Friday, 4 August 2023

Fredericksburg Monitor April 2nd 1865

The Fredericksburg Monitor
22nd April 1865
Editor Miss Urgence Precombe

The advancing forces of the Union faced a stiff old fight at Sutherland's Station today.  the Rebels had dug up a line of defences, a ditch in fact, to protect the Southern Railway.  

General "Phil" Miles division faced "Stuart" Heth, with the Petains and Martin filling in as brigade commanders.  For this first half of the game I commend Phil's heroic if unlikely dice rolling.

The Union Central Brigade comes on table, keen to whip them Rebs.



But I am facing thick woods to the right flank.

The New York Irish advance to engage the enemy, but don't get too exposed. "The centre holds," a rare Yeats joke there.

But the Confederates have exposed their thinking.  It's lines, lines, lines.  They are holding.  With half our army missing the Union engage the centre rotating units in a meat grinder.

And B.Gen Pea's dice are pretty excellent, unexpectedly.

B.Gen Farthingdale turns up on his blinds.  It's off for a walk in rhe woods.

I push forward the right keen to help the centre.

But the Rebs push skirmishers into the woods to scout me.

My deployment of the guns across the road seemed reasonable, even using an obstructed shot would help, but it was ruled not allowed.  Seems the Union gunners haven't played these rules recently.  It puts them in a sticky position.

I go down on table, ahead on the right now.  My guns are going to have to be sacrificed to ease pressure on the centre.

And out centre is struggling.

And Genetal Phil appears on the far left, confronted by skirmishers.

I drive off the skirmishers blocking the right and they flee back to the Rebel lines.

From the rebel side it looks different!  Their centre has also been weakened, and their reserves are stretched with a left hook coming around the lines next time.


And that Southern Gentleman B.Gen Quincy has seven regiments coming at him, lead by "Yankee" Phil whose dice rolling has been improbably good.




Sunday, 30 July 2023

THE BALLAD OF TEFLON BLAIR (WHAT A COWBOY! GAME 5)

 After a short break, due to real life, I decided it was time to crack on with my solo What a Cowboy! campaign.

When we last left them, the Digbeth Gang were struggling, having lost all four games against Grizzly Johnson's boys. Desperate situations call for desperate measures, and in a forlorn attempt to recapture some influence, the Digbeth Gang have kidnapped Mayor Teflon Blair. The gang have holed out in the old timber mill and the scene is set for a rescue attempt by the Johnson Gang.

The Old Timber Mill

With the death of Doc Butterworth, in the last game, the gang needed to recruit another member. The dice decreed that Kimberley Clark, a Buffalo Hunter (shootist level), would join them.
Comparing the Force Morale of the two gangs, the Digbeth Gang were way behind, thus qualifying for a roll on the game balancing table. Hence, the Unknown Gunfighter, a Legendary Bounty Hunter, would join them for this game. (Let's not pretend - it's the Man With No Name, isn't it? We'll just call him Joe.)

The Digbeth Kid, Scarface P Knutt, Kimberley Clark and 'Joe'

Half the gang were allowed to deploy in the centre of the table, so Scarface and Kimberley took guard positions, over the hostage Mayor Blair.

Scarface takes post behind the saw table.

Kimberley Clark holds the mayor captive in the site office,
whilst taking up a firing position at the window.

Jebediah Springsteen boldly moves out of the tree cover and heads straight for the mill.

Whilst Grizzzly Johnson struggles through the undergrowth with his thick furs.

Joe takes up a position behind the cart, whilst, true to form, the Kid fails to appear. 

Grizzly initiates a gunfight and pins Scarface behind the saw table.

In the distance, Armitage Shanks skirts the woodland attempting a flanking move.

Springsteen sprints for the cover of some barrels, where he is out
 of sight of Kimberley Clark at the window of the site office.

Kimberley moves to a side window, only to have Springsteen fire his rifle through
the front window (in a dangerous disregard for the safety of the Mayor, it must be said).

