Showing posts with label Shows. Show all posts
Showing posts with label Shows. Show all posts

Wednesday, 8 May 2024

Carronade 2024

 Introduction

It's the start of the show season, at least for me in Scotland.  Last weekend was the wonderful Carronade show in Falkirk - probably my favourite Scottish games show.

So, I and my younger son had risen early, planning to take the train from Helensburgh to Falkirk.  Just before leaving I checked the rail network status, only to find that there was major disruption on my local line (due to a signals failure at Partick, I believe).  This meant that at best the trains would be very unreliable and at worst they wouldn't travel at all - not good!

OK, plan B: take the car and drive.  It's a fair way to go and normally quite tiring, although on this occasion the weather was mild and the roads were relatively clear.  Not too bad after all.

We arrived just about on the show's official opening time of 10:00am, expecting to find a queue of visitors waiting to be let in.  However, there was almost nobody outside, the doors were already open and we could just walk right in.  Initially the show seemed quite empty, although I suspect this was just our imagination as there were plenty of visitors later on.

So what did we do on our day at the show?  We played some games  We met with a number of people I know, both from our home town and long-standing friends.  We did some shopping.  That's about it, really!

Game 1: Peter Pan

The first participation game we encountered was set in Neverland.  The plot was simple: Captain Hook has tied the Darling children to the mast of his ship, has imprisoned all the Lost Boys in a stockade and is making them walk the plank, one by one (boo!  hiss!).  It's up to Peter Pan and his allies (Tiger Lily and her tribe of Red Indians) to rescue them.


Captain Hook prepares to throw another Lost Boy overboard!

The Indians charge straight for the pirates, whilst Peter Pan (top, right) flies towards the stockade to rescue the Lost Boys.


The Indians make short work of the pirates, despite losing one of their number to some wild beasts which were tailing them.  Note that the crocodile is only interested in Hook; it just ignored the rest of us.


Having opened the stockade and dispatched the last pirates, Peter Pan duels with Captain Hook on the deck of the ship.  Everyone else (including the crocodile) stops to watch the fight.  Both of the protagonists are down to their last wound before Peter lands a final blow and fells the pirate chief.  Hurrah!

When we looked up the victory conditions, Peter had won a handsome victory.  However, looking at the setup and the rules for the game, such an outcome was pretty much inevitable.  Still, it was a fun little filler with a relatively unusual subject matter.

[Aside: Tinkerbell didn't appear in this game.  I believe that she could have made an appearance if the Darling children had managed to free themselves from their bonds, but would then have hounded them.  In the book, she's really not a very nice fairy, you know...]

Game 2: After Casablanca

Our second game of the day was a wonderful, star-studded, cast-of-thousands game with an extremely pulp theme.  The premise is this: after the final scene in 'Casablanca' (the movie, of course!), Rick and Louis have joined the Free French.  They've been spying on the Italians in North Africa (Libya) and must now return to the French lines.  As players, our job was to assist them to escape.

Each turn, one of the allied/French players would choose an "event" from a selection of cards.  These all had suggestive names such as "Boom Boom", "Todt" &c but we didn't know what they meant beyond that.  We did know the "difficulty level" for each event - that indicated how far Rick & Louis could move as well as (roughly!) how bad the event would be for us.

There were 5 players; each controlled a couple of heroes.  I had a Telly Savalas character with a Lewis gun (I'm not familiar with this role) and a female sidekick.  Someone else had Sid James (from the Carry On... films) and there were a number of others.

As well as the player characters, there were various forces we could command: French native troops, colonial police, Foreign Legion, Arabs &c.  Between them these gave us some numbers with which we could counter the Italian troops who were holed up in the buildings and trenches at the far end of the table.


At the beginning, everything looked quiet, so I chose to advance the French colonial troops along the open ground in the middle of the table.

Here we go - a bald American with a light machine gun and his blue-clad assistant leads local troops straight towards the Italian lines.  The Foreign Legionnaires (centre right) decided to stick to a bit more cover. 

Progress was made, but very slowly.  The French forces caused some casualties to the enemy, but mostly melted away under a hail of Italian gunfire.  Then some Nazis appeared in the nearby ruins, scaring off the local archaeologists.

