Saturday, July 11, 2020

Infamy Infamy - Sauron's got it in for me.

What to do..…. 
Locked in for another week, a new set of rules to try and no figures to play with... The answer adapt the rules to figures you do have.... I blame the first get together over a beer and curry in 3 months, as respective wives caught up, we might have got a little carried away with how the rules could cover a multitude of periods.

Yes with the latest rules from the Too Fat Lardies - Infamy Infamy in my hands for barely a week, plans are already afoot to apply them to Lord of Rings, nothing says Barbarian like Urak Hai and the men of Minas Tirith taking the role of Romans.

Over the next week we work through the finer details, Characters from the movie could be Big Men but many should be units in their own right classed as Elite Warriors with 8 life points and they themselves a Supra Numerum Leader.

Gandalf and Sauron would be skirmishers armoured with spells (slings) and Cave Trolls as Fanatics with life points to give them some depth on the table.

Time to give it a run out.

We picked the forage mission with men from Rohan and Gondor entering Orc territory looking for supplies when the forces of Sauron spring their trap.



The Riders of Rohan had managed to remove one Ambush point and turn another to a deployment point, but they still had their work cut out, if they were to march across the table and gather supplies, members of the fellowship come forward to scout the table, in the shape of Aragon himself he is immediately set upon by Sauron and Ring Wraiths.


A string of evil chips pulled from the bag led to larger numbers of Urak Hai flooding  the table before a single unit of men arrived.



To counter the Orcish mass the Rohan cavalry deploy from their own deployment point in the woods throwing their spears at the massed ranks of Orc's hoping to draw them away from the pitiful few raiders who have so far deployed on the table.


Boromir and Archers arrive to block the path of the advancing Ring Wraiths.


From a further ambush point orc archers darken the skies catch the cavalry in the flank. 


With flags in hand the Orc's rise up out of the hinterland and ambush the riders, the Orc's full of fervour rush forwards and playing an infamy card to tip the balance to 4:1 odds, the riders are wiped out without a dice being rolled. That's not how the movie went.....


As the Ring Wraiths advance they are countered by more members of the fellowship with Aragon and Gandalf taking the fight to the evil forces.


Finally the main human forces arrive and with the right flank blocked advance to the left hoping to sweep around the wood.


Backed by more riders of Rohan to counter the massing Orc forces the odds are in favour of the army of men.


Te Orc's trigger a further ambush as a cave troll rises from the ranks and charges into the cavalry, the battle is short and sharp and the cavalry flee from the raging troll. Infamy Infamy is no Sharp Practice Ancients.


The Troll advanced his Fervour gone but as a fanatic he ignored wounds and shock and continues his 
deadly work crashing into the men of Gondor, the heavy infantry with no tokens to play are caught in open order.


Whilst the troll delays the advancing human columns the Orc's reorganise and line up for the impending clash. Another flaming troll wanders into shot.


On the other side of the wood as arrows and spells fly, Legolas charges into Lutz who has made an appearance to bolster Sauron and Ring Wraiths who had been driven back only to be replaced by Warg riders who rush forwards to harass the Rohan archers.


Spearmen of Rohan march in column looking to support the men of Minas Tirith are countered
by another ambush as Orcish cross bows slow their advance.


The Inferior Warriors are met by the heavy infantry of Sauron,  again without tokens to play the men of Rohan have to defend in open order as their leader is to busy slowing down the shock the Urah - Hai are forcing on the men.


Lurtz is beaten back but this side show is perhaps the only bright moment for the forces of good who are slowly losing the battle.

With perhaps a little too much on the table, we ran out of time but what a great game, the rules were fun and despite not quite what the Rich and the team had planned were perfect for getting some great looking toys on the table.

The heroes as elite warriors with life points instead of bodies worked well and were not over powering and the fanatics were great fun. Infamy Infamy whilst taking elements from Sharp Practice 2 and Chain of Command is a very different rule set.
The Infamy cards if played correctly can make a difference as my riders found out...

