Showing posts with label Tsuba Miniatures. Show all posts
Showing posts with label Tsuba Miniatures. Show all posts

Monday, March 28, 2022

Silver Bayonet Solo - Scenario 1 Wolf Pack - 1st Impressions.

Nice to get the freshly painted figures on the table so quickly.

I have been itching to give the rules a run out for a number of weeks, Joe's previous offerings always make for a fun evenings gaming and Silver Bayonet is no different.

One with the game.

The scouting party in the clearing spotted movement in the tree line, they had to move swiftly if they were to the find the missing orders before the local wildlife payed them a visit. 


The two privates unearth the first clue marker and instead of finding a clue they find themselves a Werewolf - Gulp.


Meanwhile on the other side of the clearing as the full moon rose a wolf turned into another Werewolf, things were starting to look bad already for the patrol.


The Russians fell backwards as the wolves rushed from the forest, a number of the men had been wounded and they had burned all of their Fate dice reducing the damage from the attackers. Father Gregor had been busy healing this comrades.


On the far side of the clearing the Captain lead a counter attack into the charging Werewolf. One of his men had already fallen to the wolves who sensed more blood. Egor squared up and swung his axes.


Just as things were beginning to look bleak the wounded troopers who had finally beaten the original Werewolf unearthed the missing orders and were beating a hasty retreat.


The valiant Captain was struck down but not before he killed the Werewolf. Egor swung his mighty axes, hacking at the snarling beasts. 


For a first encounter it seemed a mighty hard, or was it the curse of freshly painted figures?

Silver Bayonet seems a little more balanced than Stargrave/Frostgrave. There are less wandering monsters but they are that little bit tougher than previous games and I suspect players will be less tempted to fight each other but rather deal with the monsters first.

The rules are easy to pick up rolling 2 dice against a target number, with the option to counter attack or duck back. There is a fast pace to the game and you are certainly to encouraged to get stuck in rather than sitting back and firing at distance.

A great new feature is the Fate Pool, a number of dice allowing you to re-roll, lessen damage to yourself or make monsters more potent, quickly reload or point the creatures towards another unfortunate soul.

The scenario's are well balanced but do suffer from a couple of minor niggles mostly around the scale of terrain or monsters encountered, I have some odd stuff but Pixie's or Living Scarecrows? I certainly don't have galleon for the 10th scenario.

Let's see what a two player game brings.....

Thursday, March 24, 2022

Silver Bayonet - Russo - Japanese War.

Despite having the rules for a number of months, it's taken a while to get figures to the paint table. How things have changed as I picked bloody Russians.... :-(

I had an idea to shift Silver Bayonet to Manchuria and the Russo-Japanese War, which allows me to tap in to much of Chinese collection and other weird models from the Water Margin. 


The Northstar Russian faction are great sculpts, many of them are generic in overcoats and soft caps, or civilian types so swapping out a couple of figures for the Tsuba castings and the we jump forwards 80 years.

They should be fun to play, Yori who can turn into a Werebear, an old woman who is an supernatural investigator and a priest as a champion of the faith, together with a couple of squaddies the equivalent of red skirts in Star Trek.
 

The idea for Manchuria allows me to field this Russian faction, but also a Japanese faction including monks or Chinese Honghuzi who fought a guerrilla war against the Russian occupation and regularly attacked the Chinese Railway line between Harbin and Vladivostok acting in support of the Japanese.


All set for the first solo outing.
A Russian patrol goes out in search of an earlier party who has gone missing with valuable orders for the front line. As night falls and the full moon rises they hear a blood curdling howl. 


The team stumble into a clearing where they find human remains but their investigation is interrupted by movement on all sides.

This should be fun......

Saturday, January 13, 2018

Sharp Practice 2 - The Russo-Japanese War - Thoughts and adaptions.

First game of the year and a chance to try something new.
Like many wargamers I have a bookshelf full of rules each time a new edition comes it ends up being brought and added to the shelf. To the point where at times you forget which rules sits within each version, this year I resolved to try and cull the rules used and concentrate on a small number which over the years have provided the best experience. Sharp Practice 2 is one such set but could they be tweaked to include the war of 1904 -1905?


