Monday 13 May 2024

Up the Tigris: The Basra Oil Works


 The Commonwealth forces have sent their gunboat Flotilla up the Shatt Al Arab towards Basra.  The target is the Barain Oil Works buildings and to secure the pipe.  A Royal Marine battalion is supporting.

The Turks will be handled as a random force, although the Cavalry from game one and the attack and landings at Fao are shadowing the gunboats.



Odin leads the flotilla up the Shatt al Arab waterway

Zero encounters!  The Turkish cavalry shadows,

Hidden battery.  Odin replies with excellent dice.

And I land the Royal Marine battalion to drive off the Turks

Easy game for the Empire!  We take the oil works for no losses,  The dice were kind.


Tigris 1914

A naval wargame set on the Tigris River during 1914


1. The Battle of Basra: The Ottoman and British naval forces face off on the Tigris River near Basra. The Ottomans aim to defend Basra and prevent the British from advancing further inland, while the British seek to establish control over the river to secure their position in the region.

The Ottoman fleet is positioned strategically to defend Basra, while the British forces approach from the Persian Gulf. As the player I need to manage the fleets effectively, utilizing a combination of gunboats, river monitors, and possibly even armed dhows or other local vessels. The Ottomans might have shore batteries to bolster their defenses, while the British can call upon air support from seaplanes or dirigibles for reconnaissance.




The Start

Friday 6 November 1914 British/Indian forces started to land in Mesopotamia from the Persian Gulf supported by old battleship Ocean (Capt Hayes-Sadler), sloops Odin, Espiegle, and including Government yacht Lewis Pelly, launch-tugs Garmsir, Sirdar-I-Naphti, Mashona, Miner, all manned, armed and commissioned by HMS Ocean.

 

HMS Espiegle

 

Odin, sloop, Epiegle-class, 1,070t, 6-4in/4-3pdr, Capt Hayes-Sadler in command and crewed by Espiegle, with convoy carrying Anglo-Indian expeditionary force, entered Shatt-el-Arab and came under Turkish fire. Odin in 40-minute duel silenced a 4-gun battery at Fort Fao or Al Faw guarding the Shatt-el-Arab entrance, hit twice and later fired on by riflemen from trenches. Espiegle hit entrenchments further upstream opposite Abadan (Rn/D/gb)

 

 




Game one, the Fao Landings
The fort on an outcrop dominating the river


Odin creeps inshore and starts to batter the firt

This Cadmus class tugboat is in 1:600.  Still needs some work.

Good shooting

The RN brings a wall down

Unseen shore battery.  Odin takes damage

But the salvo in return is stunning.  Three Turkish guns are wrecked.


The Naval flotilla takes on the battery.  Wiping it out.

And Odin turns back on the fort.

And Fao is looking shaky.

The Marine battalion begins its row ashore

The Marines lose a boat but three companies get ashore.

And the fort is pretty much done.

The Marines attack the Turkish reserves.

And finally the Phoona Brigade begins to land

The Turkish cavalry in reserve

The fort falls.

And the Turkish cavalry retreats.

 

Friday 10 May 2024

The Pigourdy Chevauchée

A Mini Chevauchée Campaign for Blood and Crowns. 

The campaign in Pigourdy has been going well for Les Anglais.  We have taken the town of Bumfleur, as a base, and Sir Phallus is about to launch his Chevauchée into the interior. He only has horses for his Men at arms so it won't be a fast raid.

His target will obviously be Phoqué, the County seat, but where are the French?

My spies (randomised dice rolls) have revealed a Magnate's (the Count) 400 point retinue in Phoqué but that there are two more, 200 point forces as garrisons.  Worse the Constable of France is visiting the new Count, with his own retinue, and a group of Mounted Heavy crossbowmen.

I have already planned the route of my raid, and noted various random "civilian" characters that may be encountered.



The plan

Sir Phallus will march north with his main body, but his reserve, a group of Mounted Men at Arms will first raid into St Poupé.  It is a eight hour march north to Nuds Sur La Plage.  This is a push and will incur a fatigue point and loss of a favour.  

