15mm DBA Game 17 January 2018

It was good to have P.I.G.S back in full action with all of the sty members present for the first time this year. Andrew W organizes a 15mm DBA game between an Arab Conquest army and a Thematic Byzantine army. As usual we organized a three game round robin which gives us an opportunity to play each other and use both armies and still get to finish our mid-week gaming at a reasonable time.

All of the figures were Andrew W’s, with most being Museum Miniatures painted by a variety of people over the ages.

The first game was between Andrew (Arabs) and David S.

20180117_200712

The wily Byzantines held off their main attack until their light cavalry arrived from the left flank to provide an overlap on the extreme right. This exposed their left flank but David S hoped the Light infantry defending the fort would cause enough of a distraction to enable the battle to be decided on the other flank before their left was threatened.

20180117_200730

An overview of the battle as the main battle lines come into contact.

20180117_200936

The Arabs are initially repulsed but without damage.

20180117_202133

Gaps appear in both lines as first Byzantine Skutatoi and then Arab cavalry heavy and light cavalry are destroyed. With the Arab flank turned it would only be a matter of time…..

20180117_202731

20180117_202748

Finally the Byzantines break through with gaps everywhere in the Arab line. A hard fought victory for the Eastern Roman Empire.

The next battle was between Dave S (Arabs) and Dave K.

(Dave M – a sort of mini Davecon of the past!!!)

20180117_210024

The Byzantines were quickly on the back foot as a long range shot from the Arab archers killed the Eastern Roman Emperor with a six to one dice roll swing. With the Emperor counting as two of the allowed four victory elements lost and with all moves costing double “pip” points it was going to be difficult to pull this piece of bad luck back.

20180117_210728

When the Byzantine light horse were destroyed the battle was over without the bulk of their Heavy Cavalry moving of the safety of their hill.

The final game was between Andrew W and David K (Arabs).

20180117_213316

The armies face each other outside Constantinople (see top left of photo!!!).

20180117_214107

Again it appeared that being the Eastern Roman Emperor was a CLM as not long into the battle the second Emperor for the night bit the dust – long live the Emperor!!

20180117_215034

It was great to get back into some DBA gaming (and Suan’s much appreciated hospitality) with great fun being had by all.

Operation Warlord

20180110_193310We had our normal Wednesday night game between David K and myself. Given David had not been part of our test gaming last weekend I was keen to try some of the changes we had made to the modern rules we use on someone else. The game set up and mission was similar. Capture the insurgent warlord.

The scenario assumed that the conventional force were aware of the building used as barracks (jump-off points) and in which building the warlord was located.

20180110_193155

Insurgents – figures from Eureka Miniatures.

David K’s insurgent force had a standard Tier 2 organization with 5 additional sentries to be placed wherever the insurgent player saw fit.

20180110_193147

The five sentries from Irregular Miniatures.

 

20180110_193257

The S.W.A.T. force by the “Assault Group”.

The S.W.A.T. force consisted of  a Senior Leader, 2 four man teams with a junior leader and a designated marksman, and a sniper team.

20180110_193206

The game was held at night with five groups of civilians scattered around the shanty town. These were static throughout the game although we should think about a random move system. The one used in the new “Gangs of Rome” rules by Footsore Miniatures could work well. The conventional force commenced with a morale of 9 and the insurgents with a morale of 11. David K placed his sentries and the game began.

The S.W.A.T. leader deployed a fire team and a Junior leader on the South West corner and the sniper team on the western games edge. The location of the civilians was causing problems as it would be difficult to take out the snipers without being so close to them that they might raise the alarm.

With the sniper team now in a good position the first sentry was dealt with.

20180110_200636

20180110_201215

The squad then moved into close assault with the second sentry.

20180110_201236

He was quickly dispatched but not before the noise counters were building up. With a third being added as the S.W.A.T. team hid the body and with a fourth in play due to the sniper shot detection seemed a distinct possibility. Fortunately the first sentry rolled a one and light up a cigarette which meant he would continue to look in the wrong direction. The second rolled a three and also turned away from the action.

The third team was deployed on the northern edge and immediately “pinned” (caused one shock) a sentry in the open. This caused a problem for David K as without any leaders on the board the shock could not be moved leaving the sentry unable to do anything. We will need to work out how we will handle this situation.

The sniper rifle was now completely out of position and was ordered by the senior leader via radio to move to the eastern side of the board and take up a position on the eastern most insurgent drop-off point. The southern squad moved with the Senior leader to close assault a sentry near the compound housing the sleeping insurgent Warlord.

20180110_203717

Again the sentry was quickly dispatched but not before the civilians within close proximity caused a role on the collateral damage table  dropping the S.W.A.T. morale by one. With  7 noise markers in place, 2 for the attack move, one for the close combat, 2 for the civilian noise and 2 for the sniper team movement, it was inevitable that the sole operational sentry would notice. Finally he stopped smoking and came under the control of David K but unfortunately he did not roll high enough to cause the alarm to be raised.

Simulating a situation where he was aroused enough to investigate what was out there without being able to determine if it was civilians or the enemy that caused the noise.

