Austin,College Station, Dallas, Ft.Worth,
Houston, Midland, San Antonio, Waco

2008-08-19

Gaming in Austin - August 17

Filed under: — daveb@ 7:50 am

By Dave da Webhead

This sunday was ancients day at the club and the FoG players were out in force. There were 3 games of FoG going on and for those not inclined to ancients gaming, Lance and David McClellan ran a big naval miniatures game using the GQ III rules.

2 of the 3 FoG games Medieval Cavalry Squares Off The lines collide Kevin Dunn\'s army preps for battle

FoG British fleet Italian Destroyer Sinks

Thar be Pirates (a few weeks ago)

Filed under: — daveb@ 7:04 am

By Dave da webhead

There was a big pirate game at the club a few weeks ago. These are always a lot of fun and several folks are willing to enhance the mood with costumes and pirate hats. I was really disappointed to miss out on this game but family commitments kept me away. Fortunately, Francisco was there with camera in hand to record the event. I’ve just been slow in tracking down the pictures and posting them on the web site. Here they are:

Pirates Hostile Natives The Garrison

Getting ready for the game Shipboard action Playing the game

2008-08-11

Flames of War Tournaments Planned for Heat of Battle II

Filed under: — abouffard@ 2:59 pm

Less than two weeks are left to plan your attendance at Heat of Battle II at the National WWII Museum in New Orleans, the weekend of August 22-24.

Among other WWII-themed events, including a number of Miniature events, John Stangel and Andy Bouffard will be running two Flames of War tournaments.

Each tournament will be a 1500 point, three-round affair and will qualify the winners for participation in next year’s Nationals.  John’s Mid-War Tournament will be held on Saturday the 23rd.  Andy’s Late-War Tournament will start Saturday evening, the 23rd, and run through Sunday the 24th.  Contact John at warspite_2000@yahoo.com and Andy at abouffard@esri.com for more details.

Other planned games include a naval action hosted by Rob Wubbenhorst, a number of multi-player Flames events, Memoir ‘44 in miniature, Command Decision events, not to mention Avalon Hill’s D-Day and a miniature version of Turning Point: Stalingrad and Avalanche Press’ Third Reich and Panzergrenadier.

Online registration ends next Monday, the 18th, at 5:00pm.  Please click on the image below to be taken to the event site and from there to a list of games on offer and registration details.  Your weekend convention pass includes free admission to the Museum’s exhibits throughout the weekend.

Take it from those of us who went last year, this event is definitely worth the price of admission.  The official convention hotel even has a special room rate going. 

The storms of the last few years have taken their toll on the gamers and game stores in New Orleans so lets show our support by going to their proud city and supporting the rebirth of their hobby, while having fun at the same time!!

2008-08-10

25mm AWI era Gaming In West Texas

Filed under: — Basilhare@ 6:26 am

We have been working on our Caribbean AWI era British vs French ”For King, Country and Sugar” game for Mil Con XI. We have been very excited about and pleased with Richard Clarke’s “Sharp Practice” rules. We had a great time with the game & rules. Second game will probably be this week sometime….here are a few pics:

Capt. Talbot Lt. Lahey\'s French Light Section

(L) Captain Talbot directs the Mission to fire the Governor’s House & Barn.

(R) Sgt. Lahey’s French Light section makes a stout defense.

Exchanging Fire Highlanders advance on the Barn

(L) French & British sections exchange musketry  (R) Lt. Barret’s Highlander section advances on the Barn

2008-08-03

FoG Tournament in Austin

Filed under: — daveb@ 1:04 pm

By Dave da Webhead

This Saturday we held our first Field of Glory Ancients tournament. We had 12 participants which is really good considering how little advertising we did. Here are some pictures from the event.

