20 October 2017

More Affliction

A few more figures that I have painted from the Folklore The Affliction Kickstarter. Above is a somewhat questionable unboxing video which I believe is important rite of passage in the Board Gaming World!
Two Werewolves and the Witch Hunter
Decaying Dead

18 October 2017

Something Different


Almost two years ago I backed a Kickstarter for Folklore-The Affliction. I am not sure why except perhaps it was by a local company in Marlborough, MA. I forgot about it then, the pledge was $95 and I looked at it as support for the local gaming industry. I really had little interest in fantasy boardgaming, I had not even played Dungeons and Dragons in past. I think the last boardgame I played was Risk maybe 40 years ago.

I did get regular email updates and about 2 weeks ago a large box showed up on my doorstep. It contained the basic game as well as another box containing an expansion set as well as some extra figures. I have to say I was shocked with the quality of contents as well as the figures. There were multiple pieces including many cards, punch out counters, a gaming board and almost a 100 figures. The quality of the game components and the figures were really first class. The board and card art was amazing. The figures came assembled and based and were of hard plastic, I suppose one would call them heroic 28mm. They were all beautifully sculpted and well cast. And aside from the faces on the human characters which were somewhat soft, they are very easy to paint...........yes I just could not resist giving them ago.
Base Game
Expansion Set
Contents
The game itself is a fantasy romp through a world inhabited by both minor evil beings and animals as well as the Afflictions, the major adversaries. The game is for 2-5 players and each player assumes the persona of one of 12 characters who travel through the world following a pre-written storyline. The depth of the story telling is quite impressive and easily played solo. The characters have to act cooperatively in order to make it through their travels. Each chapter takes about 60-90 minutes and the play is quite engrossing with simple gaming mechanics. Although the story is scripted the number of branch points is impressive and the combat mechanism is quite simple and fun. The characters of course grow in ability and strength as they progress through the story. I know this is old hat to most of you but the whole thing was quite novel to me.

It was so novel that that I could not resist setting up the game and having a solo run through it. A lot of fun indeed. Two of my sisters happened to be visiting last week and I played a couple of chapters with them and they also quite enjoyed it. Now all that is left is to convince my wife to have a go......she says maybe!
Flesh Eating Ghouls
Rabid Wolves
The Telepath, the Archeologist and the Arcanist
Anyone this has been a lot of fun and I will look forward to painting more of the figures in the box, at least 80 more to go as well as some Afflictions.

On the gaming front, I am working on a massive new project which is going quite well and hope to have a post up soon with some photos.

22 September 2017

Some SAGA Action

Myself and Adam got in another game of SAGA yesterday. It was the first for both of us in about 6 weeks. Adam and his wife Arianna had a beautiful baby girl Evelyn about a month ago which has put a slow down on Adam's gaming as one would expect.

We both fielded new Warbands yesterday which was fun and despite having two completely new Battleboards to assimilate we were able to get through a game in 2 1/2 hours. Adam decided to play the Irish and I opted for the Romans. I had painted a Manuballista and I was keen to give it a go.

I will leave it to Adam to put out a Battle Report, but I thought I would post a few photos.
The Manuballista
Some Hearthgurad

The Irish mounted Hearthguard attempted to run down a unit of Bow armed unit of Roman Warriors, this was the only melee of the game which ended in a result for me.
Roman Advance was a little tenuous, I was a little unsure of of the Roman offensive abilities.
The Roman right flank
Crazy Irish Warriors with javelins with their Warlord
The climatic end of the battle with the Roman Hearthguard attacking the Irish elite while Warlord's Pride forces the Roman Warlord to attack the Irish King. It did not come out well for the Romans due to my fumbling my BB abilities and very poor dicing. Game end........a poor outcome for the Romans but a fun game.
The Aetius and Arthur supplement has really added another dimension to the game with 6 new factions and updates to adjust the the earlier Battleboards to the 5th and 6th century.

16 September 2017

Winter Supports for the Ardennes Campaign

Not a whole lot of posts recently, I left my MacAir in Montreal on my last trip and just got it back. I have been quite busy on the gaming front though. A couple of weeks ago I finished some US and German supports for the Ardennes campaign. I have also have started a totally new project which I will talk about in my next post. These are supports for the CoC Bloody Bucket campaign. I still need to do a US Sherman and I made an order error for one weapon as you will see below.

German leIG.18 Infantry Support Gun (List 4)- I had some difficulty finding this gun in 1/72. I finally found a First to Fight model. Very nice model but not really for wargaming. A lot of fiddly bits, and the 3 soldiers that cam with it were quite hard to clean. To bring the model up to 5 men I added a couple of PSC troops. I should have got the Zvezda model
US 75mm M8 HMC (List 5)-I was actually supposed to obtain a M8 Light Armored Car, but got a little confused in the ordering process. This is a SHQ model, quite nice. I added in a figure Dan Dunbar painted from I believe the PSC US Heavy Weapons set. I need to put on some decals.

US Bofors M1 40mm Gun (List 4)- Again from First to Fight, very fiddly to assemble, I left out a lot of small bits which were meaningless to me. Nice gun though, again supplemented by Dan Dunbar troops. 

US 57mm Anti-Tank Gun (List 5)-Also from SHQ with some Dan Dunbar figures.
That is pretty well it for the Bloody Bucket campaign, now let's see if I can find someone to play!


21 August 2017

Hauptkampflinie Gebrochen


Yesterday myself and Mike had the next game in our Martlet campaign, this was our 7th game and my second attempt the to overcome the German line of resistance north of St Nicholas farm. By now the Scots Fusiliers had done what they could and the remnants of their platoon were withdrawn. A platoon from the Duke of Wellington's Own, who were advancing from the right, were sent in to take out the panzergrenadiers of the Hitler Jugend.