The village has no wall and Les Anglais will overnight and sack the place.  From there we march on the bridge next morning.

I fully expect the bridge crossing to be opposed and will deploy the main body and vanguard to take it.  Hopefully my Mounted Men at Arms can catch up before we march north to the ferry over the Orgé.

The next target is Nipplé.  Another unwalled village it will be burned, but a small castle sits outside the village and if garrisoned may need to be taken.

Next target will be to march on Phoque.  There are a lot of French out there but I`m confident in my Longbowmen.

Les Anglais Plan

My French forces are:

Six leader characters

Constable of France, Jacques Le Tati. 200 points Great Prize

Count Gui of Phoqué. 300 points. Great Prize

Amal, Sieur de Phoque, Knight Bachelor, Count Gui's son. 100 points

Lord Phillipe de Bruté. 200 points

Lord Henri de Shité.  150 points

Lord Charles de Limpé. 50 points

Units

Retinue Mounted Men at Arms @76 6 Heavy Cavalry,
Men at arms Afoot 6 led by Knight  Banneret Poleaxes. @47
Men-at-Arms, Mounted @12  6 Heavy Cavalry, @72countryside
6 Mounted Heavy crossbowmen, @48 one unit only
6 Crossbowmen, Genoese @9 Veteran Plus Pavisiers (2) @61
6 Crossbowmen, Genoese @9 Veteran Plus Pavisiers (2) @61
10 Footmen with polearms @40
8 Light Crossbowmen  (locals) @40

The retinues for each character need to be located in towns and villages on the map.  They can be given movement orders.   There is a short and long route for my English to advance on Phoqué.  Also note any groups detached to guard fords or other villages.

if the French consolidate A force of more than 400 points A pair of battles will be needed, perhaps left and right flank.  

The map has a track (not a road so unsuitable for the English wagons) from the bridge over the Nuds to Phoqué.  The French, with local knowledge, can use this but the English can't with those wagons.

The English will be supplying from the countryside as they burn and raid.

The various towns (and an Abbey) have random supplies and gold diced up when captured.

I won't need anything "hidden" because I have already made my plan and drawn up a corresponding map with movements.  I come up with any major issues I'll have a rethink. 

Game one will be Raid on St Poupé.


Arrowstorm 1300 or so.

 The English are in Scotland, again, circa 1300.

My 6mm armies for Arrowstorm.  The English chivalry deploy.

And the Scots hope those spearmen can stand.

The massed charge, but the Scots have higher terrain.

And to the left the Scots have boggy marshland. 


The Spears hold the tide and the Scots being more spears in on the flank

Meanwhile a long-term out brawl develops in the bogs

The English being more knights across as the bogland fight turns poor.

And the Scots drive them back all over the field
The end comes for the English.  They didn't use their own footmen properly and were swamped.





COC-ing about in the snow

 A quick Chain of command game using my 20mm figures. Can Sergeant Ernie Borgnine save the day or will 2nd Lt "Rock-hard" Hudson mess things up again?

The Germans dug in, waiting for the US 2nd Inf.

Ernie and a fire team use the woods and snow drifts to cover as they flank the Germans

Forgot to take more photos!  For the record the US took the position losing three men, and the Germans withdrew on discovering they couldn't deploy the third section.

Saturday 27 April 2024

Solo What a Constable

The Plot point and encounter cards I use are drawn using a d6 I roll alongside the Character cards I use to determine initiative.  A roll of 6 draws a plot, and 1 a Police response.   I mix the crime cards with the plots.  They are also rolled/drawn if a figure moves over a pre marked blue for on my tabletop.

Plot points - engaged when a figure moves over a blue dot on the table



Disturbance in Corporation street

Hoyin' doon, clear the streets

The Phantom Raspberry blower of Old Cestria town

Mr Satterthwaite's cash boxD6

Miss Scarlet

an assault on Me Utterson the solicitor

d6 the Joiners arms

d6 the Red Lion

Thelma Bewes appears

last orders

time Gentlemen Please

Character appears

Proper Reverend Quincy Green

Jimmy the Nail brawling outside the fighting Cocks


Crime Report

knicking lead from the church roof

suspicious activity North Burn Yard

stealing the pub takings

The Post Office Van

All criminals in play  extra move

fight at the Bridge Inn

All civilians in play extra move

All Officers in play extra move

stealing coal bags

Protection racket for the pub trade

Braying a local dignitary


Police Response

Whistle, summon assistance x 3

Here! Just a minute!

