Hello Folks,
Time for another Wednesday wargaming battle report! This week we are playing Jovian Wars, Time to try out some space ship battles. As discussed in the previous post I don't have everything completed so we are starting with a 100 point game to get going. Basically a medium sized ship and 4 - 5 squadrons.
I went with the Alexander Class Destroyer, plus some pathfinders, pathfinder recon, retaliator, and vindicator. Representing the forces of Jupiter.
With suck small fleets we decided to just set everything up and go for some murder. I set up a bit of an asteroid field to give some terrain.
The ships and ther escorts gaze angrily at each other. Serge has the Earth forces with a Constantinoble class.
Earth just advances some things faster then others.
My turn I moved up keeping 2 squadrons for cover and send 2 on a flanking mission. Tried some long range shots with extended sensor action but not much effect.
Earth advances dealing heavy damage to my pathfinder and starting some dog fights. We found out that the wyvern bomber with swarm missiles is pretty brutal.
I think this is a few turns later. I turned my ship and used a point defence action to deal heavy damage to a bunch of squadrons. Which was good as mine were taking a pounding, 2 already being wiped out.
We kept up the fire tending to focus more on squadron as they are easier to kill. Soon they were mostly gone and our ships started a slow lazy turn while they hammered each other.
Stop chashing me!
Turns out damaging ships is quite hard.
At the end no ships were killed. Mine had lost half its structure and the earth ship had multiple systems down.
So far I liked this game good to try something a bit different. Only complaints so far is that the rules are a bit rough, also big ships are a bit hard to kill it seems.
Going to give it another go soon at 200 so stay tuned!
Thanks;
Mike
Thursday, 14 June 2018
Monday, 11 June 2018
Painting Update - Jovian Wars
Hello All,
Time for another painting update. About a year or so ago I think Dream Pod 9 had another Kickstarter, this time for a Spaces Ship game, Jovian Wars. Well finally I am getting around to painting my fleet (after much prompting!).
Had a bit of a slow start on these for whatever reason. I found it hard to get into, but after I had a couple of squadrons it all fell into place and I got done pretty quick. This is how these things go sometimes hard to get the momentum going!
So you get 2 big ships and some squadrons of fighters and Exos (big mechs).
Lancer Fighters:
Starting with the squadrons, I have 3 sets of lancers. The green squadron is a bomber (I think it's that one), they just have a small ball on the bottom. I actually quite like these. Note that the bases are 1" hexes so they are quite small.
Pathfinders:
Now here we have 3 squadrons of Pathfinder Exo suits. These are the basic units of the Jovian Fleet. If I have this right the left set are Snipers, the middle are normal, and the right group are pathfinders. I quite like these as well, ma have to add another squad or 2.
Retalitator, Vindicator, and Hector Squadrons:
Here we have some more ellite squadrons, or specialist I guess you could say. On the left are retaliators, vindicators in yellow, and Hectors in red. The Retalitors have better anti-capital ship missiles, the Vindicators have lots of weapons including a mass driver, and the Hectors are fast, having rocket boosters instead of legs!
Storm Rider:
Lastly on the Exo side I have the big Stormrider. This is the big beefy guy with huge guns and lots of missiles. A pair of pathfinders are escorts.
Alexander Class Destroyer:
Then I have the first capital ship, this is an Alexander Destroyer. Personally I think it came out pretty cool, I never had any huge issues getting it together, was easier then I would have thought. The only issue is there there are allot of sections longitudinally, so it is very difficult to have everything lined up and straight. Anyway this guy has some turret on the sides, and a prow gun. The ring has all the accommodation modules, and some cargo behind that.
I still have a Majestic Fleet carrier to paint which is even allot bigger, but will take me a bit more time to get that done. But this should be enough to get going so should have a battle report up on Thursday after we hopefully play on Wednesday!
Thanks;
Mike
Time for another painting update. About a year or so ago I think Dream Pod 9 had another Kickstarter, this time for a Spaces Ship game, Jovian Wars. Well finally I am getting around to painting my fleet (after much prompting!).
Had a bit of a slow start on these for whatever reason. I found it hard to get into, but after I had a couple of squadrons it all fell into place and I got done pretty quick. This is how these things go sometimes hard to get the momentum going!
So you get 2 big ships and some squadrons of fighters and Exos (big mechs).
