Showing posts with label Angel Barracks. Show all posts
Showing posts with label Angel Barracks. Show all posts

Saturday, 17 October 2015

Battle Reports

Hi all,
         I have just completed my battle report for Army Camp Livingstone, using the KR 16 rules from Angel Barracks, which I hinted at in an early blog, my notes were missing, so I decided to do the battle description from memory. One or two of the details may not be in the right order, but you should be able to follow the action.
         Posted next was the Leadership battle for the Mutant tribe in the Wastelands.

          Completed - 5 p Job 1 - Droids parts 1 - 3.

         Just added, Testing the road rage rules, Wastelands 3 style.


Enjoy,

Ivor Cogdell

Tuesday, 22 September 2015

Thoughts On - Choices - Updated 03.05.2026.

Hi everyone,
                   I have been slightly disheartened by the time it takes from deciding to try a new wargame to actually generating your first battle report for yourself or the wider YouTube audience out there. Do the rules have expansions available with extra lore or settings? Do you need to buy them now or later on, once you have found out if you want to go deeper into the game? Is there lots of lore to wade through before you can plan what sorts of terrain and props you will need? You may have some terrain that is suitable from other sources; if not, you may decide to do your own. If you have the skills, you may go the paper terrain route or buy it on eBay or from local stores.
                 The same goes for your miniatures. What scale shall I go for? (54,28,15,10 or 6mm). Does it need to be transportable? If so, this limits your size options. Don't forget, have you got enough storage space for all of this new stuff that will be coming your way?  Will you want to sell other armies to make space?

                 Shall I stick to what I am used to or try something new? How many minis do I need? (Does that look like a couple of armies at least, or just a few characters and monsters?). Am I going for a fast-paced skirmish game or a full-blown battle with loads of scenery? Where do I get them from? - online or at your local game store if you have one in your area, possibly at a Wargaming show? (If you can wait that long). If it's a local store or show, there is your journey time and browsing during a precious day off, but that does have the bonus of meeting up and chatting with like-minded people, even possibly having a small game.
                 Not of little importance is how you have worked out how much all of this is going to cost you?  Have you got al of your modelling gear and paints?  Have you decided to get a 3D printer to do your own thing? They do not come cheaply. Are the rules free downloads, or will you have to buy a PDF to print out and get bound or order a large printed book? (They are nice to own). Can you slowly scale up the size of your battles to ease the pain on your wallet, or use Plan B, to use a mate's minis until you have your stuff painted and ready to go? 
                 If it is the net, you are in multiple-choice mode. How many companies do stuff for that setting? How complicated is their website? What Minis are available? Can I reuse some of the minis I already have?  This is always a good idea. When buying minis, have a particular adventure in mind that they could be used in, and also keep in mind their reusability value. Can that monster fit in with other games? Will they need repainting? Should I opt for plastic or lead minis? Which looks the best when painted? Are there reader reviews available? (Yes, usually on the company website or YouTube). What are the costs? How long do to wait for delivery times? Are you stuck on finding the right mini to suit your character?

               Once you finally have your miniatures to hand, there is the task of painting them. Are you any good at it? Clean and primed, good. Unfortunately, the better you are, the longer they take to paint because you lavish more detail on them. It's allpart of the fun.
               At last, you are ready to go; you have your minis sitting on your nicely laid out terrain, all you need now is an opponent to show up at the appointed hour, unless you are playing in Solo mode. Have you printed out the rules or got the book handy? Are character sheets all in order? Are tape measures handy? Are templates and status markers sorted? Have you got enough dice of the right type? Do you have refreshments to hand?  Have you got snacks handy? Great, Away you go.....

Almost There.

              Hang on, you do want a record of this epic battle, right? Have you got your camera or mobile on a stand? Are you going to shoot a video or just photos? Are you going to shoot it with your phone or a digital camera? A video will take a while to edit and narrate in a PC or laptop, along with the software needed. (A good quality microphone and a stand is another expense, possibly a hard drive as a backup too), 
Click

What is the best shot for this scene? Will all the forces fit in or will I have to do a pan shot? Does the lighting look right? Do an edit. Is it blurred so you have to do it again? Don't forget to have a script on what has gone before and scribble down some notes as to what turn it was, how the dice landed and who moved where and shot XYZ, how long will that spell / armour last. Try not to lose them afterwards.
             (TIP: At the start of each turn, I advance the "Turn Dice" by one and then take a photo of it. It helps in the editing process later, no wondering if a gangster got killed in turn three or four.)

   Finally

Victory or not. Shake hands with your opponent and thank him/her for a good game. Packing it all away, unless you have a dedicated area for gaming (lucky you). Next is sorting out what pictures to use. Do I need to add speech bubbles or captions to them? Lastly, turn your notes into an action-packed story of heroic and good deeds. Do another edit or two, with the spell checker turned on this time. Are you happy?  Super, hit the Publish button. Bing. All done.

            If you do one-offs, you can relax for a bit, but if you do a campaign, you have some working out to do. What are the implications of the result? Did our heroes get to their goal and get the treasure? Did the forces of evil triumph? Is there character rolling for possible upgrades? New weapons to dole out to the party? Were any vital supplies used up? Do any of your forces need to be "healed" or replaced? (Does this mean some more minis to buy or just do a repaint job on the losers?)

            Do you know where your characters are going to go next? (Does this mean more terrain to design/build/buy? Or have you got the very thing from another project you can tweak). Consult those plot tables, decide what works best for the story and scribble some notes for the next chapter. Phew.

            It all takes time, and that is before you have slotted real-life events in the way, too. Hopefully, the delays will get fewer, and the actual games will get more frequent. When you do play your next wargame, really enjoy it, win or lose, because you will have worked jolly hard to get there.

