Showing posts with label Aeronautica Imperialis. Show all posts
Showing posts with label Aeronautica Imperialis. Show all posts

Monday, June 12, 2023

Battle Report: Aeronautica Imperialis - Operation: Hemlock

 


This is a game using the Forgeworld Version of the Aeronautica Imperialis rules. 

Warboss Skarbash looked across the crude map of Da' Deff Islands, and he did not like what he saw.  The Imperium was closing in on the last island he possessed.  More and more of his materials were being cut-off, more of his boyz were not coming back, and the Oomiez kept getting more loot to keep fighting.  

He had managed to break out of the bubble and regain some control of the Approaches.  This gave him and his Nobz some breathing room.  It was a long way from pushing the Oomiez out of the way though.  His submersible fleet had mostly been sunk, his wet navy was thwarted.  The only thing keeping the Oomiez from attacking him now was his Air Boyz.  

He had to put a stranglehold on Imperial logistics.  That was where the Oomiez were winning.  The only way he could strike at them was air power.  He had all ready started attacking the Oomie shipping with his fighters, now he needed to neutralize their air re-supply. 

The Orks are trying to intercept and destroy incoming Imperial supplies by interdicting them in the air.  As a result, the air craft have been placed into a convoy system where Imperial interceptors could act as their protectors.  

Forces:

Ammoriss Air PDF
4 Thunderhead Airships
3 Arvus Landers
2 Sentry
+ Skystrike Missiles
1 Sentry Eyes

Ork Air Waaaagh!
3 Ork Fightaz
1 Fighta- Bomma
1 Dakka Jet

Mission:
This is a Convoy Raid mission per the rules found in the Airspace Compilation. The Defender earns VP for every transport that manages to escape the board edge.  

Set-Up:
The game is played on a 6x4 board.  The Convoy is set-up in the center of the board.  The Arvus are in front, followed by the Thunderheads in a diamond pattern.  They are flanked by Sentry's and the Eyes is tailing.  They are at low-altitude around 2 to 3 and speed 3.  The Sentry's are flying top cover at Alt 5.   

The Orks can come in from any board edge.  They choose to clump up the fightas and Dakkajet one of the long edges, coming in fast, at mid-altitude 3 and 4.  The Fighta-Bomma is coming head on from the escaping short edge at slow speed and mid-altitude 2.   


I am breaking up the game into three phases, rather than discussing each turn.  The Maneuver phase is the actions leading up the engagement.  The Combat Phases are when the shooting is going strong.  The End Game are the turns that lead to the key conclusion of the battle.   

Maneuver Phases: 
The order to "Break, Break, Break!" comes over the Imperial Vox, and all the aircraft start to break up.  The Ork fightas curve in on the convoy and it is all too easy to catch them.  Big Dakka rounds start spraying the air.  The Sentry's arc in to intercept and they trade shots ineffectively with the Ork aircraft.  Arvus designated green goes down into the ocean below trailing fire, but a chute is spotted. 


As the Imperial craft continue to scatter, Fighta 1 catches up to Arvus: Red and knocks him out of the sky at close range, the pilot is killed in the barrage.  The Ork Fighta-Bomma is tagged and starts to smoke while one of the Thunderhead Airships also looks worse for wear.  The Sentry Eyes also manages to snap a Pict of Fighta 1 to help I.D. where the Orks sortied from.  However, the initial assaults is over, and now the Ork planes will need to maneuver to get back into the scrap. 



Battle Phase: 
It looks like the Imperials may have busted past the Ork trap, but Fighta 2 leans into his guns and blasts Arvus : Blue into a fireball.  No survivors.  Sentry 2 tries to get revenge, but fails to hit the Ork craft.  


The End Game:
Imperial forces are almost to their air defense umbrella.  

Fighta 2 swoops in on the damaged Thunderhead and leans into the triggers.  The blimp crumples in on itself and falls straight into the ocean below. The crew manage to bail-out before it is too late. The Orks desperately swarm the Thunderheads, and manage to riddle them with shells, but the big airships manage to keep going.  



