Monday, December 21, 2015

The Assault on Castle Klankk - Christmas G.A.S.L.I.G.H.T., Part 1

Last year, Gary ran a game of Battles by G.A.S.L.I.G.H.T, in which the Prussians, led by the infamous Baron Manfred von Klankk launched an attack on the North Pole and kidnapped Santa, in the hopes of obtaining his flying reindeer technology. Luckily, Mrs. Claus was able to escape with a sleigh full of toys, saving Christmas.

With the children of the world happy once again, Mrs. Claus reached out to various world powers in the hope of finding her husband. Nearly a year later, it was discovered that Santa was being held at the remote Prussian fortress, Castle Klankk.

This year’s game would see an alliance between the French, Russians, British, and the North Pole launch an attack against the Prussian castle in an attempt to rescue Santa and, once again, save Christmas!


Gary went all out for this game, providing much of the scenery and all of the miniatures.


The Russians brought along some clockwork soldiers, two tanks (one a walker), and some Cossack infantry.


The French brought a number of walking tanks, some clockwork soldiers, regular infantry, and steamjet infantry.


The British had the most "regular" force, with regular infantry, two larger steam carriers, an armored car, and an ironclad.


Not to be outdone, the North Pole arrived with a number of toy soldiers, penguins, and a unit of toy-making elves. Most dangerous was the armored polar bear that lead the charge.



The Prussians might have been outnumbered, but their defenses were still formidable. Minion artillery lined the walls, alongside walkers of various sorts, clockwork soldiers, and armored cavalry. Most intimidating was the steam tank Wilhelm, which towered over the other miniatures on the table.

The battle will commence in part two.

Wednesday, December 16, 2015

Painting Update - Wargods of Aegyptus

I only have a quick update today. I finished a unit of ten Asar Slingers for my Wargods warband.


They're done up in a blue and brass color scheme that I think works pretty well.

Unfortunately, I did make a bit of a mistake. After finishing the unit, I thought I could use a little more brass (my Citadel paint pot was about to run dry). But it wasn't until after I had started mixing the old paint with the new Vallejo paint I had bought when I realized it was the wrong color - bronze instead of brass!

Now I have a paint pot with a sort of mixture of the two, and I'll either have to buy another pot of the Citadel range, or run out to a local hobby shop, get some paint pots, and fill one of them with the Vallejo option.

Wednesday, December 9, 2015

Painting Update - Kings of War, Wargods of Aegyptus

I've been working away on more units for Kings of War. 


I finished two Troops of Arquebusiers (with the last now on the painting table) and the Wizard I'm including in the list.


I've also decided to pick up a small force of Asar for Wargods of Aegyptus. 7th Dimension had the softcover rulebook for $10, and FRP games had the Asar starter warband on sale, along with a few other items, so I bought enough to make a 750-point force (a little over half of the points needed for a full game). I've talked to some of the other people I game with, and they do have plenty of miniatures for the game, so I can probably borrow enough other miniatures to get up to a full game.

I'll be working on these intermittently between KoW units, so I don't burn out the same same grey and green color scheme. I'm not entirely sure what color scheme I'm going to use, although I'm considering blue and bronze.

That's it for this week. This weekend in Gary's big Christmas game of G.A.S.L.I.G.H.T., which I plan on taking part in. I should have a post for it next week.

Wednesday, December 2, 2015

Blazing Saddlebags - Civil War Skirmish AAR

Although he had to cancel his Halloween game last in October, like any good wargamer, Bob's perfectly happy to move on to the next game. So, over the past weekend, Bob put on another big community game, based around the following historical scenario:

"In February, 1862, Sibley’s Texas cavalry brigade is advancing up the Rio Grande toward Yankee-held Fort Craig. A mail wagon is dispatched from El Paso under the protection of the Second Texas Mounted Rifles. But word has reached elements of the Union army that the shipment contains the Confederate payroll."

As usual for Bob's scenario games, the players started with individual objectives and "plot cards" that could be played at any time.


