Tuesday, 30 June 2009
How's it going MrF June 2009?
Well, basically it isn't... Far too much to do, work, work, work, work & soon some holidays. No time for gaming or painting. Sorry folks but it will probably be the back end of July before there's anything new to report. Take care & happy gaming.....
Friday, 12 June 2009
HITT WW1 British vs Turks - Attack on Beni Baloo
Right, straight after our Byzantine vs Sassanids game (click on the link below for a peek),
http://mrfarrow2udba.blogspot.com/2009/06/btgg1-byzantines-vs-sassanids.html
we re-arranged the table, threw on some scenary & came up with a crafty game for HITT.
Middle East 1916, the Turks have been halted and now the British are on the attack. A small rail stop named 'Beni Baloo' has been fortified by the Turk. A modest sized British force has been sent to send Johnny Turk packing....
The British (Jack) would be the attacker & have a third more points than the Turk (yours truly). However the Turks would have a nice amount of Trenches & Barbed Wire. A Road/Rail track dominated the field. Beni Baloo was represented by a few buldings. To the British left, a few small hills were situated. While on the British right, two large areas of rough aided the Turkish defence.
We used HITT version 1 rules (I still haven't printed out version 2, sorry Bad Lad I know), the British would make use of an Aeroplane & some Armoured Cars. Looking at the rules, we think that Armoured Cars can't shoot (Are Tanks the same?), we don't like this so we've upped the point cost by 1 & given AC's a range of 4". The British would also have two Generals & so two PiP dice, the Turks just one. This was because we felt the British forces were too big for just one General. Anything else we encountered, then we would just make up as we went along...
We normally just play lost elements for victory, but we'll give points system a try. In this case Victory is achieved if a third of the enemy is destroyed (I know HOTT says half..)
The British consisted of 2 x Generals, 1 x Aeroplane, 2 x AC's, 12 x Rifles,
3 xMg's, 3 x Artillery, 4 x Cavalry = 64 points (Break at 21)
The Turks consisted of 1 x General, 3 x Artillery, 3 x MG's, 10 x Rifles
= 43 points (Break at 14) (The Turks had some Transport Wagons = 0 points though)
On we go with the battle....
________________________________
KaBOOM!!! The British Artillery is spot on, scratch one Turkish Rifles.
________________________________
The Turks are fighting hard.... The British Cavalry are sent packing again.
________________________________
Turkish Artillery fire, holds up the Cavalry - But it can't stop everything.
________________________________
Good shooting from the Turkish Artillery, but still not 88mm efficiency!
________________________________
Ginger's crate is burning and the deadly Turks cut down some Infantry.
________________________________
The state of the battle at this point, the British left is pressing hard.
________________________________
Jack's getting frustrated, the Turks are putting up a stiff resistance.
Well that was close, a British Victory but with very heavy losses. The Aeroplane was fun, but it didn't last long. We liked the Armoured Cars, though they're a bit slow. Artillery performed better.... Must try Mortars in the next game, they could enhance the Assaults!
http://mrfarrow2udba.blogspot.com/2009/06/btgg1-byzantines-vs-sassanids.html
we re-arranged the table, threw on some scenary & came up with a crafty game for HITT.
Middle East 1916, the Turks have been halted and now the British are on the attack. A small rail stop named 'Beni Baloo' has been fortified by the Turk. A modest sized British force has been sent to send Johnny Turk packing....
The British (Jack) would be the attacker & have a third more points than the Turk (yours truly). However the Turks would have a nice amount of Trenches & Barbed Wire. A Road/Rail track dominated the field. Beni Baloo was represented by a few buldings. To the British left, a few small hills were situated. While on the British right, two large areas of rough aided the Turkish defence.
We used HITT version 1 rules (I still haven't printed out version 2, sorry Bad Lad I know), the British would make use of an Aeroplane & some Armoured Cars. Looking at the rules, we think that Armoured Cars can't shoot (Are Tanks the same?), we don't like this so we've upped the point cost by 1 & given AC's a range of 4". The British would also have two Generals & so two PiP dice, the Turks just one. This was because we felt the British forces were too big for just one General. Anything else we encountered, then we would just make up as we went along...
We normally just play lost elements for victory, but we'll give points system a try. In this case Victory is achieved if a third of the enemy is destroyed (I know HOTT says half..)
The British consisted of 2 x Generals, 1 x Aeroplane, 2 x AC's, 12 x Rifles,
3 xMg's, 3 x Artillery, 4 x Cavalry = 64 points (Break at 21)
The Turks consisted of 1 x General, 3 x Artillery, 3 x MG's, 10 x Rifles
= 43 points (Break at 14) (The Turks had some Transport Wagons = 0 points though)
On we go with the battle....
________________________________
Beni Baloo & the Turkish Defences.
________________________________
British Right Flank
British Right Flank
________________________________
British left Flank, Jack's plan would feature a strong attack on this side.
The Turkish defences from both sides....
Onwards!!!
________________________________
KaBOOM!!! The British Artillery is spot on, scratch one Turkish Rifles.
'TALLY HO' Ginger.... in his crate, screaches through the Sky!!
________________________________
The Turks are fighting hard.... The British Cavalry are sent packing again.
The Turkish Machine Gunners shoot him down, cheers ring out along the trenches!
Fire from the AC's & Lances from the Cavalry.....
Fire from the Turkish MG & the Armoured Car is sent reeling....
DBA charts are consulted & the 'ruling on the battlefield' is.... scratch one Rifle element!!
________________________________
The Brits are kicked out of the trench.
The Brits are kicked out of the trench.
________________________________
Turkish Artillery fire, holds up the Cavalry - But it can't stop everything.
________________________________
Good shooting from the Turkish Artillery, but still not 88mm efficiency!