With there last desperate effort spent, the Orks peel off and head for base.  


Conclusion: 
Let's go to the VP board.  I had three Thunderheads escape and damaged a Fighta-Bomma for 24 points, and I lost 3 Arvus and a Thunderhead, with two more damaged for 31 VP.  Orks win!  

"Colonel Brusilov, a report from Commdore Miles of Taskforce: Chalice," the adjunct saluted smartly as he handed Colonel Brusilov a data-slate.  If Miles sent an official Data-slate it was not good news.  The Colonel absently saluted back and opened the key messages

++++Code Level: Magenta++++

Colonel Brusilov,

Ork air activity has been increasing, and the Ammoriss PDF has been unable to quell them.  Re-supply to Baron's Rest can not be guaranteed.  

Orks are staging out of forward positions in the Approaches from captured Drill Rigs in the Ammoriss Sea.  I am co-ordinating with Vice Admiral Travers from Taskforce: Thorn to re-take these Rigs.  Once secured, we will be able to commence with re-supply as planned.  Until this is complete, re-supply can only be conducting via surface Naval convoy.  

This will impact your ground offensive on Baron's Rest.  With the Emperor's Will, we shall prevail. 

Respectfully, 
Commodore Miles

++++++

The rest of the attachment was the hard equation of logistics matched with the facts of war.  The Colonel had been in service to the Throne long enough to keep his composure in front of the soldiery.  He signaled for an adjunct, and handed them the data-slate.  

"Please be sure to forward this to the Office of Strategic Intelligence at Imperial Tower.  Please have it marked 'Urgent'," He tried to turn his attention to the coming offensive, but the lack of re-supply and the growing loss of air superiority made focusing on the coming thrusts difficult.  

See you at the next Operation: Hemlock battle report! 

 


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Monday, October 10, 2022

Battle Report: Aeronautica Imperialis v1- Operation: Hemlock

 


It has been a long time since I have played any battles for Operation: Hemlock at all!  Here is a quick recap of where we are at with the campaign.  This is Aeronautica Imperialis V.1 by Forgeworld.   

Here is a summary of where Operation: Hemlock left off.  The Orks of Da' Deff Islands on the planet of Ammoriss have been a thorn in the side of Imperial authorities for too long.  After the Battle of Ammoriss an influx of Orks to the planet made the situation untenable.  Operation: Hemlock is a joint effort by local PDF forces and off-world Imperial forces.  

The Orks had initial success as they managed to launch an attack on the nearby island of Baron's Rest from their base in the "Green Zone".  However, their initial thrust there was thwarted by PDF troops near Camp Hope(less).  Ork reinforcements by sea have mostly been stymied by the Ammoriss Naval PDF.  

The superior logistics of the Imperial and Ammoriss war machine has paid off as the troops in Da' Deff  Islands have been well supplied despite the best efforts of Ork subs.  The only bright spot for the Orks has been their relative dominance in keeping Imperials from getting air superiority in the Islands.  The Orks have had localized success by landing troops and managing to take-over various oil rigs and platforms on the approaches to Da' Deff Islands.  This puts them in position to hamper those supply lines from the air.  

With local defeats mounting, Warboss Skarbash has been withdrawing and fortifying his position in the Green Zone, the most heavily infested island in Da' Deff Islands.  His best chance is to gain air superiority and he therefore has been devoting his resources from building warships to building fightaz and Bombaz, and getting more Air Boyz.  This has not gone over well with all of his boyz.   

That brings us to today's battle: 

Gorerippa squinted down at the blue expanse stretching out below him.  It was tough to see where the Oomie ships were, they were pretty tiny on this vast blue desert.  He kept his eyes down, while his boss scanned the sky looking for bogeys.  The spotterz had called out a wake sighting, so there was a good chance a straggler transport ship was about.  

His radio crackled and hissed to life, "Red Toof Boyz.... sighted an Oomie transport at...... 11 o'clock low." 