Again as in our last game, this was an attack and defend scenario as below, this time both sides had increased their supports by one point.

I should note that the German Platoon Leader was awarded the Iron Cross 2nd Class at the beginning of this turn for his actions in the previous turn.
He is looking a little frazzled though!

British (Morale 9)
2 SL's
Piat Team
2" Mortar Team
Rifle Section 1: 10 men
Rifle Section 2: 10 men
Rifle Section 3: 10 men
Supports (21)
Piat Team
2" Mortar Team
Sherman
Churchill AVRE

Germans (Morale 11)
1 SL
3 Panzerfaust 30
PG Squad 1: 7 men/2 LMG
PG Squad 2: 6 men/2 LMG
PG Squad 3: 6 men/2 LMG
Panzer IVH
Supports (9)
Senior Leader
Rifle team
8 cm Mortar with FO

Some Terrain Photos:

Two Italeri Houses


Houses from 4-Ground
Patrol Phase and JOP's:
Patrol Markers
3 British JOP's
3 German JOP's
The Battle(or lack there of):
German Panzergrenadiers
The ever present German Barrage
Finally they missed
British 2" Mortars
Pesky German FO
This was a do or die game for me. I have to admit that I thought Mike was going to bring out 2 Panzers rather than another FO. I prepared myself with 2 Piats, a Sherman and the AVRE. Antitank guns are not an option in this scenario when you are the attacker.

To test the waters, I brought out my support section first and brought them up my right flank attempting not to get caught in a mortar barrage if there was one. Well there was one and I was able to keep out of it twice. Mike sequentially brought on all his squads and at the end of the game he had only not deployed his Panzer IV and his Platoon Leader. I brought on two 2" mortars and they started to deploy smoke. I also brought on a SL as well as a Piat team. I was able to advance up my right flank to the crossroads and on a double6 CD roll, I attempted to cross the road. Unfortunately, I missed that Mike had both LMG teams of one of his squads on overwatch and of course they got chopped up losing 6 men before they could pull back into the woods. I also brought on my AVRE on my right flank and advanced it in order to bombard the stone houses where 2 of the German squads were deployed. In response, Mike started to redeploy his troops.

Having learned my lesson in the last game, my advance was quite cautious as I wanted to build up my CoC Dice before I tucked into the assault. After 3 turns, I had almost 3 CoC in reserve and my AVRE was ready to start the bombardment. Mike decided to withdraw his troops, he had no loses and knowing his troops morale was quite high he decided to maintain this. I still had a Sl, a Piat, 3 infantry sections as well as a Sherman not deployed.

The Campaign Tracker:

As you can see at turn 8 with only 4 games to go I have to win the next 3 games to get to table 6 and win a marginal victory, the opportunity for an outright victory has been missed. This is going to be quite tough even though I have a full platoon. The German's now have +4 on all Morale rolls, +2 on Supports and a SL with 4 CI as well a 12" command range. The Brits have a -1 on Morale rolls, +1 on supports and a Platoon leader rapidly falling in his Men's Opinion. Mike's tactical withdrawal was clearly a very clever strategy to win the campaign.

18 August 2017

SP2: FIW

This past Sunday, myself and Iannick had a game of Sharp Practice 2 set in the French Indian War. Since it was the first time we had played for more than a year we somewhat macerated the ruleset but did get on with the game: Lesson, read the FAQ before the game rather then after! We played scenario 3: Defense in Depth. I played the British and was the attacker.

British OB (FM 11)
Status II Leader
Status I Leader
2 units of British Infantry (Regulars)
Status II Leader
1 unit of Colonial Rangers (Light Infantry)
Status II Leader
1 unit of Indians (Tribe)
Supports
1 unit of Provincial Rangers (Skirmishers)
Holy Man

French OB (FM10)
Status II Leader
1 unit of Milice Canadiene (Skirmishers)
Status II Leader
1 unit of Coureurers de Bois (Light Infantry)
Status II Leader
1 unit of Indians (Tribe)
Supports
Status I Leader
1 unit of Indians (Tribe)
Holy Man
Fixed Defense


The Terrain


The British Line of Attack
The French Line of Defense
The Troops
British Infantry
Colonial and Provincial Rangers (inappropriately in formation)
Les Coureurers de Bois
French Algonquin Allies
 The Action
The British Line stands!
The Algonquin are thrown back and their leader falls
2nd unit of Algonquin enter the fray
Roger's Rangers thrown back by the CdB while Dank's Rangers look pretty shaky
The CdB throw back Dank's Rangers but are subsequently ambushed by the Iroquois and then rout. The French withdraw. 
It was good to get in a game of SP2, I like playing this ruleset during the FIW. I find it works well with non formed troops which is what I suppose is emblematic of most skirmishes during this struggle. As mentioned above we made a lot of mistakes playing the game, but aside from briefly allowing the Colonial and Provincial Rangers to go in formation I do not believe it affected the game.

The rules maybe a little tougher for players unacquainted with TFL, and I know Iannick found them a little over complicated. They do require some investment in time but after 4-5 games (this was my third as a player) I believe they would play quickly.

Iannick and certainly others on the TFL forum have mentioned that the treatment of Indians as a Tribe is not representative of their style of fighting. I am no expert so I brought up the question on the TFL forum (I find the Yahoo Group a somewhat of a confusing place) and an interesting discussion ensued. I came to the conclusion that it would also be quite reasonable to treat Indians during the FIW as Skirmishers if the player so chose. It also appears that most players do not differentiate between allied French and British Indians so Poor Shoots is not put into play. An alternate playing card for FIW Indians follows.

Tribes
Skirmishers