________________________________
Ginger's crate is burning and the deadly Turks cut down some Infantry.
________________________________
The state of the battle at this point, the British left is pressing hard.
The Indians on the right have sat down & having a cup of tea.
British casualties are mounting, could the Turks pull off a brilliant victory?
________________________________
Jack's getting frustrated, the Turks are putting up a stiff resistance.
The Turks in the trench are beaten.
At least the British AC is repulsed....
________________________________
Well that was close, a British Victory but with very heavy losses. The Aeroplane was fun, but it didn't last long. We liked the Armoured Cars, though they're a bit slow. Artillery performed better.... Must try Mortars in the next game, they could enhance the Assaults!
Tuesday, 2 June 2009
DBA 15-19K Ottomans vs Imperials
Whoops! we've been neglecting this site recently, getting caught up in '1066' fever. So, here's a clash between the Ottoman Turk's & the Imperial's.....
The time, early 16th Century, the place Central Europe. Babbelsburger, the home of pig farming & turnip growing. A mighty Ottoman force under General Suleybad the Unmerciful has crossed the frontier eager for booty & slaves. An Imperial army is sent quickly to the area & set up camp outside Babbelsburger. The sun rises & lead elements of the Ottoman force arrive.
Jack would play the horrible Ottoman's & yours truly the Imperial's. As usual we have a twist to the game. Only a few elements would appear on the table at the start. An extra die roll would be made at the end of each turn, this would determine how many elements for each army would appear. The Ottoman's would show up on one of two roads leading to Babbelsburger, the Imperial's would appear from their camp. The Ottoman's would not have a camp for this one.
67 Ottoman Turk 1512-1570.
4x3Cv, 2x2LH, 2x4Sh, 1x3Bw, 1x3Bd, 1x2LH, 1x3Dr.
19 Spanish/Imperialist 1519-1559.
1x3Kn, 1x4Pi, 1x2Lh, 1x4Pi, 2x4Pk, 1x3Bd (Sword), 4x4Sh, 1xArt.
I always love these games, as they consist of three disinct phases. The initial mobility phase where both armies rush for the best field position. Skirmish phase, minor actions take place. The big battle phase, the lines are drawn & off we go...
____________________________________
Ottoman reinforcements, 'heroic' Dragoons. These would perform poorly throughout the battle.
____________________________________
'Come On!!' Landsknects with Big Swords utter taunts to the Ottoman's...
____________________________________
A firefight & the Ottoman Dragoons leg it from Babbelsburger....
____________________________________
Jack's Ottoman's have had their 'Weetabix' today & are straight in..
____________________________________
Bah Humbug! The Ottoman's take out the Artillery & force back the Imperial's...
____________________________________
Errrrr.... I try to dazzle Jack with my amazing battle formation....
____________________________________
The Imperial Knights are left alone with the Ottoman Light Horse... A big no no!
____________________________________
The fearsome Ottoman Dragoons add support to the Light Horse......
A cracking game, it could of went either way. For a long time I thought Jack's Ottoman's would do it. Never mind, he's won too many recently, got to bring him 'back down to earth'!
The time, early 16th Century, the place Central Europe. Babbelsburger, the home of pig farming & turnip growing. A mighty Ottoman force under General Suleybad the Unmerciful has crossed the frontier eager for booty & slaves. An Imperial army is sent quickly to the area & set up camp outside Babbelsburger. The sun rises & lead elements of the Ottoman force arrive.
Jack would play the horrible Ottoman's & yours truly the Imperial's. As usual we have a twist to the game. Only a few elements would appear on the table at the start. An extra die roll would be made at the end of each turn, this would determine how many elements for each army would appear. The Ottoman's would show up on one of two roads leading to Babbelsburger, the Imperial's would appear from their camp. The Ottoman's would not have a camp for this one.
67 Ottoman Turk 1512-1570.
4x3Cv, 2x2LH, 2x4Sh, 1x3Bw, 1x3Bd, 1x2LH, 1x3Dr.
19 Spanish/Imperialist 1519-1559.
1x3Kn, 1x4Pi, 1x2Lh, 1x4Pi, 2x4Pk, 1x3Bd (Sword), 4x4Sh, 1xArt.
I always love these games, as they consist of three disinct phases. The initial mobility phase where both armies rush for the best field position. Skirmish phase, minor actions take place. The big battle phase, the lines are drawn & off we go...
____________________________________
The Battlefield
____________________________________
Imperial forward units, Artillery & Blades
Imperial forward units, Artillery & Blades
____________________________________
End of turn one, reinforcements....
End of turn one, reinforcements....
The Ottoman's use their mobility.
____________________________________
Ottoman reinforcements, 'heroic' Dragoons. These would perform poorly throughout the battle.
(we just put together a Light Horse & Psiloi together for this game, looked Ok...)
____________________________________
'Come On!!' Landsknects with Big Swords utter taunts to the Ottoman's...
I opt to give ground until more troops arrive...
Oh dear! My D6 hasn't warmed up yet,,,
____________________________________
A firefight & the Ottoman Dragoons leg it from Babbelsburger....
The battle is shaping up nicely!
____________________________________
Meanwhile poor PiP's & my indecision result in the Landsknecht's not doing much.
Meanwhile poor PiP's & my indecision result in the Landsknecht's not doing much.
____________________________________
Jack's Ottoman's have had their 'Weetabix' today & are straight in..
____________________________________
Bah Humbug! The Ottoman's take out the Artillery & force back the Imperial's...
____________________________________
Errrrr.... I try to dazzle Jack with my amazing battle formation....
He just mocks me. :o(
____________________________________
The Imperial Knights are left alone with the Ottoman Light Horse... A big no no!
____________________________________
The fearsome Ottoman Dragoons add support to the Light Horse......
Subscribe to:
Posts (Atom)