Showing posts with label Non-Historical. Show all posts
Showing posts with label Non-Historical. Show all posts

Monday, 10 August 2026

General Roundup for Early August

It's been a fairly hectic period with a lot of games for me, so rather than spending lots of time writing lots of detailed battle reports I thought I'd just go over everything I've done since the last post.

18 July: Test of Honour

With my dad back from overseas we had a couple of games of ToH, with me taking a samurai+ashigaru force and him taking warrior monks; the first round was just the base game and then we did it again with the Sengoku expanded rules, with me taking some ronin allies and him some ninjas. Both scenarios were the Control mission from the core rules.



Final result was 1-all; I conceded the first game after he slew all my characters, but the second game featured a staggering number of fumbled rolls in the second half, and despite heavier losses I won through controlling more objectives.

21 July: Traitor's Toll

Gareth joined us for a round of Traitor's Toll with the main plot being the Phantom; a thief of uncertain identity masquerading as one of the civilians.



The game went better than our last goes for the guards, although not without a few twists and turns as our squads repeatedly failed to arrest secondary suspects while the Phantom ran loose among the populace.

25 July: Chain of Command

Timmy and I went back to the jungle for this one, with an aggressive Japanese manoeuvre on their left blunted by some good dice rolling on the British side. A more concentrated attack on the lead British section likely would have achieved greater results than the split effort between the infantry and the MG nest (though the latter was dispersed on the second Japanese assault.



Not the most exciting game but one that reminded us of how important it was to keep the jungle rules in mind.

28 July: Chain of Command

Rather than clear the table I left it in place while I oversaw Gareth as the Japanese versus my dad as the British. A rare moment of hesitation from Gareth led to his prematurely calling in a mortar barrage that not only hit some of his own troops, but also left him with little room to manoeuvre on his left. An ill-advised dash into the open on his right flank led to that unit being shot from behind, and so badly outmatched when it attempted to charge that it simply broke and fled without fighting.




1 August: Test of Honour

For that fortnight's club afternoon James and I went at it with our respective forces, with me bringing my usual Onna-Bugeisha while he had a bandit and ronin force. We had two runs of the Ambush scenario, both of which ended with one of us conceding after heavy losses. Special mention goes to one of James' (evil, dastardly) ronin units which used exactly the same figures as one of my (noble, upstanding) onna-bugeisha groups!




2 August: Big Chain of Command

Timmy wanted another go at a jungle scenario but this time using the Deep Battle setup for Big Chain of Command, so I prepared a scenario using the full 8x6' table. Three British platoons would face two Japanese platoons and attempt to take the buildings astride the road running down the middle.


The first phase saw my British moving aggressively, though not tremendously so, up towards the river and almost in position to seize the first phase line on the crossroads. In the event it was an armoured car that took the phase line, after what were frankly quite avoidable losses on the part of the infantry.




Although one section had been badly mauled in an attempted counterattack by assault, Timmy held on with his current forces and began bringing out his bunkers, a bit of a problem as I had assumed he'd use them near the end of the battle and had kitted out my third platoon accordingly. Instead platoon #2 was going to have to go into the lion's maw with much less supporting firepower.



Nevertheless, a tenacious advance allowed me to post some grenades into the aperture of one bunker and completely wipe out its defenders, while a mortar barrage locked down most of his force.


When the barrage cleared, however, I was still down a lot of men, and Timmy swapped in his reserve platoon to land the killing blow against my battered force.


Nevertheless, to do that he had needed to deploy all of his supporting assets, and although I did lose my armoured car, the left flank saw my Sherman (not pictured) and a sniper in the woods knock out the MG nest and anti-tank gun on his right, while the barrage more or less destroyed all of the heavy weapons on his left. When my second platoon broke, thus bringing my third in, Timmy decided his remaining force was unlikely to succeed against a fresh platoon supported by an intact tank, and we called it a day.

4 August: Test of Honour

Gareth wanted something a bit lighter after quite a lot of CoC, so I brought Test of Honour out again, with me taking an ashigaru+samurai force against warrior monks. I raised the budget to either 36 or 40 points (I forget which) so that each side had four characters instead of the usual three, although on the deeper table it turned out (to be expected, really) that characters with their extra movement simply expose themselves to attack much earlier, so most of the game turned out to be duelling between our respective big men. I won this one by a hair's breadth after Gareth's commander kept rolling dismally on what ought to have been easy hits.




