2019-09-19

Blood & Plunder Battle Report - Brethren of the Coast vs Logwood Cutters

Ahoy me hearties! Shiver me timbers an' gather round me, ye corsairs an buccaneers...

Ah, enough of that. But since it's Talk Like a Pirate Day (good as any excuse), I got in another game of Blood & Plunder, and an unusually piratical one at that. We couldn't make it a naval game (the dangers of mid-week gaming), but at least it's 200 points.

In the black corner, we have Georges L'Hachets Logwood Cutters:

Experienced French Buccaneer Commander (with Buccaneer Gun) (Georges himself)
4 Engagés
4 Engagés
6 Flibustiers, upgraded to Veterans
5 Freebooters
5 Boucaniers
5 Veteran Freebooters
 

Providing a varied force, with both long range and close range firepower. They ended up on the (nominal) defensive, but that seems to only have made them angrier. Aside from one unit of Engagés, who forgot to load their guns, and the Boucaniers (who didn't particularly care either way), all units got "Determination" from the Logwood Cutters special rules, and so got a free action on the first turn.


In the other black corner, we have the Brethren of the Coast, supposedly led by Francois de Bernaise

Untested French Buccaneer Commander (with Buccaneer Gun)
7 Flibustiers (with an Officer)
7 Marins (with a Reformado)
7 Marineros (with a Son of Neptune)
6 Freebooters
8 Enter Ploeg (with Blunderbusses, Stinkpots, and a Grizzled Veteran.


I am somewhat proud over the fact that this list contains units from all four of the major nations, although I kind of wish that I had managed to also add natives and generic Europeans. Alas, that would have prevented the other sort of silliness I wanted to test...

The idea here is that various extra characters compensate for a poor (but free) commander, while also allowing for some command point shenanigans. If you're doing something like this, remember to keep track of which units have gotten a command point this turn. Since we weren't at sea, I used the Anchor symbol on the marker dice for this purpose.


The scenario is Search and Recover. Fitting, on this day: find the booty. Six potential markers for booty (should be eight, but we were numpties and couldn't deploy the last two), with the treasure under number II.


Francois Brethren form a semi-orderly line. Flibustiers and Enter Ploeg aiming for the right flank, Freebooters (with Francois himself in command) and Marins up the center, and Marineros on the left flank.


The logwood cutters have Engagés and Freebooters (with Georges) on the left, Veteran Freebooters on the right, and Flibustiers and Boucaniers in the middle).


Everything ready to rumble (aside from the unprepared Engagés).



The first sign of action is the Enter Ploeg from the Brethren, helped by a command point from the Officer, checking out their treasure mark. Sadly, it's a dud.


Brethren Freebooters and Marins do something similar, finding another dud. There are now low chances of the treasure being on the Brethren side of the table.


Turn 1 sees very little action. The Brethren advance up, roughly on a line.


The Logwood cutters have done something similar. The french contingent is holding behind cover in the middle.


The Veteran Freebooters do something similar on their flank, looking angrily at the approaching Marineros.


And on the left flank, Georges Freebooters are ready to look at their marker, with some support of the Engagés.



But it is another dud! Where is that booty?! The Freebooters elect to then hide behind the nearby house, and move towards the last markers since this part of the table is cleared. Engagés stay to delay the enemy.


The Brethren Flibustiers see the sneaking Engagés and decide to do something about that. One falls to their bullets.


The return fire is less successful, mostly only hitting trees.


But Georges Flibustiers have managed to sneak up and uncover another marker. And it's the price! Phase two is now a go, defend/capture it!


The Brethren Enter Ploeg decide that a good first step for that, is to clear out this side of the table by rushing forward and firing wildly. Two blunderbusses and six pistols tend to not leave many men standing afterwards... (that is 5 hits against a unit of 3, for those keeping track).


The other unit of Engagés turn up, and try to do something about the band of angry Dutchmen coming in their general direction. Which results in one spent fortune point (for Georges) and a blown-off hat (for the Enter Ploeg who made his save).


Francois Freebooters then swiftly run up the hill, and open fire on the dastardly french who have their gold... to no effect.


Meanwhile, the Veteran Freebooters, realizing their strong language seems to have no effect, elect to fire on the approaching Marineros... also to no effect, and that after spening a fortune point.

Turn 3 opens pretty much the same way turn 2 ended, except competently.


