Translate

Thursday, October 8, 2009

Future War Commander: Skirmish

Well have final got a game after about 3 months not having a game. so below is from the email britt did and put up on the bundy group.There are pictures below, but the camra batteries went flat. So only got four shots.

"Greg came over for a game last night. It was really good to see him again, and even better to have a game. He'd brought out his Blood Bowl minis...he has at least 5 teams...as we'd planned to have a Blood Bowl game after we finished off Future War Commander: Skirmish. As it turned out, we ran out of time, but they were certainly beautifully painted miniatures. We also discussed other things like his rebasing all his Epic:A stuff for FWC , selling all his 15mm lead ancients and moving into the newer 28mm plastic stuff by Wargames Factory, his health, state of the club here, etc. He also loaned me a Orc Team reminder card to photocopy since mine's "missing in action".


Then to the main event! I'd set up the table (see Bundygamers home page) for a Future War Commander:Skirmish game. Both sides had 2 fireteams each of a Chaingun Gunner, Loader, & 2 Troopers, and 4 fireteams of 5 Troopers each which also included a Sgt. & a Lt. (CV 8 & 9). Usual 'meeting engagement" scenario to give both sides a chance to attack & defend. Its always good fun to have a game with Greg, as we joke & laugh as well as conduct serious play. His luck is also (usually) as bad as mine, but last night things went well luck-wise for both of us.

Early in the game, a firefight broke out between one of my Chaingunners on the white building & Greg's on the opposite hill. It was funny. Belt after belt of ammo was poured at each other, but I didn't get wiped out for about 4 turns! "Great Moments in Greg's Luck" occured here. I got 3 hits on Greg's Chaingunner, & he rolled 3 6's (YES...He did take a photo!) and saved them all! We called the trooper "Lucky Eddie" after that. On the flip side, I managed 3 command blunders, usually causing me to withdraw, but to no great game effect. I never could get one of my fireteams to move, & Greg had a Sgt, the sole survivor of his fireteam, to stay put for 3 turns. I guess the poor fellow was in shock!

While I was leading early on, and even won a hand-to-hand fight, Greg's Lt. won the day, pressing forward with his team manfully. My side finally hit morale (15 dead) and headed for the hills! Victory to Greg. A great little game. I'll leave it set up for Friday night in case anyone wants to give it a go, but we can do a boardgame just as easily.

Next Wednesday night Greg & I plan on doing a ACW "On To Richmond" scenario game, probably from Jackson's 'Valley Campaign'."







Till next time, and thank you britt

Sunday, June 28, 2009

GZG STUFF PAINTED WITH SOME SPARE FOOT SOILDERS

Hi Everyone,




yet again live has through more cure balls at me, so again it been a while, so please find the lasts pictures for FWC. I'm still taking pictures of the Eldritch Caste and that will be a while to by the looks.

its made of the following



1 co
3 hqs
2 fao
4 super heavies

6 misslie tanks

5 big guns artillery

14 medium tanks non gav

14 medium tanks gav

10 apc grav

20 infanty bases

8 spat tanks

























Saturday, April 11, 2009

Been a while

Well it been a while since I have added something to the blog. Life has a way of getting in the way of doing the blog. so want been happening since Feb, well i have mange to scoop a new full time job, which in this times is hard.So if you are looking for work keep positive and you will get there in the end. The main stuff in the hobby department i have broken down below



1)Been painting my blood Bowl stuff and have about five teams done so far, I will need to get some pics up.



2)I have been doing stuff over the last couple of months for the red guard army for FWC, I have about 30 Vehicles to bases. There has been a delay, as last time in getting the bases I'm using from Milsims, since the FOW bases are out of stock from Battle front. I still have the choas, eldar and the orks to base up yet. I have also manage to get a GZG future war figures, will need more infantry.



3) So I have been doing up WW 1 Naval miniatures by panzerschiffe, nice figures. They are not in the League with GHQ by nice the same. I will also be doing WW2 naval with these figures too.



4)My other projects has been doing WW2 for BKC in 1/300 scale. I have at the moment British and Germans to Bases, but have not set abases size yet. I'm thinking of using CWC bases sizes.



5) I'm trying to finish my CWC stuff, which is USA and USSR. Mainly have the infantry to do and then they will be finish. I have manage to get more modern stuff from a friend so will have British and more early USSR stuff to base.



so at the moment that want going on with the hobby scenes.



