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Brotherhood: Guardiani Oblati

Brotherhood: Guardiani Oblati

So essentially now the quest begins, to build a second force for Warzone. This time Brotherhoods Guardiani Oblati. To be honest, I have no intention of playing Brotherhood, but being custodians of the faith, some of their units may be taken by other factions as well. Mostly it is Troopers and Valkyries, but one Imperial leader may also take the Guardiani Oblati as his bodyguard. So what are they? Essentially these are the elite bodyguards for high ranking clergy of the Brotherhood (and some high ranking corporate members). They very well versed in the Art, to the point that during their training they actually lose their need for normal sight (at which point they are blinded). Another thing they lose during their training is all human feelings. They lack any fear or concern for their own wellbeing, as well as any compassion for their enemies. Their only goal is the protection of their charge. They are equipped with the best of armour which sports a whole range of close combat and ranged combat weapons (much like a Swiss Army knife) to tackle any enemy. They do not enter the battlefield in a normal way, but materialize via the Art when their charge is in desperate need.

Costing 100 points a pair, they are quite expensive in game terms (especially since they self destruct when the Warlord they protect is killed), but on the other hand, they are the best bodyguard unit in the game right now. So I could not resist getting me a pair of these. I spend a long time thinking about how to paint them. This was not made easier by the fact, that they were much shorter and more squat than I had expected. So in the end I chose to mimic a historical unit, who’s mission it is to protect high clergy as well (although not as emotionally detached). A cheer for the first person to guess the unit! To mimic their looks I gave their armour a steel look and painted their tunics in diagonal stripes of orange-yellow and blue (I chose to leave the dark red stripes out to make them look less busy).

In the end I was quite happy with the choice. For one it somehow made them look less squat and a really brought out the details in their armour.

Being blinded the view slits in their helmets gave me some headaches (what do they need them for anyway?)! I asked for inspiration on the Warzone Facebook groups and a few people suggested a glow effect. I really liked that idea to show, that their sight is actually paranormal. Hope it looks somewhat decent, since this is my first attempt ever at a glow effect!

Guardiani Oblati

Guardiani Oblati

Guardiani Oblati

Guardiani Oblati

Guardiani Oblati

Guardiani Oblati

Guardiani Oblati

Guardiani Oblati

Guardiani Oblati

 
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Posted by on October 9, 2014 in Brotherhood, Sci-Fi, Warzone Resurrection

 

Four player game of Warzone Resurrection

Four player game of Warzone Resurrection

Last Friday we got together for a big 4 player game of Warzone. So what did we play?

Major Richard Meier was not too happy. Just last week a Mishima force had landed in the regions of Venus guarded by Bauhaus 274th Garnisions Regiment. The had caught the roops in the region in the rear, their lines being orientated towards the Dark Legion citadel close by. As usual when the enemy managed to break the Bauhaus lines in the cold regions of Venus, it fell to the 23rd Gebirgssturm Brigade to push them back and this time Meiers battalion had drawn the short straw. His attack was scheduled for tomorrow and now that they were making final preparations he was called to a meeting with the Fenrisbrigades commanding officer. He did not like having his preparations interrupted at such a moment. But what he liked less was an operation being called off. He really hoped, that his was not what this meeting was about.
Meier entered the office, snapped his heels together and saluted. Out of the corner of his eye he noticed another person in the office, but could not clearly make him out. “Herr Major, how far are your preparations for the liberation of Schwarzbrunn?” “Well under way, sir. My Rangers scouting the area have reported that the Mishima forces have set up positions facing our lines only. It seems they rely on the hope that the Dark Legion has not noticed they have taken over our holdings, so they can leave their rear unguarded until reinforced.” “I fear their plans are more sinister than that!” said the other person lurking in the shadows of the room. Rising from behind his desk the commanding officer said “May I Introduce you to Inquisitor Ignatius. He has some information you might find interesting. Inquisitor…” “The Brotherhood has gained information, that this attack last week, was not sanctioned by neither the Mishiman Overlord, nor the Lord Heirs. This was the action of one heretical Clan, trying to establish a holding of their own. They are not hoping that the Legion has not noticed their presence. The Legion actually knows they are there fully well. Tomorrow at dawn there will be a high level meeting between the head of the Clan and a leading Nepharite of Algaroth. And we want to purge the heretics. The Bauhaus high command has assured us your support. Will your troops be able to smash a way through the enemy lines for us so we can crash the party?” At this Meier grinned. “One of my Venusian Ranger squad leaders was born and raised in Schwarzbrunn. Why smash through the enemy lines when we have an unguarded mountain pass to get into their rear and crash their party!”

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And so they did! We had already split our forces up in teams. Arnd (Mishima) and Andreas (Dark Legion) on one side (“team evil”) with Ingo (Brotherhood) and myself (Bauhaus) on the other (“team good”). And the forces were:

Mishima: A custom Demon Hunter Warlord, a squad each of Ronin Samurai, Hatamoto, Demon Hunters and Shadow Walkers, as well as two Meka suits combined into one squad.

Dark Legion: Galgotha as Warlord, two squads of Undead Legionaries (with Necromutant Leader) and one of Necromutants, two 2-men squads of Nasca Razides and a two-men squad of Praetorian Stalkers.

Brotherhood: A custom Sacred Warror Warlord, one squad each of Troopers (with Inquisitor leader), Inquisitors, Mortificators and Guardiani Oblati as well as two squads of Sacred Warriors (one led by Lukas).

Bauhaus: Custom Juggernaut Warlord, two squads each of Hussars and Etoiles Mortant, one squad of Venusian Rangers and four Vorreiter combined into one squad.

Table (view from the side that would see most of the fighting)

Table (view from the side that would see most of the fighting)

The table was a rectangle (2,5m x 1,5m) cut in half by a river which in turn was spanned by a large stone bridge. There were a few small woods and bushes on the board. Also some houses (two of them ruins) and gardens lined by hedges.

We rolled for missions and got an Ambush. Team evil chose to be the defender, so team good had to place our units first being the attacker (pretty strange, but that is the rules). Each of us had to have one unit within 6″ of every board edge. Ingo put his Warlord and Sacred Warriors on one of the long edges with the Inquisitors in the near corner. Going clockwise from there, came my Vorreiter on the short edge. On the next long edge, but on the other side of the river came one squad of Hussars, the Troopers and the smaller squad of Sacred Warriors in the corner. My other squad of Hussars  and the Bauhaus Warlord were in the remaining corner.

