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Friday, July 6, 2018

Nuts! Makerspace Game day

During the afternoon of the Maker Space Game day I was able to play in John Paul's game of Nuts.  I've read about Nuts but never had a chance to play.
I had on infantry section (4 men under a corporal) and a light tank under may command.  While troops are fairly basic they are each unique making the game a bit like an RPG.
My fellow players and I are trying to get information on the local defences.  John Paul is running the Germans in a game master role.
We push in dismounting from the jeeps as German's are spotted and shots ring out.
We do pretty well winning a lot of early "draws" against the German armored cars and killing several Germans.
A fair number of German vehicles are soon burning as infantry covers the buildings.

Then the Germans get our lead tank (mine).
We are pressing ahead.  HMG fire is keeping a sniper down in the tower and and we've killed a number of Germans in the fire fight while losing only the one tank (and one Infantry man).  the game moved reasonably well once all 4 of us understood what was going on.  I like the game. Minor differences between troops can make a big difference.  Mike Pain's troops entered  building with Italian civilians he didn't have anyone who spoke Italian, I did if I had entered I could have probably gotten lots of useful information.  We had to call the game before we had a true decision but we enjoyed it.

Tuesday, July 3, 2018

The Dragon's Army

On June 23rd and intrepid band of players face off at the Amherst Makers Space game day.  Lex and Amon run and army of monsters (lead by a Dragon) facing William and Patric with an army of humans.

The Monsters were quick to advance the Werebat striking pose on the old stone circle.
The humans moved up quickly in the center the Militia (who mus not have know better) leading the way.
Amroth the Dragon took a place in the ruins (I gave him cover but shouldn't have opus)
He's flanked by werewolves...
Who quickly charge the pike men but then fall back
Orcs, Gnolls and Giants advance on the far side...
The Orcs charge in on the pike men before they can close up but are driving back in disorder.
Cavalry begin to duel with the Gnoll leadership who didn't know that infantry isn't supposed to charge cavalry.
Amroth dives among the militia and mane fall in bunches...
but a stinging hit gets through and Lex rolls snake eye on the moral check as Amroth recoils while the militia hold firm!  Nobody so that coming!!!
The Duel ends in mutual annihilation...
The bats strike the swords men but with out effect.
The Giants follow Up (after several times refusing to charge the pike men because "they have pointy sticks").  Swordmastes and Giants both recoil after.
Ogres and Pike men battle it out.  Both sides score hits and...
Both sides fall back battered.  At this point a few more shots from both sides missile troops are exchanged but no further combat occurs.  The humans have one more unit in fighting shape (not battered with more than half its troops) than the monsters gaining a squeaker of a victory.  We'll have to try this one again.

Friday, June 22, 2018

Orcs Rally to the Dragon Lord Amroth

 Finished up fou orcs to fill out a unit for sturdays game.  A dragon organizes various monsters to fight of Human encrochment.
I'm using a mash up of Pikeman's Lament and Dragon Rampant.  It should be interesting.

Tuesday, June 19, 2018

The Bloody Lane (second defense of the sunken road)

On June 15th John and I decided to play pickets charge again correcting a couple of errors we made on the sunken road.
I split my batteries putting one on each flank this time and set up a central reserve brigade to plug the hole I expected John would blow in my main line (see the last game)
John had a lot of weight on each flank. 
I got some lucky rolls up front causing 4 casualties and causing a failed moral role for John's center brigade. 
On my right flank John's force start to take punishment form my infantry and artillery.  This time we remembered to use the bounce through fire rule making artillery much more effective.
On my left the Union troops are advancing and have started to punish my left most regiment.
John's center is still trying to get his center going as he was having bad luck with moral roles.  Still his flanks are pressing in on the right
And using in the greater space for maneuver on the left he has my skirmishers back stepping fast.
The center and right flank troops are moving forward and powerful volleys are exchanged.  Remembering the extra casualty dice units in the road get to roll in this scenario is helping me get the better of this exchange but...
Its not enough to prevent John from mounting two powerful charges.  
Unfortunately for Union hopes Confederate troops aim true.  In the center one entire  battalion of Yankees disintegrated under fire causing moral disruption among the following units.
on the Right two Yankee regiments rout and others are badly disrupted
John drives one of my units back with flanking fire and I send forward my reserves!.
John begins to reorganize his right flank attack.
While his left flank attack presses home...
only to be thrown back by my on rushing reserves... I had really good dice this game while John's were only average. Still the game played well and was fun.  The Pickets Charge rules are well worth checking out if you get the chance.

Tuesday, June 5, 2018

Defending the Sunke Road

Last summer John got me the Picket's Charge rules as a "baby shower gift" we finally dusted off our old Civil war troops
This game gives riffled muskets very long ranges if you use the extreme range rules (though we gave it to every one not just Veterans).  one of my units here is marked with smoke indicating a loss of fire discipline.  Basically they are to busy blazing away at the enemy to move next turn (this happened in Civil War battles)
Great shot of the Union units advancing on the sunken road.

Just before a particularly nasty exchange of musketry.
John's artillery finally got some good rolls hamming one unit and causing their brigade to falter...
Forcing them to fall back.
Fortunately John's advance on that side of the field is suffering some uneasy spirits as well.  On the other side of the table a Union charge dislodged another part of my line.... (sorry no pictures) but its certain I was in trouble.
Unfortunately John had to call the game.  I wouldn't mind another crack at it now that I have a better feel for the rules. Brigade moral is seems to be fragile especially when men start charging or the Artillery hits hard.  I enjoyed Pickets charge and would play it again though I think I still prefer Longstreet.