Regards

Greg

Sunday, February 1, 2009

BUG COLONY V RED GUARD

Hi guys and girls,

Well another battle report using the Future war commander rules. So i have taken pic's and britt has written want happen

Greg, Trent, James, & I gathered at Innes Park beach for our weekly FWC game. This would be unusual as Greg wanted to try out his new "Bug Colony" Army which was both numerous and colourful.( I'll try out my 2 "Renegade Legion" Grav armies on Thursday.) Also new was the use of bases. He'd done up his "Bugs" with FOW bases, & I'd put my Red Guard on plastic sheet of the same size. Opinions differ as to using bases, Greg for & me against. Still, we'd give it a try.

Red Guard Army (James as CO, Britt as XO)
CO
4 HQ's
2 FAO's
12 Conscript Infantry
6 Red Lance Artillery
3 Z-920H Light AA
12 T-792s Lt Tanks
2 Red Scouts
12 SPG T-414B 'Red Thunder"
15 T-330 Walkers
7 T-990 MBT's

Bug Colony Army (Greg as CO, Trent as XO)

1 CO (CV12)
29 Infantry Unit (Warrior TG772)
20 Infantry Unit (Warrior GG396)
20 Infantry Unit (Warrior HG948)
15 Infantry Unit (Warrior GS772)
11 Infantry Unit (Warrior LT825)
3 Infantry Unit (Warrior HT292)
3 Armoured Unit (Warrior TG663)
3 SPG Unit (Worker BV221)
3 SPG Unit (Worker EC192)
3 Walker Unit (Warrior CF829)
2 Walker Unit (Warrior HS019)
4 Air Defence Unit (Worker ZT319)

The terrain was rolling hills, with a few woods, a swamp & a city. Playing 'Scenario #7", the Bugs set up on the North edge of the table, the Red Guard the South. Bugs won the toss and moved first.


TURN 1: Bugs fail to move due to failing their command roll
Red Guard: James' artillery strike went half off board, but still killed 2 Warrior TG-772 Bugs & an anti-aircraft bug. One of his Leman Russ MBT's also kills a HCS019 bug. Britt's Artillery misses and both my HQ's fail their command roll.
TURN 2: Bugs Tunnels appear in front of the eastern Lt. Tanks & Assault guns. No bugs appear though (another failed command roll).
Red Guard: Artillery kills a CF829 & another warrior bug. Most of the Red Guard forces move up.




TURN 3: Bugs frontal assault on the eastern Lt. Tanks results in the loss of 4 or 5 bugs. Bug Tunnelers swarm out of their holes behind the Walkers near the centre. 2 Lictors are killed, but 6 Walkers are lost in the fight with 4 more in the rout. Coming up from behind, with support , and no opportunity for the defender to fire proves decisive. SPG's suppressed.
Red Guard: James' Scout improves his CO's CV. Two artillery strikes of 15D each kill off a lot of bugs (about 10 at a guess). Lt. Tanks move & blunder toward the main bug line but can't fire. The Leman Russ kill off 2 more bugs near the city and suppress 2 others.




TURN 4: Bugs reinforcements come out of even more tunnels. They come out behind the Assault guns, with only 1 escaping (suppressed). Another group moves on the Lt. Tanks, but the Tankers hold their ground and win the fight. Pity about the HQ though!
Red Guard: No artillery arrives. This is critical. Though the bugs can win the 'backshot' melees, they are bunched up and artillery fire usually evens the score. While the CO deployed the Reserve Infantry into the city, allowing us to fight one more turn, it was obvious the Red Guard had lost. Still, we put up a good fight and both sides fought well & skillfully.




An excellent game.
Where from here? I was expecting a "British vs Zulu" type fight. Too much terrain & the melee troops win, too little and the firepower troops win. While this was so to a certain extent, the use of all those tunnelers certainly gave the Bugs an edge. An after battle post mortem discussed how this could be reduced (massive increase in Conscripts or still more artillery). While a purpose built anti-bug army would equal things, increasing the number of units in the game already slowed things now hugely. A 'Normal" 50 unit 4000 point army would certainly stand little chance against them.(IMHO).
Greg is to be commended in geting us out of our rut and trying something new. Next week we'll be trying "Red Guard vs Bug" again, though with a scenario. Surgical Strike? We'll see.
PS. 29*C. Not quite hot enough for the air con. Nice waves. Patches slept through the whole battle.

Trent ate most of Greg's popcorn.



Sunday, January 18, 2009

"Surgical Strike" FWC scenario...18 Jan 08

James, Greg, Trent, & Britt assembled at Innes Park for our usual Sunday FWC game. Greg wanted to try the "Surgical Strike" scenario, so I'd set up the table and let him decide on which side he wanted to play and which edge he wanted if the attacker. He chose to have the Marines be the attacker and come in on the East (short) edge.(see photo, looking west). The 4 objectives were the "Deep Space Communications Tower" in the heart of East City, The Fighter Base/hanger to the south, The Ion Cannon on Cannon Hill north of it, and the "Colonial Administration Building", the largest building in West City.




