More Terrain

The work continues making terrain pieces for Andy. So far I’ve made a tree base (middle green/brown triangle) which just needs a bit of touching up with the flock, then there are two ploughed fields – I’m trying out two techniques here to see how they come out, the bottom left corner is filler that has been scraped around, the top left is corrugated cardboard with filler round the edges.

Finally, the top right is a minefield (with a rather large mine!) and the bottom is a second entrenchment, I’m making these as I go along as they’re really good filler work to do while waiting for things to dry.

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First Late War German

I’ve had these miniatures since the warlord games day but have put off painting them in the hope of finishing as much of my backlog as possible. Well, after two games of Chain of Command and the enthusiasm I have for that I couldn’t resist painting up one of the germans to see how they’d look. The paints still wet and I’ve not completely done with it yet, but I’m fairly happy with the first take. I tried to get a shot of the equipment but the camera battery died on me. Enjoy

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Chain of Command

Real life has been interfering with miniature progress over the last week, but I’ve gradually been reducing down my “to build” pile of figures and increasing my “to paint” pile. I now have all my germans built for the core platoon of Chain of Command, as well as the new additions of a panzerschreck team, a 5cm mortar and some metal NCOs and riflemen.

Last night saw our second Chain of Command game and the mechanics were starting to click into place for us. We played an attack & defence scenario  with my germans attacking, with a support roll of 8 I took an elite force of panzergrenadiers along with an Sdkfz 222 (from the early war list) and a 8cm Mortar Battery. Andy took along a British motor platoon supported by a Vickers MMG, a Grant Medium Tank and a Bren Carrier.

I got to place my patrol markers first, but andy closed the gap pretty quickly and locked me down behind the barn. My first go saw me getting 2 junior leaders activations and putting two sections on the table with them, setting one to tactical and the other covering the barn with overwatch. Andy took the next phase and deployed his vickers on the corner of the crossroads and fired what might as well have been feathers at my grenadiers behind the barn.

Skip along a few phases and andy had lined up more troops along the hedgerow of the crossroads, so it was time to call in the artillery, I decided on a ranging shot initially as I didn’t want to destroy my own guys if it deviated, but it ended up being dead on the vickers and gave the unit  a few shock. Annoyingly andy played his chain of command dice to end the turn and thus end my barrage, knowing full well if it hit on the next phase he was going to take some serious damage on most of his units.

While this was going on, my Sdkfz 222 had come on the table and made some pop shots at the vickers also, this prompted andy to bring on his Grant (imperial guard sherman proxy!) and fire all his guns at the 222  Amazingly the 222 survived the onslaught taking one shock and being forced to attack the grant in the next phase. An attack by andy’s PIAT team also didn’t do much damage, causing it to get stuck in fast if it moved.

I had activated my barrage at the beginning of the turn, and this time I wasn’t playing so coy, I went for a full barrage which deviated 8″ towards my lines, blast! It came down over my 222 and panzerschreck team but thankfully landed on most of the units andy had behind the hedge, causing more shock and a few kills. At this point we completely forgot to put any smoke down (not being used to the mechanic), so andy may have had an advantage escaping the area, but instead I laid down more LMG fire on his positions which eventually caused the units to break. After 3 units were running for the table edge I forced a turn end causing andy to loose the units. At a morale of 4 he conceeded victory to the germans.

Overall it was an extremely enjoyable game, theres so much more depth here than bolt action and even simple activations require some thinking. It did feel a little biase towards me in this scenario as there was no real advantage to andy defending and in actuality it felt more like I was defending the farmhouse and due to my superior force, it was pretty easy.

Chain of Command First Impressions

Last night saw our first game of Chain of Command, which inevitably was 50% playing and 50% referring to the manual. First impressions are very good though with the mechanics on offer giving much more tactical depth than Bolt Action.

We managed to get one whole turn in, which took us around 2hrs to play but was sufficient to give us an overview of the mechanics and give a point of reference for the rules.

The patrol phase was a fun mechanic, but neither of us felt comfortable we were doing anything tactical at this point, but I’m sure that will come through once we get more familiar with the mechanic.

Unit activation is great, although it took us some time getting used to how they activated and the differences between section and team activations.

