Creeper Creative. Powered by Blogger.

Tags

Subscribe Here

Label

Categories

Recent

Popular

Video

Saturday, March 28, 2020

   More Reaper Bones 4 minis...

Thunderfoot Defender

Rear of same

Pack of Velociraptors.


After a few games clearing forts it was time to get back in the open desert, pack away those almost indestructible Matildas and break out the wafer thin armoured early Cruiser Tanks. Here is the scenario / orbat and AAR of Game 8 of our  Op Compass Campaign.

A9 Cruiser Tanks
If you want more information on the Campaign I have set up a separate page which is updated regularly with updates on rules along with links to all the previous games,

https://yarkshiregamer.blogspot.co.uk/2018/04/opcompass-1940-resource-page.html


The games are based on an excellent book by Robert Avery which is available from The Toofatlardies, there is a direct link to purchase the 
book on the Resource Page.We use 28mm figures with this scenario taking place on an 12 x 6 table using a home brew set of rules, based on Iron Ivans Disposable Hero's.



A10 Cruiser Tank
Historical Background 

The Italian troops in the area had been bottled up in Sidi Barrani and the British paused to reorganise before making their attacks on the afternoon of the 10th December 1940. The defenders crumbled quickly and by night fall the last defenders of the town were pinned back to the sea.

Our game represents an attack by the Cruiser Tanks of 6 RTR against this final line of Italian troops. The original attack happened during the hours of darkness, I have decided to run the game under normal daylight rules.



Table Set Up and Terrain 

The photo above shows the table, we are playing on the full 12 x 6 layout. A flat area of desert with some undulating sand dunes and some areas of Scrub, a track runs down one edge of the table. I added two buildings post photo one in the far top right of the table and a second to the left of the green hill.




The following Special Rules are in force (see Resource Page for full details)

Bad Going
Breakdown 

Italian Prisoners - when Italian Infantry become pinned roll 1d6, on a 5 or 6 the unit surrenders, add +2 to the die roll per additional pin. Once surrendered the unit will March towards the British entry point, it must be accompanied by a British Unit (within 9") until it leaves the table. 1 Tank can safely escort or hold 20 Figures of Italians. Once the prisoners leave the table the vehicles can resume normal duties.

Italian Artillery Crew Morale - they do not take morale tests and fight to the last man.

Dunes - all the hills are soft sand, any bad going rolls made on the hills are subject to a one shift on the dice. I.e. a roll of 3 and 4 on two d6 would not normally bog a vehicle down but a dune, the 3 is modified to a 4 to make it a double 4.


Italian Prisoners (marked with white counter) March towards the British 
British Briefing 

With the fall of the forts it's a case of mopping up the last bits of resistance in the area, Intel suggests there are some small Infantry units supported by a decent amount of Artillery. Be careful, your tanks are thinly armoured and not that reliable !

Squadron HQ 1 x A10 Cruiser Tank and 1 x A10 CS Tank
1st Troop - 3 x A9 Cruiser Tanks 
2nd Troop 3 x A10 Cruiser Tanks 

You have a two fold objective, One, destroy all the Italian Guns (Artillery and Anti Tank) and two, capture (alive) the Italian Captain who is sound asleep in the house at the opposite end of the table.

All units enter the table on the track, in column from the bottom left hand corner of the table (as viewed in the photo above).


A9 tank "Amos" in the dunes

Italian Briefing 

The lakes of Northern Italy seem a distant dream now and you long for home as this war goes from bad to worse.

You are in Command of a group of mixed Guns supported by some infantry units. Morale in the foot soldiers remains very low and you know they could break at any point. The pride in the Artillery units gives you some confidence but this is going to be a long day.


The Commander sleeps soundly whilst his driver waits outside.
Your Mission is to do as much damage as you can to the advancing enemy whilst keeping your Commander safe.

1 x HQ 2 Figures with Staff Car 
4 x 10 man Infantry Squads each with 1 Sgt with SMG and 9 Rifles 
2 x 47mm Anti Tank Guns and crew
2 x 65mm Infantry Guns and crew
2 x 75mm Fields Gun and crew

Free set up, all units begin the game hidden.


Italian Anti Tank Gun
How did we get on

The Italians set up with some infantry in the forward house, the oasis and the long sand dune, the final squad was guarding the Commander, the first three to act as Art observers. The Artillery was set up by the Commanders house whilst the Anti Tank Guns were both on the long sand dune. The Infantry Guns were split, One near the Oasis and one in the far top left palm grove.

