Sunday, 7 May 2017

Pegoud - The First Ace

Adolphe Pégoud holds a number of distinctions. He was the first man to make a parachute jump from an aircraft, and the first to fly one inverted. He was also credited with being the first pilot to fly a loop, but in fact a Russian pilot beat him to it by just over a week. Nevertheless he was a pioneering aviator and after a period as a flying instructor, quickly became a combat pilot when WW1 broke out. Flying a Maurice-Farman two-seater, he and his observer were credited with two kills and an a forced-landing in February 1915. When he switched to a single-seater he claimed two more kills in July and a third in August. His total of six kills made him the first pilot to be awarded the title 'ace'.


On 31st August 1915,  Pégoud was targetting a German reconnaissance plane when he was attacked and killed by one of his former pupils, Unteroffizier Walter Kandulski, flying a Fokker monoplane.

His last fight sounded like it was worthy to be a Spandau and Lewis scenario, so I set it up. A German two-seater is off on a mission. I used the stats for the Aviatik C1, with an experienced crew.


Pégoud appears, closing in steadily on the German plane. Pégoud was flying a Nieuport 10.


A cloud provided some last-minute cover.


Pégoud swoops into the attack.


The damaged Aviatik tried to turn and bring its guns to bear, but Pégoud slipped onto its tail, and a second burst downed the German.


However Kandulski's Fokker Eindecker was in the area.


The German initially had the jump on the Frenchman, putting a few bullets through his fuselage.


Both pilots turned their aircraft hard, trying to get on the other's tail. In a fight of this nature, the Nieuport's better handling, and Pégoud's greater pilot skill counted for a lot.


The blue markers show an aircraft that has lost power due to a tight turn. The German managed to get another shot at Pégoud, damaging his plane.


Pégoud soon regained the upper hand, though. This long-range shot had no effect, but the German was now in trouble.


Another shot badly damaged the Fokker ...


... and a third saw it fall apart in the sky.


So this game saw a reversal of history, with Pégoud gaining two more kills. His plane was, in fact, badly damaged, but luck was with him, and his superiority as a pilot, plus his more agile plane gave him the win. Had the Aviatik survived the first attack, Pégoud would have been harder pressed.

Friday, 5 May 2017

Early Dark Age DBA

We had a DBA night at the Gong Garage Gamers last night. On one board I provided four of my early dark Ages armies; all dating from 420ADish were Sub-Roman British (with a dash of Roman), Picts, Scots-Irish and Early Saxon. The four armies are mutual opponents, so any combination was possible.

In the first game I took the Scots-Irish (a mix of auxilia and light chariots) whilst Geoff took the Sub-Roman British (cavalry and spears). He defended and we ended up with an open battlefield; a few fields a hill and some woods. The Irish chariots formed up on one flank.


The British cavalry formed up opposite them.


Irish psiloi covered the woods on their other flank; British blades and psiloi opposed them.


The initial fight between the cavalry and chariots went the way of the Irish, but they were unable to exploit their advantage.


On the other flank the British attacked ...


... then outflanked the Irish in the woods.


The stalled cavalry fight gave the British foot time to come up, catching their lighter Irish opponents in the open.


Despite another push by the Irish chariots, the Irish foot were massacred by the British spears. I think Geoff won this one 6-1.


On the other board Gary had brought some 15mm armies, but I think all of the games played on it were between an Early German and an Ancient British pair.


I switched to this board after my first game; Daniel took the British whilst I took the Germans in what was a matchup between fast warband and solid warband.

I strung my army out in a line to oppose the British advance.


My cavalry advanced on the British light horse on their left, but, as in the previous game, the attack stalled as the focus of the battle shifted elsewhere.


Daniel's chariots attacked my main line. He had some appalling combat rolls, however, and the warband held, with the solid ability of the warband driving off chariots more than once. His warband attacked in the centre, but the hill gave me the bonus I needed to hold the attack, then drive them back.


British warband fell in the centre, and I finished the army off by finally surrounding and destroying their light horse as well.

This was a fun game, with some interesting positional play around the join between my cavalry and infantry early on. Daniel failed to turn a slight advantage there into a kill, and bad combat scores dogged him through the rest of the battle, allowing me to take the initiative and pick up the win.


On the other board Geoff used the Sub-Roman British again, whilst Caesar tried the Picts with their fast pikes. Once again, an open battlefield favoured the British.


Caesar put up a valiant fight, but the British secured another win.


In my final game I took the Picts against Gary, who used the Scots-Irish. This meant a game between two armies whose home terrain was Littoral, meaning that we automatically had a waterway in play and that both armies could hold back 2-3 elements as a sea-borne landing force on their first bound.


