Saturday, 12 May 2012

4 weeks

Just a quick note to say BROADSIDE is 4 weeks today.

As it stands I feel confident I shall have the game ready. As mentioned previously I have the week before hand off work, as a "Panic Reaction Test!" Just in case I encounter a problem. Don't get me wrong I'll keep finding, some would say creating potential problems all the way up to the doors open. Including wondering if anyone will turn up. I know they will but knowing that will not stop me worrying about it.

I still have a lot to do, but I am now wondering what else I can add to the game. I might add a pair of canal boards with a ford on one and a vehicle bridge on the other. They only need to be 6 inches wide. Just a thought.

Like I said just a quick post with a 4 week warning.

All the best Cheers Clint

Large Compound Board

Three photos today, Not what I was hoping to show, but I have yet to finish what I wanted to show. Such is life. The top picture shows the large compound (still shrink wrapped) in it's board setting. Fields, roads and walls have all been positioned and glued down. The first layer of sand and plaster is also in place. I plan to do the second layer this week so you really will get a step by step guide of how it was made for better or worse.
The Second photo shows two boards butted up next to each other. At the same level of completion. This really is the extent of my workspace so for now I can't show more than 2 boards at a time. I grant you that I have yet to get all four boards finished, but by showing two I hope it gives some indication of things to come. I think the roads will all work with the level of cover and I hope it gives both a pleasing game visually and from a game play point of view when finished. Time will be my judge here.


A view of the two boards from the other direction. which does show the roads and fields of one board assisting on another. There will be a prize at BROADSIDE offered by Pen and Sword Publishing for the best game at the show. I origininally ruled myself out of this being one of the organisers. As it turns out we have an independent judge, namely Henry Hyde from Battle Games Magazine. I have no idea what his criteria for "best game" will be and it will no doubt come down to his personal likes and dislikes. I still don't anticipate winning,  most shows have some interesting games and I don't think Broadside will be the exception there, but nice to be able to take part. I think this project is beginning to get there now and as such as inevitably happens my mind has started wandering trying to decide what of the myriad of ideas I shall try to tackle after this one. But I refuse to get sidetracked just yet, I shall finish this first.

That's today's post, thanks for reading enjoy the rest of the weekend and lets all hope it stays Sunny! All the Best Clint

Friday, 11 May 2012

Broadside Layout.


 I have finished the following additional Taliban.

1 extra Taliban RPG team on a motorcycle.
1 extra  Taliban HMG 12.7mm
1 Taliban 80mm Mortar and crew.*
2 Extra Leader types with Binoculars
1 Extra Taliban with a rifle.
Now that really is all my Taliban done.

*The 80mm Mortar is an objective piece only, The minimum range is greater than any on table dimension (including diagonals). The 50mm Mortar has a minimum range of 18 inches on table top so that can be very effective.

Well No progress shots today, Which is not saying Progress has not been made, just that today I am not photographing it. The reason being the plans for the two halls are done for Broadside and I thought it should be shared.

I will apologise for the faintness of the images. The guy who puts it on CAD is great at doing so, but is not a designer and does not consider how the images will be used. Ideally all the lines should be thicker to make them clearer, and thus the writing would be clearer. I did try to manipulate the images to create a greater contrast, but the image was bleeding out, even changing the colours did not help. SO if you get a migraine stop trying to spot traders or clubs.

That should just have moved the plans down low enough so the "Clutter " on the right does not interfere with the plans.

So please SCROLL DOWN













































 I'll be happy to answer any questions in comments about who's coming and where they will be.

Let me pre-empt a couple, Posties Rejects are on one of the central tables in Wyvern Hall.

Crooked Dice are in the main hall (stay on the right hand side when you enter the main hall they are the third trader along (with round games table in front).

Rainham Wargames Club (And me a lot of the time) Are in the main hall directly in front of Wargames Emporium stand. If in doubt ask ask at the info desk for the stand, OR should there be a Star-Wars Stormtrooper (scout trooper) about feel free to ask him as he's known me about 20 years.