One of my son's heroes had a satchel of dynamite.  He managed to sprint along the dried-up stream bed and tossed one stick into the Italian armoured car, destroying it.  Too bad for him that he dropped another stick at his feet.  This didn't kill him (just wounded), but a rescue was going to be tricky so close to the enemy lines.

Another of our heroes made a potentially game-saving dash (under fire from the Nazis) to negotiate with the local Bedouin.  Although he was gasping for breath and could only stutter a few words, they were wildly impressed with his bravery and joined our side immediately.  Between them, the Foreign Legion's automatic weapons and a handily-placed rifle grenade, the Nazis were exterminated.

At the end of the game, Rick and Louis made it back to safety, although they did have a few near misses on the way (losing the tip of a cigar, a tumbler of brandy and something else, I think)  So we won, even though there weren't many French troops on the table at the end of the game!

I haven't mentioned several other events which took place, mainly because I wasn't directly involved and don't have pictures:

  • We gained an ancient, Austro-Hungarian armoured car, which was promptly crewed by several of our heroes.  After one round exchanging shots with one of the Italian's heavier weapons it couldn't move - so it spent most of the game sitting in place and shooting up the Italian lines.
  • A French cavalry officer appeared behind enemy lines, riding a dinosaur (and with another one in tow)!  This caused mayhem to the nearest Italian troops - it seems that the feathers in their helmets didn't make them elite enough to counter such a creature.
  • The Italians gained some reinforcements in the shape of a tankette (I think it was equipped with a flamethrower).  I can't remember if this was immobilised early on, but it didn't seem to do much.

I am hard pressed to think of a game I've played at a show that I enjoyed more than this one.  The (lone) games master had put on a wonderfully exotic and adventurous event and the players all were thoroughly caught in the spirit of it.  Extremely enjoyable - bravo!

Game 3: What a Tanker

What a Tanker seems to be popular at shows these days.  This hardly surprising as the rules could almost have been made with public participation games in mind.  This isn't the first time I've played WaT, but I think it was for my friend Steve.  Anyway...

Two British tanks in the foreground (a Cromwell and a Sherman) vs a couple of Germans somewhere in the distance (both Mk IVs, I think).

One of the Germans tried to flank us.  Both British tanks took minor suspension damage and things didn't look particularly good.

...but then my Sherman got a lucky hit on the Mk IV's side armour and blew it to bits!

The other German then charged over the hill which separated us.  Although he got the first shot, it was a lousy one and missed.  My return shot was a critical; another German tank destroyed!  Go me!


Loot

Finally, the traditional picture of my acquisitions for the day


So, in no particular order:

  • The final expansion for the Firefly game: Kalidasa!  I've been wanting this for quite a while and a copy was available at the Bring-and-buy, barely used.  Mind you, it was my son that noticed it; I would have passed by that seller without spotting anything if it wasn't for him.
  • A selection of Army Painter paints, slightly cheaper than normal.  I wasn't in particular need of anything; I just felt that these were interesting colours (and cheap).
  • Bases: round, square, clear.
  • Some 28mm figures: Japanese cart drivers and English Civil War civilians.  Just a measure of my eclectic tastes!
  • Another Japanese village house from Sarissa Precision.
  • The Gangs of Rome rulebook.  I've already read through it and it has some really good ideas.  Also lots of pretty pictures, excellent background information, model-making tips and lots more.
  • Our MDF "tickets" for the show, which can be repurposed as bases.  An excellent idea that is always done at Carronade, though I've not heard of anywhere else taking it up.

Conclusion

Carronade is definitely one of my favourite shows.  It's relatively easy to get to from my part of Scotland, has a good number and variety of traders and a decent quantity of games.  I recommend it most highly!


Tuesday, 16 May 2023

Carronade 2023: We Came, We Saw, We Played Games

 Introduction

My son (A.) and I have been going to the Carronade show in Falkirk every year since 2015 - at least, in years when the show wasn't cancelled due to Covid lockdowns and the like.  It's always been a good day for me; this year was no exception.  As always on my blog, this is a personal account of our experiences rather than any attempt to describe the entire event.  It's mainly for my own memories, though if others find my writing entertaining then that's good too!

My preferred mode of transport to Falkirk is by train.  It takes longer than driving from home (Helensburgh) once the walks to and from various stations are taken into account, but it's so much more relaxing.  The exercise is also better for me!  This Saturday was a beautiful day for walking - warm and dry.

