Tuesday, 14 April 2015

Bug Hunt - The Desert Catacombs

Monday night saw the return of the Bug Hunt to the Shed - this particular game hadn't been played for over four years (before the blog was born) and with a new group now playing regularly in the shed I thought that this might prove a bit of fun.

When the players arrived they were each handed a character record sheet for their soldiers. Each player would command one hero and four grunts. These were the elite special forces of some unknown agency in the near future. (Backstory was quite light as I had too much work going on over the weekend), and given they were special each trooper was able top choose his own weapons from an array of assault rifles, lmgs, flamers, grenades shotguns etc.



The game rules are very similar to my predator set - each turn a figure can perform two actions (eg move twice, fire twice or any other combination of other actions) - this does mean that rapid firing can quickly exhaust ammo.

Unlike my Predator game each team dices for initiative. The highest player including the Umpire goes first. The players automatically get +2 to their die roll but they lose -1 for each figure killed. Clearly as the game progresses the initiative potentially passes to the Umpire.

The umpire commands all the hostiles...more on this in a second.

So as the players arrived they were confronted with my Egyptian temple set against the sandy cliffs of the Valley of the Kings. All they know is that a party of scientists have gone missing and that their mission is one of rescue.






Very Stargate...now where's Kurt Russel



The temple
The Temple Build can be viewed here...http://shedwars.blogspot.co.uk/2014/07/egyptian-adventures-temple-build-part-1.html

Behind the temple and the tomb entrance lie a series of tunnels and catacombs. Initially these are all covered and only revealed as the players pass through each zone.

Behind the cliffs lie the catacombs


Each of the cave boards is 30cm x 30cm square with entrances, tunnels and mini caves carved out of foam. I have around 60 of these built allowing for any number of permutations. They are very basic but provide a great setting for cave exploration. As I said these were made sometime ago and could probably do with a major refurb.

The table had been laid out earlier and covered. Unbeknownst to the players the tomb entrance would lead to a dead end and the temple entrance would lead into the hive proper.




no peeking



However all the zones could hold creepies or by empty. I have created a deck of cards indicating what's in each zone. Over a third of the cards are empty caverns/tunnels whereas the rest contain anything from spawn (face huggers) to giant spiders, hive warriors (think aliens) through to some bigger beasties.

The Cards - numbers denote how many


Each of these has different attributes and reacts in different ways
  • Spiders drop on characters sucking up their innards in seconds - but are extremely vulnerable to fire
  • Hive Warriors are fast, very vicious and splash acid when blown up
  • Bigger Hive Guards are heavily armoured, still fast, acidic and very violent.
Put it bluntly if you don't kill these beasties before they get to you are pretty much toast.

The rules are still very much work in progress but they do deliver a quick thoughtful and tactical game in an atmosphere that has a great deal of suspense.



As the games master I get to randomly play 1 or two cards per zone next to the areas the players move through. I may then look at these and can either elect to move them (even if they are blank) or leave them there - best for ambushes. If the characters fail their recon roll they don't know what's there. If they are successful and depending on the rolls success they can either learn the nature of the terrain ahead, are there any lifeforms and potentially the number.

It does pay to recon in my games as all sorts of horrors can happen to the unwary or just plain right foolhardy.


To give the players something to think about before the entered the caverns they discovered a rather large beast rampaging through the scientists camp. This took two squads combined firepower to bring the beast down and in the process got a number of men badly injured from acid splash.



Whats that Sarge...over there in the ttents...


Don't know Son but lets fill it with lead....lots and lots and lots of lead


From this point all the players knew they were in for a tough fight.

fortunately more ammo was found in the tractor unit


The rest of the evening was an enjoyable romp for me as the umpire - for the players it was somewhat different. However they soon quickly learned that grenades were particularly effective in the confines of the caves and that going on overwatch as mysterious blank cards started to approach them was worthy .


Tasty....
Sentry Guns provided some rapid fire support

f**k the flamers run dry

oh dear....

Slurrrpppp

its a dead end...in more ways than one


Sadly we ran out of time to complete the game and the players didn't meet the Hive Queen who was using the scientists bodies as incubators ...but that is another story.

The Queen


If you are interested in reading one of the players accounts head here...

http://legatuswargamesarmies.blogspot.co.uk/2015/04/bug-hunt-at-shed-and-osprey-black-ops.html

Thursday, 9 April 2015

The Royal Dockyards at Chatham

 
Hi Folks
 
 
Apologies for the lack of posts over the last fortnight but I have been away on work and then took a few days off over the Easter break.
 
