HAWKs Tankfest Tour (part 1)

Arriving at our hotel in London.

Last year, I came to England with my family, and we had a great time.  A highlight for me was a visit to the Tank Museum in Bovington.  As with many museum visits, my family patiently put up with Bovington for a couple of hours and then kept hinting that it was time to leave.  So, I suggested that some of my wargaming buddies and I should head to England for Tankfest at Bovington and while there visits to some other military history museums.  Candy did the lion’s share of the work to pull this together.

The National Maritime Museum.

Our first, very, very long day involved the flight to London, train to Paddington Station, and check in at our hotel.  The we took a somewhat eventful tube ride to Greenwich.  I didn’t realize how far apart the North Greenwich and Greenwich tub stops were or that we had to transfer to the DLR.  Then none of the locals could tell us how to get a bus ticket to complete the trip. So after a little floundering, we arrived at the Maritime Museum.

The Maritime Museum is free.  We spent about two hours here, and we were able to see most of what was on display.

A handsome and study visitor to the Royal Maritime Museum.
A WWI era motor torpedo boat.

I found this model of a WWI-era motor torpedo boat very interesting.  A few years ago I wrote a set of wargaming rules for motor torpedo boat games in WWII.  I knew there were motor torpedo boats in WWI, but I had never seen one.  I am not sure how the torpedo was launched since it is facing into the boat, but I suspect the propellors were wound up, the torpedo was dropped, and the boat veered quickly to the side.

The main deck of the Cutty Sark.

After the Maritime Museum, we decided to visit the Cutty Sark, which was once the fastest ship in the world.

The ship’s bell.

We entered the Cutty Sark in the cargo hold, visited the tween deck, walked the main deck, and visited some of the cabins.

In the officer’s ward room aboard the Cutty Sark.

The ship was interesting, and there were some nice informational signs.  There were no docents to help explain things or answer questions.  Unlike the Constellation in Baltimore, there was not audio self-guided tour.  At 13 GBP, I thought there would be more explanation, but it was nonetheless a worthwhile experience.

The underside of the Cutty Sark. Note how the ship’s hull does not touch the ground. It was jacked up to prevent the hull from warping.

After the Cutty Sark, we stopped in a pub for dinner.  We were all beginning to run out of steam.

Finishing up out dinner in a Greenwich pub
Duncan, Don, and Eric at the Globe theater in London. Don had just take a happy pill.

In an effort to get our bodies on Greenwich Mean Time, we decided to attend a play in the Globe theater in London before returning to our hotel.  We saw the Shakespearean play A Winter’s Tale.  We were all fading, so  keeping up with the rapid, Elizabethan dialog and the proper accents was something of a challenge, particularly since I didn’t know the play. Last time in the Globe I saw The Taming of the Shrew, which is one of my favorite Shakespearean plays, and I liked that better, but it is always interesting to attend a play in the Globe.

This concluded day one.  We went back to our hotel after a longish walk along the Embankment to Waterloo Station and a short train ride to Paddington.  All the old timers said they had had enough walking.  Duncan’s fit bit measured us at nearly 18k steps.

The Good, the Bad, and the Chubby at Diamond Horseshoe Ranch

We didn’t have time for a long vacation this year, so we decided to spend a few days on a dude ranch in Arkansas.  It was a terrific vacation!

The Good, the Bad, and the Chubby

Day 0

We traveled to Diamond Horseshoe Ranch in Arkansas.   We arrived on Sunday afternoon in time for dinner in the mess hall, a little time in the game room, and some time in the pool.

The entrance to Horseshoe Canyon Ranch
A view of Horseshoe Canyon Ranch. Goats and horses ran wild around the ranch.
The bedroom in our cabin
The loft in our cabin
The main part of the cabin from the upper floor
Sam, the Ping Pong hustler
Tom, the pool shark
Surveying his domain…
The view from our cabin

Day 1:

The first day began with a large breakfast.  Then we went to the barn to meet our horses for the week.  Candy had Jon Snow.  Sam had Butterbean.  I had Scout.  Tom had Dramamine.  After a short trail ride to get familiar with our horses, we walked over to the range where we shot bows, rifles, and pistols and threw axes.

