This hobby area is going to feature articles on games that we have played including Frostgrave, OtherWorld Fantasy Skirmish, WH40K, Combat Patrol and many others
Last Sunday, Doug and I had our second game of Frostgrave:Ghost Archipelago. As a change we opted for the Swamp scenario, as we both liked the idea of trying out the small boat rules.
The scenario in the book is set in a swamp with three islands connected by two bridges and covered in ruins. We decided to use some of our existing Terra-Former terrain tiles as we had plenty of sea and coastline tiles. Terra-Formers are 12" square terrain tiles, available with a wide range of profiles such as roads, rivers, streams, beaches and cliffs and with embedded rare earth magnets to hold them together during a game. The island tiles are just constructed on top of plain sea tiles. The Islands are made out of polystyrene and cork bark. I think our island chain is probably off shore, maybe in a bay as there is a bit more off a swell to the water than in a swamp!
All five treasure tokens are placed on the islands, following the normal rules for treasure placement and each is protected by a Swamp Zombie. Swamp Zombies are not very tough and you get 5 bonus victory points for each one you kill, so archers were positioned in the prow and did there best to take some down as the boats approached the island.
The shark did not feature in the scenario, but is part of the Frostgrave range and looks so good that I could nor resist having it set up on the table for decoration!
The scenario allowed each side to add up to three boats to there roster for free. Doug and I both opted to take two boats, and we both had either a warden and four crew or the heritor and four crew in each boat.
My warden and two crew jump ashore and head for the treasure token while the other two crewmen look after the boat. The rules give a movement for the boat plus an extra 2" for each figure in the boat. We decided that a figure could only give that bonus if they did nothing else that turn to represent them rowing.
This swamp zombie proved to be annoyingly tough and being placed by Doug on the bridge really held my side up.
Dougs side beaches both boats and storms ashore, heading for the treasure. Both our wardens used 'Earth Wave' to good effect to move treasure into more advantagous positions.
Another interesting scenario rule was that when you rolled low for initiative you got to place a swamp zombie on the table. I placed the zombies that I had spawned in this way around Dougs beached boats
Doug's Heritor is in the corner of the ruins, we were eager to get to grips with him but once we had dispatched the swamp zombie, Doug sent a crewman to take his place. At this point my team has already got some loot in the boats and I was considering the merits of having my warden jump into the boat as it passed under the bridge. Unfortunately before she could do this she was cruely taken down by an expertly aimed shot from one of Dougs archers.
At the end of the game, I had won just as I had claimed the major treasure and two minor treasures and we were about equal on scenario special points for killing zombies and visiting Islands, although the victory was at a heavy cost as my Warden had been taken out, hopefully she will make a full recovery before the next game!
I designed the footbridges last weekend to use in this scenario, and we have now added them to our web site, you can take a further look by clicking here; Footbridge Kits
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Last night at the club we continued our D&D campaign
I have been working for the last month or so on a large round keep that will fit in with my Terra-Former terrain tiles.
The keep is made from 3D printed components from Printable Scenery Rampage Dungeon and Rampage Castle range.. These are all interchangable pieces that clip together, so the plan is to develop the tower into at least a four story tower.
For now it is a ruin, with just the ground floor and cellar level intact and a ruined first story.
The game board that we played on consisted of six of the Sally 4th Terra-Former tiles, two road tiles, two stream tiles, two plain tiles. One of the plain tiles has been modified, to hold the basement of the tower. Each tiles is 12" square and 2" high with rare earth magnets in each side to hold the boards closely togethe, align them and stop 'in game drift'. Terra-Formers are supplied in kit form. They are easily glued together, filled with polystyrene and then painted, textured or flocked. Click here for further details.
Two guards armed with crossbows were stationed as lookouts on the ruined first floor level. They spotted Bill, the half orc babarian as he charged across the open killing field towards the door.
The ground floor of the tower contained an entrance hall with two ruffians on guard, the evil cleric Malzhars study and bedroom together with the keeps kitchen. A spiral staircase led down to the cellar and up to the ruined first floor.
Malzar does not like to be disturbed when he is working. Luckily for the party he left his minions to deal with the minor irritation of visitors.
