Friday, September 8, 2017

ACW Naval Campaign

Started a ACW naval campaign at our last club meeting.  Using a couple of set of rules from Wargame Vault.   Anaconda Capital Navies for the strategic side and Sail and Steam for the tactical battles.  Ran the first two turns in a 5 turn campaign.   The scenario starts with the Spring 1861 turn and turns are 3 months each.  Each turn has a random event which could be good or bad for either side, reinforcements in the shape of new ships, shore batteries and troops also later in the war obstacles and mines.   Then you determine the mission assigned to each navy in which they are trying to earn victory points and who moves first and second on the turn.  As each side takes it's moves if fleets of both side end in the same square you switch to a tactical game to fight it out.  The rules provide tactical maps the areas to set up the battle.  On the first turn there was no random event (the event rolled didn't apply).  Both sides rolled for reinforcements with the Confederate getting one ship and a 3 gun heavy shore battery. The Confederacy gets to roll for ship building once at each port it owns and builds the ship there.  The Union rolls 6 times per turn for ship reinforcements and they get placed in the Atlantic Ocean box to begin with.   The Union was very unlucky on the first turn and received no ship reinforcements but did get a cavalry regiment and a 5 gun light shore battery.  The land reinforcements and shore batteries can be deployed to any area the side controls during the movement phase.

The imap setup after the first turn moves.  I took the map from the rules converted it to one sheet and then enlarged it to fit on a 2 x 3 poster board and created 3/d4 inch counters to display the unit status.

This shows the first battle a lopsided affair of 1 Confederate ship vs 7 Union ships.  We set up the battle using Sail and Steam rules who also sell top down ship counters which I doubled in size and mounted on foam board.  We changed the naval rules slightly in that the rules call for two movement phases and we substituted just one.

This was at the end of the first turn of the action.  With the union entering from the North and the South set up on the table as they moved there first.

Here were the ships involved the Confederate had the CSS George Paige and the Union consisted of the USS Pawnee, Thomas Freeborn, Pocahontas, Anacostia, Mount Vernon, Reliance and Resolute.
The initial firing by both sides was ineffective causes only suppression hits with no real damage.   But the range is closing quick.

The range closed to close range and the damage started to build up with the Union getting a critical hit on the George Paige and her rear gun was dismounted.

With the rear gun gone the George Paige decided to ram the Mount Vernon bad decision) and did more damage to herself then the Union ship and with the gunfire the George Paige was quickly sent to the bottom thus ending the battle.  But the Pocahontas' Captain was relieved of command for grounding is ship.  A fun battle with mistakes made by both side.

The second turn was mainly a reorganization phase for both sides as the Union lost 5 ships to blockade duty (random event) which depleted his fleet and the Confederate had a catastrophic loss on the first turn and was able to do a massive build program but it takes forever to get ships from Richmond and Petersburg to the front.  We will run turn 3 at least at the next club meeting.  Unfortunately I didn't get a picture of the final map but after the moves the Confederate were able to capture Annapolis getting a 4th port and a large battle appears to be building there for next turn.  More to come next month.


Wednesday, May 31, 2017

Horse and Musket Skirmish Game

Ran a game of Fistful of Lead Horse and Musket this month at our local club meeting.  Played the first scenario Fight for the Homestead using 15mm miniatures and half scale.   The terrain board was 2 feet square.  The scenario is 2 farmers with 4 colonial rangers in support being attacked by 9 Indians.

This is the initial setup with the 2 farmers in the farmhouse the rangers around the fence line and the Indians in the woods

The game runs by using a card deck to determine movement and handing out one card for each character being controlled by a player with Kings going first down to twos being the last to go and the Ace being a wild card.  In the first turn everyone was close enough for the shooting to begin with no much effect.   With the Indians starting to advance on the farmstead.

On the next turn there was a lot of reloading and the Indians decided to go into hand to hand combat but learned that the rangers were no easy pushover loosing the fight in the process.

