Infantry
6 mounted 7 foot figures
Total Scot:
Infantry
Total Scot:
King Edward VI – survived, remained figurehead King
A few more shots of games at HAVOC gleaned from posting by others:
Rebels & Patriots 28mm | Shortly after the British defeat at Cowpens and Guilford Courthouse Nathanael Greene engages a small force of British regulars and partisan’s including hospital invalids under Lord Rawdon. If Greene can defeat them he could compel the British forces to abandon their outposts across South Carolina and fallback to Charleston leaving the state to the rebels.
It is May 20th 1941. The German 1st Fallschirmjäger Regiment attempt a parachute assault to capture the Creten Heraklion Airfield. The British 2nd Black Watch Infantry Battalion defense is the only ground force that standing in their way. This is a Skirmish scenario combat game using a combination of Rules from “Skirmish Campaigns” and Bolt Action 28mm miniatures.
Pyrrhus of Epirus has arrived in Magna Grecia to assist the Tarentines and other Greek colonies in southern Italy. He sets forth from Tarentum and finds the Roman army under Consul Publius Laevinius along the Sirisin River. The first clash of Legion vs Phalanx is on. Pyrrhus has a surprise for the Romans. Elephants.
Warriors, come out to playyy-ay! These are the armies of the night: the Furies, the Boppers, the High Hats, the Lizzies, the Turnbull ACs, the Gramercy Riffs, and the Warriors; the Orphans aren’t even in the network, but they rumble anyway. The truce is off — tonight the gangs converge at Broadway Junction to settle old scores and bop to the top in the streets of New York. Can you dig it?
Saturday night at HAVOC saw the big game – “Wellington’s Waterloo”, with the “Square Eagles” rules. These are a 3d6 variant of Neil Thomas’ “One Hour Wargames”, based upon ideas by Steve over at the Sound Officer’s Call blog, and also Malcom Wright (who’s rules I used for my three “Waterloo in Two” games at Historicon last year). .
ANGLO-ALLLIED ARMY
Wellington
Army C-in-C; 31 units – 60% losses = 19 units
May
Rally 1 unit per turn
May
Re-roll Firing dice for
one
infantry unit per turn
Picton
(Orange)
2
Nassau Line Infantry – 6 hits
2
British Line Infantry – 7 hits
1
Medium Foot Artillery – 5 hits
3
Dutch-Belgian cavalry 4 hits
Hill
(Red)
1
British Guard Infantry – 8 hits
1
British Light Infantry – 5 hits
2
British Line Infantry – 7 hits
3
British Light Cavalry – 5 hits
1
Medium Foot Artillery – 5 hits
Uxbridge
(Yellow)
2
Dutch-Belgian Infantry – 6 hits
1
Hanoverian Line – 6 hits
2
British Line – 7 hits
2
British Heavy Cavalry – 5 hits
1
British Light Cavalry – 5 hits
Prince
of Orange-Nassau
(Black)
1
British Guard Infantry – 8 hits
2
Hanoverian Line – 6 hits
2
Brunswick Line – 6 hits
1
Brunswick Cavalry 4 hits
1
British Rocket Battery – 5 hits
FRENCH ARMY
Emperor Napoleon I,
Army C-in-C: 35 units – 60% losses = 21
May
Rally 1 unit per turn
May
re-roll Initiative Die for one Command each turn
Ney
– Additional Leader, can attach to any French unit,
giving
it +1d6 in Assault combat, and may command
up
to 3 French units within 2 boxes
Reille
(Blue)
1
Light Infantry 5 hits
4
Line Infantry 7 hits
1
Heavy Artillery 5 hits
3
Light Cavalry 5 hits
Lobau
(Brown)
1
Light Infantry 5 hits
4
Line Infantry 7 hits
3
Heavy cavalry 5 hits
1
Medium Foot Artillery 5 hits
Drouot
(White)
1
Guard Artillery 6 hits +1
die when shooting
2
Old Guard Infantry 9 hits, Veteran released
Turn 6
2
Middle Guard Infantry 8
hits, Veteran released
Turn 6
2
Guard Light Cavalry 6 hits released
Turn 3
1
Guard Heavy Cavalry 7 hits released
Turn 3
D’Erlon
(Green)
1
Light Infantry – 6 hits
4
Line Infantry – 5 hits
2
Light Cavalry – 5 hits
1
Medium Artillery – 5 hits
French
must either take both Hougomont and La Haye Sainte, or reduce the
British army by 60% without suffering the same themselves, in 15
turns. Failing that, Blucher arrives, and Napoleon is defeated.
What’s that you say? Who won???!