The Venue

Carronade is a big show (not huge, but definitely big enough for a day out).  It's held in a school building, where the show is spread over 5 different halls.  One of these is reserved for the flea market (bring & buy) and another is mainly for the painting competition.

The other three halls (pictured below) are full of games and traders:




We spent time wandering around looking at the demonstration games, joining in various participation games, browsing trade stands and meeting various friends.

Also, we sampled some of the various participation games that were on offer.

Game 1: Xtreme G Racing (Glasgow Games Group)

Glasgow Games Group put on a home brew sci-fi racing game involving various jet bikes.  Apparently, the main design principle was to make a miniature game which felt somewhat like playing Mario Kart.

I'm not really able to judge how well that objective may have been achieved (I've heard of the console game, but I've never played it).  However, the Xtreme G Racing game was a good game in itself, with simple rules that still managed to offer tactical choices to the players.  Silly but fun!

So, here's how our race went:

I didn't have a jet bike, but rather drove a yellow mono-wheel.  They all have the same abilities anyway...

After the first lap (of two), I was well in the lead 😀

...but when the leaders crossed the finish line (a tie between blue and red), I was nowhere to be seen.  What happened?

There was a massive pile up on the last lap; most of us were thoroughly caught up in it.  I misjudged the distance remaining and thought I had time to go into the pits.  This was a big mistake and I came in a distant last 😖.  Oh, well...

Game 2: Moonstone

Now this is something unusual!  I thought I knew a bit about gaming and had at least heard about most games.  However, Moonstone has passed me by - until now.

So, it's a "whimsical fantasy" skirmish game.  Bands of creatures (goblins, humans, gnomes, other...) search for buried treasure (moonstones) and have to finish before dawn (i.e. there's a time limit).  The models are definitely whimsical, the abilities are interesting and the combat system is done via cards that depict fencing moves.  So far, so good.

Here's what happened in our game:

  • A's (human) sniper tried to shoot at me.  He misjudged badly and his musket blew up.  Injured, he decided to retreat.
  • One of my characters ("Grubb"?  Not pictured) found and dug up a shallow moonstone.  He then ran off the board with it, thus securing me one victory point.
  • My goblin-mounted-on-a-pug found two moonstones that were fairly well buried.  However, it turns out that the dog was an enthusiastic digger, so I retrieved both items quite easily.

  • However, A's knight ("Baron something von Fancyhat") saw this and decided that stealing my finds would be easier than discovering his own.  My pug+goblin was no match for this human in a fight and was slaughtered.
  • In revenge, my vicious midget then appeared out of nowhere and did some real damage to the Baron with his signature attack (hint: it involves stabbing upwards).  This left the Baron barely alive - but he counter-attacked and obliterated my little creature.  At this point I was beginning to really dislike the man...


  • In an ignominious move, my beaky goblin wizard approached Baron von Fancyhat and slew him with a noxious fart (yes, you read that right!  Whimsical fantasy?  You decide...).
  • This last goblin then grabbed one of the dropped moonstones and legged it before daybreak.

Final score: 2 moonstones to the goblins, 1 to the humans (I can't remember which human character had picked this up).  This was definitely a most interesting and unusual game, both for the subject matter and also for some of the game mechanisms.

Game 3: 02:00

Now here's a game that seems to be everywhere at the moment!  02:00 is a game pitting British commandos against German garrisons in night-time raids (I imagine that other forces can be used as well).  As such, it places a high emphasis on stealth and spotting; I was very curious to see what mechanisms were used for these aspects and how well they worked.

In our game, a small band of British special forces had to cross the board and escape off the other side.  We would win if at least two of our men achieved this.  That didn't sound too hard!


To this end, we crept along the hedgerows, ignoring the sleepy cattle.


However, I hadn't reckoned with the German officer.  He was a bit keen, to put it mildly!  This jackbooted thug personally spotted and shot 3 of my 4 troopers - my last squaddie was traumatised to the point where he couldn't resist a sentry and was (probably) taken prisoner.

In this last picture, you can just see my British officer running off the board (top left), fully expecting that his men were right behind him!  At least he escaped, though to be honest I think he deserved to be cashiered for his exceptionally poor leadership.

What of the rules, then?  Well, although the game looked fantastic, the assistant on my side of the table wasn't really comfortable or familiar with them.  The game host (on the other side of the table) was hoarse from having talked most of the game - and was overloaded with questions from both sides and from passers by.  Overall, I came away feeling that I still don't really know how the rules work.  A missed opportunity?