Lancer Fighters:
Starting with the squadrons, I have 3 sets of lancers. The green squadron is a bomber (I think it's that one), they just have a small ball on the bottom. I actually quite like these. Note that the bases are 1" hexes so they are quite small.
Pathfinders:
Now here we have 3 squadrons of Pathfinder Exo suits. These are the basic units of the Jovian Fleet. If I have this right the left set are Snipers, the middle are normal, and the right group are pathfinders. I quite like these as well, ma have to add another squad or 2.
Retalitator, Vindicator, and Hector Squadrons:
Here we have some more ellite squadrons, or specialist I guess you could say. On the left are retaliators, vindicators in yellow, and Hectors in red. The Retalitors have better anti-capital ship missiles, the Vindicators have lots of weapons including a mass driver, and the Hectors are fast, having rocket boosters instead of legs!
Storm Rider:
Lastly on the Exo side I have the big Stormrider. This is the big beefy guy with huge guns and lots of missiles. A pair of pathfinders are escorts.
Alexander Class Destroyer:
Then I have the first capital ship, this is an Alexander Destroyer. Personally I think it came out pretty cool, I never had any huge issues getting it together, was easier then I would have thought. The only issue is there there are allot of sections longitudinally, so it is very difficult to have everything lined up and straight. Anyway this guy has some turret on the sides, and a prow gun. The ring has all the accommodation modules, and some cargo behind that.
I still have a Majestic Fleet carrier to paint which is even allot bigger, but will take me a bit more time to get that done. But this should be enough to get going so should have a battle report up on Thursday after we hopefully play on Wednesday!
Pledge Status, 2017:
Bought: 136
Painted: 167
Total: 31
Painted: 167
Total: 31
Thanks;
Mike
Battle Report - Saga Crusades
Hello Folks,
Time for another Saga battle. Yesterday o got a chance to play another Saga game with Duncan (good). Still just playing the 1 scenario, but we have a fan made PDF so probably will give that a try as well.
I went for the Teutonic knights again having the right dice and all. Duncan once more took the moors and used a character I called obi wan and some black guards which are brutal. To make thins even worse some camel riders!!
In progress turn 1. We were suppodef to roll for exhaustion but forgot. Moors were player 1 buy didn't advance just set up some doom on the old battle board. I decided to just charge the camels. So I move up 2 units then charged with both.
This was a bit crap and I lost 2 knights from each unit trading for 4 camels.
The moors move over Obi Wan and charged the camels seeing off 2 more knights.
At this point I had my fill on camels so started moving up the foot. Shoot some safe pointy objects.
Camels kill the next 2 knights. At this point I am getting down on Saga dice and the writing is on the wall.
With the moors spreading disruption I decided to fight the levy. Go fir something easy! This was not exactly a great success but not bad either.
Sadly the black guard decided to get involved. Good by crossbows.
Hmm...
OK but surely knight can fight the black guard! Nah I lost all 4 to kill 1!
Then they murdered my warlord.
I by the end them game I was completely wiped out. Never added up the points but safe to call it a Moorish victory. Don't think I have seen a game of new Saga this one sided!
I had some pretty bad rolls at times, but Duncan was making all the right battle board moves so that is a that.
Was a fun game bound to be more soon.
Thanks;
Mike
Time for another Saga battle. Yesterday o got a chance to play another Saga game with Duncan (good). Still just playing the 1 scenario, but we have a fan made PDF so probably will give that a try as well.
I went for the Teutonic knights again having the right dice and all. Duncan once more took the moors and used a character I called obi wan and some black guards which are brutal. To make thins even worse some camel riders!!
In progress turn 1. We were suppodef to roll for exhaustion but forgot. Moors were player 1 buy didn't advance just set up some doom on the old battle board. I decided to just charge the camels. So I move up 2 units then charged with both.
This was a bit crap and I lost 2 knights from each unit trading for 4 camels.
The moors move over Obi Wan and charged the camels seeing off 2 more knights.
At this point I had my fill on camels so started moving up the foot. Shoot some safe pointy objects.
Camels kill the next 2 knights. At this point I am getting down on Saga dice and the writing is on the wall.
With the moors spreading disruption I decided to fight the levy. Go fir something easy! This was not exactly a great success but not bad either.
Sadly the black guard decided to get involved. Good by crossbows.
Hmm...
