The main event was a 6 player game of Battlegroup Kursk. A few familiar faces and a couple of my regular opponents have been collecting WW2 in 1:72 scale for a while and they can pool together large battles now. I've been doing a little bit of 1:72, but contributed only a couple of terrain features, a Stug assault gun and an Opel Blitz truck into this game. It was nice to attend a game which other people have worked hard on to realise for a change.
The scenario was set during the first soviet attack on Prokhorovka during the battle of Kursk. Our game organizer said the model ratio on the field was something around one model equals three tanks, so the scale was quite appropriate. Here's some pictures of the action with comments.
|German assault guns wait for Soviet attackers.|
|The Soviet T-34's with tank riders.|
|My forces (Some tank riders included, as well as a bunch of tanks in reserve)|
|Some German defenders facing my tanks.|
|The Soviet attack begins! The T-34's ride fast straight towards the German defenders and deploy infantry.|
|My Soviet forces advance similarly and lose a couple of tanks to enemy fire (German Marder II's in defense).|
|My tank riders bail out and swarm the enemy entrenchments.|
|At "the bottom", several Soviet tanks are destroyed and create an obstacle in the narrow pass between the farm and the table edge.|
|Lots of losses are taken but my forces reach the farm. It is not given without a fight though.|
|The advance is costly but the trench is taken as well.|
|In the center, Soviet reinforcements test the German lines but are destroyed by AT gun fire.|
Also, I think tank battles feel a bit claustrophobic in 1/72 as the tanks start out what would be very close indeed for real world tanks.
|The "main hall" on saturday night.|
|Wings of Glory|
I also got the chance to play a game of Battletech Quickstrike. I didn't break out the alphastrike rules as I hadn't print out the unit cards for it yet. The game was a straightforward take and hold affair and ended up in a clear defeat for my side. We agreed that the jump pack rules require some tweaking as light jump mechs are super fast enabling them to easily get behind enemy mechs. They are also difficult to hit because their to hit modifiers are affected by their maximum speed, not by how much they actually move.
|The city looks a bit green. I think I'll have to get some grey or brown basing for city blocks.|
|The mechs engage in a close range firefight.|
All in all, the weekend was a great success. I'll definitly host another one when I'll get the opportunity