I seen nuthin' Sarge

Get stuck in son!

Take a bribe? Me? D6

let me bloody at 'im!

Hoy, I wants a word with you

PC Philips follows a lady "Ding Dong"



Friday 26 April 2024

GDA2 and the Battle of Assaye

Battle of Assaye

British Indian

HM 19th Light Dragoons
HM 74th (Highland) Regiment of Foot
HM 78th (Highland) Regiment of Foot, the Ross-shire Buffs
4th Madras Native Cavalry
5th Madras Native Cavalry
7th Madras Native Cavalry
2nd Madras Native Infantry
4th Madras Native Infantry
8th Madras Native Infantry
10th Madras Native Infantry
12th Madras Native Infantry (2nd Battalion

Mahrattas
Army Commanders- Maharaja Daulat Rao Scindia; Raja of Berar
Forces of Daulat Rao Scindia
Cavalry
Native Sirdars - 12,000 Hindustani and 2,000 Deccani horsemen
Bapoji Scindia (Artillery Park)- 4,000 Hindustani horsemen
Scindia's Compoos
Pohimann Compoo - Colonel Pohimann
Regular infantry battalions -6 (POH)
Cavalry - 500 Hindustani horsemen
Artillery - 40 field guns
Filoze Compoo - Major Dupont
Regular battalions - 4 (DUP)
Artillery - 20 field guns
Begum Somru Compoo - Colonel Saleur
Regular battalions - 5 (SAL)
Artillery-25 field pieces
Artillery
Bapoji Scindia (Artillery Park) - 25 heavy guns, 100 field guns
Forces of Raja of Berar
Cavalry
Native Sirdars - 20,000 horsemen
Compoo: Commander - Beni Singh
Infantry battalions -7 (BS)
Artillery - 35 field cannon


The British Indian Army in all it's glory

And the Maharatas.  

Sir Arthur advanced into a for that fails to move!



The Madras forces get in among them and it's pretty soon done.
I didn't take photos because I was struggling with the new rules but it worked great as a game.

Tuesday 16 April 2024

What a Constable game plan.

1936 at a time of vast political upheaval, the gangster gang known as "The Likely Lads" face off against the Chester le Street Constabulary.

What a Cowboy rules

Scenarios

The Raid on the Arms Depot:

Situation: The Likely Lads have received intelligence about a secret arms depot controlled by the government forces, the Royal Ordnance Factory at Birtley.

Objective: The Likely Lads must launch a surprise raid on the depot to seize weapons and ammunition for their faction.

Forces: The Likely Lads versus a garrison of government troops and constabulary officers defending the depot.

Terrain: Dense woodland with narrow paths and scattered cover as well as bunkers.

Special Rules: The constabulary forces have limited reinforcements and must hold out until backup arrives, while the Likely Lads must secure the depot and extract the captured arms.


The Showdown at the Market Square:

Situation: Tensions between the constabulary and the Likely Lads escalate, culminating in a violent confrontation in the heart of the town's market square.

Objective: Both sides must eliminate the opposing force or control key objectives within the square, such as the town hall or the central fountain.

Forces: The Likely Lads versus the Chester-le-Street constabulary, with potential reinforcements from allied factions.

Terrain: Urban environment with narrow streets, market stalls, and buildings providing cover and vantage points.

Special Rules: Civilian casualties may occur if buildings are destroyed or caught in the crossfire, impacting public opinion and morale.


The Ambush on the Country Road:

Situation: The constabulary receives intelligence about a convoy transporting supplies to a nearby government outpost. The Likely Lads plan to ambush the convoy to disrupt enemy logistics.

Objective: The Likely Lads must ambush the convoy and capture or destroy the supplies, while the constabulary must protect the convoy and ensure its safe passage.

