Thursday, 15 November 2018

Small town Shop fronts

So getting ever closer to finishing off my shop fronts, just a roof and some detailing to do.


Above can be seen a rear shot, just need to add gates and rubbish to the yard.


Access ladders need to be added to the upper stories.


Need some clutter for the front of the shops. Planning on doing an arched front with stairwell as an option.

Wednesday, 14 November 2018

Lardistan Campaign turn 5.

ISAF finally win the Initiative and have two campaign actions so decided to request reinforcements and get 4 support points, to allow a push into Area 5 and thus another "Patrol" scenario is under way. Area 5 is still a green zone but not as populous, so will have more open ground.

Support points for the actual scenario are 7 points to both sides plus an extra 16 for the disparity between the insurgents and the ISAF force. This gives the Insurgents  + 7 support points and the ISAF force 16+7.+4 = 27 due to the LNA being green as well.

At this point i am tempted to try a Local Army force rather than an ISAF force just to see how it stands up, it would be joined by a ISAF liaison force or OMLT consisting of a ISAF fire-team.

Anyhow i had the option of two playtesters for this game and the ISAF player decided to bring the "pain" and opted for a off-table 81mm mortar tube and a FOO and a CNN crew for the extra support points it gave.

Insurgents brought their normal load out along with a small PP IED and a Dicker, they also took an extra PKM and a RPG-7.

Below can be seen the table laid out in all its glory. Pay close attention to the small rocky outcrop just above the maize field, this will be important later on.

Basically the insurgent player laid his small PPIED between the outcrop and the compound wall. His Dicker was on the roof of the left hand compound and watched the Aussies come down off the hill and into the valley.


ISAF JOP on top of the hill with a CNN crew taking in a Panoramic shot of the valley.


The Aussies obviously full of Bravado knowing that they had the backing of some serious HE on call advanced towards the first compound without bothering to check for IEDs as they went. Next minute the front guy triggered the IED and went down pinning the rest of the fire team.


The second fire-team moved into the maize field and attempted to PID the enemy, which they did.


They opened up on each other the Aussies causing two kills and recieving one man down.


The fire-team attempted first aid on the downed man while waiting for the Medic to turn up.


In the mean time the other group of insurgents flanked left using the cover of the irrigation ditches, which proved to be difficult and slowed them down no end. While this was going on the other group dropped one more member of the fire team in the field, which meant that the two survivors were busy tending to the casualties. This also meant no fire was forthcoming to stop the insurgents advancing on the field. Using moving and firing the insurgent dropped another one leaving the fire team down to one man causing the last member to pull back across the field out of line of fire.


In the mean time the Aussie Sergeant finally got on to the table with the medic and attempted to start treating casualties but there were so many to treat. Popping smoke to provide cover for the medic to treat the IED casualty.
He also got his FOO to organise a round of HE on the insurgents and dropped one smack on target, the round killing the Leader of the group.

As the Insurgents got to the edge of the field an attached Lardistan Army patrol opened up from ambush and dropped three of the insurgents and taking a casualty in return.


As it was a play-test session i was busy umpiring and didn't really take to many notes on what was happening. By this point the Aussies Force Morale was down to 3 while the Insurgents was at 7. So a decisive win for the Insurgents.

Much learning came from this game and a few tweaks need to be made.

Friday, 2 November 2018

Dux Britannium

I had my first taste of these rules on Wednesday  night just gone against my usual opponents Ken and Paul at my local games store of Asgard Games run by the indomitable Steve. I played the Romano Brits under Lucius Superfluous to Paul's Saxon raiding  party.

 This is one of those systems that cries out for purpose made terrain and vignettes of the major characters. And i can see myself getting heavily into the campaign, whether I do very well is open to debate.

So i have started on a few figures donated to me. First up are the Levy troops.


 Next up are four missile troops.


Then a unit of six Elite's.


 And two units of Warriors.



The gaps in the units are due to me removing the Draco banner guys which will now reside on the same base as my Nobels.

Tuesday, 30 October 2018

Lardistan it all kicks off!


Both sides roll for Force Morale both the Insurgents and the ISAF force get a FM of 8.

ISAF local support in the area is a 6 from campaign turn 4.

The ISAF forces take a full standard Australian section plus a medic and a senior leader and get a random event which turns out to be nothing of any importance just somebody claiming to know something about somebody who once did something awhile back. 

Whilst the Insurgent player upgrades a RPK to a PKM another RPK to a RPG and takes an extra RPK plus takes a small PPIED (pressure plate IED). As i had no “Dicker” (spotter) i could not take a command wired or Remote control IED, more on this later. They also have a full AtC dice. They also get an off-table 82mm mortar but as i did not take a “Dicker” only the senior leader can call it in and he was too busy.

As this is a patrol mission in a semi urban setting the table was set up with a small market in the centre alongside a modest mosque. The presence of civilians was rolled for and gave me five groups ranging from one to five civvies.