Tim (Frontline) will be where he  was last year. By which I mean he'll talking to traders leaving his wife behind the stall. (Yes you will Mate! You always do!).

The Flea Market will be in the Projectile Hall. A separate but linked space.

As I said any questions please ask. And If I can get Mark to make the lines bolder so they can be seen clearly I'll post the plans again.

Hopefully this should be readable. But only time will tell.

Main Hall
Wyvern Hall

Wednesday, 9 May 2012

WIP 1st board. (short and sweet)

And Today's update is still more work in progress. I feel I should be apologising for not having more, but sometimes that's just the way it goes.
At this stage I have glued all the scenery in place and started to "texture" the board. The buildings have been removed, so you are just looking at the ground scatter. Except for the fields all the base board has had a layer of plaster glue paint and sand. It could do with another layer of paint and sand to cover any gaps which you can clearly see on the road sections. All in all it is coming on. And If I do some each day it will get finished in next to no time.




In addition to making the terrain I have also "Started" painting the British troops. Yes I was feeling guilty about it and decided to get them started while it was raining. They are so far from being finished that I'd be embarrassed to share them just yet. But rest assured they are now in production.
That feels like a really quick update today, but I can't force it if there's not masses to show. I'll post again on Friday. Cheers Clint


Monday, 7 May 2012

Still learning the rules.

We had another club game yesterday. Force on Force. Given that the last game the Taliban were easily out gunned it did lead to a rather one sided game. Taking that into account I adjusted the Talibans numbers up and the British numbers down. I also added a reporter and camera man as well as a Terp (interpreter) to the British which would count as dependants. WE played 6 people played and it would have been better with 4. We managed two games, so everyone got to be both British and Taliban forces. The first 3 pictures were taken near the end of he first game. (Unfortunately Relfie did not attend due to work commitments and he usually gets me some extra
pics which he then emails me. Which is always appreciated). 

I think it's fair to say that the first game was a blood-bath. Two of the youngest club members took charge of the British. They seemed to base their tactics on "Call of duty" computer game more than real life.  One of them seemed intent on taking the DMR (Designated Marksman Rifleman) from it's normal place in their own fire team and assigning it to his command. He then constantlyreffered to it as a sniper. As a club we have not used "Snipers" in Force on Force just yet and a DMR does not fill the same role. Peter was also with the younger players, but he was to suffer from trying to act as a team when they were not. Peter took a few light (50mm) mortar rounds before getting his team where he wanted them. (Top pic) . Patrick galloped his command section with cameraman reporter and terp straight forward and left them dangling in the open with no cover at all. Frasier kept his troops in the poppy fields . The Taliban sprung the trap and caught Patrick stood right in the open with no cover and cameraman filmed it all. Frasier could have attempted to react to the Taliban but choose not to leaving his command section fully exposed. The Cameraman was the first casualty and suffered a serious wound. The Terp died outright and his troops took a couple of light wounds.  All in all a "cluster-flup!" Taliban Tim then revealed his rooftop troops as well and squirted of some fire at Frasier's lot in the field who then ran round the corner out of sight with a couple of wound markers. They hugged the walls and reached the next corner turned it into the line of fire of a 12.7mm HMG and another Taliban squad. Disaster! Peter laid down some semi effective fire on both the HMG and the first lot of Taliban (Kev's).
 Patrick still making morale checks got inside a building with "Fake Adie" the wounded Cameraman and the wounded soldiers. To his credit he did then TRY to call in air support, but due to low dice rolls noting turned up. His position was then close assaulted by Kev's Talibs and the managed to capture the reporter, the wounded cameraman and three British Soldier (all wounded). Clearly this was decisive victory of the insurgents. Nothing at all would stop other journalists from reporting the  captures of the British subjects which included two civilian non-combatants. Basically Game over. 