Game 4: Dead Man's Hand

Dead Man's Hand is a set of rules that seems to be very popular, possibly even to the point of dominating the "Old West" style of games.  Since I play such games myself - if only occasionally - I was interested to see what this rule set could offer.

As might be expected from the name, playing cards are an integral part of the game.  In this case, these serve two functions: determining the order in which models activate and also providing a hand of "event" cards that each player can use at an appropriate moment.

Here's the game we played:

I took a large group of desperadoes (Mexican bandit types), whilst my son commanded a similar number of outlaws or cowboys.


My leader was cut down (almost my only casualty), but in return my desperadoes incapacitated over half of the opposition in only two or three turns.  At that point, the enemy leader rolled really low on a nerve test and all his remaining figures ran away.

My thoughts on this game: the figures and scenery were perfectly good and set the scene nicely.  I'm not so sure about the rules, though:

  1. The cards used for activation order were almost entirely random, so there wasn't much decision-making around them (unlike, for example, the way that cards are used in A Fistful of Lead).
  2. The "event cards" didn't make much difference.  Maybe that was because we were unfamiliar with them (the text was very small and quite dense) and we didn't use many.
  3. I'm really not that keen on shots essentially taking "hit points" off models.  A single shot does (usually) 1 point or (occasionally) 2 points.  For reference, an average gunman can take 4 hits; a leader can take 5.  So it's not possible to kill an opponent with a single shot.
    This seems so odd that I'm wondering if I've understood the rules at all.
In summary, I was left cold by the game we played.  Is this because we didn't really understand the rules?  Or is it because Dead Man's Hand just isn't my kind of game?  Perhaps this was another missed opportunity to learn about a set of rules which sound very interesting.

Loot

Yes, there was some shopping - both small pre-orders and some impulse buying.  Here goes:



In no particular order:

  • Dodos.  Just because.
  • Centaurs - more Greek Myth classics.
  • Japanese cart crew, to flesh out my "samurai" village scenes.
  • What a Tanker - seems like a fun set of rules and I wanted to take a proper look.
  • Sarissa's "Guide to Laser Cut MDF Kits".  Should be an interesting read.
  • An Old West building.  Actually I wanted the saloon, but Warbases didn't have the extra floors (with balcony) at the show - so I treated myself to a different model instead.
  • Dice, paint brushes, bases.

Summary

This was a really good day.  The weather was nice for walking to the venue, the traders had (mostly) what I wanted and there were plenty of participation games (too many for us to play in all of them!).  I'm not sure what else I could have wanted!









Saturday, 13 August 2022

Claymore 2022: Good enough!

 Introduction

There haven't been many wargame shows over the last 3 years.  Here in Scotland, they have been slow to restart, with Carronade (Falkirk) as the only major show to happen in 2021.  This year (2022), it looks as if Claymore (Edinburgh) will be the only big show.  Oh, well - better one show than none at all.

This post is about our experiences at Claymore 2022.  It's a very personal account and as such is a record of our experiences and activities.  If you were expecting a full description of the entire show then you might be disappointed.

Travel

As usual, we had to drive some 2 hours to reach the venue.  It's not a good location for public transport, especially if one is starting from outside Edinburgh itself.  We (well, I - as the driver) did get slightly lost in north-east Edinburgh on the final approach, but this was soon corrected and only cost us a few minutes.  My excuse is that it has been several years since my last visit to Claymore and I had forgotten one of the last turns.  Oh, well - no great damage.

One difference from before was that this time we had a party of three: myself, my son A. and a friend N. from the Helensburgh games club (HAHA).

Game 1: Tank Golf!

Before we had even finished an initial tour of all the halls in which the show was taking place, we were grabbed by a group who invited us to play a quick & simple game of tank golf (?!).

The serious part of this is that during the Japanese invasion of Singapore (in World War 2), some of the fighting took place on & around a (British) golf course.  Our hosts had a wealth of information on the area.  This included pointing out which areas had now been redeveloped as a highway, where undisturbed graves were thought to be located and so on.  All very serious stuff.

Then the game: each of us was given command of a Japanese tank.  The object was to drive it from the tee to the green within the fewest possible moves.  Apparently, this hole was a par 5, so anything under 5 moves would earn bonus points.

