Saturday, 4 October 2014
Friday, 26 September 2014
Sunday, 20 July 2014
|The thin red line|
In the centre, the French sought to bring their two field guns to bear, however their gunners were having a bad day and failed to hit much of anything throughout the battle. Having failed to break the left, the French commandant (aka Colin) tried to maneuver his force, concentrating his units on the right instead.
Meanwhile the British got a bit carried away and decided to come down off the hills to have a pop at the Frogs. This was perhaps unwise, and they started to take more casualties. Things heated up on the right, with one British battalion retiring and a second getting involved in close range fire with two more French columns, who they handily beat back, and managed to seriously wound the French commander to boot. In the centre the British line moved up and poured fire onto the largely ineffectual French guns crew, wiping them out in two rounds.
|French gunners about to be mown down|
Overall it was a fast and fun game - the R&F rules clearly lend themselves to an uncomplicated and quick flowing game; we picked the basics up very quickly. There are a wide range of optional extras that can be incorporated which may add greater flavour to the game - but importantly it felt accurate, with stout British infantry throwing back the French hordes.
Friday, 27 June 2014
Richard explained he wanted to run a larger than normal CoC scenario, with the Brits fielding two full infantry platoons and a Sherman troop against a mixed force of Germans defending a town crossroads against an Allied advance. With three of us playing per side, it looked like being a lively evening.
|The Germans prepare|
|British infantry advancing to contact|
|Bang! And the Panther is gone.|
|And in case you missed it the first time....|
On the right, the other British infantry platoon chipped away at the Germans dug in around the edge f the town. However, the four Shermans were now free to form an effective base of fire, out of range of any sneaky Germans with Panzerfausts, and repeatedly blast the German defenders with HE, to the point where some of the buildings were beginning to collapse around their ears.
|British infantry being uncharacteristically aggressive (and about to get bloodied for it)|
|The all important Shermans|
It was great to meet Richard from TFL and a good experience to be taken through a game by the author of the rules. Three a side got a little chaotic at times, but we had a very effective umpire keeping us in line. Apparently there is a modification in the works to adapt CoC for modern warfare, specifically Afghanistan, so I'm looking forward to seeing that develop.
Figures and vehicles were 28mm from Richard's collection and terrain was provided by club members.
Friday, 6 June 2014
|The battlefield - British from the top right with Germans deploying up the road from the bottom right|
|The Stug III deploys, with infantry probing ahead in the background|
|The Panzergrenadier squad on the left heading for a bloody encounter with the Red Devils|
|The lucky Stug, with the PIAT team in the distance|
|The Germans dig in and pour fire on the advancing Paras|
Other games on the night included a fairly bloody game of Dux Britannia, a fight on the North West Frontier, and some Roman legionaries duffing up a group of eastern types (using Impetus).
|Roman Auxiliary Cavalry|
|Confronting the Eastern barbarians|
Monday, 2 June 2014
As if to prove there is no scale in which we won't play WWII, one of Thursday night's games saw a 10mm game set during the opening phase of the Battle of the Bulge on 16 December 1944. The unsuspecting American infantry company was concealed in the small town of Marnach, and was to be assaulted by Kampfgruppe Cochenhausen (i.e. II Battalion, 304th Panzergrenadier Regiment).
|The battlefield - Marnach at the far end.|
Having located the enemy, the 2nd and 3rd German companies moved up in the centre and on the right. The Kampfgruppe commander at this point realised he could not see over the ridgeline in order to direct artillery onto the Americans and thus moved macht schnell up the road to a better vantage point. The centre company began to bring fire onto the Americans as the 3rd company on the right flank maneuvered in the limited space available to assault into the town.
|Closing to assault|
Friday, 23 September 2011
The game ended with Andy managing to push is last remaining HMG APE to successfully close and lock the second of the three doors he had to seal, before marching into a red mist of HMG fire shreaded Storm Zombie, almost reaching the last zombie entry door, before being finally swamped. A fine hour for the 7th, despite the eventual German win!
Last stand of the HMG APE!