Fred and Bob Marty and Lance Left to right, Chance,Kevin,Nathan, Chip, and Bob Close up of the action

Roman Elephants Advance Clash of Horse Two Battlelines Face Off More Action on the Tabletop

Steve Payne 1st Place Nathan Hook 2nd Place

Steve Payne was the winner with a near perfect score of 73. Nathan Hook came in second and Hank Esslinger came in 3rd. Dave Bennett was awarded the prize for best painted 10mm army and Marty Woverton won for best 15mm painted army. Steve Payne won for best camp. A hallmark of tournaments run by the Austin group is prizes for participation. Its long been our view that everyone should have a chance to walk away with something and not tie that to winning the tourney. Kevin Stork won the drawing for the participation prize this year. We also have at least one whimsical prize and this year that went to Fred Askew for the longest streak of failed cohesion tests. Rob sent me a bunch of pictures of the tournament and I made a web album for them and posted it on the club web site.

CLICK HERE to see the web album of the tournament

Participants in the event are encouraged to post comments and especially post their own battle reports. For myself, I had a lot of fun even in the two rounds where I got my head handed to me. I ran a Mauryas Indian army and in the first round I played the dreaded Early Achaemenid Persian army run by Steve Payne, a very experienced and tournament-wise player who you can’t give an inch to. I gave him about a foot and a half and the only consolation from that game was I was the only person to score any points against Steve (2-23 loss).

My second game. What can I say about my second game. Its one of those games that you just have to laugh about. I was playing a young fellow named Chance Gamble (yes really) who I am pretty certain cannot legally enter the city limits of Las Vegas or Atlantic City. Talk about hot die rolling, right off the bat he killed not one but two of my generals on rolls of 12. Then he charged into the woods with protected cavalry against my swordsmen armed protected Indian medium foot archers and stomped them. How does that happen?!?? Its like that one moon landing that could not be duplicated on a computer, it just can’t happen but it did ;-) He ran a Komnenan Byzantine army although with his dice rolls he could have beat me with nothing but camp followers and a couple of flaming pigs (6-19 loss).

My third game was finally a victory against a Cillician Armenian army which was fought against Chance’s dad Lance. I got the upper hand early on and kept it. It was a fun game though and a closer run thing than the score would indicate (25-0 win).

Here are the tournament results:



  Name Army Round 1   Round 2   Round 3   Total
Place     Opp Result Opp Result Opp Result  
1st Payne, Steve Early Achaemenid Persian Dave Bennett 23 Stork, Kevin 25 Esslinger, Hank 25 73
2nd Hook, Nathan Gauls Team GHG 9 Gamble, Lance 21 Huey, Bob 23 53
3rd Esslinger, Hank Attalid Pergamine Bob Huey 21 Askew, Fred 24 Payne, Steve 0 45
4th Wolverton, Marty Komnenan Byzantine Lance Gamble 21 Team GHG 2 Askew, Fred 19 42
5th Team GHG Late Republican Roman Nathan Hook 11 Wolverton, Marty 23 Stork, Kevin 8 42
6th Stork, Kevin Fatamid Egyptian Chance Gamble 25 Payne, Steve 0 Team GHG 12 37
7th Bennett, Dave Classical Indian Steve Payne 2 Gamble, Chance 6 Gamble, Lance 25 33
8th Gamble, Chance Komnenan Byzantine Kevin Stork 0 Bennett, Dave 19 Green, Bob 13 32
9th Askew, Fred Late Carthagenian Bob Green 19 Esslinger, Hank 1 Wolverton, Marty 6 26
10th Huey, Bob Dominate Roman Hank Esslinger 4 Green, Bob 20 Hook, Nathan 2 26
11th Green, Bob Syracuse Fred Askew 6 Huey, Bob 5 Gamble, Chance 7 18
12th Gamble, Lance Cillician Armenian Marty Wolverton 4 Hook, Nathan 4 Bennett, Dave 0 8
 


2008-07-21

Gaming in Austin - July 20

Filed under: — daveb@ 7:23 am

By Dave da Webhead

This Sunday was ancients day at the club which has pretty much become Field of Glory day. We ran 3 FoG games on Sunday and about a dozen or so folks were in attendance.