Oh, while we were doing this, we could shoot at entrenched British infantry - and they might shoot back with Boyes anti-tank rifles and a 2pdr anti-tank gun.


4 tanks lined up, ready to start (as there were 3 of us, one vehicle wasn't used).  I had the one on the extreme left, with the white dice)

After 4 turns, I made it to the flag.  Since this was one under par, I scored a birdie.  Also, I managed to shoot one of the ATRs, scoring a bonus point.

This was a quick and simple game with a very engaged set of hosts.  The only think I would say against it is that the movement was completely random; as players we didn't really have any decisions to make (well, we chose which target to try to shoot - but that was almost irrelevant in determining the overall outcome).  It would have been nice if we could have chosen which gear to use, or the direction to head, or even whether to observe from the hatch or button up.  I think the organisers missed a trick here, though it was still a fun little diversion.

Game 2: Test of Resolve

Just before lunch (and the timing might just have affected my son's concentration 😄), we joined in another game.  This was set during the Wars of the Roses and played with the Test of Resolve rules (under development?  Already published?  I'm not clear on this).  Again, the organisers were very keen and incredibly thorough on their topic.

So, we played an ambush.  My son and a stranger took a column of evil Yorkist loyalists who were advancing along a road.  N. and I took 2 commands of noble Lancastrian rebels who were hiding in the nearby woods in ambush.


My Lancastrians waiting to ambush from the woods at the bottom.  Unwary Yorkists keep to the road.


The trap is sprung a bit too early, as the Yorkist scouts see me waiting.


Battle is joined!  Initially, damage seems light, but entire commands can disintegrate very suddenly.  This happened to the other part of the Lancastrian command as it charged from the far wood - though at least they did take some of the enemy with them.


Feeling somewhat desperate, with slightly inferior troops and outnumbered by about 3:2, I staked everything on a swift charge.  Miraculously, I crashed through and scattered my son's advancing Yorkists with minimal damage to myself.  That left just one enemy battle to go.  They put up a stiffer fight, but my remaining troops finally managed to rout them and the field was ours!

I feel a bit conflicted by this game:

  • On the one hand, I wanted to like it.  If nothing else, the enthusiasm and background knowledge of the presenters requires some form of reward.
  • On the other hand, the movement abilities of the troops seemed a bit stilted, morale seemed to be accounted for twice (once by individual unit status and again by a pile of tokens for each command) and the combat results seemed very unpredictable (anything from no real effect to complete disintegration - situation and troop quality seemed to play only a very minor part).
My experience was only very brief, of course - and late medieval civil war is not really one of my main  interests.  I'd suggest that anyone with a real desire to play games in this period should find out more and make up their own minds.


Eye Candy

There were some very pretty display games at the show.  This one particularly caught my eye: it's a samurai-era naval battle:

I believe that all the ship models are made by Scheltrum, though I could have misheard that.


Here's a random picture of the Sports Hall (i.e the smaller-sized part of the venue).  The larger part of the show was in the entrance hall - but I didn't take pictures of that.  The layout in both is the same: games in the middle and traders around all the sides.

Game 3: Imjin River

Once again, we found a game with a very knowledgeable and dedicated host (there seems to be a pattern here!  Although I find it odd that this state of affairs should remarkable; engaged & competent game organisers ought to be the normal state of affairs at shows).

Our final game was a recreation of the battle of Imjin River, from the Korean war.  So, Chinese hordes are sweeping over the border and are only 20 miles from Seoul.  Can the vastly-outnumbered U.N. forces (in the shape of the British Gloucestershire regiment) delay them enough for a proper defense to be organised?

This game was notable for at least two things:

  1. The terrain was superb!  The boards were topographically accurate, having been built from maps of the actual location.  I was even told that the vertical scale was correctly proportioned - this land is really rugged.
  2. The game wasn't reset for each group of players.  Rather, we picked up the situation from where it had been left by earlier players.  I was told that our finishing situation would be recorded and set up as the start point for the next show which the game would visit (Partizan?  I probably didn't remember this correctly).  The entire battle would thus play out over several sessions throughout the show season.
So, the U.N. forces have a lot of firepower (artillery and aircraft), but the Chinese have stupendous numbers of troops...


At the time we picked up the game, the Gloucesters had just received orders to pull back several of their battered companies (which had weathered intense attacks all through the previous night).