 
Yesterday I took Shedson round the M25 and off to Chatham to visit the Royal Dockyards, Fantastic visit and worthy of a big recommendation ! 
 
 
Just a few piccies of our adventure
 
A massive barn (covered shipyard revealed many goodies including this midget sub)
 

 

Shedson found the TARDIS !!



HMS Cavalier - a 1944 Destroyer (still in service in 1971) - you can explore all over this ship



The Victorian Ropery - over a quarter of a mile of brick buildings dedicated to rope making.
 
They use bicycles to get from one end to the other.



In the top right you can see the spinning machine coming towards us


Here it goes past - creating rope


1/48 scale model of the Jarvis Bay - its enormous and certainly shows how big 28mm boats really ought to be
 
 
 
HMS Ocelot - diesel sub built in 1961
 
 
the Torpedo room - having never been in a sub before I can testify they are small , smelly and total admiration for those who sail in them. 
 


HMS Gannet - Victorian Sloop - Sail & Steam combination


The front of the ship has one 64lb muzzle loader that can be traversed to either the front left or right porthole


Shipboard gatling gun



View across the deck



The visitors pass gives you access to three ships, the ropery all the model exhibits and loads more.
 
Great day out...






Thursday, 2 April 2015

Bad News on the Water Front

Hi Folks

Dropped in to Homebase yesterday to buy some more Oxford blue tiles for a planned project.

Aaaaarggggghh ! They no longer stock them. I even went on the internet site and the product has been delisted.

These were the best tiles to make easy rivers

Cannot believe that these are no longer available...



Sad news in the Shed...

I now have to find an alternative....;-(

Wednesday, 1 April 2015

A VBCW AAR - The Retreat at West Clandon

Monday night saw the return of the Very British Civil War to the Shed.

R,J & M all joined me for the action (must give them pseudonyms !).

Because they are all either returning from work or waiting on spouses to return from work games typically start around 8pm but this time I started something different. I stated in advance that the game would start as the first person arrived with new commands added as the others arrived and these would be fed into the battle.

This worked rather well as J & I kicked off proceedings at 7.30pm and managed to play five turns before R arrived. R joined J in leading the Anglican assault on the BUF held village of West Clandon. I had to wait until 9pm until M arrived. He had to talk to a decorator ! all very British Civil War.

The scenario was established as an attack versus defence game. The BUF having been pushed back from Guildford were in retreat and had to prevent the village of West Clandon being overrun. The BUF was outnumbered 3 to 2 once all the forces were on the table but given M's late arrival much of the time the League enjoyed a 3 to 1 advantage. 

The photo below shows the village of West Clandon in the distance - the League are attacking from the two roads at the bottom of the picture. The board was bisected by the railway line. Wheeled vehicles could only cross at the level crossing.


To further compound the BUF 's misery they were in retreat and had not established a defensive line. My initial forces would start on the level crossing and their reinforcements (commanded by M) would enter from the edge of the village.


A few shots of the battlefield before the battle kicked off...





The BUF in full retreat over the level crossing, a panzer 1 covering the rear.



The Leagues forces enter the battle field - fire is exchanged between the light tanks. Rounds bounce off the Panzers armour.



Out numbered 3 to one by the League forces the Panzer 1 retreats rapidly across the crossing.



BUF AT Gunner set up and open fire on the lead League tanks


 
Immobilising the front armoured vehicle (the tracks fell off !)



The BUF infantry prepare to defend the crossing..



The League establishes a mortar base on the higher ground (my new hills) outside of rifle range and start shelling the BUF positions



League Infantry establish a firing base in the building next door to the rail crossing and begin to pour fire into the retreating fascists
 
 
In rapid succession my defensive elements are wiped out by concentrated League Fire and I begin to head back into the village. 
 

BUF reinforcements arriving by Bus...





League infantry advance up the BUFs left flank.



The Pillbox overlooking the rail crossing sends out a stream of lead...



Before being enveloped in smoke



Allowing R's League troops to advance en masse into the outskirts of the village




J's forces overrun the pub and take out a rather useless sniper.



The forces charge out of the pub and close assault the BUF's lone armoured car


The league keep pushing forward - armour advancing down the BUF's right flank


A furious firefight erupts between the armoured forces and once again the BUF tanks brew up.


 
By now M has his forces in position..


But its all too late as League forces enter the village


The two League commanders survey their victory...











 

A cracking game - only briefly told in the pictures.

Until next time