Rome vs India More Rome vs India

I played Marty taking my Mauryas Classical Indian army against Marty’s newly painted Roman army. We were both trying out lists for the upcoming FoG tournament on August 2 at GHG, Since the tournament will be using preset terrain we asked Gordon to set up our table for us. I must have been using my Jedi mind powers on Gordon because he set up a table that was absolutely perfect for my army. There was a natural defensive line of woods, hills and fields across the center of my deployment zone and I set up in it with my archer battlegroups interspersed with elephant columns (a tactic we read about on the Slitherine forum) My line was anchored by a plowed field on my left and by woods on my right. I set up my heavy chariots supported by one of my crappy cavalry units on the far right and a single crappy cavalry unit on the left. Marty had a line of really nasty legionaires which he aimed at my archery line defending the hilltop having no desire at all to fight me in the woods (quite understandable). He sent a unit of cavalry supported by auxilla to attack my chariots and had a unit of archers to support the attack against my left flank.

Things went badly for Marty right off the bat. In the initial clash between my heavy chariots and his cavalry and auxilla, I got a lucky die roll and killed his general. This pretty much doomed his left flank as he could not recover from his morale losses and soon his cavalry and an auxilla unit were routed off the field. The other auxilla unit smashed into my cavalry unit but I was able to break off and flank march away without taking any damage or morale loss. I ran up a unit of javalins to engage the remaining auxilla unit and ran up the cavalry and my heavy chariots to support the attack.

On the other flank my cavalry unit dashed around the archers and got behind them forcing them to turn around to protect themselves and keeping them from supporting his main attack against my defensive line of archers and elephants. When Marty’s flank collapsed my cavalry unit turned around and made a beeline for his camp.

The big battle in the center didn’t go well for Marty either. I got in some lucky archery hits and held up his advance for a turn while he tried to recover from 3 disordered legions. When he did hit my line, the defensive bonuses I had held him to a single POA advantage (in the open he would have had two). I managed to fracture one of his legions and crushed his remaining auxilla unit which gave me the game. This would have been a totally different battle if I had to face those legions on open ground. I wonder if I can talk Rob into letting Gordon set up all the terrain for the tournament :-)

Two FoG games getting started The bif four-player game

There were two other games going on in the other room. Kevin Dunn, Fred, Ken, and Lance played a four-player game and Hank was playing (I forgot who his opponent was) on the other table.

Battle Line Melee Hank\'s Game

2008-07-20

Victory at Sea prep for Heat of Battle

Filed under: — robwub@ 9:24 pm

Today I setup my scenario game for this year’s Heat of Battle event held at the National WWII Museum in New Orleans on Aug. 22-24.

I’m going to run a naval game using Victory at Sea rules, with some great house rules by Harry Pratt v.1.42 found on the Mongoose Publishing VaS forum.

The scenario is the famous Battle of Pala Passage from the Hollywood classic In Harm’s Way w/ John Wayne and Kirk Douglas.

ADM Rock Torrey is in charge of OPERATION SKYHOOK, and the landing on the island of Levu Vana is being threatened by the Japanese Navy’s behemoth YAMATO. Can ADM Torrey marshal the shoestring forces of SKYHOOK and save the landing force like he did in the movie?

Western approach to the Pala Passage.SS Silversides dodges Japanese destroyer\'s depth charge attackRed Beach on Levu VanaPBJ-1C torpedo attack IJN Takao cruisers

The event is featuring custom terrain for Levu Vana from TERRAIN CONCEPTS of Katy, TX and 1/6000 miniatures from Figurehead Ships.

Hope to see a lot of the LSHM crowd in New Orleans this August.

Painting Queue “For King, Country and Sugar”

Filed under: — Basilhare@ 5:57 pm

Not much gaming this week…lots of painting for our upcoming playtest of “For King, Country and Sugar”…1774 Caribbean AWI era psuedo-skirmish….

   

 

Starting at Top & Left to right: British Officer (unbased), French Officer, French Grenadiers…Lt. Barret (British Officer)…

 

2008-07-13

Skirmish Game Day in Plano a Big Success

Filed under: — daveb@ 1:24 pm

By Dave da Webhead

The DFWirregulars put on their 3rd annual skirmish game day at the Plano Convention Center. The event was well-attended and stocked full of very fun games as well as two tournaments, one for Flames of War and the other for Field of Glory. Make plans to visit next year, its an event thats well-worth your time. I took a lot of pictures and and put a web album of the event up on the web site. CLICK HERE to view it.