It was really scary leaving our tranches on the previous hill tops in order to run across the plains back to our supports.  Each red disk is a Chinese battalion (or regiment or something like that).  Our pale blue disks are companies.


Air power and superior command & control are great!  We didn't lose any of our units at all (though 'A' company in particular was roughly handled and had very few stands left by the end).  Note that another Chinese army is now crossing the river and heading towards the U.N. positions.

So, this was a very intense game.  From the U.N. perspective, the communist attacks felt completely relentless.  Even when we wiped out a Chinese unit there would always be another one along soon after.  I imagine that N. (who took the Chinese) must have felt frustrated, as almost all his strongest attacks melted away under the withering U.N. firepower.  But when a communist attack did make it through, when the artillery & aircraft were occupied elsewhere and the Gloucesters were in open ground, significant damage was caused.

I don't know what rules were used - whether they were commercial or home brew.  However, we all picked up the important points very quickly and they seemed to give realistic results.

The only criticism I would raise is that there were a lot of small markers for various levels of damage, ambush status and the like.  These didn't always stay with the correct stand of figures, especially when models were balanced on steep hillsides.  A better solution would have been to integrate the markers more closely with the stands, either by swapping out models for "damaged" ones, or by giving each stand magnetised markers, posts for "damage rings" or some other mechanism for recording status.

Overall, this was a very impressive and enjoyable game, about a significant historical event.


Conclusion

This last game took us up to departure time.  I haven't mentioned our wanderings around the trade stands (there was plenty of that), or a couple of visits to the Bring-and-Buy room (the first time it was absolutely mobbed; later on not quite so busy).

Travel home was easy enough, taking almost exactly 2 hours of driving.  At least we had plenty to talk about!  Overall, it was a good show for me.  One good game, two acceptable ones and a certain amount of talk and shopping.

Ah, yes - the loot:

So, in no particular order:

  • Some new sets of rules.  Not that I really intend to play them, but just because I'm curious.
  • A box of Living Dead Peasants.  These are probably destined to become Mindless in my Viking-themed undead army for SAGA: Age of Magic.
  • Matt varnish.  I use a fair amount of this stuff and courier deliveries suck, so I try to buy it in person at any shows I visit.
  • More Perry Samurai.  Although technically these are peasants, probably destined to join my scruffy force of bandits.
  • More prehistoric goodness from Stone Axe Miniatures, as supplied by Iron Gate Scenery.  This time I have a Megaloceros family (giant Irish Elk) and some goats (generic small grazers).
  • Finally, a Club biscuit - my prize for winning the Tank Golf game.

Sunday, 26 September 2021

Carronade 2021: At Last

 Introduction

So, there haven't been any wargames shows in my part of the world since the coronavirus pandemic struck here in March 2020, some 18 months ago.  Indeed, I suspect that the last show I attended was Edinburgh's Claymore in August 2019; that's more than 2 years ago!  I've really been missing such events.

Normally, Falkirk's Carronade show would be held in May, but this year (2021) it was postponed until the end of September.  For much of the summer I - and, I imagine, others - were waiting to see if there would be further restrictions which might cancel the show.  Well, there weren't, the show did go ahead and we did attend.  Here's how my day went.

Travel

Unusually, my son and I drove to Falkirk rather than taking a train.  This was because my wife and daughter were due to attend a dance competition only a few minutes drive away from Falkirk (the first time they had done such an event in almost 2 years as well).  I'm a bit rusty with driving long distances, not having done much of that for a while, but it was uneventful.  Neither weather nor other human beings caused us any difficulties.

The Show

One of the 3 (4?) halls in use for Carronade 2021

Carronade 2021 did feel a bit different to previous such events.  For starters, there was the distancing within the entrance queue and the collection of contact details by the show organisers.  Mask-wearing was compulsory, at least whilst moving around (there's some debate about whether it is really permitted to remove masks when sitting at a table indoors for any purpose other than eating).  Adherence to this regime seemed pretty much universal and uncontroversial.

Other than masks, the main effect of virus precautions on the show seemed to be fewer public participation games than I would normally expect.  I haven't compared the advertised numbers from various years; it just felt to me that these were more sparse than usual.