6 August: Chain of Command

Albert and Stuart, two friends of James', were in town for part of last week, and with James unable to get off work he asked if my dad and I could organise a few games for them. We ended up playing six games across four different sets of rules, which was simultaneously quite impressive and a bit exhausting by the end, but still a good way to show off the game room and our respective collections. The first game was Chain of Command, using the Probe scenario which is my usual intro to new (or in this case new-ish) players. I'd supervise Albert leading the Japanese attackers while my dad advised Stuart on defending as the British.




An aggressive Japanese move on the left was initially blunted when it made a hasty attack against prepared defenders, but the combined effect of the PIAT failing to destroy the Japanese tankette, the Japanese grenade dischargers basically levelling the British lead section in the hut, and severe attrition against their second section meant that although the game did eventually reach the Final Countdown, their morale broke before the clock ran out.

7 August: Twilight of Divine Right

On Friday morning we used Twilight of Divine Right and my dad's 10mm Thirty Years War figures to put on the Battle of Ameixial in 1663, during the Portuguese Restoration War. Albert took the Portuguese while Stuart took the Spanish while we advised from the sidelines. The Portuguese and their English allies had a similar amount of infantry (11 regiments vs 10) but substantially fewer cavalry (7 vs 11), but with an overall quality advantage, and would need to drive the Spanish off the hill.




Some exceptionally bad luck for the Portuguese cavalry wing began causing serious concern, and the Spanish resolutely refused to roll low on their morale checks for several turns while managing to sneak a single cavalry unit around the Portuguese right flank and begin rolling it up. Although we didn't fight through to a definite conclusion it had come to be fairly obvious that a Portuguese loss was a matter of when rather than if.

7 August: Test of Honour

With more time in the afternoon, I put on two games of Test of Honour, one against Albert and one against Stuart. In both games I took a samurai+ashigaru force and my opponent had warrior monks (I think I'm starting to spot a pattern...).




Game 1 went rather poorly for Albert, who ended up losing all of his characters very early, but he was avenged by Stuart who inflicted a resounding defeat on me.

8 August: Sharp Practice

On Saturday morning it was initially just me and Albert, with me taking the forces of the Shogunate and him the restorationist coalition for a game set in the 1868 Boshin War, using figures I don't think I've brought out in over a year. I had set up the terrain intentionally looking to create some major chokepoints that both of us would have trouble manoeuvring through effectively, although I may have gone a bit overboard.




Game 1 saw me take some pretty bad losses on my skirmishers, but a strong first volley from my main body led Albert to concede before things got worse for him. James had arrived at this point and suggested we could go again, but he took the Imperial force this time as Albert had to leave soon and would just observe until his cutoff time.




This time the result was a bit more even, as both of us took morale losses as our respective left flanks overcame the enemy's right. Both of us lost our skirmishers early, and my hoped-for decisive blow with my Shingsengumi shock troops was not so much blunted as completely swatted aside by a volley from James' riflemen. However, the duel between my main body and his smaller line had started earlier, and a couple of good rounds of fire at effective range broke both of his Groups and wounded his force commander, causing his morale to collapse from 6 to 0 in a single turn.

Summary

I won't lie, fifteen games in just over three weeks does take a toll on you, and grateful as I am that my summer has been open enough to allow that to happen, I sort of want a break...

Saturday, 27 June 2026

Return to Traitor's Toll

Facing the prospect of a quiet weekend, I set up another Traitor's Toll table and had a go at a solo run of Patrol Duty, the game's 'standard' mission. The main differences from the Training Mission would be a) proper plots, and b) a considerably larger number of guards (10 versus 5 for the solo versions of the respective missions).

The table as set up after deploying and scattering civilians. I need to do some proper market stalls and other such scatter at some stage, as the playing surface is still a bit sparse with what I have currently.