Room filled with happy games at Skirmihs 08

2008-07-07

Gathering of Tribes : A Flames of War Farewell to Normandy


By Andy Bouffard

On Saturday, June 28th, Little Wars in Houston hosted their annual Gathering of Tribes event.  This year we organized a themed event, we called it “Gathering of Tribes : A Flames of War Farewell to Normandy”.  Flames of War continues to be a very popular game system in Houston and with Battlefront completing their last Normandy based book, “Cobra”, and planning to move now to cover Operation Bagration and the 1944 action on the Eastern Front, it seemed fitting to organize not one, but two multiplayer Flames’ games and run them simultaneosly.  Thus was born my Operation Goodwood and Operation Cobra scenarios (a third, Falaise Gap, scenario has also been penned but won’t be played until Goodwood and Cobra are actually finished - see below).

I’d like to take this opportunity to thank Little Wars’ Chris Pettet and John Daigle for hosting the event, making sure we had the available table space, and stocking the place with lots of soda.

 

We had a good turn out and managed to kick off both opening games, Goodwood and Cobra, at approximately 11:30am, later then I would have liked, but necessary given all the forces that needed to be set up.  Unfortunately, neither game was played out until the envisioned end, the Goodwood game lasting seven turns before its fictional night fell and the Cobra game lasting only six turns before its fictional night fell.  In both cases the players played out the abstracted night turn as per the scenario special rules and I photographed both tables so we could finish the games later.  Both games had another five turns or so to be played on the second day of each operation before they would be complete, as they were originally written.  The Cobra game broke up around 5pm and the Goodwood game about 6pm.  By 6pm it was pretty clear there wasn’t a lot of interest in setting up my Falaise Gap scenario so the completion of the second days of these two games will be attempted on another weekend and then we can get together for the Falaise Gap scenario as well.


Operation Goodwood

A huge thanks to all nine players that actively participated in our two mega-games.  GAR, Eric Warren, Brook Burg and Brian Dean divvied up the forces and responsibilities that I had laid out for “Operation Goodwood (Light)” and set about recreating history.

 

Operation Goodwood Table Overview

 

A special thanks to Brook Burg who, at my request, took some notes as the action unfolded and was kind enough to write up the following AAR, which I include below with his kind permission.


————————————————


Operation Goodwood AAR from June 28, 2008.  Result: German Minor Victory


British Players
                                                    German Players

GAR                                                                       Brian

Eric                                                                         Brook Burg


Hello everyone!  The results were pretty much historically accurate and the game itself was quite perplexing from my perspective.  I can only imagine what it would have been like for the German commanders that day.


Turn one began with the first wave of British coming on board (VIII Corps) run by the one and only GAR.  There was plenty of armor and plenty of infantry available and they didn’t hesitate in attacking Denouville.  The ensuing assault managed to dislodge the defending Germans (failed tank terror motivation) and they ultimately retreated to the south.  The Germans had a hard time motivating/remounting overall and even with the arrival of Major Hans Van Luck couldn’t accomplish any shooting either.  The prime example of this was the Nebelwerfer battery that had a point blank shot of massed armor AND infantry which invoked the little known “We would rather drink Schnapps than range in” rule (I rolled a 2,2,& 1).  German Artillery was a bit more successful taking one tank and some infantry.  The remaining German forced opted for a general retreat towards Cagny.


Turn two began with the second half of the British forces arriving commanded by Eric and promptly dispatched the Nebelwerfer battery.  British air support was able to destroy a German observer’s armored transport (not the observer).  GAR was able to assault the retreating Germans under the railway bridge with some success.  In response German PaK 40’s kill two of those Shermans under the rail bridge.  German Artillery also dispatched a few tanks while the remaining forces continued to try and motivate and move towards Cagny.


Turn three saw British air support destroy the meddling PaK 40’s and their transports.  The Germans began receiving reinforcements in the form of two Panzer IV’s, a pair of PaK 43’s, and a King Tiger who’s tiger ace skill was “Schnell” more on that later….  The Germans sprang an 88 as an ambush and managed to destroy a British tank.  This was a historic unit that was attached to Van Luck.  The “Kursk of the West” label for this battle was starting to take shape.  The East side of the battle field was becoming the firing range for Eric’s armor and most of the German armor.  Turn after turn saw many dice flying on both sides.  Once the firing was over for this turn the Germans were mostly successful in using their Stormtrooper ability except for the King Tiger.  He only needed a 2+ to move, he rolls a one.


