Showing posts with label 28mm. Show all posts
Showing posts with label 28mm. Show all posts

Thursday, 30 May 2024

0200 Hours: Airfield Raid

02 Hundred Hours is a skirmish wargame focusing on night-time raids in World War II. If you see yourself as the SAS setting demo charges to blow up a lorry or as the Landesschützen investigating suspicious  sounds emanating from behind the oil drums, then this game might be for you.

A pair of SAS troopers survey their handiwork

The SAS team  comprised Officer, Sergeant, Demolitions expert, 2 Troopers and a Pair of troopers at 26 points

The Luftwaffe had Sergeant and 5 Pairs of Sentries on table plus Officer, 2 Dog Handlers and 6 Single Sentries. These come on as reinforcements when the alarm gets raised. All at 30 points

The SAS mission was to destroy the fuel dump, the ammo stores and the 3 planes.
The Luftwaffe mission was to stop the SAS or kill half of them.

View of the airfield from the road

View of the airfield from the ammo stores

The SAS enter near the fuel dump, immediately kill a pair of sentries and lay charges by the fuel dump

Alerted sentries make their way to the fuel dump.

Maybe not so alert. The German Sergeant and two sentries looking elsewhere

The SAS Demo expert must have gotten excited as the charge explodes prematurely.

The Alarm goes off and the Germans start to get reinforced

The German officer comes face to face with the SAS Demo expert and a trooper
The eye tokens indicate who is visible and who is covert. Only visible targets can be shot at.
The SAS officer hides round  the corner but made a noise earlier hence the eye token.

The German officer is added to the long list of defender casualties

One of the German reinforcements, a dog handler, also becomes a casualty.

The SAS Sergeant has sneaked up the righthand edge of the table and laid a demo charge in the ammo store. Although he is out in the open, he has not made a noise to alert the guards to his presence. 

We left the game there. Only 2 of the 5 objectives were destroyed, just under half the German force were casualties and none of the SAS team were injured so a slightly partial victory to the SAS. 

Shaun painted the figures, vehicles and planes. He also put together the very nice scenery.

I can see this game lending itself to other periods such as French Indian Wars and Star Wars. 

A full description of the game can be found at Boardgame Geek and the game is available from Grey For Now Games 





Friday, 14 September 2018

Napoleonic Liberdy: The raid on Rider au bord de la mer

Owain put on an excellent 28mm Napoleonic skirmish game set in south-western France in 1814. We used Liberdy , our home-grown skirmish rules.
Capt Pickleton and his troops engage the troops of Capt Escargot and Lt Picard

British forces

Captain Pickleton, a Sergeant and 4 Line Privates
Ensign Fotheringay and 5 Line Privates
Sgt Smollett and 5 Line Privates
Sgt Obediah and 4 Riflemen

Objectives
1. Capture the docks intact
2. Capture the town magistrate and the port official
3. Stop any French troops escaping via the docks

Just another day in the sleep port of Rider au bord de la mer

French forces

Capitaine Escargot and 5 Légère
Sgt Chef  Grenouille and 5 Légère
Lieutenant Picard and 5 Ligne
Lieutenant Roquefort and 5 dismounted Dragoons
2 Supply wagons

Objectives
1.Get the supplies to the docks
2. Hold up the British as long as possible
3.Take as many boats as possible to hinder the British
 French troops under Lt Picard await the arrival of the supply wagons
and the same from a different angle
Capt Escargot sprints his troops into the town
Capt Pickleton and Ens Fotheringay rush to the docks
Capt Pickleton engages Lt Picard in a scrimmage
Capt Escargot takes up a position to aid Lt Picard
The supply wagons arrive escorted by Lt Roquefort's Dragoons
and the same from a different angle
British riflemen take up positions in the churchyard whilst Sgt Smollett's troops engage Sgt Chef  Grenouille's Legere in the middle distance.
Ens Fotheringay sees his men fall in a withering hail of bullets from Capt. Escargot's troops
Sgt Obediah's Riflemen advance to help Ens Fotheringay
Sgt Smollett's depleted troops follow up the Riflemen but Lt Roquefort's Dragoons can be seen across the town square
Capt. Pickleton's troops start to lose the firefight
The good townsfolk of Rider are not overly concerned by the action developing
With the help of the Riflemen, Capt Pickleton charges the boat whilst the Dragoons try to intervene
Sgt Smollett and Sgt Obediah push their troops towards the boat
As his men are shot down Capt Pickleton attempts to avenge Ens Fotheringay's death
Capt Escargot backed up by Sgt Grenouille engage the surviving Riflemen
Capt Pickleton forces his way onto the boat closely followed by Sgt Smollett
"The blood fell from the decks, like a river it did run"
Lt Picard deals a mortal wound to Capt Pickleton who falls next to Ens Fotheringay
Sgt Grenouille arrives to seal the fate of the British forces

A cracking game that was in the balance to the last. As with every game of Liberdy there is barely a man standing and bodies litter the streets. Objectives be damned, kill the opposition then sort it out.

And for those thinking of paying Rider au bord de la mer a visit - it is quite a pleasant place
The town square
The Port master
The smithy
Supplies for the Inn
All good Bonapartists
But every town has it's dodgy characters

Thanks to Owain for putting on the game and to Cameron, Dave Mike,Paul, Rodge and Shaun for playing.

A special mention must go to Paul for his outstanding shooting skills

The rules can be found here




Sunday, 3 September 2017

Jelli Bannu North-West Frontier skirmish

Rodge put on an excellent North-West Frontier game using Liberdy, our Wild west rules.
The small village of Jelli Bannu is holding it's weekly market. Among the traders is an arms dealer who has cases of rifles for the Pathans and a British informant who knows the arms dealer's identity.
The three  British players, Chris, Paul & myself, each commanded a squad of 1  officer and 3 riflemen.  Whilst the  three Pathan players, Mike, Owain & Shaun, each commanded a group of 1 chieftain and  3 tribesmen.
The main objectives of the British are to

  • Keep the identify of our informant hidden from the Pathans
  • Find and arrest the local arms dealer and confiscate his weapons

The Pathan's objectives are to

  • Get the cases of rifles from the arms dealer
  • Find and kill the British informant.

Just another normal market day in Jelli Bannu - the British informant is at the top of the picture
The Pathans take up firing positions to cover the arms dealer - the stall with red stripes
More Pathans bring up the donkey to carry the guns away
Having identified the arms dealer the British move in to  arrest him
The RSM simultaneously interviews the arms dealer and haggles for a carpet 
On the far build the Pathan chieftain attempts to get the villagers to rise up whilst avoiding getting shot at from the cental tower
Both the British and the Pathans attempt to seize the rifles 
British Guides advance to support their comrades
Having been beaten back from the rifles the British attempt to outflank the Pathans
The Pathans make a desperate attempt to load the weapons on the donkey
The Pathan chieftain makes a brave but futile attempt to rush the British as they capture the donkey and the rifles

So honours to the British for meeting both of their objectives. As with all of our Liberdy games this one was a complete bloodbath with 4 British and 3 Pathan surviving.

The Civilian reaction table worked well with the locals running here, there and everywhere. 

We tried out some leader rules but they need working on.

Four of the players had not played these rules before but picked them up very quickly.

Rodge supplied all of the toys. He made all of the buildings and the figures are from various 28mm manufacturers.