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Monday, 23 November 2015

TARGE 2015.

 I finally made it to a Wargames show this year! Targe, in Kirriemuir, is the last show of the year in Scotland. It was a week later this year, to avoid a clash with the Warfare show in Reading.

Here are pictures of most of the tables. Some of the clubs and traders from the south didn't make it due to the weather.

Three photos from The Leuchars Veterans participation game of Operation Michael, the last German attack in March 1918.

The Oldmeldrum Wargames Group's game was Quatre Bras using Blucher rules with 6mm figures on the data cards.

Dunfermline Wargames Club ran a big game, or two connected games, of Commands & Colors Ancients using Hexxon terrain and DBA armies.

Set up for a game of Ronin.

                   Glasgow Games Group put on a Picnic at Jurassic Park participation game.
Brooklyn Heights 1776. Gourock Wargames Group

Retreat from Moscow 1812.

Bolt Action in the Far East by D.W.A.R.F.

                                                           The Battle of Preston 1715.

                                         SAS and LRDG raid on Wadi El Khazi 1941. Participation game.
I don't know if it was the weather, the fact there were gaps (which the host club did their best to fill) or that I was suffering post cold symptoms, but I thought that the mood was a little flat.

The bring and buy was busy, but there was not enough of interest. That said, I did end up with two games, a DBA army and a couple of other things. I did not sell everything I had taken, but managed to cover the cost of my purchases. I managed to do a deal for some GW stuff that did not sell with one of the traders.

I bought very little from the traders. Some Litko markers and a couple of small cases from, I pre-ordered the 2nd edition of 7TV with a cultist starter cast. I also took the opportunity to buy the Army Squad figures from

We did have our traditional bar lunch at

I was glad to be able to get to a show in 2015. Not long till Carronade 2016, in May!

Monday, 16 November 2015


As we were both suffering from colds, and needed a game with little preparation time, this Thursday's game was a first try of Thunderbirds 50th Anniversary Co-operative Board Game.
Starting positions.
The concept is the players play cooperatively as International Rescue. The team try to avert disasters and complete rescues, whilst at the same time trying to thwart the schemes of the evil Hood.

To start off with, the team has three missions to deal with. They complete them by moving the required characters, ships and machines to the locations on the card. Once the combination is in place, the rescue is resolved. This usually, but not always, requires a die roll using 2 d6. These are not normal die, as there is no 6. This is replaced by a Hood advance.

When this is rolled, The Hood moves along his track, setting off events and trying to reach his scheme cards. If he reaches any one before the team have the combination to beat the scheme, he wins. If the team beat all three schemes, they win. Some of the disaster cards are Hood advances too.
Disasters on three continents. Which one can we combine to defeat first?
Each player takes a character card at random. This card has bonuses and benefits that the character can use. The character is your active character and needs to be in a vehicle or ship to make it work. This makes it a bit more difficult as the non active characters cannot pilot ships, they can only be passengers. I drew Virgil, Rick drew John.
Another combination needed to avert disaster in North America.
Once we got used to the game and the rules, we managed to avert a few disasters. This was aided by the lack of Hood Advances cards or dice. It took a lot of thought and tested our ability to cooperate and prioritise.
The Hood's first scheme defeated.

Disaster averted in South America.

Bizarre juxtaposition, Scott in FAB 1 in TB2 and Penelope in TB1! The things you need to do to avert disaster.

The Hood's second scheme thwarted.

One too many disasters means we lose the game.
We managed to complete a good few rescues and we even defeated two of the schemes, but it was the number of disasters that did for us. It took a bit of time to figure out how the disasters moved down the line. The secret is to complete rescues to create a gap in the track and then get John to do a 'scan' to move a card into the gap and give a little breathing space. Don't worry, you'll understand when you play the game.

This game really needs three or four players. Hopefully get a chance to play it again soon.

This game has a personal interest. I get a name credit in the rules as a Kickstarter backer.

Sunday, 8 November 2015


This Thursday's game saw me taking on Del's Klingons with my Cardassians. The scenario we chose was 'Destroy the Space Station'. We managed to play this twice in the evening, with different results in each case.
The Klingons attack. The Nor class station is defended by a Galor class and  a Keldon class  ships.

