We tried out the Great Escape Games rules for WW2 skirmishes, ‘Iron Cross’, at the club last week for the first time. We were quite impressed with our first play through with our two equally matched forces of British and Germans slogging it out in a meeting engagement. I particularly liked the use of command tokens where you can choose to react to an opponent’s movement or shooting and attempt to seize the initiative. You can also spend them on multiple activations on the same unit which is a nice mechanic if you want to lay down some serious fire or get an assault moving. Morale is managed very similarly to Bolt Action in the form of hit counters which count against unit activation and firing. These can be removed by company morale tests at the cost of the command tokens, of course. In fact, it is the spending and/or reserving of these command tokens which lies at he heart of the game. A good example of this is where both sides spent pretty much all their tokens in attempting to dislodge/protect a machine gun team. One side laying down heavy fire whilst the other reacting and attempting morale tests to keep it going. We’re going to give it another go soon to try and get our head around some strategy and tactics to use these tokens to best effect.
Our second, and first proper, game of SP2 was remarkably more successful than the first. The rule’s systems now becoming embedded and making sense and providing an engaging, often tense and very entertaining game. This was a basically an encounter fight between two similarly sized French and British forces. On paper the British were technically superior in points but not by much. The roll for position found the British forced into the corner between a wood and a farmhouse and the French, in space, having much more room for maneuver and some useful cover which they used well. The British were unable to deploy their formation into a full line. However, it was a close run thing until the French skirmishers struck a mortal blow to the British senior commander. The British were unable to recover and no replacement appeared from the ranks. Numbers proved decisive in the end and the French were able to bring guns to bear quickly and efficiently to deal the killing blows.
We played our first game of Sharp Practice 2 at the club this week using a collection of Peninsular Napoleonics. We were using two similarly sized forces of French and British who were basically stumbling into each other and getting into a firefight. The idea being to start with something simple enough to get the fundamentals sorted. So while we attempted to ‘play’, it quickly became more of a muddle through the rule book and a testing out of various mechanics! This isn’t a bad thing as there’s clearly a lot more of the game to work out so we’ve decided to run it again next week and give it a chance to embed.
Our latest battles in the Irish Campaign were fought between the Scots and a Royalist/Irish coalition. Briefly, the Covenant forces of Leven and Monro are attempting to link up near Dundalk. Both armies met opposition in the shape of a combined force of Irish rebels and Royalists blocking their path in a sort of ‘your enemy is my enemy’ way. Monro’s task was to force a passage past the enemy blocking the road to Dundalk at Castle Blaney. This was a frontal assault against fixed positions along a very narrow front which proved a proper slugging match over many turns. The appearance of some Irish, unexpectedly, in the Scots rear forced them to react and probably saved the defenders from defeat. Fortunately, Leven – on the other table – was having more success and the day ended at last with a strategic victory for the Scots as the Irish dissipated and the Royalists were obliged to retire towards Drogheda.
(Written with a clearly Scottish perspective…!)
The Club is running an ECW campaign based on the Pike and Shotte rules. It is based in Ireland with multiple fractions vying for control of the counties.
There are the Irish Confederates under the commands of MaColla, O’Neil, and Preston together the Irish Connaught under Tuchet.
The Scots Covenantars under Lord Levan have landed in the North of Ireland and linked up the with the Covenantars of Londonderry under Robert Munro.
The Royalist of Cornwall under Hopton have landed on the west coast of Ireland whilst a seperate force of Royalists under Lord Ormand occupy the land around Dublin. Montrose has landed north of Dublin.
Parliamentarian forces under Inchiquin control Cork and the surrounding counties. A second Parliamentarian force is at sea, and no one knows where it will land.
There is also a Papal Legate with troops, supplies and money in Ireland and King is in England but contactable.
Each player has received an overall briefing and we are in the initial stages of planning our first moves.
Battle reports will follow.
This is a report on a very early ECW Campaign battle by Alan, originally created as a page and now moved to a post.
Butcher Montrose and his devil spawn cavalry attacked the peaceful province of Newry. Burning and pillaging there way through the land, they were met by Colonel Frasier and his brave Musketeers.
These brave gentlemen safely escorted the ladies of the provence to the safety of Newry before these fiends gathered there courage to attack. During the fight of the bridge these spawn of the devil cruelly murdered the Parson Williams as he bravely aided the sick and injured of the musketeers, leaving his body in a most distressing state, before they retired in the face of the musketeers fury.
Despite the loses of the local population to these devils the people of Newry stand tall and loyal to the true faith in the assurance that the Lord will wreak his vengeance on the unbelievers.
Welcome to the new website of the Wessex Wargamers Winchester.
We are in the process of moving from our previous hosting service and the web site is under construction. Please return to see our progress.
Please see our about page for details of the Club and where to find us.