Gorerippa turned his head and used a free hand to shade his eyes from the sun.  Yup, out there was a ship.  Small at this height and distance.  Da Boss plane turned, and Gorerippa followed suit to stay with him.  He checked his weapons, and tapped his fuel gauge to make sure he could get there.  Everything looked good.  

As they approached the target, it must have seen them as it started to zig-zag to be harder to hit.  It's white wake marker slashing here and there across the ocean. 

Da Boss grunted across the radio, "Red Toof Boyz, we gotta sink dat boat.  Gorerippa, stay on me.  The rest of yuze, watch out.  Oomie fightaz are about." 

Gorerippa clicked twice to acknowledge.  Da Boss pushed his plane forward, and Gorerippa followed suit.  Then, the radio sputtered again, "We got Oomiez coming in hot, up top." 

A quick glance up and he saw him racing across the sky.  They were going to mix it up before they would get to the ship.  Looks like this was going to be turning into a scrap.      

Forces: 
As a note, many of the Aeronautica Imperialis aircraft I use are scratch built affairs that I sculpted by hand with various materials.  My "collection" fell into the grey area between when Forgeworld was supporting the game with releases, and the invention of 3D printing.  Therefore, most of the stuff on display was lovingly created by me with stats built for various "Narrative Campaigns" on the old Airspace Forum between editions and after the death of the Specialist Games range. 

This mission will use the following forces.

Air PDF
3 PDF Sentinel Fighters
2 PDF Sentry w/skystrikes

Ork Air Waaagh!
2 Waaaagh! Bommaz
2 Ork Fightaz

Mission:
Today we will be playing a Ship Attack mission, with the target being a freighter.  The Orks are trying to sink it while the Imperials need to defend it. The freighter was separated from their convoy due to engine problems, and now it must survive the Ork air attack in order to make it to port. 

The Imperial Freighter is a 4 hit ground target that is armed with a single Hydra mounted on it.  It has 4 hits.   If it is destroyed, it will explode in a 2d6 radius to deadly effect to any aircraft in the area. 

Set-up: 
The freighter is placed 18 inches in from the Imperial short board edge and 12 inches in from the long board edge.  The Imperial aircraft are placed in two groups on the short board edge.  The Sentry group is mid-altitude and full speed coming for the freighter.  The Sentinels are coming in fast and high to the freighter's starboard.    


The Orks are coming in on the center of their board edge, 6 inches in.  They are all at Mid-altitude and coming in at mid-speeds.  They are not trying to be canny on their approach vectors.  


Turn 1: 
Initiative: Imperial PDF

The Sentry's break off with a High Rolling turn after they got one look at the Dakka heading their way.  The Orks press forward, not bothering to disguise their movements, after all they know they have enough forward dakka to snowplow any enemy planes away.  The PDF seem to have learned some lessons from previous engagements and try to move to the edges.


 
Turn 2: 
Initiative: Imperial PDF

The PDF Sentinels stay in a tight cluster as they approach up the edge, on the freighter's starboard side.  The Orks start to spread out across the board, to try and ensure someone gets through.  The Sentry's see this and turn back into the fight, but lower than the Ork craft. 



Turn 3: 
Initiative: Imperial PDF

The Sentry's move up the center of the board, and raise up to meet the Ork threat.  Fighta 1 and Fighta 2 move forward to meet the challenge.  Meanwhile, Waaagh! Bommer 1 tries to scoot to the outside edge away from the PDF.  The Sentinels turn in and dive, and Waaagh! Bommer 1 manages to time his turn to dive in just under them and out of the line of fire! 



Shooting:
Sentry 1 and 2 get a weapon's lock on Fighta 1 and go weapon's hot.  A pair of skystrikes wing out from the PDF planes at long range, and both are good.  The fighta explodes in a fireball at long range!  The Ork  pilot never had a chance to eject! 