The first trail ride
A view of the ranch from horseback
The lodge building
Sam throwing axes at a tree
Candy Oakley on the rifle range
Robin Hoodlum shows his skills with a bow
Sam showing off her mad archery skill
A few pistol shots

After lunch we did some rock climbing.

Tom and Sam scaling the cliff
Sam and her mad rock climbing skills
An old mountain goat

We even had time for a game of frisbee golf in the evening.  The course was quite challenging, and we had to actually search for the holes at times.

We even had time for a game of frisbee golf

After another terrific dinner meal (the food was universally terrific), we went to the barn for some games for an hour or so.

Candy and Sam playing a game involving trying to get the other player to step off her platform

Day 2:

On the second day we split up in the morning.  Tom, Sam, and Candy went for more rock climbing.

Breakfast the second full day
Candy starting her climb
Tom climbing
Sam most of the way up the cliff

I had only been on a horse a few times before, and I was enjoying getting more comfortable and learning how to actually control the horse, so I went for another trail ride with some other campers.

Happy trails to me…
An example of the scenery we rode through all morning
I think I saw that guy in a John Wayne movie…

After lunch we suited up for the adventure course.  This involved rock climbing through a cave, around cliffs, and one of the top five zip lines in North America.

Suiting up for the adventure course
Inside the cave

There were portions of the cave that were very tight.  There were also portions that dropped pretty deeply.  It was an interesting experience.

Tom and Sam on a portion fo the adventure course
Working our way around a cliff (Tom, Sam, and me). Candy is just off to the right of this picture.
Tom and Sam
All of us getting ready to zip. I didn’t get a picture of myself in the harness.
Sam getting ready to zip
Tom getting ready to zip
Candy getting read to zip

In the evening, during the camp fire and s’mores, we went back to the barn so the kids could work their way through the cave simulator.  It was narrow, winding, and dark.

About half way through the cave, there was this window that gave you a glimpse of freedom
A long shot of the cave simulator
Tom completing the cave simulator

Day 3:

Day 3 began with a trail ride to a secluded location where we ate breakfast cooked over an open fire by the ranch staff.

A view of the ranch during our breakfast ride
The morning ride
Goats along the trail
The four bandits ride!
Trail breakfast of scrambled eggs and grilled ham steak

In the afternoon while Tom and Sam did more rock climbing, Candy and I went down to the Buffalo river to lounge in the water and hiked to the twin falls.

The twin falls
Two movie stars at the twin falls

Day 4:

We travelled home.  It was a really good trip.  When we planned this short vacation, I was worried that just three days would be too short.  It was a very physical vacation, so after three days we were ready to go home.  A fourth day might have been fun, but more than four days would have been too many.

Zeb Cook’s Finland 1939 Combat Patrol(TM) WWII Game at Cold Wars 2018

Advancing toward the frozen river, I ran into some hidden Finns.

Last weekend was Cold Wars 2018 in Lancaster, PA.  Zeb Cook ran at Finland 1939 game using Combat Patrol(TM): WWII.  He was short a couple of players, so I was able to play in this game.  I had a terrific time.  It was a hard scenario for the Russians.  We had to advance across the table.

The fighting heats up!

We (Russians) enjoyed some initial success on my (left) flank.  I was advancing toward the frozen river with my squad, and then I ran into a hidden squads of Finns who ambushed me.  I passed my morale checks, fired with some of my men, and then charged into hand-to-hand combat.  By the end of the game, this Finnish squad was down to two wounded figures who had gotten away and crossed the river at the bridge.

After a couple of turns, the Finns were down to four men in this squad.  Only two eventually made it across the bridge.
Another view
I eventually made it across the river and into this copse. It was a little too late. I was in a position to flank the main Finnish position on the ridge (to the left of the picture), but their reinforcements were arriving.

At this point, though I had crossed the stream and occupied the clump of trees, it was clear we were not going to get an intact squad off the far end of the table.   It was a very good game, and a tight scenario.  The special rules in the free Winter War supplement really added period flavor to the game.

Zeb’s Combat Patrol(tm) Wild West Game at Cold Wars 2018

Zeb Cook’s cowboy game using Combat Patrol(TM)

Zeb Cook ran a zany and exciting cowboy game using the Combat Patrol(TM) Wild West supplement.  There was a lot of hottin’ and hollerin’ from that table.  I was busying running another game, so I didn’t get to participate.  It looked like a great game.  I have played some of his other Combat Patrol(TM) wild west games, and they were all very fun!