We no doubt made a few mistakes and most definitely burnt through our tokens far to quick and should have kept a number of them back for the crucial melee's.
Looking forward to the next out whilst I start the planning for my Egyptian Project - Kings of Bronze.

Thursday, July 09, 2020

French Fusiliers 88e Demi Brigade in Egypt - Perry Miniatures.

A new month and this month the theme is Egypt (again.)
If all goes to plan then I should clear a number of the older figures languishing in the spares box and a couple of unfinished units before the kick of the Bronze Age Infamy Infamy project.

First up French Fusiliers of the 88e Demi Brigade in Kleber Ordnance.
With regular supply channels restricted by the English Navy the French were forced to adapt their uniforms to the new environment.


The original skirmish units were hijacked and recruited for the Haiti Project, so these chaps have been drafted in to support the line regiment.


Figures from Perry's Egyptian range.

Saturday, July 04, 2020

V the Mini Series - Contact #3

Having painted up some extra troops for the Zikanga militia it gave me the urge to play through a solo scenario for the Visitors garrisoning the central African country of Zikanga. The rules were mix of Ambush Alley and Bolt Action Modern.

Attacks on Visitor personnel have been increasing over the last few weeks by the local militias and the local Police and UN forces seem impotent to stop them. Consequently it has fallen to the Visitor shock troops to conduct a series of operations across the region to teach the enemy a lesson.  

The operations dedicated to Janice and 2nd Platoon are a series of ops designed to strike a blow against the militias and to also uncover the possibility 5th column involvement in supplying the militias.
Just as 2nd Platoon begin their first mission they come under militia mortar fire. 

Mission Objective 
The Visitor Shock Troopers must eliminate all insurgent Hot Spots before the mortar team get things on target! The Visitors have eight turns to complete their objective clearing three huts before the militia fire forces them to retreat.
Insurgent Mission Objective – Kill as many of the Lizards as possible! 


The Visitors start at the bottom end of the table, three huts marked with red markers are the militia hotspots. Victory Points are awarded as follows.

Visitors.
All Hot Spots eliminated – 10 points
No friendly casualties – 5 points  
Every Insurgent Leader eliminated – 2 points 

Insurgents/Militia
For each Visitor KIA or WIA – 1 point
For each Hot Spot still on the table at the end of the game – 2 points 




Each Hot Spot contains a group of militia containing a number of small arms plus either an LMG or RPG. Each turn the militia roll 1D6 with a further militia group appearing on a 4+ at one the hot spots.


The Shock Troops rush forwards, with only 8 turns they have a lot of ground to cover.


Rather than trying to defend the huts, the militia look to put a buffer between them and the aliens they rush forwards to seek defensive positions further down the table.


As the groups close Visitor Engineers can be seen flanking the oncoming Zikanga Militia.


Caught in the open the Militia lose a number of men to blaster firer and as they try to react, they fail their morale and are forced down unable to move or return fire.


Meanwhile the Militia defending the burnt out ruin are caught in the open by the Security Troops and Engineers as they infiltrate through the makeshift huts. The Militia are cleared out without a shot being fired.


On the right flank the last defenders pinned on the track are killed having failed to recover from the multiple shock markers, the route to Hut 3 is open.


Finally after a number of poor dice rolls reinforcements arrive for the Militia. Having rolled a 4+ reinforcements are diced for on the following table. 

2 – 1D6 with small arms
3 – 1D6 with small arms and Leader
4 – 1D6 with small arms, 1 with SAW and Leader
5 – 1 with RPG
6 – 1D6 + 2 with small arms
7 – 1D6 + 2 with small arms and Leader
8 – 1D6 + 2 with small arms, 1 with SAW and Leader
9 – 1D6 + 3 with small arms and leader
10 – 1D6 + 2 with small arms, 1 with RPG and Leader
11 – 1D6 + 3 with small arms, 1 with SAW and Leader
12 – 2D6 with small arms and Leader


The extra troops make an instant impact the LMG knocking a Visitor down, his blast vest no match for the heavier rounds striking him squarely in the chest. For a moment the Visitors are stunned.


