

Teams of Falschirmjager infiltrating the back streets of Walmington, brought back harrowing memories for me - far to stressful!

Contact!


Zulu Attack - Sharp Practice II



Sharp Practice II has fast developed from its initial positioning around the black-powder Napoleonic and AWI periods into a multitude of other periods where the character of individual lower level commanders are able to influence the larger battle.

Plenty of scouts and formed columns ready for action

We are very fortunate in the club for having members with other collections ideal for these rules, with British Colonial collections a large part of them, featuring wars in India and Africa and with the Zulu and Sudan periods particular favourites.


Jason and Nathan rolled out the Zulu War collection for this very nice game using Sharp Practice recapturing the days of the Empress Queen.

Zulu's - Face the front and mark your target!




The Union Jack still flies under a hail of knobkerries

France 1940 'Allies peu Fiables' Chain of Command


All quiet on the Western Front

Another of the games from our guest gamers was this spectacular 28mm France 1940 game using Chain of Command that featured a German motorised group attempting to penetrate one of the many canal crossings that were a feature of the British defensive positions that developed on the retreat to Dunkirk in May 1940.


Phil and Jenny had produced a glorious table that really captured the feel of the typical terrain in these parts of Belgium and France that helped produce some great eye-candy for the camera.



The game saw a German motorised infantry group supported by light tanks attempting to secure the bridge on one particular canal before its British and Belgian defenders were able to blow it to smithereens.

Blitzkrieg 1940 style!


German infantry cautiously advance under British and Belgian small arms fire

The two inch light mortar opens up on the attackers

Belgian troops help to hold the line


The attention to detail and passion for the period was really obvious and the game was a great addition to our days play.


'I'm afraid you can't park it their old chap'



The Germans are across


Eighty Years War - Sharply Buffed



Finally we had one more period of history featuring in the days line up of games with Colin's lovely collection of Renaissance period Eighty Years War Spanish and Dutch forces that he has built around the Sharp Practice supplement 'Sharply Buffed' and covered more fully by Colin on his own blog 'the leadpile'.

http://theleadpile.blogspot.com/2018/07/it-was-finally-time-to-put-all-my-toys.html


The armies for this period are spectacular with multicoloured troops and banners sporting weapons from arquebus to lance, pikes to heavy cannons.


Not everyone can get away with a Rose Pink outfit!

This war between Dutch nationalists and Spanish empire troops was more than just a war for liberation, copiously laced with all the powerful drivers around religious conflict.



Thus this skirmish saw the Spanish imperial troops attempting to re-occupy a Dutch village where the church had be redecorated in the new Protestant style of worship with the locals very keen to keep it that way.

Pike blocks and ruffs, what more could you want from a period?


Sharply Buffed uses the core rules of Sharp Practice II but with period specific adaptations to recreate the units from this period.

That Dutch cannon proved particularly annoying to Spanish troops attempting to flank one side of the village and stretch the defences.


I was able to sit in on the second game and the Sharp Practice engine behind it was very obvious as both sides cautiously brought their units close enough for the first exchanges between skirmishers and longer range cannon fire.


As these initial combats occurred both sides sought to position their pike and musket blocks supported by their cavalry to bring about a decision.


Both parties sent forward arquebus armed skirmish bands to feel out the other sides position or attempt to slow the advance

The adaptation produces a really interesting and fun game with a period that is so nice to see at any time.

Who would get the drop on the other was determined by the token draw and the Dutch units token came out first - fire!

Our day finished on time at 17.00 and once all the games were packed and the hall facilities tidied up we adjourned to the pub for some pre-curry drinks.

Everyone seemed to have fully enjoyed the day and by common consent among the club members who attended is something we look forward continuing going forward.

Speaking personally, I thoroughly enjoyed the opportunity to meet and spend time in the company of other gamers, just wargaming and talking hobby stuff - great fun.

On a final note I should record that after expenses for catering and hiring of the hall the club looks likely to be able to send a cheque for about £200 to our preferred charity ' Combat Stress' who have been treating British Veteran Service men and women for mental health conditions brought about by their service since their creation as the Ex-servicemen's Welfare Society in May 1919.

In addition I should thank the Management of the Whipton Institute, our club venue, for their generous contribution to our charity support by allowing us the use of the hall for free and to several visitors to the event who generously contributed to the final pot - thank you very much.

Thank you to all involved for making such a great day and a memorable one for all involved and thanks in particular to the great team of people who helped organise the day from the Devon Wargames Group and most particularly Bob C who was invaluable at herding all the cats that are wargamers, including me, and making sure that the day went to plan. Here's looking forward to 2019.