Posts tagged ‘28mm’

The Raid on Wurstdorf – Honours of War Scenario

words & pics by Stuart


HOW are proving an excellent set of rules. Last night we played this scenario from the HOW forum as I hadn’t had a chance to put together something of my own. You can find it here HOW Forum

We used my Russians as the Pragmatic army and a mix of Hessians and Hoegaarden troops for the French.

An excellent little scenario for a great club game. The “French” achieved their objective of scoring the forage, but the “pragmatic” forces broke their army in the process. A somewhat Pyrrhic victory.

Highlights included the early destruction of the French advance Dragoons following a spirited charge and follow up by the Kuirassier. And on the last turn a death or glory charge by French cavalry into the hussars only to be shot up badly on the way past by musketry which caused heavy casualties and lead them to being destroyed.

Some piccies below!

Club Night – Tuesday 6th January, 2015





Current plans are to hold a game of Brother vs Brother which is a skirmish game covering the American Civil War using 28mm figures. The game is ideally played as a 1 vs 1 or small teams per side which will leave plenty of room for others to setup something else if they wish.


Hope to see you all there.



After Action Report – Bolt Action Game Day – Monday 29th December, 2014

A Big Game and a Bon Voyage!

written (and pics) by Stuart

My local club wanted to organise a big game over the xmas period to give one member a send off as he was departing for a cushie job in Paris!

We have a lot of Bolt Action stuff, it’s easy to play and remember too so I quickly put together a series of three linked games with a narrative combining them whilst the other guys concentrated on pulling the venue, figs and terrain together.
I knew that we had a Pegasus Bridge board so our first game was a night time attack by British Paras. To throw a couple of spammers in both sides works however added a rule that if a unit hadn’t fired it couldn’t be seen due to the darkness until it was within 12″. Give that the german defenders of the bridge had to get a chance to fire and the British had to get a chance to cross the bridge I made the defenders Osttruppen but gave them attached MMG’s. Great for shooting, but only if they pulled themselves together and had targets close enough to see! Meanwhile the darkness rule meant the Brits actually had a chance of capturing the bridge.
The first squad tied down the Germans on the south side whilst the other two pounded across the bridge. After taking some casualties to mg fire first one squad then another decoded the best thing to do was to assault the german foxhole! Result masses of spend brass casing and a bunch of dead para’s!
However the section on the south side of the river had by now caused the poor Osttruppen some serious damage and so at with both sides at tipping point we called it a draw……, cleared and reset the table and went for lunch!
The second game saw the remaining para’s form the recce team for the allied advance across some french countryside. Two jeeps
and a Tetrach light tank led the way, backed by 3 Sherman’s and 3 squads of regular infantry.
However the Germans seemed to be aware of their advance and cunningly prepared a pak40, panzershrek and mmg team amoungst the hedgerows. One squad of Fallshcirmjaeger took over a farmhouse while a second squad escorted two StuG III’s through the hedges.
The Germans bided their time as the first jeep drove past and opened up the Pak40 on the Tetrach. The poor crew were deafened by the shell piercing the thin armoour of the tank, but it survived, the jeep however came to an abrupt stop as it rounded the corner, and came face to face with a StuG. The driver slammed in the break and shaved the gears into reverse, moving back up the road and into the driveway of the farm…..Ooops! Shot at by its occupants the crew jumped out and dived thru the hedge, assaulting the gun and killing the crew but were then hit by fire from the farm.
As the Brits became aware of their enemy they tried calling in artillery support, but the confused message resulted in the rounds landing on top of their own men. The Tetrach recovered but couldn’t reverse off the bridge and caused a roadblock as the StuGs moved up. The supporting British infantry fanned out into the fields but were hit by the MMG. Chaos reigned and casualties mounted and in the end the Brits called off the advance and headed back the way they came.
1 Draw, 1 Axis win.  All to play for in Game three!
By now we were pushed for time and revised the scenario to reflect that. The British were now advancing on a small town which, according to Intel, was being used to store something important in the church vaults – a chest of Gold bars.
This time the allies thundered in and the defending german para’s gave them merry hell as the advanced, using the church as a strongpoint and blazing away. However it didn’t take long before the Brits were approaching the main square.
Two Sherman’s advanced on either side of the church towards a large german tank, sitting immobile with damaged running gear. One sherman got a little ahead of itself and poked out round the side of the church. The driver was horrified to see the tank was in fact a King Tiger and its turret was rotating toward him!
The gunner, made of sterner, stuff slammed a round into the breach and fired – just as the tiger got off its shot and the sherman blew to pieces in the street, taking out part of a nearby house. However it got a lucky shot and its 75mm round pierced the side armour and knocked out the Beast!
By that point we’d ran out of time….
The church door opened and a Fallshrimjaeger officer stepped out with an offer. Let them go and they’d split the gold, make them fight and they’d blow the church to pieces around them….
The Brits, tired and in no mood to tangle with such an obvious head case agreed! By nightfall the two sides were heading into the countryside with some rather shiny gold bars…..
All in all a great send off for Ross and a great set of games! Much laughter, silly accents, jokes, movie references and lines were expended during the day and who could ask for more?

