Sunday, 23 October 2016

X Wing - The Campaign - Game 28 - Get that "Bleeping" Droid

Princess Leia on the Run

Welcome back, after a long break for Jutland related activities, if you didn't know this is a continuation of the X Wing Campaign, full explanation and details of Campaign rules are here. The set up page is updated on a regular basis. The upgraded Imperial List is in play.

Mission Briefing


We have received a long range message from the Tantive VI which has the vital supporter of the Rebellion, Princess Leia on board. She is carrying crucial information about the Death Star in a rather excitable droid.

The ship has been under attack from an Imperial Star Destroyer and managed to narrowly jump away however the jump drives have now failed and the Princess is in a vulnerable position whilst the repairs are underway.

It's highly likely that the Imperials will launch an attack with whatever forces they can muster so get in position and protect that ship.

May the Force be with you"

Team "Rebel Scum"

Rick O'Shea in his K6/B Wing (Hex Ace) (Squadron Leader)
Spike Sharpie, PS 4 E Wing (Quad Ace)
Pop Cicle, PS 4 K-Wing (Ace)
Captain Tangent, PS3 T-70 X Wing
Ensign W K Junior PS4 T-70 X Wing (Ace)
Laa Laa Dameron PS1 T-70 X Wing (Rookie)
Tinky Winky Dameron PS1 A Wing  (Rookie)

Tantive VI with Princess Leia and R2-D2 as crew plus 22 points of upgrades chosen by Rebel Players.

Team "Glorious Empire"

Sqn 1 (on table)

Tie Interceptor  PS6 Royal Guard Pilot with Marksmanship
Tie Interceptor  PS1 Alpha Sqn Pilot Pilot
Tie Interceptor  PS 3 Avenger Sqn Pilot

Sqn 2 (on table)

Tie FO, PS 8 Omega Leader with Comm Relay
Tie FO PS4 Epsilon Ace with Comm Relay
Tie FO PS3 Zeta Squadron Pilot with Comm Relay

Sqn 3 (Roll for entry 1 attack die, from turn 3, Crit turn 3, any hit turn 4 else they arrive turn 5 random entry, d4 to determine table edge)

Tie Bomber, Major Rhymer PS 7, 2 x Concussion Missile, 2 x Plasma Torpedoes
Tie Bomber  x 2, 2 PS4 as above

Sqn 4 (Roll for entry 1 attack die, from turn 5, Crit turn 5, any hit turn 6 else they arrive turn 7 random entry, d4 to determine table edge)

Tie Fighter PS6 Dark Curse
Tie Fighter PS 3 x 1 & PS1 x 1

Empire ship selection is as follows, 2 Imperial ships per Rebel player, half start on table. Divide into 4 Sqns, No 1 will be Interceptors, 2 Tie F/Os 3 Bombers and 4 Standard Ties. First pilot in each Sqn will be a random named pilot remaining are random Sqn Pilots. All upgrades are random.

Set Up

Hwk is a K Wing mapping program not updated

Game should be played on a 5 x 3 table.

Set up

Rebel Players set up the Tantive up in the centre of their table edge and put their ships within range 3 of the large ships base.

Imperial players set up on their table edge.

There is no other Terrain.

The game will last until a victory is obtained.

See Special Rules for game play.

Special Rules

Tantive Hyperdrive - The drive is currently not functioning, during the energy allocation phase the Rebel Player may place upto 4 energy tokens on the hyperdrive card. At the end of the turn he rolls 1 Attack die per Energy token in the box. Each 2 hits (Not Crits) gain a Hyperdrive Token. After the dice are rolled the Energy Tokens are removed.

6 Hyperdrive Tokens are required to fix the drive.

After turn 1 the rebel player will gain 1 Attack Die per Hyperdrive Token in the box. Any Crit Hits by Imperial ships on the rear section of the Tantive will remove an Energy Token.

Jump to Hyperspace  - To leave the table you need to declare your attempt and then try and gain 2 critical hits, hits from previous rolls carry forward. You cannot attempt to jump until after turn 4.

Turn 1. Roll 3 attack die
Turn 2. Roll 3 attack die + Pilot Skill / 2 (round up)
Turn 3. Automatically jump

Large Ship Bases - Ships may come into contact with the base of the Tantive and fly over or onto it with no adverse effect and can fire \ be shot at as normal.

Victory Conditions

Rebel Victory - The Tantive exits the table using its Hyperdrive or no Imperial Ships are left on the table.
Imperial Victory - The Tantive is crippled or leaves the table at sub light speed.
Draw - Any other result.

How did we get on

Well first of all apologies for the delay with this one, we actually played this game back in August but a combination of holidays, work and the mighty Project Jutland have delayed most things none WW1 Naval.

We continue to grow even after two years of this madness and we had Seven Rebel pilots mustered for the game and this week saw our second new Rookie in 2 games, so everyone welcome Tinky Winky Dameron, Poe and Laa Laas other brother.

