Sunday, 20 September 2020

Chain of Command 1940 - BEF against the Blitzkrieg

 Way back at the turn of the year before all this *waves hand vaguely* stuff happened, Martin and I decided we'd like to play some Blitzkrieg Chain of Command.  We had one eye on some gaming around the time of the 80th anniversary of Dunkirk.

Then however all this beastly business intervened. Fortunately we both carried on painting and so actually have finished forces. With a free Saturday and lockdown at least a little eased (however temporarily) Martin came over for a game.

We were aiming very much for an intro/remember the rules type of thing. Martin's not played before and I have at best a tenuous grasp of the rules.

Our first challenge was the gaming table. I have quite a large scenery collection, but when I tried laying something out I realised it was more suited to Middle Earth than Low Countries. Fortunately Martin had some suitable buildings and hedges and between us we cobbled together an approximation of the Belgian border.



I rushed a squad forward to try to seize the farmhouse. Initially I rolled high and they romped in to the house. Then we realised I couldn't run into a house, so they fell short and milled around in the farmyard.

Germans began to appear on my left flank.


And a second squad occupied the orchard.


I ordered the Vickers Machine gun to hold my left flank. However a mysterious senior officer appeared and sent them off in a different direction! A Shabby Nazi Trick!


Taking advantage of nothing appearing in front of them the Germans sprinted across open ground.


Whilst more appeared to back them up.


Over in the farmyard mortar fire and MG34s began to take their toll on the British.


The running Germans were almost at their detination.


Finally the Shabby Nazi was unmasked and Tommies arrived to hit Jerry in the flank.


This however only attracted the attention of more Germans in the wheat field.


The squad in the orchard decided to make a push for the farmhouse.


Sadly at this point the German squad on my left flank was able to sprint from the table and claim the victory.

This was a good fun, gentle reintroduction to Chain of Command. I still really like how it plays and the early war British are a change from the Americans I'm used to.
I think we got a few things a bit muddled, but nothing that affected the game. The Shabby Nazi trick which denied me the Vickers and a squad of infantry at a crucial moment very definitely helped Martin but I also made some mistakes and Martin played well.

We're now thinking of starting a campaign - there are a few for this period in various Lardy Summer Specials.

Saturday, 19 September 2020

Warhammer: Doom of Belegar Game Three

 And so to the final game of the first part of the Doom of Belegar.

This time the big guys were both at the table - Belgar and Queek face to face.

The dwarfs formed up a bit further back this time. 


Some big shooty rat things snuck around the side. I tried to shoot them with the flame cannon, but because it wasn't painted it didn't work.


Ninja rats began sneaking up.


Queek stood between the Dwarfs and the brewery. Brave or foolish?


A troll turned up to wander around amidst the gas clouds.


Rat Monster shooting was whittling the slayers.


The handgunners seemed to have little effect in the dark caverns.


Belegar and the Hammerers  headed for Queek.





The big rat monsters munched the unpainted Flame Cannon.


At last the big match up. Queek v. Belegar!


Unfortunately Belegar forgot to press the magic button on his hammer to double his attacks.
Queek managed to hit and wound with all his attacks. Belegar's shield stopped half of them, but three was enough and he went down.

The hammerers then began to suffer.


Globadiers stood in the mushroom forest and enjoyed the spectacle.


Finally the big rat monsters and Queek caught the handgunners and the game was all over.



Oh dear, not a good start to the campaign for the Dwarfs - played three, lost three.

Must remember to use all of Belegar's special rules next time.

Next game we're using th full 3k point armies in a version of Dawn Attack.

Friday, 18 September 2020

Warhammer: Doom of Belegar Game Two

 And so to the second of our games in the underground Doom of Belegar campaign.

This time a river ran across the cavern.

Learning from my previous game I deployed forward. Forgetting that this was my shooty army and that as Steve had used lots of shooty slaves last time he was likely to have a fighty army.

Indeed he did. Including a Screaming bell and a Hellpit Abomination.

Fortunately (as with the last time he bought the Hellpit cannon, wound, failed ward save, 6 wounds = dead Hellpit). Then the Plague priest miscast. Oh how we (I) laughed.

However the Skaven trundled forward.




Splashing across the river. My skilful deployment of pitfalls (one of the special underground rules) slowing them down.



Unfortunately not slowing them enough.


The slaves splashed into the water. Discovered it did bad things and ran off.
So far the scenario was doing more damage than my army.


The rat swarm caught the cannon.




And the Longbeards got a bell in the face.




With inevitable results.



Some miners turned up. A bit late.


They fought the rats but were gradually whittled away.


Then the ceiling fell in and caused the slaves to run away again. The Quarrelers ran after them (mainly to avoid a bell up the bum.

Another victory to the rats. Again poor deployment by the dwarfs. Most of the things that died were killed by the scenario, rather than my axes.

Still, onwards and downwards - game three next.

Thursday, 17 September 2020

Warhammer: Doom of Belegar Game One

Stephen and I are playing through the Doom of Belegar campaign from the Thanquol End Times book.

It's a series of linked campaign games based on the old Underway digital supplement that we played through with our Greenskin forces a few years ago.

I am taking the role of the noble Belegar stout dwarf Lord as he defends his hold against the evil Queek Headtaker.

Each side picks a 3000 point army led by the two above named characters. Stephen has also taken the troops to make the special formation from the End Times book that makes the rats even friskier.

Scenario one is actually three separate games - your army is split in three and you play games in the tunnels leading the way into Belegar's hold. There are all sorts of complicated underground rules involving reduced ranges, gas and the sky falling in.

For the first game we were at The North Notts Palais des Jeux. A lack of suitable underground terrain (currently being rectified) meant we played on a sea of stars!

The rats had bought lots of slavey types, With slings. One of the rules of the campaign is that any slaves and clanrats killed return as fresh units when they're wiped out!


This army had both Ironbreakers and Warriors.


I deployed quite far back - not wanting to kill lots of rats and see them return. It was about three turns in before I realised I *had* to kill rats, lots of rats to actually win...

Ninja rats also showed up.


Clanrats and a Zappy Death Gun.


Fortunately the Grey Seer miscast on turn one, killed loads of rats and forgot some spells.


The Dwarf advance was slow and tentative.



Meanwhile the rats slinged and tried to Zapp.



Eventually the Ironbreakers had to kill some slaves. Which was not what I wanted them doing.


Meanwhile the clanrats took on the warriors.



All the Ironbreakers gradually whittled away to sling fire, flame thrower and general magical zapping. Leaving just the army standard bearer alive.


Then the slaves came back.

When we totalled up the points it looked like a draw. Then we remembered the Skaven had killed the Dwarf Army Standard Bearer. The rues aren't clear if you take a character as your general in these "sub" games but we decided that he counted as one, so the rats got the win.

Poor deployment from me meant I was always struggling to get points back.

On to the next game!