Historically I have used mud and blood from the TFL which gave a great game but was very much large skirmish where SP2 feels that little but larger, so I amend the formations slightly and dropped the number of bigmen, I picked a scenario from Chris Stoesen excellent Suppliment Empire to Revolution for WW1 Russia and matched the number of figures per side to hopefully give the right balance.

The scenario saw a small Japanese force attempting to rush a lightly defended bridge in the opening days of the war.


The Russians were allowed half their force on the eastern side of the river and a makeshift barricade to help defend the bridge from the Japanese attackers.


The Japanese with the aid of some Chinese irregulars managed to push forwards using a secondary jump off point and seize the farmstead very early on.


The Japanese came on enmasse, the first challange that we faced was use of bolt action rifles, with no reload action the rate of fire could be massive and the ranges make open ground pretty difficult to cross. By this period smokeless rounds meant battlefield visability was better so no hiding in the smoke for our 28mm warriors. We talked about introducing a tactical action where troops go to ground to provide an additional level of cover when being fired at.
 

The Russians learn't early on what a couple of rounds of sustained fire could do from a formation even to a skirmish unit at distance, so took to keeping behind the slope and log barricade. The good use of a crashing volley by the nearest Russian section gave the Japanese formation a bloody nose. We decided that the crashing volley when played only impacted the first action of firing.


With the Russian defenders being slowly weakened by shock and casualties even behind heavy cover the Japanese advanced, flanking the Russians left flank.


Not exactly the greatest surprise but the bulk of the Russian mainforce are revealed pouring fire into the Japanese as they crest the rise.


The Japanese are ravaged by the mass ranks of Russians and are soon falling back with their force morale droping as the formation broken and stumbled backwards.


The Russian mainforce sets off over the Bridge thinking the game was in the bag, however out of shot the Japanese release a volley, firing into a marching column added enough shock to reduced the column to a crawl. A valiant draw was agreed.

Pretty pleased with the first run out, I need to amend a number of the units and add some extra figures here and there but all in all really pleased how SP2 translated to the later period.

Post game thoughts

After the initial shock of the rate of fire even a single section can generate in a turn. The game soon calmed down with commanders thinking that little bit harder when to commit units to action, we agreed that the two rates of fire should remain to correctly reflect the effect on the day. 

We agreed to add in the additional actions of troops taking one action to go to ground which in the open increased their cover level by one and in certain types of cover makes them impossible to hit e.g. solid walls. However after much discussion we also agreed that it takes a further action to stand up to balance the benefit of cover vs fire power.

The MG on the Japanese side had some effect we increased the range beyond that of the rifle to allow them to be used as a support weapon and only at effective range gave it the equivalent of cannister where it doubled the shock on any unit, however to weaken it's effect it only fired on one action and a second action is required to reload.
I will probably bring across the more 1's than 6's rule to represent the jamming effect, perhaps using a flag to roll for unjamming?
In an attempt to represent the effect of sustained fire one idea is to use the ruling within Chain of Command but perhaps being triggered by the use of two command cards during a turn?

Thinking about the troops of the period and referencing the remarks of Lieut.-General Sir Ian Hamilton on the subject of operations along the Yalu River.
Another marked contrast between the two armies was in their musketry. The Russians mainly used volleys, even in the confused struggle at Ha-ma-tang ; the Japanese, individual fire. l have satisfied myself that, whereas the artillery practice of the Russians was good as long as it lasted, the musketry was inaccurate to an extent not entirely explicable by the fact that they were attempting to fire volleys in face of combined shrapnel and individual rifle fire.
With this in mind I have looked to class the bulk of the Russian forces as poor quality this would increase them numerically to 10 figure sections, but by making them poor shots balance the rate of fire, given the commentary above perhaps making the cost of crashing volley as little as one flag?

Given that only a few Russian units carried the M1891 Mosin-Nagant Rifle, with a number still armed with the Berdan II rifle which, is a single-shot bolt-action, this would require an action to reload which further reduces the Russian capabilities on the battlefield.

