Friday, 22 April 2022

1/56 Scale Barbed Wire

Need some barbed wire cheap?

Get;
A pen
Some wire (hopefully lying around in your shed)
Match Sticks
Base material
Have some basic cutting tool ready

Do;
Wind wire around the pen then cut off a length and stretch it out
Glue wire to a strip of basing material, I used 1mm plastic/styrene
Glue some matchstick posts to base where they look appropriate
Paint/flock base
DONE!

The results..

 The Battle of Parramatta

A variant for Songs of Drums and Shakos

This week saw the intrepid bunch journey to 1797 and the need to deal with a serious problem on the expanding Australian frontier. Alan showed his strategic prowess as Pemulwuy while Maurice and Pete showed what putting an upper class twerp in charge of real troops can do to the lethality factor in a wargame. George tried to convince everyone he knew what he was doing by being the umpire.

 


Parramatta Road Looking East about 6:00 am 22 March 1797

 Settlers and ticket of leave men set up for the daily grind. In the distance to the right of the smithy can be seen the front edge of the Governors garden and the track leading to the garrison building. The group on the road next to the gum tree are digging the first of what will become many legendary potholes on the Main street at Parramatta.



At this time the garrison troops have all come outside to chat with the settler vigilantes and ex marines while the Commander is briefed on yesterdays adventures.

Pemulwuy leads his band across the Western river crossing and down the High Street.

As they are doing so the man himself appears at the other end of the High Street and starts to approach the Garrison. Unbeknown to Pemulwuy the garrison has been forced to wait until they know whats going on before reacting.


Reactions are dictated by a reaction tabl





























going on before they can react.

More Terrain, A Footbridge - Scratch Build

This is an old post I left in draft form so thought I'd better post it, DOH!...

Bridge building time!

We needed a small footbridge for a Song of Drums & Shakos rules game so got some bits and pieces from the scraps box and came up with this!

The span and balustrade rail were made with coffee stirring sticks, the rail supports are cut from skewers and the steps were fashioned from an MDF offcut. Add PVA glue and some paint!

:-

Thursday, 21 April 2022

Cover the Retreat Scenario AAR - Great Escape Games 1914 Rules

Time for some Great War action! We used Great Escape Games 1914 rules with my 'old' Pendraken 10mm Figures. Dave the attacking Russians and Maurice commanded the defending Germans.

Russian General orders his Regiments forward!

OOB's

Russians 
Tokens 22 Total Bases 26 Break Level 13 Bases
6 Regular Battalions of 3 Infantry and a single MG Base
1 Regular Battery of Artillery Support, 2 Bases

Germans
Tokens 16 Total Bases 16 Break Level 11 Bases
3 Trained Battalions of 3 Infantry and a single MG Base
1 Trained Battery of Artillery Support, 2 Bases

Regarding terrain we used a layout we found online using the same base scenario, it was called 'Delaying Action at Landrecies'. It features fairly open ground but we figured that covered the terrain often (but not always of course) found on the Eastern Front.

The AAR

Their was no subtilties as the Russians formed up and launched their entire force of six battalions in dense formations opposite the town and bridge and advanced straight toward them. Their artillery was set up in the rear with a direct line of sight on the town. This the Germans had set up for just such an attack and their held their nerve (and fire) preserving their hidden set up until they could see the white of the Russian soldiers eyes.

Once the Russians got within spotting range the Germans interrupted the Russian player gained the initiative and opened fire! Their fire was accurate but not devastating. Despite losses the Russians lost no complete units and were able to get three battalions into the town and secure the bridge in turn three. They also attempted a last minute and unsuccessful a small flank attack on their left, the battalion trying that was hammered and its last remaining base retired to the safety of a group of farm buildings!

Turn four and with the range close the casualties began to really pile up! The German Jager Battalion was completely destroyed as was their Artillery support, the Russians lost many infantry and MGs, three more of their battalions being reduced to single bases but they were still securely ensconced in the town. By the end of that turn though the Russian losses exceeded their Break Point and the game was over. A German Victory (just)!

Some Pictures

Overview of the Russian advance on the Germans deployed around the town with a waterway to their backs!

A battalion of Russians take hits as they move forward with the 'blurry' German line in the background.

German Infantry holding the left of the line...
Note - the Disc is numbered on one side and these are placed on every Unit at the beginning of each turn with their total Commands for the turn we find it easier than recording it on a roster and then cross refencing which unit is which, the Bullets are 'Used' Commands and the small Die tracks Morale Hits.

The Russian artillery had no direct fire targets so commenced a bombardment of the enemy line, they had some successes but on one occasion hit their own troops!
They totally forgot the option to fire smoke that could have been helpful in such a frontal assault.

German Guns target the advancing Russians!

The Russians break into the town and start firing into the German Units flanks!

Russian MGs under the direct command of their General cut down the German Artillery crewmen, just visible in the background!

The German General and his staff exited the town at Russian bayonet point and from his new 'safe' location continued to keep an eye on the progress of the action!

Summary

The massed Russian advance right in the centre of the German line didn't give them much to do and they just stood their ground and fired, there were no need to 'redeploy' any of the defenders!

German losses: Seven Bases
Russian Losses: 14 Bases

I like Great Escape Games 1914 Rules but I find they play a bit slower than their World War II Iron Cross version. I believe it is the pre-allocation of Command Tokens, players sometimes take several tries to distribute them and then often add them up over and over again, still once the turn begins it runs well!

We have made one small change to the 1914 Rules and it regards indirect artillery fire, a natural 1 hits the nearest friendly unit and a natural 2 hits the nearest enemy unit.

We are going to replay this scenario again with the From Shakos to Coal Scuttles rules in the coming months to see how the two compare.

Tuesday, 5 April 2022

Galleys Guns & Glory AAR Christians vs Turks...

Monday night Maurice ran a Galleys, Guns & Glory game, we had a Christian fleet led by a floating castle (a Galleass) against an Turkish fleet assisted by a swarm of Corsair vessels!

The Turks deployed in two wings and the Christians deployed centrally then concentrated against the Turkish right while screening their left with a handful of Galleys. Whilst the screening fleet was hammered it allowed the Christian left to obliterate the main Turkish force.

Four small Christian Galleys were sunk and two captured and the Turks lost 3 massive Laternas and 3 smaller Galleys captured and two more Galleys sunk, amongst the Turkish losses was their Fleet Commander! A victory to the forces of good!

A good set of rules which I'm sure we'll play again. Also I must point of Maurice's fleets were great and magnificently painted.

A few Pictures from the night...

The Christian fleet rows into action!

The Christian Galleass 'inches' forward!

The reinforced Christian left meets the Turkish right, the Turkish are nearer the top of the picture...

With the Turks right smashed the Christian Galleass turns to face the remainder of the Turkish fleet that wisely fled!

Now I must write up our previous session, a Great Antipodean Adventure Game!