Turn 2 didn't go too well for the Rebels as the K Wing somehow managed to get itself out in front of the rest of the Rebels and into the sights of the three Interceptors who had maintained a tight formation. Some nice shooting and the Pop Cicle was down to 1 hull point very early in the game.

After the establishing the worlds worst ever mission to kill ratio Captain Tangent seems to have come into his own recently, I think he deserves the nickname "The Vulture" as he managed to scoop another kill in this game finishing off a Tie F/O which Rick O'Shea had just failed to finish off.

Turn 4 saw the Bombers come into play but rather then go mission critical they started chasing Rebel Scum around the table which was to cost the Imperials dearly, The Tantive was building up energy but still had enough power left to take out one of the Interceptors as they broke through the Rebel lines towards the prize.

After getting some decent hits on the big Rebel ship the Interceptors were all gone the next turn as the Tantive first took one out and then Laa Laa managed to notch up his first kill in his second game as he vapourised the last of that Squadron.

The Imperials were in trouble now, out numbered and with the main strike force dogfighting time was running out. The Bombers were silenced one by one after having some success on the Tantive however the last flight of Ties were delayed and when the last Tie F/O accidentally flew off the table on turn 7 before the Standard Ties arrived the Rebels won by default as there were no Imperials on the table.

The only conciliation for Team Empire was the comedy moment when the Rookie A Wing flew off the table (must have been something in the water tonight) coupled with Spike Sharpies Z2-K8 Droid which flatly refused to do anything all game.

Result (2 pts for a win, 1 for a draw)

Rebel Win

Campaign overall score is, Empire 24 pts, Rebels 32 pts

X Wing madness will return with game 29 on 2nd of November 2016 when our intrepid pilots will be trying to steal an experimental Imperial Fighter.

Lesson 1 stay on the table !


Jim head mechanic in the Rebel Garage is mostly wearing Navy Blue Court Shoes

Pilot upgrades prior to start of game 28


Rebel Pilot results below,

Pilot Spike Sharpie - E Wing (PS4), survived, 0 kills, 4 GC - Totals, Missions 28, 24 GC, 21 kills
Pilot Rick O'Shea - K6/B Wing (PS6), survived, 1 kills, 7 GC - Totals, Missions 27, 11 GC, 38 kills
Pilot Pop Cicle - K Wing (PS4) survived, 0 kills, 3 GC - Totals, Missions 21, 4 GC, 6 kills
Pilot Captain Tangent - T70 X Wing (PS3), survived, 1 kill, 4 GC, Totals, Missions 16, 9 GC, 3 kills
Pilot Ensign WK Jnr (PS4) - T70 X Wing survived, 1 kill, 7 GC- Totals Missions 11, 12 GC, 10 kills
Pilot Laa Laa Dameron (PS1) - T70 X Wing survived, 2 kills, 7 GC - Totals Missions 2, 9 GC, 2 kills
Pilot Tinky Winky Dameron (PS1) - A Wing survived, 0 kills, 2 GC - Totals Missions 1, 2 GC, 0 kills

Performance of note - Ensign WK Jnr became a double ace.

Not Present

Pilot Crank Case - Y Wing (PS4) Totals, Missions 20, 3 GC 13 kills
Pilot Obi Two - X Wing (PS1), Totals, Missions 2, 3 GC, 0 kills
Pilot Oi M'Groin - Y Wing (2), Totals, Missions 4, 3 GC 0 kills
Pilot Sir Jeremy Dodger - X Wing (2), Totals Missions 3, 7 GC, 2 kills
Pilot Twiki Bond - A Wing (1), Totals Missions 1, 6 GC, 0 kills
Pilot Baby Brian - X Wing (1) survived, 0 kills, 1GC - Totals Missions 3, 1 GC, 0 kills

Roll of Honour (At the going down of the twin suns, we will remember them)

Pilot Brian sadly lost after only 2 missions, RIP
Pilot Commander Wayne Kerr veteran of 7 Missions, RIP

Ship Zone

Uber geeks area for those who want to see what our intrepid pilots fly.

A Kalidor Crescent is bought for 5 GC and adds a pilot skill slot.

Spike Sharpie, Kalidor Crescent with Sniper Trait - E Wing with Shield Upgrade & Z2-K8 Droid

Pop Cicle - K Wing - with Advanced Homing Missiles, Auto Turret and Flechette Torpedoes

Rick O'Shea, Kalidor Crescent x 3, Lighting Reflexes, Playing Possum and Chess Player- K6/B Wing with Heavy Laser Cannon, Engine Upgrade, Advanced Sensors, Chaff Dispenser and Advanced Proton Torpedoes

WK Jnr - T70 X Wing with R2-D2 mech, Kalidor Cresecent and Danger Sense.

