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Showing posts with label Pendraken. Show all posts
Showing posts with label Pendraken. Show all posts

Monday, 4 June 2018

1914 - Great Escape Games

I treated myself to these new rules whilst at Firestorm's recent tabletop sale. I have tried a number of rule sets for WW1 and whilst I enjoyed some, others haven't "floated my boat" as we say.


I own a large number of Pendraken 10mm WW1 figures that were very kindly given to me some years ago. I've used these for Peter Pigs Square Bashing in the past, but when I saw the Great Escape Games 1914 demo game at Salute (on You Tube) I thought that this might be the one for me.


I've been reading the rules through (which to be honest I haven't found to be as clear as I would have liked) and in parallel, re-basing figures to suit.


I'm nearly ready to give them a try so will report back when done.

Sunday, 14 September 2014

HOTT - 10mm Arthurian Epic Army

This army came about after I re-discovered some 10mm Medieval figures I had left over from creating a Bretonnian Warmaster Army a few years ago.
I found I had 4 barded knights, 3 mounted armoured men at arms and 15 bowmen. To boost these up I ordered a pack of 5 knight, King and General  and a wizard figures from Pendraken at the same time I ordered my Dark Elves and Lizardmen. 
Together I was able to create the following force;-
1 x King Arthur (Hero General)  @4AP
1 x Lancelot (Hero) @ 4AP
1 x Merlin (Magician) @4AP
4 x Knights of the Round Table (Knights) @8AP
2 x Bowmen (Shooters) @4AP
With an extra base of Shooters left over!
Another fun army to try out for next to nothing in costs. HOTT has got a lot to answer for.....it's very addictive.

Saturday, 13 September 2014

HOTT - Latest Army. The Dark Elves have arrived

Just finished the latest addition to my HOTT empire, the Pendraken 10mm ready packed army.
Once again, splendid value for money, at only £7!

It consists of;-
1 x Hero (General) @4AP
1 x Witch Elves @4AP
3 x Riders/Knights @6AP
3 x Spears @6AP
1 x Blades @2AP
1 x Shooters @2AP

24AP in total.
These need to dry overnight and then they'll be ready to use. 

Still to finish off are my Arthurian HOTT army (owing more to the film Excalibur than the Dark Ages) and after that my Lizardmen Army. Should keep me out of mischief......

Sunday, 31 August 2014

HOTT AAR - Ratmen Invasion of the Barbarian Lands (10mm)

As I've been busy making a playing area for HOTT (DBA) and painting up new off-the-shelf 10mm Pendraken Armies, I thought it was time I tried them out in anger. So this afternoon (after I'd done all my jobs!) I sat down to play my first solo HOTT battle between my recently completed Ratmen and Barbarian armies.

Barbarian Army: (above)

1 x Hero General (4AP) – mounted on Bison

1 x Riders (2AP) - mounted on Bison

1 x Magician (4AP)

6 x Warband (12AP)

1 x Shooters (2AP)

Ratmen Army: (above)

1 x Hero General (4AP)

1 x Shooters (2AP) – Blunderbus & Bows

1 x Artillery (3AP) – Gas Bombs

1 x Magician (4AP)

2 x Beasts (4AP)

3 x Lurkers (3AP)

4 x Hordes (4AP)

 

Preliminaries: Dicing for attacker/defender the Ratmen won. They then dice for the starting edge and this gave them the edge beyond the river. The Barbarians deployed within 600 paces of the opposite edge, with their newly finished Stronghold just to the right of centre.


My plan, for what it's worth, had the Riders covering the left flank, the Shooters the right and the General and his Wizard in the centred flanked by Warbands.

The opposing Ratmen deployed just their side of the river. General and Magician centrally located, surrounded by Hordes and Beasts. A base of Shooters and Artillery in amongst them, the Lurkers not deployed for now.

Move 1: Defender first move, d6 score of 6PIPs. A lack of familiarity with the rules led me to separate out the Magician and Riders who I now see can both move at 500 paces per move. To correct the error I used up 3PIPs to move them together and used the rest to move the army forwards 200 paces.

Move 2: the Ratmen were also suffering from my lack of experience. I'd split my two groups of Beasts up where they could have been grouped together as a faster moving attack force. Instead I had to satisfy myself with crossing the river 200 Paces. This has left half the force facing two separate bits of bad going - woods. With my last PIPs I deployed the three Lurker bases to face the Barbarian troops in their bit of  bad going (built up area/ woods).

The first base of Lurkers were beaten off by the Barbarian Warband and flee off table. The second had more success driving their opponents back one base depth. The final Lurkers attack achieved a stalemate.

Move 3: only 3PIPs this time. Moved the Riders/Magician combo towards the left hand wood and closed two Warband bases onto the remaining Lurkers.

Combat in the BUA was not as conclusive as I'd hoped. One more Lurker element forced to flee the table but the other put up stiff resistance and drove their Warband opponent back.

Move 4:  Only 3 PIPs for the Ratmen this time. These were expended advancing the army in extended line to clear the woods on the bank of the river and for the remaining Lurker element to close in on his Warband prey. This was to be their undoing as with the supporting element alongside them, the Warband easily destroyed the Lurkers once and for all.