It's not all bad news for the Russians I awarded them the characteristic of Stubbon and perhaps even aggressive in hand to hand, whilst the Japanese of recieve the Thin Red Line to encourage them to be more assertive in action.

I would welcome anyone elses thoughts on what additional tweaks should be made to reflect the advances in firepower or to better reflect the 1900's using Sharp Practice.

Off now to work out what extra figures are needed.... shame :-)

Saturday, June 24, 2017

2nd post of the day - RJW All dayer....

Dashing in to save the day - The Japanese dismounted cavalry make an appearance just in time for tomorrows game.
Let's hope they don't suffer the fate of most newly painted figures and lose on their first outing.


Another fine selection of figures from Tsuba Miniatures - sculpted by Paul Hicks.


Even time to paint up Rasputin - Delivering inspiration to the Russian Troops.
This would been before he met the Tsar.... Perhaps a holiday in the East?


With size of game planned I have a couple of minor rule amendments.

Instead of each unit containing an officer with character traits, I have introduced 3 commanders per side, these can be attached to units or hold a command radius allowing one unit each turn to re-roll their initiative if required.

If a unit in the command fails its command roll that brigade can no longer activiate any further units unless the office is used, this is similar in style to Dragon and Lion Rampant but should slow the activiation rate and slow the casualty rate as the number of regular units is quite high on each side and with free fire actions casualties could soon mount up.

Let's see.

Off to print the order sheets and grab a well deserved beer..... Asahi no less :-)

Sunday, May 21, 2017

Back from Partizan....



Having missed many of the early 2017 show circuit, Partizan was the first real all day outing of the year.

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The Newark showground is fast becoming the regular home of gaming. The Partizan guys did a great job even organising a Hurricane fly past.... :-)
The new venue had plenty of room and great lighting which made for a great days gaming the show seemed really busy with plenty of old faces to catch up with, once again we manned the Kallistra Table (Thanks Paul.) seeking to improve on the British assault at Cambrai.


A tough affair with two lines of trenches to break through all before the close of the day, the Germans cannot really win this scenario, but the Brits can certainly lose it. They out number the Germans by 4:1 in Infantry and have 48 Tanks to the Germans 16 Field guns.


We made great head way in the morning breaching the lightly defended first line but my luck started to run out on the right flank with tank after tank falling foul of Artillery and Grenades coupled with my inability to roll lower than a 5 or a 6 which resulted in half my armour support bogging down and the crew bailing.


Meanwhile my co-commander Dave was having a far better time of it on the left, he only lost one tank to Artillery fire and almost all of his armour crossed the trenches unhindered. By lunch time he was well into the second line whilst I was left to push Infantry across rough ground..... 

All part of the plan... #HammerandAnvil....
A great days gaming and nice to play on such a large table in a great venue with some fine commanders on both sides.

The show seemed really busy with many of the traders 2-3 deep at times.
I stocked up the leadpile for the coming months - Thank goodness Reading is a number of months away..

Now the customary photo's of today's haul.
  • Copplestone's Amazon Indian's
    • Arquebus and War Club - A small project using my Spanish in South America.
  • Arab Workers
    • A useful sapper addition for the Egypt Project.
  • RJW Dismounted Cavalry.
    • A top up for the next all dayer in june.
  • Trent Miniatures and Wargames Foundry.
    • The next major project - Haiti - Napoleonic's Caribbean style. 
  • Paints
    • Because you can never have enough flesh tones.



Finally some eye candy from the Perry's fantastic Alexandria game - I will have to go some to increase my output to this scale. A wonderful looking game and plenty of inspiration for future units in Egypt....

 



Sunday, January 24, 2016

Japanese Cavalry - Russo Japanese War 1904 - 1905

If you read the news January is supposedly the most depressing month, Blue Monday, bills to pay, enforced diets, but in wargaming terms it's the month where new ideas and projects start.

The paint table is full of blister packs and bubble wrap of projects planned for the next 12 months and that's before show season starts in March with Hammerhead and WMMS where shinnyitus is bound to take hold.