Club Night – Tuesday 10th June, 2014


Current plans for this evening is to run a couple of different WW2 skirmish games using Bolt Action.

John, Andy and Ross will be taking along a selection of their collections to use.

This will leave space for another game should anyone fancy putting something else on.

Hope to see you all there.


Club Night – Tuesday 22nd October, 2013


Following on from the 1st full play-through of the Bruneval Raid scenario we’re going to re-run it again this week including some more lessons learned from last week!

Edited Map

We need 5 willing participants and 2 umpires to run the game properly so the more folks we can get along the better, so let us know if you’ll be along this week.

Hope to see you all again tonight.


Club Night – Tuesday 15th October, 2013


Following on from the 1st play-through of the Bruneval Raid scenario we’re going to re-run it again this week including some of the lessons learned from last week!


We really need some decent numbers to allow us to play the full game so if you could make it along tonight that would be great!

Hope to see you all again tonight.


Club Night – Tuesday 17th September, 2013


We’re back to meeting from 7 to 11pm at the Oldmeldrum British Legion; however the price of the room rental has increased from £10 to £19 per night – as a result we need to get at least 5 members per week to make this wok financially. If we can’t keep up the numbers we’ll either need to stick to 6-10pm or increase the weekly fees.

Plans for this coming week are as follows:

Table 1:


Mike will be putting on an early war Bolt Action scenario using his French and Germans. Mike has figures enough for a decent 1 v 1 game.


At the moment nothing else is planned; however there will be boardgames available should you wish or you can take along your own figures for a game! In order to gauge numbers can you please respond to the embedded poll.



Hope to see you all tonight.

Best regards,


Tuesday 12th March, 2013 – Debrief


Another enjoyable night at the club………


‘Napoléon’ is a classic boardgame of the Hundred Days Campaign. It was first published by Gamma 2 Games in 1974 and the second edition was published by Avalon Hill under license in 1977. The version that we played on Tuesday was a third edition, revised and published by Columbia Games in 1992. For the 200th anniversary of Waterloo, Columbia Games are printing a fourth edition that will be published in June.

The game is played with wooden blocks that have combat strengths displayed on the edges facing the player. These are moved on a board that is a stylised map of NE France and Belgium with a network of major and minor roads that have block limitations. When blocks contest a town or village on the road network, play is transferred to a battle board. The object is to defeat each national army by eliminating 50% of their blocks by battle or in the case of the French, by seizing supply bases: Ghent and Brussels for the Anglo-Allied and Liege for the Prussians.

On Tuesday the historical deployment option was used. The Emperor decided upon a variant of the historical plan, sending out a flying column to threaten Ghent to divert Wellington from the centre, while advancing in the centre with his main army up the Brussels axis. In the opening moves, the Anglo-Allied forces retreated before the French vanguard. However, the Prussians concentrated quickly and made a pre-emptive strike at Chalerois. Blucher had out-humbugged the humbugger!

The Prussians concentrated their cavalry on the left wing and set up a grand battery in the centre. They were vastly superior in cavalry and it may have been to the French long-term advantage to retreat to Quatre Bras and take retreat attrition losses, but he hoped that his reinforcements would compensate for the initial losses that were bound to result from the all-out Prussian attack. Without his cavalry, Napoleon’s tactical options were limited and Blucher pressed his attack relentlessly. Eventually, the French morale on the right wing crumbled. The Emperor was defeated!