Another ruffian keeps an eye on the hog roast.
In the entrance hall, two ruffians stand guard. Malzar does not like to be disturbed. Bill the barbarian charged the door, broke through surprising the guards. Eventually he was overwhelmed and died from his wounds. Luckily the cleric reached him in time to 'spare the dying' and it looks like Bill will live another day.
Malzar has lots of books in his study and a ruffian to do his bidding.
Under the tower are some cellars. This is a Terra-Former plain tile that has had some Rampage walls set into the polystyrene. Terra-Formers are 2" high and so are the Rampage Walls. The base of the Terra-Former tile is 3mm thick so it was an easy modification to take 3mm off the bottom of the wall and floor tiles before printing them out so the finished size was compatable.
Only the outer walls were glued in place. The floor tiles and interior walls are removable so that different room layouts can be made.
A secret door leads from the tower's cellars to a small dungeon.
The dungeon area contains a store room, living accomodation for some Gnolls in Malzards service and a couple of prison cells, currently occupied by the merchants from the caravan that the Gnolls had recently hijacked.
The tower and dungeon tiles have been painted by spray priming with Army Painter Black Spray, before havily drybrushing with Storm Grey matt household emulsion. Individual flags and stones were then painted using Sandtex Mid Stone. When dry everything was drybrushed with Sandtex Ash Green before a liberal coating of Army Painter Quick Tone was brushed on followed by a final spray with Army Painter Matt Varnish.
Miniatures have been rebased onto Sally 4th Clear Bases.
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Gnolls - built from Frostgrave Plastic Gnolls kit
Terra-Formers - kits to build 12" magnetised terrain tiles
Last Monday Doug and I had a first game of Ghost Archipelago.
Both Doug and I had played Frostgrave in the past and had really enjoyed it, so we had been looking forward to trying out this new campaign set in warmer climes. We played on a 3' x 3' gaming area made up of nineSally 4th Terra-Former 12" square terrain tiles. For this game we went with a fairly straightforward set up with 3 beach tiles and six plain tiles. Terra-Former are supplied as kits which are easy to put together, robust and feature rare earth magnets in every side to hold them firmly together and prevent drifting during play.
As this was a first try out of the rules we rolled up our Heritors abilities on the random generation table. First thoughts were that the skills were not as powerful as Wizards in standard Frostgrave, but maybe this is not such a bad thing!
The Frostgrave Plastic Crew box set was a lot of fun to put together. I used one of the metal heritor miniatures, but made the second from plastic parts using a body from the barbarian set with armor and a cloak combind with the eastern head dress and sword option from the crew box.
I used the new Female Earth Warden as my groups Warden and a standard Frostgrave Apprentice Elementalist for Doug's Warden.
We played the 'standard' pick up scenario. Placing an objective token in the centre of the table and then each placing two additional tokens. We played the optional wandering monster rule, where when you recover a treasure you roll a D20 and on a 15+ you get a random encounter. The encounters that we rolled included a Monarch Saurian, Blood Bats and a group of Gorrilas. Rather than carrying a big collection of miniatures around, before the game I'd rolled on the tables for 6 encounters and just packed the miniatures for them. When needed, we rolled a D6 against this collection to see what the actual encounter was.
The first encounter rolled was the Monarch Saurian, probably the most dangerous encounter in Ghost Archipelago. It's presence made us very anxious and certainly influenced movement options. However due to terrain placment it never got a line of sight on a miniature and wandered about harmlesly. WHich is more than could be said of the Gorillas, nut we will get to them later!
Here, one of my crewmen has claimed an objective. Unfortunately I had not read the rules in enough detail before diving in and assembling and painting miniatures. In your group you will normally have 10 miniatures. The heritor and warden and eight crew. Four of the crew can be specialists, at least four have to be standard crew. The standard crew can be equiped with hand weapon, hand weapon and shield or two handed weapon. My though when assembling my miniatures was why would you not take a shield and get that +1 boost to your armor, after all, it's a very dangerous world out there. As a consequence I built two crew with hand weapon and shield and two with two handed weapon for each group. This was a mistake as it is only figures carrying only a hand weapon and no shield whose movement is not halved when they are carrying treasure. That makes the standard sword armed crewman very handy.