Team Evil had to set up all units with at least 2 men of every squad within 6″ of the table centre. So essentially they all huddled on the bridge, in the river and on its banks. The only exception were the Demon Hunters. On account of them being Dispersible (they double the range for their coherency) they formed a long line from the deployment zone pointing towards the Bauhaus Warlord. All in all there was a distinct emphasis on that flank with almost all units of team evil oriented that way.

"Team evil" deployment zone

“Team evil” deployment zone

Next came our infiltrating units. The Venusian Rangers deployed in the ruins on the neglected side of the boards, while the Mortificators deployed near the Bauhaus Warlord in the woods and hedges.

The objective was for team good to reduce team evil to about ¼ of its initial forces by the end of turn 5. We all had a Corporate Agenda mission as well, but we all completed ours so I am not going to go into that.

We had decided, to roll for initiative within a team and then had the winner roll for team initiative, with the order of activation alternating between the teams. On the first round Ingo won. Up next would be Arnd, then me and Andreas last.

Ingo began with his Warlord, who played a card that would prevent Galgotha from using her skills (including the one which would deny one of our units all cover). After moving forward a bit, he called in an artillery strike on the bridge, which killed one Ronin Samurai, two Undead Legionaries and caused two Nasca Razides from one squad a wound each. Up next came Arnd. He wanted his Meka suits save from harm and played a Snipe of the Cobra card on my Venusian Ranger with the rocket launcher. He failed his armour test and our best anti vehicle weapon was gone (not that it would matter too much). But he also activated his Demon Hunters and  the squad leader and the other Hunter hammered my Warlord with their HMGs. Inspite of a massive 7 or 8 hits, the Bauhaus Warlord saved all but one (and that one would later in that round be healed by a special piece of equipment build into his suit). Now I activated my Hussars near the Warlord. It was obvious, that my Warlord was going to be the prime target so they moved into position to screen him. Three of them also managed to get some shots off at the Demon hunters and inspite of their good armour and high Heal skill, they even managed to wound the trooper. Now it was Andreas turn and he advanced his Necromutant squad at my other Hussars. They started firing at the closest Hussar, but he managed to take shot after shot with his armour. Frustrated Andreas shifted his fire on the squad leader, only to have the seemingly bulletproof Hussar throw himself in harms way and take the shots for his NCO.

Bridge over busy waters

Bridge over busy waters

At this point, it was Ingos turn again. He activated his larger squad of Sacred Warriors to move them forward and protect his Warlord, but Lukas also used a skill which would deny the Mishima Meka suits cover for the rest of the round. Arnd found most of his troops boxed in on the bridge and decided to activate his Hatamoto and move them towards the riverbank. Now I decided to go Warlord hunting myself and Rapid Deployed my first Etoiles Mortant squad close to Galgotha. Unfortuntely for them, the Mishima Warlord had an early warning system and saw them drop from the skies. So he was able to fire at them before they do anything. Two of them took the hits on their armour, but the trooper with the flamethrower died. Her mate picked up the flame thrower though and fired it at both enemy Warlords. They had enough troops around who willingly sacrificed themselves, but none the less this still killed two Undead Legionaries and two Ronin Samurai. The remaining three Etoiles Mortant charged Galgotha in the rear and managed to cause her two wounds. When Andreas activated, he found most of his troops in no position to come to Galgothas help, so he actived his two Nasca Razides close by. One went into Sentry, while the other shot at the Hussar who had so far managed to survive all the fire coming at him. This time it was too much, but we calculated that it had taken well over 20 shots (with more than half of them being hits) to kill him! Unfortunately he also managed to kill the Hussar squad leader.

Hussars and Trooper

Hussars and Trooper

Ingo now actived his Inquisitors. They advanced towards the enemy and their squad leader cast a spell on one of the Meka suits damaging it in the hull. With things heating up around them, the Mekas decided to charge the Etoiles Mortant and whipped them out in close combat. While charging through the river, the one that had already been damaged took some more damage to its legs. With things having gone well for the first Etoiles attack I decided to deploy the second squad as well. But their combat drop did not go as well. They scattered into the Razides and being stunned were unable to do anything else. In turn they would be cut up by the Razide who had gone into Sentry and by Andreas now activating his Undead Legionaries. To add insult to injury, one of the Etoiles was also turned into an Undead Legionary when she was killed by the Necromutant squad leader.

Mekas going for the Etoiles Mortants

Mekas going for the Etoiles Mortants

At this point, Ingo advanced his Troopers and managed to get some shots at the Necromutants (but I cannot tell to what end, since I was away from the table for a few minutes). Arnd also advanced his Mishima Warlord towards the Bauhaus one. I activated my Warlord and he fired his HMG at the Demon Hunters, killing the one who had already been wounded and wounding the squad leader. Andreas advanced this other Razides out of the river and towards the Bauhaus Warlord with guns blazing. But failed to wound him, but they wiped out two Hussars close by.

The next activation saw Ingo advance his remaining Sacred Warriors and Arnd his Remaining Ronin Samurai. Now the Vorreiter charged forward and hammered the Meka suits with their HMGs. Andreas tried to prevent this by playing a Dark Legion card that would keep me from firing, but Ingo managed to take that out of play with one of his cards (never have I been so happy to see Brotherhood on the table!!!). Unfortunately they spread their damage on virtually all locations, but destroyed the already damaged one. Andreas advanced his remaining Undead Legionaries.

Vorreiter advance

Vorreiter advance

The rest of the first round was quiet uneventful, with the remaining troops either advancing or my Venusian Rangers firing their rifles at the Legionaries on the bridge, killing one. The Praetorian Stalkers deployed on the side of the river where the majority of the team evil troops were.

All the Dark Legion hordes

All the Dark Legion hordes

Before the next round began, Arnd placed markers for his Shadow Walkers amidst the pines close to the Bauhaus Warlord. Now it would be crucial who would win the initiative for him to survive. But Arnd won the initiative, so this would be hard. Next would be me, followed by Andreas and Ingo coming last.

Obviously Arnd activated his Shadow Walkers first and their markers were replaced with actual miniatures. He played another Snipe of the cobra on the Hussar blocking their approach on my Warlord killing him. Now the two Shadow Walkers charged my Warlord, scoring seven hits. This was though luck, since their attacks do not allow for armour saves (unless it is impenetrable armour, which has to be re-rolled on a successful test) or heal rolls. But he managed to save three of them. This cost him all his four wounds, but then the chemical resuscitator kicked in and he regained his last wound, keeping him alive! It is amazing how good my dice were that day! Up next came m Vorreiter. Their initial goal was to shoot the remaining Meka, but that one was covered by the two Nasca Rizides close by and hard to hit. So the first two Vorreiter shot at the Razides, killing them both. Now the other two were free to shoot at the Meka, hitting it in the rear and leaving it barely intact. Unfortunately, their fire also killed the last remaining Etoiles Mortant, but a small sacrifice it was. Andreas used a card to remove his Praetorian Stalkers from the board and Re-rapid Deploy them close to the Vorreiter. Their drop went wrong, but they did not scatter too far. One of them was close enough to use this flame thrower on two of my Vorreiter.