Turn 3:
Initiative: Orks

Despite losing a fighta, the Orks press onward.  They seem to have managed to get past the initial PDF fighter screen, and close in on the target.  Sentry 2 turns hard but can not quite get to Waagh! Bommer 2.  The Sentinels also bank sharply and drop altitude, but the Orks may have slipped past.  

Shooting: 
The Orks have no real targets.  

The Hydra on the freighter opens fire on Waaagh! Bommer 1, but fails to dissuade the Ork from pressing the attack.  




Turn 4:
Initiative: Imperial PDF

Sentry 2 again fails to get a bead on Waaagh! Bommer 2 as it presses in on the target.  Sentry 1 is also out of position.  Meanwhile, Waaagh! Bommer 1 flies over the target and prepares to drop their bombs.  The Sentinel squadron drops in on Waaagh! Bommer 2's tail in a conga line, as Fighta 2 does a wing over to get some shots at the oncoming PDF Sentinels. 


Shooting: 
Sentinel 1 opens fire, and fails to damage Waaagh! Bommer 2 as stubber rounds tear throw the plane.  

Waaagh! Bommer 1 drops its wing bombs and causes 2 damaging hits on the freighter.  It begins to take on water and flounder.  

The Hydra on the Freighter opens fire, and manages to blast Waaagh! Bommer 2 out of the sky with a spray of shells!  The pilot is also killed in the spray of fire!  

Big Shoota shells from Fighta 2 tear across Sentinel 1, but the little planes jinks and weaves to avoid them.  

Sentinel 2 causes Waaagh! Bommer 1 to blow smoke as Stubber shells tear into the plane.  

Turn 5: Disengagement Turn
Initiative: Imperial PDF

Waaagh! Bommer 1 drops to the hard deck with a power dive and guns his engine to disengage.  He did his job!

The Sentinels slide slip as they jet past the freighter they were defending.  

Fighta 2 turns in quick to try to get a passing shot, but finds itself in the sights of Sentry 1.  

Shooting: 
Sentry 1 stitches up the side of Fighta 2, and causes him to blow smoke.  

Fighta 2 is just out of the angle for a shot at Sentry 2.  

The defense Hydra on the freighter also takes some parting shots at Fighta 2, but only further prove to the Ork pilot that it is time to head for home! 



Conclusion: 
The Ammoriss Air PDF finally wrack up a win against the Ork Air Waaagh! that doesn't count as a pyrrhic victory.  This time, it was pretty decisive as the Orks lost two aircraft, and has the remaining two damaged, and failed to sink the target.  The MVP was the .... Hydra defense platform on the Freighter itself.  That crew was on fire today! 

Overall, the Orks out maneuvered me in the opening phase, but I did manage to not lose aircraft on the approach.  Once they got settled in to attack the target, it became much easier to get a bead on the Orks.  Especially since I also had them out numbered.  I could go where I needed to be.  

If the Orks would have been able to put the extra weapon load outs on the Waaagh! Bommers, I have a feeling that freighter would be a smoking wreck right now.  Oh well.  Just another sign that the Ork logistics are buckling under Imperial pressure.  

It had clearly been a while since my opponent and I had played AI v1.  We were both a bit rusty on the mechanics and flying in general.  However, it came back to use soon enough as we flew much better in the last few turns than the opening turns.  Such a simple, yet elegant game with a ton of tactical depth and decision making.  I love it soooo much.     
  
Killagrin checked his rearview as he rocketed away from the scene.  The big boat was smoking bad, but was not sinking.  Small black dots swarmed around it like buzzer squigs around a grot.  His plane was  much lighter now that he had dropped his bombs, and even over the big bloo, he could sense that he was going as fast as his bird could go. 

He reached down and toggled the radio, "Killagrin to Gorerippa.... you up 'ere still?"  The radio just crackled back in silence.  He gave it a good whack and tried to raise Gorerippa again.   Again, no response.  

Killagrin shook his head.  Looks like it was time to scrounge up another wing-ork.      