I really need to hold my nerve and crack on with the stuff that's been outstanding from 2015.
Buried under the bubble wrap were these Empress Japanese Cavalry from their Russo-Japanese range based and under coated in November they have waited patiently while other toys jumped the queue.


These will bolster the Japanese forces and give me a more mobile option in future encounters and give me opponents for the Russian Cavalry.
The lighting was not the best, they are somewhat less shiny in the flesh, but they are great sculpts as you would expect from the hand of Mr Hicks.



I have been using Mud and Blood from the Too Fat Lardies, but may well give Sharp Practice 2 a try when it's launched in April given that the expanison of the period covered.


With these complete, an opportunity to switich to some of the new projects, but where to start, the first Chechen game in two weeks, I still need a few odds and ends for that scenario. Figures for the planned Hammerhead game in a month so far I have the Title "The Water Margin" but little else or some of the other distractions hidden amongst the bubble wrap and brown boxes..... Chinese Frostgrave anyone?

Saturday, January 09, 2016

Paint Table Saturday - RJW Heavy Machine Gun


Managed to grab a few hours this afternoon to complete one of the latest releases from Tsuba Miniatures. This Heavy Machine Gun will make a valuable support for the Japanese.



The Tsuba Miniatures casting fits in very well with the existing Redoubt offering although both Machine Guns appear a little more sturdy than the real life weapon.


 

Sunday, January 03, 2016

RJW Horse Holders - Tsuba Miniatures.

First off the production line this year and back to an old favourite the Russo-Japanese War.
I use an adapted version of Mud and the Blood from the Too Fat Lardies

The aim was to finish these last year but, I simply ran out of time.


Lovely figures from the Tsuba Miniatures and the master sculpter that is Paul Hicks.
Upon reflection, I should have left the horse holders loose to allow me to swap out the figures for either side, maybe next time. I have completed a couple of free standing horses for dismounted or unhorsed bigmen.
The cavalry units are 9 figures strong but I don't plan on creating horses on a one to one basis merely a representation on the table.


As is customary for the RJW project I have have also added in a couple of shock markers for the cavalry with a dice marker from Minibits to hold a D6 to record shock.
I am really pleased with how these have turned out and it's a nice change to go up a scale from the last few months output which has all been 15mm.





Good to get the new year off with bang, the paint table is filling up with more Chechen's, Japanese Cavalry and Heavy Weapons for the RJW and even Ancient Chinese for the Water Margin Project - I really could do with a little more time off to get stuff moving.

Friday, October 23, 2015

RJW Scenario - Luosen Temple

I meant to post this a few weeks ago but events over took me, the RJW is one of those collections that can always be relied upon to fill a club night. This outing was no exception.

February 1904 the Japanese are on the move crossing into Russian held territory catching the Russians off guard however the Russians are more numerous than their opponents and are soon moving additional reinforcements into the fray.....


The scenario victory points are as follows.

The Japanese need to accumulate 8 Victory Points.
1 point for each Russian Big Man killed, wounded or broken.
1 Point for each Victory  area controlled.

The Russians need to achieve the following.
Destroy or break 3 of the Japanese Units
Control 2 of the 3 Victory Areas.

The Victory Areas
The Frontier crossing.
One of the two houses.
The T Junction at the far end of the table leading to the Luosen Temple.


The Russians come straight off blind hoping to pile some early shock on the advancing Japanese who have broken through the frontier wire and are already heading for the village.


Chinese irregular cavalry are the first to deploy looking for a target to engage.


The Japanese are unmasked and the Russians bombardment begins of the advancing Japanese.


The Chinese cavalry skirt the village to avoid the Russian artillery and flank the Russian Infantry as it advances upon the village. 


Charge - The cavalry clatter into the advancing infantry driving them back, but not before several of the Chinese are broken and unhorsed.


The Russians press their advantage advancing ever closer to the village, only for members of the Chinese Imperial army to appear for once determined to defend their country from the two invaders...


As the night draws to a close both sides are battered and brusied the Japanese are forced to acknowledge defeat having failed to capture enough of the objectives and keep enough officers alive....