The way the crew talked about it afterwards you would have thought they had been attacked by a flying dinosaur! I had not painted any blood bats yet, so this is standing in as a proxie. It slowed my crew down, but when a second crew mate stepped in to help out, it was soon seen off.
The group of Gorrilas were a tougher proposistion. I underestimated there strength. At this point one of my standard crewmen who was trying to exit the board with some treasure is attacked by the brutish pair. He did not live to tell the tale.
My Heritor stepped in to help him out but she is also taken down by them. The last crewman manages to disengage and make a bid for freedom.
When it was time to call it a night we had not quiet got the treasure off the table, because everyone was encumbered and could only move at a maximum of 4 1/2" a turn (using both actions for movement), however we judged that given another turn I'd have recovered 3 and Doug 2, but at the loss of my Heritor, so we settled for the reult being a very close run thing, a lot of fun and worthy of lots more gaming time.
Last Monday evening Doug and I settled down to another fine game of Congo. Congo is a miniatures game that features small groups of individually based miniatures, called 'columns'. Figures are arranged into units of 3-5 figures and the scenarios are a refreshing change from the deploy on one side of the table and advance to contact variety.
This was the third game of Congo that Doug and I had enjoyed so we decided to play 'Escalation Along the Nziari'. As you can see from the photographs, a wide river dominates the centre of the table with patches of 'high dangerous' and 'impasable' terrain along either bank. We decided to put the table top terrain together using Sally 4th Terra-Former tiles. These are 12" square terrain tiles with embedded rare earth magnets to hold them securely together, strong MDF sides with a wide range of terrain profiles including the featured river. We used 12 to form a 3' x 4' playing area.
Both sides in this game used the 'White Men Expedition' army list and we settled for 70 points. My column 'The Smut Expedition' was led by Major Smut who had served with 'The Legion' and accompanied my group of Soldiers, Mrs Smut, an 'Explorer' joined a group of Askaris and the three Smut girls formed a group of 'Adventurers' who were accompanied by a native bearer. Another group of trained Askaris and a group of Scouts brought us up to 70 points.
Three objectives, (we used packing crates) were placed in the river.
The objective on my left flank was fiercely contested. My brave Askaris waded, waist deep into the crocodile infested Nziari to seize the crate.
However after softening up my bearers with fire from his Askaris, Doug sent his 'Young Warriors' in to melee my troops, mid river. The Warriors from Dougs 'Banks Expedition' won the fight and my Askaris were forced to retreat leaving the crate behind.
The Young Warriors from the Banks Expedition carry the loot towards the table edge to claim the victory points.
I hope to catch them up and seize it back but my Askaris pause mid river and are savagely attacked by a group of lurking crocodiles. If a group starts the turn in the river a D6 is rolled to see what happens. 1-3 nothing, 4 you draw a stress token, 5 you get attacked by a single crocodile and on a 6 you get attacked by a group of crocodiles.
Typical of my luck that night, the 6 that I rolled on the encounter table was about my only high roll of the game. My brave Askaris, who had already been reduced to just two, were attacked by a whole group of crocodiles who got to roll 4D8 for melee. They won by two, meaning I took two casualties, wiping out the Askari unit.
We did not fare much better on the right flank either. Here a group of Askaris from the Banks Expedition recover a crate after wiping out my unit of Soldiers who were contesting it.
Doug won this game very convincingly. It was a lot of fun. We have just ordered the new scenario book for Congo, 'Congo Mungo Mah Lobeh' based on the fantastic exploits of Miss Mary Kingsley.
We need to paint up some extra African wildlife including an elephant, hippo, leopard and some hyenas to be able to play the scenarios. Sally 4th have put together a couple of special offer bundles including models for these animals.
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Last year, a good customer ordered a huge quantity of Sally 4th 28mm siege equipment including 12 of our siege towers and 6 of our hasty assault packs plus much more.
Unfortunately, Ann and I could not make it to Crisis this year to view this amazing spectacle of all of our siege equipment on the table assaulting a huge fortified town.
Luckily, another friend, Sander, was at the show and kindly took these photographs for us.