Meanwhile "Hippo" Bunhoa's militia group who have rushed forward to block the capture of hut 1 are beaten in close combat and are driven from the table, the only consolation is "Hippo" takes down a Lizard for the loss of his squad.



Turn 7 and the remaining militia are heavily engaged with Shock Troopers and Security Troopers. The Visitor numbers are to great and the militia are beaten back. Hut 2 falls.


Turn 8 and the last hut falls without a shot being fired.

An outright victory for the Visitors with the loss of only two troopers, one of which only suffered a light wound and will be available for the next mission, all the militia was either killed or routed, perhaps a static defence would have been better? 

The reinforcements failed to materialise which kept the militia under pressure and combination of some good saves from the Visitor body armour and poor command rolls from the militia made it a tough ask for the human forces.

A fun game the Bolt Action Modern rules transferred well to the Visitor setting and flowed quickly.

Next up secure the Weapons Cache.

Monday, June 29, 2020

Elizabethan Zombie Wars - The Cardinals Black Guard.

As June comes to an end the last of the Spanish come off the paint table for the Elizabethan Zombie Wars. These were a gift from way back when Covid19 was a foot note on the overseas new reports.

I wanted to give these mounted Arquebusiers a dark feel to them so the creation of the Cardinal's Guard seemed to be the perfect vehicle for these Spanish troops.


Mounted on Warhorses and armed with the latest in Imperial firearms they should be a useful addition to the Spanish invaders and be a tough opponent for the English and the Undead.


The uniforms are styled on a number of the musketeer movies as after all the villains are always dressed in black :-)


The standard and bugler are matched to the colours of the existing foot troops. The leader of the cavalry troop are led by Capt Tadeo Sancho a seriously nasty piece of work.


Meanwhile a cavalry troop need something to escort so why not a wagon... 
A nice piece of kit from the guys at Warlord. I am sure it will come in handy in future scenario's.



So June is over....
A good month clearing down a number of "fillers" from the Far East to Africa, next up a trip to Egypt with either more Ottomans for the 1798 French expedition or with Infamy Infamy landing today perhaps 1300BC and the New Kingdom Egyptians and Hittites, with a couple of tweaks to make the rules fit the period.

Either way July will be Hot, Sunny and Sandy......

Friday, June 26, 2020

Chronicles of Narnia Campaign - A Dragon Rampant Campaign

Several years ago before this blog existed I ran a HOTT campaign using the Age of Wonders computer software, it generated some great games and some interesting scenario's.

Having a clear out last week I came across a copy of Risk Junior for the Chronicles of Narnia movie franchise, I never played it but it had a wonderful map... which sparked an idea for a campaign. 

It's been a few years since the Narnia armies have had an outing and hopefully with the return of social gaming in the coming weeks a chance to play some smallish games using Dragon Rampant.



The campaign is relatively simple which draws on some of the experiences of the recent diplomacy game. Written orders by each side and dictating the move required and a simple move one territory and battle scenario.

I lifted the lead character's from the movie with one alteration Rumblebuffin has had to switch sides and now becomes an evil giant residing in the Stonelands in the north of Narnia leading forces loyal to the White Witch.

The prize is Narnia it's self and an eternal winter or the return of Aslan and a new age....

Each counter contains the following points within Dragon Rampant.

Aslan - 24 Points
Peter - 24 Points
Edmund 12 Points
Lucy - 12 Points
Susan - 12 Points
Mr Tumnus - 12 Points
Mr & Mrs Beaver - 12 Points


The White Witch - 24 Points
General Otmin - 24 Points
Maugrim - 24 Points
Ginarrbrik - 24 Points
Giants of the Stonelands - 24 Points



Using the usual risk formula territories can be seized or won in battle.
At the start of the 3rd turn reinforcements are awarded at a value of 5 points per territory controlled by their forces. Reinforcements can be added to a named army as long as the army is not isolated from the main faction capital.