Praetorian Stalkers attacking the Vorreiter

Praetorian Stalkers attacking the Vorreiter

Just like I had seen in my previous game, these weapons are so strong, they cut through any vehicles armour and it was no different this time… both Vorreiter perished! The other Stalker fired his HMG at the Vorreiter squad leader, but only managed to damage his bike. Ingo activated his Inquisitors, again all they could do was advance and have the squad leader cast a spell at the Meka, but damaged as it was, this was enough to destroy it.

Inquisitors advancing

Inquisitors advancing

There was not much, that Arnd could do, so he advanced one of his Demon Hunters. I activated my Venusian Rangers who moved out of the ruins and fired at Galgothas back, causing her one more wound (she was now down to only one). Andreas activated his Necromutants who cut into Ingos troopers and my Hussars with their fire. Ingos Troopers also took a heavy beating, loosing all men but the Inquisitor leader. Now Ingo activated his Mortificators again and they charged forwards throwing grenades and blazing away with their pistols. The first used a flame-thrower like ability to toast the Demon Hunter squad leader and kill a Necromutnat. The others managed to kill the remaining Ronin and inflict a massive 4 wounds on the Mishima Warlord. His resuscitator failed to kick in and he was dead.

At this point we had to call it a day since one of us had to leave. While we had already played a couple of hours, we had only gotten into the second round, but it was clear to see where things were going. Ingo had only lost his troopers and I about a third of my points. While my Warlord was in a pretty bad shape, we were sure that he would be able to take care of the Shadow Walkers with some help of the Hussars, especially since the Mortificators were releaving the pressure on him. The Brotherhood Warlord was still in mint condition, protected by his best troops and his Guardiani Oblati bodyguards still undeployed. On the other hand, Arnd had lost more than  ¾ of his force and was left only with a squad of Hatamoto and half a squad of Demon Hunters. Andreas was better off. Galgotha was in as bad a shape is the Bauhaus Warlord, but presented a good target. His two remaining Nasca Razides were down to one wound each and we all agreed that the Praetorian Stlakers would not last a round, if my Vorreiter were to activate first. So we all agreed, that this would have resulted in a win for team good!

All in all it was a pretty bloody fight, especially since team evil decided to concentrate its fire on one flank, virtually ignoring the other. In can not speak for the other team, but I had a feeling that Bauhaus and Brotherhood paired quite well. For the first time I had the feeling that Bauhaus really packed some punch in this combination where the other side was not able to influence me as much with their cards. Having already seen the revised Bauhaus cards, I think they shall do fine on their own in the future as well. Oh and for those interested, we played with the V1.3 errata of the rules previewed last week.

 

 

Normandy houses

Normandy houses

So after the proliferation of SciFi posts recently, I thought it was time for something historical once more. So here are some Normandy buildings.

Normandy Houses

Normandy Houses

For this years Crisis, I am planning to host a WWII game set in Normandy. I had built some buildings from foamcore a couple of years ago but too few to use in a big game. I had looked around at some of the MDF offerings out there (I have grown ever more disenchanted by foamcore), but always found them to look too British for continental Europe and especially Normandy. So my pan had been to build some from foamcore this summer or fall. But when we were in Scotland in May, I stumbled over Timeline Miniatures. Back then they did not have a proper webstore and their offerings were pretty limited, but I liked their Normandy buildings. They actually looked like Normandy to me. Their offering was priced more than reasonably, so I took the leap and ordered three farmhouses (two with two chimneys, one with one chimney) and ruined version each and small shed / outbuilding.

When they arrived, I was quiet happy with what I got. The parts did fit very well and snug and assembled fast. The details might be a bit basic with only a few bullet holes and some brickwork shining through the plaster in a few places, but then again, I wanted something where I could express myself and for the price this was more than fair. Especially since the doors and roof came with tons of nice details! So bottom line is… The quality for money is great!

Regarding the models themselves. I gave them a coat of homegrown structured paint and primed everything light grey. The bricks and bullet holes were airbrushed in appropriate color (as were the doors, shutters and woodwork, although I only fitted them when the rest was done). Over this I applied a coat of Army Painter Soft Tone and then drybrushed with a light sand colour. The roofs were airbrushed black and then drybrushed in two consecutively lighter tones of slate grey. Selected parts of both the roofs and walls, as well as the lower edge of the buildings, were painted in greens to simulate moss. Inside the ruins I created some slight rises from green foam and covered it all up with the sand I use for rubble. Painted that grey, drybrushed in a lighter grey and tan as well as some brick-red. The rest of the bases got static grass and everything was done. While the roofs are removable, I kept the insides of the houses simple, with just white walls and brown floors.

Normandy Farmhouse

Normandy Farmhouse

Normandy Farmhouse

Normandy Farmhouse

Normandy Farmhouse

Normandy Farmhouse

Normandy outbuilding

Normandy outbuilding

Normandy Farmhouse ruin

Normandy Farmhouse ruin

Normandy Farmhouse ruin

Normandy Farmhouse ruin

Normandy Farmhouse ruin

Normandy Farmhouse ruin

Hope you like them.

 
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Posted by on September 27, 2014 in Terrain building

 

Warzone Resurrection: Bauhaus vs. Dark Legion

Warzone Resurrection: Bauhaus vs. Dark Legion

Last week on Tuesday, I had my third an pan-ultimate game in our Warzone mini league (yes it really is that small this season). Michael came over for a game and this would be the first time I would face the Dark Legion in our league.

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I decided to stick with the unit composition I had used in the game vs. Ingo two days prior. So again the Fenriswölfe were led by a custom Juggernaut close combat Warlord, with two squads of Hussars (one with six men and one LMG the other with just five men and no support weapon), two five-women squads of Etoiles Mortants with a flame thrower each, one five-men squad of Venusian Rangers with one rocket launcher and a three-men squad of Vulkan suits (all with Rapid Deployment, one of them in close combat configuration).

