A blog for the Devon Wargames Group, which meets on the second Saturday of each month at the Whipton Institute, 16 Whipton Village Road, Whipton, Exeter, EX4 8AW.
Doors open at 10.30am.
Alas the second battle report for our Frostgrave campaign was written on unstable parchment and faded to dust before it could be e-mailed to the club’s editor (Ahem….), so we turn now to the third, and penultimate table ‘High Mountains’.
The warbands continue to journey towards the thawing city of Felstad in pursuit of the ultimate prize that will see their own school of magic prevail.
The journey took them across the table from west to east (towards you in picture above), moving from the graveyard, through the giant’s lair and to the gate of Felstad in the far south-east corner.
The winners of the previous table (Chronomancers) had a deployment advantage on this table.
Though treasures weren’t immediately visible, the could be ‘discovered’ when a model was within 6” of them (12” for magic users). However, this still left the uncertainty that the treasure might spring something nasty which would need to be defeated first!
The Chronomancers scooped up a number of treasures from the churchyard and graves, having only a Golden Wight and a single ghost to deal with before they moved on up the table.
The Elementalists were less fortunate….
…and discovered a Daddy Giant munching on something as they rounded a copse.
However, good use of ‘tactical withdrawal’ allowed them to get both magic and conventional ranged shots in, and soon the Daddy Giant was slain.
Unfortunately his death throes alerted the rest of his family, who then activated and headed off to attack both warbands simultaneously.
Both warbands dealt with these new abominations carefully, avoiding casualties. The process did slow down the Chronomancer’s advance, and had the effect of giving the Elementalists time to come within bowshot. Thus the next phase of the game involved not just fighting ‘monsters’ but also having to contend with each other!
By lifting the treasure nearest the gate, the Chronomancers inadvertently released a cloud of ethereal souls onto their warband, having to contend with several ghosts at once and suffering casualties accordingly.
(Orange dice show the number of health remaining, and indicate that a model is wounded)
Despite nearing the gate and having defeated all the ghosts they had released, the Chronomancers still couldn’t exit because the Elementalists were strategically not picking up the last treasure (a condition for the gate to open). To force their hand they sent a Treasure Hunter back up the table, cleverly drawing Wraiths (immune to normal weapons) towards the Elementalists whilst all the while managing to stay just beyond their reach.
The Elementalists tried to freeze the Treasure Hunter with a spell and let the Wraiths catch up, but their magic user just wasn’t up to the task. So, they had their archer shoot him in the back instead!
In the end the Chronomancers secured five treasures (but lost two soldier specialists) and exited the table first, so will get deployment priority on the last table, the city of Felstad itself. The Elementalists, being the amoral opportunists that they are, will no doubt follow them in to the city hot on their heels, stab them in the back and claim the prize for themselves!
All will be revealed in the next, and final instalment of our Frostgrave campaign.
Last month the Devon Wargames Group in conjunction with the Too Fat Lardies ran the sixth Clotted Lard Show held annually to celebrate playing all things Lardy and to contribute to a worthy charity with the proceedings from the show, which this year was in support of a very worthy local charity, Devon Air Ambulance Trust, that is a vital emergency medical response service, in such a large rural county as Devon, turning out to assist 1,169 critically ill patients in 2022, of which 109 were children.
Last year saw the show relocate to Lympstone Village Hall, in the beautiful village of Lympstone, perched on the banks of the River Exe, and the venue has provided superb facilities for our needs that has seen us outgrow our previous venue in terms of the number of folks wanting to play Lardy games.
This year we had twelve games running, using nine sets of rules, covering themes across the millennia, on air, sea and land, plus a bit of Tolkien for good measure, and from the banter and chat during the day and after, much fun was had by all.
In previous years I have tended to excuse myself playing in one of the sessions to allow me time to get around and showcase each game individually, but this year I was running my own game of Kiss Me Hardy in both the morning and afternoon sessions, so decided to change things up a bit, by looking to capture the feel of a Lardy show and particularly Clotted Lard, where we have a regular group of friends turning up year after year, which adds to the relaxed atmosphere, now set off perfectly with our luxurious surroundings in gloriously beautiful East Devon.
Below is a short video that I put together, capturing Clotted Lard 2023 being set up and a few pictures of some of the games to give a feel for the event.