If a regions has a bordered by a river armies my only cross using the bridges shown. The woodland regions contain heavier terrain on the table top.

Characters killed in battle are considered captured and returned to the opposing factions capital. That being the Witches Castle or Aslan's Camp. The characters can be freed by capturing the enemy capital.
The campaign is won by controlling more regions than the enemy.

Hopefully the campaign should create a number of interesting engagements starting with the standard points for Dragon Rampant but rising as reinforcements swell the ranks of both sides.
Aslan's forces are more numerous but are smaller in number within each counter.

Booking keeping should be minimal with a status sheet for both players to record the points available, armies will be created on the day of battle with only the named character having to be included in the force orbit.

Can Aslan's followers capture the White Witches territories, or will Narnia remain forever in her evil power?

Sunday, June 21, 2020

Return to Zikanga.... African Militia Men.

Another good day on the brushes and last of the insurgents from Spectre's Kickstarter going back several years now. They had been under coated and been sitting on the to do table for months.



The Spectre sculpts are great, full of character and dressed in an assortment of clothing including the occasional cross dresser which came to prominence in Liberia as the National Patriotic Front pushed on Monrovia in the 1990's.
Charles Taylor's force's believed that the wedding dresses, wigs and commencement gowns together with 'Voodoo' regalia which would protect them from being killed.
This squad is armed with a mixture of AK's and RPG's the barrels are a little fragile so be careful.


The chap in the wedding dress I am sure was modelled on one of the characters from the film Johnny Mad Dog, a 2008 film about child soldiers in an unnamed African country, but all to common in a number of West and Central African conflicts.



Another project complete albeit several years in play or so I thought......
I unpacked the trays to put the reinforcements away and found a few more stay behinds that will need finishing... Darn I really thought I had them all done... These will definitely have to wait until the Infamy Infamy project is underway.


120 African militia might be a few too many for the Visitors to handle next time there is a trip to Zikanga.

Thursday, June 18, 2020

Dispatches from the front X

This week seems to have dragged a little.
Is it the weather, the end of the Diplomacy Campaign or the need to kick off a new project.


The Wyvern Diplomacy Campaign has come to and end, we called it a day when, it came down to myself as Turkey and the Germans. No one wanted to watch two of us battle it out for another couple of years.
A great way to spend the lock down evenings pondering moves and alliances. Well played by everybody and we still left as friends. Such a fun game that has stood the test of time.

Coming soon is the latest release from the Too Fat Lardies and Infamy Infamy.
Designed for gaming warfare in Gaul and Ancient Britain. 


Like many of my projects I wanted to do something slightly different, whilst Roman legions would be good others in the club already have them covered and I would need extra terrain, so with plenty of desert terrain time to roll out the Hittites and Egyptians.
For several months I have been building up the forces storing them up for the launch.
I have started the prep but have a couple more projects to finish before I start them in earnest perfect timing as the rules are due to land at the end of June.


In preparation for the Kings of Bronze Project I took the opportunity to replenish some of the paints, despite having many of these already I still get strangely excited by new paints.
The Foundry paints do last over the years where as the likes of Games Workshop tend to harden as air gets into the newer designed pots.



I have long been a fan of Army Painter's soft tone it gives depth to my painting efforts and covers up some of those minor mistakes but with much of the New Kingdom Egyptians being in white I thought I would give their Flesh wash a try, it looks a little softer and paler and will be perhaps better suited to the whites and lighted colours more prevalent in the Egyptian army.


It looks like the Wyvern Club House will be open in September subject of course to social distancing, bring your own dice and figures and make your own tea :-)

It would be great to have these ready for the club relaunch.
A couple of months to finish a couple of projects and get these under way.