One Klingon ship is destroyed, but the Negh'Var manages to add to previous hits to the station 

The first game was over in three turns. Del had concentrated on the space station, to kill it well before the ten turns allowed. I had assumed that he would go for my ships first, and had lots of defensive upgrades, as the Cardassian ships are brittle. For the second game, I reorganised my upgrades and gave the station Tetryon Emissions, which gave three defence die for each attack. As the station has no intrinsic defence dice, this would prove useful.

Starting positions. 

The defending ships close in for a fire fight. The middle Klingon ship took fire from the station and the Galor class ship. It was destroyed. 

The remaining Klingon ships kept up fire on the station. The three defence dice added by Tetryon Emissions managed to save most hits. The Klingons lost their Negh'Var ship and the remaining ship retired heavily damaged.

The second game lasted longer. The Klingons used the same plan. This time the station was able to absorb hits that would have got past the shields before. That, coupled with Del's frankly dire defence dice rolls meant a victory to the Cardassians.

A prime example of making good use of your upgrades!

Saturday, 7 November 2015


I am having a bit of painting block at the moment. This is not good news, as I still have to paint my mage and apprentice for Frostgrave.
Whilst out on one of my regular trips to Will's Toy Shop, in Cults I came across these Necron Triarch Praetorians. They will make a nice quick, easy to paint project. and they will fit into my Necron force for the next time we play 40K.

If you are out in Cults, a visit to one of Aberdeen's lesser known toy shops is recommended. As well as a selection of Warhammer figures and paints, there are Airfix kits and a wide selection of toys and games available.

Friday, 6 November 2015


This is a card based game, with plastic miniatures as counters, depicting special forces actions in the modern era. The first campaign is set in the Jungles of South America. The missions are agains the drug cartels.

We managed to play the first two missions in the campaign. The first scenario was a 'border patrol'
My soldier for the first scenario.  Note the figures at the top of the picture. They are in the starting location.
We each had one soldier. each had two actions per turn and a starting hand of 5 action cards. The actions can be used to shoot, move, play action cards, including locations, and re draw your hand. 

Midgame. The troops have entered an incline, which has attracted the attention of the enemy.
The Drug Runner targets my man. But is not in range while I can hit him.
With a little sniper support, the enemy is taken out and we move to our objective.

The size of the force and type of location determine the value of cards drawn for the enemy response. Depending on restrictions, you have to decide whether to stand and fight, knowing any you leave behind will follow you, or move on to complete the mission. Some enemy units can stop you moving, others will screen better units from your attacks.  

Starting cards for the second game. Rick has managed to upgrade and added a squad member.
My equipment. I spent some points on a skill: focus. This would become important later.
Laying a trail location was the least worst option. But the enemy could not be avoided. 
The enemy is depleted, but wounds are received.
After taking out the enemy on the trail, we faced an opposed river crossing.
A firefight holds up our advance. We will have to take out our target, a Cartel Boss using ranged attacks.
The boss can be screened by the other units in the location. That means that they will need to be taken out before him. We only have 2 turns left!
Mission accomplished. The Cartel boss was taken out. My focus skill meant he could not be screened.
 I have played co-operative games before. This one is quite different. The fact that you are have a limited amount turns to complete your mission and only two actions per turn means that you have to make choices and compromises to get the job done. Co-operation is very important. This was brought home to us in the second game. With two turns to go, we had no chance of completing the mission, on the face of it, but with a little thought and clever combinations of action cards, skills and experience points, we managed to get the job done. It has a narrative feel and plays a lot like some miniatures games that I have played.

We will be continuing the campaign in future.

Monday, 2 November 2015


This is one of the better displays from the recent model railway show in Aberdeen

General view of the main part of the layout.

Detail from the left part of the layout.

What's going on here?

No need for lots of words. A really well detailed layout with lots of little details to find and enjoy.
Inspiration for terrain builders. I have a hankering to wargame over this terrain. A German paratroop raid perhaps?