Sink the Prinz Eugen

Norfolk and Suffolk (left) open fire on Prinz Eugen (right)

My son and I did play in one participation game: we took part in an alternative version of the Battle of the Denmark Strait.  In this entirely plausible scenario, while the capital ships HMS Hood and HMS Prince of Wales were engaging the German battleship Bismark, the shadowing cruisers HMS Norfolk and HMS Suffolk engaged her consort, the Prinz Eugen.

So, it's 2 Royal Navy heavy cruisers against one slightly larger German heavy cruiser.  This isn't really a battle that the Prinz Eugen can afford to take part in, let alone have much hope of winning - so the German's victory condition is simply to escape.


My son and I each took one of the British cruisers.  We were using (I think) Warlord's "Victory at Sea" rules.  It soon became apparent that winning initiative for the turn made a big difference; my son won the roll-off every time.  While the German cruiser did land some hits  on the Royal Navy ships, the game ended abruptly when HMS Suffolk landed a crashing salvo of 8" shells on the enemy ship, followed up with 2 torpedo hits (despite the Prinz Eugen only presenting a small stern target).  This blew the German to pieces, so we went away victorious!

I'm a bit dubious about these rules, mind: it felt a bit as if we were dog-fighting with heavy cruisers and I don't think that's really how it would have happened.  Still, our experience of the game was only 20 minutes or so.

Demonstration Tables

A few large tables caught my eye and we spent some time examining all the details.  Unfortunately, I was carrying a new camera and it seems either highly sensitive to shaking hands or else its automatic focus isn't so good.  A number of the pictures I took are heavily blurred and unusable.  Hmm.

Still, here are some images...

At first, I thought this was some form of Pulp setup, mainly because of the jungle ruins and the smoking volcano.  But no - it seems to have been a WW2 amphibious landing.  Still, it was pretty and had a lot of nice details.


The table had some impressively large, overgrown temples & statues in the jungle...


...as well as a decent set of rice fields.  These are very similar in style to my own versions, though larger, deeper and more numerous.  Note to self: I need more paddy fields!


The other table that really caught my attention was the Congo Bill adventure.  I understood that this was more than a standard game of Congo.  It had many pulp features such as a maiden sacrifice and giant gorilla, but in addition to this the organisers were gleeful in telling us about the Cthulu-esque monstrosities that they had planned!


I didn't manage a really good shot of the whole table, but this slightly blurred version will have to do.  As well as all the explorers, there was a group of nuns/missionaries, large amounts of wildlife and (of course) copious natives.  This was all very much to my taste.

Painting Competition

I always take a look at the entries to the painting competition at a show, but I don't think I've ever mentioned this in a report before.  This time, the model above caught my eye.  I don't remember seeing it ever before, though my son wondered if it was a 3D printed piece rather than a "regular" commercial model.  Either way, I thought it was beautifully done!

Loot

I hadn't expected to buy much at the show (I'm trying to cut down on new projects, for a start!), so I was surprised at just how much I found when I opened my bag on my return home.  From bottom left, going roughly clockwise:

  • A pack of My Little Pony stickers/posters/whatever, for my daughter.  No, really.
  • 2 3D-printed Short Sunderland flying boats (given free for taking part in the Sink the Prinz Eugen game).
  • A Kings of War sea serpent (I think) for my son.
  • A couple of prehistoric terrain pieces (some snares and a tannery) from Iron Gate Scenery.  This is a relatively new company, but one which I will be watching with interest, I think.
    Sadly they didn't bring any of their mammoths to the show, though the painted examples looked a little smaller than the other mammoths in my collection.
  • Perry Miniatures Sohei musketmen: after a recent game of Test of Honour, we realised that my Japanese warrior monks need more firepower.
  • A Reaper Bones frost giant, destined to be used for Frostgrave.
  • Some dark blue paint
  • 20x40mm MDF bases for more 6mm Napoleonics.
  • A packet of Scheltrum Miniatures' Wako (i.e. Japanese pirates).  More on these another time, I think.
  • Another addition to my Nightfolk warband (also for Frostgrave, though I don't believe I've ever described them in public).
  • Finally, a couple of the now-standard MDF entrance tickets.  Interestingly, these are labelled as "Carronade 2020", even though the show was held in late 2021.

Conclusion

It's good to be back at shows!  We (or at least, I) caught up with friends and bought more than perhaps I should.  We played a game (more would have been nice) and even the drive home again wasn't particularly difficult or stressful.  More, please!