Most young boys (and some adventurous girls) play with Toy Soldiers; some never stop! I'm proud to say that I am one that never has stopped. Toy Soldiers, painting the figures, history and miniature wargaming is what this site is all about. May the God who gives encouragement give you the same attitude of mind toward each other that Christ Jesus had, so that with one mind and one voice you may glorify the God and Father of our Lord Jesus Christ.
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Saturday, February 27, 2010
The Age of Marlborough: When men wore lace, wigs and high heels - and were proud of it!
This is going to be a big game using the rules Volley and Bayonet: 52 Infantry units, 32 Cavalry units plus artillery. This should be a great game in the finest traditions of linear warfare. Now a few teaser photos as the French and Bavarians start to muster their forces:
Friday, February 19, 2010
The Lord of the Rings: Raid along The Old Forest Road
In this battle report, using the First Edition of The Lord of the Rings Strategy Battle Game, the Forces of Evil ("Bwah Hah Hah!") will be led by myself and Honorable Son #4 will lead the men and elves.
The Uruk-hai have 2 Uruks with two-handed weapons, 4 Uruks with hand weapons and shields and one Uruk with a banner. In hand-to-hand combat, two-handed weapons have a -1 to hit; but, if you hit, allows you a +1 to wound. If a combat is within 3 inches of a friendly banner, you can re-roll one die from the combat.
As the leader of the Forces of Evil ("Bwah Hah Hah!"), I would be remiss in not bringing along my favorite figure, Tom the Troll. The Forces of Good do not like Tom the Troll.
First the Men:
Leading the men defending the village of Cale Running is . . . uh, well, they don't have a captain. The men all have hand weapons, shields and throwing spears.
As the home team, the men of Cale Running quickly barricade the main road into the village to keep the nasty uglies out.
Co-Captains for the Elves will be Delrond in heavy armor and armed with an Elvish blade and Legoflamb, captain of the archery team. Elvish blades can be used as two-handed weapons or as a regular weapon.
In the rules, usually the Good forces move first and this game will not be an exception. In subsequent turns, the opponents will roll one die for "priority" to see who gets to move first, shoot and fight. Heroes have the option of changing the order through heroic actions.
Combat happens when figures are in base to base contact; whoever rules the highest die wins. If a tie, the figure with the highest fighting skill wins; if both have the same skill roll another die: 1, 2, 3 the evil wins or a 4, 5, or 6 the good guys win. The loser of the combat moves back one inch and then there is a another die roll to see if the loser takes a wound. The score needed is based on the strength of the winner vs. the defense rating of the loser. If the loser gets trapped, i.e., can't move back, then the winner gets double hits. Most figures can only take one wound and are removed once "dead". Heroes and larger creatures usually have two or more wounds.
Spearman in the second rank can also give you an extra attack. And now to battle!
Turn 1: The majority of the elves on their left flank emerge from Mirk wood forest while the elves without armor emerge from on the right flank led by both captains! Hmmmm, the Evil player thinks, could this be some trick?
The hedges do the trick, protecting the orcs. Tom the Troll, also protected by the walls and building decides it's time to "get some back." He leisurely leans over, picks up a rock, and throws it at the elves. Scratch one elf.
A good game! The evil side seem to be winning the game thought the tide slowly shifted as the elvish archers got into good firing positions to take advantage of the open fields of fire. I knew the orcs were going to lose when I goofed and had two open flanks which Honorable Son #4 took advantage of with a heroic move. Having two heroes to fight the Uruks didn't hurt either.
In hindsight, I should have kept my orcs as one force and stormed the village and then hopefully fight off any counterattacks. Honorable Son #4, though frustrated initially with the lack of progress and the dwindling force of men, held tough and eventually forced the minions of evil to run away screaming like little girls.
Again - a good game!
Wednesday, February 3, 2010
Games and Scales I play: Middle Earth. Part 2.
Tuesday, February 2, 2010
Deutsches Afrikakorps (DAK): The Africa Korps
Here is the reason I have to wear my DAK field cap to win, the Austrailians are just plain tough!
Hauptmann (Captain) Josef-Willhelm Rettemeier leads 2.Kompanie. After the war, Rettemeier commanded a Panzergrenadier Brigade in the new West German Army.
The rear two tanks are Panzer IV's.
You get the feeling I like tanks?
Generalfieldmarschal Erwin Rommel, "The Desert Fox". Rommel is mounted in a Sd Kfz 250/5 half-track named Greif. Grief has a double meaning in the German language meaning both "Griffin" and "Attack".
"Herr Generalfieldmarschal, the Austrailian criminals stole our beer right here!"
This is the stand that represents me: The mighty Hauptmann (note the commanding pose) of 4.Kompanie, 2nd Bn, 104th Panzergrenadiers, 21st Panzer Division. That's my snazzy car behind me, a Kfz field car.
Panzergrenadier platoon with Kfz 70 trucks for transportation. I currently have 2 Panzergrenadier platoons plus a machine gun platoon in my Kompanie.
Here are some captured British trucks being used. Note the oversized cross and flags for recognition to avoid friendly fire.
The 2nd Panzergrenadier platoon.
The German Heavy Machinegun Platoon.
PaK36 3.7 cm light anti-tank gun platoon.
This is what made British and other allied tankers wet their pants, the dreaded 8.8cm Flak 36 gun. The "88" was designed for an anti-aircraft role, but the Germans figured out that it was an excellent anti-armor gun. It could penetrate the armor of any tank.
Crew working the guns.
This is the Sd Kfz 7 (8t) half-track used to carry the crew and tow the guns.
The back of a Kfz 70 truck. The D with the horizontal bar was the division symbol of the 21st Panzer Division.