Lead Adventure Forum
Miniatures Adventure => Back of Beyond => Topic started by: Ignatieff on 11 December 2010, 09:14:02 AM
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An early December leadfest round at my gaff. Reds versus a White alliance set on the southern shores of Lake Baikal. Reds started with a surprise attack featuring 200 infantry, 52 cavalry, 4 field guns, 7 HMG's 2 Tchankas, 6 armoured cars, 3 tanks, 2 aircraft, 1 armoured paddle steamer and 12 rounds of off-table HE and 6 of smoke. Whites started with 90 infantry, 79 cavalry, 5 HMG's 4 field guns, 2 armoured cars, 1 tank, 2 aircraft, 1 armoured ice breaker (The Baikal) and 4 off-table HE rounds. Subsequently reinforcements totalling 174 infantry, 3 HMG's, 4 field guns, 1 armoured car and 2 further aircraft would become available. So whats that, 464 infantry and 131 cavalry on the board, plus all the other toys?
The game worked a treat, and rules stood upto 'stress testing'. I've only the one picture at the moment (below), but I can load the player briefs if there's interest. Cracking, cracking game, which the Reds won in the end.....
And yes, I know I've been a way alot, and yes I still have our summer African campaign to write up, but bear with me chaps, its been a long year!
Vorwarts!!!
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/untitled.jpg)
The Red Avenger Cavalry Division unleashes a flank attack down a dried up river bed, supported by Tchankas.
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Beautiful as always :-* :-* :-*
Your pictures and games always make me want to get into BoB but I must get all the other projects done first ::)
Any chance for more photos?
cheers
James
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The game worked a treat, and rules stood upto 'stress testing'. I've only the one picture at the moment (below), but I can load the player briefs if there's interest.
Enough interest, are you fucking kidding us?! Your reports are the heart blood of LAF!
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Lots more photos on the way when Dr Blackwood O.B.E., a.k.a. V.I.Blackwood evil Red genius, works his magic...
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Enough interest, are you fucking kidding us?! Your reports are the heart blood of LAF!
fair comment.....
The game was set up as a historically based game (using - of course - our warped version of events) with the usual pulp twist at the end...this was the email that was sent out to summon the masses...
.......A mysterious speeding train through Siberia that neither side stops.........
.......Dark portents amidst the temples of Tibet...........
.......Bolshevik Hordes led by Lenin himself descend on the Chinese Border......
....... a world on the brink..........................
......Der Baron opens another bottle............
.....This can mean only one thing.........
THE MANCHURIAN CANDIDATE
Saturday 4th December 2011
Presented by
The League of Extraordinary Kriegspielers
"Nowhere is safe!"
Please confirm your attendence by return please. Closing date for confirmation, Wednesday 24th November
Arrive anytime Friday, game all day Saturday, bugger off anytime Sunday.........
Der Umpire
We gamed for 12 straight hours, and played eighteen moves.
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fair comment.....
The game was set up as a historically based game (using - of course - our warped version of events)
And warped version of geography. You had me rather confused with the title there. Do you actually know where Manchuria is? ???
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Manchuria apparently is wherever the plot needs it to be, of course. lol
Pulp geography has always been a bit... elastic.
Looking forward to more awesome pictures and game reports, your insanity is in the finest LAF tradition!
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And warped version of geography. You had me rather confused with the title there. Do you actually know where Manchuria is? ???
Now, now Mr Plant, less of that. The plot revolves around a train going to Manchuria, which you of course you will know involves the train line going east round the bottom of Lake Baikal and onwards to Manchuria.
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The central Red deceit was in tricking three white forces to come together so as to be able to land a killer blow on them.....red brief below......
The Manchurian Candidate Bolshevik Brief
Background
“Long before Siberia’s forests echoed with the ringing swords of Mongols, Tartars, Cossacks, Reds and Whites and the cries of their victims, the land was terrorised by vicious flying serpents, gigantic snarling canines, invisible spirits called shalmos, and multi-headed beasts called mangathais – according to the myths of the Buryat Mongols......
Epic struggle cast its shadow across the Transbaikal plateau again between 1917 and 1921, when Reds and Whites fought ferociously for the souls of humanity. Infernal flying machines hurled fire from the sky, and giant belching locomotives roared like mangathais and pitched projectiles that tore shelters asunder and shredded people into fodder for the wolves and crows. Assassins and spies lurked in the shade, modern shalmos wreaking doom upon mortal enemies. The stench of mass graves and burning flesh, rivers swollen with corpses, screams of the tortured and raucous hilarity of sadists raping, mutilating and tormenting, revelling in quartering, hangings, whippings, brandings, beheading and multitudinous methods of slaughter – the horrors of Buryat mythology had come to pass in Verkhne-Udinsk, Chita and hundreds of satellite villages and settlements hugging the Trans-Baikal plateau, nestled in river valleys, buried in the green taiga, or perched above Lake Baikal” (White Terror, Cossack Warlords of the Trans-Siberian. Jamie Bisher, 2005)
Welcome to the southern shores of Lake Baikal. It is 192?
Here the Trans-Siberian Express wraps itself snake-like round the bowed end of the Lake, piercing a series of tunnels (there were at least 39 of them), and here anyone wishing to conquer Russian east Asia, or indeed head westwards had to be dominant.
The southern shores and valleys of the Lake were also the ancestral heartland of the Mongolian people. In 1206, at a site on the Onon river, a khuriltai, an assembly of Mongol tribal leaders, pronounced the great warrior Temujin as Ghengis Khan, the Lord of the Earth. It is near here also that he was brought to die, and his grave remains a closely guarded secret till this day....
Your brief
Comrade General V.I.Blackwood
Comrade General Red Ted Robinson
Comrade General Dave ‘Wolfy’ Ryanovksi
Comrade General Red Roroski Langanovksi
You are the Divisional Commanders of the Temujin Attack Army, brought here under the leadership of Comrade Lenin to final destroy the suppurating wound that is the few remaining White, Reactionary and Interventionist forces left in Russia.
The biggest problem for the Red Armies at this stage of the war is actually targeting a concentration of rebels – they are often too spread out and can easily slip the net, as has happened at too many encounters in Central Asia to recall over the past few years (remarkably V.I.Blackwoods excuses for his litany of defeats are still being believed in Moscow!).
However this time, Comrade Lenin, with the help of the cunning and cruel aristocrat turned communist spy master, Felix Dzerzhinsky and his creatures in the Cheka, has sprung a trap.
Operation Temujin, has managed to trick the forces of Count Smirnoff, Admiral Doleczech and Baron Ungern Von Sternberg to concentrate at the grave of the Mongol leader, on a promise of gold, ammunition and one last united offensive against the Bolshevik state. Their fate is sealed!
And what they do not know is:
- The strongest Red Army ever assembled awaits just a few miles away to crush them once and for all.
- A special Bolshevik Commando unit, ‘Brigade Revenge Rosa Luxembourg’, has infiltrated the White Camp and is ready to turn on their oppressors on a pre-arranged signal from a red Very light. Once this is fired, nominate one unit in the White Army that immediately becomes Red and starts firing/attacking on its erstwhile ‘comrades’. n.b. does not work on White Officer units, Cossacks, anybody working for Der Baron or non-Russian units. Its factors immediately change to T2 M2 ferocious.
All you need to do is decide who is commanding which Division, and allow the train through that Comrade leader Lenin indicates.......