Crank Case, Kalidor Crescent with Barrel Roll - Y Wing with Adv Proton Torpedoes (x2) and Plasma Cannon Turret.

Captain Tangent - Kalidor Crescent, T70 X Wing unmodified.

Laa Laa Dameron - T70 X Wing unmodified.

Tinky Winky Dameron - A Wing unmodified

Obi Two - X Wing unmodified.
Baby Brian - awaiting new ship
Oi Mi'Groin - Y Wing with R10 Astromech and Autoturret
Sir Jeremy Dodger - X Wing with R2-D2 and shield upgrade
Twiki Bond - A Wing unmodified

Previous Game Links

Thursday, 22 September 2016

Project Jutland - Grand Fleet Review

You will be glad to know that this will probably be the last Project Jutland post for a while :-) my updates gave been blocking up most of the Naval Wargaming forums for the best part of a year now, apologies.

The whole of the Grand Fleet, 151 ships.
It's been a journey and a half to say the least, I started the collection back in May 2015, with my first post on a new gaming adventure. The plan at that stage was to build up a couple of Battlecruiser and smaller fleets for smallish games on my home 12 x 6 table.

The Main Fleet
So with 50 or so ships in the collection by January this year I was fairly content to steadily build up the Fleets over time, the Anniversary of Jutland was of course looming but it was just financially impractical to think at that stage of refighting the battle in 2016.

The Armoured Cruisers screening the Fleet
Then step forward, friend and gaming chum Andrew Dickinson who offered to finance the British Dreadnoughts, so in late January 2016 Project Jutland began.

Here we are in late September, 8 months later and the painting stage of the Project is done, 200 ships in that time is pretty good going. I did a High Seas Fleet Review a few weeks ago and a quick post earlier in the week on the last few ships. It would be rude to not follow that up with a Grand Fleet Review.

Lots of Dreadnoughts
There's not much more to say regarding these ships that hasn't been said in previous post so here are some pics,

5th Battle Squadron  (the 15" Battleships)

1st Battlecruiser Squadron 

HMS Lion

HMS Tiger
2nd Battlecruiser Squadron

3rd Battlecruiser Squadron

Engadine and Escort 

Whilst the ships were out it would be amiss not to put the ships out in fighting formation and try out the set up we are going to use at FIASCO for the static display, which is basically the position of the ships at around 19.30 hours as the Fleets clashed. Note I have left all the ships in the fleet on the table for the photos as by 1930 some had been sunk.

HMS King George V leads the line
From the back of the line

The Battle Line for the British is just under 12ft with the ship bases touching and as can be seen the ships comfortably filled the table, the ends have been compressed to fit and will cover about 15ft in total.

It was at this point I sent a picture to Andrew who as a Draughtsman has an eye for distances, our initial plan was to use a 24 x 6 table for the game but it was clear width was going to be a serious issue, so with the British on the table I moved them as far to one edge as possible and then put the Germans on.

So there you have Jutland at 1 to 1 on a 12 x 6 table ! Plenty of manoeuvre room then. The German Battle line should be considerably more square on to the British line and extra table depth is needed. This little practice has certainly set the cat amongst the pigeons in terms of table size, the static display will take a bit of a rejig however the refights are going to need some serious thinking about and more table than originally thought.

So there you have it, thanks to everyone who has visited Project Jutland as it has been ongoing, you support and kind comments have helped to keep me going. Remember that the ships will be on display for the first time at FIASCO at the Royal Armouries in Leeds on 30th October 2016. I will be nearby and more than happy to chat about the project.

P.S. It's at this point that I should confess that during the layout of the ships I realised that I had 3 Destroyers called HMS Manners, cue some rapid searching to find which ships I had missed and repaint the names, then I found I was 2 Admiralty M Class Destroyers short (gasp) so I used two 4 funnel M Class as substitutes (spot them if you can !). Order in to Wargames Emporium in Sheffield for the missing ships, Oops.

Monday, 19 September 2016

Project Jutland - The Final Batch

So that's it, it's finally done !

The painting stage of Project Jutland is over with the completion of these 32 British ships, we have 24 Destroyers and 8 Light Cruisers. I will do a full Grand Fleet Review at the end of the week but decided to do a quick post to cover this final group in a bit of detail.

The ships are of course 1/2400 in scale and all of these are manufactured by WTJ.

One of the more unusual ships at Jutland was HMS Abdiel which had been converted into a Minelayer. The exact model is not available however WTJ do this excellent Minelayer, which is actually based on HMS Legion.

The company also do a number of variations of the ubiquitous M Class Destroyer and the picture above shows the 2 Funnel Yarrow and 3 Funnel Thornycroft versions.

Just in time for the project WTJ released 3 separate models to cover the Scout Cruisers involved and lovely ships they are too.

The final ship of the final batch of the Project, HMS Chester.