So with the success of Black Powder among the group I decided to give Hail Caeser a whirl. Spent the last week rebasing a huge army of 10mm Gauls that Rick and I got from Bob Henderson a few years back. Ended up with some 22 Roman bases/units and 26 Gallic bases/units.
3 Roman Commands:
6 Vet Legionaires 2 Lt Allied Gallic Cav
6 Raw Legionaires
6 Auxilia ie Med Inf.
3 Gallic commands which would split 20 Warbands, 2 skirmishers, 4 Gallic Lt Cav
(each commander was in a village and would roll each turn for forces)
Roman goal was to destroy the villages, I modified the scenario from the Hail caesar rulebook.
Romans had some tight moments, but the Veterans held out long enough for the newly raise legionaires to get their act in gear. Roman Victory
Hope to run the same scenario tomorrow at a little get together and get some better pics/
Saturday, June 25, 2016
Sunday, June 12, 2016
Team Yankee
So how long does it take you to get a game onto the table? Team Yankee, considering we got our stuff at Christmas, made it in pretty good time. Only 6 months. Of course it helps to have a fellow player who is methodical in his painting and always finishes his projects. That's right Eli, I'm talking about you! It helps because that player can egg you on to focus and finish your part of the plan.
Thus 6 months later we finally get in our first game of Team Yankee, with 192 points per side.
And it was a blast!
American Tactical Victory
Lessons learned,
a) you can never have to much AA
b) 192 Team Yankee points is a lot, go to a bigger table
c) A-10's are a major pain
Thus 6 months later we finally get in our first game of Team Yankee, with 192 points per side.
And it was a blast!
American Tactical Victory
Lessons learned,
a) you can never have to much AA
b) 192 Team Yankee points is a lot, go to a bigger table
c) A-10's are a major pain
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| Soviets cross into Germany |
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| Looking good |
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| Americans! Americans! |
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| We shall overwhelm them |
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| A-10's???? |
| Bloody Town battle |
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| Armor on fire everwhere |
Tuesday, May 31, 2016
Finally the Maximillian Adventure with Black Powder Rules.
A week or so a few of the guys and I got into a chat about doing ACW in 28mm, and of course the topic of what rules came up right off the bat. Fortunately Eli had mentioned the new ACW supplement for Black Powder a while back. A few of us had the rules but had yet to try them out. So I decided that I would pull out my Maximilian in Mexico figs, which had been gathering dust for years, and run a few games for everyone.
Over the next 2 weeks we ended up getting in 5 games. With 8 players getting in one or two games. Of course in between I was painting and basing more figs for the game. By the end I had some 16 units per side.
In the end, everyone like the rules and the ACW project was given a green light, And I got quite a few games in with figs that I had painted over a decade ago.
Over the next 2 weeks we ended up getting in 5 games. With 8 players getting in one or two games. Of course in between I was painting and basing more figs for the game. By the end I had some 16 units per side.
In the end, everyone like the rules and the ACW project was given a green light, And I got quite a few games in with figs that I had painted over a decade ago.
Thursday, May 12, 2016
Davion vs Liao, Alpha Strike game
I got the week off and it was time to play Alpha Strike! This would be my second game since I bought the rules last year. Troy and I both finished off new companies for the game. Neither company has been officially named yet. But mine as usual is House Liao and Troy has declared for Davion (Boo Hissssss) We decided on 450 points for the game. A meeting engagement, with an instant win if you could take out the enemy command mech. (commander secretly noted down)
Troy ran a pretty heavy company, which included 2 Banshees, 2 Awesomes, 2 Grasshoppers, a Stalker, Rifleman, Longbow, Bombardier, Catapult and Dervish all at quality 4
My Company: Battlemaster(who performed terribly most of the game), Cyclops. Cataphract, Enforcer, Catapult (co), Jagermech, Dervish, Vindicator, Whitworth, Quickdraw, Grand Dragon, Grasshopper.
To up my points all but the Enforcer were rated quality 3
So troy had more firepower but I had better shooting skills. So were he would need an '8' to hit I would need a '7'.
We rolled initiative each turn and the loser had to move a lance, then alternate. Needless to say whoever got the last move usually had a chance to exploit the situation. And of course all fire is simultaneous at the end of the turn.
We played 2 games but only did a play by play of the first game.
Game One. The Davion forces wasted no time coming across the field, except for the fire support team on the hill. After the Liao Jagermech went up in fire, the Liao support forces gave up our hill and tried to take on the advancing heavy mechs. I figured that 5 on 4 and 6 on 4 should work. Bad idea! On the Liao right the Davion Heavies tore up the Liao medium and light mechs. On the Liao left, fire support was set up by the Cyclops, Battlemaster and Cataphract, while the medium mechs danced with the Davions. But the Davion mechs were so close that I had to constantly jump so that my mechs would be harder to hit, unfortunately that made my shots harder as well.
