Forum Posts

Brian H
Nov 07, 2022
In After Action Reports
This if the first of three posts about my games at Fall In. Wars of Ozz takes place in a post-post-apocalyptic Earth that has ended up resembling the Oz of Frank Baum's imagination with a slight twist, like introducing 18th century technology. Two brigades of Winkies with Skeleton and Dire Bear allies marched on the walls of the Emerald City. The defenders, two brigades of Munchkins, waited for the assault. Behind them, the perfidious Gnomes (or Nomes?), allies of the Winkies, had blown a hole in the walls of the Emerald City and came pouring out. Luckily, the Munchkins' allies, the Quadlings, had been garrisoned in the city and would counter the Gnomish ambush. I was commanding one brigade of Munchkins for the game, consisting of the named Zoraster’s Guard regiment, a Munchkin Landwehr regiment, a Heavy Cavalry squadron, and a light gun. I was facing off against a Winkie brigade which had a regiment of Skeletons, a regiment of close-combat infantry with spears, a regiment of Marksmen (the only Winkie regiment with guns), and a heavy gun. The Quadlings quickly advanced against the Gnomes, with two musket-armed regiments and a unit of Tin Woodsmen. To keep the Gnomes contained in the city, the Munchkins diverted a cavalry squadron to attack the Gnomish rear. The cavalry charge was successful, and the artillerygnomes were chases off. Meanwhile, the Winkies had moved their Marksmen to their far flank while their close-combat infantry concentrated on the center of the Munckins' defensive line. My Heavy Cavalry seemed reluctant to get stuck in the Marksmen, but they were at least keeping the musket-armed Winkies out of the fight. The Munchkin forces on the other side of the table were much harder pressed, dealing not only Winkie infantry but Dire Bears as well. The Quadling brigade was holding firm in dealing with the Gnomes, who had decided to continue pushing into the city rather than try and break out into the Munckins' flank. After taking a beating, the Gnomes began to rout back into the hole rather than run into any more of the Quadlings musket fire. My personal MVP for the game was this regiment of Munchkin Landwehr, who not only defeated the undead Skeletons but also held their nerve in the face of charging Winkies. Wars of Ozz uses a very clever set of reaction charts that are different for each faction. A unit of Munckins, for example, is likely to fire upon a unit that fires at them, while Winkies are likely to surge forward into melee. This can be modified by the number of bases lost, or if a commander has joined the unit. There were several occasions when engagements (like the above) seemed to take a life on their own as units reacted to each other, devolving into a mess of melee, musketry, and eventually failed morale checks. The game ended with a victory for the forces of the Emerald City. While the Munchkins had been bloodied, they had rallied back into a defensive line while many of the Winkie units were routing. And the Quadlings were just waiting for the Gnomes to fully retreat before they could march out of the city to reinforce the Munchkins. I had a great time while playing. The rules were easy to pick up and interesting to play, and the miniatures and table were fantastic. Chris ended up winning the "Pour Les Encourager Les Autres" award for the best game in the Friday night time slot, which was well deserved! As no one plays in my local area, I only ended up buying a regiment of Munchkin Landwehr to paint for fun, in honor of the brave troops that served so well during the game.
The Siege of the Emerald City - Wars of Ozz AAR content media
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Brian H
Aug 31, 2022
In General
Three American squadrons are ready to take to the skies!
American Squadrons content media
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Brian H
Aug 31, 2022
In After Action Reports
This past weekend the crew gathered together at Ted's to finish our refight of Corunna. From last week, the British were on the back foot, with the French pressing hard up the hill and advancing from Elviña. A round of poorly conducted charges, however, saw Steve repulse both French brigades commanded by Ted and me. Près John and loin John continued their advancing, exchanging fire with Chip's Guard brigades. I was supporting their attack with long-range fire from the artillery brigade. A poor Destiny roll forced Chip's Guards brigade to retreat. He rallied the brigade, but the British were stuck in a poor position, overlapping and unformed. One of Steve's British Battalions also routed after taking continued fire from Ted's horse artillery, but the other battalion in the brigade not only held, but advanced in the face of my French brigade. The game ened with two French retreats. Près John's charge against the defending Guards battalion failed, and Steve brought his Highlanders down from the hill to hit one of my infantry battalions that was in poor form. We decided to call it there, as GdA's timescale would place sunset (which ended the historical battle) at around turn 14. After some deliberating between the players, we decided the game was a draw. Both sides could claim a victory from the battle; the French absolutely battered the British units defending the retreat, but were still kept from sweeping down onto the transports. We'll be picking GdA up again in a couple weeks with another scenario that looks like a lot of fun! And in the mean time, I'll be sure to pick up a copy of GdA for myself.