Meanwhile, Shanks has put in a stellar performance,
driving off Joe wounded, only to be shot dead by the Digbeth Kid

It's a bit late in the campaign but it seems the Kid has finally found his mojo,
after killing Shanks, he sprints to the cover of the steam donkey and takes a pot at Grizzly.

Unfortunately, it's too late for the Digbeth Gang, as Springsteen puts Clark out of action .

Using the dice changing ability of a Legend to the full,
Springsteen exits the table with the Mayor, for a win.

Yet another loss for the West's worst outlaws. It's not looking hopeful going into the grand finale. Post game, Clark recovered from his wounds and the Kid finally progressed to Gunfighter status, but the gang have nothing in the coffers.

On the other hand, Johnson's gang have amassed $215, but are down a gang member. In the hope of getting a decent replacement for Shanks, they invested $50 of the gang's stash to ensure a good outcome. As it happens they rolled high anyway, so didn't need the cash injection. John Bovey, a Gunslinger joins the gang; claims he's a Cowboy but he's wanted dead or alive!

So we're all set for the final showdown - High Noon in Paradise City. Can't wait!




Friday, 28 July 2023

Blood and Horse Droppings Game 2

 I was new to these rules, but the other Petains had played and enjoyed them.  They looked pretty good to me, and once again we used the 10mm Wars of the Roses figures of Master Quilp.

The scene is the County of Midshire, and   the quaint market town of Much Rutting.  Once again the Duke of York and his allies face off against the Lancastrians lead by the Beauforts.

My photos pretty much follow my own game, and because I was learning it as the game went on I'm not too up on the changes we followed from the original rules as written.  We are inveterate tinkerers I'm afraid.

Much Rutting.  

Percy's Ward goes down first.

Then I get the Duke on table.

My left wing is Earl Richard, who gets a nice hill and sits on it for the whole game

Percy presses forwards, with the usual innuendo following the Great Man.  

We gave each ward commander three Fate coins at the start.  Percy was soon to prove a big spender.

Some lucky shooting hammers Percy.  Its a fluke but by turn two he was tottering.

The Lancastrians come in as Earl Richard holds that hill and shoots.  We commented that maybe limiting arrows /ammunition supply would work to counter a tactic like this.


And our Peter Pig style clock couterd down from 21 really quickly.  By turn four we had only four points left.

Percy is killed in the shooting and his ward seem quite OK with that.  They pass their rolls and continue without him.

And to be fair, part the Lancastrians enjoyed sitting on their hill too!

The Yorkists had far more focus on shooting that the advancing Lancastrians, when seen from the Red Rose side of the table.

The hand of Earl Richard as the Lancastrians Irish mercenaries charge home.  He may be attempting to shoo them away.

But ironically it's the guy who didn't advance an inch who now faces combat from the Celtic fringe of the Lancastrians.

The Duke of York puts in a steady advance but both sides seem to want to Shoot it out.

Yet some of my units retain the first fire marker.  Stanley here is  trimmer, so he was in the Yorkist reserve line.

And after a battering round of shooting from the Duke of York the Lancastrians roll the battle clock dice as a six.  The sun sets and victory goes to the White Rose.
Really enjoyable game. I'll revisit this with my 6mm Barons War setup where the figures are based as retinues.



Saturday, 22 July 2023

Shititake's demise

 The Takeda faced off against the Tokugawa again, but turns out one of the Takeda clan generals failed to arrive, as did half the army.  A "stand in" General was appointed, Takeda Shititake, level four no less.  It was his chance for glory!

Half the army missing!  Shingen is not happy!

In fact Shingen sits on his War Commode, face somewhat strained.

Shititake trundles his Cavalry into a wild charge.  

He smashes through foot Samurai to his front.

A challenge to single Combat and Shititake goes bust.  His head is given to Tokugawa, who comments on the brave Samurai's crazy eyes.

But the rest of the Takeda army decides to appear.

Abd Shititakes mad Cavalry attack are still going in.

But wait, Takeda Crapitake has finally turned up.  He gallops into the action.  

Time ran out as the Takeda sought to reverse the terrible initial deployment failure and the Tokugawa wondered just what inspired the crazed cavalry charge.

Shititake set a high standard for proper Samurai behaviour!