Regards,

Ivor Cogdell

Thursday, 27 August 2015

Camp Livingstone 1 - Updated.

Camp Livingstone Base


This is my section for my Angel Barracks setting and their (c)  KR16 rules.

Here is a picture of Camp Livingstone, on the planet of Kountermelodie, my base for the good guys, the Regional Defence Force. This is the quiet before the shower. The vehicles are nearly all by Angel Barracks, in their boxed set. (See the rules page or click on the Angel Barracks link above). They also have 6 mm houses, figures and terrain available to purchase on their site. I do have some 6 mm figures, but they are only partially painted. So they will not play a part in the scrap on this occasion.

The Battlefield Layout

Top Left - Planted fields and Security Pillbox (in the Zig-zag section of the fence).
Top Centre - Hydroponics / Research Lab.
Top Right - Transport /Storage Hangars.
Middle Centre - Residential Barracks Unit and experimental garden.
Lower Centre - Water storage and Fuel Dump.
Lower Right - Main Gate and junkyard.
Camp Livingstone - The rebels begin the attack
"Camp l - 1" by Ivor Cogdell

I did have a "Battle Report" to go along with this, but I could not find it, so I am going to "wing it" from memory. I have also used non-AB vehicles as well (by the rock outcrop - middle, it was from a magazine collection) to give the rebel Junkers a bit more firepower.

Junkers
2 x Bullfrogs
2 x Bullfrogs and Rockets
1 x Warthog  (A Special Project Armoured Personnel Carrier and General Machine Gun )

Objective - Get fuel and /or disrupt the RDF base.

RDF
1 x Pathfinder GMG
1 x Pathfinder GMG CMD
1 x Pathfinder SM
A defensive "Pill Box" + Light Cannon. (SV =10.)
Electric Fence and gates around the compound.

Objective - Defend the RDF compound. Capture or kill the Junkers.

 You can see the Junkers forces (a "Warthog" attack Vehicle - middle left) moving into position to attack the main gate and a secondary target, a pillbox (Top middle, by the brown field, the bend in the fence), being attacked by a Bullfrog.
                 The two-man "Bullfrog" buggies are armed with personal machine guns (operated by the passenger- on the road and top left by the field - out of focus in this picture) or a mortar battery on the back (middle left and far left),
                  There is a standoff at the main gate. The main unit towing the command car (at the far end of the road, by the left black hangar) has developed engine trouble and cannot get into the action, apart from barking orders at the others.

From a higher viewpoint

One of the defending vehicles has driven to the west of the compound (by the garden and water tank) to defend the residential module (painted in yellow by the garden). They have destroyed two of the buggies, a fast one, and a mortar unit.
                Meanwhile, mortar fire has hit the fuel dump, and the RDF unit has come under fire (White tissues represent smoke and burning). it has advanced to attack the other rebel forces. This has left the gate unguarded, and a buggy has just driven inside the main gate compound in the confusion of the fire. (The dice were to show if they had been activated this turn or not).

A closer look at the tussle at the main gate, the lone surviving Mortar unit, in better detail.

The rebel attack vehicle keeps the RDF forces under attack, and the Bullfrog with the mobile mortar unit sets to work against the fence.

The RDF vehicle is put out of action.

The Junkers have penetrated into the Fuel Dump and are stealing some fuel
The command car has finally got its engine repaired and is on the move (Top right)
 The other RDF Mobile is coming to stop the theft. (Top middle). But they are too late!


With a little help from the attack vehicle, the fence is breached, and the Junkers make their way out of the compound. The attack vehicle fires on the RDF Mobile and the Habitation module. The Mobile moves in the way of the fire to protect the Habitation module from taking more damage.

Barracks Module and defending RDF.

The command car makes it to the main gate.

Too little too late?
The Junkers flee with their booty.

One last volley

The attack vehicle then makes a strategic escape, giving covering fire as it goes. The command car is too slow and soon gives up the chase.

The Aftermath


The Regional Defence Force. took out one Bullfrog and one Bullfrog with rockets, worth = 40 Victory Points. The crews went to cover to sneak off later.

The Junkers took out 1 Pathfinder worth = 20 Victory Points. (I would have thought a Pathfinder would have represented more value, as it is a better quality item and harder to repair or replace.)

The Junkers also did some damage to the barracks module, blew up part of a fuel dump and fences and stole fuel. I was wondering how to represent that in exact VP terms (10 each?), although I would class it as a major victory for them. One up to the Junkers, they will be talking about this raid for a while.

I hope you enjoyed it.

Ivor Cogdell

Article updated on 31st.October 2025.


Friday, 21 August 2015

The Beginning

Greetings to one and all

This is the beginning of my wargaming site. It is not exactly spectacular at the moment. I began my wargaming, like many others, with 28 mm  Warhammer 40K © Rogue Trooper and Warhammer Fantasy games. This got me into Role Playing Games, Dungeon and Dragons ©, Advanced D and D ©, version 2, then 3.5© and then into Pathfinder © on the net, which is where I am now. The latest "Mad Max" © film, "Fury Road", perked up my interest in the Post Apocalypse setting. I am playing Solo at the moment.

The rule sets I have been reading at the moment include DBM Ancients ©, 6mm Starship Troopers © (Only played a bit),   Two Hour Wargames - Free rules (CR.3.1 ©  and Swordplay © ), Dungeon Crawl ©, 5150 Urban Renewal © and Star Army ©), Angel Barracks - KR16 © and Nordic Weasel Games -5 Core skirmish supplement Five Parsecs From Home. ©, with the Every star an Opportunity expansion and Wastelands 3 ©  on the Post Apoc Wargames Forum.

Please join me to see how my miniatures will fare - Death or Glory.

Ivor Cogdell