Your objective are simple:
1. Destroy the White contagion and their counter-revolutionary Interventionist lackeys!
2. Capture the railhead and the coal supplies therein intact
3. Desecrate and loot the tomb of the arch-Imperialist, Temujin!
Forces
Four divisions of Bolsheviks plus various independent units, organised as follows:
Mother Russia Attack Division
10 Siberian rifles. Tactical 2, Morale 2, marksmen with bombs. 1 LMG
2 x 10 Cheka. Tactical 3 Morale 5, stubborn with bombs. 1 LMG
2 x 10 Russian Sailors Tactical 3, Morale 2, stubborn with bombs. 1 LMG
3 x 10 Regular infantry T4 M4, with bombs
1 sniper T2 M2, with bombs
3 x HMG’s Tactical 3 Morale 3
2 x field guns Tactical 3 Morale 4
2 x Red Navy Armoured Cars Tactical 2, Morale 2.
1 x truck mounted AA gun T4 M3
1 x Commissar T2 M2 ferocious
Kronstadt Defenders Division
4 x 10 regular infantry. T4 M4, with bombs. 1 LMG per unit
2 x 10 irregular infantry. Irregular M4’s with bombs
10 Cheka T3 M5, stubborn with bombs. 1 LMG
1 x field gun T4 M4
2 x HMG’s. T4 M4
2 x armoured cars T3 M3
1 x Commissar T2 M2 ferocious
Siberian Liberators Division
10 Siberian Rifles. Tactical 2, Morale 2, marksmen with bombs. 1 LMG
3 x 10 Regular infantry T4 M4, with bombs. 1 LMG per unit
10 Red Guard Virgins. Irregular M3’s Ferocious with bombs. 1 LMG
2 x HMG’s T4 M4
1 X Field Gun T3 M3
1 X Austin Putilov half track T3 M3
1 x Commissar T2 M2 ferocious
Red Avenger Cavalry Division
3 x 9 regular cavalry T4 M4, with bombs. 1 LMG
1 x 9 Cossacks T2 M3, with bombs. 2 LMG’s
2 x 8 Regular cavalry T4 M4 with bombs 2 LMG’s each
2 Tchankas (if they arrive!) T3 M3. 1 LMG.
Independent Iron Trotsky Brigade
1 x Mk IV tank T3 M3
1 x Mk V tank T3 M3
1 x Renault Tank T3 M3
1 x Model T Ford Machine gun carrier T3 M4
Off table artillery: 12 x rounds of HE, able to land upto 2 shots per move.
Ural Air Corps
1 x Fokker DVII T3 M3
1 x Junkers Attack aircraft T2 M2 (Uncle Yuri’s back!)
(Able to return to the game board after a gap of 1D6)
Lake Baikal Fleet
Ice-breaker/destroyer ‘Baikal’, armed with various light pieces, T4 M4. Crew of ten armed with rifles, no bombs. Starts off table. Needs to throw over its tactical rating to appear.
Leningrad Express
Large armoured trained tooled up to the gunnels. T4 M3. Can only enter however after taking the railways station and then throwing over its tactical rating.
Special Rules
1. Divisional Activation Roll: At the start of the game, each Divisional Commander must throw for his Grand Tactical Rating (n.b. this is in addition to his own personal +2 rating). This can range between 0 or +3. Throw 2 x D6: 2-5 = 0; 6-8 = +1; 9-11= +2; 12= +3. He then adds this to his Divisional Activation Roll, which is made the first time one of his unit cards is drawn from the pack each move. If the Divisional Commanders personal card is first out, he adds an additional +1 to his dice throw. Red divisions are activated on a 4-6 on 1D6, plus whatever modifiers the Divisional Commander has; e.g. if Red Ted has a Grand Tactical Rating of +1 and his card is first out that move (another +1). His division therefore ‘activates’ on anything but a one that move. An ‘activated’ Division moves and fires as normal. If however his division fails to activate they may not move, but can fire (though Divisional Commanders can always move). Mounted troops can also counter-charge if attacked. If the Divisional Commander is attached to a unit he and it can move as normal, regardless of the throw for the rest of the division.
2. Divisional and Army Morale: Each Bolshevik Division must check morale when casualties for that Division (measured in units lost) reach 40%. A throw of 4-6 on 1D6 ensures they fight on. On reaching 50%, a throw of 5-6 is required to stay on the field. On reaching 60% a throw of 6 is required, as it is for every 10% lost after that. Note that snipers and commissars do not count towards the divisional total, but all other units do. +1 is added to any throw if the majority of the Division are in cover.
3. Lenin: cannot fight, but adds +2 to the morale of every unit within 12”. If he is killed any unit within 12” must take a morale test at a -2.
Intelligence
1. You start the game attacking along the long side of the table (c.16’), with the southern shores of Lake Baikal on your left.
2. You also have the option of launching a flank attack along the short side of the table (land short side)
3. You start the game with as many units hidden as you want/can. A map will therefore need to be drawn.
4. White forces on the table, at camp, are: Der Baron, Doleczech and Smirnoff.
5. Estimated strength, three understrength divisions, with some air and armour assets.
6. They all think they are in charge. So no change then on the usual White divisions!
7. They have dug some trenches and prepared some defensive positions, but as they have been here only a day or two, nothing too terrifying.
8. Remember you have the significant advantage of surprise.
9. The Whites deploy their first. You may not know their exact positions (the White Cavalry out-scouts you), but you will see from their camps deployment where they broadly are.
10. The Whites do have pickets out
11. The Whites are rumoured to be short of ammunition.
12. Your off-table artillery plan can be written after you see where their camps are. This is a significant advantage
13. There are other interventionist forces are in the region. There are rumours of Czech Legion troops; Basmachi naturalists; Tibetan trade missions and a Red Cross convoy bringing wounded POW’s to Vladivostock in the local. Some of these troops may be sympathetic to your cause. However an early destruction of the White cancer will undoubtedly strengthen your hand in any negotiations.
14. Victory to the Revolution!
S.Langan 30/11/10
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Now, now Mr Plant, less of that. The plot revolves around a train going to Manchuria, which you of course you will know involves the train line going east round the bottom of Lake Baikal and onwards to Manchuria.
I believe Mark is more of the literal minded schools of wargaming. I hear it is all the rage´in Russia. I, which I think I share with many, choose to stress the adventure part of Lead Adventure gaming. Scaling things down to 28mm is the BIG violation on realism anyway and you don't hear many people complain about that.
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Pics, pics, more pics. Great as all the background and write up is, impatient mortals like myself want the pics ;D
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Pics, pics, more pics. Great as all the background and write up is, impatient mortals like myself want the pics ;D
Me too!
ONE... though utterly superb... is just not enough! :'(
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Truly wonderful eye candy......... 8)
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Amazing stuff!
I concur with Svenn, more pictures! :-*
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Wonderful.
And good to see your Tchankas back in one piece ;)
Bring on the pics!
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OK, I have a few crapolla ones taken on my box brownie. I will prod the good doctor to get some more out pronto...
But before that, the first White brief...
The Manchurian Candidate Smirnoff Brief
Your brief
You are General Count Pierre Smirnoff, the last of your line, and revered Hetman of the Don Cossacks. You are the most decorated soldier of your age and the last of the line. You command the last White Cavalry in the field, and all the finest loyal cavalrymen left have flocked to your standard. However you are as poor as a serf and very short of weapons and ammunition.
Things were getting pretty desperate therefore when you out of the blue received a coded message, using the highest and most secret of Imperial codes, known only to the most senior Imperial Russian Commanders (a select club which you were – of course - a member of).
The message, from the high command of Osobii Manchzurskii Otryad (OMO), The Special Manchurian Detachment, calls upon you and your Division to rally at the tomb of Temujin, a much speculated about but hitherto unknown spot just south of Lake Baikal. The rumours are that the Great Khan lies beneath this simple mound of stones and that far within his tomb lie the vast treasurers of his wars of conquest. No doubt these are long looted, but you wouldn’t mind a poke about with a Cossack lance, just to be sure.