Forces: The Likely Lads conducting the ambush versus the constabulary escorting the convoy, with potential reinforcements for both sides.

Terrain: Rural countryside with winding roads, hedgerows, and patches of woodland.

Special Rules: The constabulary convoy moves along a predetermined route, while the Likely Lads have the element of surprise and can set up traps and ambush positions.


The Siege of Chester-le-Street Police Station:

Situation: The Likely Lads launch a coordinated assault on the Chester-le-Street police station, aiming to capture or eliminate the constabulary leadership and seize control of the town.

Objective: The Likely Lads must breach the police station's defenses and either capture key personnel or force the constabulary to retreat, while the constabulary must repel the attackers and hold the station at all costs.

Forces: The Likely Lads assaulting the police station versus the constabulary defending it, with potential reinforcements from neighboring factions.

Terrain: Urban environment with fortified buildings, barricades, and defensive positions.

Special Rules: The constabulary may call for reinforcements from nearby outposts, while the Likely Lads can use explosives or heavy weapons to breach the station's defenses.


The Raid on Farthingdale Hall

Situation: Lord F and his tenants have invited the pro-facist Home Secretary for a simple weekend shooting party.  He has with him Profesdor Plum, who is in possession of his latest RN Submarine design blueprints.

Objective: grab the Politician for ransom and the blueprints to sell to the Nazis/ Russians/ both, and then make off across the Moors.  Beware though, intelligence indicates the Gaspard Toucan, famous Luxembourg Detective is attending the party.

Forces: The Likely Lads, the Constabulary and the Toffs.

terrain.  The manor house floor plans, and a series of cleudo like priest holes.

Special rules: clues are hidden around the house to the whereabouts of the Submarine design drawings.


The Smuggling Run:

Situation: The Likely Lads have organized a smuggling operation to transport contraband goods through Durham's river network, bypassing constabulary checkpoints.

Objective: The Likely Lads must navigate their smuggling boats through treacherous waters and deliver the contraband to a designated drop-off point, while the constabulary patrols aim to intercept and confiscate the illegal cargo.

Forces: The Likely Lads conducting the smuggling operation versus constabulary river patrols, with potential reinforcements from allied factions.

Terrain: River network with varying currents, bridges, and hidden coves.

Special Rules: The constabulary patrols have limited visibility at night, giving the Likely Lads an advantage if they choose to conduct the operation under the cover of darkness.


The Prison Breakout:

Situation: A high-profile member of the Likely Lads has been captured and imprisoned in the Chester-le-Street Police cells. The gang plans a daring prison break to rescue their comrade.

Objective: The Likely Lads must breach the prison's defenses, locate and extract their captured member, and evade constabulary reinforcements, while the constabulary must prevent the escape and maintain control of the facility.

Forces: The Likely Lads conducting the prison break versus the constabulary guarding the police station, with potential reinforcements for both sides.

Terrain: Urban environment with high walls, guard towers, and restricted access points.

Special Rules: The constabulary may deploy additional security measures, such as spotlights, guard dogs, and barbed wire, to deter escape attempts.


The Political Assassination:

Situation: A prominent constabulary officer known for his hardline stance against the Likely Lads is scheduled to give a speech at a public rally in Durham. The gang plans to assassinate him to weaken constabulary morale.

Objective: The Likely Lads must infiltrate the rally, locate the target, and eliminate him without arousing suspicion, while the constabulary must ensure the officer's safety and apprehend the attackers.

Forces: The Likely Lads conducting the assassination versus constabulary officers providing security, with potential interference from civilian bystanders.

Terrain: Urban environment with crowded streets, buildings, and open squares.

Special Rules: The constabulary officers may have bodyguards and undercover operatives among the crowd, making it challenging for the Likely Lads to identify and eliminate the target without drawing attention.



The Truce Negotiation:

Situation: Both the Likely Lads and the constabulary leadership agree to a temporary truce to negotiate a ceasefire and exchange prisoners/hostages. However, extremist elements within both factions oppose the truce and plan to sabotage the negotiations.

Objective: Players must navigate the delicate negotiations, prevent sabotage attempts, and ensure the safe exchange of prisoners, while dealing with potential disruptions from rogue elements.