Turn four for the British saw a continued advance.  GAR was quickly flanking the Germans around Cagny while capturing any towns along his path.  Eric continued advancing south towards Frenouville.  Major Van Luck was killed in the forest near Cagny.  The Germans received the remaining four Panzer IV’s and a Tiger I as reinforcements and managed to kill two more British tanks.  Again the King Tiger fails his motivation by rolling a one.  All forces are baffled.


Turn five began with Eric’s artillery laying a mass amount of smoke on the German PaK43’s which in turn blinded many other German tanks.  GAR’s artillery managed to bail the German Tiger.  Their Firefly’s managed to kill the German Tiger and a follow up assault on the west side of Cagny managed to wipe out some German infantry.  Another assault onto Le Prieure managed to capture that village.  The Germans received more reserves of another Tiger.  Tried to kill some tanks and then tried to reposition.  Once again the King Tiger fails this test. 


Turn six saw GAR inching closer to Cagny.  His Fireflies managed to dispatch two Panzer IV’s and a follow up assault managed to capture Cagny.  British air caused the remaining Tiger to bail out.  The Germans continued to fall back and received their last bit of reserves in the form of an armored car platoon.  The Tiger and King Tiger fired at British armor and managed to get a kill.


Turn Seven the Birts continued to smoke the PaK 43’s.  Their Firefly’s killed the remaining Tiger and other armor was able to kill a Pak 43.  The British continued to move south towards the more valuable objectives.  The German King Tiger was able to dispatch a Sherman south of Cagny and a 88 at Le Hogue was able to do the same.  Luckily for them night fell and forces were repositioned for the second day’s fight.  Night was also falling in real life and the game was halted.


At this point Le Hogue and Frenouville were garrisoned but going to be under siege by the British.  The British had lost twelve tanks and the Germans still had armor on the table and in reserve for day two.  It is quite possible that Le Hogue would have fallen to GAR’s forces but it would have been a bloody assault.  Frenouville would have been a different story in my opinion.  Eric’s armor was very close to the town and his infantry was probably a turn away from assaulting it.  In the mean time German reinforcements of an SS infantry platoon plus a Panzer IV, two Panthers and a Panzerjager IV would have been arriving on his flank right on top of Frenouville.  This would not guarantee the Germans a victory but it too would have been a bloody battle.  If I had to bet I feel that the Germans would have barely held that town.


Overall, like I mentioned at the beginning, it was a perplexing game for me.  It was hard to d
ecide what towns to hold and where to fall back to.  If you left your dug in positions in a town you were left in the open fields.  If you decided to stay you were left looking at a mass of forces eager to run you over.  But in the end it was a fun game and another chapter in history that I wasn’t familiar with and now I am.  Thank you Andy for organizing and running the day’s games  and to everyone that participated.


——————————————


My complete Operation Goodwood scenario included the actions of the 11th Armoured division and the actions on the west side of VIII Corps’ attack, but the streamlined version we played catered better to the numbers of players available.  I consider it a successful scenario because the results turned out similar to the historical results and everyone had a good time.  I feel the scenario reflected pretty accurately the pluses and minuses of the British plan in the face of Rommels AT defense in-depth. 

 

Final losses were pretty close to historical with the two British divisions beginning the game with 34 tanks (Shermans and Cromwells) and having ended the first day’s action having lost 13 (12 in the Guards Armoured and 1 in the 7th Armoured) for a loss of 38% of their starting strength.  Historically, based on each of the three British armoured divisions having an approximate total of 160 Shermans and Cromwells, or approximately 480 total, compared to the approximately 200 tanks reported destroyed in the first day, left the British having lost, in reality, approximately 42% of their initial tank strength, not too far off our game result.  Our British players captured all of the objective villages except the two most valuable ones, le Hogue and Frenouville.  We’ll have to continue the game into the second day and see how the results finally come out and whether the victory conditions we are using are balanced.

