Sunday, 25 May 2025

Sunday Game - 28mm Back of Beyond

Six players and one umpire (Andrew) for the game today, which was set in central Asia somewhere and featured the Chinese and some variety of Muslim tribesmen (we called then Afghans, so the combined army was christened "Chafghan"!) versus a "Euro" army of White Russians, Brits and Bolsheviks - yeah, I know, but it is all made up anyway, so that's how the forces were arranged! Rules were Andrew's 20th century once again. So, without further ado......


Just for you Stew - view down the table from Barrys spiral staircase!


And from the other end - Euros on the left, Chafghan on the right.


Tribal cavalry advance


As do some infantry, with support from an FT17


The Euros right flank, commanded by yours truly.


Barry held the centre of the enemy side with a force of Chinese troops


First blood to a Chinese field gun


On the left flank, Nick led the White Russians - Rick was in the Centre with the Brits, keeping the two Russian forces from fighting each other!



The Chinese score a second success - vehicles don't last long in Andrew's rules!


Barry commanded the Chinese defending a series of compounds around the town. To his left, Chris moves forward.


The Bolsheviks advance towards the force commanded by Paul


This lady was concealed in the BUA held by the Chinese and was hoping some gallant European officer would rescue her - we didn't even try!


The junction between Ricks Brits (burning field gun) and Nicks White Russians


Tribal cavalry, beautifully painted by Andrew.


Semi regular Chafghan infantry of Chris's command.


I had lost my little FT17, but a gap had opened up between Paul and Chris, and as one of our victory point aims was to get units (but not vehicles) off the enemy table edge, my Bolshevik units headed in that direction. The single figure in pilots' attire is "Biggles" who had joined my command on an Even card.


Marching under the banner of proletarian brotherhood and liberty!


Chris charged his lance armed tribal cavalry into one of my infantry units


But the Slavs stood firm, and the cavalry were repulsed - URRAH!


The Red Army gunners had manhandled their guns onto the high ground and commenced firing on the enemy forces


Biggles goes in! He operated as a "unit" with a +3 - so a very potent addition to my force!


The two armoured cars assault a unit already carrying the max four hits, to drive them off the road.



At the other end of the battlefield, despite having lost most of his supports (vehicles and artillery) Ricks Brits looked well positioned to follow Nicks White Russians off the field and gain VP's


The Whites reach their goal!




The Brits are not far behind


Too late, the Chinese realise no one is going to be silly enough to assault their defensive position, and they start emerging towards the Whites and Brits - meanwhile, both Chris and Paul were concentrating on stopping my Bolsheviks


The lancers charge again, but again failed to gain the advantage over the stoic Red Army infantrymen


Supported by the guns on the hill, the Bolsheviks are fighting their way through the Chafghan units.


Here I made a critical tactical decision - but to be fair, I was unaware it was critical at the time - my command unit attacked Paul's cavalry, who were carrying three hit markers inflicted by my artillery


And Chris's lancers are still trying to get the better of my infantry 


Bloody Biggles might fight like a demon, but the fat bstrd moves at a snail's pace - two or three times, I rolled a double one or one and two when trying to get him to charge a Chafghan unit - the Bolshevik infantry had to do the hard work themselves - can't trust those Imperialist lackeys!


So, the cavalry is now on four hits, which would mean if they don't rally at the start of the next Chafghan turn, they will have to retire 3 x D6. I should have moved my command group away at this point but I didn't - I can't even remember the logic - it was to do with at exactly what point the cavalry might be forced to rally and I thought it made more sense to leave my unit there, as it was only carrying a single hit


What I didn't know until we fought another round, and the cavalry won, was that Paul had a secret mission to engage an enemy commander in combat and if he won, to capture said commander - and that was what bloody happened - GRRR! I have to admit to losing my cool at that point - obviously, IF I had known there was a risk of this happening, I would have avoided putting the commander into combat and even if forced into one round, I would have disengaged him and moved towards the table edge asap, when I had that opportunity!


I could still have rescued the commander by getting into combat with the cavalry and beating them - and Biggles with his +3 was within easy range 4 or 5 inches - and I rolled double 1 - AGAIN!

That was basically the end of the game - it had been set for 12 turns each, there were 5 cards remaining - and only the very last one was for the Euros - which we had guessed, as we had at least two runs of three turns in a row earlier in the game.

Being a points-based game with a set time limit, we lost - but I feel if we had just played on another few turns, we might well have still got all the Brits and most of the Bolsheviks off the table - so I wasn't too disheartened by the end result, although the capture of my command group did rankle for quite a while after it happened!

