Wednesday, 20 June 2018

Killer Mushrooms from Outer Space


Some mushrooms you can eat, some will poison you, and some, apparently will bash you over the head with a giant axe.

This is a 200 point game of Alien Squad Leader at the local club http://bristolwargaming.co.uk
Richard’s army are Alien Tribal Mercenaries which include a mix of high tech aliens and low tech primitives.
 

 Having acquired masses of mushroom men made by Dungeon Worlds at the Legionary show at Exeter last month he created an army with in no time. He maxed out on Alien Tribal Warriors who have the Big and Tough rule giving them +1 in melee and allowing them to completely ignore their first hit. We tried an alternative rule this time, giving them a 4th hit but having them still react (flee) and count as wounded.

My army was an human imperial strike force. Power armour infantry, armoured personnel carriers upgraded with heavy weapons and light vehicles. I had 3 infantry upgraded to commanders, 2 with heavy weapons, and nearly everything with aiming devices.
The human imperial Strike Force has the option to always be the attacker but I opted not to use this when I rolled defender on the dice. I could get more advantage by setting up the terrain, choosing as little cover as possible, since I want to shoot and he wants to charge. The scenario rolled was Meeting Engagement where most units start of table and have to move on using commands.

With 3 full commanders and 2 primitive commanders, and using group moves, Richard was able to get his whole army on in the first turn. I opened a second entry point on my right flank but couldn’t get everything in place before the horde were rushing towards me.

On my left I had light vehicles. I aimed to dance around the wide open flank, probably moving each turn to avoid being charged. However, a hit or two from Richards APCs and a few failed commands left them barely out of the deployment zone when they were charged and destroyed.

I tried to keep my units at the magic distance of being in shooting range but out of charge range and always shooting at the units in a position to charge me next turn. I gave up on his armoured vehicles after a few shots as they were harder to hit and damage. I’d accept the hits for those few units and concentrate on the infantry. 

As it turned out most of the hits I suffered came from those two APCs, their superior energy weapons making them more of a threat. His 3 Imperial Soldier (commander) units which also had superior energy weapons spent the whole game shooting at my 2 stands on a little hill with no effect.

The waves kept coming and being beaten back but eventually combats started from the left and hits started piling up. My units on the hill survived about 6 turns in melee taking only a single hit between them. There was a point where I seemed to be on course to win. 

I needed every unit firing so couldn’t hide my commanders away and with no cover they were prime targets for the APCs, firing over the mushrooms from hills. When all my commanders were gone it was over in a couple of turns. Needing 7+ on two dice, made harder still by hits and pinned markers I hardly got any orders off, so only my (unpinned) units in range for free reactions could do anything.

When my army reached it’s break point I had inflicted a massive 76 wounds on the enemy but only destroyed 4 stands, just look at all those hit counters. A good game.

Monday, 30 April 2018

Table Top Sale

Sunday 20th May 2018



Every year, in May, the club runs a table-top sale. This is a car boot sale kind of event, with lots of different sellers and the chance to pick up bargains.

The sale will be at Lincombe Barn, Overndale Road, Downend, Bristol BS16 2RW on Sunday 20th May 2018.

The format will be similar to mainstream table top or car boot sale - we will supply the tables - you sell your own goods at prices set by yourself.

Charges are £10 per 6ft x 2ft table (approximate size). A maximum of 2 tables can be booked.

We anticipate having around 40 tables. They are offered on a first come, first served basis

This charge covers the table and entry for two people per table. If you wish to share a table between 3 people, then please enclose a further £4.00. (A maximum of 3 per table please).

Please note that only people with a sellers pass will be allowed in before the public opening time. The Barn will be open from 8:45am for sellers to set up their tables.

Although not planned this as a trade sale, wargames traders will be most welcome, especially if you wish to offer old or discontinued stock at cheap prices!

If people are interested in attending as a seller, please leave a comment and I'll get back to you.

If you just want to come along to browse and buy, all you need to do is turn up on the day.


Saturday, 21 April 2018

What a Tanker!