 

Operation Cobra

Rob Wubbenhorst, Royce, Matt, Dion Duran and Diego Duran combined to play out the first day’s action in my Operation Cobra scenario.  This game too only completed just the first day of action and, after resolving the abstracted night turn, left the American infantry divisions in similar straights to their historic counterparts.  The interesting development in this game was that historically it was the progress and successes of the 30th Infantry Division on the American left flank that spurred General Collins to release the VII Corps reserves on the following day, however, in our game, it was the success on the American right, the 9th Infantry Division, that was so impressive.

 

Operation Cobra Table Overview

 

Thanks to Rob for putting together the following summary of the Cobra game and for granting me permission to include it here.


—————————————


I enjoyed playing in the Cobra game with Royce & Max as my fellow Germans, and we faced Matt, Dion, and his son Diego in the Cobra breakout game.It’s been a week, and memory is fading so I’ll give game observations rather than a blow-by-blow account.
 

The game had significant US forces starting at table-edge facing a thin line of Germans (mix of PG, Gren, and FJs). The only AT assets the Germans had were 3 Panthers and infantry AT (Shreks and Fausts).  The combined US force had 9 Shermans and 4 M 10s and 5 infantry platoons. They had lots of arty and air assets and I felt very stretched to stop/delay this onslaught.

Andy did a good job simulating regimental battlegroups with platoon sized units. It’s fun to recreate actual events of a larger action with smaller unit sizes, shows the versatility of FoW as a game system beyond standard 1500pt. game missions.

The US started with a move right into the German front line, which is a bit problematic. Moving on the table and immediately getting shot up is a game setup issue to be avoided. We discussed how the limited amount of bocage terrain on-hand had set this up. There are several GM tricks to use to avoid this. Setup the German MLR with a line of no-man’s land fields interposed to the table edge. Forget the bocage in the rear areas where no units are currently active, just mark the roads and say ‘bocage is along every road’. The bocage terrain can be relocated as the battle moves into the table.Aside from this issue, the US advanced on a broad front with tanks intermingled with infantry. The day consisted of three separate battles, showing very well how bocage can isolate units and prevent any mutual support.

On the Left, a thin-line of two Grenadier platoons were by-passed by tank/tank destroyer platoons which made deep gains into the German rear. Their supporting infantry platoons took on the two German platoons and Panther (which failed to ever mount from pre-game bailed status). After a long series of shooting/assaults each side lost an infantry platoon and the surviving rump/gutted platoons equally consolidated back toward the German side to fight again the next day.

In the center, a Panther earned several new kill-rings by surviving multiple shots by Shermans and M-10s and taking out the threatening M-10s like swiss cheese. The Shermans found the bocage plus FJs to be a fearsome combination when the platoon CO tank opened up an opening, which was promptly sealed by the #2 Sherman which bogged in the gap, preventing the #3 from supporting. The FJs got out of their holes and assaulted the lone Sherman, losing a team in def. fire and KO’d the Sherman with Panzerfaust AT in assault. The bogged Sherman was lost on a subsequent turn assault along with the lone #3 w/out a leader.   This ended the center attack, the supporting infantry were gunned down by massed 251 halftrack MG fire while in the open. This center battle showed the difficulty of tanks in bocage proceeding without infantry support against tank/infantry defense (and the Fearless status of the FJs helped in several assaults).

On the right, the US had their best veteran troops, and quickly defeated a dug-in FJ platoon who couldn’t find their weapons for effective defensive fire. The supporting US tanks zoomed into the German rear and was only stopped by the bocage and two very brave Panzerschrek teams who blocked the road under cover. The tankers were wary about this threat and never challenged it while waiting for their victorious infantry to catch up.

The US air was appropriately present. They were unable to support the engaged troops due to the dangerclose rule (16″) and were quite effective at interdicting German reinforcements moving on the roads in the rear and took out an entire armored panzerartillerie platoon (very effective!). German artillery was adequate to harass the advancing US until it was destroyed by airpower. German AA was non-existent (intentional design by Andy). As Germans, we knew the threat from US air, knew we had no countermeasure and just grimly pressed on. Very historically accurate.