My 10-guard squad. With a budget of 45 points for solo players, that meant a captain and nine other guards, plus 3 points left over for extra kit. My captain had a bow (+2) and I brought in a crossbowman (+1) from a different squad. One third in total, including the captain, would have to be left in reserve, which in my case would include the man with a sheathed sword (second top left) and the man with a spear (bottom middle).

My first Plot turned out to require me to check all my accrued gold coins for counterfeits. Having earned none so far that wasn't a problem, nor did I trigger Secret 001, so that will remain, er, secret.

The second plot proved to be more of a problem, as a cartel-hired sniper appeared on the upper floor of the tavern and took a pot shot at an unready guard, inflicting a light wound.

After an unexpected early conclusion to turn 1, I decided to break for lunch.

The dwarven guard was seemingly in no hurry to enter the building, leaving the sniper potentially free to shoot again.

It was also at this point that the Major Plot entered the equation. It seemed I would have to arrest at least two of three suspects or else face the ire of my superiors.

Pickpocket 1: the Snake Charmer.

Pickpocket 2: the Surveyor

Pickpocket 3: the Cultist

As things stood at the end of turn 2, things were looking a bit tricky. The three pickpockets were dangerously close to their possible exits, and the sniper in the tavern remained a concern. When it came time to deploy my reserves, I brought my captain in on the entrance by the pond, and one guard each by the gibbet and the one-storey house at the back left.

Fortunately I drew this plot card early on Turn 3, and thanks to the strong constitution of the (wounded!) halberdier guard by the crane, she was able to stay on the table and earn an advance card, which by happy coincidence was this spell scroll.

Naturally, the first thing to do was to zap the sniper with it, which inflicted a wound, while the dwarven guard followed up and inflicted a second.

A shot from the captain inflicted wound #3.

And a second shot dealt the killing blow.

Less fortunately, during my arrest attempt the pickpocket by the gibbet managed to get a critical pass on her Dodge roll, giving her a free action.

A free action straight past a presumably rather confused guard, off into the back alleys of the city. I would have to catch the other two or a loss was all but certain.

Oh no, not now...

I now had two suspects requiring my attention over by the crane.

Turn 3 had ended with 3 guard tokens still unused, and worse still, two of the pickpockets had managed to steal from their marks, netting another two Discontent for a total of four.

Turn 4, however, started much more fortuitously, as my guards ganging up on the snake charmer managed to first subdue and then arrest him, earning us a neat little bounty.

It then ended with most of the guards' tokens still undrawn.

Everything would, it seemed, hinge on Turn 5. The good news was that my torch-bearing guard managed to calm down the annoyed merchant, but the bad news was that the halberdier had failed to leap into action as hoped, and my desperate attempt to just shoot the pickpocket with the captain had ended only in a slight injury.

Over on the left, an agitator had emerged at the end of Turn 4, and in my attempt to rush over and deal with her, the demoness guard who had been so decisive against the pickpocket instead bowled over the Legally Distinct Sinister Sorceress of the Occident, netting me another Discontent point.

The good news was that the agitator had decided to move towards my guards rather than away, and I also used a guard action to escort the captured pickpocket off for an extra coin.

The bad news was that the dwarven guard wasn't really any good at his job, and Turn 5 – and thus the game – ended with an overall loss, as I had five Discontent to deal with against four coins earned.

But wait – according to the rules, players can agree to continue past Turn 5 if the Major Plot remains unresolved. So, I agreed with myself to continue, and after three attempts, I finally nabbed the last pickpocket. The arrest netted me one more coin and -1 Discontent, and removing the plot as a whole meant that the only remaining Discontent came from the unresolved Agitator. So, I'd gone from net -1 to net +4 coins, which was a convincing win. Hurrah for optional rules!

Reflections

I think I'm getting the hang of things. I was referring to the QRS less often (and having the QRS to hand meant I barely had to check the actual rules at all), and with the exception of having to make a bit of a judgment about how to handle buildings (as the rules assume you're using buildings with external ledges) it all ran smoothly. One of these days I'll get another player involved, but I've enjoyed playing it solo.

No Retreat from Nyaungchidauk – Burma 1942

In an unusual move for me, I ended up playing an early  Burma scenario thanks to having the figures to justify it. Instead of early Commonwe...