The siege towers are three storys high and are designed to work with Sally 4th Castles, Games Workshop / Citadel Miniatures Mighty Fortress and Lord of the Rings Helms Deep and Minas Tirith.
Hopefully over the next couple of weeks people will email some more photograps in and details about the game, so that I can update this page for you.
It looks like a game of Warhammer Fantasy Battle being played. I think the troops in the photo above are Warhammer Chaos Knights!
Truely a breathtaking spectacle!
Castles. For the defender we have a castle range, second to none with castle walls in three heights (10' / 20' / 30'), Towers in three heights (2 / 3 / 4 story), crenalations in nine styles (Medieval / Italian / Arab-Moorish / Carthaginean / Roman / Assyrian / Indian / Lord of the Rings Gondor and Rohan). The range also includes a Keep, Great Hall and other outbuildings and stairways.
Hoardings. If you are really worried about attack, all our castle sections can be improved with hoardings which are available in four styles (longbow, early crossbow, late crossbow and musket)
Last weekend Lewis and I enjoyed another great game of Mantic's 'The Walking Dead All Out War'
As Sally 4th have just released a model of a none story and a two story American Arts and Crafts style house (with interior details), we decided to set up our Walking Dead gaming area representing a small section of Suburbia. The terrain boards are from Sally 4th Terra-Former range, one foot square terrain boards with embedded rare earth magnets to hold them together.
I choose a group of survivors that included Rick, Glenn, Tyreese and Julie.
Lewis's group included Dale, Craig, Duanne, Amy, Reggie & Patrick.
I split my group in to two sections. Here we can see Rick & Glenn heading around the house to take a look at the crashed cars in the street.
A few walkers are milling around, but not so dangerous at the moment.
Dale's gang enter the board and make for the entrance of the one story house.
Rick draws the walkers towards him to allow Glenn to zip around and check out what supplies are in the crashed cars.
Craig and Duanne work together, Craig moves up to the front door and makes a noise to attract the walkers attention, allowing Duanne to slip in through the back door and look for supplies.
Meanwhile the rest of the gang are checking out supplies in the cars.
In this game both sides put a lot of effort into managing the threat level, using several actions to reduce it. Consequently, the walkers were less of a threat in this game than the opposing groups of survivors.
Rick easily dispatches the two walkers that were closing in on him, and guards the entrance to the house.
Reggie keeps the walker busy while Patricia searches the car.
Duanne was surprised when searching the house, instead of finding useful supplies there was a hidden walker. Luckily he avoided damage.
In the other house Tyreese closes with the walker, dispatches it and searches for supplies while Julia stays safe in the hallway outside.
Glenn is also surprised when he trys a car door and finds that it is booby trapped, he escapes with minor injuries but the sound attracts walkers from miles around.
It soon becomes clear that the two groups of survivors are not going to share the resources nicely. Rick's group form a defensive position behind the brick wall. I can't remember who fired the first shot, but young Duanne got caught in the cross-fire., but is only wounded, and continues to head for the wall.
The rest of Dales group move up and the thin strip of land between the two plots becomes 'No Mans Land'
The wall does not provide enough of an advantage for Rick and his followers and soon the numbers in Dales gang provides an advantage.
Craig and Patricia hack Rick to pieces.
On the next activation Rick turns into a walker and the rest of his gang is outnumbered and surrenders.
It was a great afternoos gaming and a conclusive win for Lewis playing Dale's group.
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Last weekend Lewis and I had a great game of Otherworld Fantasy Skirmish.
The scenario idea was based on the classic western story, The Magnificent Seven. The villagers worked hard throughout the year but made barely enough to live on. Every fall for the last three years two terrible giants 'Tiny' and 'Tim' came down from their hills with their hangers on and lackys demanding tribute.
This year the miller had persuaded the villagers to gather together their wealth and head off to town to engage the services of some famed trouble shooters 'The Fab Three' to help them in their negotiations. In this scenario the defenders needed to set up within 4" on the mill. The various crates and sacks represent the produce the giants war band are trying to claim as tribute.
The valient fighter, Oz positions himself to hold the bridge, the torch holding villager behind him assures him that the villagers will all back him up.