It was a fun scenario to enjoy from the perspective of the Germans.  We delayed the US in the center and appropriately retreated on the right and left. Late entry reinforcements took care of the tanks on the right, US tanks w/out infantry support in the bocage cannot survive sustained infantry attacks. Final count in the armor battle: 1 Panther in exchange for 6 Shermans and 2 M-10s. Not a bad trade.  The Germans did lose most of their precious artillery however. The US fared as well as they historically did, pushing the Germans back about 900 yards to make room for the 2nd and 3rd armored divisions to punch through. We didn’t get to this, and it would be interesting to pick up on Day 2 when we left it.

Good game, great players. Enjoyed playing a historical scenario and discovering the hell that bocage can be all over again.
 

——————————————

I’ve included photos at the following links, so you can see what the tables looked like and follow along with some of the action.


Goodwood photos at
http://tinyurl.com/5l3uy6

Cobra photos at http://tinyurl.com/6ru38o


Thanks again to all those who participated and/or supported the venture.  I’ll let everyone know when it is a convenient day for me to try and complete these particular games so we can get final results and play the Falaise Gap scenario later this month or in August.

2008-07-06

Gaming in Austin - July 6th

Filed under: — daveb@ 8:13 pm

By Dave da Webhead

Today was 20th century day at the club and on-topic games did dominate the tables. A few die-hard Field of Glory players did show up and ran a game. William borrowed one of Rob’s armies and took on Kevin Dunn.

Elephants on the move William and Kevin square off

The rest of the tables were in-theme. Several players including Lance, Chuck, David McClellan, and a few others played WW2 Navals using the General Quarters 3 rules which seem to have completely supplanted Victory at Sea as the club’s naval rules of choice. The guys were doing a Brits versus Italians cruiser action in the Med.

The guys getting ready to play Italian Cruisers and Destroyers

Flames of War continues to be a popular game system at the club and there were two FOW games being played today.

Biff\'s Germans take on a Russian horde Another FOW game being played Close up of one of Biff\'s German stands

Lastly, while I was visiting with Lance he suggested that I arm my pirate launch. Rob had just sold out of carronades but Lance thought using a 15mm 12 pound cannon would work as a conversion piece. I went through my bins when I got home and found a bunch of old Heritage Austrian 12 pounders for which I had no wheels. I pulled two of them and snipped off most of the carriage to make a pair of swivel guns for my launch.

My launch now upgunned with two swivel guns Close up of my converted swivel gun

WTGA Plays Old West

Filed under: — Basilhare@ 6:15 am

We ran an Old West Game last weekend using the venerable “The Rules w/ No Name.” Great time and good to get back into the genre. I used to run this scenario at Twister con and Fort Worth Wars and always had a great time. The Lawmen (team was ran by my wife and daughter) patiently waited while the other 3 gangs shot each other to pieces, ran in and took the strongbox, winning the game.

Each team was made up of 4 characters, so that everyone that played was able to run 2 characters each. At scenario’s end, the Indians (Rich & Ron) had all been severely wounded or run off, two of the Regulators (Ilan & Faron) were badly wounded, all of Poncho’s gang (Mike & Griff) had been killed, wounded or run off. My Wife (Betsy) and daughter (Loralee) won the game with no wounds or morale failures - their entire team was unscathed! The Army got their gold back and the sleepy town returned to a peaceful state. only the undertaker was found to be abnormally busy….

Scenario:

            The Army has sent a shipment of Gold (payroll for the local Cavalry Outpost) through McBrayerton. Unfortunately for the Army, last night the thirsty troopers stopped off at the McBrayerton Saloon for a few drinks and got carried away. They seem to have forgotten about the wagon full of gold outside and are now sleeping off their wild night, oblivious to the events about to occur.

Several rival groups have heard about the shipment and are converging on the town from all sides in hopes of securing the gold for themselves. As Poncho’s menThe Regulators and Running Dog’s Renegade War Party approach the sleepy little town; Texas Bill, the Marshall and their deputies have just returned from a Posse round up. Much to the lawman’s dismay, the sleepy little cowtown is about to be turned into a stage for a wild shootout. It’s High Noon as the rival groups meet in the streets of McBrayerton….