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Monday, October 26, 2020

Operation: Hemlock- Aeronautica Imperialis: Platform Attack



As conventional Ork counter-attacks have been ineffective in stopping the Imperial advances in Da Deff Islands Warboss Skarbash has had to turn to less conventional ways to counter the Imperial troops.  Ork submarine raiders had largely been stymied.  That meant that the warboss was going to need to lean on the less conventional arms of his mobz.  The only effective forces so far had been the Ork Air Waaaghz against the Ammoriss Air PDF so he quickly made plans to utilize them to take the pressure off of his troops retreating back to the Green Zone.

“Snaz” Boomgob along with Skarbash devised a cunning plan.  The submarines had failed to stop Imperial supply ships from getting to Ommie Island (Grig’s Island).  However, there was more than one way to kick a grot.  Ork air boyz deployed from the Green Zone in large waves and raided the nearby platforms in the approaches.  These platforms were mostly abandoned or had only a skeleton crew of workers on board.  They would prove to be easy picking for the Ork drop troops…. If the drop troops put boots on the platforms. 

When Commodore Miles of Taskforce: Chalice saw the augurs light up across the board with contacts, he ordered an immediate scramble from all Air PDF bases.  In addition, he reached out to the Imperial Navy, and fighters from the 95th Fighter Wing swooped in from orbit to help engage the enemy. 

If the Orks got a foot hold in the Approaches, resupplying the Imperial troops would become much more difficult.  Ork aircraft and Submarines could use these platforms as staging areas for convoy raids.  Plus, cleaning up the platforms would be a difficult and costly military task. 

This will be a V1Aeronautica Imperialis using aircraft from the core rule book and the Airspace Compilation set during Operation: Hemlock.

Forces

Taskforce: Chalice
4 Sentry Interceptors with Skystrikes
2 Sentinel Interceptors    
2 Imperial Navy Lightnings with Skystrikes
1 Hydra on the Platform

“Snaz” Boomgobz Boyz
2 Fightas with Rokits
2 Grot Buzzaz
2 Fighta-Bommaz
2 War Kopters with Troops
2 Buzz ‘Ards with Drop Troops

Mission
The board has a large platform close to the Imperial short board edge, about 24 inches in and 12 from a long board edge.  This is the drop target for the attack.  The Orks are trying to drop/land as many troops onto the platform as they can.  The Imperials are trying to stop them. 

Set-up
The game is being played on a 6x4 table.  It is primarily over the ocean so there is no other terrain present than the drop target. 

The Imperials have a Hydra platform on the Platform to help defend it.  The Imperials have the Sentries in the center at mid-altitude and speed.  The Sentinels are together on the left flank at mid-altitude and full speed.  The Lightnings are together on the right coming in from Orbit. 


The Orks have the Kopters coming in low on their left.  Then the Buzz’Ards at mid-altitude in the middle.  They are protected by a clump of Ork aircraft at various altitudes and speeds.


Turn 1:
Initiative: Imperials

For the most part, the two sides simply close in on each other.  The Imperials stay in their groups, with the Sentinels seeming to drop towards the Ork Kopterz.  The Lightnings are also trying to bleed off height to get into the fight.  The Sentry pilots just gulp as they realize how hard it is going to be to bring down those Buzz'Ards.  

The Orks kind of fly all over the place.  However, their key troop carrying units seem pretty set on moving to the drop zones.  Their escorts just sort of splurge out into an expanding bubble of dakka. 


Turn 2: 
Initiative:  Imperials

The Sentries stay in a tight formation as the Buzz'Ars and their escorts come straight for them.  The Orks are not being shy in the teeth of Oomie firepower.  They feel confident they can dish it out as well as take it.  

The Sentinels race in with the leader dropping low to engage the Kopters, and th esecond staying high as an interceptor.  The Buzzers move to engage, but do not have great heights.  Fighta 1 tries to dash in from the side, but has the wrong angle and ends up in the kill zone of Sentinel 2.  

Meanwhile, Fighta-Bomma 2 goes up to meet the two Lightnings coming down from orbit.  

