Tuesday, October 18, 2016
We played a points based (300 each) 'pick up' style game with Stephen using Russians and I the French.
A very enjoyable game once Stephen got the basic concepts of the rules and quite fast flowing as well.
We both feel they are a good set for Divisional size battles with enough period fluff/chrome to satisfy without being overly complex being slightly less involved than General De Brigade.
We used all optional rules with exception of the Orders section.
Again only real gripe was finding relevant rules and keeping abreast of the Basic vis Optional rules although the latest version of QRS and my reminder sheet both helped.
Not best pics as poor light and phone camera.
Thursday, October 13, 2016
I set up a Seven Years War Prussian vs Russian bash and used Field Of Battle 2 rules as they are so easy to teach the mechanics to a new player.
Game turned into a cracker with plenty of action and events.
Prussia had the ascendancy initially as their superior cavalry arm saw of their Russian opponents in short order.
However Russian foot proved devastating with their shooting and Prussian losses mounted with several units routed in a single turn of horror and bloodshed.
Prussians tried to turn Russian right flank but fell foul of a Major Morale check after running out of Army Morale Chips and the game ended.
Great to get back to gaming after an enforced hiatus.
Sunday, October 09, 2016
My time enforced gaming 'hiatus' continues but did manage a brief sojourn to my Dads where we played two more Combat Commander: Normandy games.
First was behind Utah beach with US assault on Crisbeq battery and the second a FFI (with unique SAS Commando unit) encounter with some Osttruppen near a Chateux in Brittany.
Both allied wins.
Sunday, September 18, 2016
Been absolute dearth of gaming time this last few weeks with not so much as a single miniature even some much as fondled !
However on a brighter note my son Steven is back from England for a spell to undertake a plumbers course.
So he and I had a game with my Dad of The God Kings and nice card driven game of the WeThe People/Hannibal ilk.
We only managed to play 4 full turns with the first being rather slow as we learnt the game but things went pretty speedily thereafter
A very nice game none too complex with some nice card effects even if some of the card names and map locations are odd/tongue twisters.
We will come back to this one again
Sunday, September 11, 2016
Bugger all time for gaming this past week but thankfully managed an evening of Combat Commander with my Dad.
Another two Normandy scenarios this time with British storming ashore at Sword Beach and Canadians facing HJ at Authie.
Yet again a superb time had with this game and honours even as I narrowly failed to defeat the resistance nest WN20 at Sword but held of the dreaded SS at Authie.
Sunday, September 04, 2016
Played another three scenarios with my Dad of this superbly entertaining game.
All three featured in and around Omaha beach pitting Yanks against the Huns.
All three went to the wire and were hotly contested.
Yanks won two the Huns one.
Great stuff yet again.
Tuesday, August 30, 2016
This yielded 15 units for my lot and 12 for Romans although in hindsight I would have been better with one unit of 4 Elephants rather than the 2 units of two which are a tad brittle.
I defended and we set up in plains which yields minimal terrain options.
Romans had large area of Rocky Ground protecting one flank I had a smaller piece and a Rough Hill was only other item that remained on table (like FOG opponent dices to move/remove terrain one places).
We both had 4 Generals and both had a Talented CinC , 2 Competent and 1 Mediocre Sub-Generals.
Being mostly mounted Persians won the Scouting 'battle' and so Romans deployed groups first (Ala FOG its an alternate deployment in batches of 4 or so).
Romans moved first and we pretty much plowed into each other.
The Legionaries are very tough in MEG with Impact Weapons, Protection (Armour and shields) and in this case Darts and Integral Archer support (useful factor when defending against Mounted charges) and being Drilled (equivalent of good Regular training) troops the maneuver very well doing most things on Green or better cards.
My Cavalry were mostly Formed (poor Regulars or Irregulars) so not such fancy dancers needing Yellow cards for several moves.
I had a couple of Tribal (poor/clumsy Irregulars) units including the Elephants which essentially go ahead only unless one of the rare Red cards is utilised.
The use of the cards to Prompt charges/moves with various units types and classes was much easier to grasp this time than last (practice makes perfect) so this part of game really flowed.
We had a lot more shooting and melee than in the last game and so got into the nitty gritty of the combat system.
Pretty intuitive stuff when it comes to tactical advantages and weapon interactions (but much simpler than FOG) and the use of special dice works very well to (akin to Command & Colours board game to a degree).
The Legionaries and Auxilia showed their mettle against all but my unit of Superior Cataphracts with the advantage generally in their favour.
The mostly rolled Green or Yellow dice whilst I rolled White (flipped vs Cataphracts).
My Elephants suffered by being on 2 base units as all units in MEG are routed/destroyed on reaching 50% losses, so loss of one 'Nellie' in each unit caused 'Kill A Base' tests on units within 3 Base widths (all measurements are in BW in MEG).
The game was pretty bloody for us both but the Persians cracked first upon losing their 6th Tactical Unit (loss of Skirmisher type units does not affect Victory as such).
We really enjoyed the game today as we got into the rules much more with a greater variety of troop interactions and combats.
We both feel these are an excellent set of rules that will vie with ADLG as our go to Ancients set.