Technically, the issue was still in doubt because more than 50% of the French blocks remained on the map but the odds were against a recovery and Napoleon conceded the victory to the allies. Marshal Vörwarts had won the laurels (and some historians would say about time too).

Wellington (Mike): We've Humbugged the Humbugger!"

Wellington (Mike): We’ve Humbugged the Humbugger!”

French apply pressure on the British & Allies on the road to Ghent.

French apply pressure on the British & Allies at Nivelles just south of Waterloo.

Blucher overwhelms the French forces....

Blucher overwhelms the French forces at Charleroi….

STRATEGIC LESSON: If you split your objectives or make a false attack, be prepared to make retreats as well as advances. If you’re unsure of victory…..RETREAT!

TACTICAL LESSON: In an army group ensure that you have a balanced mix of the combat arms to cater for the unexpected.

GAME VERDICT: You don’t have to be a Napoleonic buff to enjoy this game. Each deployment results in an entirely different situation with more variables than a game of chess. Although the special board makes battles abstract, it does capture the “feel” of Napoleonic tactics, better arguably and certainly faster than some miniature rules do. There are interesting optional rules of Command Control and Corps Integrity that we have not explored yet. There are no rules for the Imperial Guard in this edition although these blocks are specially depicted, but in the coming 4th edition Guard in all armies have increased firepower (F2 instead of F1). All in all, ’Napoléon’ is a splendid campaign game that can be played in an evening that packs a lot of excitement into a box.


Hope to see you all soon.


Club Night – Tuesday 12th March, 2013


Plans for this week are as follows:

Table 1: 28mm World War 2

Forces: British Para’s vs German Wermacht

Scenario: Normandy, June 1944

Rule Set: Bolt Action by Warlord Games

Ross & Roger will be running a small scale skirmish with space for extra players.


Table 2: Napoleon – Board Game

Forces: French vs British, Prussians and Allies

Scenario: Waterloo Campaign – 1815

Rule Set: Game published by Columbia Games

Alistair will be running a board game depicting Napoleons ill fated 1815 Campaign. Places for 2 further players available.

Tuesday 5th March, 2013 – Debrief


Another enjoyable night at the club………

Table 1: After Action Report by Alistair

This week the Pike and Shotte table dabbled with the early Renaissance period in a very loose recreation of the early fighting on the Flodden battlefield of 1513. In reality the play was another rules run through, introducing LARGE UNITS. MEDIUM as well as LIGHT ARTILLERY and SKIRMISHERS.


The English vanguard comprised an arquebus unit of twelve mercenaries, two archer units of eight and 16 billmen from Admiral Howard’s fleet, 20 levy archers, a large unit of Border Horse, twelve doughty demi-lances and light artillery. The Scots had three large 36 man pike blocks, a 24 man warband of “highlanders” and medium artillery.


The Scots tried to emulate the echelon attack theory, but their command was not equal to the task on this occasion. The highlanders charged in admirable fashion but having blown a gasket getting there, were frustrated by the evading tactics of the arquebusiers. In the centre the Huntly’s attack stalled, while on the right, Home’s pike block was devestated by Howard’s bowmen. Meanwhile, the English cavalry were not idle and carried out a two-pronged attack on the artillery. Although the artillery could be powerful in defence, it was isolated and failed to stop a swarm of Border horse. Its destruction also signalled the flight of Home’s pike, ending the game with an English victory.


How do you beat an echelon attack?
Play the same track backwards.

Table 2: After Action Report by Ross

This week saw Roger begin his campaign on the high seas with his motley crew.

We decided to run the “capture the Governors daughter” scenario as a starter for 10. Roger picked his crew and set about his dastardly attack on the Governors mansion. After making good headway and killing off some of the outlying guards he became unstuck by his inability to hit the side of a barn from 10 paces. This coupled with a rather unbelievably staunch defence by the sergeant of the guard saw the captain and the remainder of his crew scurrying back to his pirate hideout.


Although he didn’t quite manage to carry off the Governors daughter he did manage to make a few doubloons and save the majority of his crew in the post game “what happened to my crew rolls”. His band of treacherous thieves will sail the seas again!


Hope to see you all soon.