At the end of Turn 13, the Anglo Allied army had lost 19 units to 17 French, although they still held both Hougomont and La Hay Sainte. With Blucher still aways off, Wellington commands an orderly withdrawal down the road to Brussels. “It was anear run thing”, he remarks to his ADC. Napoleon is happy to get off his horse, having suffered from painful piles (thrombosed hemorrhoids) all day long, which made riding a torture. The game was finished in 3 hours, which was pretty much right on schedule. I may have given a little too much advantage to the French. Next time, I’d eliminate the Napoleon re-roll, and maybe give that ability to Wellington instead.
Several players and spectators asked about a copy of the rules. I am going to edit them a bit, and then post them to the blog. When that’s done, I’ll add a link to this post as well.
Finally, I found out on Sunday afternoon that the game received “The Al” award, for the game with the greatest visual appeal. My sincere thanks to the organizers, who ran a great convention this year. If you live in New England or Eastern NY state, this is a show well worth attending! It has been running for 30 years, and I have been going most years since at least 2007. I really like the new venue of the past several years (The Best Western in Marlborough, MA). Being able to stay overnight on site is a game changer for me, as the drive is about 2.5 hours. It is held in late March or early April each year, and runs from Friday night until Sunday afternoon.
For a change, I played in as many games as I ran this year! As it turned out, both used version of Daniel Mersey’s Lion Rampant rules from Osprey. That being the case, I actually bought an pdf copy so that I might have a basic familiarity with them!
“In Ozz, many talismans & powerful weapons spring up everywhere. A wonderful magical find of a field of Magic Mushrooms near some Crystals of Power – has led to an Ozzian “Gold Rush”. Here, several Ozzian nations are scrambling to take seize & control of them. Factions have teamed up & are ready to fight to get these valuable resources and deny their capture by their enemies, but what will happen?”
Mark wins my award for “Iron Man” GM at HAVOC, running games in all 5 time slots…. again.
The Gillikins have recently been defeated by the Munchkins and their allies in a major battle. The remnants of the Gillikin forces are desperately trying to withdraw to the safety of their lands. The Gillikins Empress, Arella the Witch, has her Summoning Bell to call up the Undead to join her troops in retreat. Their Munchkin enemies – as well as their Harvest and Impkin allies – are in hot pursuit. Can the Gillikins make it to safety, or will the Munchkins prevail?
Second Fredericksburg, VA – May, 1863 Union troops attempt to break through the Confederate lines.
Kid friendly – 28mm dinos, steam walkers, and warriors from across the solar system battle it out in 1899!
Kid friendly – 28mm dinos, steam walkers, and warriors from across the solar system battle it out in 1899!
Check out the best 15mm Sci-Fi Miniatures game around. Everything will be provided come and have fun! if you want to bring your own army bring a 500 point force.
Austrians, Led by Charles, in a move of surprising boldness, marched on the Frederick’s Prussian camp in Bohemia. They occupied the hills that Frederick, in a lapse of judgment, had failed to fortify. Frederick was undeterred. He formed his forces in columns and lines facing Charles. The initial attack of cavalry and grenadiers was thrown back, but the second line, under the capable Ferdinand of Brunswick, carried the hills.
Seventh Corps has begun its attempt to capture Nancy. It had only recently recovered from a severe fuel shortage which had caused it to halt on the Meuse River for five days. During this time G3 indicates the Germans in the area have reinforced their positions, even using hastily assembled Luftwaffe
It’s June 207 BC and Hannibal’s brother Hasdrubal Barca is finally bring him badly needed reinforcements in Italy. Learning of his approach, the Romans decide to intercept Hasdrubal before he joins with Hannibal. After some skirmishes, Hasdrubal is trapped along the Metaurus River and the Carthaginians make a last stand. The outcome of this battle will determine the fate of Hannibal in Italy. Rule System: To the Strongest!
(I have run games at HAVOC with TtS! or FK&P myself off and on for at least 8 years so I was happy to see someone else do so. I just wish I had been able to check in on the game as it progressed!)
Late June in France. The Americans are pressing. The Nazis have sprung a counterattack around a small village. Vital crossroads and intel are at stake. Scenario is: Attack an Objective”.
Edward III of England invades France with his army, and King Philippe of France forms a coalition to do battle. Recent research shows the Battle of Crecy was fought in a different location than tradition says. (More on this one in a future post, as I was one of the English players; Mark used the same recent research as Tim C and Dane K did for their ToR Crecy scenario).
Normandy was fought between an Henry I of England, and his brother Robert, the Duke of Normandy. Henry returns to pacify Normandy after being forced to leave their the year before due to political issues in England. At stake is control of Normandy itself. 28mm Scale (I played in this one so more on it in a future post).
Napoleon must defeat the Anglo-Allied army under Wellington before the arrival of the Prussians seals his fate. 28 mm Napoleonics, using simple rules and a gridded table suitable for youth age 11+ (or younger if experienced gamers), and any who want to play the game with minimal rules hassles!
The inaugural battle of the Wars of the Roses; York and Somerset/Buckingham battle in the streets of the village for the control of King Edward VI.28mm, Test of Resolve rules.