Michael had his troops led by custom close combat Nepharite Warlord, with another custom Nepharite Lord. There were two seven-men Squads of undead Legionaries (each led by an extra Necromuntant and sporting and LMG and flamethrower. There were also two six-men squads of Necromutants, a lone Nasca Razide and two Praetorian Stalkers (ranged combat version) to round the force off.

We had several missions to accomplish in this game. The primary mission for both sides was a “kill them all”, which I think speaks for itself. As a secondary mission we had to find and blow up an ammo dump. For the Corporate Agenda mission the Dark Legion had to capture two of my men for interrogation (or possible worse), while one of my squad leaders (the Vulkan leader) had to kill more enemy soldiers than any of the other Bauhaus squad leaders.

The table was kept fairly simple (due to the good weather I decided to set up outdoors last-minute) with a large wooded hill in the centre, two woods in the corners and a large ruin along one table edge.

Table seen from the Bauhaus side

Table seen from the Bauhaus side

I had lost set initiative and put my Warlord with the two hussar squads in the corner facing the ruins. Michael put his Nepharite Lord into the opposing corner surrounded by one squad of Legionaries and behind a Necromutant screen. Further towards the middle he placed his Warlord with the Necromutants and behind those, the other squad of Legionaries. Between those two formations was the Razide.
When it came to the infiltrating forces, I put my Rangers into the large woods in the centre, adjacent to one of the possible ammo dumps.
My Etoiles Mortants and Vulkans as well as Michael’s Stalkers were kept off table to Rapid Deploy when called for.

The first round literally started off with a bang. I activated my Venusian Rangers first, one of them investigated the possible ammo dump, found it to be real and set explosives to it to blow it up at the end of the round. The other four squad members fired at the Necromutants accompanying the Warlord, killing one of them. Michael started by playing a card on me, that would turn all my weapons into plasma type weapons for this round. Usually this would be good for me, expect that Necromutants are able to heal quiet well vs. plasma weapons, which eventually meant I decided to delay any possible Rapid Deployments. Now Michael returned fire with his Necromutants but their fire was not as good although more men with a higher rate of fire fired (mostly due to me being in cover) and he managed to kill one of my Rangers.

Illian Templar (stand ins for Necromutants) advancing towards their secondary objective

Illian Templar (stand ins for Necromutants) advancing towards their secondary objective

Otherwise it was mostly consolidating. My Warlord advanced with the Hussars. Michael’s flank Necromutants advanced while the Legionaries in the centre tried to keep up with the Warlord and Necromutants to their front. On the flank the Nepharite and Razide went into sentry, while the Legionaries huddled around them and put up a wall of fire with the flamethrower. They were pretty afraid of my Rapid Deployment troops.

The next round saw my drop my Vulkans close to the enemy Warlord. They were right on spot and the squad leader and the other suit in range combat configuration were able to kill all the Necromutants surrounding the Warlord with their flamethrowers and HMGs. Now it was time for the close combat version to charge the Warlord in the back, but unfortunately he did not roll as good and caused only two wounds. But all in all things did not look too bad.

Vulkans going for the Warlord

Vulkans going for the Warlord

Three suits in mint condition and not much to do them harm… What could go wrong. Well as it would come to show, a lot. One after the other, Michael’s Praetorian Stalkers dropped close to my Vulkans. One of them botched up his drop, but was still close enough to attack. Their weapons came with a flamethrower that is pretty effective vs. vehicles. So instead of getting a good chance for an armour safe (Vulkans have a 13 and 14 target number on a D20) it got down to a 5% chance. I was still able to prevent some damage due to good dice rolling and their auto repair function, but bottom line was… They all could no longer take more than minimal damage. For the rest of the round they were fired at by the remaining squad of Necromutants and the Legionaries. Some of the closer Legionaires also charged them… Undead claws are pretty effective vs. armour, too. In the end all Vulkans perished and with them more than a third of my points… Ouch!

Dark Legion Forces looking at the site of the provious skirmish

Dark Legion Forces looking at the site of the provious skirmish

In the corner the Dark Legion was going back to its corral tactic. So my Etoiles Mortant went in for high risk drops (only the slightest scatter would have meant disaster for them). The drops went fine and between them, they managed to kill both the Nasca Razide and Nepharite and a good portion of the Legionaries. Unfortunately, one of the living corpses was able to pick up the flamethrower from his now more than undead partner. When their turn came he manged to toast all (including the flametrower) except the squad leader from one squad. One of the undead also a manged to kill the other flamethrower. Otherwise my Warlord and Hussars advanced further.

Warlord and Hussars advancing

Warlord and Hussars advancing

The next round, my Etoiles Mortants cleared off the remaining Legionaires, but at a grim cost. When one of them slew the Necromant Leader in close combat, his body fluids splashed over one of the Etoiles, turning her into an Undead Legionary as well, who had to be killed by her former mates. For protection, they also threw some flash grenades, but during the rest of the turn they were still picked of my fire from the Necromutants.
In the centre, my Rangers were falling to fire from one of the Praetorian Stalkers and remaining Legionaires until only one of them remained.
But the big blow was with to come to the troops accompanying my Warlord. By playing a card Michael was able to teleport one of his Stalkers back to their “mothership”, only to instantly rapid deploy him again right besides my Hussars and Warlord. He also played a card which turned the armour on the bigger of the two Hussar squads extremely hard, except for the weapons type the Stalker was using. In the end a total of seven Hussars perished with my Warlord taking minimal damage. The remaining Hussars did their best to take down the Stalker, but failed, so in the end my Warlord had to turn on him and kill him.

Re-rapid-deployed Praetorian Stalker

Re-rapid-deployed Praetorian Stalker

What did this leave us with? Well Michael had little under half his force left, while all I had was my Warlord, four Hussars and a Venusian Ranger. I had achieved my Secondary and Corporate Agenda Missions, but there was a snowball’s chance in hell that Micheal would not take the primary one. So right now it was a draw. At least if I could keep him from completing his secondary mission as well. (Yes, we played this wrong. If we both have the same secondary mission, only one can achieve it and since I had already blown up the ammo dump, this would have been the case.) so I shifted my aim to blow up his ammo dump as well.

My Venusian Ranger was killed while he crouched next to it, waiting to place his explosives. Two Hussars were killed in a blocking position, while the other two were cut down en route. I also managed to kill two Necromutants, but this was of little consequence. In the end it was a head to head race between my Warlord and one of his Necromutants to see who would get there first. Since we were both the same distance from the ammo dump, one initiative roll would see who of us would activate first and therefore set his explosives first. Micheal won that initiative and therefore made sure it was a win instead of a draw. But a narrow result it was none the less and a very fun game!