Forces: Representatives from the Likely Lads and constabulary leadership, with potential interference from extremist factions.

Terrain: Neutral meeting place with diplomatic chambers and security checkpoints.

Special Rules: Diplomatic skills and persuasion play a crucial role in resolving disputes and reaching a mutually beneficial agreement. However, players must remain vigilant for surprise attacks or betrayals from extremist elements determined to derail the peace process.


The Train Robbery:

Situation: The Likely Lads learn about a train carrying valuable supplies intended for the constabulary's use. They plan a daring robbery to intercept the train and seize the cargo.

Objective: The Likely Lads must stop the train, subdue its guards, and loot the cargo while avoiding constabulary reinforcements, while the constabulary must protect the train and prevent the robbery.

Forces: The Likely Lads conducting the robbery versus constabulary guards on the train and potential reinforcements.

Terrain: Rural countryside with railway tracks, embankments, and tunnels.

Special Rules: The constabulary may have access to onboard weaponry and communication with nearby outposts, making it challenging for the Likely Lads to carry out the robbery without facing stiff resistance.


The Propaganda Campaign:

Situation: Both the Likely Lads and the constabulary recognize the importance of public opinion in winning the hearts and minds of Durham's citizens. They launch competing propaganda campaigns to sway public sentiment in their favor.

Objective: Players must distribute propaganda materials, such as posters, flyers, and speeches, to influence public opinion and garner support for their faction, while countering enemy propaganda efforts.

Forces: Propaganda agents from both factions, with potential interference from civilians and rival factions.

Terrain: Urban environment with public spaces, buildings, and street corners for propaganda dissemination.

Special Rules: Players can use charisma, persuasion, and manipulation tactics to sway neutral or undecided civilians to their cause. However, spreading false information or resorting to coercion may have long-term consequences for the faction's reputation and credibility.


The Duel of Champions:

Situation: In a bid to settle a longstanding grudge between the Likely Lads and the constabulary, both factions agree to a duel of champions—a one-on-one fight to the death between their best fighters.

Objective: Players must select their champion and equip them for the duel, ensuring they have the skills and resources to emerge victorious and uphold their faction's honor.

Forces: A single champion from each faction, with potential support or interference from allies and spectators.

Terrain: An arena or designated battleground with spectators watching from the sidelines.

Special Rules: Players must carefully choose their champion and equipment, balancing offense, defense, and mobility. They can also use tactics such as distractions, traps, or surprise attacks to gain the upper hand during the duel.



The Race for Intelligence:

Situation: Both the Likely Lads and the constabulary seek crucial intelligence about their enemy's plans and movements. They dispatch agents to retrieve classified documents from a hidden safehouse before the enemy does.

Objective: Players must infiltrate the enemy safehouse, locate the intelligence documents, and extract them safely, while preventing the enemy from doing the same.

Forces: Intelligence agents from both factions, with potential encounters with enemy patrols or security measures.

Terrain: Urban environment with safehouses, alleyways, and potential hiding spots.

Special Rules: Players must use stealth, reconnaissance, and subterfuge to bypass enemy defenses and retrieve the intelligence documents without alerting the enemy. They can also use distractions or decoys to mislead their opponents and gain a strategic advantage.


Friday 22 March 2024

Raising the Second Legion

 My forces for Infamy to date include Caesarean Romans, Spanish and Gauls.  My "first" Roman legion has four groups of legionaries, including a "newly raised" group that have no helmets.  I had enough spare sprues to add a planned extra group but somehow managed to buy a different set of little big man shield transfer decals.  

Having painted this single group I decided they looked lonely.  I needed to add two more groups, four sprues, and get another set of those transfers to allow me to raise the second legion.  I also added a nifty looking Warlord Games Centurion and Optio, using their excellent Vorenus and Pullo metal figures.

This should allow me to expand the size of my games, as well as to conduct some Roman Civil War style games.

Making a start.
The Second Legion's shield design from Little Big Man

Getting ready for shading and varnish 


Centurion Maximus Flatulus and Optio Blandus Piddlus parade their men.