Francois Freebooters fire on Georges Flibustiers again (got to love the combination of free reload, command point reload, and action fire on a spade), and this time, hit and actually fell three of them.


The Veteran Freebooters, meanwhile, do something similar and kill two Marineros. Which just seems to have made their friends angrier.


More fire pours into Francois and his Freebooters on the hill, and men start to fall.


The Marineros, moderately pissed of, runs forward and discharge their pistols into the Veteran Freebooters, actually managing to kill one (and adding a vital Fatigue).


Then the Marins, having rushed sideways from their treasure hunt behind the hill, follows up. And the Marins are led by a Reformado. Who have a command point which can be used to order a unit to charge...


The Marineros goes in, dodging defensive fire, cut down two Veteran Freebooters, and makes them Shaken. Their threat ends now (or soon, at least).


Georges Freebooters move into the forest, and also fire onto his opponent. More men die, and things are beginning to look dire.

On the other flank, it is mostly movement as both sides tries to figure out how the break the other.



Turn 4 begins with even more fire poured into Francois on his hill, and the last of his compatriots finally fall. Only for Francois to Cheat Death (because one fortune point was saved specifically for this when things started to look dire) into the now nearby Enter Ploeg.


Deciding that it is better to not even give them a chance to react, the Marineros finish of the Veteran Freebooters. However, they are left far out on left field, and will not take any more part of this fight, but just rushing towards the sound of guns (and eating up the less useful cards).


Some skillfull use of high-action cards and command points allow the Brethren Flibustiers to rush forward, with Francois Enter Ploeg not far behind (both had 3 actions, and spent their command point from Francois/the Officer on the other unit). The Flibustiers pour fire into Georges Freebooters, but only one man fall.


And then some sneaky Engagés suddenly appear behind the Flibustiers (I might have sort of forgotten that they were there...), and one man falls in the open street.



The Brethren Sailors move towards the large house, but only the Marins manage to enter it.


The Logwood (french) forest, however, looks like a hard nut to crack.


The Flibustier swiftly regret their hasty action, become shaken, try to flee, and are cut down by gunfire from the forest, in roughly that order.


The turn ends with Francois and his Enter Ploeg carefully advancing to the corner of the building before throwing down a smoke screen for some desperately needed cover (leaving a small stretch of empty ground to be able to charge next turn.



Turn 6. Last turn. It's do or die.


The Marins charge out from their building, straight for Geroges and the currently unloaded Freebooters.


One man falls on the way in (cue angry frenchmen), but in revenge, all but one Freebooter is cut down, and Georges are among the dead.


Logwood Flibustiers fire some towards the Enter Ploeg, felling one man (cue angry dutch) and then fall back with their treasure.


Francois and his Enter Ploeg find their aim slightly off and charge the Boucaniers instead (the Flibustiers falling back meant that they could no longer be reached). Pistols blazed and frenchmen fell, and in the end, not a single Boucanier was left standing.


And as a final farewell, the last of Georges Freebooters was cut down by a command point. The Brethren stand with one Strike Point from casualties, and a second for the Logwood Cutters holding the price at the end of turn 3. The Logwood Cutters, meanwhile, had three Strike Points from their casualties, and was perilously close to a fourth with only 7 models left on the field in the end.


Technically, and rules as written, it was a victory to the Brethren (although I find it strange that the prize only gives out a Strike Point in turn 3...). But the Logwood Cutters managed to get away with the price, and so got the moral victory. And they didn't even have to share the price among too many men (they just need to find a replacement for Georgos, because even if he would have survived the melee, he was probably bound for some hard questioning).

Lessons learnt:
  • Engagés keep being surprisingly good. They're cheap enough that anything they actually manage to do is a welcome surprise, and yet they're good enough that they can't quite be ignored.
  • The Brethren might have had a tad too many Command Points. Still, the combination of Officer and a Commander allowed for several fun moments and unexpected speed, potentially allowing both units to move 8" on their own activation, and pushing the other unit 4", for a total of 12" each. And the Reformado made good use of his "Charge" Command Point twice. Only the Son of Neptune and the Grizzled Veteran didn't manage to provide anything, but that was mostly because they never took any fatigue/never got hit in close combat.
  • Terrain setup is still tricky, and once the Logwood Cutters managed to fall back to their forest, things got hairy for a bit (although more aggressive use of Enter Ploeg and their Stinkpots might have solved it earlier).
  • Enter Ploeg keep being amazing. I just need to find the time (and actions) to reload their blunderbusses some time... and probably learn to use them better since, with hindsight, that might have solved the problem of the french forest for me.
  • I probably need a studio, allowing me to write battle reports as the battle is happening (and thereby discovering if I'm missing images of some important part of the action...)
Fair skies and following winds, buccaneers.