Troy used his fire support on the hill and Awesomes/Banshees to great effect and systematically crushed all my medium mechs. Of course 3 rolls of snakeyes for crits, exploding 3 of my mechs did not help in the least.
My commander survived to flee with 2 other mechs, it was a Rout!
Game Two: Went totally different. I won initiative for the setup, so concentrated my 3 lances vs Troys 2, one of which was the fire support who had come down to play. I tried to stay at medium range and used all the cover I could to allow my better gunnery skill to take effect. Fire and withdraw, fire and hide. Concentrating one one lance at a time we cut the Davions down. In the end it was a great victory for Liao. Lesson learned.
Both games were great fun!, The first took about 2 hours and the 2nd only 1.5 hours, by the second game we had become more famliar with our mech stats.
Hoping to play the Alpha Strike campaign from the book next month.
Troy ran a pretty heavy company, which included 2 Banshees, 2 Awesomes, 2 Grasshoppers, a Stalker, Rifleman, Longbow, Bombardier, Catapult and Dervish all at quality 4
My Company: Battlemaster(who performed terribly most of the game), Cyclops. Cataphract, Enforcer, Catapult (co), Jagermech, Dervish, Vindicator, Whitworth, Quickdraw, Grand Dragon, Grasshopper.
To up my points all but the Enforcer were rated quality 3
So troy had more firepower but I had better shooting skills. So were he would need an '8' to hit I would need a '7'.
We rolled initiative each turn and the loser had to move a lance, then alternate. Needless to say whoever got the last move usually had a chance to exploit the situation. And of course all fire is simultaneous at the end of the turn.
We played 2 games but only did a play by play of the first game.
Game One. The Davion forces wasted no time coming across the field, except for the fire support team on the hill. After the Liao Jagermech went up in fire, the Liao support forces gave up our hill and tried to take on the advancing heavy mechs. I figured that 5 on 4 and 6 on 4 should work. Bad idea! On the Liao right the Davion Heavies tore up the Liao medium and light mechs. On the Liao left, fire support was set up by the Cyclops, Battlemaster and Cataphract, while the medium mechs danced with the Davions. But the Davion mechs were so close that I had to constantly jump so that my mechs would be harder to hit, unfortunately that made my shots harder as well.
Troy used his fire support on the hill and Awesomes/Banshees to great effect and systematically crushed all my medium mechs. Of course 3 rolls of snakeyes for crits, exploding 3 of my mechs did not help in the least.
My commander survived to flee with 2 other mechs, it was a Rout!
Game Two: Went totally different. I won initiative for the setup, so concentrated my 3 lances vs Troys 2, one of which was the fire support who had come down to play. I tried to stay at medium range and used all the cover I could to allow my better gunnery skill to take effect. Fire and withdraw, fire and hide. Concentrating one one lance at a time we cut the Davions down. In the end it was a great victory for Liao. Lesson learned.
Both games were great fun!, The first took about 2 hours and the 2nd only 1.5 hours, by the second game we had become more famliar with our mech stats.
Hoping to play the Alpha Strike campaign from the book next month.
| 450 points of stomping power |
| 450 points all but one mech has skill 3 |
| Poor JagerMech blasted right off the bat |
| Liao abandons the hill |
| Anybody's fight still |
| What went wrong? |
| Very bad |
| Called the game at this point |
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| Hold the line! Men of Liao |
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| Liao outflanking maneuver ends in disaster |
Second Game Liao Victory
Tuesday, May 10, 2016
Setting up the table for Alpha Strike
Tomorrow is my 2nd Alpha Strike game. Figs ready and now it's time to set up the table.
So instead of going with my arid terrain, which I have tons of, I decided to go with something more green.
Of course I find that I don't have all that much stuff in 6mm for a more temperate climate. Going to need to fix that soon.
So here are some shots of the table. Our resident BT/AS guru has checked it out and suggested a few more tree clumps and another hill to break things up.
So instead of going with my arid terrain, which I have tons of, I decided to go with something more green.
Of course I find that I don't have all that much stuff in 6mm for a more temperate climate. Going to need to fix that soon.