'Tiny' and 'Tim' have brought along some extra musle to help carry the loot away including a Bugbear and a handful of Orcs.
Both the bugbear and the dwarf burglar use their set traps ability to create some 3" diameter areas of difficult terrain to try to slow their opponents down.
Unfortnately our heroes were easily picked off by these huge brutes, Oz the fighter has been knocked prone by a mighty blow from the giant 'Tiny' leaving the Jaz the female dwarf burglar to fend off the unwelcome attentions of the bugbear and Orcs.
Meanwhile at the other side of the mill pond the villagers are all scared by the other giant 'Tim' who had paused for a spot of roaring to intimidate before getting down to the serious business of squishing them with his big club.
The villagers are assailed from both sides and after a couple more rounds of combat we declared the game a victory to the giants.
The game was a lot of fun. We both really enjoyed the game mechanics of Otherworld Skirmish. On reflection, we had been short of preperation time and the force lists were unbalanced, the 12 villagers stood no chance at all against any of the bad guys, and as soon as the giants roared and scared them they were as good as dead. We will replay this scenario next time we get together and try to chose some toughre defenders to reflect a couple of weeks hard training before the bad guys arrive.
Miniatures are from a number of sources including some repainted 'Ral Parth 1977' Giants that I brought while at school 35 years ago together with some D&D Orcs and some fantastic figures from the Otherworld range. The water mill is a 3D printed model, the files are from Printable Scenery and the other buildings are from the range that I made for Pocketbond / Conflix many years ago. The modular terrain boards are from the Sally 4thTerra-Former range. These are kits to make 12" terrain squares with embedded rare earth magnets to hold them together and a range of 35 different profiles including streams, rivers, roads, cliffs etc.
At Partizan 2017 Sally 4th put on a Combat Patrol Participation game based on the 1978 action movie 'The Wild Geese' to coincide with the launch of the Mike Bravo 28mm Wild Geese Miniature line and Sally 4ths Wild Geese terrain / building range.
The rescue of President Limbani was going so well until a couple of trigger-happy Mercenaries decided to mow down the jail office staff and alert the whole camp.
This was where the game began, with the Merc player starting with a unit in the office, a unit helping the President out of his cell, two further cover groups lurking nearby and Colonel Faulkner overseeing things. Off-table a pair of Land Rovers were poised to lend assistance with transport and/or firepower.
For the first turn the Simba guards were subject to a morale test before activation to reflect their drowsiness as they awoke to the sound of gunfire. Only the guard towers sentries and the Ready section in the Guardroom were alert, although the way the turn played out it didn’t make much difference – the Mercs activated often and effectively, racing towards assorted Land Rovers and lorries scattered around the camp, and bursting down the approach road with Vickers machine gun and anti-tank rocket fire at the guard towers. One sentry was taken out easily but the other survived a close rocket burst. Those few Simbas that activated tended to be sluggish or wholly confused (slow movement allocation or a Pinned result) and the occasional keen soldier was picked off by a fusillade of fire from the office, whether the Mercenaries had established a fire base.
The next turn was almost as bad for the Simbas. The Landies crashed through the gate and exchanged shots with the surviving sentry. The Vickers jammed and one of the passengers was wounded but otherwise things were going well. The awake Simbas attempted to close upon the ‘muzungus’ but were chopped down by accurate fire. Sparse cover in the form of littered crates and oil drums didn’t help much and the sheer volume of fire caused a couple of squads to fragment as some rushed bravely forward while others cowered in the ablutions block! Limbani was helped into a Land Rover and – guns blazing – a small convoy raced for the gate, almost ploughing into panicking Simbas in the roadway. Return fire was general woeful, but the remaining sentry managed to wound the anti-tank operator and stun the rest of the crew. Fortunately the driver was none other than the Medic, so help was not fair away. The Motor Pool mechanics tried to stop the vehicle-jacking but were cut down and the Mercs pretty much cleared the camp of motor vehicles as they collected their wounded and raced off the table to safety. Round one to the Wild Geese!
The airport dash was less smooth. The Mercs poured onto the table, some Sprinting to gain cover, at the cost of winding themselves for an activation. A number of Simba units were foiled from entering play by the proximity of Mercenaries, whether because the latter were slow moving or had taken up defensive positions in the ruins. A couple of units did start to move across the scrub furthest away from the main Merc group.