McBrayertonTexas Bill

McBrayerton                                                          Texas Bill

Running DogCalvin Tate

Running Dog                                                        Calvin Tate

TucoLawmen take the crossroads!

Tuco                                                                    Lawmen take the crossroads

Texas Bill carries the strongbox back to the safety of the jail, while Marshall Belltram & his deputies lay down covering fire!

2008-07-05

Converting a Pirate Toy into a Miniature

Filed under: — daveb@ 11:11 pm

By Dave da Webhead

Francisco and Lance recently announced on our Yahoogroup that they wanted to run a pirate game on the last Sunday in July. A few months ago, I happened to buy a remote control pirate ship toy that had been discontinued at Toys R Us and put on sale. It looked like it was the right size to use as a pirate miniature ship and the sale price was under $40. I had to do some conversion work like cutting the bottom of the ship so it could sit upright on a table and remove the motorized bits and propeller. Here are some pictures of the finished product:

Finished model with 28mm OG pirates Close up of main deck Another view of the whole ship View of the upper decks

Lance also mentioned to me that it would be a good idea to have a launch to explore islands and such during the upcoming game. He said he had obtained some very nice models for cheap at Hobby Lobby. I popped over there and not only found a nice boat, but it was on sale for 50% off and I got it for about 4 dollars. I had to cut some stuff off of it and remove one of the benches but it wasn’t hard to do and I had the model ready for play in under a half hour.

Launch from Hobby Lobby with ship from Toys R Us

I am looking forward to our game at the end of the month. Make plans to attend yourself if you can. Should be a lot of fun.

2008-07-03

Site Maintenance

Filed under: — beckerdo@ 3:43 pm

Hello from your site admins. I hope you were not inconvenienced by any strange site behavior today. We performed our twice yearly site update and are now running WordPress 2.5.1.

As part of maintenance, we performed a complete site back up. The LSHM site is now about 550 MB. We have plenty of room for more contributions, so keep all your photos and reports coming.

We have blocked about 5000 spam comments on the articles since the site began. I hope you are not forlorn in missing all the medical, gambling, real estate, and bank transfer issues that we have filtered from your view.

Anyhow, thanks for all the interesting contributions. We hope the site runs better, and you are enjoying your time spent here.

2008-06-28

San Antonio Flames of War Tournament Sept 13th

Filed under: — J_Piper@ 12:30 am

Announcing the third annual Flames of War - San Antonio Tournament, otherwise known as FoWSA 3. The tournament will be held on Saturday Sept 13 , 2008 at Dragons Lair Comics 7959 Fredricksburg Rd # 129 San Antonio,Texas (Fredricksburg Rd and Medical Dr).

The Tournament will cost $15.00 For Lone Star Historical Miniatures members and $20.00 for non members with the additional $5.00 going to a one year membership in L.S.H.M. Tournament fees will be payable on day of event at the door. Lunch is included in the entry fee. On the day of the event, registration begins at 09:00 AM and play begins at 10:00 AM.

There will be 4 rounds played this year. The first two rounds will use 750 pt lists on 4′ X 3′ tables with each round lasting 1 hr 30 min. The third and fourth rounds will be standard 1500 pt battles lasting 2 hrs 30 min.

The Tournament will consist of both Mid and Late War Divisions using 1500 point Armies built from the Army books and official PDF lists available as of 15 Aug 2008. Prior to 5 Sep 2008 two lists based on the same company type may be submitted. After 5 Sep only 1 list will be accepted. Also, when composing your lists, please create750 pt lists to be used in rounds 1 & 2. These lists must be subsets of your 1500 pt list(s)and must contain at least a company HQ and 1 combat platoon. You may reduce or increase the number of squads or vehicles within a platoon in order to get as close as possible to 750 pts. but you may not use a platoon not included in your 1500 pt lists. Please Email all army lists or questions to Biff Coon at biffc@sbcglobal. net.

Prizes will be awarded to Best overall player, best Axis, and best Allied players. In event of a tie in any area, the tournament staff will determine the winner by other means. There will also be a table contest. Details in the July announcement.