Thursday 22 November 2018

Reinforcements for the Bishop's War

Using a few spare "Call to Arms" 54mm ECW figures I have added to my En Gardé setup.  These figures rely heavily on Parliamentary Pikemen, but once again the weapons I need are mainly swords to fit with the ethos of the game.


I started with arm and head swaps, and shaped wooden swords.



 Some filler goes a long way to hide the gaps.



 This guy will be "Poins" and has a longsword and sack bottle at arm's length.

Undercoating in Burnt Umber, bases are poker chips

The feathery Sir Toby Belch.  I worked on that handguard after this was taken.

Young Pikey, with his half pike.

Poins offering the sack around.  His handguard needed fixing too.

Catch, demonstrating the hand on hip "Mincing" style of fencing.

Fowler with his double barrel birdgun.  Some highlighting needed on this boy.

The Swordsman and duelist Rathbone.

Name tags going on top of sand coloured textured basing.
And the finished figures...

And three of Captain Quilp the smuggler's crew: left to right... the powerful Foreman, and the decidedly dodgy Master Bates and Seaman Staines

Sir Toby Belch and his men, Catch and Pikey.

Rathboné and his men, Poins and Fowler.

Wednesday 21 November 2018

1917: Bertie's seeks revenge

 1917: Bertie vs the German Ace

Scenario 16, the German Ace

Briefing from Colonel Raymond Air Intelligence. 


Settle down Gentlemen, please help yourselves to some Strychnine Absinthe.  As we all know, young Lieutenant "Squiffy" Simpson has gone west.  Captain Bertie Farthingdale, your Squadron commander has taken the loss of his chum hard.  Damned hard.  He has what that Austrian Psychiatrist calls a "Hamlet Syndrome."  

Bertie blames the German we know as the "Yankee," Leutnant Bruno Klattermeir from Grand Forks, Iowa.  Fair enough really since that Hun swine shot down Squiffy and most of his friends.


Lt. Farthingdale took his camel up at dawn this morning swearing he would bag the Yankee blighter or die trying.  IS any of this sounding familiar?


If he succeeds we will celebrate with champagne in the mess tonight.  If he fails I shall auction off his personal effects in the mess tonight.


Meantime Gentlemen, get some rest.  The Squadron is sitting this one out, its a battle of the Aces.




"B" Flight 70 Sqd. France F1 Sopwith Camels


Flight Leader  Lt "Bertie" Farthingdale  (Ace)  F1 Sopwith Camel


Jasta 3


Leutnant "Yankee" Bruno Klattermier (Ace) DR1 Fokker Triplane




Sopwith
Camel
Fokker
Dr I
Speed 
7
6
Manoeuvrability
6#
6#
Ceiling
11
11
Rate of Climb 
3
3
Robustness
2
2
Size 
1
1
Front 
4
4
Rear 
0
0
Left 
0
0
Right 
0
0
Notes
Rotary engine torque...
#The Camel can snap turn to the right
#The Dr1 can also snap turn to the right




Two planes that are really well matched, with a slight speed edge for the camel!


Two well matched pilots, both lucky, but the Yankee German has lured Bertie over the Lines, and is positioned to the south to try to get into the sun, giving the German an advantage.




Turn 1

Brave Bertie crosses the lines


Bruno comes over the lines at height 9


But what is this?   A yellow Albatros appears.  The Hun are not playing fair.


Bertie sweeps around, take that, and that and that... good shooting.  Holes appear in that Fokker...


But in comes the Albatros 


Bertie is hit.


But before the Yankee German can escape Bertie gets an excellent burst in, knocking out the engine and sending the German into a spin.


But the Yellow Devil gets a good burst into Bertie.


One of those odd circle combats reported by WW1 pilots begins


But Bertie hard turns using the Camel's rotary turn to get onto the Hun.


Unseen across the table the Yankee German comes out of his spin and heads for home.


The Yellow Albatros gets a last burst at Bertie, but it is pretty poor.  Bertie makes for home, convinced he has killed the Yankee German.


A victory for the RFC.  Bertie gets his DSM for this one...










Tuesday 6 November 2018

Harpoon: Cuarteron Reef.

---INCOMING COMMUNICATION---

Z1153Z5OCTOBER 
FR: CINCPACFLT
TOP SECRET

The Independence battle group has been tasked to undertake a vigorous clearance of Chinese naval forces in the area. Your main contribution to this effort will be to deploy your Tomahawks against an enemy submarine base.



Update:

The Chinese naval command is attempting to resist recent US and Allied movements into the Spratly Islands region. They are deploying a large number of submarine and surface combatants to attack incoming US and Allied forces as PacFlt moves north to engage enemy positions in and around the Spratlys.

Intel:

Reports indicate a large number of Chinese submarines in the area are being serviced and supplied at a temporary submarine base near Cuarteron Reef. Destruction of this base would significantly hinder the Chinese effort to interfere with US and Allied operations.

CIA information recently uncovered information that the Russians have been supplying the Chinese with more advanced classes of submarine. Naval Intelligence also suspects this. However, exactly what classes of submarine the Chinese are receiving is unknown at this time.