You are heartened to see that the other two main White forces still under arms, that of Baron Ungern Von Sternberg and Admiral Doleczech, have also been summoned to the colours at this symbolic spot. Ammunition and gold have been promised, and your orders, from that old rascal Semenov himself, are to march to the sound of the guns. A Red advance guard is rumoured to be deployed just to the west of your position. As the senior White Commander on the spot, you are to take command.
Your objectives:
1. Death or Glory – defeat the Reds! The greater the glory, the greater the win!
2. Loot the tomb of Temujin
3. Re-supply your troops from the indicated ammo dump.
Forces
Smirnoff: morale +2, grand tactical: ??
8 ‘White Wolves’ Cossacks. T2 M2, with bombs. 2 LMG’s
12 White Officer Cavalry. T2 M2, with bombs. 2 LMG’s
2 x 9 White Cossacks. T3 M3, with bombs. 1 LMG each.
15 x Irregular Kazakh Cavalry. M4. Single shot rifles.
1 Putilov Garford Armoured Car. T3 M3. 2 LMG’s and 1 Tank gun. Can fire any 2 from 3 any one move.
2 x horse drawn HMG’s. Move at 2D6 per move. T3 M3
n.b. Ammo low rules apply to this Division until/unless re-supplied. One of the towns on the board (umpire will indicate on the day) is rumoured to have an old White ammo dump.
1 destroyer/ice-breaker: The ‘Czarina’, anchored in Lake Baikal bay. Armed with 2 field guns (fire as tank guns), this could prove to be decisive in the coming fight. Unfortunately both firing pins are missing from the guns. You have however arranged for Von Stauffenberg to deliver these to the camp. He is currently transporting some former German and Austrian POW’s to Vladivostock, and will appear at some point in the game. It would be useful to the cause to get him to fight.
Special Rules
1. Divisional Activation Roll: At the start of the game, Smirnoff must throw for his Grand Tactical Rating (n.b. this is in addition to his personal +2 rating). This can range between 0 or +3. Throw 2 x D6: 2-3 = 0; 4-7 = +1; 8-10= +2; 11-12= +3. He then adds this to his Divisional Activation Roll, which is made the first time one of his unit cards is drawn from the pack each move. If Smirnoff’s personal card is first out, he adds an additional +1 to his dice throw. His division is activated on a 3-6 on 1D6, plus whatever modifiers he has, e.g. Smirnoff has a Grand Tactical Rating of +1 and his card is first out that move (another +1). His division therefore ‘activates’ automatically that move. An ‘activated’ Division moves and fires as normal. If however his division fails to activate they may not move, but can fire. Mounted troops can also counter-charge if attacked. If Smirnoff is attached to a unit he and it can move as normal, regardless of the throw for the rest of the division.
2. Divisional and Army Morale: The Don Cossack Division must check morale when casualties for that Division (measured in on-board units lost) reach 50%. A throw of 4-6 on 1D6 ensures they fight on. On reaching 60%, a throw of 5-6 is required to stay on the field. On reaching 70% a throw of 6 is required, as it is for every 10% lost after that. +1 is added to any throw if the majority of the Division is in cover.
3. Vodka: The White Vodka rule applies! All units (you can’t discriminate!) can be dished out extra vodka rations at the start of the game. This means that everyone’s morale rises by 1 for the first five turns (which means that M2’s cannot fail), but is reduced by one for the remainder of the game.
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/DSC01065.jpg)
The 'Czarina' in Lake Baikal Bay, crewed by the usual detrius of Central Asia. Unbeknownst to the Reds however the guns have no firing pins nor the ship any starting handle.......
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Here's a few battlefield shots before deployment. The shaky picture below is because its very difficult to hold the box brownie steady in the front seat of a Junkers ground attack aircraft......
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/DSC01067.jpg)
This gives a decent view of the battlefield looking south. A 16' x 6' table, with the Trans Siberian running through the centre. White camp can be picked out on the left, the Reds would appear on the right (from the west) and on the short edge of the table, far to the south..
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/DSC01068.jpg)
A view of where the main Red surprise assault would come in - the rail junction. Captruing this would allow the Bolos to throw for their armoured train to come on
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/DSC01071.jpg)
A view from the southern end of the battlefield. The foothills that dominate this terrain are clearly visible.
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The Tomb of Temujin, showing the long cold shadows of a winters day in Siberia. The simple mound of stones is said to contain the remains of the Great Khan, along with the looted treasures of three continents. And for nearly a thousand years, a fresh horses head would appear miraculously every day. Expertly thrown together on the day by Rodge 'Smirnoff' Williams. Simple low hill, a bit of Woodland Scenic tallus, Warlord Games tufts, a cocktail stick and the George Washington's horses head from the sweet Euraka set made it work. Running red blood is done with inks....I am extremely grateful to 'coggon' (Allan) for suggesting the tomb sub plot as I struggled to make sense of the plot in the lead upto the game...it all worked a treat mate!
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/DSC01073.jpg)
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Great set up! Just noticed that you are doing the same thing! Have fun fellas!!
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Amazing table! Absolutely stunning! My BoB nerve is twitching!!!
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Our fun was last weekend....now just a fading memory, until the rest of the photos arrive!
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Amazing table! Absolutely stunning! My BoB nerve is twitching!!!
for God sake man, dont stroke it any more!!!!
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Tchankas[/quote
store bought or scratch built :)
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Tchankas[/quote
store bought or scratch built :)
Eureka models, with (I think) Foundry horses as the Euraka ones, whilst beautifully animated, were too fragile and broke at the ankles. All painted by the blessed Steve Dean
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The two other main White briefs.....I'll hold off from now till I get my mittens on some more pictures....
chin chin chaps!
The Manchurian Candidate Der Baron Brief
Your brief
You are Major General Baron Ungern Von Sternberg, a White Russian officer of Baltic German descent. You are also ruler of Mongolia, Conqueror of Kashgar (with two bars), Celestial Warlord of the Peking Pocket, Beth Din first Dan (self appointed) and Khan of the known world. You truly believe yourself to be the descendent of Genghis Khan, and know that it is your destiny to recreate his world empire. Though talk throughout the bazaars is that you are barking mad (you later had the bazaars torched) you know that this is all a cunning front. Rather your savagery and cruelty are merely expressions of values from a different, happier, earlier age, which the fools of the so-called civilized world are unable to see that is where the world going. You are in a word, a man ahead of his time.
You command the ‘Asiatic Cavalry Division’, the front name for your united horde of Mongol, White Russian, German, Japanese and Buryat soldiers, all dedicated to your savage cause.
Your right hand man is the loyal Chuffer Campbell, a man of ready wit and unrefined toilet habits, with whom you would trust your life.
You have an insatiable hatred of the Bolsheviks, all non Buddhists, fornication and strong drink. You feel that it is your duty to release them to another existence to save them from their collective miseries.
Over the past few years you have won world renown and fear for your enlightened success in Central Asia and beyond. Yours is now an Empire recognised by and kow-towed to by the soft living degenerate western world, and don’t you like reminding them of it!
You are intrigued therefore to receive a message from your old Commander, Semenov (who you long thought dead) informing you of the discovery of the tomb of yourself, Temujin, at a spot just south of Lake Baikal. This is a moment you have dreamed all your lives. The very spot where you died and were interred! The message, from your old unit, the high command of Osobii Manchzurskii Otryad (OMO), The Special Manchurian Detachment, calls upon you and your troops to rally at your tomb. The rumours are that you lie beneath a simple mound of stones and that far within your tomb lie the vast treasurers of your wars of conquest. OMO want you to join with two old comrades, Count Smirnoff and Admiral Doleczech, and stem once and for all the Red vomit that is even now reaching across the Central Asian plains.