Today we tried, the new rules from Two Fat Lardies named,What a Tanker. Each player controls one, or a very few tanks. In fact, we had two groups playing, one with 15mm models and another with 28mm
Each tank has a ‘dashboard’ with it’s characteristics such as armour, gun value and any special attributes. Players roll command dice and each number on the dice allows the tank to carry out a different action (move, acquire target, aim, shoot and reload), sixes can be swapped to any value and used for other bonuses. This means some turns you won’t be able to do exactly what you want which we can put to confusion, panic or to the crew having the god like view of the battle players. Initiative is also rolled each turn so you can never be certain of anything.The dashboard places to put a token to keep track of having acquired a target, having aim, being loaded and being buttoned down.
Phil and Kev were the Germans with a Stug III each while Martin and I were Russians using 1941 T34s. Our tanks were designated as Fast which meant we could swap one command die of any value to a 1 for movement. The Stugs, as tank destroyers could similarly swap a dice to 2 for an Acquire Target action, having a low profile they also required an extra action for us to acquire them.
Game 1: I moved behind a wall as Phil moved out to see me. Although range is unlimited there were several obstacles between us, meaning he needed 3 acquisition actions to acquire the target. I darted behind a building and hid there for a turn or two until I got the right dice, just adjusting my turret so it would be in the right position when I moved. Phil started moving across to the group of buildings at the top of the table.
When I got the right dice I was able to move forward, acquire, aim, fire and then move again to reverse back to cover. Having hit the tank I rolled my six damage dice and Phil rolled his six armour dice to cancel them. I scored 3 unsaved hits resulting in the Stug being destroyed.
Meanwhile Martin moved up through the village keeping out of sight of Kev, through a wood and into the same compound as the enemy tank. Getting the initiative ahead of Kev he was able to move again and fire into the Stug’s side destroying it. Round one to the Russians.



Game 2: This time we played from the narrow ends of the table. I moved up into the village hoping to slip past the Stug opposite using my speed to stay out of the fire arc of its fixed gun. Phil was about to mount a hill from which I would have no hiding place so I disappeared into the trees. Kev’s tank which wasn’t in danger yet from Martin’ moved into the wood too, blowing me up on his second shot.
Kev then moved up to a wall for cover from Martin, but the T34 was able to rush behind him and hit him from behind, with no effect. The T34 then drove off and found itself caught between the two Stugs which destroyed it. Round two to the Germans.

Game 3: Martin had to leave and Nick took over a Russian tank. He had line of sight to Phil’s tank at the far end of the road and managed to kill it on the first activation. This wouldn’t make much of a game so Phil returned with a new tank the following turn, using a Panzer VI this time.
I advanced a bit and found Kev’s Stug advancing up the road could see me, but didn’t have the dice to make the most of it. I advanced to a hill for a hull down position and we exchanged shots for a few turns.
Kev moved into some cover and with equal cover and his better gun I decided the odds weren’t favourable and to move out of his line of sight, hoping to flank the Panzer VI which was facing off against Nick. I was taking damage from it meant losing command dice and putting them on the damage dice box on the dashboard. I moved around the wood to stay out of sight, stalling for time to roll sixes which allowed to recover the command dice. Phil moved through the wood to appear right next to my side. At this point Phil had to go and Carole took over.
Kev and Nick were now failing to engage from their respective farm enclosures with various obstacles in-between. Kev now broke off and moved to intercept me. I moved round the wood and up to a wall but Kev was able to hit me and destroy my tank. Nick returned to his original position and engaged Carole’s Panzer VI and she blew him up.


This game was a lot of fun. It was quick so you don’t feel let down if you get destroyed on the first hit, it doesn’t devolve into both sides finding a good spot and staying there and repeating the same shots turn after turn. It requires frequent decision making as you decide how to make use of the dice you roll.
Other players were playing a game using 28mm scale tanks, also playing the rules for the first time. I think if you are going to use big models you need a really big table or there isn’t enough room for manoeuvre.

Saturday, 17 March 2018

Barn Craft Fair


Here is the LBWS table and demo from the Barn's craft fair, today.






Sunday, 21 January 2018

Barn HotT 2017



Last week we held our annual Hordes of the Things tournament, Barn HotT in Bristol at the club bristolwargaming.co.uk

 We had 12 competitors including 8 from outside the club. Less than recent years as several of our regular competitors couldn’t make it.
 Teutonic Knights v Hyborian Barbarians
The format was 4 games with 24 point armies on 40mm frontage, which means generally 15mm figures. As none of the games dragged on to the time limit we had a fifth round.


 The armies included Life of Brian, Desert Meerkats, Hyborian Barbarians, Nomads, Abyssinions, Puffins, Teutonic Knights, Frogs of War, Fishmen, Dwarves and two King Arthur armies.

 Pete’s Life of Brian army was victorious. Here we see a hermit with his juniper bush about to destroy some Beasts.
 Puffins v Frogs of War
 Meerkats, sons of the derert

Here we see Armand (3rd), Pete (1st) and Colin (2nd) with their prizes.