We swapped sides. And a different result. Peter went home (was on a night shift that night so needed to catch a few hours before work). I took Peters place. Now the Younger players (both about 14 before you ask) decided that they would do the same tactics that had been employed against them. Well Patrick tried exactly the same position a Kev, but had placed his HMG in what I thought was a better position. The Cameraman died again.The difference was of course all the British troops with overlapping fields of fire could and choose to bring every gun to bear. (I was hiding my troops at the back (far left of the picture).) Anyway coming to the point All Patricks troops were squashed pretty quickly. Having tried to move to a position of safety Stew flanked me. I was very lucky and won the reaction test and shot back first and did enough damage to stop him tearing me a new one. I gave Patrick some new troops (two RPG teams on motorbikes) he rushed them forward, got them to a roof top and Kev (who the others had MADE be the CO called in an air strike. They had managed to task a Dutch AH64 Apache with hellfire's, rocket pods, 30mm chain gun and a strong desire to use them. Kev Designated a building with Taliban on the roof. Total overkill later two smoking ruins several civilian casualties (and a good number of Taliban causalities). Both sides could claim this as a win, The Taliban pointing to the waste of civilian lives and the death of the cameraman. Whilst the British achieved the objective despite several wounds and the valiant sacrifice of a television news reporter. They also got to destroy some buildings which did put smiles on their faces.

We ended it there as time was pressing. All in all I learnt a lot about how to structure a better game. Everyone learnt don't leave troops exposed in the open and I got to use the Taliban I have been painting for the show. Several issues were raise in the game and I acknowledge I'll have to re-read the rules a few more times (about 30 times) before we really become fluent. However as a learning curve we managed a game so not too bad.

Now as we have less than 5 weeks before Broadside now (was 5 weeks Sunday morning). I really must make a concerted effort to get the terrain and the British finished and NOT GET SIDETRACKED!

That's it for today, another totally bias AAR. Thanks for looking. Thanks to Kev for the use of his terrain and Brits and thanks to the guys for playing. All the best I'll post again on Wednesday. Now I'm off to B+Q for model supplies. Cheers Clint



Saturday, 5 May 2012

2nd Board layout WIP

This is the second board layout. All the fields and walls are stuck down now and ready for the next phase. It is definitely a work in progress. You can clearly see the buildings wrapped in cling-film, no it's not a fetish thing honest. It will serve to protect them while I coat the boards in plaster and sand. By coating them in cling-film it will allow it to settle in place and yet be removed easily once the plaster is dry. This board is less cluttered than the first board In the top picture, Top right corner are some fields which are large enough for a Helicopter Landing Zone. (HLZ). I was aware that I did need some areas, at least one, which could be used to extract the wounded via helicopter. It is not "open" having a couple of crop fields but with no walls it would be possible to land a chopper. Again I have put in a ruin of some description. I do not intend to have any trees on the boards as they would be hard to make in such a way as to be easy to transport, realistic and robust at the same time. I may rethink this at a later time but for now no trees.
Not too much to show today. the desire to work up the shed in the rain was not strong enough. Tomorrow is a club day and We shall be playing Force on Force again to firmly come to terms with the rules. I plan to add a few rules we have yet to try, IEDs, Air strikes, more vehicles, dependants and such. I will also seriously add to the firepower of the Taliban in an attempt to balance it a bit more. Do not expect an easy British Victory battle report on Monday.
All the best next post on Monday. Have a good weekend. Cheers Clint.