This is indeed a moment of destiny. You pledge to yourself to protect the tomb of yourself and build a new thousand year capital city on the spot! (the stench of putrefying flesh at Urga is even getting a bit much for you by now).
As the only head of state in the alliance you are obviously the senior White Commander on the spot and are therefore expected to take command. Your forces are well supplied with ammunition.
Your objectives:
1. Protect the tomb of Temujin
2. Defeat the Reds
Forces
15 Tibetan Bodyguard Cavalry: Irregular Cavalry, Morale 2, ferocious.
9 Chahar Mongol Cavalry: T2 M4
10 White Officers: T3 M2, ferocious with bombs. 1LMG
10 Chinese infantry: T4 M4 close order.
10 ex-German POW stormtroopers: T2 M2, ferocious, with bombs. 2 LMG’s
1 Buryat sniper T2 M3
2 x HMG’s T3 M3
2 x Japanese field guns T3 M3
1 x anti-aircraft gun T4 M4
Special Rules
1. Divisional Activation Roll: At the start of the game, Der Baron must throw for his Grand Tactical Rating (n.b. this is in addition to his personal +2 rating). This can range between 0 or +3. Throw 2 x D6: 2-5 = 0; 6-8 = +1; 9-10= +2; 11-12= +3. He then adds this to his Divisional Activation Roll, which is made the first time one of his unit cards is drawn from the pack each move. If Der Baron’s personal card is first out, he adds an additional +1 to his dice throw. His division is activated on a 3-6 on 1D6, plus whatever modifiers he has, e.g. Der Baron has a Grand Tactical Rating of +1 and his card is first out that move (another +1). His division therefore ‘activates’ automatically that move. An ‘activated’ Division moves and fires as normal. If however his division fails to activate they may not move, but can fire. Mounted troops can also counter-charge if attacked. If Der Baron (or Chuffer Campbell) is attached to a unit he and it can move as normal, regardless of the throw for the rest of the division.
2. Divisional and Army Morale: The Asiatic Cavalry Division must check morale when casualties for that Division (measured in on-board units lost) reach 50%. A throw of 4-6 on 1D6 ensures they fight on. On reaching 60%, a throw of 5-6 is required to stay on the field. On reaching 70% a throw of 6 is required, as it is for every 10% lost after that. +1 is added to any throw if the majority of the Division is in cover.
3. Der Lucky Baron: Unlike most commanders of this period, Der Baron was quite happy to fight in person. He was also extremely lucky, which accounts for the admiration with which the superstitious Mongols regarded him. He therefore moves and fights as a cavalryman armed with a rifle, but adds an additional +3 to all his hand to hand combat dice. However all Tibetan, Mongol and Chahar units must take a morale test if they see him killed within 18”.
4. Motivation: A man of unspeakable medieval cruelty, Der Baron spread fear wherever he went, particularly amongst his own troops. Therefore any units within 4” of either him or Chuffer ignore one morale turn per move.
The Manchurian Candidate Doleczech Brief
Your brief
Your are Count Mikhalovich Gibson, Scottish émigré in the 18th century, Lion of the White Cause, scourge of the Bolsheviks, victor of a hundred battles, and committed monarchist.
Unfortunately however, things have not been going too well of late.......
Having escaped those Czech bastards and their illegitimate French pimps at Glaskov, you have scraped together the last – and largest remaining - White army: The ‘Mother Russia’ Division. You were buoyed by the fact that reports suggest that Smirnoff and his Don Cossack division are still operational, as well as that psychopathic nut-job, Ungern Von Sternberg. Imagine your surprise and delight therefore when you received a secret telex from Semenov’s old mob, the Osobii Manchzurskii Otryad (OMO), or Special Manchurian Detachment. They request that you and your troops to rally to the recently discovered tomb of Temujin, just south of Lake Baikal. You know the stories of this place. A remote simple tomb, underneath which lies the treasures of world conquest. It symbolism lies heavy with you and your troops, but the chance to have one last go, in the company of Smirnoff and Sternberg is attractive. You set off, meet up, and plan a surprise counter offensive to the west. As the last recognised ruler of old Russia, you look forward to taking command.
As the good Admiral has been taken out with a case of Trotsky’s Revenge, he has asked you to pick up the baton of glory!
Objectives
1. Take command of the united White forces
2. Destroy the Reds
Forces: The ‘Mother Russia’ Division
2 x 10 ‘Colour’ units: T3 M2, ferocious with bombs. 1 LMG each
3 x 10 Regular infantry: T4 M4, with bombs. 1 LMG each
10 Partizans: Irregular M4. Modern rifles.
1 sniper T3 M3
1 x HMG T3 M3
2 x field guns T3 M4
1 Lancia Armoured Car T3 M4
1 Schneider tank T3 M4
6 rounds of off table HE, with an on-board spotter Tactical 3
1 White aircraft T2 M2
Special Rules
1. Divisional Activation Roll: At the start of the game, Gibson must throw for his Grand Tactical Rating (n.b. this is in addition to his personal +2 rating). This can range between 0 or +3. Throw 2 x D6: 2-5 = 0; 6-8 = +1; 9-10= +2; 11-12= +3. He then adds this to his Divisional Activation Roll, which is made the first time one of his unit cards is drawn from the pack each move. If Gibson’s personal card is first out, he adds an additional +1 to his dice throw. His division is activated on a 4-6 on 1D6, plus whatever modifiers he has, e.g. Gibson has a Grand Tactical Rating of +1 and his card is first out that move (another +1). His division therefore ‘activates’ on anything but a one that move. An ‘activated’ Division moves and fires as normal. If however his division fails to activate they may not move, but can fire. Mounted troops can also counter-charge if attacked. If Gibson is attached to a unit he and it can move as normal, regardless of the throw for the rest of the division.
2. Divisional and Army Morale: Gibson’s Division must check morale when casualties for that Division (measured in on-board units lost) reach 40%. A throw of 4-6 on 1D6 ensures they fight on. On reaching 50%, a throw of 5-6 is required to stay on the field. On reaching 60% a throw of 6 is required, as it is for every 10% lost after that. +1 is added to any throw if the majority of the Division is in cover.
3. Mother Russia: As a scion of the Old Order in Mother Russia, you carry the most sacred icon of Imperial Russia: The Banner of the Black Madonna. All White Russian troops within 18“of the banner get a +1 on all morale throws (including Divisional activation and morale throws). However if the banner is captured, all White Russian troops within 18” must take a morale test with a -2!
S.Langan 02/12/10
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for God sake man, dont stroke it any more!!!!
I... cannot... stop... The... Bolshevik... fever... is... too... strong! *sigh of relief* It feels good!
So, they were Foundry horses, were they? That's the info I was missing. Idea nicked. Now, off to find them on the Foundry store.
PS: Ordering Eureka models... Directly through Eureka or is there a UK distributor worth mentioning?
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I... cannot... stop... The... Bolshevik... fever... is... too... strong! *sigh of relief* It feels good!
So, they were Foundry horses, were they? That's the info I was missing. Idea nicked. Now, off to find them on the Foundry store.
PS: Ordering Eureka models... Directly through Eureka or is there a UK distributor worth mentioning?
Couldnt be sure on that, even Steve Dean couldnt recall as he blagged them off someone. The consensus at our end was that they were.
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Can't you put a rocket up Dr Blackwood? We need to see more photos :D
I love to see Steve's paintwork in it's natural habitat 8)
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Can't you put a rocket up Dr Blackwood? We need to see more photos :D
I love to see Steve's paintwork in it's natural habitat 8)
I have and I will!
