More stuff shuffling off the painting table. Couple of plastic Vikings from Gripping Beast. Not the best models IMO, but they'll be handy for games of OGAM or Midgard.
Leader bloke needs a shield at some point I guess...
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More stuff shuffling off the painting table. Couple of plastic Vikings from Gripping Beast. Not the best models IMO, but they'll be handy for games of OGAM or Midgard.
Leader bloke needs a shield at some point I guess...
So I started this guy just the seven (!) years ago.
I didn't do a very good job of the greenstuffing all those years ago, which put me off doing anything with him for quite a while. But then he found his way on to the painting table and I did bits and pieces over a few years.
I decided that this Orctober I'd get him finished. And I (almost) have.
Even on the upgraded big-pig he still looks ridiculously big to be riding such a thing. I'm still not happy with my green stuff skills, but with paint on it doesn't look so terrible.
He just needs a shield and basing - so look forward to seeing him again in Orctober 2028
Because it's Orctober I've polished off a few Orc Boys that had been lurking around the painting desk for a while.
This finishes off the 24 that'll form this unit.
And so to game two.
A version of the Probe scenario with the Germans trying to get off the table edge and the British trying to stop them. The British start with six support, the Germans have twelve.
I have only three platoons to use during the campaign and one was badly mauled in the first game. Whereas the Germans get a brand new fresh platoon for each game.
There's a big old straight road down the middle of the table and I agonised for ages about the correct support choice. One obvious way for the Germans to win is to just speed a vehicle straight down the road and off. So I was tempted to take the 2pdr - but eventually i decided that was only going to stop Martin winning one way. If I actually wanted to win I needed to kill Germans and drive down morale so I decided on a Vickers - ideally to occupy the bunker.
The game was over very quickly - probably took us longer to set up than play - but with a campaign that doesn't matter- it just adds to the narrative.
So now we move on to the next game - another Probe for the Germans - but British defences are a little more formidable. I need to think hard about the Patrol Phase and placing JoPs - another easy win for the Germans like this and it'll be next to impossible to win the campaign.
Way, way, waaaaaay back in the mists of time before the plague, Martin and I decided we'd like to play some Early War Chain of Command. We bought armies and even settled on a campaign - Fighting Withdrawal from the 2016 Summer Special.
Then the world changed. We managed a couple of warm up/practice games between lockdowns but the plan to play the campaign remained bubbling in the background. We collected the terrain, consulted Google for images and made some buildings and other bits and pieces.
Finally however the stars aligned, diaries were free, jabs were administered and the first game could take place!
The first scenario sees a British force counter attacking as the Germans cross a partially demolished bridge. A British win shortens the campaign - giving the Germans less time to push on to Dunkirk.
The British have an Early War platoon (slightly different to the one in the Blitzkreig supplement as the campaign predates that) and just an adjutant as support. The Germans also have a single platoon and no support. Their are some restrictions on the German deployment that aren't entirely clear from the campaign - but after a little discussion and some feedback from the web we settled on.
The field of battle. The hill with road represents the end of a bridge over the canal that the British have partially destroyed - the Germans are feeding infantry over the wreckage in an attempt to establish a bridgehead. The Second Battalion of the Bedfordshire and Hertfordshire regiment are tasked with throwing them back.
Now on to try and hold the line at Risqouns Tout!