Double Time!, Part 2 - General d'Armee AAR content media
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Brian H
Aug 25, 2022
In After Action Reports
Having had our fill of nautical combat, Ted and Chip brought their Napoleonic collections together with General d'Armee. The scenario was based on the Battle of Corunna, which saw the British retreating after a French campaign to force their enemies out of Spain. The scenario starts with a massive French advantage; three infantry brigades, an artillery brigade, and a cavalry brigade lined up against only two British infantry brigades. The British do have two more infantry brigades in reserves, but had to wait to bring them on. One of those brigades consists of two elite Guards battalions. The British also control the BUA of Elviña. The French do face one complication, however. Their cavalry brigade is on the opposite side of a river, and can only cross over once a ford is found (by rolling doubles on a pair of average dice). Originally the scenario was set for 10 turns. Post game, we discussed carrying on a few more turns as the rules the scenario was meant for has faster movement rates overall. Steve and Chip took command of the British, while Ted, the two Johns (whom I'll call près John and loin John) and myself commanded the French. Most of our ADCs went towards loin John's brigade to give them extra movement. Unfortunately, près John's brigade halted on the first turn, opening a gap between the two brigades. Loin John's brigade continued to press onwards at the French's far right flank, with four battalions in columns steamrolling directly towards one of Chip's battalions. Près John had gotten his own brigade moving, looking to close the gap and put more pressure on the British left flank. Over on the British right, Steve had followed history and moved one of his battalions into Elviña, directly opposing my own brigade. Seeing the tide of blue coming his way, Chip had his own infantry step off down the slope to meet the French columns. My own brigade managed to chase Steve's defending battalion out of Elviña as my artillery hammered another British battalion (we did later realize that this should not have happened, as battalions defending BUAs ignore discipline tests). And Ted's cavalry squadrons were continuing to search for a ford to cross at. The first of the off-table British brigades made its way on, march columns quickly moving down the road to reinforce the British right flank. At the same time, Ted's cavalry had discovered a ford, and moved their artillery battery up to cover the crossing. Chip and Steve were hard pressed by the French attack, but the Guards had finally arrived. These massive battalions of elite infantry were going to be a massive obstacle for the French, as difficult to dislodge with fire as with bayonet. With Ted and I moving around Elviña, this did leave a gap in the French lines that potentially left their artillery vulnerable. But with no cavalry and attacks on both flanks, the British were stuck repelling the French infantry instead of going after their artillery. While the Guards moved up into position, Chip had to deal with a faltering brigade after losing a battalion. Less eager to charge into combat against the fresh Guards battalions, the two Johns began changing their battalions from column into line. After taking turn after turn of artillery bombardment, one of Steve's battalions broke and routed. But his Highlanders were still fresh, and neither Ted nor I were in a position to really push yet. Steve did lose his artillery to concentrated skirmish fire, which gave the French a monopoly on big guns. After wavering for a turn, the British line had solidified along the hilltop. I did managed to put a dent into one of the Guards units with a decent Artillery Assault order. Chip demonstrated how deadly the Guards can be by removing one of près John's weakened battalions in a single volley. While the rest of près John's battalions were in relatively good order, loin John's infantry was shakier (since he had been the spearhead of the attack). In loin John's favor, however, was the fact that another of Chip's battalions broke and routed. While he managed to keep the last battalion of the brigade in place Steve's position was doing better (he wasn't outnumbered as much as Chip was), but the French brigades he was facing were much less haggard. As we ran out of time, we put the game on hold and decided to continue next week with a few more turns. It wasn't looking good for the British, but they didn't need to break the French; just hold on until sunset ended the battle.