Meantimes here's a picture of us at our summer game, 'Return to the Heart of Darkness' (I'm the Bukharan regular in the fez and moustache). Note the nifty fiftieth birthday present the lads secretly smuggled down from Scotland - a real Russian maxim gun!!!
(http://i256.photobucket.com/albums/hh164/defoix/Return%20to%20the%20Heart%20of%20Darkness%20-%20August%202010/HeartofDarkness210.jpg)
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Brilliant group photo! :)
Paul Baker apparently knows what horses were used. I wrote him a PM... Let's see if he'll react. :D
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Great looking board!
And the tramp steamer is pretty awesome as well.
As for the group shot... quite a rabble there. :o
Nevertheless, the maxim is very kewl. ;)
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Couldnt be sure on that, even Steve Dean couldnt recall as he blagged them off someone. The consensus at our end was that they were.
I got mine through Fighting15s, agent for Eureka inn the UK. They may be on special order.
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I have and I will!
Meantimes here's a picture of us at our summer game, 'Return to the Heart of Darkness' (I'm the Bukharan regular in the fez and moustache). Note the nifty fiftieth birthday present the lads secretly smuggled down from Scotland - a real Russian maxim gun!!!
(http://i256.photobucket.com/albums/hh164/defoix/Return%20to%20the%20Heart%20of%20Darkness%20-%20August%202010/HeartofDarkness210.jpg)
That's proper wargaming getup, that is!
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I think I saw the hoodie with the scarf round his face on the news last night lol
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I got mine through Fighting15s, agent for Eureka inn the UK. They may be on special order.
Thanks Hammers!!! :)
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Thanks Hammers!!! :)
Like I said on the Steve Dean forum I think it is only fair to lower your expectations a little. The men and horses are wee, the cart is beautifully crafted but also small. The figures are lacking in definition. The horses look good but they will break off at the feet.
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Thanks for the warning. Copplestone size wasn't in my expectations anyway! :) I am guessing though that on its own base it will look quite good on the table. It does on the pictures Ignatieff posted as well next to all the Copplestones.
EDIT: With the size being on the small side, I am guessing Foundry Horses might fit well with it...
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Hammers is entirely correct, but, but, but, it looks awesome on the table and fits perfectly with Copplestone!
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A worthy place holder for the Summer game :-* You are forgiven for the moment but you have once again left off the bottle count lol
LB
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A worthy place holder for the Summer game :-* You are forgiven for the moment but you have once again left off the bottle count lol
LB
Wait till I get home tomorrow. We did a proper bottle audit for the summer game. The results will not surprise you.....
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The grandiose project! Beautiful figures and a table. Fine work and excellent game. I am admired! Accept my respect, Mr. Ignatieff :o
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I am admired!
Indeed you are! And so is Ignatieff! lol
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Costs of computer transfer... ;)
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Costs of computer transfer... ;)
Don't worry. It was not meant as a snide remark. :)
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Tremendous one and all, many thanks. I will continue to pressure the good Doctor to pull his digit out, meantimes, here is the bottle count (for the summer game) as requested by 'Marianas Gamer' (Lon)...we didnt do one for the December one as it was only a 24 hour affair.....
For Valour
East African Campaign 2010
(delivered by Richard Burton, in his Zulu voiceover style....)
“The following list of drinks was consumed by 13 members of The League of Extraordinary Kriegspielers between the evening of Friday 6th August 2010, and the early hours of Tuesday morning, 10th August. One additional League member took part in the action of Monday 9th August, and, it should be noted, that one of our number is a non-drinker.
This is only the recorded consumption. There may have been others, of different types, taken far away from public view.
Whatever the final roll call, one thing is certain. We shall not see their like again”.
BEER & CIDER Number Consumed
Becks, 275ml bottles, 5% ABV - 27
Becks N/A, 275ml bottles, 0%ABV - 18
MGD, 330ml bottles, 4.7% ABV - 24
Kronenbourg 1664, 275ml bottles, 5.0% ABV - 24
Budvar, 500ml bottles, 5.0% ABV - 60
McEwans Export, 500ml cans, 4.5% ABV - 10
Stella Artois, 500ml cans, 5.0% ABV - 2
Stella Artois 4%, 330ml bottles, 4.0% ABV - 15
Furstenburg, 500ml bottles, 5% ABV - 8
Peroni, 660ml, 5% ABV - 1
Becks Vier, 1 pint, 4.0% ABV - 1
Bittburger Drive, 1 pint, 0% ABV - 1
Greene King IPA, 1 pint, ?% ABV - 1
London Pride, 1 pint, 4.2% ABV - 5
Stella Artois, 1 pint, 5.0% ABV - 5
Sweeney Todd, 1 pint, ?% ABV - 1
Aspall Premier Cru Suffolk Cider,
500ml bottles, 7% ABV - 8
WINE Number Consumed
New Zealand, ‘Malborough St.Clair’,
Sauvignon Blanc, 2009, 75cl bottles - 30
South Africa, ‘False Bay’
Sauvignon Blanc, 2009, 75cl bottles - 7
France, Cotes du Vivarous, ‘Grand Aven’ (red)
2007, 75cl bottles - 3
France, Cotes Catalanes, ‘Cabalie’ (red)
2009, 75cl bottles - 1
Unknown Merlot, 75cl bottle - 1
SPIRITS Number Consumed
Johnnie Walker Blue Label,
‘King George V’ edition, 70cl bottle, 40% ABV - ½ bottle
Johnnie Walker ‘Double Black’,
100cl bottle, 40% ABV - ½ bottle
‘Peat Monster’ Malt Whisky, 70cl bottle,40% ABV - ½ bottle
Assorted Malt Whiskies, ibid - 1 bottle
Lambs Navy Rum, 70cl bottle, 40% ABV - 1 bottle
Courvoisier VS, 70cl bottle, 40% ABV - 1 bottle
SOFT DRINKS Number Consumed
Coca-Cola, 330ml can - 48
Diet Coke, 330ml can - 33
Schweppes Soda Water, 150ml can - 7
Cur ante tubam tremor occupat artus? (Virgil)
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:o :o :o And how many did every one else have :D ;)
Shame there's only a couple of ales in there.. Never mind ;)
cheers
James
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:o :o :o And how many did every one else have :D ;)
Shame there's only a couple of ales in there.. Never mind ;)
cheers
James
Thats (predominently) Scotsmen for you!!
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Yes, I saw the McEwans Export lol
It sounds like you chaps have a rare old time. Always good to read your reports :)
cheers
James
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Blimey! That is an impressive amount of liquids! :o
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Blimey! That is an impressive amount of liquids! :o
War may be hell, but a stiff drink doesnt half take the edge off it.......
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And whilst I wait for the Doc to produce the pics, here's another brief. The key one for the (end) game: The Tibetans....
The Manchurian Candidate The Dalai’s Brief
Your brief
There is a malevolent bacillus at the core of humanity that is speeding on a train heading east, which if not eradicated will destroy all mankind.........
You are the Dalai Lama, spiritual leader to millions of Buddhists the world over. You are also a Living God, and absolute ruler of the mysterious mountain kingdom of Tibet.
You are also the All Seeing Eye, the Protector of the Ying and the Yang, The Great Leveller and the Protector of Good within the Cosmic Soup. In the chaos following the Russian Revolution there have been many cracks and fissures in the duvet of harmony, but none as serious as is currently heading towards Manchuria.
Dr. Manfred Isaacs, thought destroyed along with his inhuman abominations in the High Pamirs a few years ago, was in fact smuggled out of the chaos by agents of the Bolsheviks. Over the past 18 months he has been rebuilding his army of chaos deep in a secret dungeon in Moscow. They are now heading towards Manchuria, intent on exporting Revolution, chaos and World Disorder.
You must stop them.
