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

Saturday, 18 July 2026

What a Cowboy game July 12th

 

The attackers advanced along the top of the table from left to right

So, our regularly scheduled game day was cancelled as the venue was still drying out from the Canada Day floods. As a result I decided to try and get a What a Cowboy game played at my place. While four people initially said yes, by game day we were down to 2 players and me as ref. Thankfully the players were from different factions so that part of it worked out.

The game was set up and prepped for the ambush scenario. The attackers had to get a mule across the table, the defenders had to stop them. A note about all our games, I tend to set a time limit of six turns on the games. At the end of six turns we roll a die, if a six is rolled the game ends if not then another turn is played. At the end of this 'extra' turn we roll again and the game ends if a  five or six is rolled. We keep rolling and keep increasing the result range. The idea is that it inspires players not to waste time but to get on with the mission. The variable nature of the last turn adds some tension.

The defenders made certain to place a sniper high up guarding the 'north' passage.

The attackers move in force along the northern edge the defenders have a henchmen gang and one other defender on the ground

Tuco pushed past a fellow gang member to try and stop the attackers

Meanwhile one of the deployed defenders desperately tried to get across town to join the fight

Things do not look good for the attackers as the defenders move to cut off their escape route

But good shooting by the attackers pin a number of defenders and drop one of their number


The sniper failed to halt the attackers, and they manage to advance the mule almost off the table 

More defenders fall

In the end it was a very near run thing. The mule was left untended but the defenders failed their morale test

It was a very good game that went right down to the wire. The defenders were whittled down and forced to flee, but had they stood they may yet have prevailed as they had more men around the mule.

The next couple of games are going tough for the gang that were the defenders. The attacking gang has managed to gain enough experience to raise most of not all of their members to Gunslinger status. I see a lot of henchmen in the defenders future.

Thursday, 16 July 2026

What a Cowboy gaming weekend part 2

 

The old mission was the scene of our second game. These are Crescent Root buildings that I bought some time ago. We used the rescue scenario for this game, the defenders had a hostage hidden in the small building near the church the attackers/rescuers game in from the right side.

One of the attackers has made it into the building and has the hostage in hand

The battle to free the hostage was very intense with much exchange of gunfire. while the attackers made it into the building the defenders took position at the window looking into the building and shot any and all who dared enter.

There was also a running gun fight on the elevated walkway, with Doc managing to eliminate two of the defenders. In the end, the defenders were able to hold on to their captive. 

Our third game took place on Sunday and featured a mountain! The scenario saw the attackers trying to burn out the defenders. 


Tuesday, 30 June 2026

What a Cowboy gaming weekend part 1 of 2

So, on day one we had four players, two per side with four tables set up in advance. The first game saw the attackers looking for the one mule that had the precious cargo of gold dust. Rough terrain and plenty of trees offered lots of terrain to hide behind and some hazards to slow up movement.


We made the mules mobile targets, moving in a random direction at the end of each turn. The river was difficult terrain while the ford operated as a minor obstacle.

Sunday, 21 June 2026

What a Cowboy!

 


A test of a soon to be played campaign. This scenario had the attackers coming in from the right with a plan to burn down the large building, it did not go well.


 
Defenders defend the objective (lucky deployment)

Friday, 8 May 2026

Inspired to work on my Empire forces for Midgard

 


So, a while back I started rebasing and or creating movement trays for my old Warhammer figures to use them for Fantastic Battles. In FB 28mm figures are typically mounted on 60mm x 60 mm bases. For a while I was straddling between two worlds, keeping my options open as it were, using figures like those above on movement trays so that should I want to use the for both/either game I could. However the reality is that I cannot ever see myself playing Warhammer again. Even if I did I am sure I could figure out something. Mostly I have been working on my Orcs/Goblins and some of my Dwarfs.

Now enter Midgard Heroic Battles and new inspiration. Midgard typically uses 120mm x 60mm bases, so two of FB bases will work as one unit in Midgard. For some of my Orcs I have used the full base, but for the Dwarfs I have just paired up two FB bases to form one unit. After a few games and some thought, and for a few reasons I plan to stick with two 60mm x 60mm bases (for the most part) as they offer some potentially useful options. 