The streets are strangely quiet
The action begins to heat up

Combat Patrol (TM) at Cold Wars 2018

F: 215: Hold as Long as Possible (1)

Friday, 9:00 AM, 4 hrs, Players: 6
GM: Buck Surdu & HAWKS
Sponsor: None, Prize: None
Period: World War II, Scale: 28mm, Rules: Combat Patrol(TM): WWII. ItisthePhilippinesinearly1942. The Americans are retreating slowly toward Bataan. A platoon of infantry, along with a handful of Stuart tanks, must delay the Japanese as long as possible, and they make a stand around a small Filipino village. The Japanese attack with a combination of infantry and light tanks. Mayhem ensures. The streamlined mechanics of Combat Patrol(TM) allow players to fight the game, no the rules. Rules will be taught, so come and see what the Combat Patrol(TM) excitement is all about.

F: 199: Assault on Kollaa

Friday, 7:00 PM, 4 hrs, Players: 8
GM: David Cook & HAWKS
Sponsor: None, Prize: None
Period: World War II, Scale: 28mm, Rules: Combat Patrol w/ Winter War supplement

Finland, 1939. The Soviet 56th Rifle Division north of Lake Lagoda is ordered to push west and outflank the Mannerheim Line. Reeling from the attacks the Finns fall back to make their stand on the Kollaa River. Regiment JR-54 is tasked with holding at all costs. In this skirmish game, can the greatly outnumbered Finns hold back an onslaught of Russian forces or will superior Russian numbers be able to break through?

F: 391: Battle at Duivelskloof

Friday, 7:00 PM, 4 hrs, Players: 6
GM: David Wood & HAWKS
Sponsor: None, Prize: None
Period: Colonial, Scale: 25mm, Rules: Combat Patrol
Captain Hunt was killed on the raid on the Viljoen farm, and this lead to Lt. Harry “The Breaker” Morant taking out revenge on the Boers, and which lead to his execution.Will the captain be successful this time?

 

F: 394: The Rebs Come to Schlegel’s Ferry

Friday,7:00PM,3 hrs,Players:6 GM: Eric Schlegel & HAWKS

Sponsor: None, Prize: None
Period: American Civil War, Scale: 25mm, Rules: Combat Patrol July1864. An off shoot of Early’s raid on Washington has reached Harford County and the Rebs are looking for supplies and attempting to burn Union facilities. Local militia and a few Federal units are moving in to the area to stop them. Thisisthe2ndof5 linked scenarios involving the citizens of Schlegel’s Ferry.

 

F: 402: Combat Patrol TM – Star Wars

Friday,7:00PM,3 hrs,Players:8
GM: Gregory Priebe & HAWKS
Sponsor: None, Prize: None
Period: SciFi, Scale: 28mm, Rules: Combat Patrol TM
Come learn the ways of the Force or embrace the power of the Dark Side as players battle for the fate of the galaxy with the new Combat Patrol Star Wars supplement. Rules will be taught. Padawans under 14 are welcome with the participation of a playing adult.

S: 403: Combat Patrol TM – Star Wars

Saturday,9:00AM,3 hrs,Players:8
GM: Gregory Priebe & HAWKS
Sponsor: None, Prize: None
Period: SciFi, Scale: 28mm, Rules: Combat Patrol TM
Come learn the ways of the Force or embrace the power of the Dark Side as players battle for the fate of the galaxy with the new Combat Patrol Star Wars supplement. Rules will be taught. Padawans under 14 are welcome with the participation of a playing adult.

 

S: 201: Pay Day! A Cowboy Caper

Saturday, 1:00 PM, 4 hrs, Players: 6
GM: David Cook & HAWKS
Sponsor: None, Prize: None
Period: Western, Scale: 28mm, Rules: Combat Patrol w/ Wild West Supplement The railroad’s coming to Washout! And that means workers — and strongboxes filled with the monthly payroll. The Sackler Gang has called in their friends and plans to collect for themselves. But the railroad has gotten wind of things and has laid on extra guards. Choose your side for a gun-blazing battle of gold and glory!