An era I do like playing because of the variety of troops involved and the rules, although a couple of the group are not too fussed on them, I also find to my liking, so all in all, a good day's gaming!

Saturday, 24 May 2025

A Quick shout Out to TEMU!

 The other night I was browsing the net (as you do) and kept being approached by Temu, the Chinese trading consortium that is similar to Ali Baba and wish. I have looked many times previously and know that friend Mark S got a large number of perfectly acceptable palm trees for a pittance, that, had he bought them from Battlefront or someone similar, would have cost £15 for 5 or something like that. 

Anyway, I finally plucked up courage to risk a sample purchase, and they were delivered today, 2pm on a Saturday, by an Uber driver!


Hopefully when you click on the image above to enlarge it, it is legible. If not, what it shows is, I ordered on Sunday, it was shipped on Monday and I have received it on Saturday!



This little lot cost me NZ$18 - US$12 or £9 (approximately), post free


10 each of two sizes of trees, 100mm and 80mm (they were the largest available) ......


..... and six strips of various coloured flowers for basing

Not photographed individually but in the main photo above, a pack of summer yellow tree flock - I would imagine that on its own would cost me $20 in a bricks and mortar hobby store in New Zealand.

So, for anyone who has been considering purchasing these types of hobby supplies from the likes of Temu but has hesitated, I would recommend you give them a try, I am very happy with the results and may well look at some 3d printed scenery next - not sure I would risk figures, but ruined house etc should be ok! (See below a couple of random examples of what is available......)



Off to a big Sunday game at Barrys tomorrow, a Back of Beyond type affair put on by Andrew and using his 20th Century rules, so should be lots of pretty pictures in 24-48 hours' time!

Thursday, 22 May 2025

Wargames Wednesday - The Roman Invasion AD43, Continued.

 Having recently returned to the painting desk with the completion of a few more 10mm EIR Roman infantry, I decided this week I should use at least a small part of the collection for a mid-week solo game. As it was 21 May when I picked the scenario - I picked One Hour Wargame, number 21! The Romans would be the "Blue" army and the Britons the "Red" army. 

I changed the map slightly, exchanging a second hill for a town, as I do not have anything to use for a 10mm Ancient British town, currently.

I used the random roll tables in the Neil Thomas book to generate the armies, which resulted in a Roman force of three units of legionaries, two cavalry and one Auxilia, whilst the Britons only had four units, two infantry, one cavalry and one skirmisher. 



The scenario. as mentioned, the town to the north was replaced by another hill.


Auxilia, supported by cavalry, face the isolated Britons on the hill in the SW of the battlefield


Britons, above and below



Sic legiones Romanae


British dispositions on the northern edge were decided randomly by a dice roll per unit. As luck would have it, none of the units started the game on the hill they were tasked with defending!


For this game, I have adopted the convention of two photos per turn, one at the end of the Roman phase, the other at the end of the British phase



Turn two and the Roman cavalry went in against the Britons on the hill


Combat did not go well for the cavalry! I made a slight change to the OHW rules, letting both sides fight simultaneously in the melees.


The cavalry pulled back, leaving room for the Auxilia infantry to move up. Meanwhile, the second Roman cavalry unit was in combat with their British counterparts on the other flank


In the centre, two legions continue to advance, whilst the third forms line to refuse the flank, should the cavalry melee go the "wrong" way.


The Roman cavalry, however, started to gain the advantage


The British cavalry was destroyed in the second melee phase of turn four, and the Auxilia infantry were now in combat too.


With any potential threat from the enemy cavalry now nullified, the third Roman legion reforms into column and advances towards the British held hill.


After two more rounds of melee, the Britons on the SW hill are destroyed by the Auxilia.


The writing is pretty much on the wall. With one objective taken and now occupied by the shaken Roman cavalry, four units of Roman infantry are closing in on two units of Britons!


Legiones oppugnare


Of course, the recently painted Testudo had to get on the table1



But despite having all the advantages, the Romans came off worse in the first round of melee


Only one image of turn eight, as there was no movement available to the Britons, who were locked in melee, and now being systematically worn down by the superior fighting skills of the professional legionnaires.


The game had a maximum of fifteen turns, but the legions only required nine - the two remaining British units went past fifteen hits and were destroyed.


Legiones Romanas iterum triumphant. (gotta love that Google Translate!)

"Ubi solitudinem faciunt pacem appellant"

A nice, quick, simple little game to get my hand in again - maybe next week I will do the "Ambush" scenario with the Britons doing the ambushing, and see if the home team can finally get a win on the board?

Thanks for looking in and please do leave a comment to mark your visit.