So, with this decision made about basing and with the realization that Midgard Heroic Battles is a fun game, I have become inspired to tackle my other old WH armies, starting with The Empire.

My (mostly) Empire proxy troops

It works out that I have 12 infantry units, all painted and ready to go. Most are Old Glory renaissance troops, but there are some GW flagellants and GW  Zweihander figures. In the unpainted pile I have 24 cavalry, aome outriders and some swordsmen. 



A pair of light artillery that I am working on. They do not need to be on a 60mm x 60mm base but I think they will look nice with their limber based behind them. In this case I plan to use two 60mm x 120mm to give the bases some more options. I might even split the limbers off from the guns for even more flexibility.


Since all bases are supposed to be 120mm wide, this war wagon should also go on a 120mm x 120mm base, but it looks a bit empty. By doing two 120mm x 60mm bases and adding some outriders I hope to make the unit look better while keeping some flexibility.


Similar idea for the steam tank, but on a 60mm deep base.


Might even get around to basing this guy up for an army general.

Monday, 4 May 2026

Midgard AAR May 2nd Game 2

 

The battlelines are drawn

Orc right flank

Orc defenders

Hilltop defenders

Dwarf attackers

Opening moves

Assault on the hill, while Dwarf scouts harass the advancing Orcs

Sunday, 3 May 2026

Midgard AAR May 2nd Game 1

 

So, we had a game day this past Saturday, two groups of players two games, same scenario. In game 1 the Dwarfs were the defenders vs a horde of Orcs. The scenario was too eager and both sides were built on 499 points. This time around I created my own army list, I built the Dwarf army inspired by a Roman army, for the Orcs I upgraded their armour and made the odd other tweek. The two army lists can be found here Midgard army lists The battlefield was largely devoid of terrain save for the large hill at on the Dwarf left flank. The scenario called for the deployment of an advance unit of Dwarfs on the hill with the remainder of the Dwarfs deploying to the right of the hill. Starting at the end of turn 2, the top of the hill grants one reputation at the end of each turn to whichever army controlled it.

The Dwarf commander deployed two elite units supported by a formed crossbow unit 

Orcs deployed in force, focused on the hill

Thursday, 30 April 2026

Midgard Heroic Battles AAR from April 26th

 

Orc opening moves completed

So, I changed up the scenario from my 'Badlands' scenario to the official scenario 3; Take the High Ground. Not too much different really the defenders get to stay in place while the attackers have to march across open ground. Like my solo game, the attackers had a tough time trying to achieve their objective, the high ground. Also the defenders start in possession of three salient points that begin to grant bonus reputation at the end of turn three to whoever holds them. It was an uphill struggle for the Orcs!


The two armies were from the rulebook, built on 400 points. It was the first time playing the game for three of the players, but they picked it up pretty fast.

Some Dwarf units take advance positions off the hill

Goblin cavalry continue their flanking move

Orcs  engage in the centre




Orcs won on their right flank and try to turn the Dwarfs but the Orcs loose in the centre

The Dwarf left flank drive back the Orc attackers while Orc units are routed in the centre

The Orcs, while numerically superior were just no match for the Dwarfs. The difference in armour had a major impact. Interestingly the Brittle trait did not have that big an impact on the outcome like I thought it would. Missile fire was not a major factor though the Dwarf cannon inflicted a lot of damage more than than any other missile unit. 

The inability of the Orc commanders to roll their command for movement was a major impediment and stopped them from being a credible threat regarding the salient points. 

Ultimately we found the scenario was not well balanced. the bonus reputation for the salient points all went to the defenders who really just had to hold their ground, all the effort was by the attackers. The Dwarfs had too much reputation, the Orcs were never going to  catch up, and as they lost units they just saw their reputation in tatters. Giving the attackers more points than the defenders may have been a simple solution to the apparent imbalance. 

Nevertheless we had a fun time playing the game.