Orders:

Proceed to a position approximately 300 miles south of the Chinese Cuarteron Reef submarine base to launch 12 Tomahawk missiles. In-flight guidance will be provided by Seahawk aircraft. All enemy units encountered on route to the launch zone are to be sunk or disabled.

Weapons:

26 Mk. 48 ADCAP Torpedoes.
12 BGM-109 Tomahawk Missiles.




Waypoint Alpha-

Patrol the area and proceed to Bravo.

Turn #1 Intermediate 22nd October 1450rs
Plotting  
Make the turn to 180° - Clearing the baffles.
Movement
25 knots
Detection
Passive Sonar reports “Tonal contact, center bearing 73° on the end-fire beam,” 
The contact is designated "Master 12"
“Blade rate indicates Master 1’s speed is steady at eighteen knots, identifies as Han#142”


Turn 2 (Tactical) 1400hrs
Plotting Phase
“Torpedo room, fire control, make tubes one and two ready in all respects and open the outer doors. Waiting on Firing solution."  Reduce speed to 10 knots Turn 05°
Movement Phase
10 knots turned 05°
Planned Firing Phase
Detection Check Phase
Master #12.  Firing solution awaiting bearing check.  70°, estimated 11000 yards
Air movement Phase
Reaction Fire Phase
Resolution Phase


Turn 3 (Tactical) 1400hrs
Plotting Phase
Reduce speed to 5 knots Turn 75° “Lock firing solution shoot tubes one and two. 

Movement Phase
5 knots turned 75°
Planned Firing Phase
Firing two Mk. 48 ADCAP 
Detection Check Phase
Master #12.  Firing solution awaiting bearing check.  70°, estimated 11000 yards
Air movement Phase
Reaction Fire Phase
Han Master 12# snap fires two torpedos bearing 250°
Resolution Phase
Torpdoes in the water


Turn 4 (Tactical) 1400hrs
Plotting Phase
Flank speed  Turn 200° Release noisemakers.
Movement Phase
25 knots turned 200°
Planned Firing Phase
Noisemakers 
Detection Check Phase
torpedoes have acquired. 70°, estimated 11000 yards
Air movement Phase
Reaction Fire Phase
Resolution Phase
Han Master 12# destroyed

Waypoint Bravo-
Patrol the area and proceed to Charlie.
Clear


Waypoint Charlie-


Turn #1 Intermediate 22nd October 2230hrs
Plotting  
Arrived at VLS Launch site.  Make the turn to 180° Clear the baffles.
Movement
15 knots
Detection
Passive Sonar reports “Tonal contact, center bearing 9° on the end-fire beam,” 
The contact is designated "Master 13"
Using an Alfa model as a Kilo
“Blade rate indicates Master 1’s speed is steady at eighteen knots, identifies as Russian North Fleet Kilo #14”


Turn 2 (Tactical)  2240hrs

Plotting Phase

“Torpedo room, fire control, make tubes one and two ready in all respects and open the outer doors. Waiting on Firing solution but we can`t fire at a Russian Sub unless it shoots first, no matter what the CIA say."
Movement Phase
15 knots 
Planned Firing Phase
Galveston's orders are clear.  She cannot fire on the Kilo.
Detection Check Phase
Active Pinging from Master #13.  Firing solution locked bearing 7 degrees, 17000 yards
Air movement Phase
Reaction Fire Phase
Resolution Phase
Kilo has gone deeper, below the thermocline.


Turn #3 Intermediate 22nd October 2242hrs

Plotting  

Diving to deep level
Movement
15 knots
Detection
Passive Sonar reports “Tonal contact below the thermocline, center bearing 6°” 
Contact is "Master 13"


Turn 4 (Tactical)  2243hrs

Plotting Phase

Lock firing solution. 
Movement Phase
15 knots 
Planned Firing Phase
Torpedoes in the water bearing 6° The Kilo has fired on Galveston
Detection Check Phase
Active Pinging from Master #13.  Firing solution locked bearing 7 degrees, 17000 yards
Air movement Phase
Reaction Fire Phase
Shoot tubes one and two.  Galveston snap fires two Mk. 48 ADCAP 
Resolution Phase
Kilo turning.  She has released noisemakers

Turn 5 (Tactical)  2243hrs

Plotting Phase

Turn end on.  release noisemakers, Come to periscope depth.  Increase to flank speed 
Movement Phase
15 knots 
Planned Firing Phase
Torpedoes in the water bearing 6° Mk. 48 ADCAP have acquired
Noisemakers released.
Detection Check Phase
Kilo has increased to 30 knots
Air movement Phase
Reaction Fire Phase
Resolution Phase

Kilo running.  She has released noisemakers again



Turn 6 (Tactical)  2243hrs

Plotting Phase

Maintain periscope depth.  
Movement Phase
30 knots rising
Planned Firing Phase
Kilo's Torpedoes distracted by noisemakers. 
Mk. 48 ADCAP have acquired and are closing on the Kilo
Detection Check Phase
Kilo at 30 knots
Air movement Phase
Reaction Fire Phase
Resolution Phase

Kilo destroyed


Turn 7 (Tactical)  2243hrs

Plotting Phase

Dead slow.  Contact Seahawk.  Launch 12 BGM-109 Tomahawk Missiles
Movement Phase
5 knots 
Planned Firing Phase
12 BGM-109 Tomahawk Missiles launched
Detection Check Phase
Kilo breaking up
Air movement Phase
Reaction Fire Phase
Resolution Phase


Proceeding to Delta.

