This weekend the local HMGS-South group played a Star Fleet Battles game.
After two turns, the Lyrans have achieved victory by preventing the escape of the freighter.
This weekend the local HMGS-South group played a Star Fleet Battles game.
After two turns, the Lyrans have achieved victory by preventing the escape of the freighter.
This weekend the local HMGS-South group played a Bolt Action game.
The Envelopment Scenario in the Bolt Action rule book was used. It was based on the fighting around the city of Kohmia in May 1944, between the British 2nd Division and the Japanese 15th Division. The Japanese were attempting to envelop a British position and capture a road junction behind the British lines.
After six turns, a Japanese victory was declared.
This weekend the local HMGS-South group played a WWI naval game using the Seekrieg 5 rules. The scenario was based loosely on the situation in the Falklands in December 1914, but with significant historical revisions to produce a more balanced battle.
The scenario deviates from history just before von Spee’s squadron reaches the Falklands. Von Spee is alerted to the presence of a strong British force, hides until dawn on 9 December and then uses the cover of fog to start for the Argentine coast. The British divide their forces to search, and one element finds the Germans. The scenario was scaled to give one ship to each of the five players.
Visibility 12,000 yards.
British: battlecruiser Invincible, light cruiser Bristol
German: armored cruisers Scharnhorst and Gneisenau, light cruiser Dresden.
The German ships (especially Scharnhorst) were given an advantage in crew quality to help the scenario balance.
After about 4.5 hours of play, we stopped play. Damage was about even, mostly to Scharnhorst and Invincible. No ship had been sunk or crippled.
This weekend the local HMGS-South group played a Sudan game using The Sword and the Flame colonial rules (20th Anniversary Edition). The scenario was called the Battle of El Sisi Landing, November 13, 1884.
Order of battle and victory conditions: Battle of El Sisi Landing
The British had failed to reach the objective after about five hours of play.
This weekend the local HMGS-South group played a Zulu War game using The Sword and the Flame colonial rules.
The game was to include a relief column and a besieged force but was cut down to just the relief column due to only having five players. There were 8 British infantry units, 1 cavalry unit, 4 guns and one Gatling gun against 20 Zulu units.The British stayed together, tripped the Zulu ambush with scouts and held their ground well until the last game turn. The Zulu commander choose to bring in all his units except two onto the British left flank.
Edit: More photos taken by one of the players have been added.
The final photo is after the final game turn when the Zulus finally break the British square. A typical TSATF game, the Zulu army is slaughtered but declares victory since they broke a square. The British would have reformed the next turn and what was left of the Zulu army would have been gutted.
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