My raiders were the Pictish horse, who immediately swamped the end of the Irish line. However they failed to kill the auxilia there.


The Irish response was a landing by chariots.


The Pictish horse, now isolated from its own army, were overwhelmed and destroyed.


Gary was two kills up on me, but his army was fragmented. I pushed the rest of the Picts forward, and one lot of chariots was caught and destroyed. But the battle soon settled into a linear fight, anchored on the waterway. The Pictish pikes proved their worth against the Irish auxilia, with a double-ranked pair proving especially deadly.


However, at their moment of victory, with four Irish elements now destroyed, the Pictish general fell to some Irish infantry, leaving the game tied as we went into Gary's bound. He killed some psiloi on my right flank to pick up the win.


I had three interesting, close games of DBA, and it was fun to try littoral landings for the first time as well. We didn't have too many issues with the rules either which, given that we don't play these kinds of games enough to really get familiar with them is a good thing.

I'm going wild, and will be treating this session as one game for my Six by Six challenge.

6x6 - Game 5.3

Tuesday, 2 May 2017

Hawker's VC Again

It's been over three years since I last had my WW1 aircraft out and gave my 'Spandau and Lewis' rules a whirl. The last time I played them I was in the middle of modifying them, but all that fell by the wayside when something new and shiny caught my eye.

However Kevin of Warwell's Wargames recently picked them as one of his Six By Six Challenge games, so I thought I'd best try and tidy up the rules a little, if only for his sake. And whilst that's still ongoing, I did manage to fit in a quick game this evening.

I replayed my Hawker's VC scenario in which depicts Major Lanoe Hawker's exploits on 25th July 1915. Flying a single-seater Bristol Scout, with an improvised Lewis gun mount, he drove off or shot down three German two-seater reconnaissance planes.

Hawker in his Bristol Scout. In 'Spandau and Lewis' terms the plane is Speed 5, Agility B+, Power 1, Hits 8 and has a single gun firing into the left arc, but restricted. Hawker is an Ace, with the Marksman ability.


The first German appears, and Hawker stalks it using a cloud. I had one German plane appear every four turns. Two of the planes had experienced crews, whilst one had a novice crew. Hawker was assumed to have spotted the Germans, whilst each German plane had to spot him. Until they did, they would fly in a straight line towards an assigned objective, changing speed only to end a move over it. They would then turn and fly back to their base-edge.

Accounts of Hawker's VC don't seem to be clear as to what type of planes he engaged, aside from one I found which mentions that the third plane was an Albatros C1. So I made all three this type. The stats are Speed 4, Agility C, Power 0, Hits 10 and a single gun fired by the observer into the left, right and rear arcs.


Hawker managed to get behind the German unnoticed. But with his gun firing out to the side, lining up a shot was going to be tricky.


The opening shot saw the German plane damaged, but not critically.


The German pressed on to the objective, relying on Hawker not being able to line up a second shot. But he did, and this one caused the Albatros to go down in flames.


A second Albatros was working its way towards one of the other objectives. Hawker flew towards it, but was quickly spotted.


The Germans managed to overfly the objective but Hawker was soon on them. Both planes turned hard, the Germans so they could get a shot without the Albatros's tail spoiling the aim, and Hawker simply trying to get a shot. The blue markers show that both aircraft are suffering from power loss; performing a tight manoeuvre on one turn generally limits the plane's speed and ability to turn on the next.


I ran out of board; my playing area was really too small for this game. Hawker kept turning hard, and scored some serious damage on the Albatros. He took a few bullet-holes in return, but nothing to be seriously worried about.


The Albatros headed for home, with Hawker in pursuit.


It took a few more hits, but managed to make the safety of a cloud.


Hawker now had a single burst left for his gun, and a third German was heading home having flown over its objective.


Using the cloud for cover, Hawker lined up another attack. One burst might be enough to down the enemy.


It wasn't. The crew of the Albatros spotted him, costing him the element of surprise. He fired his last burst, putting a few holes in the German machine, and received a few holes back. The planes then parted ways.


Hawker got one kill, and badly damaged the second German. He received a couple of minor hits in return. Two Germans got home having achieved their mission. So overall this was a minor win for the Germans, but really Hawker has a difficult task to achieve, with his unusual gun-mount making it hard to fire effectively.

The Power rules worked fine; in an early war scenario like this the aircraft are seriously disadvantaged if they turn too tightly, and Hawker has no real advantage over the Germans in that respect. I played with reduced ammo loads; only 8 bursts per gun. But I gave the planes a larger number of hits as well. I still need to find the balance there, between the potential number of bursts a plane can fire, and how much damage the targets can take. This scenario isn't the best test of that, since the firing is, by its very nature, relatively ineffective. I need to try aircraft with more powerful offensive weaponry to see how the numbers play out.

