Showing posts with label CLWC. Show all posts
Showing posts with label CLWC. Show all posts

Thursday, 16 August 2012

BKC - with photos!


I managed another game of BKC tonight, down at CLWC with Jesse. I found myself defending again, but gave myself a disadvantage by making it a counterattack rather than a scenario where I could take field defences. No full AAR to offer you, but I did remember to take some photos!

Setup
The Germans outnumbered me still, and I had a fright when nine Panzers IVs appeared on flank deployment. My motley four tanks cowered behind a strategically placed wood (itself full of infantry). To top it off, twenty stands of German infantry swarmed on the opposite table edge. My loose plan - pin the infantry with artillery and hunker my infantry down in cover until I could bring combined firepower to bear on the Panzers.


Mid game, our armour spent much of the time hiding from each other behind the aforementioned wood. Especially after my reaction fire took out a handful of Panzers which poked their noses out. Very good rolling to blame there.


Game end, I did bring some armour round to pin the Panzers down, with limited success. By now, my artillery observer (by the red building) had used consistent and accurate gunnery to flatten a lot of German infantry, while his German counterparts spectacularly failed to do much at all. Note my small flanking force in the top right, it never really got into the game. Fear of my big guns led to the Germans hunkering down much as I had, allowing me to nibble away and take a victory - 12 units destroyed by me and the Germans at break point. Somehow, I lost just one AT gun.

While I stuck with a plan and took the victory, I must confess I had some blinding luck, so can't take too much credit for my strategy. Jesse took my artillery firepower with good grace, even when I flattened 30% of his infantry in one artillery barrage.

Lessons:
-three batteries of 25pdrs firing on infantry in the open is just impolite.
-placing troops on the wing can take them out of the game entirely.
-hiding precious tanks behind woods isn't bold, but gives them a chance of influence and surviving the game!

Next time, we agreed to try bringing the game to 1943 to move away from the 'big guns' and I might attack some dug-in Germans. I'm looking forward to it!

Tuesday, 7 August 2012

Blitzkrieg Commander AAR (lots of oops)

So, I got a great game of Blitzkrieg Commander with Madaxeman at CLWC last night. My late War Brits getting their first outing with BKC against those dastardly Germans. Tim used his 50% bonus points for being the attacker to field an eclectic force of big tanks (in fact, a veritable zoo including one each of Tiger, Elefant, Bison, Jagd-something and others). I spent my 2000 points unwisely, including buying the worlds most incompetent commander, pitiful artillery support, the world's squishiest AT guns and and pointless transports. Oops.

I even remembered to take my camera. Sadly, I forgot to actually take and pictures until we'd set up the board and terrain, played 8 turns each and tidied everything away. Oops.

But whats that to stop me, I'll soldier on with an AAR! My plucky Tommies were deployed closely surrounding the German objective: a large hill commanding view of a (presumably) strategically important crossroads. The Germans surged on, three formations with plenty of infantry on foot and in transports and half a dozen terrifyingly large vehicles.

Imagine this is a hill with a town on the right, all crammed with Tommies in trenches, wire in the distance and a 6-pdr AT in a concrete bunker covering the left flank.

By turn three the Germans burst though the woods, engineers clipping my bargain-basement wire and bombardment from three German batteries disrupting my dug in infantry. Later, the same the German Forward Artillery Observer would earn his transfer to the Eastern front by repeatedly failing to call in targets. Alarmingly, the British AT on the hill was quickly neutralised by the German Armour. Not good.

Mid-game, the German, a Sdkfz 251/6 (probably - it had a flamethrower) caused havoc on my entrenched troops, while the bunker AT failed turn after turn to accept its orders to knock it out. The my CO blundered, commanding his infantry out of their trenches and onto the hill. Oops.

Using your powers of imagination, summon an image of stupid, suicidal Tommies fleeing their trenches, with German infantry and armour swarming in front some woods in the background.