Thursday, 3 May 2012

First Board Layout

Hallo once more. Here are 4 pictures taken up the shed in the wind and rain which show the layout of the first board. The vehicle is just for scale so it is easier to judge the buildings fields walls and track size better. Everything except the buildings are stuck in place ready for the next stage. The compounds have been wrapped in cling film for protection and to stop them "sticking" when I add the paint, plaster and sand. The advantage of this is that they can be painted and transported separately which in turn should make my life much easier, both now and on the show date.
 I have taken the pics from a North, East, South West angle so you get a much better idea of what's going on overall and lass wondering if I am trying to hide anything. There is no real compass bearing on the boards before anyone gets the idea that they must be arranged in specific ways. I have deliberately moved on of the compounds to break the straight line of the road but by doing so have allowed lines of fire across field at the board edges. Some compromise needs to be made with regard to terrain and game so let's just hope that this was the right way to go, only time, I suspect, will tell.
 The fields as mentioned previously are door mat from B+Q and I was right I think I shall need another one. The walls are thin sections of chipboard. They are about 3-5 mm and then I break then in two and use the largest section as rough rubble walling. It is a very quick and easy way to make rough walls. It does create a mess though so definitely do it in a shed or workroom. The hardest part is jigsawing the chipboard roughly the same thickness so they all look similar if not identical. They make great field boundaries and destroyed structures. You always use more than you think you will though so cut LOADS.
As you can see I have used the chipboard walls to represent a ruined structure as well as field boundaries. (Most clearly visible in the first 2 pics.) Having looked through the "Enduring Freedom" Book by Ambush Alley Games  lots of the scenarios in and around villages have quite a few ruins. I guess in a country that has been at war for 30 years this is to be expected. I am Therefore not being shy with them and adding them whenever I feel like it.
That's it for today more again on Saturday. All the best and happy blogging folks. Cheers Clint

Tuesday, 1 May 2012

Starting Terrain Boards

 Having decided that I want the terrain modular and on 2 foot square boards there comes a time when you just have to bite the bullet and actually start it. Today is that day. Starting with the roads I decided that 2 inch wide would be sufficient. I don't want it so open that the British can drive where they want without regard. so I have decided to keep the terrain quite close. I was also aware that I do not want the terrain laid out in nice neat little squares. I want it more random, organic, natural. As such I did not want all the roads to be straight lines as this would create avenues of fire which at this scale can easily cut a board in two. So I thought I should put some wiggles in. And thus the roads in the top picture came about.
The next tricky thing is to decide where the buildings will go. The second picture shows a trial layout using my two smallest farm compounds. Again you want them far enough apart that they feel like they might be able to have a few small fields, but at the same time use the curves of the roads to block lines of sight. You also want the British to feel that an ambush could happen at any time and that the Taliban have got plenty of cover from which to spring that ambush at very short range. If the buildings constrict the roads then the Coalition troops have also the IED threat to concern them. All of which means that any British troops moving a convoy by road through this area have a few things to consider above and beyond what's for lunch.
Once you have the buildings in place and marked. Then and only then can you sort the fields. Again fields need not be "regular" in shape. Often they would have no boundaries and at other times mud stone walls. For the fields I am using door mats. They are easy to cut (but make a mess so do it outside... as I found out the hard way,). Additionally the cheapest one from B+Q is only £5. So not beyond budget. One Matt will probably be enough for this whole project if I am careful and don't squander it. Yes That means another B+Q trip soon most likely.

That's today's offering. As I said on Sunday it will mostly be work in progress from now till 10th June. Thanks for reading I'll post again on Thursday. By then I should have some decisions made and the fields and mud walls in place. The buildings will be added last.

All the best Cheers Clint

Sunday, 29 April 2012

DAF DROPPS

A couple of pics of a British Army DAF DROPPS in 20mm. You should know by now that it's for the Broadside Afghanistan game. This gives the Taliban another soft easy target. A soldier with a 40mm grenade launcher and gun shield was included, designed to fit in the hatch on top of the cab. I decided not to include it as it looked like overkill to me and this seems more versatile. The truck was a very easy paint, Vallejo dark sand as a base coat then just weathered and weathered until it looked right. The last pic has a donkey cart (already shown previously) to show scale, due to the fact that it is quite large and bulky.

 Today marks the 6 week deadline for Broadside 2012,  So from now on it will mostly be work in progress shots of the terrain. I do realise that at present I have painted no Coalition troops but there is not too many of them to paint additionally I have booked the week before the show off work. When I say week I actually mean  the three working days, which is my panic like **** time.