Your objectives:
1. Destroy Isaacs and his Horde from Hell
2. Give the Reds a right bloody nose
Forces
His Holiness The Dalai Lama: +2 morale general
15 Irregular Tibetan Cavalry: Irregular M5
3 x 10 British trained regular infantry: T3 M5, stubborn. 1 LMG per unit
20 x Irregular musketeers: M3, stubborn, with single shot rifles
10 x Irregular musketeers: M3, stubborn, with single shot rifles
2 x Yak towed HMG’s: T4 M3
1 x Yak towed Field Gun: T4 M3
1 x Flamethrower, T2 M2
1 x Biplane: T3 M3
You are currently 10 miles south of the main battlefield. You hear gunfire and head north................
Special Rules
1. Divisional Activation Roll: At the start of the game, The Dalai must throw for his Grand Tactical Rating (n.b. this is in addition to his personal +2 rating). This can range between 0 or +3. Throw 2 x D6: 2-3 = 0; 4-7 = +1; 8-10= +2; 11-12= +3. He then adds this to his Divisional Activation Roll, which is made the first time one of his unit cards is drawn from the pack each move. If the Dalai’s personal card is first out, he adds an additional +1 to his dice throw. His division is activated on a 3-6 on 1D6, plus whatever modifiers he has, e.g. The Dalia has a Grand Tactical Rating of +1 and his card is first out that move (another +1). His division therefore ‘activates’ automatically that move. An ‘activated’ Division moves and fires as normal. If however his division fails to activate they may not move, but can fire. Mounted troops can also counter-charge if attacked. If the Dalai is attached to a unit he and it can move as normal, regardless of the throw for the rest of the division.
2. Divisional and Army Morale: The Tibetan army must check morale when casualties (measured in on-board units lost) reach 50%. A throw of 3-6 on 1D6 ensures they fight on. On reaching 60%, a throw of 4-6 is required to stay on the field. On reaching 70% a throw of 5-6 is required, as it is for every 10% lost after that. +1 is added to any throw if the majority of the Division is in cover.
3. Buddhist Karma: The Dalai brings harmony, peace and enlightenment to his followers and troops wherever he goes. This karmic confidence means that all Tibetan troops within a 12” radius of the Holy One, ignore one morale test each turn. However should the Celestial Being be killed, all Tibetans cannot move for three moves as they experience the ascendance into another existence by their Supreme Being. However they can defend themselves and fire and fight as normal. They also do not take any morale tests during this joyous festival. After that they fight and move as normal.
4. The Yeti: Oh yes, they’re back! Any Tibetan troops within 18” of a mountain terrain square can throw for the appearance of the Yeti if there any enemy troops occupying this feature. 2 D6, and a 10-12 mean that the guardians of the hills will appear! They fight as four humans, never take morale, but never leave the mountains.
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Ahhh, back at least, Steve! And with an impressive list of drinks as well. What a game, and what a birthday!
:)
I hope the Christmas season will get you more time to show all the other goodies from your last game, and of course from Africa, too!
;D
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I hope the Christmas season will get you more time to show all the other goodies from your last game, and of course from Africa, too!
;D
Thats the plan Michael!!
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What an astonishing table :o
I was planning a 4-metres table for a BoB game, but nothing as nice as this one :'(
Thank you, it shows that with a lot of work it is possible to do wonderful things ;D
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Onge again magnificent!
more pics please!
As a side inspiration may I humbly suggest to have a look at:
http://generalpettygree.blogspot.com/2010/12/chapter-45-captivity-fiends-and-angel.html
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Arge
Good to hear from you my old friend! What a splendid blog. If I ever have a spare year it would be good to adopt this new technology! Pics, yes, the dco has gone to ground. I think he is on a mission. More later
Steve
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Steve,
Let me (belatedly-sorry-dealing with 16 inches of snow over the weekend) add to the chorus of admirers. I have honestly run out of adjectives, so lets go with "simply stunning"
Allan
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Cor. As ever, it's fantastic.
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The good doctor has sent a few updates, though there are plenty more to come!
This first shot shows just how close the Reds had managed to get overnight to the key White position at the railway station. Red forces are led by the cream of their army, with sailors, Cheka and Siberian rifles in close support. Facing them is Smirnoff's Cavalry Divison, dismounted and dug in. In the distance you can see the sacred banner of The Black Madonna, carried by Doleczech's men. And yes those are Chinese acting as dismounted White cavalry...even I ran out of figures on this mega-lead-fest! on the left centre of the picture you can see the Great Redoubt that proved the toughest nut to crack for the Reds. The HMG team on the left of the Redoubt played a blinder, making 16 saving throws through the game. When you consider they would have been destroyed on a 1-2 on a D6, a supreme achievement!
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate05-1.jpg)
Next up is a view from the northern flank. Der Baron's Asiatic Cavalry division (which of course didnt have much cavalry) pulled the right flank card. Here you can see his Austrian/German POW's occupying a defensive sanger at the frozen river mouth. Facing them was not a single Red!
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate07.jpg)
A good deployment panorama shot. The Reds are going to use the railway station as their point of decision, and have heavily loaded their right. White left flank is the dismounted Smirnoff cavalry division, centre Doleczech's (led by Mikhail Gibson) and on the right Der Baron. The tomb of Temujin can be spotted left centre, in the heart of the White deployment zone.
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate09.jpg)
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The Beast's Brief!
Your brief
“The tomb of Temujin! By the shores of Lake Baikal! By Jove, that’s incredible! I must get there as soon as possible. Tell my Intelligence Chief to formulate a ruse to allow me to travel there!”
You are Adrian Enver Pasha, The Beast of Bukhara, the twentieth century Iskander, Shaka Zulu of Somalia and heir apparent to the Empire of Temujin! You rule over a 1,000 year Empire, the likes of which the world has not seen the age of the Great Khan. From the High Pamirs to the Horn of Africa, across the tribes and Khanates of the former Ottoman Empire and Imperial Russia, you rule supreme. You know that symbols matter, and the chance find of the tomb of Genghis Khan means that you now add these treasures to the new Imperial Historical Museum collection in down town Bukhara. The simple mound, marked for a thousand years by a fresh bleeding horses head, is rumoured to contain vast treasures plucked from the enslaved kingdoms of China, Asia and Europe.
Your Chief of Intelligence, Mustafa Ali Bi, has planned an elaborate expedition based around your passion for butterfly collecting. Though how you explain away motorised field guns and armoured cars in this guise Allah only knows!
You do however know you are moving into a war zone. A place where the evil empire of the Bolsheviks is engaged in a titanic struggle with rump of Imperial Russia.
However much you hate the Reds however, you only want the treasure. However the temptation to have a pop at the godless swine may prove too much along the way!
Your objectives:
1. Recover the treasures of Temujin
2. If possible lend a hand to the Whites.
Forces
Adrian Enver Pasha: +2 morale general
2 x10 regular Adrianstani infantry T4 M2, stubborn, with bombs. 1 LMG each
10 Ghazi fanatics. T3 M2’s, ferocious with bombs. 1 LMG
24 irregular Ghazi ‘Musselmen’. Irregular M2, fanatics.
1 X HMG T3 M3
2 x field guns T3 M3
1 x armoured car (Erhardt) T4 M3
1 Lloyd Aviatik recon plane. T3 M3
You are currently 10 miles south west of the main battlefield. You hear gunfire and head north................