Marines (Greg & Trent).
1 CO (CV10)
2 HQ (CV9)
2 FAC (CV9)
2 Recce Unit (M4A2 All-Terrain Bike)
8 Infantry Unit (Regular Marines)
4 IFV Unit (M50 'Bad Dawg')
8 IFV Unit (M1 'Big Mama' Assault Vehicle)
2 Walker Unit (M1A5 'Coyote')
8 Artillery Unit (M1 Missile System)

Red Guard (James & Britt)
1 CO (CV 8)
4 HQ (CV 7)
2 FAO (CV 8)
12 Conscript Infantry
6 Red Lance Artillery
2 Red Scouts
14 T-990 MBT 'Leman Russ'
12 T-792S 'Siegfried' Lt. Tanks

Deployment: The Red Guard had 12 Conscript Infantry, 1 FAO, 2 HQ's and a Scout deployed on the objectives, generally 3 Conscripts to an objective.

TURN 1. Trent came in on the NE board edge with 4 Big M's and a Scout Bike. The rest failing to arrive. Greg gets 2 Rhinos (Bad Dawg), 4 Big M's, and a Recce Bike on the SE edge. . The Red Guard seem to have been at a political meeting watching "Inspirational Media", thus failing to spot the invaders.



TURN 2. Trent moves his scout bike 5 moves forward toward "Cannon Hill". Next he moves his Rhinos around the NE wood to near the central wood.
Greg brings on his 2 Coyote Walkers. These move forward as do his Rhino's and Big M's to just short of East City and its Commo Tower. They're spotted!! Alarms ring out, orders are quickly given, and the sound of running feet can be heard everywhere in the city.



TURN 3. Trent: Rhinos move north of "Cannon Hill" and deploy. Op fire from defending Conscripts does little damage. Marines charge uphill at the Ion Cannon's defenders, who first score a few hits on them, then amazingly defeat them in hand-to-hand combat! Two Marine squads lie bleeding on the ground while the rest retreat. Shouts of "Long Live Chairman Smirnoff" can be heard. But the victory is short lived, and 4 Big M's now move up, shooting at the Cannons defenders, killing 2 of the 3 defending squads.
Greg deploys 4 Marine units onto the SE edge of East City from their Rhinos.. His Big M's now move toward the Fighter Base, being between it and East City.
James RG Artillery (30D worth) hits the advancing Big M's. 5 hits but no kills. He moves some infantry toward East City. The Reserve of 12 Light Tanks is committed to the West on East City.








TURN 4. Trent : Marine Artillery kills the last Conscript defender on Cannon Hill and the way to the Ion Cannon is now clear. Greg: A Marine Assault by 2 Rhinos & passengers on the Commo Tower kills 1 Conscript, but the defenders are tenacious.
James: Artillery roll fails, a critical loss. Defenders told to hold at all cost. Britt: The RG Light Tanks open up at short range on the Big M's. They kill 1 and suppress 2. At last, the 14 MBT's arrive and make a double move to the runway!













TURN 5. Greg's artillery kills 1 Lt. Tank and a RG FAO. His second artillery roll fails. Rhinos just outside East City fail to move while the 2 "Coyotes" return to their assault drophip. ??? Trent has a bad run of Command rolls.
James: Also fails his Artillery roll. Gunners out for Bosch & vodka? The Light Tanks continue to fire, suppressing 1 Big M and killing another. The main MBT forces remains halted at the runway.





TURN 6. Trent: Marines move onto the Ion Cannon and plant their charges! This causes a Reactor explosion which kills the 2 Marine Units inside, and suppressing several friends & foes outside. The Ion Cannon is destroyed. A new artillery barrage on the RG Light Tanks kills 1 and suppresses 2 others. Greg: Greg's artillery descends upon the hapless Lt. Tanks. This kills 2 and a Scout, then he opens up with his Big M's to kill 3 of the survivors of the artillery as well as 1 HQ.






TURN 7. Trent begins his withdrawal. 4 Big M's leave and numerous HQ's and FAO are in full retreat. Artillery damages 3 Lt. Tanks. Greg's last remaining infantry enters the Deep Space Commo Tower and plants its charges. A second move and it's BOOM!
While the attacker has exceeded its Break point, he has accomplished his mission! There is no way the Red Guard can kill over 5 of the retreating Marine units, so they'll all make it off board next turn, allowing him to double his victory points to 8 compared to the Red Guards 4. VICTORY TO THE MARINES. They earned it!


Well another four hours killed near the beach, nice hot sunny day. Aways keep safe. Thanks Britt for doing the write up.
cheers
Greg