Shooting: 
Auto-cannons, Big Shootaz, and Skystrike missiles fly out.  The lead Buzz'Ard starts blowing smoke from two hits.  However, in return, 2 Sentry fighters are shot out of the sky.  Both pilots manage to eject in time to be picked up by the Navy later.  


Sentinel 2 engages Fighta 1 witha spray of stubber fire, but fails to cause significant damage.  Sentinel 1 is fired on by the War Koptaz, but flies through the tracers and opens fire.  No one gets taken out.  

Lightning 2 fires on the approaching Fighta-Bomber 2, and his auto-cannon and Las-cannon are enough to blast the Ork plane from the sky!  No parachute is seen from the crashing plane.  


Turn 3: 
Intiative: Orks

The damaged Buzz'Ard with its Fighta-Bomma escort plows straight towards the target.  The Fighta-Bomma tries to gain some height as he approaches.  Buzz'Ard two swings out wide as the Lightnings try to turn into the attack, but they are still out of position.  The Sentries wing over or Half Loop to pursue, but Fighta 2 is all over them as well.  

The Sentinels and the Koptaz and escorts are in a wheeling furball of their own.  However, the Koptaz turn in to make a bee line for the platform.  


Shooting: 
Fighta 2 sprays down Sentry 1, and blows the plane from the sky.  The pilot never had a chance.  

The Hydra opens fire and tracer fire stitch into the sky looking for the Ork transport.  



Turn 4: 
Initiative: Imperials

Tailing Fire: Tailing fire from Sentry 4 causes Fighta-Bomma 1 to blow smoke.  

Movement: 
The smoking Buzz'Ard flies over the platofrm, while its companion opts to dive near the ocean and just misses the platform.  Fighta-Bomma 1 also smoking, dives over the platform.  They are being pursued by Sentry 4 and Lightning 2.  

Meanwhile, the slower Kopta attack force proceeds to the landing area with Sentinel 2 trying to get in a firing position.  However, their slow movement makes them hard to get a good angle on.  

Due to a orders mix-up, Fighta 1 is flying away from the air battle.  

Shooting: 
Lightning 2 fires everything it has at Buzz'Ard one at optimal range.  The auto-cannon strikes home, but is not enough to down the craft.  Ork Storm Trooper eagerly begin to bail out of the back and sides of the Ork transport.  many of them are killed by the near miss and explosion of the Imperial skystrike, and some just miss the landing zone.  Only 1 Ork unit successfully lands.  However, blasts from the Hydra manage to take the big plane out of the sky and the last remaining drop troops down with it. 



The Crew of the Hydra have no time to cheer as the Ork Fighta-Bomma unloads their bombs across their position.  The gun emplacement is destroyed with loose ammunition firing off around it.  Sentry 4 fires the last of its ammo at Fighta-bomma 1, but misses.  

Sentinel 2 fires on Buzzer 1, but fails to hit the nimble craft.  



Turn 5: 
 Initiative: Orks

This battle is not over yet!  

Tailing Fire: Sentinel 2 fires on Buzzer 1 and misses again. 
  
Movement: 
Fighta-Bomma 1 is satisfied with his work and disengages off the board.  Out of Ammo, Sentry 4 gains permission to return to base, and makes for safety as well.      
    
The War Koptaz have to begin to slow as they approach for a landing.  The Buzzers try to stay with to protect them while Imperial aircraft close in. 

Meanwhile, the last Buzz'Ard, still full of jump troops; tries to turn back but it looks like the Transport will have to disengage soon instead.  

Shooting: 
Buzzer 2 managed to slip behind Sentinel 2 as the Imperial pilot closed in close on the Koptaz.  The grot opened fire and took the PDF plane out of the sky.  Sentinel 1 tries to get revenge on Buzzer 1 leading the approach, but misses.  Lightning 2 also fails to find Buzzer 1. 