The Vickers were hastily set up and started engaging the Simbas as they closed in, although Simba heavy weapon teams – RPGs and GPMGs – returned fire. The Mercs shredded one over-zealous Simba unit but a second raced to close range and killed the sole mercenary guarding the flank of one of the ruins.
This caused a bit of a re-think and more mercs started firing to cover their slower colleagues as they continued to head towards the cover of the terminal building en route to the Dakota. This is turn freed up another entry point for the Simbas and – as luck would have it – two elements arrived close behind the rearguard. Oops! The mercenary fortune with activations failed them and an RPG slammed into the anti-tank section. Rifle and LMG fire further whittled down the nearest merc unit until the final survivor – wounded, abandoned and doomed – decided to go out the old-fashioned way and charged with his bayonet against the two nearest Simbas. Sadly he failed by the narrowest of nine-pip margins and was easily dispatched!
The other Mercs were racing for the aircraft, dodging behind assorted airport litter including a pallet full of propane gas! Fortunately an RPG round failed to land near and the section carrying Limbani reached the door of the Dakota.
A huge amount of covering fire pinned Simba units and it was agreed that the Mercs had got away, albeit at the cost of a couple of elements plus more wounded who were dragged on board.
Many thanks to Doug Wright for running the game and doing the write up and to Dan from Mike Bravo Miniatures for commisioning the miniatures range and providing the Dak and the Bedfords.
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Combat Patrol - The rules that we used for playing 'The Wild Geese'
Mike Bravo 28mm Wild Geese Miniatures
28mm Modern African building range from Sally 4th
Yesterday, we had a great opportunity to host a game of Combat Patrol for their author, Buck Surdu and his son Tom who were visiting us while holidaying in the UK. As we are in the final stages of getting our show participation game based on the 1970'a action movie, 'The Wild Geese', it was a good opportunity to have a play test while Candy & Sam took in the sights of Ripon with Ann.
The scenario is 'Prison Break Out', the first of three linked scenarios in our Wild Geese mini campaign. The Mercenaries, led by Col Faulkner have already busted President Julius Limbani from his jail cell, but unfortunately the camp has been roused by resistance in the admin block. To win the Mercenaries need to exit through the south gate with Limbani, for a convincing win in motor transport with 50% of their force surviving. Buck chooses to play as Faulkner and the Mercenaries while Tom takes control of General Ndofa's Simbas who are guarding the camp. We will be running this game at 'The Other Partizan' on Sunday 20th August, so if you feel like having a go, come and see us then. The terrain is about 80% finished in these photos; the most obvious proxy is the iron railings standing in for chain-link perimeter fence.
Faulkner has at his disposal 4 squads of 5 Mercenaries rated as Elite for Morale and Regular for shooting mainly armed with FN Rifles with a Bren gun as the Squad Automatic Weapon, together with a support section containing a Vickers MMG team and a Blinder Anti-Tank weapon. One squad is deployed outside the cell block, another in the prison admin block; the other 2 squads are set up as cover party in the vicinity of the prison. The heavy weapon's teams have already requisitioned a couple of Ndofa's Landrovers and are heading towards the main gate. The Simbas have five squads of 8 infantry rated as green for firing and morale but with regular NCO's, so counting as regulars as long as NCO is still in action. One section is on guard, manning the gate and the guardroom, a half section is working in the MT shed. The towers by the gate are manned; the guards on the other towers have been eliminated before the scenario begins. The other three sections are responding to the alarm, so start the game with a morale marker that needs to be resolved when they are first activated to represent their variable state of readiness. They start off in the rest room, barrack block and at the edge of the table by the MT pool.
Combat Patrol uses a variable activation system. At the start of the game a command dice (D6) is rolled for each leader (NCO or Officer). An activation deck, containing numbered cards 1-6 (twice), an end of turn card and a number of special cards is used to determine the activation sequence. When a number card is turned all of the units whose command dice matches the card get to act. The first few activations go to Tom's units and he quickly turns out the guard to reinforce the gate, and gets his 'off table' troops moving.