As the insurgents have the initiative they go first and choose their starting side which is the left hand side as you look at picture, they rolled for where they place their JOP and got far left of the insurgent table edge which is top left corner in the ridged fields. ISAF rolled and got far right hand side which is directly opposite the Insurgents, obviously knew something was afoot and went to check it out.
Each of the two forces get four command dice plus an extra coloured dice for ISAF they can only accept 5’s and 6’s on this dice where as Insurgents can accept 1-4 and ignore any 5-6’s.

Phase 1:
Insurgents roll 1, 2, 2, 4, 4, so they bring on their whole force, one group goes for the large wall in front.

Where as the other group goes for the hole in the wall to outflank the ISAF forces.
The senior leader stands in the middle shouting encouragement etc.

ISAF roll 1, 3, 4, 5, 6 and they also bring on their whole force up-to the wall and are immediately placed on over-watch as they see movement to their front, up to this point they are not sure if is friend or foe so cannot engage yet!!!


Phase 2
Insurgents roll 2, 3, 5, 5, 6 and the 3 activates the JL by the large wall to move 2D6 up-to the wall and position themselves into firing positions.


The 2 activates the other group who also run 2D6 inches through the hole in the wall.


ISAF roll 2, 4, 5, 5, 5 and the senior leader activates one of the fire teams onto enhanced over-watch on the mouse holes in the wall opposite. Both fire teams attempt to PID the enemy and successfully spot the enemy taking up positions, safeties off and the second fire team opens up with all it’s got. One hit from the SAW, 3 hits from the AR’s and the grenade launcher misses all to no effect.


Phase 3
The insurgents roll 4, 4, 5, 5, 5 and the senior leader activates both groups one to engage the ISAF forces whilst the other group goes for a run around the block to out flank the enemy. AS the ISAF fire team is on enhanced over-watch as the insurgents pop up to fire the Aussies fire back first......UGL finally gets on target and causes one shock, the SAW hits twice with no effect and the AR’s hit a further three times causing another shock. The insurgents fire back with a RPG that misses an RPK that misses and an AK that causes one shock.



ISAF roll 1, 3, 4, 4 and the Sgt removes one point of shock and orders the other fire team to flank left, around the building. The other fire team remains on EOW.


Phase 4:
Insurgents roll 2, 3, 3, 5, 6 and both JL’s activate, one group sprints using 3D6 and move 12” around side of mosque whilst the other group decides to “Squirt” off table, leaving the senior leader pondering his options whilst standing in a field.

ISAF roll 1, 3, 6, 6, 6 which leaves the ISAF forces in a quandary of what to do, probably due to the enemy suddenly just disappearing.

Phase 5:
Insurgents roll 1, 2, 3, 5, 6 and now have a total of two AtC dice, which they use one of to move their JOP 18” up behind the mosque.


A 3 activates a JL to move up 2D6” into the compound hoping to get a flanking shot on the ISAF forces.


The other JL enters his group behind the Mosque ( it was not until after game i realised i cannot do this as they can only arrive back during another turn not another phase). This did not have any effect on rest of game by the way.

ISAF roll 2, 3, 4, 6, 1 and the moving fire team advances tactically down to the corner of the buildings to take a quick peak.

Phase 6:
Insurgents roll 3, 4, 5, 5, 6 and the guys in the compound move the attached PKM and an AK to fire through the hole in compound wall whilst the others try to get to the roof. Senior leader decides to move up to behind mosque as standing in a field is just asking for trouble. The PKM and AK fire with six dice at close range and cause 5 hits, a damage check on a target in hard cover causes two wounds.

Both targets roll a two and thus need tending to sharpish. Two rolls on the bad thing happens (BTH) table give two fours so a drop of -2 on the force morale table, which takes them down to six.

ISAF  roll 1, 4, 4, 4, 6 the Sgt once again showing why he has the stripes orders one fire team (FT) to throw smoke to cover the casualties whilst the administer first aid and the medic sprints using 3D6 and getting  11” (due to the weight of his medical Bergen) to get to the casualties, the other FT runs 2D6 and moves 10” up towards the stricken team members.


Below can be seen the Medic and the other two team members attempting first aid.


Phase 7
Insurgents roll 2, 3, 3, 5, 5 the compound troops move slowly using 1D6 onto the roof and manage a whole 1” so do not manage to get to the roof just yet! The gunners cannot now see a target through the smoke. (which is simulated by the red marker in the street). The other group moves up 3D6 alongside the mosque, told you they not having an effect on the game.




ISAF roll 2, 4, 4, 6, 6 The sergeant activates the medic to treat the wounded and he finds that the first one is only stunned so it’s time to move onto the next one. The other fire-team is ordered to lay down suppressive fire onto the roof of the compound to stop anybody taking pot shots at the rescue attempt. 

At this point the ISAF forces are notified that they have been granted a fire mission consisting of smoke rounds to cover their retreat. (This was an actual random event).

Phase 8
Insurgents roll 1, 5, 5, 6, 6 unable to activate this turn due to the smoke and bullets winging off the roof of the compound. Insurgents use an end of turn dice to get rid of the smoke.