The vehicle rules are much more enjoyable than BA, in which a single shot can take out a whole vehicle quite quickly thus making your investment of £20/200pts completely redundant in a matter of minutes! CoC handles things in a much more fun way which includes lots of dice rolls (13 from my panzerschreck) and then dependent on how many hits get through, a randomised effect on the target vehicle. In this case, I got 2 hits through onto Andy’s bren carrier which then caused it to reverse and take 3 shock, which effectively disables it until he rallies it, lovely!

Overall, a very enjoyable game and can’t wait to have another crack at it.

Warhammer VC vs HE 1500pt

I’ve not had a game of warhammer in quite a while now, easily over a month if not two. Last night I played a 1500pt game using my VC army vs High Elves, and it was a nice surprise to realise 90% of my army was fully painted! Only having to sub in some proxy skeletons and Terry being unpainted.

Turn One

I got first turn which allowed me to push forward all my units and get my vargheists/terrorgheist in position to charge on the next go. I did have the opportunity as always to fly Terry  near enemy lines and death shriek, but that exposes him to a charge and I wasn’t prepared to take that on the first go.

Magic phase saw me cast Curse of Years on a double 6, which with a roll of five triggered a Calamitous Detonation right over my necromancer and vampire general, oops! That’ll teach me to foolishly place them close to one another. The necromancer thankfully wasn’t hit (roll of 1!), but the vampire took 1 damage and I lost 7 skeletons from the necro’s unit. With that triggered I now had the ability to chip away on the HE phoenix guard unit containing Caladrion (cant’ recall his name, we call him clive).

With that turn over, it was the HE’s turn which ended up in two failed charges from the chariot and cavalry, a tempest spell went off, but veered out of reach of any units and the archers taking out a few skeletons, not a great start turn. HE’s opted not to push units into charging range of my units.

Turn Two

My second turn saw me charge Terry into the cavalry unit, my vargheists went for the chariot and I placed my spirit host in front of the phoenix guard unit containing caladrion. The rest of my units moved another 8″ to get closer.

In the magic phase I cast Dance Macabre with area effect which went off allowing all my units to reroll failed to hits. Curse of years also triggered at 4+ killing a couple of HE.

Shooting phase, Terry used his death shriek to take out one rider, fun but could have done more really, damn that high leadership!  Close combat saw the chariot being wiped out but killing one of my vargheists, they then overrun to take up a flanking position on the phoenix guard unit. Terry took one wound and dealt one back, a fairly mediocre combat round there.

The high elves responded with charging the PG unit with Clive into my spirit host, trouncing it and charging on into my Grave guard unit, the re-direct from the spirit host had been useful as it kept my skeletons and the necromancer who’d cast Curse of Years out of combat with caladrion again, allowing the spell to get stronger. They also charged the second PG unit into Terry’s flank and the archers into my vargheists.

The magic phase was empty as all spells were direct damage and most units were now in combat. Curse of years however did trigger on a 3+ which meant 4-5 PG were slain before combat even started.  The close combat saw a number of grave guard taken out and the PG lost a few units. CR was lost by the Grave Guard who crumbled 1 unit. The combat with Terry saw 1 wounds inflicted on him, but he kept his own and took out a few riders. My vargheists were taken down by the archers without inflicting huge amount of damage.

Turn Three

My skeleton unit charged into the flank of the PG/Clive unit and my crypt ghouls sadly never saw combat due to being blocked by terry and another unit.

Magic phase saw my vampire roll Triple 6 Dance Macabre and once again getting a 5 on the miscast table. Again this was over my necromancer and general (when will i learn!) this then took out my vampire and wounded the necromancer (still going!). I lost 7 grave guard, and due to general being slain, this took terry out after a miserable leadership test, all other units amazingly survived the crumble.

Close combat saw GG & Skels vs PG result in a win from the GG with the PG fleeing and being caught, triggering end of game as HE resigned.

Conclusion

Overall, I had an enjoyable game, HE would argue it was a completely one sided affair, but I think had the luck run differently it could have gone either way. Curse of years did me a big favour in taking out the main PG/Clive unit, and the vargheists did a good job of picking apart the chariot.