With a dozen German infantry units rushing over open ground to the hill, it looked real bad. But my FAO put in a man of the match performance, landing every barrage of 25-pdr shells. As the Germans staggered onto the hill, sweeping aside my reserve units in their expensively pointless half tracks (why?), he called out 'Danger Close' fire to slow the advance and give my ragged troops a chance to knock more infantry stands out. Out of nowhere an engineer Stug launched its little Goliath, a bomb on tracks. The first attempt failed. The second couldn't reach it's target with infantry in the way. The third was picked off by a precise shell from the 6-pdr - the only thing the damn thing managed to do all game. The fourth (or perhaps it was the worlds most effective Sdkfz-whatever?), managed to knock out the last hunkered-down AT. Darn.

I've not mentioned my right flank. All too painful, see. After a lethargic start, the two German tank-hunters trundled on and spent turn after turn pounding my half dozen-strong Sherman formation. They were kept pinned and steadily hammered down by some fantastic CMD rolling. Not good - most of my tanks weren't even in range. Oops.

In your mind's eye, focus on a bleak landscape, liberally scattered with smoking wrecks, which you can just make out through the smoke were the distinctive shape of Sherman tanks.

Despite it looking like a hammering, time trundled on (helped by too-frequent blunders curtailing our grand strategies) and my single artillery battery and some careful use of my limited troops thinned out the German infantry to four stands. Three would need to stand on the hill, and survive, to win. The carnage among the Shermans was all a sideshow. I knew I should have 'done a Wellington' and parked them behind the hill.

By turn 8, I'd managed to knock out one stand. One more, and I could claim a technical victory. But the German armour swept my last troops aside, and with my 2000 points down to three command stands, one Vickers platoon, one M3 half track and my off-able guns, I conceded. A major victory to the Germans - 9 turns to take the hill with losses among the Brits unacceptably high.

All in all, a great game. I really like BKC, the mechanics feel right for the era, it encourages tactics from the time and has good 'fog of war' with the command rolls and blunder tables. I feel I've also learned some valuable lessons:
-don't bother with CMD 7 leaders
-as Brits, buy more off-table artillery. Lots and lots more artillery.
-Then use it to smash the German advance far more effectively than the infantry or armour ever will.
-two German big tanks will crush Shermans which are carelessly left in open ground. Hide British armour. Or bring Churchills - damn tough they are.
-only buy transports if you need to get somewhere in a hurry.

Sunday, 8 July 2012

Minoan Raiders; Weeping Angel; CLWC

First up this weekend, my finished Minoan Raider infantry. These are converted Wargames Factory Greeks, I whipped off the torsos and replaced them with naked ones from the WF Zulu frames. They all have wicked curved swords and the horsehair on their helmets got a trim too, to further differentiate them from Gharak's Athenians.


These Minoan Raiders are the mainstay of roving Minoan warbands, lightly armed and armoured but swift infantry. They just need shield transfers to finish them off. I also tried photographing on a blue background, borrowing some of the missus' card making card. Seemed to work well.


For a bit of variety, I spent this afternoon painting this small 'terrain feature', courtesy of Crooked Dice:

*Blink*

Scary, eh?

She was a cinch to paint. The base was GW Adeptus Battlegrey mixed with black, highlighted with the same mixed with Fortress Grey. I dry brushed carefully and used black wash to tidy up any errors and give more definition in the recesses. I tried to highlight more on the face and arms to really bring them out. Then I used watered Devlan mud (always seems to feature these days!), gryphonne sepia and heavily watered catachan green to add faint shades of colour to the flat grey. Especially so around the head and arms, I was trying to give that faint hint that she just could be alive....

I actually enjoyed the chance to paint a miniature all in one colour, like a very simplistic version of Curt's impressive Greyscale project.

Painting aside, I had the pleasure of joining Central London Wargames Club (CLWC) for a few small games of Saga on Thursday. They were a friendly and welcoming bunch (cheers Tamsin!) and its always nice to get some games in. Saga seems to have really taken off among those 'Saga Louts' so I hope to dust off my Vikings and join them on a regular basis.

Not looking good for my Vikings, fighting as usual under their Crow banner