Monday, 1 May 2017

Six By Six - April

Doesn't time fly when you're having fun? It seems like only yesterday I was posting March's Six By Six Challenge report, and here I am doing April's

If you're on the ball with your arithmetic, you'll realise that, by this stage, participants should have managed 12 of their 36 games in order to be on target. Some have, some haven't. Some are actually well in advance of this target. One person is over halfway through their list! Some have yet to record a game, or at least in a way that enables me to find and log it in my special spreadsheet. No worries; there's still eight months left, and even one game during the whole year is still better than none.

No-one has yet managed at least one game of each of their six choices, but a couple of people are poised to manage this feat, maybe during May.

How have I progressed this month? Well, I managed three games, which just kept me on schedule. Two of them were my first forays into unsupervised DBA 3.0, whist the other I'm making my featured game for the month: my refight of Fraustadt using 'Scum of the Earth'. This ruthlessly pared the original battle down to a low-budget BBC version of the action and saw a reversal of the historical result, with the Swedish attack being driven off.


How about other people's games? What has particularly caught my eye this month?

Well, Squad Leader has never held any interest for me, since I've never truly been into fiddly games, but I'm pleased to see what is undeniably a classic in at least one list. Here's a brief report from Sheppard's Crook


Peter at Grid-Based Wargaming is the other person to pick Galleys & Galleons for their list. And he's using paper figures too!


And, finally, Kenneth at the Penny Whistle, played a One Hour Wargame with some wonderful 54mm Romans and Gauls


Here's the current list of participants and games. Entries in red show where all six games have been played. There have been two changes of game this month, one a complete change (with Kevin deciding to give my WW1 air rules 'Spandau and Lewis' a go) and one a switch of rules within the original genre. Changes are allowed; if you're struggling with a particular game and realise that it really isn't one you fancied doing, drop it and choose something else. I've done it.

Kaptain Kobold - The Stronghold Rebuilt

1 - HOTT
 Game 1 - Game 2 - Game 3
2 - Neil Thomas Pike and Shot
3 - Scum of the Earth
 Game 1 - Game 2
4 - Machinas
5 - DBA 3.0
 Game 1 - Game 2
6 - Galleys & Galleons
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5  - Game 6

Pat G - Irr Wb (F)

1 - Ace of Aces Handy Rotaries
2 - B17 - Queen of the Skies
3 - Chain of Command
4 - D&D OSR
5 - Gruntz
6 - Space 1889: Soldier's Companion

Shaun Travers - Shaun's Wargaming With Miniatures

1 - Ancient Battlelines Clash
2 - Advance to Cover
 Game 1 - Game 2 - Game 3 - Game 4
3 - Field Commander: Alexander
4 - Full Thrust
5 - Fall of Rome
6 - Triumph
 Games 1 and 2 - Game 3


1 - X-Wing
 Games 1 + 2 - Game 3
2 - Dystopian Wars
 Game 1
3 - Rubber and Lead or other homegrown rules
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
4 - Starfleet Battles
 Game 1
5 - Miscellaneous
 Game 1 -  Game 2
6 - MLB Showdown
 Game 1

Brian Hamilton - By Brush and Sword

1 - Blucher
2 - Saga
 Game 1
3 - Blood Bowl
 Games 1, 2 and 3 - Game 4 - Game 5 - Game 6
4 - Arena Rex
 Game 1
5 - Strange Aeons
6 - Fistful of Lead
 Game 1 - Game 2


1 - Cold War Commander
 Game 1 - Game 2
2 - Conflict of Heroes: Awakening the Bear
3 - The Walking Dead: All Out War
 Game 1
4 - Kings of War
 Game 1 - Game 2
5 - Imperial Skies
6 - Memoir '44
 Game 1

Michael S - ChicagoWiz's Games

1 - Dungeons & Dragons (1974 edition and 1st edition AD&D)
 Game 1 - Game 2
2 - Ral Partha's Chaos Wars
3 - HOTT
4 - Book of War (D&D Skirmish game)
5 - One Hour Wargames
6 - DBA or Neil Thomas's Ancients/Medieval Wargaming

Martin Sheppard - Sheppard's Crook

1 - Squad Leader
 Game 1
2 - Ancient / Medieval Warfare
3 - Memoir 44
4 - Four Against Darkness
  Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
5 - One Hour Wargames
 Game 1 - Game 2 -  Game 3 - Game 4 - Game 5 - Game 6
6 - DBR