 
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Posted by on September 25, 2014 in Bauhaus, Dark Legion, Warzone Resurrection

 

Warzone Ressurection, Bauhaus vs. Brotherhood once more

Warzone Ressurection, Bauhaus vs. Brotherhood once more

bishopdominic

The other weekend Ingo came around for a match of Warzone again, this time outside our mini league. Just as with our league games, this too was played using the advanced game rules, at 1000 points using the standard OOB. We rolled a Delta Mission which meant in addition to the Primary Mission (Reconnaissance) we also had a Corporate Agenda Mission each. The former meant that we would have to control three table zones for a win or two for a minor victory by the end of turn 5. The Corporate Agenda Missions were different for both of us. Ingos mission was for more than 50% of the members of one of his squads to survive (he chose the Sacred Warriors) while mine meant that one of my squad leaders had to cause more wounds than any other squad leader (I chose the Venusian Rangers, although I am not sure why in retrospect).

The table was a large hillside rolling down to the Bauhaus left, with a small hilltop valley on the centre right. There were two small woods in the left corners and a larger one on the right flank, with another woods and two bunkers in the centre. Since the Primary Mission called for set-up in opposing corners, this meant, that one of us would have to set up in the open, while the other got the woods. To be fair, we rolled for this. I won and decided to set up in the open.

Table set-up

Table set-up

So what did we field?

I decided to go a new direction with my troops. So this time they were led by a custom Juggernaut close combat Warlord, with two squads of Hussars (one with six men and one LMG the other with just five men and no support weapon), two five-women squads of Etoiles Mortants with a flame thrower each, one five-men squad of Venusian Rangers with one rocket launcher and a three-men squad of Vulkan suits (all with Rapid Deployment, one of them in close combat configuration).

Ingos force was led by a custom Sacred Warrior Warlord. There were two Trooper Squads, both with two snipers each and an Inquisitor Squad Leader, one squad of Sacred Warriors led by Lukas and a squad of Mortificators. To round things off there were two three-men squads of Inquisitors.

When the regular troops deployed, I put my two squads of Hussars in my deployment zone, with the Warlord being sandwiched in between them. Ingo put his troops into the woods (left to right from his view) Inquisitors, Scared Warriors, Troopers, Inquisitors, Troopers. Up next came the infiltrating troops and I put my Venusian Rangers in the larger woods on my right flank facing the Brotherhood deployment zone. Ingo found a small spot in said woods that was far enough from my troops to deploy and put his Mortificators and Warlord there. My Etoiles Mortant and Vulkans remained in reserve.

Brotherhood forces emerging from the forrest

Brotherhood forces emerging from the forrest

I activated first and chose to activate my Venusian Rangers, to turn them around and fire at the Mortificators. But this was not to be, since Ingo played one of those fine Brotherhood cards on them that prevented them from firing (am starting to hate this card). So they just moved to bring them closer to the Hussars and Warlord and cut off an easy route of retreat for the Mortificators. Not that this would have been neccessary, since the Mortificators instantly charged my Rangers cutting them all, except for the Ranger with the Rocket Launcher, to pieces. I had previously played an Arachnid Infestation on the woods, but the Mortificators managed to dodge all poisonous spider attacks and took no harm. Same went for the Brotherhood Warlord. Otherwise not much happened that round. Both of us advanced our troops some more, with my Hussars shooting at the enemy Warlord, who always transferred the damage to the Mortificator close to him, who managed to dodge every single one of the attacks. My Rapid Deployment troops decided not to deploy just yet.

Hussars attacking towards the forrest

Hussars attacking towards the forrest

The next round started with the Mortificators killing he remaining Venusian Ranger. They then stormed towards my troops lobbing grenades at them. While two of them fumbled (unfortunately we played this wrong did not have them explode in their hands), the others still managed to kill of four Hussars in the smaller squad. Again, they managed to simply dodge the return fire. It is amazing how Ingo managed to succeed on all dodge rolls those two first rounds, even though he only had a 50% chance! :-(
But the real action this round was around Ingos deployment zone. Here the first unit of Etoiles Mortants Rapid Deployed into the back of one squad of Troopers. The flame thrower managed to kill all troopers except for two and their Inquisitor leader, but those were easily dispatched, when the rest of the squad charged them in the rear. One of the ladies had so little to do, she even managed to fire her pistol at the nearby Inquisitors (who had already activated and could thus not fire back), but failed to do damage.

1st Etoiles Mortant drop

1st Etoiles Mortant drop

The other squad of Etoiles Mortants wanted to Rapid Deploy at the other edge of the woods, but their drop went slightly wrong and they scattered into the open fields. Their flamethrower could get into position, but not as good as anticipated, and only killed one Inquisitor and wounded another, plus two Scared Warriors. The other members of the squad were too far away to engage the enemy so just fired their pistols at them, but failed to make an impression, due to the heavy armour of their targets. This squad was subsequently cut up by fire of the Inquisitors and a charge by the Scared Warriors.

2nd Etoiles Mortant drop

2nd Etoiles Mortant drop

This round also saw my last unit, the Vulkans Rapid Deploy, but their drop went really bad. They scattered into the woods and could not activate this round. The squad leader even dropped right into close combat with the Mortifocator leader.

Next round, I was lucky enough to win the initiative and active my Vulkans first. Their squad leader picked his Mortificator opposite up and through him through the air, killing him on impact (I rolled a natural one). The next Vulkan moved out of the woods and fired his heavy flamethrower at two Mortificators killing them both and ridding the Warlord of his protection. The Warlord was now charged in the back by the remaining Vulkan in close combat configuration, who caused the Warlord one wound. This was on account of his ridiculously high ablative armour rating. But as more and more armour panels exploded defeating these attacks, his armour grew weaker.

Vulkan attacking Brotherhood Warlord

Vulkan attacking Brotherhood Warlord

The remaining two Mortificators now charged my Warlord, almost killing him. The Hussars charged them in turn to protect their chief, but again all attacks were dodged or sucked up by their armour. Those Hussars too far away decided to fire into the melee with the enemy Warlord to reduce his armour, but only hit the Vulkan (luckily they did him no harm). The Brotherhood Warlord turned to face his assailant, but though he slashed him seven times with his sword only did one damage, which the Vulkan auto repaired. On the other flank the remaining squad of Etoiles Mortant were attacked by the Inquisitors, but suffered only one killed by some kind of dice god miracle. In turn they annihilated said Inquisitors through a combination of flamethrower fire (which also caused massive damage to the other Trooper squad) and close combat attacks.