OK but surely knight can fight the black guard! Nah I lost all 4 to kill 1!
Then they murdered my warlord.
I by the end them game I was completely wiped out. Never added up the points but safe to call it a Moorish victory. Don't think I have seen a game of new Saga this one sided!
I had some pretty bad rolls at times, but Duncan was making all the right battle board moves so that is a that.
Was a fun game bound to be more soon.
Thanks;
Mike
Thursday, 7 June 2018
Battle Report - Flames of War v4 Midwar
Hello All,
Time for another Wednesday wargaming battle report! This week due to lazy Ness we are playing more midway flames of war. Carry on with the club day kind of thing. I changed out the infantry component of my last for Pazer 3s as I thought it would be more fun. Kept the armored cars thou.
We decided to play counter attack as I don't Rembert playing that much.
Here's the set up. I have all my stuff in the corner with the bits directly across. The objectives are pretty open but they don't count until turn 6. I have to capture the the bits have to keep me away.
Turn 1 I advance. Sending my cars to the far objective. My tanks move on the British tanks hoping to knock them out while they are still split. Was able to get a couple of kills which is great.
The bits deploy their ambush in the wooded hill but have not much luck just a couple of bails. The crusaders move to engage my tanks. For my turn I stick to the same plan killing the other british commander.
The British finally get there reserves and everything shows up. They put heavy pressure on my cars killing some. But they are in trouble on the other side and need to get together and do some damage before there company breaks. On the plus side the crusaders kill my heavy platoon.
Feeling the danger the remaining ambush grant pulls back leaving his bailed buddy.
On my turn I was able to finish off that grant platoon and the crusader had fled. That left the bits with only 1 combat platoon in good spirits so it was a loss for them due to company morale!
Game 2:
That game was pretty fast so we decided to go again. But wanting a faster game we dropped the points to 50 and just played encounter. Also never really did the objectives right and just tossed them down. Assumption being that this game would be about blowing shit up!
I went for just 10 Panzer 3s, the bits had 8 grants and some cars.
Set up just some lines of tanks! I advanced and banged away but not much luck.
The bits fired back to similar effect but the cars b-lined straight towards an objective!
I sent some tanks to take care of them and hot a kill. The tank battle continued with the bits ganging up on my left unut. Start to get a scattered kill now.
Well this left the right brit objective open so I drove on it. Tanks continued firing away doing. ...not much.
This of course forces tge bits to fight back to hold there objective. Now there tanks are all fighting that platoon!
With ghe cars dead I am free to go back to fully fighting the tanks. But numbers are not really on my side now.
Lots of burning vehicles now! I can't turn my luck around and keep loosing vehicles.
Not long after its my turn to have a broken army, so a win for the bits. 1-1 todat!
Thanks;
Mike
Time for another Wednesday wargaming battle report! This week due to lazy Ness we are playing more midway flames of war. Carry on with the club day kind of thing. I changed out the infantry component of my last for Pazer 3s as I thought it would be more fun. Kept the armored cars thou.
We decided to play counter attack as I don't Rembert playing that much.
Here's the set up. I have all my stuff in the corner with the bits directly across. The objectives are pretty open but they don't count until turn 6. I have to capture the the bits have to keep me away.
Turn 1 I advance. Sending my cars to the far objective. My tanks move on the British tanks hoping to knock them out while they are still split. Was able to get a couple of kills which is great.
The bits deploy their ambush in the wooded hill but have not much luck just a couple of bails. The crusaders move to engage my tanks. For my turn I stick to the same plan killing the other british commander.
The British finally get there reserves and everything shows up. They put heavy pressure on my cars killing some. But they are in trouble on the other side and need to get together and do some damage before there company breaks. On the plus side the crusaders kill my heavy platoon.
Feeling the danger the remaining ambush grant pulls back leaving his bailed buddy.
On my turn I was able to finish off that grant platoon and the crusader had fled. That left the bits with only 1 combat platoon in good spirits so it was a loss for them due to company morale!
Game 2:
That game was pretty fast so we decided to go again. But wanting a faster game we dropped the points to 50 and just played encounter. Also never really did the objectives right and just tossed them down. Assumption being that this game would be about blowing shit up!
I went for just 10 Panzer 3s, the bits had 8 grants and some cars.
Set up just some lines of tanks! I advanced and banged away but not much luck.