Natholeon - Natholeon's Empires

1 - DBA 3.0
 Game 1 - Game 2 
2 - Honours of War
 Game 1 -  Game 2
3 - Clobberin' Time
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
4 - Lord of the Rings for Star Wars
5 - Crimean War Rules
 Game 1
6 - Broken Legions / Songs of Broken Legions
 Game 1 - Game 2

Kevin Kearney - Warwell's Wargames

1 - Anarendor (WISER Fantasy Rules)
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5
2 - Zirconia and Beyond (WISER Sci-Fi Rules)
 Game 1
3 - Spandau and Lewis
4 - Four Against Darkness
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
5 - DC Rivals
 Game 1 - Game 2
6 - Ticket To Ride
 Game 1

Phil Saunders - A Game of Bones / Democratic People's Republic of Philtopia

1 - Black Powder
2 - Team Yankee (6mm edition)
 Game 1 - Game 2
3 - Blood Bowl
4 - Deadzone
5 - Rogue Stars
 Game 1 - Game 2
6 - TBA

Peter - Grid-based Wargaming

1 - One Hour Wargames (OHW) and Others - SciFi Variant
 Game 1 - Game 2 - Game 3 - Game 4 - Games 5 + 6
2 - Galleys and Galleons
 Games 1+2
3 - Hundred Years War - Lion Rampant
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
4 - Dark Ages with Dux Bellorum
 Game 1 - Game 2 - Game 3 - Games 4, 5 and 6
5 - WW2 Naval (Pz8 rules)
6 - WW1 OHW

Sun of York - One Sided Miniature Wargames Discourse

1 - Impetus
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
2 - Saga
 Games 1 + 2
3 - Napoleon's Battles
4 - DBA
 Game 1 - Game 2
5 - Wings of Glory
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5
6 - Songs of Drums and Shakos (will also count Songs of Blades and Heroes).
 Game 1 - Game 2 - Game 3

Ricardo Nakamura - Fantalonia

1 - And a Bottle of Rum
2 - Clash on the Fringe
3 - Mercenary Air Squadron
4 - Morale Napoleon
5 - MOTH - The Ion Age
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
6 - Star Trader

Kenneth van Pelt - The Penny Whistle

1 - DBA
 Game 1 - Game 2
2 - Blue Max
 Game 1
3 - The Great War
 Game 1 - Game 2
4 - 54mm Collection
 Game 1
5 - Carrera GO Formula 1
6 - Rogue Stars
 Games 1 and 2

Dan Foley - Last Stand at Cairngorm

1 - Chain of Command.
Game 1 - Game 2 - Game 3 - Game 4 - Game 5
2 - A Gentleman's War
Game 1 - Game 2 - Game 3 - Game 4 - Game 5
3 - Sharpe Practice 2
4 - Saga
Game 1
5 - Mad Dogs with Guns
Game 1 - Game 2
6 - Lion Rampant (and variants)

Jay
- Numbers, Wargaming and Arseing About

1 - 1914 Opening Moves (Minden Games)
2 - Remagen Bridge (Minden Games)
3 - Flying Eagles (High Flying Dice Games)
4 - Courage under Fire (HFDG)
5 - Manoeuvre (GMT)
6 - Poltava

The Eugowra Gold-Robbery

This is the first of a couple of posts covering places we visited on our recent camping trip to central NSW.

Just down the road from where we camped is a roadside stop called Escort Rock, which was the site of Australia's biggest gold robbery when Frank Gardiner, Ben Hall and seven other bushrangers held up a gold company coach, and escaped with approximately (in modern terms) $4 million in gold and cash. You can read the full story HERE and the photos of the information board below has more information, as well as a map.


This is the actual site of the robbery, which is unfortunately on private land so not accessible.


I must confess that gaming some of the bushrangers' exploits has been on my 'to do' list for a while and it struck me that it would make an interesting skirmish game, with a few changes. As it stands it's just an ambush, and with the police and guards outnumbered two-to-one and already at a disadvantage it doesn't seem to offer much of a game. But there did seem to be some issues loading the spoils onto horses for the getaway. This allows a game to bathtub in the pursuit as well, with police reinforcements appearing after a certain time, forcing the bushrangers to resolve the ambush quickly and load up their spoils before they arrive. With the right timing their escape could be contested, adding just the right amount of challenge required for the game.

Fun Fact: This gold robbery appears to have been the inspiration for a Sherlock Holmes story. I'll leave you to determine which one.

The site can be found on Escort Way, a few km to the east of the town of Eugowra itself.
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