S: 214: Hold as Long as Possible (2)

Saturday, 2:00 PM, 4 hrs, Players: 6
GM: Buck Surdu & HAWKS
Sponsor: None, Prize: None
Period: World War II, Scale: 28mm, Rules: Combat Patrol(TM): WWII

ItisthePhilippinesinearly1942. The Americans are retreating slowly toward Bataan. A platoon of infantry, along with a handful of Stuart tanks, must delay the Japanese as long as possible, and they make a stand around a small Filipino village. The Japanese attack with a combination of infantry and light tanks. Mayhem ensures. The streamlined mechanics of Combat Patrol(TM) allow players to fight the game, no the rules.

Philippines 1941 with Combat Patrol

Philippines 1941

Last weekend we played a series of games at War Horse Farm, Sam Fuson’s house and gaming clubhouse.  I ran a Combat Patrol(TM): WWII game that was a play test of some elements of the games I will run in two weeks at the Cold Wars gaming convention.  This scenario involved a Japanese attack in the Philippines in 1941.  The Japanese had four squads of infantry a machine-gun team, and two light tanks.  The Americans had three squads, two water-cooled machine guns, an antiquated anti-tank gun, and a Stuart M-3.

The handsome and charming game master (red shirt) surveying the battlefield

In this picture you can see the battlefield.  The Japanese started at the stream, which was impassible to vehicles, but could be crossed at half speed by infantry.  The Americans were deployed in some depth along the “trail.”  In this game, perhaps counterintuitively to long-time games, the felt patches represented clearings or open ground.  The rest of the terrain was jungle with just four inches of visibility.  The Japanese objective was to get as many of their figures and vehicles as possible into the last three feet of the American side of the table.  The Americans were supposed to stop them.  The Japanese players decided that they would place their main effort on their left, because that represented the shortest distance from their starting line to the back three feet of the table.

Early in the game, a player measures the movement of the Japanese tank

Without first pushing infantry across the stream to make sure there was no Americans to stop them, the Japanese players advanced their tanks over the old stone bridge.

The view from the small anti-tank gun that air conditioned the Japanese tank coming down the trail

A hidden anti-tank gun opened fire, knocking out the Japanese tank with a single, well-placed shot.   It is hard to find 28mm figures for early WWII.  Most of my Americans are Pulp Figures.  The gun and gun crew are old Pass of the North from my Moro collection.  That’s why the gun crew is not wearing helmets.

A slightly wider shot of the anti-tank gun, burning Japanese tank, and the second tank coming over the bridge.  From this picture you can see that the tank on the bridge could not be seen through the jungle (not felt) area.

While this was happening, the Japanese infantry splashed across the stream.  The Americans had placed a single water-cooled machine-gun on the small hill overlooking the stream.  It surprised the Japanese with a burst of fire, that killed the assistant gunner of the Japanese machine-gun team and forced the gunner to run for cover.

Japanese infantry swarm over the unsupported machine gun team.

The Japanese infantry recovered quickly and swarmed over the gun team.  In this picture you can see that both the gunner and assistant gunner were stunned (black rubber bands), the machine-gun had jammed (white rubber band), and the Japanese were about ready for a bayonet charge to finish them off.

One squad tries to hold the American flank to enable the rest of the Americans to redeploy to stop the Japanese main effort

I gave a young kid on the American left an easy-to-understand mission:  “hold until the last man.”  This was the American left flank, not facing the Japanese main effort, but we needed to hold the Japanese in this area to enable the Americans to redeploy a squad to help stop the main Japanese advance.  In true kid fashion, he interpreted “hold to the last man” as “fix bayonets and charge.”  I give the Japanese a melee number that is slightly better than that of the Americans, so typically, you wouldn’t do this.  But with significant kid luck, it worked.  By the end of the game his two teams of four men each had defeated three Japanese teams of six men each, and he still had a few figures left.  He was planning to circle in behind the advancing Japanese!

Both Japanese tanks destroyed!

The second Japanese tank decided to try his luck getting across the bridge.  The Japanese had done nothing to try to engage the anti-tank gun with fire to suppress it.  As the tank came off the bridge, it came into view of the alert gun crew.  In Combat Patrol(TM), there is no opportunity fore mechanic, per se.  Instead, all figures have a Reaction attribute.  To interrupt enemy movement, the player draws a card from the Action Deck and consults the hit randomizer section of the card to see if the number on the card is less than its Reaction number.  In this case, the gun crew did react.  Despite firing on a moving target, the gunners hit the lower hull with a penetrating hit that brewed up the last Japanese tank.