I now have a free run at making the terrain as the moon boards are now finished (I will give them one more spray clear coat finish as a secondary seal, but that's 10 mins work at most so I don't count that.)
I have decided to create a very cramped/tight area of Afghan village. Rules wise this might create a problem but I am sure we'll come up with a solution and I really want to build an area with very restricted lines of fire/sight. I know the landing area of a Chinook will have to be open and relatively flat and free of obstacles so a cramped area should be a good contrast. At the scale we are playing any Medivac/Caseivac areas will inevitably be "cherry" (hot) due to the closeness of the battle.

Well that's today's Post. Thanks for looking and more again on Tuesday. All the best Clint.

Friday, 27 April 2012

Enough?

Well this is my "Finished" Taliban force. When I say "Finished" I do of course mean finished enough for the Afghanistan game at Broadside. I shall try to keep adding more and more until I move onto another project. If I am honest I still have more undercoated waiting to go, but only a couple of weapons teams (an 81mm mortar and another 12.7mm hmg). But it is enough for the moment. The picture has all the ARMED Taliban. Dickers and civilians are not included. Maybe I'll do them another day.

So what is in this 20mm war band? Well I'm glad you asked.
  •  2 Toyota style Pick-ups with12.7mm HMGs
  •  1 Motor cycle with RPG and LMG crew
  •  1 12.7mm HMG.
  •  1 50mm mortar
  •  1 AA missile
  •  1 I am not sure of, Left hand side near the back. But it looks meatie
  •  2 with scoped sniper rifles
  •  8 with RPGs
  •  8 with LMGs (7.62mm PKM)
  •  3 with radios and AKs either leaders or spotters for off table mortars
  •  5 leader types with binoculars
  •  35 Assorted small arms mostly AKs but a few with bolt action Rifles.
So more than 60 all told which should give enough (more than enough) opposition to the Coalition.

That's the post for today. I'll blog again on Sunday. All the best Clint
     
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Wednesday, 25 April 2012

Moon Boards


All 6 boards
I have been finishing the moon boards for Andy at Ainsty Castings. It has taken far longer than I anticipated. But as he'll pick them up in 6and a half weeks I will have them completely finished. All I have to do really is paint the edges and seal them. I Know that will take some time but we are talking hours and not days. Each board is 2 foot on a side battened 6mm MDF bases. Kindly note that you can see the floor so it's not me doing B+W photos this time although you would be forgiven if you thought so. Having never visited the moon I went with greys as a colour scheme as they are what it looked like when I last saw the pictures of the moon landings. I did for a while over-think the issue and wonder what colour the moon was, but a quick reality check soon bought me round to the right way of thinking.
Anyway now these are done I have no excuse not to start the Afghan boards. So they will get started tomorrow. It sounds silly to express the thought that I have been putting them off but I suspect I have at some level of consciousness. Or maybe I am over thinking it.
Other news: Broadside continues to creep towards us. I have this morning contacted Ambush Alley Games and supplied my "Shipping Address" for some "Con support". As mentioned before I have no real idea what this will consist of, but even if just pamphlets it's still worth having as a hand out to anyone at the show and might create a point of discussion with anyone passing by. SO it's all good. 
On Monday (After I posted) another trader asked for an invite to the show. Unfortunately as it stands we are on our limit for space. However if anyone drops out we can accommodate them. Additionally we are still waiting for written confirmation from one games club, He's a friend of mine (from university way back in the distant past) so I am granting him some latitude. The other option is that our sponsors "Pen and Sword" who were planning to run 3 games at the show might only be able to manage 2 (they are struggling to arrange the third game). SO we are looking at re-jigging the layout if we need to. In an Ideal world we'd have as many traders and games as we could. Personally I'd put traders ahead of games, but do realise that games are also good as they can help support the traders by showcasing what can be done. I know I have seen a game at a show and thought I'd like to do that and then went looking for a trader who had some of the desired "Shinies!"
I have been reading "Call sign Hades" an account of the Lieutenant in the Royal Irish Regiment and his experiences in Sangin. So far it has been very informative and I have learnt a lot about the conflict from one mans very personal point of view. Some of which I will no doubt bring to the table.