With the loss of Sentinel 2, the PDF receive orders to disengage and leave the Platform to its fate.  Casualties have been too high.  

Turn 6: Disengagement Turn
Initiative: Orks

Movement: 
Buzz'Ard 2 managed to stay on the board and started circling.  Eventually theymight be able to move into position to drop their troops! Sentry 4 skee-daddled off the board and back to base. 

The Kopterz moved in slowing even further to land.  The Buzzerz stayed with them as a Linghtning ot in close.  The Sentinel and Lightning 1 were also in firing position.  

Fighta 2 left the board to head to home too.  

Shooting:
Buzzer 2 fired on Lignthining 2, but failed to shake the Imperial Navy pilot.  However, Lightning 2 missed his shots at Kopter 1 as he raced past in the blink of an eye.  Sentinel 2 and Lightning 1 also took shots at the Ork forces, but failed to find their targets. 
     
Conclusion:
The Orks lost 1 Fighta-Bomma to the Imperial Navy and 1 Buzz'Ard to a combination of shooting.  The Imperials lost 3 Sentry fighters, and 1 Sentinel.  Not great.  

Plus, the Buzz'Ard landed 1 Jump troop and it can be safely assumed the 2 Kopterz would have landed unopposed.  The other Buzz'Ard would probably have had to return home to refuel.  That means 3 Ork units made it to the target.  Ork stormboyz would have made short work of the few workers and servitors on the platform, after all it had even been bombed too!  

No need to add up the points for this one.  The Orks won and managed to push the perimeter of Da Deff Islandz out further into the Approaches.     

The Buzz'Ard is pretty hard to bring down with 4 hits, at least for low firepower planes like the PDF.  As I have found before, low and slow can be surprisingly hard to take out!  The War Koptaz made it to the target unharmed, and I struggled to get guns on them.  Finally, the PDF planes were simply not tough enough and I had poor firepower rolls.  The PDF can throw out okay firepower, but I couldn't get any of it to stick.  I really need to stop going head-to-head against Orks with PDF planes.  It never works out.  

Commodore Miles clutched clutched his wrists as he stood rigidly watching the battle unfold.  As he watched blue PDF lights blink out across the Approaches, his heart sank.  They were going out twice as fast as the green Ork lights.  It was clear that the PDF pilots were taking the brunt of the Ork offensive yet again.  

It was clear, that the momentum was with the Orks.  He gritted his teeth.  Another defeat for his Taskforce.  Admiral Travers and the Naval PDF were stealing all the glory, and that was almost as bad as losing to the greenskins. 

"Officer on the Watch, please have the Air Controllers call for a general disengagement," Commodore Miles ordered with a firmness he did not really feel.  

Commodore Miles adjunct approached slowly and saluted crisply, "General Kurtz requests an update on the battle Commodore."  

Commodore nodded.  He clenched his wrist even harder.                    




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Monday, July 6, 2020

Random: 2020 Half-Way Goal Update!


So far 2020 has not been like anything that I expected it to be.  I expected a vast nuclear wasteland, or to be living in a giant dystopian city, I thought we would be on Tokyo-3 by now!  That is what my childhood had prepared me for?  It did not prepare me for the dystopia that we actually have!  Pandemics, riots, political chaos..... I guess it is a good thing I have wargaming to keep me going! 

Last year, I tried a different approach and focused on goals by Period.  I decided not to be doing that this year.  I placed my goals into a series of categories instead of by genre or period.  Those categories are:

·         Purchase- This is goals that require me to spend my hard earned bread, cash, grip, money, coin, etc. 
·         Painting and Modelling- Here is the section of stuff I will want to paint up or build up
·         Playing- This section will be for what I intend to put on the table for 2020
·         Rules Writing- Here are my goals for writing and creating games
·         Miscellany- This is for stuff that falls into the realm of Blood and Spectacles but doesn’t neatly fit into a category

I laid most of my goals out in a different thread, so there is no need to rehash that post!  If you want you can go back and read it for yourself.

So, let's find out what we have accomplished so far.....