Come out, come out, wherever you are!

Come out, come out, wherever you are!

The next round saw Ingo win initiative and his Mortificators promptly killed my Warlord and one of the Hussars in close combat with them. Now things did swing back to my Vulkans. While the Warlord managed to safe the first hit from the Vulkan, the other two were able to defeat his now weakened armour and killed him. The other Vulkan managed to kill the remaining Mortificators by firing his flamethrower into the close combat (unfortunately killing one of the Hussars as well. On the other flank, the remaining Etoiles were killed of as well by the remaining Inquisitors and Troopers. So essentially this meant, that both of us had cleared their deployment zones with more or less losses and both had lost their Warlord.

Now we would both have had to maneuver our troops into position for the next phase and probably to secure those target areas. But it Was clear that we would most like each take one and contest the other. Already having played six hours (no idea why it took us so long to play those three rounds) it was already well into the evening, we both decided to call it a draw and end matters here.

 
6 Comments

Posted by on September 23, 2014 in Bauhaus, Brotherhood, Sci-Fi, Warzone Resurrection

 

Warzone Resurrection: Trencher Imperial Banner and Valpurgius

Warzone Resurrection: Trencher Imperial Banner and Valpurgius

First of all, sorry for the lack of posts over the past 1 ½ weeks. The weekend before the last, I was pretty busy translating rules from English to German (maybe more on that in about a month time) and after all that time spend before the screen, I simply wanted to spend time with Sami and painting minis instead. But there will be some catching up this week.

Anyway, let’s start with the minis painted last week. I guess hardly anyone missed the fact that the Scottish Independence Referendum took place last Thursday. Personally I had hoped, that it would be successful, but that was not to be. But I wanted to commemorate that day with a special mini, no matter which way it went. I felt that a Trencher Officer for Warzone Resurrections Imperial faction would be a perfect choice. There is one option where the officer carries an Imperial banner to enhance the morale of the troops. Quite expensive in gameterms, so I am not sure if I will even field it, but that does not keep me from painting it. The banner got a St. Andrews Cross theme and the inscription on the banner reads 42 Highland (when given the choice, I will always go for the Black Watch). I went with muddied trench coat and boots, to tie in with the theme of the base. Said base deliberately got a trench theme. When I started Warzone in the 1990’s it was the late World War One feel of the Imperial faction that made me play and I wanted to capture that feeling with the base, too. The base is completely scratch build, with the sandbags being sculpted from Greenstuff. This is about all that can be said about the mini and here it is:

Trencher Imperial Banner

Trencher Imperial Banner

Trencher Imperial Banner

Trencher Imperial Banner

Trencher Imperial Banner

Trencher Imperial Banner

Trencher Imperial Banner

Trencher Imperial Banner

Trencher Imperial Banner

Trencher Imperial Banner

The other mini is Valpurgius for the Dark Legion faction. The Dark Legion is made up of various Dark Apostles, one if which is Algeroth, the Apostle of War. One of his mightiest followers is this Valpurgius, a grand magus, skilled in the Dark Art (essentially psy powers) as hardly one other. In game terms he is one mighty miniature, but also the most expensive Warlord of them all. All that being said, the miniature is extremely cool, so I simply had to paint him up. I stuck close to the original Paul Bonner artwork (his art was the second big motivator that got me into Warzone almost two decades ago), where he is depicted in robes of purple and purplish blue as well as purple emailed armour. I really enjoyed painting the face and the skulls formed by his dark magic in his cloak. The sculpting of this mini is just exceptionally nice. I contemplated for a long time how to base him (and therefore the rest of my Dark Legion forces). Someone on Facebook suggested rubbish and I liked that idea in a certain sense. One thing that always touches me about post apocalyptic movies is the newspapers, trash and other derelict items of human life strewn on the streets. I felt this would be quite fitting for the Dark Legion with their hordes of undead and other abominations invading the habitats of humanity to exterminate and enslave it. Again all the base is scratch build.

Valpurgius

Valpurgius

Valpurgius

Valpurgius

Valpurgius

Valpurgius

Up next I will try to post some game reports, so stay tuned.

 

 
8 Comments

Posted by on September 22, 2014 in Dark Legion, Uncategorized, Warzone Resurrection

 

My last Bauhaus units (for now)

My last Bauhaus units (for now)

As you have seen over the past few months, I have been working hard to finish my first army for Warzone Resurrection. That is Bauhaus. Yesterday evening I did the bases on the last minis… well the last minis until Prodos releases new stuff.

What did I save for last? Well those troops I never liked too much and those troops that were not numerically necessary in the beginning. Up first the former. These are two squads of Etoiles Mortant. Essentially this a unit of close combat troops, who all have one thing in common. They all lost relatives or loved one to the Dark Legion and are out for revenge. While they also fight the other corporations their adversary of choice is the Dark Legion. Over the centuries, this has grown into an all female outfit, although no one really knows why, since they have no recruitment restrictions.

Why do I not like them? Well in previous editions of the rules they were never bad, but honestly, never too good either. Apparently they are far better in this edition, but since I have not fielded them yet, I cannot tell. One thing they had in common in every edition is, that I never liked their minis. Here we actually have two versions from this edition. The second squad is the Kickstarter version, the first the more dynamic post-Kickstarter version. A lot of people have complained about the scale creep between the two sets and honestly… it is massive. The newer models almost look like dwarfs next to the old ones. That being said, I think the new ones are more to scale. I painted them at the same time as some male Hussars (see below) and given the average size difference between males and females and the fact that the Etoiles Mortants wear far lighter armour, the new minis just seemed more to scale to me.

As you can see, their weapons are geared for close combat with swords and pistols. The heavy weapons troopers carry the Gehenna Puker flame thrower. This weapon was often depicted with a red plastic housing in previous editions, which was something I always loved and so I decided to paint it that way, too. Except for some pinning through the legs to make the new poses more stable and new hair on one of them, these are straight out of the box. I would have loved to give their uniforms a winter look like a did with my other minis, but their armour hugs so close that this was not possible without looking daft. I guess their burning hatred must be enough to keep them warm!