As Rainham club have three meetings before Broadside I have proposed that next time we do some more Force on Force, to embed the rules in our heads. This time I'll introduce IEDs and air strikes and give the Talibs more fire power Given that we have 3 meets left the second game should be something very different so we don't get stale. The Final meet (3rd June) I have invited Fran  http://theangrylurker.blogspot.co.uk/ and Ray (http://onelover-ray.blogspot.co.uk/) from Posties Rejects to pop down for a Pre Broadside game. Should anyone else want to come as well let me know and we can probably make it happen.
And finally I have started work on our propose "Zombie Campaign" at the Rainham club. I was wondering where I should set it, England or the States. Fictional or a real city I did even consider "Liberty City" from GTA as I have all the maps and loads of place and character names. but have settled on a setting now. It may be possible IF (and it is a big IF) I get the concept right to get a few people in the Blogosphere to play remotely. But more of this another time. That's today's Post. Thanks for reading. Take care next post on Friday.


Monday, 23 April 2012

No Mans Land (WW! Zombie Game)


German Frontline Trench
The situation was that there had been lots of screaming an shouting and gun fire the night before last in the German trench. The following day it had gone quiet. Some movement and abstract sounds had been hear but the Germans were not returning fire to the British Trench. In the Afternoon the Germans bombarded the trench with their own artillery. A trench raid was organised for that night to find out what was going on and if the troops in that section of the line had rebelled against the Germans.
The Scenario had three objectives that needed to be recovered and brought back to British trench line. The objectives were scattered to create a need to move about the battlefield and an action was required to pick them up, which would mean they would be stationary for at least one action.
Using the 7ombie TV rules I created 8 characters and one each was selected randomly by each player. Neither the Sergent nor the corporal were selected meaning the raid would be lead by a lance corporal (Patrick one of the younger members). Tim (Patricks Dad) had the only medic, all the other players had privates with various levels of combat abilities. Ian had the best rifle marksman, Relfie the best brawler, Kev had a pistol to supplement his rifle and Frasier the most agile. They all had a rifle and a bayonet.
Kev, Ian and Relfie sprint
Pat split the squad and gave each team one of the three objectives. Kev, Ian and Relfie had an objective the furthest from their start line, inches from the other side of the board. They set of fast double moving as much as possible. Kev take an action and shoots the Zombie that is shambling towards then from the trench they have just left. He plugs it and it kisses dirt. Not a head shot though so it's still in the game.at being the highest ranking character also had an extra figure and they also sprinted through the front line to the centre of the board. They managed to retrieve a strange gas canister. The Extra was put in charge of carrying it.

Patrick with an extra reach the centre objective
Meanwhile Frasier and Tim were being more cautious. Having the closest objective but close to several spawning points They reached the trench edge and were driven back with Tim taking a wound. They withdrew out of zombie attack range while Tim used the first aid pack and hes medic skill. It took him a couple of attempts but managed it in the end. By this time however sufficient Zombies had arrived to make their initial plan un-workable. The Zombie Tank appears, but never ever gets to attack the fast moving Brits

Frasier and Tim approach their objective.
Relfie and Kev stand in the open and keep firing at the zombies trying to come at their rear. While they don't close the back door completely they do manage to drop enough Zeds to allow Ian to scamper into the far trench and pick up a bloodstained journal. Bringing on More Zombies each turn I spawned some close to Ian. Unfortunately he managed to get out of the trench before they could close on him (Curses)
Patrick runs to meet up with Relfie and Kev.
With the canister Patrick orders his extra to carry it as they try to meet up with Kev, Ian and Relfie. They were struggling with ammo reloads (rolling lots of 1's). But despite this they continued to drop Zombies and even managed one or two head shots. Overall they did manage to hold the zombies back  sufficiently to allow a regrouping action.

The squad joins up (except Frasier and Tim)
Having joined up (except Tim and Fraser) they quickly formulated a shoot and scoot policy to keep them moving out of the attack radius of the zombies. They had two of the three objectives but still had to get back to their own lines (off their starting edge.) The zombies do try to close in, and do make the players pick their targets carefully. At this stage only one of the downed Zeds has managed to stand up again (No not the one Kev shot first, that one did stand up eventually but not with anyone close enough to make it interesting.