Purchases
This year, I expected to buy a lot of stuff.  Thanks to your support via the Wargame Vault, I have been able to make progress on this front.  Not as much as I had hoped.... but progress.  Thanks for the assist on this one guys!  I have been able to get the following from my list:

1. Clash of Spears
2. Zona Alfa
3. Gangster Terrain (3 Shotgun houses and 2 store fronts) 
4. Blood Bowl Lizard Men
5. Last Days: Seasons
6. Realty's Edge




There are still a lot of ancients left to buy.  However, I think I cleared some space in the painting Queue for them so I can probably start buying some Romans.  

That leaves to buy:

  • Victrix Elephant
  • Victrix Greek Cavalry
  • Victrix Republican Romans
  • Victrix Samnites/Carthaginians/Italians
  • Gangs of Rome
  • Mortal Gods
  • Oathsworn Burrows and Badgers bundles A and B
  • Any new Osprey Blue Books
That still looks like a long ways to go on the buying front.  I have a feeling some will slide into next year!



Painting and Modelling
Last year, I painted over 150+ models.  That is probably a record for me, and I doubt I will be getting anywhere near that this year.  However, a man can dream can’t he? So far I have painted up 75 minis or bases.  Not bad.  

I finished my two Greek Men of Bronze armies- Corinthians and Spartans


Spartan Army

Corinthian Army

Paint my 6mm Baccus Successor Armies- I have enough for two armies of Heirs to Empire!



Finish up my loose Gangster Models from Copplestone casting- I only have 5 left




Complete a set of Scorpion Drones for All Quiet on the Martian Front- Not Started

Paint my Purchases for Use- Painted up my Lizzies!


Playing
This year, in half a year I have managed to play as many games as I did all of last year!  Plus, i have the beginning of a variety of games.  I just need to finish them off on the table.

  1. Broken Legions- Played
  2. Wars of the Republic!- Played a couple of times
  3. Men of Bronze- Played it! 
  4. Operation: Hemlock- Got those in too!
  5. Play a New Game- Watch this space for the battle report! 
Broken Legions

Wars of the Republic

Men of Bronze

Aeronautica Imperialis

Wars of the Republic


Wars of the Republic

Rampant Stars

Turf War


Aquanuatica Imperialis

Rules Writing
Typically, this is one of my more productive goals for the year.  Last year was a pretty good year for me on this front, and I hope to keep expanding on my successes.  I always have various projects on the go, and this year I have a few deadlines to hit!

1.       Complete writing Wars of the Republic for Osprey Games- Sent to the Publisher!

2.       Update the photos and artwork in Turf War for Wargame Vault- I have the models and terrain now.  Just need to take the photos and make the updates! 

3.       Get 1 game from the WIP section to the Wargame Vault- I finished the rules for Glittering Void, but I really need some better pictures before that is ready for prime time. 

4.       Get 1 new game into the WIP section of the blog- I actually have 4 games I have been working on: Under the Martian Yoke, White Star/Red Star, Homer's Heroes, and Aquanautica Imperialis: Force of Arms.  Two are up in the WIP Games section for you to review. 

White Star/Red Star Playtest

Miscellany
This is stuff I want to do for the Blood and Spectacles publishing, but don’t really fall into other categories. 

1.       Get 1 new blog post a week- So far I am on track! 

2.       Take more photos for Social Media Marketing- Check my Instagram! 

3.       Add a games Played/Models Painted Tracker to the Blog- In web version, look at the bottom right hand side, below the WIP games!
4.       Do preliminary work for organizing a local Convention for 2021- Covid absolutely killed this one!  No  progress. 



Conclusion
There is an update.  Like usual, it has been a productive year writing games but it has also been unusually productive with gaming and painting too.  I have a strong start to 2020, but I expect the Apocalypse to arrive and ruin the second half from a wargaming perspective.  I mean, it is an election year!  I hope my progress so far is enough to carry me through the end of the year.

Good luck to all of you out there! 





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