Also the same ranger was able in the same turn using a special card to reload immediately and fire at another Indian.   Things look bad for the Indians with two out of the fight but the battle is just starting

The fighting got really intensive around the fence with the Indians getting the best of it wounding one of the rangers and in hand to hand taking out two of the rangers.

The farmers wife tried to turn the tide and came out of the building to attack one of the Indians but with no luck and was captured in melee by the Indian.   This lead to the end of the fight as the Indians broke down the door to the farmhouse and captured the other farmer and killed the last ranger.

A fun time was had by all and the game took only an hour or so to play.    Looking forward to the next scenario.   The figures and building are 15/18mm Blue Moon miniatures.     Gary

Thursday, December 24, 2015

Highway to the North

This is the battlefield for my next 3mm modern scenario.   Highway to the North was a original scenario by Bruce Rea-Taylor which I have modified for my own use.   Hope to be able to play and then post a battle report in the next week.

The gaming area is 3 x 4 feet with the top being the east.   The scenario pits NATO (Norwegian and British) vs Soviet forces in Aug 1985.   It is a delaying action for NATO who needs to hold the town and stop the Soviets from exiting forces off the Southwest road.    More later  Gary

Monday, December 14, 2015

Nuiwa-Shar Battle Report

Fought this scenario at my local clubs meeting on Dec 13th.   Had four players two for the Pakistani and two Indian.   Here is the layout of the battle and the forces for both sides.

The Indian forces consisted of a battalion of T72 tanks with a battalion of infantry in BMP1's a recon company of T55's and a PT76 and a artillery battalion of Abbot's.

The Pakistan forces included two battalions of M48A5 tanks with a battalion of infantry in M113's and a battalion of M109A1 artillery.

On the first turn the Indians arrive on the board and approach toward the objectives (the village of Nuiwa-Shar and the oilfields).  They were able to make two moves before the Pakistan forces appeared on the table.  The last picture shows the end of turn two.   The action is about to start.

The start of turn three and first blood to the Indians.

But during their turn the Pakistani's get their revenge and with an accurate artillery barrage followed up by accurate tank fire were able to knock out 6 T72s.  The bottom picture shows the end of the firing for Pakistan but before their move for the turn.


The next pictures show the end of turn three.  The Pakistani start to spread out their armor but lose some to opportunity fire from the Indians and bring on their infantry battalion towards the oilfields.

Turn Four and the Indians catch the Pakistani infantry in close formation with their artillery and cause disruption and havoc among them.   They also start to pull back away from the incoming artillery barrages to occupy the oilfields.

During the Pakistani turn four they are able to recover some of the infantry and take out some more of the T72's with a well placed artillery barrage followed up by tank and anti-tank fire.

During the Pakistan turn four movement they force the action towards the Indian entry point and the infantry starts to approach the oilfields.

Turn five and the Indians crush the Pakistani advance thru artillery and tank fire.  The entire front of the advance is covered with burning armored vehicles.

The Indians consolidate their hold on the oilfields and the town by putting mixed teams of infantry and armor around the oilfields.
In desperation the Pakistani forces push thru the burning vehicles to force the issue
But walk into a hail of tank and anti-tank missile fire.   Also the Indian's spotted what appears to be the Pakistani command group and call in a artillery barrage on them.

This is the breaking point for the Pakistani with their command disrupted and the Indians securely holding the village and oilfields its time to call it a day. 


A fun game had by all.   Next scenario will be Norway in 1985 with a British commando battalion and Norwegian home guard and recon forces trying to delay a Soviet advance.


Thursday, December 10, 2015

Battle of Nuiwa-Shar

Here is the battlefield for my latest project.  It is a modern scenario for 3mm miniatures.  The battle is India vs Pakistan in 1990 and the objective is to control 3 of the 5 areas (the town of Nuiwa-Shar and the 4 oilfields).  Will post the battle results next week after we play at our club meeting on Sunday.

The battlefield is 2' by 3' and each hex is 4" from flat to flat.   The hexes are from GHQ and the building and oilfields are either scratch made or from a monopoly like game King Oil.