The insurgent leader (David K) has several options with the sole sentry in action – he could have run to the compound to raise the alarm yelling all the way but he chose to charge towards the northern S.W.A.T. team instead. In the end this was probably the key decision that changed the course of the skirmish.

The ensuing close assault saw the final sentry go down but not before  he caused a “man down” to the S.W.A.T. Another drop in morale to the conventional forces!

20180110_203717

The insurgents used a command dice to end the turn, causing a roll on the “man down table” with only the limited medical expertise of his colleagues available (+2 to the dice) he very quickly slipped into a T4 category. The S.W.A.T. group were very quickly dropping in morale so the Sergeant ordered the fire team and their leader he was with to close assault the remaining shocked sentry and the sniper team to continue with their orders to take the drop-off point.

Disaster!!! As the shocked sentry was attacked with his last action in life (with just one dice) he took down another “infidel”. The conventional force were now teetering on a knife edge with only one more drop in morale left before mission creep steps in and they are forced to withdraw with their causalities. A quick use of a command dice from the insurgents cause another drop in morale to the S.W.A.T. forces but an immediate use of a command dice from them prevented any roll on the morale table. With the Sergeant present the following man down determined that the wound was only superficial.

20180110_205841

With all of the sentries now dealt with the S.W.A.T. commander set about placing his teams in position to prevent the insurgents from rushing out to protect their warlord.

With all drop-off points now secured the warlord was on his own.

20180110_211707

A “dynamic” entry saw the warlord overwhelmed, then in an instant a knife flashed and another S.W.A.T. member was down!!! Captured but still defiant his actions caused another automatic drop in morale putting the S.W.A.T. forces again teetering on the edge of “mission creep”.

20180110_212012

The last few phases saw the help for the injured S.W.A.T. team member arrive and the warlord being escorted away. The final action of the S.W.A.T. team leader was to end the turn causing the loss of all three drop-off points reducing the insurgent morale to three.

20180110_212624

Aftermath.

The operation was a near run thing with the S.W.A.T. morale needing to be managed quite closely. Fortunately for myself I had sufficient command dice to be able to prevent morale dice rolls when required.

20180110_212641

Seizing the insurgent drop-off points meant the insurgent leader was on his own representing a situation where his men were in an alcohol or drug induced stupor or receiving warning of the attack had left him to his fate!!!

I think we are almost there with this one, with only a few more changes required. With the small amount of play testing thus far I am reluctant to make mass changes in case the situation we find ourselves is more of an “outlier” rather than a regular anomaly which needs “fixing”.

Shanty town shoot out.

Blake and I have been hanging out for a while to catch up for a few days and get some 28mm modern games going. We have been working on some modifications to Chain of Command rules which are great for WW2 but need simplification and adjustments for modern gaming.

The shanty town using terrain from the “Crooked Dice” Apocalyptic range and the games mat from Dr Who Extermination game from Warlords. Civilian bases are from Eureka miniatures.

20180105_132015

We made a number of modifications throughout the weekend, in particular to include stealth team actions, sentries, noise,  and detection.

Our first game proved that our simplifications were sound without detracting from the game.

My platoon of the Afghan National Army (ANA) were up against Blake’s insurgents, fighting over a make do shanty town somewhere in Uruzgan.

20180105_132006

20180105_131957

20180105_133954

The first contact ended badly for the insurgents as a weapons team led by a junior leader suffered one casualty and was pinned.

20180105_140035

More was to follow with another casualty from a PKM weapons team  as they moved passed some supply crates.

20180105_152204

Seizing the initiative with a double move an ANA section moved in to finish them off, leaving a jump-off point in danger of being captured.

20180105_153215

The insurgents were really taking a pounding when the junior leader went down.

20180105_153714

On the other side of the shanty town civilians were about to get in the way of a fire fight as the protagonists searched for each other among the make shift shelters.

20180105_155159

With a “man down” the ANA squad providing covering fire opened up on the insurgents below them.

20180105_160353

With only a head shot available and with civilians in between the ANA marksmen fired………. but missed!!!

20180105_161247

With morale broken the insurgents mingled back into the civilian population so they could fight another day.

The next day (next game) a S.W.A.T. team was trying to infiltrate the village and capture the insurgent leader. Guards were patrolling the town throughout the night and needed to be dealt with.

Placed on over-watch the sniper tried in vain to take out the first sentry at point blank range.

20180105_192251

A close assault was required to finish the job but noise markers (blue markers) were building up making detection more likely.

20180105_194334

Another sentry was being ambushed……………………………..

20180105_195123

Successfully.

20180105_195245

The game ended with the alarm being raised before the extraction could be achieved.

At this stage we did some fine tuning of the sentry moves trying to find the “tipping point” that would create the knife edge in terms of game balance that we were after. After several attempts we finally achieved something we were happy with.

The weekend continued with a game of Dr Who and several games of Fantasy Flights Star Wars Armada. This is the fleet equivalent of X-Wing and is far more strategic in the way it plays. Totally sold on the game.

Another great weekend of fun and fellowship with a great mate!!!  Thanks Blake.