Special Rules
1. Divisional Activation Roll: At the start of the game, The Beast must throw for his Grand Tactical Rating (n.b. this is in addition to his personal +2 rating). This can range between 0 or +3. Throw 2 x D6: 2-5 = 0; 6-8 = +1; 9-11= +2; 12= +3. He then adds this to his Divisional Activation Roll, which is made the first time one of his unit cards is drawn from the pack each move. If The Beast’s personal card is first out, he adds an additional +1 to his dice throw. His division is activated on a 4-6 on 1D6, plus whatever modifiers he has, e.g. The Beast has a Grand Tactical Rating of +1 and his card is first out that move (another +1). His division therefore ‘activates’ on anything but a one this move.. An ‘activated’ Division moves and fires as normal. If however his division fails to activate they may not move, but can fire. Mounted troops can also counter-charge if attacked. If The Beast is attached to a unit he and it can move as normal, regardless of the throw for the rest of the division.
2. Divisional and Army Morale: The Bukharan army must check morale when casualties (measured in on-board units lost) reach 50%. A throw of 4-6 on 1D6 ensures they fight on. On reaching 60%, a throw of 5-6 is required to stay on the field. On reaching 70% a throw of 6 is required, as it is for every 10% lost after that. +1 is added to any throw if the majority of the Division is in cover.
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Three more shots of the game....
The Red wave rolls forward. Red artillery drops an inch perfect smoke screen in front of the heavy coal bunkers held by dismounted White officer cavalry. This however forced the Reds into a murderous frontal assault with bomb and bayonet. As the heavy cover (+2) was held by some of the toughest White troops, the Reds would have to kill them all before taking the position...In the background, Von Stauffenberg's Red Cross convoy hurries through the carnage, pulled by that famous locomotive, 'The Mad Bob Express'.
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate16.jpg)
Meanwhile far to the north, the Reds had managed to bring on their ageing paddle steamer, the Baikal, here manned by Red sailors in captured Royal Navy summer kit (note to self, must buy more red and white figures....). They of course didnt know that the White ship couldnt move at this time, and couldnt fire its heavy guns, so approached the action cautiously.
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate21.jpg)
A shot from about Move 12. Smirnoff's men fought like the hardcore whites they were, dieing where they stood rather than surrender. Even when the Reds played their 'Rosa Luxembourg Revenge card', and turned Smirnoff's Kazakh irregular cavalry causing mayhem in his rear lines, Smirnoff fought on, like the old wounded Lion he is. This shot shows him with the very last of his men (and yes, those are British infantry playing dismounted Whites) and his sole remaining support vehicle, fending off wave after wave of Red attacks. Just prior to this picture being taken, Smirnoff himself threw a double six and emptied two mutinous Kazakh saddles with his pair of pearl handled broom handled Mausers. The stuff of legend! Smirnoff suffered multiple wounds during this action, and was eventually forced to be carried from the field to the mound of Temujin, where he and The Beast looted the mound and shared the spoils, which The Beast smuggled off board! The redoubt is the cracking new piece by 'Architects of War', distributed by Warlord Games, and once again painted in expert and double quick time by Rodge 'Smirnoff' Williams.
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate39.jpg)
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The final brief, that of Von Stauffenbergs...
The Manchurian Candidate Von Stauffenberg’s Brief
Your brief
Graf Von Stauffenberg is a man of honour, fairness and hatred of all things Bolshevik. Since the cancer of revolution has spread over old Mother Russia he has taken it upon himself to defend and protect those who still believe in the goodness of the Old Order.
His mission this time is an unusual one: taking freed German and Austrian POW’s by Red Cross train to the safety of allied held Vladivostok.
Having obtained the necessary passes and passports from the Bolsheviks he is now in the home run. However there are two problems – he is steaming through a war zone and secondly he fears for the loyalty of his charges: there is a worrying amount of Socialist talk amongst the men.
Your objectives:
1. Get your men through and off the table safely
2. Deliver the package to Smirnoff (see below)
3. Give the Reds a bloody nose if you possibly can without compromising objective 1
Forces
Graf Von Stauffenberg: +2 morale general
10 Brandenburg Grenadiers: T2 M2, with bombs, stubborn. 2LMG’s
10 Brandenburg Storm Troopers: T2 M2 ferocious, with bombs. 2 LMG’s
10 Brandenburg riflemen: T3 M3, with bombs. 1 LMG
1 HMG T3 M3
1 x Field Gun: T3 M3
1 x Flamethrower, T2 M2
3 x 10 German/Austrian POW’s. Some wounded. Morale unknown. Unarmed.
You are currently 10 miles south of the main battlefield. You hear gunfire and head north................
Special Rules
1. Divisional Activation Roll: At the start of the game, Von Stauffenberg must throw for his Grand Tactical Rating (n.b. this is in addition to his personal +2 rating). This can range between 0 or +3. Throw 2 x D6: 2-3 = 0; 4-7 = +1; 8-10= +2; 11-12= +3. He then adds this to his Divisional Activation Roll, which is made the first time one of his unit cards is drawn from the pack each move. If the Von S’s personal card is first out, he adds an additional +1 to his dice throw. His division is activated on a 3-6 on 1D6, plus whatever modifiers he has, e.g. Von S has a Grand Tactical Rating of +1 and his card is first out that move (another +1). His division therefore ‘activates’ automatically that move. An ‘activated’ Division moves and fires as normal. If however his division fails to activate they may not move, but can fire. Mounted troops can also counter-charge if attacked. If Von S is attached to a unit he and it can move as normal, regardless of the throw for the rest of the division.
2. Divisional and Army Morale: Von Stauffenberg’s Brigade must check morale when casualties (measured in on-board units lost) reach 50%. A throw of 3-6 on 1D6 ensures they fight on. On reaching 60%, a throw of 4-6 is required to stay on the field. On reaching 70% a throw of 5-6 is required, as it is for every 10% lost after that. +1 is added to any throw if the majority of the Brigade is in cover.
3. Bolshevik hatred: Von Stauffenberg and his men have been through many campaigns against the Red Horde. Most of these have been successful. However during that time they have developed a deep loathing and hatred of all things Red. Therefore in the first round of any melee they always add +1 to any dice throw.
4. Spare Parts: Your old friend Smirnoff has asked that you bring some key spare parts for the coming game. It looks like firing pins and an starting handle. You must get them to him as soon as possible
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Last shots for the moment. The Good Doctor has ordered more chemicals and its developing more prints as we speak.....
Here we see that once proud Bolshevik hero, Uncle Yuri Gagarin, shot down - again, this time by a Tibetan Fokker DVII. Having reached ace status in double quick time, Yuri's record since then has been one of slow decline, as his powers have gradually waned. He did however successfully escape from behind enemy lines, all the more impressive as he landed in amongst the terrifying (and smelly) Asiatic Cavalry Division of Der Baron! In the background, Von Stauffenbergs train steams eastwards, with all on board keeping their heads down. Remarkably neither side fired a shot at it during the game, helped in part by Von S doing likewise. Just behind the train, Der Baron has launched a uncharacteristic half hearted assault, led by poor quality Chinese infantry and Chahar Mongol cavalry. His best troops held his right flank, fearful of a surprise Red assault from the sea, that in the end never materialised.
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate41.jpg)
A shot from late in the game. The third train to come on, an unmarked and apprently unmanned train characterised by a hideous smell of dead and decaying flesh...........In the background, the successful Red assault grinds on. You can see a Red Mk V tank crushing the The Great Redoubt, with the Heavy Machine Heroes having recently fell after a heroic defence, whilst dug in Red artillery on the high ground to the left mops up the few remaining White forces this side of the river.
More, much more as soon as the developed plates arrive!
Thanks for reading so far!!!!
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate51.jpg)
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Christmas has come early. :)
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Aaargh, a smell of dead ? Is it an undead train coming ? :o Is it the Flying Dutchman Midnight Express ? ??? lol
Wonderful.
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inspiring :D
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Gots to find my copy of T&T.