Waypoint Delta-

Rendezvous with the USS Independence.

Saturday 3 November 2018

Frostgrave: The Return of Chancellor Blaire

The Unseen University has been investigating the ruins of the great city known as "Frostgrave" for the last year, discovering great artifacts of "magic."  Global warming, probably caused by the Unseen University's use of fossil fuels in its research, has seen the lost city slowly emerge from its thousand year icy tomb.  More importantly the ruins have begun to give up their secrets and treasure. 

Actually my game is not quite like that.  There is no "magic."  The Wizards of the Unseen University use technology that may appear magical to a medieval mindset, but is actually simply technology.  For example, the Wizard Cameronius wears a pair of "boots of speed," but these are actually pink roller skates circa 1970.  Frostgrave is a modern city that has been found by a medieval world, specifically "wizards" from the Unseen University, who are essentially the teaching staff and their assistants.

The only Wizard to ever retire from my game intact  (alive) was the Evil Lord Blaire, who discovered a "tablet of all knowledge," giving him access to the wisdom of the Imp "Sirry."   Blaire swiftly returned home to become Lord Chancellor of the Unseen University.   Among the Wizards only Lord Blaire understands that all of this magic is technology, but he isn't about to tell his fellow wizards that!

The other wizards compete in a search for ever more elaborate magical artifacts.   Lord Blaire's rival, the Brown wizard, "Gordo" to his few friends, was badly injured by magic fireball, thrown by Cruella the May Witch. (a hand grenade, but don't tell Gordo that)  The Brown wizard and his apprentice "Darling" have discovered the "Orange ball of space hopping" and hope to reveal it's power to hop between spaces, but it never seems to activate any real magic.  Now there is a proper scratch build project!

I haven't played Frostgrave for a while so I decided on a comeback for Lord Blaire.  The Evil Chancellor has used his Imp "Sirry" to trace the presence of a "Book of Air" in the frozen city, and has decided that it's important to recover it.  
With the aid of Elder Millibandus, a respected Wizard who left the University years ago, and a band of trained guards, the Chancellor has decided to seek out the "Great Mall."  His only clue is that he must discover "the store of the apples."

Unknown to the Chancellor rivals have gathered and followed, from both the right and left wings of the Unseen University.  The May Witch and her apprentice Hammondius, are on Lord Blaire's trail, as is the Wizard Corbinus and his apprentice "The Mcdonald." 

The May Witch specialises in fireball magic, whilst Corbinus has a wand of magic missiles he calls "The Mandate" which takes ten round magazines.

Straggling along some way behind these more successful Wizards is Old Cables.  Since the Apprentice poor Cleggy killed off the Wizard Farondius, by accident, old Cables has taken the idiot boy on as his apprentice.  

Cleggy had recovered the Great spellbook of Winstonius Churcillius in the last game, and having now carefully read it, realised that it's a tome about a "Duke of Marlborough," and not a great book of spells at all.  He is now however well versed in the subtleties of early 17th century politics and generalship. 


The denizens of Frostgrave are not the "Monsters" of the original rules.  The Whispering Statues that come to life are animatronics.  The strange and often giant creatures are escapees from the Frostgrave Zoo.  The race of "Orcs" are a genetic experiment that joined Pig and Human DNA.  "Ghosts" are frequently 3D projections.  In general the greatest danger to the Wizards is other Wizards, and their own curiosity.

Lord Blaire has speculated that the entire Frozen City is part of some strange "Reality" game-show being run with his University staff as unaware contestants.  In many ways he is right!




Lord Blaire's Notes on the List of Magical Items discovered so far...

Fireball = Hand Grenade
Cloak of Darkness = Smoke grenade
Wall of Shock =  Thunderflash
Wand of magic missiles = pistol
Staff of magic missiles = musket
Wand of Lightning = Taser
Rain of fire = Jar of Napalm
Cloak of protection = Kevlar
Rain of acid = Potion of Sulphuric Acid
Spell of sleeping = Vial of Sleeping Gas
Spell of Laughter = Vial of Nitrous Oxide
Spell of death = Vial of Nerve Gas
Tube of far seeing = Telescope
Boots of speed = Roller skates
Shoes of Infinite Comfort = Slippers
Web of Universal stickiness = Gaffer tape
Armour of Invulnerability = Kevlar jacket
Oil of extreme slipperiness - WD40
Potion of Speed = the Drug Speed
Potion of Invulnerability = C/Meth
Insect swarm = a glass fishbowl filled with bugs
Elixir of drunkenness = Bottle of Whiskey
Staff of Mighty Smiting = Iron capped Oaken staff
Staff of Water Protection = An Umbrella
Staff of Lightning = A large ranged taser
Goggles of the Night = Night sight