/Fool Out

2019-09-05

Chain of Command - 15mm Panzergrenadier Platoon

Time for something different, both smaller and more modern than my usual stuff. Finally finished a platoon for Chain of Command for myself. And it only took a year, too...

For theme, I elected to go with a platoon from the 21st Panzer Division in Normandy, because they have some fascinating vehicles and because I enjoy reading Panzer Commander (by Hans von Luck, who would be in command of the 125 Panzergrenadier regiment of the 21 Panzer during Normandy).


The main platoon, with HQ group and 3 squads, as well as Patrol Markers (with several village names from around Caen, some of them well known).


Each squad consists of a junior leader and two teams with 4 and 5 men each, as well as 2 MG42s (and an extra man for carrying the squad allocated panzerfausts, he can be replaced by an ordinary rifleman once those are used up).


And of course the platoon HQ, with the Lieutenant (more often a senior sergeant at this time of the war...) and two men with a Panzerschreck (do not apply armour to a panzergrenadier platoon, they have plenty of counters...)


For support, there is a fourth squad of Panzergrenadiers from another platoon, but otherwise similar to the in-platoon squads (except they don't count as platoon casualties in campaigns, gamey but might be necessary... and more men on the ground is always useful).


There is of course also a second senior leader (either this platoon were lucky and had two men competent enough, or there's some support from the company... or it's two understrength platoons working together, the justifications are endless). In any case, provides some welcome extra command and control of the battle.


Thematically, it feels wrong to not have a heavy machine gun available. Might not always be the most necessary (not when you have 6-8 LMGs available), but eh.


When you need some heavier firepower, you call in the regimental mortars (or any of the other artillery available). And hope you have a spotter who can actually call them in.

 
And, in case on Panzerschreck team wasn't enough, here's a second. Because screw tanks.


And in case you want something with more range, there's also a 5cm PaK38. Its small size would make it easy to hide, and while it might not have enough punch to take out enemy tanks from the front, lighter armour will do best to stay away.


What's better for getting around than a car? Two cars! (One Kubelwagen, and one heavier Steyr, but gamewise the same).


... or there is the Sd.Kfz.250/9, a halftrack converted for recce purposes. A 2cm autocannon generally hits the right point between cheap and lethal when the main fight is infantry vs infantry. And being (nominally) armored itself isn't a bad thing.


For your heavier anti-tank needs, there is always the mobile bush... I mean the S307(f) PaK40. More mobile than towed anti-tank guns, and at least somewhat armoured. The bad point is that it is taller and harder to hide, but hopefully liberal application of bushes should help there.


Last I checked, there were no rules for this vehicle in Chain of Command. I could of course stat it up, but for quick play and ease of use, I will probably run it as a counts-as Marder.


Finally, there's a Panzer IV, because how can you have germans without the workhorse of the Panzer arm?


With some extra bushes for protection and hiding from the ever-present allied air forces. Not as much as some other vehicles (*cough*S307(f)PaK40*cough*), since it has to be mobile (or prepared to be mobile), but hopefully enough.


"Please think I'm a bush, please thing I'm a bush..."


All in all, a decent force with plenty of options. Doesn't make it worse that Panzergrenadiers are generally considered the strongest platoon for their force rating in Chain of Command, borderline broken if you ask some... time to get some games in and figure out how to use them (and maybe how to counter them). Just need to get a Lorraine Schlepper or two for maximum HE power too.

Bases were washers, 15mm for ordinary soldiers, 20mm for leaders and MG teams (the latter with gunner and loader on the same base), 25mm for the larger guns. Squads and teams are denoted by "pixel pearls", with one color being unique for each of the larger squads (giving Green, Yellow, Orange and Blue squad), another color for HQ (Light Green) and smaller support choices occasionally sharing (pink for anti-tank choices, red for primarily anti-infantry).


Oh, and I accidentally painted a pair of bunkers at the same time... I have no idea what to use these for, but since I had them, might as well paint them, I guess.

/Fool Out