The bits fired back to similar effect but the cars b-lined straight towards an objective!
I sent some tanks to take care of them and hot a kill. The tank battle continued with the bits ganging up on my left unut. Start to get a scattered kill now.
Well this left the right brit objective open so I drove on it. Tanks continued firing away doing. ...not much.
This of course forces tge bits to fight back to hold there objective. Now there tanks are all fighting that platoon!
With ghe cars dead I am free to go back to fully fighting the tanks. But numbers are not really on my side now.
Lots of burning vehicles now! I can't turn my luck around and keep loosing vehicles.
Not long after its my turn to have a broken army, so a win for the bits. 1-1 todat!
Thanks;
Mike
Wednesday, 6 June 2018
Battle Report - Club Day Flames of War
Hello Folks,
Time for another battle report. This past Sunday was the historical club day, after some debate it was decided that we would try out the V4 midway stuff. I arranged to play a game with Jay using the objective cards, constructed deck option.
I went for an infantry force and an armored car force and took all the recon based cards. Facing an American infantry and British tank company with kind of a variety of cards.
Starting positons, lots of stuff everywhere. My goal is to get the objectives and not fight to much, armored cars being not quite tanks!
Here is the situation after a couple of turns. I got lucky with rolls so the first card hot me a bunch of points. I also used one to get rid of the town objective as the American infantry got close to scoring. Now I am trying to hold another recon objective in town. The tanks have been having a hard time close to breaking now but my cars are being whittled don as well. This game is turning out to be a shooting match between cars and half tracks!
Overall shot. Not to much has changed, but the tank company broke. So that is good.
Next turn I was able to score in town putting me to 9 points. We agreed to 8 so that would be a win for me. But we decided to extend to 10 as it was early. The Americans are still only sit ting on 1 point thou so seems tough for them.
My first new goal was to kill the enemy hq. With the tanks gone I only had to kill 2 infantry guys. I got 1 but the other guy was able to avoid me. Meanwhile the Americans started to get on the board by killing an armored car platoon.
My next card was to get the corners again. I thought I had this in the bag as I was on 2. But failed both rolls and got 0 points. This left me with a long drive to the far corner as no more cards would be coming. The Americans became interested in the pond both for hidden intelegence and then as an objective. So it was a race.
I lost this race by 1 turn! So after 10 points it was a win fir the yankee.
I quite enjoyed this one, the cards can be a good change up. Gives you some fun options as well. I would say the constructed decks seemed better to me vs totally random.
Thanks;
Mike
Time for another battle report. This past Sunday was the historical club day, after some debate it was decided that we would try out the V4 midway stuff. I arranged to play a game with Jay using the objective cards, constructed deck option.
I went for an infantry force and an armored car force and took all the recon based cards. Facing an American infantry and British tank company with kind of a variety of cards.
Starting positons, lots of stuff everywhere. My goal is to get the objectives and not fight to much, armored cars being not quite tanks!
First card for me is to bring a recon platoon to each of the 4 corners. So I get to work on that. But skipping the corner in the town which is quite well defended. Count as moving for this turn so no real effective shooting.
British card is to defend town after a few turns.
Here is the situation after a couple of turns. I got lucky with rolls so the first card hot me a bunch of points. I also used one to get rid of the town objective as the American infantry got close to scoring. Now I am trying to hold another recon objective in town. The tanks have been having a hard time close to breaking now but my cars are being whittled don as well. This game is turning out to be a shooting match between cars and half tracks!
Next turn I was able to score in town putting me to 9 points. We agreed to 8 so that would be a win for me. But we decided to extend to 10 as it was early. The Americans are still only sit ting on 1 point thou so seems tough for them.
My first new goal was to kill the enemy hq. With the tanks gone I only had to kill 2 infantry guys. I got 1 but the other guy was able to avoid me. Meanwhile the Americans started to get on the board by killing an armored car platoon.
My next card was to get the corners again. I thought I had this in the bag as I was on 2. But failed both rolls and got 0 points. This left me with a long drive to the far corner as no more cards would be coming. The Americans became interested in the pond both for hidden intelegence and then as an objective. So it was a race.
I lost this race by 1 turn! So after 10 points it was a win fir the yankee.
I quite enjoyed this one, the cards can be a good change up. Gives you some fun options as well. I would say the constructed decks seemed better to me vs totally random.
Thanks;
Mike
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