The Union started on the Northern half of the map, with four troops of regular cavalry and some irregular scouts on their flank.


The Confederates began on the Southern half, with four troops of regular cavalry, one unit of mounted Confederates spies, and a cannon.


The Confederates moved up, and fighting broke out when the Confederate commander raced to the front, dismounted, and readied a volley against the oncoming Union force.


After suffering some casualties from the enemy infantry and cannon, the Union cavalry did manage to drive in a charge against the Confederates...


But were immediately forced to break off as the combined storm of lead from over a dozen rifles, shotguns and pistols nearly wiped the Union troop off the battlefield.

Meanwhile, another Union troops dismounted and positioned itself on the hill. They were forced to retreat, however, when they were flanked and fired upon by a third Confederate unit.


Hoping to make some inroads against the Confederate position, the Union launched another charge with two more cavalry troops.


This second charge was much more effective, with the Confederates forced back to the southern edge of the village. This left the spy troop out in the open, but their pistols and shotguns forced the nearby Union troops to retreat again.


While all this was going on, my own troop of Texan soldiers were skirmishing with the Union scouts. For all of both mine and Carl's (the scout's commander) efforts, we couldn't seemed to come to grips. Carl had gotten his scouts on top of a hill, but my usage of a plot card forced them to come back down and engage me in hand-to-hand combat, negating their rifles (which easily out-ranged my unit's shotguns and pistols).


With one of the Union troops killed to a man, the unit's commander was allowed to come back on as an independent group of Mexican villagers, infuriated by the battle that had been brought to their previously quiet homestead. Their initial volley wiped out a weakened Confederate unit (who's commander would then come back to command an independent unit of Apache raiders). The Confederate cannon did take the opportunity to lay down some shells into the buildings, killing a few of the newly arrived enemies.


Finally, with the Union attack seriously blunted, the wagon with the Confederate payroll was brought up.

At this moment, the Confederate spy troop decided to act on their own secret objective - stealing the gold and getting the wagon off the Western exit, across the river! Luckily, the ford slowed their retreat enough that the backstabbing spies couldn't make it off the table in one turn.


This placed them at the mercy of their former comrades, who eagerly turned on the spies. A round of shooting from the nearby Confederate troops, and a canister round from the cannon, sent the spies running. Luckily, they left the wagon behind!


The Mexicans, seeing the opportunity arise, ran over and took control of the wagon.


An early activation in the next round let them escape with all the gold, effectively ending the game as a draw for both sides (apart from the jubilant Mexican commander).


As for my fight with Carl, a lucky Confederate volley put down seven out of the ten-strong Union unit, and the remaining three were wiped out in the subsequent melee.

Friday, November 27, 2015

Masons vs. Butchers - Guild Ball AAR

Another Guild Ball post to round out the week.  I played a couple games against Alex and his Butchers at Enter the Realm.


The first game ended with an absolute Butcher blow-out, 14-0. The Masons were torn to pieces during the match, and I ended up losing five players over the course of three turns. Adding insult to injuries, Alex then had Brisket send the pigskin slamming home into the Mason's goal post!

Wow. My first taste of the Butchers was pretty nasty. They can move fast and they really, really hurt when they attack - nothing like the Morticians or Brewers! It probably didn't help that I ended up bunching my team up in the middle of the pitch.


The second game ended in another Butcher win at 12-6, but at least I managed to get onto the board. The Butchers took four Masons players, and Brisket scored again. Flint managed to get a goal in, and Honor did take out Shank, and almost knocked Ox out of the game. Unfortunately, I could never get enough Influence in one place to make a decent play.

And it definitely didn't help that my dice were horrible during both games.

So, what did these games teach me? Well, I know that Masons are definitely at a disadvantage against Butchers. The team needs to be bunched up to get their buffs, but Butchers love having opponents that are close together. And Masons generally don't have the movement or plays to run around the Butchers. I can send Flint or Harmony forward and hope to score, but then watch them get chewed up. The best thing I do can do is to keep playing against the Butchers and learn how to work against them.