The Stuart situated astride the jungle path

In the meantime, the American Stuart never fired a shot.  It was parked to fire on anyone who might try to advance down the trail, but the Japanese avoided it.

Two teams of Americans reposition from the left to the right to help blunt the main Japanese advance

Aided by Banzai yank on the left, the middle US squad repositioned.

The big fight of the game where Chris’ Japanese infantry pushed hard agains the Americans

The climactic fight occurred on American right, where the Japanese main effort ran into four teams of Americans.  Two had been in that area since the beginning.  The other squad (two teams) had begun in the center.  So in the final couple of turns it was a big infantry fight, with lots of hand-to-hand combat, that determined the outcome of the game.  The Japanese had a slight numerical advantage, but the Americans held their ground.

The vat of excellent fried chicken from a local store had arrived, so we called the game an American victory and dashed for the kitchen before the chicken was all gone.

Supporting Japanese infantry comes across the river too late to stop the Americans from blowing up the lead tank.  I didn’t have the tanks painted in time for this game, but they are painted now and ready for Cold Wars.

Other than Chris, none of the player had ever played Combat Patrol(TM) before.  In fact, few had played a miniatures game before.  The first couple of turns were a bit slow, but after that, the game pretty well ran itself.

The Bear Yourselves Valiantly game in full swing

After lunch, Chris ran a play test of the game he will run in a few weeks for my Tabletop Wargaming class at a local community college.  This is the Battle of Barnett, during the War of the Roses.  One player had to leave early, so I jumped in and took over his command.  It was a fun game!

Is Chris explaining the rules in Esperanto?

I had had three late nights in a row and was rapidly running out of steam, but as usual, a day at War Horse Farm was great fun.

Star Wars with Combat Patrol(TM): 28 December 2017

GM Greg getting us started

One of the guys in our club, Duncan, traditionally hosts a war-game sometime between Christmas and New Years Day at his house.  This year we combined a viewing of the new Star Wars movie in the morning with a Star Wars game in the afternoon.  For this game, we used the recently released Star Wars supplement for Combat Patrol(TM): WWII.  The scenario, The Trap, involved a group of Rebels attacking the cargo bay of an Imperial ship.  Stormtroopers counterattack from two sides and dealt he blast doors.  Later in the scenario, the crew of the Phantom from the Rebels TV series reinforce the rebels and try to get them out of the bay.  The Rebels are also assisted by Asoka Tano.

Initial Rebel dispostion in the center of the cargo bay.

We rebels were in the middle of the bay as sitting ducks when the Stormtroopers sprang their trap.  The Stormtroopers were led by Darth Duncan (Vader).

A stunned Asoka Tano takes on a squad of Stormtroopers single-handedly.

One of the Rebel squads was pretty well decimated early in the game by advancing Stormtroopers.  Asoka launchd herself at the Stormtroopers.  After a few rounds of hand-to-hand combat, she defeated a squad.

Rebels trying to break out of the bay have left the cover of the cargo pallets.

To win, the Rebels had to get out of one of the two blast doors on opposite sides of the cargo bay.  They picked one side and dashed for it.  Unfortunately, that was the side led by Darth Duncan.  Duncan unleashed the Sith power of “Rage.”  This essentially launched his Stormtroopers in a banzai charge against the Rebels.  While Darth Duncan’s Stormtroopers were pretty badly mangled in the attack, he tied up the Rebels and gave the other Stormtroopers a chance to close on our rear from the other blast door.

Who is the oblivious spaceman in the center of the table?!
Kanan has fallen during the Rage attack.

By the end of the game, most of our named heroes had been incapacitated except for Asoka, and most of our Rebels were also knocked out.  It was a pretty convincing victory for the Imperial forces.  Greg will be running this scenario at Barrage and Cold Wars.

Combat Patrol(TM) Cards for Warlord “Battle for Berlin” Set

Warlord has produced another starter set of figures and vehicles.  These starter sets are very nice.  For those of you who are interested in using these figures with Combat Patrol(TM): WWII, I have posted the unit record cards for free download on the Combat Patrol(TM): WWII web page.

Get them here:  http://www.bucksurdu.com/Buck_Surdu/Combat_Patrol.html