I also grabbed a few pictures on my way around the tables in the morning of a few of the games practically set up and ready to start, and I'm sure there are plenty more pictures of the other games on social media, should the impulse take you there.
Midgard, 28mm, Dave Hunter
28mm Middle-earth War of Dwarves and Orcs. Third Age 2794.
As Grumblin, Lord of Damâmkar-dûm, or Nárli, heir of Snoti Longbeard, lead your dwarves boldly forth against the foul orcs of lâshbûrnzbûm. As Bolog, Tyrant of Gûlâshbûrnzbûm, or his captain, the fell orc, Nâstirâsh, bring an unstoppable host of orcs, trolls (and maybe an unexpected surprise) to crush the pitifully small army that stands between you and all the fabled riches of Damâmkar-dûm. James Morris' Midgard is the perfect vehicle for recreating the history of Middle-earth as Tolkien intended.
Chain of Command, 28mm, Chas Carter & Vince Hyland
Ice Station Zebra, it's the 1960's, somewhere near the North Pole. As US marines & sailors from USS Tigerfish search for the downed satellite, Soviet paratroopers land round the ice station. Whilst the main characters and spies search the base, the US and Soviet troops duke it out, as the ice flow breaks up around them?
Dux Britanniarum, 28mm, Mike Cloake
Raid on a wagon convoy' - The British are escorting a convoy of wagons laden with provisions, weapons and filthy lucre. The Saxons are determined to relieve the British convoy of their cargoes and have set an ambush. Will the British reach the Fort at the end of their journey with their goods intact?
With regards to my own day, as the video revealed Kiss Me Hardy was in its room from last year, or the 'Chairman's Suite' as I like to call it, where age of sail aficionados can enjoy the game in civilised chat without having to cock an ear to hear what ones neighbour is saying, very civilised.
This year I was running the 'Bantry Bay-1796' scenario that I featured on its debut at the Devon Wargames Group for a trial run in August, link above, leading up to Clotted Lard, and a game I have recently run at the Naval Wargames Society show at the Fleet Air Arm Museum at Yeovilton and once I have topped and tailed the briefing will publish the scenario together with the required ship-sheets for others to have a go should they wish.
Kiss Me, Hardy 1/700, Jonathan Jones
The Battle of Bantry Bay, Dec 1796. A ‘what if encounter’ that imagines the arrival of elements of the French fleet, under the command of Commodore Jaques Bedout, carrying troops for the invasion of Ireland and bound for a landing in Bantry Bay, intercepted by the Inshore Squadron under Sir Edward Pellew and the vanguard of the Channel Fleet under Commodore Sir James Saumarez.
I've had a lot of fun running this scenario, and I think it is a real test for both sides, but especially for the French who need to have a clear idea of what they need to do to win the game, and that requires a complete dedication to getting at least two but better still all four of the transports across the entrance into Bear Haven, simulated by the two land promontories, irrespective of losses to the warships, which inevitably will have their hands full keeping Messrs Pellew and Saumarez at bay.
As I write this overview I now have the game played at Yeovilton together with the two played here at Clotted Lard to go by, and at the latter the French managed to get one transport across the line before their fleet morale broke, but I think with careful application, in making sure that the lead British warships have to ideally tackle two French ones at any one time, with a focus on trying to tie those lead British ships up in lengthy boarding actions, thus stopping them manoeuvring, I think a good result for the French is possible.
That said the British have a formidable squadron on the table and can win by taking out the transports or breaking the French fleet morale before any transports have crossed the line, but it has been surprising to hear the different British command teams pondering over their doubts about their ability to stop the French in all in the games played so far.
I will expand on my thinking about Bantry Bay when I complete the NWS Meeting AAR, but in the meantime thank Geoff, Frazer, Paul G, Paul O. and John in the morning game and Andy, Sam, Simon, Ioan, Lawrence and Adam in the afternoon game for providing two very interesting and fun KMH games - Cheers Chaps.
Below is our team picture for Clotted Lard 2023 and thank you to Bob Connor, our retiring Clotted Lard Cat Herder in Chief, who stepped down from the job, with this his sixth Clotted Lard completed and a tribute to all the work he has put in to making the show something everyone involved in them has looked forward to each year.
Here's looking forward to Clotted Lard 2024, and the club looks forward to welcoming fellow Lard enthusiasts on the next one.