Monday, December 26, 2011

Operation Barras Playtest II

Once again we returned to the Basement Of Heaped Miniatures for some gaming. We decided to play test the Operation Barras game again before we run it for the Catawba gamers in January. We switched up with Chuckaroo and John B running the West Side Boys and me running the British. I had though about the scenario and cracked open the rule book to get a better understanding so maybe the game might go a little smoother. We used the Disposable Heroes rule set with the Seek out, Close with and Destroy, Man Among Men and the By the Knife: Soviet invasion of Afghanistan supplements.

The game is based on A British operation to rescue some British troops captured by A rebel gang in Sierra Leone in September of 2000. This isn't a historical refight of that engagement but a fun mulitpalyer game loosely based on the historical event. As the board sets North is to the right. The lower village is Geberi Bana where the hostages are kept and the upper village is Magbeni where the captured British Land Rovers are held

A return to the battlefield. Chuckarro did a good job recreating the battlefield from the first game. The only real difference is that the Rokel creek is narrower this time to allow more room to maneuver. We still played that the river was 40 inches across.

The village of Magbeni. Where the West side boys kept the captured British land rovers. A New victory condition for the British was to recapture the Land Rovers. This was to insure the British made a move into Magbeni instead of hunkering down and waiting till the hostages were rescued from Geberi Bana.

All quiet in Geberi Bana. A side note is Chuckaroo finished the tin roofs of his buildings.

West Side Boys Defending Magbeni. Four squads a command section and a SAM team. They also had several support weapons. These use the Zipra list from Man Among Men Rhodesian war supplement.

The T55 which would sadly not see the table again this game.

The Defenders of Geberi Bana, again four squads a command section and a SAM team. These use the Zipra list from Man Among Men Rhodesian war supplement.

The British assault force. Two command sections with three fire teams each. All had extra M72 law rockets. These use the Elite British Infantry list from SOCWAD book.

The British lead element , a sweaty SAS Team. These use the British Special operation list from SOCWAD with the addition of the everybody shoot rule from the US Delta force list.

The British Chinnoks and the Sierra Leone Mi-24 Piloted by Neal Ellis, stats for the Chinooks from SOCWAD and the Hind from By the Knife.

Chuckaroo hams it up for the camera as the British fast rope from the Chinook.

The West Side Boys in Magbeni activate and run into the jungle. We changed the number to activate on the first turn from a regular guts roll to a 3 or less but Chuckaroo still got the troops going.

Two fire teams end up pinned after fast roping all four units down from the helo using one activation.

As the Chinook flys low over Geberi Bana one of the shanties collapses from the rotor wash. We roll to see if the hostages are in the building and they aren't.

The British Commander fast ropes into Geberi Bana and find the hostages in the second shanty.

The rest of the units fast rope out with only one unit being pinned.

A West Side boy squad activates and downs three men from a fire team.

Neall Ellis flys over and rockets Magbeni, but only does minor damage. In the first play test we played the helicopter rules incorrectly with a Helicopter being able to return and leave to board every turn. The correct way to use them is that a helicopter has to stay off board at least one turn before returning.

The British Commander's team and another fire team charges in to rescue the hostages from their captors.

I bolo the initiative roll so the the West Side Boys go first. I end up losing the command team and a fire team with the West Side Boys keeping the Hostage. This left me down two thirds of my force in Geberi Bana but I still had the SAS team and a Fire Team to make it happen.

The British move out of the swamp and into the jungle.

The Chinook leaves the table as the rest of the British struggle out of the swamp.

A captured land rover activates and come around the jungle edge. It fires up a fire team with its .50cal hmg and kills two men.

A survivor returns the favor with a little LAW rocket love, destroying the rover.

The British get to the edge of the jungle and bring Magbeni under fire.

Neall Ellis returns to the fight and get a SAM for his troubles. Chuckaroo rolls good and the Hind goes down in Rokel creek.

Because of his body armor the last man from the assault force in Geberi Bana survives a mortar attack that destroys the building he was hiding behind. The mortar was in Magbeni and Chuckaroo fired at the building in Geberi Bana to "help out" John's troops. The funny part is that John's squad above the destroyed shanty was in the area of effect of the mortar blast too, but I don't think he lost any men. It was probably the funniest moment of the game.

Last die roll of the game. After trying to shoot into the jungle and get the British, the West Side boys in Magbeni grouped up and charged into the jungle after the survivors. Once again I failed the initiative roll and the West Side Boys went first and wiped out the British. This left me with two short fire teams.

The last fire teams start to withdraw.

The West Side Boys hide in the swamp with the Hostages.

A loss for the British but we worked out more kinks for the game. Chuckaroo plans to streamline some of the damage rolls for destroying buildings and maybe give the British a bonus for close combat. A couple new scenario rules is to state which shanty the hostages are in in Geberi Bana and that the West Side Boys can't take the Hostages and run with them.

I had a good time and hope we can get another play test in before the January game but if not I think we are ready.


Saturday, December 24, 2011

Waterloo Warhammer Historical

On 10December11 I headed back over to the Cage in High Point for the GameOnGw Gamesday. The plan was to get in some 40k and play a game of the Warhammer Historical Napoleonics rules Waterloo run by Chuckaroobob.

The one big change was we were able to game in the front of the factory, where there is heat. Much better than last year. Here is the gaming hall. We had to do some shuffling when somebody came down the hall but better that and heat than plenty of room to game and cold.

This is Bobby A the organizer of the event. every body brought two or more can goods to be donated to the local food bank.

Another picture of the mythical Sasquatch better known as Todd A

Sons of Taurus with his traitor guard ready for a local league game. Check out his blog here Sons Of Taurus

ChuckarooBob, rockin' the 'stashe while he lines up his French, reading to face the Prussians.

The rules for the game Waterloo by Warhammer Historical.

Prussian Cuirassier forming to attack.

The Prussian guns on a rise in the center of the Prussian line.

The French guns on the french left.

The Prussians advance

The initial volley from the Prussian decimates a French regiment.

French advance in attack column

The French occupy the heights in front of the Prussians.

Fire from the Prussian whittle down the French.

Prussian Cuirasser attack the French Hussars

Prussian and French Dragoons engage on the heights.

The Prussians prepare to receive the charge from the French Cavalry.

Prussians fail their leadership test and cannot fire at the incoming chargers.

Prussian and French cavalry fight in the woods.

Combat continues on the French right.

The French infantry form square and await the results of the two cavalry engagements.

Chuckaroo's French cannon rolls a perfect score hitting hit all shots and removing two stands from Pauls Prussian Infantry.

The Prussian Infantry ,after surviving the first round of combat against the French cavalry and line Infantry, are assisted by the Prussian Dragoons charging into the French Cavalry flank.

On the Prussian right the Prussian Infantry form battle line and advance into the French guns despite casualties.

The French are Destroyed in the Prussian center, the line holds.

We called the game soon after this. The French were out numbered and on the defensive so we called it a Prussian Victory.

The Players were Bryan and Chuckaroo playing the French while John B had the Prussian cavalry, I had the Prussian center and Paul controled the Prussian right. I enjoyed the game and like the rule set. Some of the players had minor problems with certain mechanics but I think everyone had a good time. A disclaimer, it was the first time any of us had played the rule set and we left out some of the special rules but I think adding them in will make the game better.

The GameOnGw games day was a success from my point of view. I played a good game and managed to pick up some cool swag from the flea market.

I look forward to the one next year.