Italian Infantry spotting for the guns

In what was going to be the first of many mechanical issues for the British one of the A10s broke down on the turn of the first event card.



A couple of A9s quickly located one of the Italian Squads.



Some sustained MG fire from the two tanks persuaded the Infantry to surrender and it was round 1 to the British.



It wasn't all plain sailing for the Brits as Italian Guns rained shells down on the advancing tanks.



Things got a little hairy for the prisoners (and the A9s) when some random Artillery rounds landed close by.



It wasn't long before the Italian Artillery hit home as a 75mm shell landed on the roof of one of the A10s.



One of the A9s located some Italian Infantry at the last minute hidden by the Oasis and was safe in the knowledge that they only had rifles.



What they didn't see was the Anti Tank Gun hidden in the dunes behind the Infantry.



The first line of the Italian positions were clear after the Infantry in the house surrendered and the remaining 6 British Tanks advanced towards their objectives.



The CS Tank remained near the base line, it's ranged capability allowed it to both support the attack with its 3 inch Howitzer and remain near the base line to escort the prisoners away.



The Brits approached the last Italian positions and we were in for an exciting conclusion.



The slower moving A10 Tanks ended up in a cross fire from the Anti Tank Guns on the dunes around the Commanders house, the Infantry Gun in the Palm Grove and the indirect Artillery. It didn't end well for the British who lost two tanks in quick succession (see first photo), One A10 was lost to an Artillery round which went off under it's right side track turning it over, the other from an Infantry Gun shell in its side (boy those Cruisers are thinly armoured)


It wasn't all Team Italy though and the remaining Anti Tank Guns were taken out by the British machine guns.


It was desperate stuff, the Italians only had one spotter left for two Artillery pieces and as a last ditch defensive move one of the 75mm guns exposed itself to the machine guns so it could fire over open sights. 

Just at that moment the above A9 set off to get a better shooting position at the gun, only it didn't move, years ground and engine smoked but it was completely broken.


The British had three tanks left now but the A10 CS was about 10 feet in table distance from the action and the other remaining A10 was bogged down near it's destroyed friends which just left 1 A9, the ever dependable "Arnold".


In a rather unfortunate twist of fate as the final A9 advanced towards it's final objective an Event Card draw came up, it was a breakdown, the British roll for how bad it was, a 6 was rolled, total mechanical break down and a very rare total victory for the Italian Forces.


So a 4 point victory for the Italians narrowing the scores for the campaign to a single game span, British 18 Italian 14.

Another extremely close game, both sides had chances to win. On table now is our traditional WW1 Mesopotamia game, expect some more Compass early in the new year.

I finished up the turrets on the Night Spinners last night. I ended up going with a magenta for the Doomweavers, and putting the glow more towards the middle/base. Annoyingly, I painted on my gloss coat which resulted in a yellow/brown tinge getting on them. I'm not sure if it was something in the brush or what but I have to clean up a few parts (it's most noticeable on the white highlights). I'll get to that in a bit and get some grass tufts on there as well, then I have to figure out Falcon turrets.

Epic Eldar Night Spinners Epic Eldar Night Spinner Epic Eldar Night Spinner

Monday, March 23, 2020

Friday, March 20, 2020

I found this excellent graph in @joebaxterwebb's site. It's a synthetic and great game design lesson to think before gaming development. You can read the complete article HERE.

Sure I'll use in my game designing classes next semester. =)



Thanks, Joe for this great content.

#GoGamers

Thursday, March 19, 2020



As previously mentioned, Arc of Alchemist will be heading to North America on January 30, 2020 and in Europe on January 31, 2020 for the PlayStation 4 and Nintendo Switch. The North American release date for both platforms and the European PS4 version will still release on January 30 and January 31, respectively. However, the EU Nintendo Switch release date is now set for February, instead of January 31. The launch date for the EU Switch version will be provided soon.




This week, we also have the last website update that provides more background on the world, the creative minds who were involved with
Arc of Alchemist, as well as free Twitter Icons and wallpapers. Check the links below!

The North American version will release digitally for both the Nintendo Switch and PlayStation 4. The European version will release digitally for the Nintendo Switch, and the PS4 version will have a physical and digital release.




The North American and European releases for the Nintendo Switch and PS4 include updated system features and the ability to choose and play between 7+ possible characters.​










Some shots from the Epic, Warmaster, Man O'War and Necromunda games from this year's Adepticon. Enjoy!

 
Twitter Facebook Dribbble Tumblr Last FM Flickr Behance