Combat Patrol uses a variable activation system. At the start of the game a command dice (D6) is rolled for each leader (NCO or Officer). An activation deck, containing numbered cards 1-6 (twice), an end of turn card and a number of special cards is used to determine the activation sequence. When a number card is turned all of the units whose command dice matches the card get to act. The first few activations go to Tom's units and he quickly turns out the guard to reinforce the gate, and In the top right corner, we can see a fire fight developing as Faulkner’s cover party is engaged by Simba's moving forward from the MT pool, making good use of every bit of available cover. Unlike many rules sets, Combat Patrol models the effect of cover explicitly. As in the real world, our model NCO's give a fire control order to their section to engage a target area. Any troops within that area are potential targets, as are other figures within 4". This prevents unrealistic targeting of 'special' figures, over and above the rank and file. Once a hit has been scored, it is randomised among the target group. If the particular figure hit is actually behind a piece of appropriate cover, the cover saves them from being wounded or incapacitated, if not they are hit. All of this is done by turning a couple of specially designed action deck cards that seamlessly implement small arms fire, anti-vehicle fire, HE fire, movement, melee and morale without resorting to charts and cross referencing, allowing the player to focus on tactics and manoeuvring their model troops.
Buck de-buses the Vickers section and Blinder from the Landrovers and at medium range starts to engage the guard force. The blinder shoulder launched Anti-Tank weapon proves to be particularly effective, placing a medium blast template that often causes casualties even if it has deviated from aiming point.
Looking for cover, a Mercenary section bursts into the barrack block; however the Simbas successfully react to this movement and cause casualties in both fire-fight and melee, pushing them back out of the building.
Simba's on the main gate and guard towers deliver effective fire-power but do take heavy casualties.
The covering force that was evicted from the barrack block is caught in the open and receives heavy incoming fire and eventually taking sufficient casualties to cease to be an effective unit.
Faulkner’s group make it into the relative safety of the prison admin block to await the covering forces return with a truck or Landrovers. Unfortunately after 3 or 4 turns it is obvious that despite a spirited engagement by the heavy weapons section, the covering force has ceased to exist and transport is not going to arrive. At this point Buck concedes and victory is awarded to Tom's Simba. It was a great afternoon's gaming and a good time was had by all.
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Here at Sally 4th we are busy getting ready to put on a participation game at 'The Other Partizan' on 20th August, based on the 1970's action movie ' The Wild Geese'. We will be using the excellent range of 28mm Wild Geese Miniatures from Mike Bravo Miniatures and the soon to be released Wild Geese building range from Sally 4th. Over the last couple of weeks, I've painted up all of the British Mercenaries who are modelled wearing DPM Combat Jacket & Trousers, '38 Pattern Webbing and mainlu 7.62mm SLR rifles.
Stage 1. Snip feet of 'plinth' using side cutters, superglue to temporary painting base and undercoat. I used the excellent 'Late War Dunkelb' spray primer from Plastic Soldier Company. The other option is to spray white and then paint all over with a sand / dunkelb coloured paint.
Stage 2 . Paint face & hands flesh colour. I used Vallejo Sunny Skintone (No 20)
Stage 3. Using Vallejo Mahogany Sand (No 139), paint the brown part of the DPM pattern using swirls with divided forked ends.
Stage 4, Using Vallejo Olive Green (No 082), paint the green part of DPM camofaluge pattern, trying to overlap the brown patches in places.
Stage 5. Using Black (any black will do!), paint boots, metal parts of rifle and black elements of DPM pattern, which should be painted as small swirls over the brown and green patches. This is best done with a smaller brush (OO size).
Stage 6. Using Vallejo Green Grey (086), paint webbing belt, straps and pouches.
Stage 7. Using Vallejo Red Leather (No 136), paint wooden parts of rifle.
Stage 8. Paint beret using Vallejo English Uniform (No 141).
Stage 9. Hold figure by base and dip into tin of Army Painter Quicktone to add shadows and line the equipment.
Stage 10. Spray with Army Painter Anti-Shine Matt Varnish to remove gloss finish. When dry, I removed from painting bases and glued on to a Sally 4th clear Perspex base so that the miniatures will match whatever terrain they are standing on.