Etoiles Mortant squad #1

Etoiles Mortant squad #1

Etoiles Mortant squad #2

Etoiles Mortant squad #2

As indicated before I also painted some more Hussars. A fourth squad to join the other three I did before. In this one the heavy weapons trooper carries a rocket launcher bringing the total rocket launcher / LMG ratio to two all. This squad is six men strong, not five like the others. Why? Well playing around with the points, I found that it is often easier to field six men squads than five. I also found some combinations, where there simply are not enough points to give those squads a heavy weapon at all, so all five men (the minimum squad size) will have to carry just assault rifles. Having five men with rifles per squad will allow me to do that, too. But since I did not want the other three squads to be the black sheep, I also painted an extra trooper up for them, too,

Hussar Squad #4

Hussar Squad #4

extra Hussars

extra Hussars

For those who want to see the whole unit, I have added a Bauhaus gallery to the Gallery section of this blog, which can also be accessed via the tabs at the top like the other galleries.

Bauhaus group shot

Bauhaus group shot

So now that my first Bauhaus army is off the table, what is next? The rest of the year will be spent mostly on terrain, WWII minis and hopefully the next or possibly next two armies for Warzone. Mishima and Imperial. If time permits I also plan to add some Napoleonic minis to the fold, since I have done far too few of those this year. So I hope, there will be something for everyone there!

 

 
6 Comments

Posted by on September 10, 2014 in Bauhaus, Sci-Fi, Warzone Resurrection

 

Hungarian tanks in 28mm anyone?

Hungarian tanks in 28mm anyone?

I have wanted to play Hungarians in WWII for ages now. Infantry is now that much of a problem. Uniforms and rifles are close enough to German equipment (or even identical) so one only needs to convert the LMG´s and SMG´s to turn WWII Germans into Hungarians. Vehicles though are tough. Some of the Hungarian designs were based on other nations designs, but just being based on them, does not mean does not mean you can just take those or easily convert them.

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So I was more than happy when I saw this Kickstarter this morning. It is for WWII Hungarian tank in 1:56th scale (I would have preferred 1:48th, but one cannot have everything) and actually virtually the whole bunch of them. And it is doing mighty fine. It has been live for less than one day and has already reached its target and unlocked all stretchgoals safe two. There are still early birds available, so go and check it out!

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Toldi I test cast

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Toldi IIa test cast

Nimrod test cast

Nimrod test cast

 

 
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Posted by on September 4, 2014 in WWII: Hungarians

 

Bauhaus close combat Vulkan suit… the one that got away

Bauhaus close combat Vulkan suit… the one that got away

Well not really the one that got away. When I did the first two close combat Vulkan suits showcased on this blog last month, I realized that I would like a third one. Reason is simple… these suits can be deployed in squads of up to three suits, either in the close or ranged combat configuration. Having three each will allow me to field any kind of mix, or even complete units of each configuration. Thanks to Christopher G. and Hendrik D. on the Warzone Facebook page, I got the parts I needed for a third suit, now the only question was… what to do with it! When I converted the squad leader from the original duo to hold an iron girder, my better half commented, that it would have been way cooler if he had held a street lamp. Back then I had already heated up the heads to remodel the fingers around the girder, so I was in no mood to do that again and left it like it was. But this new model gave me the option to go down that route. And this time I wanted to go really dynamic with it. I envisioned this suit charging at the enemy, jumping over a boulder on the ground (quite handy that all my Bauhaus basing contains boulders) to bring said lamppost crashing down on the enemy. Dry-fitting the parts showed that this was possible So I set to work. One of the legs had to be repositioned to achieve the look of one legs straightened to propel the suit off the ground the next moment. Just heating the leg was no option here, so it was cut apart at the knee joint, pinned, repositioned and resculpted using greenstuff. The rest was actually fairly simple with the hands being placed around a 1:48th scale Tamiya lamppost and then glueing one arm after the other to the suit. I was pretty happy I had left the container off the back off the other close combat suits (I assumed it held extra ammo, not needed on the close combat version), otherwise things would have looked a little tight there, but that was it. Anyway… here you go with the photos:

Bauhaus close combat Vulkan suit

Bauhaus close combat Vulkan suit

Bauhaus close combat Vulkan suit

Bauhaus close combat Vulkan suit

Bauhaus close combat Vulkan suit

Bauhaus close combat Vulkan suit

Bauhaus close combat Vulkan suit

Bauhaus close combat Vulkan suit

Bauhaus close combat Vulkan suit

Bauhaus close combat Vulkan suit

Not the easiest pose to photograph, but I hope the photos give you an idea! And here is another group shot with the other two!

Bauhaus close combat Vulkan suits

Bauhaus close combat Vulkan suits

 
10 Comments

Posted by on September 3, 2014 in Bauhaus, Warzone Resurrection

 

Battlegroup Fall of the Reich AAR (somewhere in Germany)

Battlegroup Fall of the Reich AAR (somewhere in Germany)

Friday I finally wanted to give my newly painted British an outing, so Julian, Martin, his son Max and I met for a game of Battlegroup: Fall of the Reich.

Martin and Max played the British (decided by the roll of a die). Their troops consisted of a forward headquarters on foot, a forward observer team and a scout team, each in a Bren Carrier, a veteran infantry platoon on foot (consisting of a command squad, three rifle sections, a 2″ mortar team and a combat medic) as well a troop of Shermans (two regular ones and two Fireflys) and a supply truck. The forward observers had access to a two-gun battery of 25pdr. guns and a medium priority artillery request up the chain of command.

Julian and I played the German defenders. They had a forward headquarters team and a forward observer team in a Kübelwagen each, a sniper, a grenadier platoon on foot (consisting of a command squad, three grenadiers squads, a combat medic, an HMG team with extra ammo carriers and a 7,5cm PaK40 with extra ammo carriers) and a PzKw IV H platoon with three tanks and a supply truck. The forward observers had access to a two-gun battery of 8.8cm guns and the whole force  benefitted from two special abilities which raided their battle group rating (for those not familiar with the rules… the point where the whole battle group breaks).

The Germans were defending a small village somewhere in the west of Germany. The village was overlooked by a large hillside on the British table edge and surrounded by woods, an orchard and some yet unplowed fields. There was also the wreck of a Tiger tank left from previous fighting. We played the delaying action scenario, which meant that either side had to bring the others battle group rating down to zero to win. If neither side had managed to do so by the end of round 9, it would be a German win, since they had managed to hold up the allies long enough. For those not familiar with the rules: each time one side looses a unit (or something just as traumatic happens) or if the other side takes an objective, it has to draw a random chit. While some indicate random events, most carry a value used to reduce the battle group rating. For completeness sake, we had four objectives on the table, but these had little importance on the game since each side took the two closest ones.

