My View

My View
VIEW FROM THE BRIDGE.

Saturday, 14 December 2013

WEDNESDAYGAME. LAST VERSE OF SONGS.

Our Wednesday game this week was, what turned out to be, the final game of our Songs of Blades and Heroes campaign.
 
Derek's Dirz took on David's Dark Elves. The scenario was 'on dangerous ground', which gave a chance of mishap or disappearance when in terrain. The battle was fought in forest terrain part of which contained a witch wood. This probably explained the strange terrain effects, and definitely explained why all the combatants thought that this battle was being fought in deep snow: how else can I explain the lack of winter terrain! 
 
David is on the case for next time. 
 Here we have the terrain with the Dirz on the right and Dark elves on the right. The snow meant that all movement was at one rate less (short instead of medium, etc.). The ford had to be crossed in one move, or else a risk throw for being in terrain would be required.

 The first few turns saw the Dark Elves make good progress towards and over the ford. Poor rolling by Del meant that his Dirz hardly moved and were only able to fire a few desultory arrows.

The sure footed dark elves were soon in amongst the reluctant Dirz.A general melee ensued with casualties on both sides.

     Two Dirz warriors fell. The dark elf hero fell as did their witch.
Numbers told in the end: a grusome kill on an unfortunate Dirz led to the remaining members of the warband retreating off the board after failing their morale rolls.

In the post game phase, only two of Del's casualties made it past the injury table. Then, to make matters worse, on the exploration table, he rolled 'Eldritch Graveyard. Not only did he not find anything, but the denizens of the graveyard killed another Dirz ( rolled a 2 to have to roll on the survival table, then a 1: dead!). All David's made it.

At this point with Del's warband only having three members and David well out in front with eight campaign points, we declared him the winner of the overall campaign.

Sunday, 8 December 2013

THURSDAY AT TIMBER PEAK.

My old friend Neil, who lives abroad, was visiting. I had taken the day off to spend some time with him. As Timber Peak was going to be the Thursday game, we had a couple of games to familarise ourselves with the rules. 
         A shot from one of the afternoon games.

Rick joined us for the evening game. we played the 'Blow up the town' scenario. The heroes had to plant explosives in buildings in each of the the four corner sections while one hero had to be in the middle with the detonator, within 15 turns. I took control of the Zombies.
Early game., The Zombies appear to be concentrating around the power station. The heroes manage to place explosives in tw buildings.
The Zombies take over the power station. All buildings are affected by 'lights out' which makes it harder for heroes to move in buildings.
That doesn't stopthem though. Sally has a torch. She places the last explosive and just manages to avoid a Zombie attack.
                                        The moment of victory.

Any of the Last Night on Earth games will easily fill an evening and give an good, entertaining game. The success of the evening game was that it was quick, with little or no rules consultation, thanks to our familiarity. Nice and easy to get out and set up quickly when there is little time to set up a 'proper' figure game.

Saturday, 7 December 2013

ABERDEEN MODEL RAILWAY CLUB SHOW 2012.

I note that my post on the recent Aberdeen Railway Club show has proved very popular, so I thought that I would post some photos from the 2012 show.

Aberdeen Modellers, with their usual selection of models. An interesting model of DS9 visible, centre.


                    Aberdeen Wargames Club put on 55 Days at Peking,

                                            A nice non railway layout.
                            There were doll's houses on display too.

Below is a selection of displays. It is a long time ago and I didn't keep a note of which clubs did them.














Friday, 6 December 2013

WEDNESDAY SONGS. BATTLE OF THE GOLDEN EGG.

Our Wednesday game this week was my Orcs taking on Del's Dirz. The scenario was Place of Power and the terrain was in hill land. There was heavy rain, which meant that models became disadvantaged if they rolled a 1 for any quality roll.

The initial set up. The place of power is 'the golden egg' an old Harry Potter chess pawn. The Dirz enter from the right, the orcs the left. Casualties and injuries on both sides from previous battles had had an effect. The Dirz were down to four figures and the Orcs seven. Grobag, my leader, missed this battle following a near deadly injury in my last battle. This caused some difficulty in coordinating my force.
As defender, I set up the terrain. Del, as the attacker chose the table edge closest to the place of power
It was not very easy for models to keep their feet. The Dirz seemed to have stumbled into a hidden stream bed running off the hill of power (well, how else to explain all the 1s Del rolled!)
The Dirz archer caused havoc, killing a grunt and hitting my wizard.

My grunts charged forward and after killing one Dirz, were repelled losing two killed.
As I had reached half strength, my force had to take a morale check, Which my wizard failed.
Whilst attempting to run awy, my grunt slips in the rain. The Dirz archer passes three dice to score a power strike with an arrow.
As my wizard rolled a 1 on his combat dice, compared to the archers 9, he succumbed to a gruesome kill.
The last grunt failed his morale check and headed off the table, slipping in his haste to escape.

Another failed mission, but all my casualties survived, although some will miss the next battle.

Monday, 2 December 2013

THURSDAY GAME: FLYING LEAD AND LASERS.

For last Thursday's game, Rick put on a Sci-Fi scenario to test how Flying Lead rules handled this genre.
 
The Scenario involved some Capitol forces trying to rescue a captured intelligence officer.  
 
 


The set up was clever. Rick got me, as defender, to place different coloured poker chips where I wanted the defenders to be. He then revealed that I was actually the attacker and then described the scenario to me. I set up my assault teams as shown above.



  My right flank squad ran slap bang into a heavy bolter. They took casualties, but wiped out the crew.

 The defenders are alerted by the firing. These were randomly generated by Rick.
The left flank squad make progress. However, the squad by the bridge are reluctant to move.


 The defenders manage to bring both squads under fire. The left flank squad makes little progress.
 Two of the right flank squad manage to get to the cover of the buildings while the others go to ground at the edge of the woods, some of them with malfunctioning weapons.
 The left flank squad have got across the bridge, but are not making headway.
At this point, with both squads held up and taking casualties, the decision to abort was taken.

This was a good try out. The emphasis in Flying Lead is on ranged combat, so it is better suited to a larger table area than the normal 3 by 3 foot area suggested for SOB&H. There were no problems handling laser and slug weapons. The system is realy meant for small warbands, almost role playing, but worked well, emphasising the morale effect side of things as well as the effect of fire.

Rick already has the next scenario in mind.