So here are some shots of the table. Our resident BT/AS guru has checked it out and suggested a few more tree clumps and another hill to break things up.
| The 'temple' is and old park that has seen better days |
| More terrain added |
| More terrain |
| Ready to Rumble |
Monday, May 9, 2016
New Liao Mech Company ready for Alpha Strike
Saturday, April 30, 2016
Billy and a Fistful of Lead
With the Fistfull of Lead rules a big hit with some of the guys at Treefort, and after 4 very enjoyable games of the Magnificent Seven scenario it was time for something new. So as I painted up my Prison Wagon a new scenario took form.
Get Billy!: Billy has been picked up by the local Marshall and is being taken to a cell in San Miguel. But Billy has been sooo bad that everyone wants a piece of him.
Player 1: Marshall Eli, one tough man well known for paying his deputies a $1 and a kick a day
bringing in the prison wagon with 4 deputies.
Player 2: Deputy Rick, guarding the jail and keeping the peace in town. but guarding the jail is his favorite part of the job.
Players 3/4 Cowboys from Bishop's Double H Ranch. Seems Billy shot down Mr Bishop's new son in law and Mr Bishop has some branding in mine for Billy.
Players 5/6/7 The Three Amigos and their assorted Banditos, once they robbed a train with Billy, but sadly trusted Billy to hide the loot till things quieted down. Now they want their loot!
Player 8 The San Miguel Women's Suffragette League. Lead by Rev McCoy and Maggie May, they aim to make Billy honor his vow to little Sara Lee and her new baby girl
Player 9 Billy's brother Bart, a veteran of Missouri, who is bringing in his boys because 'No one's going to hang his little brother'
So the Marshall had to bring in the prison Wagon and get Billy to the jail.
Tough job.
So right off the bat, the Women's League shot down the Prison Wagon Driver. Then the Banditos decided to load up and empty wagon and pursue the prison Wagon in a high speed chase. Meanwhile the Cowhands decided to shoot up the jail and the Banditos, While Bart's men rode through town shooting deputies, cowhands and banditos at will. The Marshall, got the Prison Wagon off the main road and tried for a flanking maneuver right through the Suffragettes. Sharp rifle fire from the ladies had another deputy hightailing it out of town. Soon the Mexican wgaon over took the the Marshall's and in a series of fisticuffs another deputy went down and the wagon and Billy were now in the hands of The Three Amigos, but not for long as anther wave of shooting erupted form Bart, the Cowhands and the ladies. Soon only Bart was left standing near the Prison Wagon an inches away from victory. The group was tense as cards were handed out for the new turn, who would go first? There were plenty of itchy trigger fingers ready to bring down Bart. But A King of Spades gave Bart the first move and the game was over.
Gotta love it when the game comes down to the wire.
Get Billy!: Billy has been picked up by the local Marshall and is being taken to a cell in San Miguel. But Billy has been sooo bad that everyone wants a piece of him.
Player 1: Marshall Eli, one tough man well known for paying his deputies a $1 and a kick a day
bringing in the prison wagon with 4 deputies.
Player 2: Deputy Rick, guarding the jail and keeping the peace in town. but guarding the jail is his favorite part of the job.
Players 3/4 Cowboys from Bishop's Double H Ranch. Seems Billy shot down Mr Bishop's new son in law and Mr Bishop has some branding in mine for Billy.
Players 5/6/7 The Three Amigos and their assorted Banditos, once they robbed a train with Billy, but sadly trusted Billy to hide the loot till things quieted down. Now they want their loot!
Player 8 The San Miguel Women's Suffragette League. Lead by Rev McCoy and Maggie May, they aim to make Billy honor his vow to little Sara Lee and her new baby girl
Player 9 Billy's brother Bart, a veteran of Missouri, who is bringing in his boys because 'No one's going to hang his little brother'
So the Marshall had to bring in the prison Wagon and get Billy to the jail.
Tough job.
So right off the bat, the Women's League shot down the Prison Wagon Driver. Then the Banditos decided to load up and empty wagon and pursue the prison Wagon in a high speed chase. Meanwhile the Cowhands decided to shoot up the jail and the Banditos, While Bart's men rode through town shooting deputies, cowhands and banditos at will. The Marshall, got the Prison Wagon off the main road and tried for a flanking maneuver right through the Suffragettes. Sharp rifle fire from the ladies had another deputy hightailing it out of town. Soon the Mexican wgaon over took the the Marshall's and in a series of fisticuffs another deputy went down and the wagon and Billy were now in the hands of The Three Amigos, but not for long as anther wave of shooting erupted form Bart, the Cowhands and the ladies. Soon only Bart was left standing near the Prison Wagon an inches away from victory. The group was tense as cards were handed out for the new turn, who would go first? There were plenty of itchy trigger fingers ready to bring down Bart. But A King of Spades gave Bart the first move and the game was over.
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| Cowhand |
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| Bart |
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| deputy |
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