Move 5: 5 PIPs gave the Barbarians a few options. They decided to reform their line protecting the Stronghold using 2PIPs and send the Riders in to attack the Ratmen's flank using one more PIP. The final two were saved for a magical attack on the Beasts coming out of the left hand woods.

The Riders attack drove the Horde back into the woods but failed to destroy them. The Magicians attempts to ensorcel the Beasts base were thwarted by the woods, leading them to recoil back. (I realised afterwards that there was no need for them to do this).

Move 6: the Ratmen go on the attack. The Horde lurched from the woods to attack the Barbarian Riders as do the Beasts who charge into the unsuccessful Magicians. The rest of the army maintains it's steady advance towards the Barbarian line.
             
I'd hoped to fire the Artillery, but couldn't as they'd moved this turn. The combat between the riders and Horde resulted in a recoil for the Riders whilst the hand to hand between the Magicians and Beasts was a draw.

Move 7: a maximum throw of six PIPs allowed the Barbarian General to link up his line and advance towards the Ratmen Horde for a final showdown in Move 8(?). The Riders returned to the fray and the Magicians were determined to deal with the Beasts to their front.

The Barbarian Shooters released an ineffective salvo on the nearest Beasts. The Riders and Ratmen Horde fought to a draw and the Magicians were forced to recoil.
Move 8: Ratmen launch an all or nothing assault on the Barbarian line. Support fire from their Artillery being successful in destroying the Barbarian Shooters on their right flank.

However things did not go their way. 
The Magicians beat off the attack from the Beasts and in the main combat, three elements were destroyed (the General, 1 x Horde and 1 x Beast).

As all but three of the Ratmen elements were commanded directly by the General, the Ratmen losses we're too great and they would have been defeated on their next bound.
Victory for the Barbarian Hordes!

I really enjoyed myself playing this game. Once you get beyond Phil Barkers confusing use of the English language you are away. I found a QRS on the Yahoo site which is all you need once you get going. I can't wait for the next encounter.









Thursday, 22 August 2013

Pendraken - 10mm WW1 French

WWith everything else on my workbench, I still have my 10mm Great War project going on. I intend to use Square Bashing II but with 4" squares rather than 6" ones.

This will allow me to fight the large (900pt) battles on my limited tabletop.

I have based infantry on rectangular bases (25x20mm) rather than squares so they will fit the Kallistra trenches I plan to buy.


These are some of the mid/late war French Army I've started.  Heavy tank  and a light tank plus 9 x 75mm and 8 x hotchkiss MMGs - mounted on 25 x25mm mdf bases.

Thursday, 3 May 2012

More Pendraken WW1 10mm W.I.P.

German minewerfer , MG & flamethrower teams together with some command figures (single figures on round bases) and a couple of stands of British Cavalry.

Sunday, 22 April 2012

More WW1 10mm from Pendraken



Sent from my iPad

I'm starting to pick up the pace now. The batch of figures I won from eBay gave me a Late War German Starter Army of 90+infantry/Stormtroopers, 4 minewerfern, 4 flamethrower teams and 6 MG teams. As well as these there was a random selection of vehicles - 2 A/Cs, a French Schneider & FT17 tanks, a Whippet and two 4 Tonners.

The vehicles are now finished, as are the British 18 pdrs and command figures. I'm basing the infantry in threes on 25x20mm mdf - which is taking most of the time! On with the basing......
















Sent from my iPad

Few Painted Pendraken WW1 Figures


Subject: First Few Painted Pendraken WW1 Figures

Not the best pictures I'm afraid as they were taken on my phone, but they'll give an impression of the way these are going.

I'm very pleased with them so far and now I've got a German army (won on eBay) as well, I'll have enough figures for a game.

Still not sure of which rules to use....Bloody Picnic are certainly detailed but they look daunting. BKC II for the Great War is looking a better option.









Sent from my iPad

Saturday, 14 April 2012

"Back in the saddle"

Well I've got back into my figure painting after a 2-3 month lay-off.

I've been doing a Life Drawing course which swallowed up most of my creative effort + I'd spent a great deal of time planning our annual battlefield tour (which hopefully you will have recently read about).

Now it's time to get going again, and the first things I've finished are these Pendraken Mark IVs and A7V. These are a hint of my latest project - WW1 in 10mm!

I've long wanted to wargame this period but couldn't make my mind up on scale our rules. Now I've settled on 10mm for battalion/brigade size actions I need to decide on rules.

I've more sets that I care to count; including TTG Trench (from 1980s), Great War Spearhead, Over the Top, Bloody Picnic, Square Bashing, If the Lord Spares Us, etc.. None of which I truly feel comfortable with. Recently I found these on the Pendraken Forum - http://www.pendraken.co.uk/FileBin/FLANDERS%20FIELDS%20V1_2012.pdf - they're thoughtfully written and have separate play sheets covering different stages of the war and their quite different tactics. Maybe these will be the ones?

Or I could always go back to my original plan and try and write my own based on BKC II?

I'll keep you posted......