Tim In trouble
Meanwhile Tim and Frasier have problems of their own. Frasier moves away and leaves Tim to keep the zombies away. Tim gets another wound but disengages and in a heroic surge dives back into the trench and reaches the objective. He picks it up, But then being so far away from friendlies and surrounded by Zeds fails his morale check and is forced to flee the board without the objective. No doubt gibbering when he gets back to his own fronline. He may face a court marshal for cowardice in the face of the enemy, or he may get sectioned if he gibbers about undead Germans enough. Harsh.
Still plenty of zeds near the 3rd objective
Shoot and Scoot policy in action

The fire and move tactics work in drawing the zombies towards the main squad. When they get close enough to form a gap Kev charges past them towards the last objective. I am not sure if it was his intention to drag some zombies away from the main group or a desperate attempt to get all three objectives. Whichever it was it was very daring, I'll have to have words with him!

Approaching the last ternch
Frasier moves up the edge of the board towards the rest of the squad (minus Kev of course) keeping the wire between himself and the undead.Moving into a position to help out should they need it.

Kev does get swamped by 4 zombies but I only manage to get one wound on him and next action he's through them all and has a clear run onto the objective now the Zeds have been dragged to the other end of the battlefield.

Where's Kev Gone?
The Rest take the opportunity and Relfie jumps into a trench full of zeds with Ian promising to back him up. We are all surprised when he does. The first zed shot finally stands up (Tim is now helping me play the zombies as I have about 45 zeds on the board, much to my relief as he manages to stand a few up. Ian then Persuades Patrick to jump into the trench to be ablative armour on Ian's behalf.
The squad continues to fight along the trench now that they have realised that Relfie isn't a great shot but is an excellent brawler and able to drop two zeds a turn. A real powerhouse he pushes through. The others all do their bit but Relfie just keeps the front zombies stunned and they move on like some kind of convoy.
Kev's special abilities are based around his morale and he's not to bothered with being all alone. yes he does fail a couple of morale checks but with his skills and good re rolls is unaffected. He does get mobbed by a group of zombies at the final objective but bad dice rolls mean I fail to hit him so he scoops it up and dashes away.

Frasier lends a hand
Everyone else scrambles out of the trench and in the final turn manage to get off the table edge. So the Goodies won. (Boo Hiss) .

Lessons leaned/conclusion. Firstly the players seemed to enjoy it. And so they should, they won and beat me not that I'm bitter. I will get revenge though you have been warned.

The rules are really simple and easy to adapt which means that for the most part we can remember them and just get on with the game. Which is what we want after all and not tediously having to look things up all the time.

Initiative worked better in the "Car-park" game as it was less predictable as to who would go next and thus made the game more interesting as it was harder to know if the living could always stay just out of contact. This meant the Shoot and Scoot tactics worked really well. This a more random initiative it would be harder to manipulate the moves to your advantage.

Kev at the last objective
The second ting about having so many zombies would be that they zombies need more than one initiative setting. By this I mean a proportion of the zeds having a different mark on their base (say red and green) and different initiative counters so they would be activated at different times. Making a far less predictable game. I think I shall do this by grass tufts or no tufts.

Thanks to Relfie for some of the Photos. I faded the colours to reflect the era the game was set in. also because it gave a unified effect as all the figures and terrain were so different. I hope it has not detracted too much from the game. Personally I think it works, but it only works if you think so as well.


Action in the last trench
Lastly I know this is pic heavy, I have tried to keep it in order, but I may have some sequencing wrong between my and Relfies Photos, again I hope you'll forgive that.

Anyway that's what we did at the club yesterday. I have proposed a Zombie campaign and will be working towards that after Broadside. I shall start typing back ground for it from now though so feel free to shoot ideas at me.

All the best, take care and thanks for reading.
Cheers Clint.



Fighting through


Kev gets Mobbed


Nearly there






Last turn with players gone and zombies milling about