Turn 2 Phase 1:
ISAF roll 2, 2, 5, 5, 6 the stunned guy gets back up whilst the Sgt once again takes charge and orders the medic to get a move on and stabilise the casualties. ,whilst ordering another round of smoke to be deployed in front which is thrown 8” enough to cover what is transpiring. He then orders the arty mission down on the compound in front which lands smack inside on the stairs causing two shock on the insurgents trying to get onto the roof. (simulated by the D10).



At this point i declared a halt as it seemed best to do so as the ISAF can easily get off board covered by smoke, a win to the insurgents.

Finally decided to find a smoke marker...



Post match analysis see’s the Insurgent player gain some skills to further his campaign. As this area is contested as it still has a police garrison to take over the area the Insurgent player needs to clear out the Garrison.

Decided i need to make up some more markers especially for casualties, smoke and some cool explosions..i already have an RPG marker but didn't use it.

Monday, 29 October 2018

So did I start my Lardistan campaign game, in a word no. This is due to other life issues getting in the way, I will get round to it. I am hoping this week while I'm off, once I done all the other jobs that need doing round house first.

As usual I have started another project  before finishing something  else. I originally did a row of shop fronts but was never really  happy with them.


So I have  started on another set with a second floor that is some times seen.

 The grey bits are cardboard  templates for doors that are going to be fitted.


 Below can be seen the building with its roof off. It is still a work in progress and looks very rough at moment.



Wednesday, 10 October 2018

The Forces Gather

So I gave the Aussies a free interpreter for this mission as its a patrol through a semi urban area with the LNA (Lardistan National Army) and they need to talk to both the local populace and keep a tight control on the LNA. The Aussie's consisted of  a standard fire team and an attached Terp as mentioned previously.

So the force consists of two LNA fireteams each of four men 3x AKs one with a UGL and a RPK  plus an attached RPG-7 Gunner and a PKM team. The OMLT is a standard fire-team of four men under control of a Sergeant (SGT) armed with 3x F88's one with a UGL and a MINIMI (upgraded as he needs to keep control of both his own troops and the LNA) .

The insurgents who consisted of two teams each with a RPK i decided to upgrade a RPK to an RPG-7 another RPK to a PKM and added an extra RPK to one team. I also took a Dicker and a small command wired IED just to try out the IED rules as well.

I rolled for force morale (FM) for each of the sides.

LNA and attached OMLT rolled a 5 which gives them a FM of 10
Insurgents rolled a 2 which gave them a FM= 8

It seems the LNA's Morale is up, as up to now they have not yet seen any aggression or taken casualties where as the Insurgents are a bit bothered with the attachment of an ISAF force.

Due to work commitments and working funny shifts i am having to play test Solo, so i will try and randomise the game as much as possible.

The table will be a standard 6'x4' and the LNA starting position will be from one of the four corners after the terrain has been laid out, the Insurgents start out from the opposite corner. The campaign really sets what type of terrain will be placed down, so we are currently in a town sector in the lush valley(Green zone) so will be semi urban or i can go mad and make it totally urban.

Pictures and a AAR will follow once i set up and start playing.

Thursday, 27 September 2018

Initial Turns before it all kicks off!


Random roll for the Insurgent starting area gives me area #7 in the lush valley,which just happens to be a town. This automatically gives the insurgent player a Militia Garrison that ISAF has to clear before taking over the town, not to mention beating the forces stationed in the area as well.

Turn 1
Insurgents roll 4 for their initiative and the ISAF forces roll 2 so the Insurgent player goes first and decides to construct 1D6 defences in the town to protect his holdings.
The ISAF  commander uses one of his two actions to gather +1 Intel on his enemy and the second to conduct a mission into the neutral area 2 which he automatically takes over. He rolls for Local support and gets a 3 so leanings are more towards their invading brothers than the ISAF forces.

Turn 2
Insurgents roll 7 for their initiative and the ISAF forces roll 6 so the Insurgent player goes first and uses one action to patrol the area and increase local support by 1 so ISAF get a -1 to local support roll in this area.
ISAF decide to patrol area 2 and increase local support by +1 taking the area 2 to a 4. They then conduct a mission into area 3 and roll a 2 for local support, seems the locals are not happy the ISAF forces are trampling all over their fields.

Turn 3
Insurgents roll 7 for their initiative and the ISAF forces roll 6 again so the Insurgent player goes first again and conducts a mission into area 5.
ISAF decide to spend an action patrolling area 3 and increasing the local support to a 3, more crop crushing it seems. And then conduct a mission into the town in area 4 and install a LNA Garrison to oversee the town while the LNP govern traffic.

Turn 4
Insurgents roll 6 for their initiative and the ISAF forces roll 4 so the Insurgent player goes first yet again and conducts a mission into area 4 with the intent on disrupting the ISAF mission. They have the option of playing a standard "Patrol" mission or attacking the local Garrison and playing a "Destroy" mission. Insurgents go with a "Patrol" mission.

The battle ensues.