Double Time!, Part 1 - General d'Armee AAR content media
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Brian H
Aug 20, 2022
In After Action Reports
This month's SJGA meetup saw a new gamemaster step up to the table - Chris! He was running a somewhat home-brewed set of rules based off of Fire and Fury: Brigade meant to work as a fast-play alternate for group games. We used his 1/72 scale plastic collection, perfect for recreating that 'toy soldier' feel! As befits a playtest, the best scenario is the simplest! So we had three identical brigades on both sides; an infantry brigade, an artillery brigade, and a cavalry brigade. The infantry brigades were headed by Sam and Sam, one veteran club member and the other new to the scene. I'll refer to them as Rebel Sam and Union Sam respectively. Union Sam sent his troops up the left flank, looking to block Robert's Confederate cavalry. Brandon's artillery was backing him up. I took the Union cavalry for a spin, trying to find a decent spot to slip past the Confederate lines. Rebel Sam was aiming for the fields in the center of the table, sending his three infantry regiments sprinting forward in column. Robert's dismounted cavalry was the first to engage the Union infantry, with both sides trading somewhat desultory fire and minimal casualties. Rebel Sam's infantry continued to push up the table, engaging with Union Sam's infantry and guns. My cavalry were having to deal with all of the fences along the road, slowing their movement. Meanwhile, Tim was bringing up the rest of the Confederate artillery and a reinforcement regiment of infantry. Fully set up in the field, Rebel Sam ordered his infantry into line, just as my cavalry was starting to get away. Unfortunately, Rebel Sam also discovered just how horrendous artillery fire was in these rules, as an entire regiment was wiped out. Union Sam and Brandon did a little switch at this point, swapping an infantry regiment for an artillery battery so they could concentrate on their respective arms. Rebel Sam's infantry was catching fire from multiple angles as my cavalry continued to rush towards the Confederate rear. Tim and Robert had linked up, with Tim beginning his own artillery barrage against Union Sam's infantry. After a couple lucky shots from Brandon's guns wiped out another of Rebel Sam's regiment, Sam moved his infantry back into column and started moving them to flank the Union artillery. Union Sam saw one of his infantry regiments retreat after being pounded by Confederate artillery. Both sides were being whittled down at range by the other side's artillery. My cavalry had finally swung around into a decent position when... A Confederate tank showed up?! Well, it seemed we'd gone from a historical battle to steampunk. My cavalry charged and routed the last of Rebel Sam's artillery, while his last infantry regiment was wiped out by Brandon's guns. However, Tim's artillery had mostly seen Union Sam's infantry off, and the last remaining Union infantry regiment wasn't about to move into the open where they would be run down by Robert's cavalry. With Sam's tank now outflanking my outflankers, I decided to resist charging into Tim's infantry regiment and retreated back towards the Union artillery. With both sides battered, it came down to an artillery duel between Brandon and Tim, and with a 2:1 advantage, the Union was heavily favored. Some decent dice rolling from Brandon destroyed two Confederate guns. We decided to call the game, as a draw. While we were working out some of the kinks in the system (artillery fire being far too deadly overall, for example), Chris did put on a great game. I could see these rules being used for fast group games at either the club or convention, maybe with a little more chrome to make them feel more period specific.
Bollock's Bluff - Homebrew ACW AAR content media
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Brian H
Jan 14, 2022
In Upcoming Meetings
"One game, at least, is being held that day: Bolt Action, 1939 Polish Campaign, “The Russians are Coming.” 2000 points each. Scheduled players (please confirm this new date)are: Bill Perry; John Stanoch; Brian Hamilton; Tim Oakley; Chris Tighe; Dick O HAGAN. There is room for others. The Polish army, for example, would like to hire a dead-eye artillerist, as John Stanoch has been ushered into hurried retirement. The Russians surely need a stern commissar and someone with the hutzpah to hustle a very green troop unit. It’s gonna happen, so spread the word and confirm your seat in one of those gorgeous senior center chairs at that huge battle table!"
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Brian H
Jan 02, 2022
In Upcoming Meetings
Agenda for January 6th, 2022 Meeting Call to Order Seek approval of the December meeting minutes Present Financial Statements for December Meeting Unfinished Business Cape May Court House Senior Center Reminder Other New Business Games for February Meeting Other Announcement of next meetings Game Day: January 8th at 11:00 AM Zoom Meeting: February 10th at 7:00 PM Adjournment Zoom Link: https://us02web.zoom.us/j/83030328639?pwd=WlhNeEVvR3dyY0FqeHprN3RqZUIvUT09
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Brian H
Dec 23, 2021
In Games - Ideas & Planning
Post here if you want to join in on a not-Mighty Empires campaign. I'll see if I can hunt down the Mighty Empires PDF, as it seems to have some of the rules for what we're looking for (army baggage, banners of troops, movement, scouting, etc). I'll hop in as a marauding Orc warboss, obviously.
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Brian H

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