-J
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Gots to find my copy of T&T.
-J
Not our house rules then?
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Steve,
What version of house rules are you on now-the more I read of your exploits, the more tempted I am.
Allan
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Steve,
What version of house rules are you on now-the more I read of your exploits, the more tempted I am.
Allan
5.4.2.1...or something like that, and they're free!
We are just updating the spreadsheets following this game (due in the next few days), which is all you need to know to be honest. There is a rule set book, which I will update from my Alpine lair over the Christmas holidays......
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Excellent so far, well worth the wait 8)
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Ignatieff, what's the difference? Did I shell out money for the bound rules when I could have got them free? Where to find, please?
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Ignatieff, what's the difference? Did I shell out money for the bound rules when I could have got them free? Where to find, please?
T & T are fine rules, so no you didnt shell out unecessarily, however we've never used them, having 'evolved' in our own little eccosystem. Send me you email on a PM and I'll send you what weve got. Not better than T&T, just different....
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Your Chief of Intelligence, Mustafa Ali Bi
I am stealing borrowing this name for future reference. lol
Your games always make me green with envy!
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Doctor Blackwood has stopped drinking the chemicals and has used them to produce the rest of the pictures lol!
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate34.jpg)
This one shows the Reds still battering their heads of the coal bunker complex, but at the same time flanking the rest of the position...what they didnt realise at this point that the Cossacks dismounted in the railways station (on the right) had rigged the ammo dump to blow, and blow it did! 10 dead reds and a couple of disabled vehicles! Note the Chinese Internationalists crossing the tracks...
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate06.jpg)
Red Armour waiting for the off
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate26.jpg)
Red Armour lumbers forward. Uniquely in nearly ten years in this period, neither tank broke down and trundled and crushed their way to the heart of the White lines. Von Stauffenberg's Red Cross train hurtles by in the background
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More from the box brownie of the Good Doktor.....
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate25.jpg)
Three brave White officers hold the coal bunker complex, while the Reds walk into a trap at the station...
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate18.jpg)
an earlier shot showing the battle raging....
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate08.jpg)
The White deployment, in and around the tomb of Temujin. They deployed wide apart as rumours of a massive Red bombardment filtered through...Note the sacred banner of The Black Madonna on the left
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and yet more....
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate14.jpg)
Treachery! The Reds use their 'Rosa Luxembourg Revenge Card' to turn a large unit of irregular Kazakh horsemen to their cause (from the Red brief): "A special Bolshevik Commando unit, ‘Brigade Revenge Rosa Luxembourg’, has infiltrated the White Camp and is ready to turn on their oppressors on a pre-arranged signal from a red Very light. Once this is fired, nominate one unit in the White Army that immediately becomes Red and starts firing/attacking on its erstwhile ‘comrades’. n.b. does not work on White Officer units, Cossacks, anybody working for Der Baron or non-Russian units. Its factors immediately change to T2 M2 ferocious". The umpire threw for which Division the unit came from, and the Reds chose the actual unit. Given that Smirnoff's command was almost entirely comprised of White Officers and Cossacks, this particular Revolution chose itself...This picture shows them turning on White partisans, cowering in some scrubland. Meanwhile in the distance Smirnoff organises the desperate defence of the railhead, unaware of the treachery unfolding in his rear, so to speak...
(http://i256.photobucket.com/albums/hh164/defoix/The%20Manchurian%20Candidate%20-%20December%202010/TheManchurianCandidate20.jpg)
A nice shot of another rear, this time 'The Czarina'. Lots of activity from the crew, and the occasional crackle of HMG fire, but precious little else...
Well that's it chaps for this time. Unfortunately a lot of the later shots didnt come out well due to the poor winter light, but we are working on that for next time. A cracking, cracking game however, played in the true spirit of the Kriegspielers, with tins of great incidents. Here are our favourites (but of course you had to be there to know what we are talking about!!!!!)
Roll of Honour:
- Gibby's 15 saves on the HMG
- Dave's 'Tank Terror' Attack on the trench line
- The 'Where's your Spotter' Incident
- Smirnoff's Woody Harrelson Pistol Action vs the dirty Turncoat Raghead Cavalry
- The Umpire for calling 13 straight turns in a row (9 hour stint IIRC)
- The 4am Club for valour above and beyond
- Soapy's Flatulence
- Adrian Enver Pasha and Smirnoff in the Burke and Hare incident at the Tomb
- Soapy epic journey from Inverness, leaving at 5.00am on Friday morning, and making it through the worst winter weather in 100 years to King's Cliffe by 9.20pm, and then staying up with 'The 4am Club' talking shite and putting the world to rights!
- Von Stauffenberg’s contribution to the environment – total ammo expenditure – 2(Two) 75mm artillery rounds and 1(one) burst of HMG. And he sunk the 'Baikal' with that lot!!!
- The TIbetan charge across the ice to take on the Leningrad Express- despite not even having invented bayonets for their matchlocks yet!
- Rory's heroic rear guard action aganist the Forces of Dr Isaac
- Sheps's in character playing - brewing up my Mark IV 10 minutes after the ceasefire came into effect
- Rory for his line "But Dad zombies could not run in the 1920s that is only a modern development". A fair call to the umpire cruelly ignored
and much, much more!!!!
.....Next up 'Return to Heart of Darkness' which we ran over the summer. This will appear on the Colonial page, sometime over the New Year.
Vorwarts!!!
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Unless I have missed something, Igno, I can't see any reports on what the reeking train was all about. Also, di dthe yeti eve come into play?
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ah yes, Dr Isaacs made his appearance late in the game (these shots didnt come out unfortunately). The Reds either side of the silent carriage poured round after round of lead into it. This caused an ooozing of foul smelling liquids, followed by the flat waxy remains of dead bodies flopping out onto the trackside.....and then woooohooooo! 24 zombie runners (new innovation) biting and infecting (new innovation number 2) their way through the Red rear lines, at which point we called the last move, so perfectly set up for the sequal. As for the Yeti, no, The Dalai Lama didnt get anywhere near the mountains, but it was funny seeing the Reds look nervously over their shoulders all the time.....
(http://i256.photobucket.com/albums/hh164/defoix/0623rdKashgarDalaisYetivReds03.jpg)
(from a previous encounter in Turin, 2004...)
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What a smashing table!!! :o ;D Beautiful shots, dear Ignatieff! I simply adore the train-station. Was this a scratch-built building? The porch looks very intricately built.
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What a smashing table!!! :o ;D Beautiful shots, dear Ignatieff! I simply adore the train-station. Was this a scratch-built building? The porch looks very intricately built.
Train station scratch built by the very talented Gary Chalk. Other buildings equally well built by....darn, senior moment, it'll come to me!
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Very talented indeed... I wish I knew what he used for the metalwork of the porch supports. Maybe Hobbycraft can offer some insight. Lovely work. Shake his hand for me! :)
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Very talented indeed... I wish I knew what he used for the metalwork of the porch supports. Maybe Hobbycraft can offer some insight. Lovely work. Shake his hand for me! :)
Those are very clever: lamposts with the lamp part cut off. The decoration around the bottom of the porch roof (in green, looks fancy) is actually paper napkin stuff. Very clever as I said. Hope that helps
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It does indeed! Genius! I was thinking of photo etched stuff and similar things. How naive of me! lol
Thanks, Ignatieff.
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Now, that looks something like the Holy Grail of Back of Beyond!
This league of yours bears well its name :-*
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...our big summer campaign report: 'Return to the Heart of Darkness', has started on the Colonial page...
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Wow! :o Really,really lovely looking terrain and figures! :-* :-* 8)
Christopher
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Simply amazing. Beautiful!
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These campaigns are always great fun, looking forward to the next one.