The British started with just their scout team deployed on the road leading down the hill, but would get continuous reinforcements every turn. The Germans had to roll for starting forces and did badly. So the only troops on the table were a squad of infantry, minus their LMG element hiding in one of the ruins with and objective marker, the observer team hiding in the upper floor of one of the intact houses (leaving their Kübelwagen in the front garden) and the sniper hiding under the roof of yet another house. One of the PzKw IV started on the table as well, but kept behind the row of houses not wanting to present a good target to the tons of British tanks that might come onto the table in the first round.

Table seen from the German side

Table seen from the German side

The British automatically got initiative on the first round, but rolled badly for their reinforcements (just two units and they picked one of the Fireflys and the forward observer team). So the scouts just raced forward to the woods on their right flank, while the observers in the other Bren carrier raced forward to a hedge to hide there and claim their first objective marker. The Sherman just rumbled forward on the road. There was not much for the Germans to do, except for the infantry to claim to objective marker by their ruins and for the Panzer to drive towards the left flank, to get a bearing on the Firefly, while hopefully being in a position where other British tanks would not be able to get a shot at it once they arrived on table. The forward observers though called for an artillery strike on their British counterparts which was not right on spot, but close enough to pin the British observers and rattle the crew of the Firefly.

PzKw IV in firing position

PzKw IV in firing position

The next round the Brits had the initiative (actually we just forgot to roll for it and just handed it to them). Again they rolled poorly for reinforcements and only got the forward HQ on table (with the intention of quickly unpinning the observers) and some infantry. All the British units advanced, with the exception of the scout, who just stayed put. The observers were unpinned. Now things were handed over to the Germans. They only had a 33% chance for reinforcements every turn from this the second onwards, but they got some on the first try and even 5 units at that. So onto the table came the other two PzKw IV with the supply truck as well as the PaK and HMG teams. All these advanced towards the front, with the Panzer that had already been on the table loosening off a shot at the Firefly, but missing it. Again the German observers called in their artillery and this time it was true on target blowing the Bren carrier with the observer team up and killing two of the soldiers in the British forward HQ. This meant that the British would be unable to call for artillery of their own for the rest of the game.

PzKW IV

PzKW IV

The next round was actually quiet uneventful. The Germans just kept on advancing and the Panzer on the left flank and inside the village fired at the Sherman but found their shots just bouncing off or missing. For once during the whole game the German observers were unable to contact their off-board artillery which gave the British some respite. The German HMG team took the other objective while moving forward and that was about it. The British rolled good for reinforcements and got another infantry squad, the two regular Shermans and the supply truck on the table. The forward Firefly shot back at its assailants, but missed both its shots. Otherwise the rest of the troops just advanced.

Sherman firefly

Sherman firefly

Holy cow... the British are advancing

Holy cow… the British are advancing

The next round was actually quiet with the two PzKw IV trading shots once more with the Firefly with similar results. The Panzer on the right flank advanced and began to fire at the scout team. The German artillery tried to take out the supply truck, but only managed to kick up some dirt. Again, the troops on both sides just kept advancing, with the British infantry taking another objective as well. Also the Germans moved the supply truck forward (they had previously parked it outside of view behind a row of houses) in anticipation of ammo running low on the two tanks that had seen firing for some time now.

Truck moving into position to resupply one of the PzKw IV [photo had to be edited to conform with German law]

Truck moving into position to resupply one of the PzKw IV
[photo had to be edited to comply with German law]

British lines

British lines

As usual, the next round began with the Germans taking initiative and again the Panzer traded shots with their targets, with the usual nonexistent results. The one on the left flank, which had started the game on table revered to take up ammo at the supply truck. The HMG team set up position in the middle of the village and the PaK moved forward for the final time on the right flank. And again the German forward observers called in artillery to take out the British supply truck. The fire only managed to shower the supply truck and the forward Firefly with dirt, but one shell landed directly on the rear Firefly, setting it on fire. The British also got their final reinforcements on table.

View from the village towards the British

View from the village towards the British

That is why the Germans called it the "Tommie Toaster"

That is why the Germans called it the “Tommie Toaster”

On the British side the infantry and regular Shermans advanced, the later to finally get within firing range. The remaining Firefly got off one shot before it ran out of ammo. And this shot hit the freshly reloaded Panzer, punched through and exploded it, too. The British were happy that they finally had been able to destroy a German target, but it was short-lived, when we drew an Air Attack counter instead of one that would reduce the German battle group rating. But no German plane showed up, so at least no insult was added to injury.

British advance

British advance

The next round saw the Brits actually win initiative the only time during this game. They rolled poor on orders and so there was only a limited advance. The Firefly was resupplied, while the lead Sherman fired at the PzKw IV in the village and set it on fire, too. Again Martin and Max rejoiced the fact that the Germans had to draw a chit, but this time insult was indeed added to injure, since Julian drew a Breakdown counter, which resulted in the remaining Firefly to run out of fuel, being immobilized for the rest of the game.

Shermans advancing on the village

Shermans advancing on the village

With initiative shifting over to the Germans, the artillery now started concentrating on the poor bloody infantry, wiping out half a squad on the British left in the process. The PaK finally opened up as well, but missed all three shots directed at the lead Sherman. The remaining Panzer fired at the Sherman as well, but failed to hit. But as an icing on the cake, the Germans finally got further reinforcements, too. So now the forwards HQ, one more infantry section and all three infantry sections LMG teams entered the table as well.

PaK 40

PaK 40

During the eighth round we saw more of what we had seen before… tanks and AT guns fringe at one another, but hitting nothing. Again the German artillery shifted targets to the scout team still hiding in the woods. This time their fire scattered badly, but landed virtually directly on the 2″ mortar team which had been sneaking up through the woods, wiping it out. With only one round to go and hardly any chance to bring the Germans to breaking point, the British decided to call it a day. Which was probably a good idea, since the German battle group rating was only down to 31 (from 37), while the British was down to 8 (from 32).

Shermans in the orchard

Shermans in the orchard

It was a bit sad, that on the German side the only damage was dealt out by the artillery and on the British side only by the tanks. But this was mostly down to the dice luck. Another deficit (and this was entirely my fault), was to give the British infantry no transports, which kept them out of firing range for the game, once we Germans were happy to stay inside the village. I guess i must really tackle some Kangaroo models or another M5 soon so we can use a whole mobile platoon for late war games soon.

PzKw IV in the village

PzKw IV in the village

But I think, that it still was a fun and taxing game. Had the British managed to keep their observers in the game (or even fired at ours), this could have turned around easily and Julian and I certainly felt that spectre hanging over heads.

 

 

 

 
 
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