Sunday, 3 August 2014

Veterans night at VÄS

Last Friday we had a Veterans night at the club, meaning only 18+ of age and alcohol admited.

I brought my French Napoleonic fleet for a game of Trafalgar a rum (for giving out extra ransons to the crew...) and some of my Death Korps of Krieg for a game of Kill Team in 40k.

Rum for the crew and Cognac for the Officers...
We played a game of Trafalgar where each player had command of one ship and we played French vs British.
We as the French had the mission to bring down the enemy flagship and the Britishs mission was to brake our fleet.



The British had a good start and the French had a realy lousy start.


By now three French ships where on fire, two of them was out of the game.
Its a bad thing to blame the dices but this game was the most extreem game of bad dicing for us an really really good for the British. We laughed about it and at one point I made a joke that the next broadside the English was about to fire would result in 3 sixes out of 4 dices, the result was four 1 but as the British goot a really really good special rules of rerolling their 1 (amongst many special rules...) and that reroll sure enough was with 3 sixes...

 We thought we had managed to corner the British flagship between the island and our guns.

French 3 class on fire resulting in a powder explosion.

The French navy was defeted. Not many ships still in action. If we had managed to just play another round things should have looked somewhat better with the British flagship would have been beached, taking damage from the rocks and a sitting target. Not that it would have made any real difference as we hadn´t enought guns left to bring.

This is a really fun way of playing Trafalgar, maybe next time each player could command two ships instead as loosing your ship early could be a litle booring. In this game that was not a problem as the French ships was set ablaze with a alarming rate.



Kill team is a adaptations for playing 200points game of 40k.
With the ever rising prices of warhammer this is a good way of playing 40k.

 Three Death Korps hold the objective (named Ilsa...) and have a nice fire possition.


 Death Riders in protection. Good thing they all have performed on horseshows...


This bike was really enoying... With Toughnes 5, 3+ armour and a 5+ Feel no pain (Special Kill team rule) Mathias did manage four Feel no pain rolls and he just didnt die...

But after enought men sent against him he finnaly got smashed in a bloody pulp.
Victory for the Death Korps in the name of the Emperor.

Kill Team is a interesting way of playing 40k and I can see me playing further games.


Thanks all for atending.

Sunday, 27 July 2014

DAK Panzerspähkompanie vs American Armored Rifle Company

My friend Tobias and I played a 1750pts game of Midwar Africa. He wanted to try out some of his new tanks. And I wanted to play with some new speedpainted SdKfz 231.

My commander takes cover from the heating sun and the American tanks.

My small unit of PaK38 are ordered to hold the forward objective. This might not have been the best idea but with half of my units in delayed reserves my line was scrawny thin. As I didn´t get any infantry my list compromised mostly of armoured cars and antitank guns and artillery. I deployed the guns and counted on getting the cars just in time.
 

Initial enemy lines closes in tanking some small casualties in the meantime.

A risky plan that didnt work out, trying to take out his AA with a three plane strong attack wing.

 Somehow a lone PaK38 managed to knock out two Shermans and bailing another... Perfect.
A unit of PaK40 deploy from ambush and combined with my 88s American vehicles are being lit to fire. But will it be enough, enemy infantry have now dismounted their transport and are heading to the forward objective by foot.

A lone spotter firing his rifle and managed to snipe out a enemy platoon commander.
The enemy moves forward assaulting the PaKs holding the objectives and things starts to look really bad for me. The commander of my PaK40 team moves forward but isn´t in reach of contesting the objective.
But luckily for me my Company Commander manages to get into reach with his small armoured car. Bying me another turn. In the meantime artillery, Pak40 and the dreaded Acht Acht are pounding enemy infantry at the objective. Some say overkill to blast enemy infantry with big guns but thats all I got.
Somehow my Company Commander did survive but being bailed out he could no longer contest the objective but by now my PaK40 platoon commander was in range bying me yet another turn of game play.

Next up I managed to bring forth some reinforcements, finally my armoured cars starts to arrive.



Some Bf109 flying low tank hunting.

Yet another unit arrive from reserves, a PzIV platoon. Things starts to look really good for me instead.


 Enemy 2iC are disposed of and his burning jeep is full of holes.

My Commander has not yet managed to bail in again. I guess it takes some time getting all those maps together and sorting them out after all the enemy shooting.


And lastly my SdKfz 221 unit arrives to seal the deal. A Victory for the DAK, things did look extremely bleak at one time and not having any infantry to dig in on the objective might have been a bad idea. But reinforcements arrived in the nick of time and saved the day.


Thanks Tobias for the game, this was to tight.

Friday, 25 July 2014

D Korps vs Imperial Guard, Zone Mortalis AAR

A couple of days ago my friend Håkan and I had a go at the Zone Mortalis rules for 40k.

I would be using my Death Korps and he his Imperial Guard (yes I will continuing using that name instead of the silly new name they have started to use so they can copywrite it...)
We would be playing 700pts on a 4´x4´table with Zone Mortalis terrain.


Enemy have advanced and I have opened up a couple of doors to get clear firelanes.
We ruled that the doors could only be opened from the side with a computer panel, they would be looked from the other side.
Good thing all my Death Korps are equipped with Krak grenades from start. Well its embedded in their cost so I guess Its a bad thing as Im not allowed to choose and thus try to keep the cost of the units down.



 A fierce firefight start with me sending in the a Firewasp (a sort of drone that you can get in Zone Mortalis) and my unit of Grenadiers, packing flamers and Heavy flamers... This is going to lit up this cave complex for sure.




Enemy stormtroopers and Sentinel ahead. I have a Firewasp infront of my Soldiers so it can soak up some damage and by that sparing some soldiers that will be most needed later.

Enemy sighted at the end of the corridor. Seconds after this picture was taken one of my Heavy Bolters would open up fire taking one of the enemy Guardsmen out.


One of the Firewasps and the Grenadiers.

Enemy soldiers rushing through a door.


A Cave in, the enemy Stormtroopers got caught in the falling rubble.


 Finally some reinforcements.

 Enemy Sentinel on fire by a combined Plasmagun and Krak grenade attack. Huzza

Fire position of the Heavy Bolters.
 


Enemy reinforcements, this those not bode well for my Grenadiers.
 
The wounded Firewasp have taking shelter behind a wall as Los Generalos with his guards looks at the now burning hulk of what was a enemy Sentinel.

My Grenadiers have almost cleared the room and are on top of the objective. Huzza...

But they know they are in for a world of hurt. My Grenadiers was swarmed from all sides, I thing their was something like four units and a Sentinel on them.

Another cave in. This time precisely at the bottleneck where my reinforcements moving in to join the fight. Darn...

It left a large hole in my units.

I shut the door just as enemy forces would enter, this will keep them for at least a turn. Hopefully this and the Grenadiers attack have bought me enough time to counter this mayor enemy push.


He are through, the door at least bought me a extra turn. The door blasting squad was taken out in the initial combat, in return I lost my second firewasp.

Seen in this pictures are his Stormtroopers literally storming through the doorway.

He did managed to get through the doorway and attacked my Heavy bolter team but they survived with only one heavy team lost. He tried to charge the heavy team but the range was to long and they didnt make it and so in the meantime my reinforcements got in. Especially important was a unit of Engineers packing a Flamer and a Heavy Flamer, they would clear out anyone foolish enough to still be standing in that doorway trying to get in. With his Stormtroopers taken out and the Engineers clearing the doorway the objective was mine. And with that as the last turn Håkan had no time left to try to force his way in.

Victory for my Death Korps... Huzza