IntroductionThis is a game to test out my revised rules for 20mm WW2 skirmish.I am using my streamlined and very modified version of my rules based loosely on NUTS!. I am using 20mm figures on a 2’x2′ table and with a ground scale of 1:300. The t…
Posts Tagged ‘Battle report’
Admirals Steven and Andrew throw down in a last minute game of Armada with truly thrown together lists.
Morning all,last week I played an 1850pt game with my Iron Fists, against Ryan (and lost, grrr) and his Judicator Space Marines. It probably didn’t help that of the 5 cards I drew on turn 1, only 1 was even remotely achievable for me, but that’s anothe…
Steven and Jeff test out some Flotillas with spoiled wave three cards! Steven’s rebels are led by the new General Cracken, while Jeff’s Motti fleet utilizes 2 Gozantis to push squadrons around. Great game!
As the campaign is on a short hiatus, last Saturday I took on Darren’s French with my British and Spanish armies in a scenario I’ve had fun with previously (I should put the details in the Scenarios page, shouldn’t I?). The gist of the story is that the Spanish occupy a strategic village, on this occasion on a road junction near a river crossing. The Spanish have called for assistance and a British force is on their way. The French start with an advanced guard (a third of the total force) on the board and after the first turn, each side rolls to see when their reinforcements arrive with greater odds, the longer it takes.
Playing with a Spanish army is fun because as you expect so little from them, when they do succeed it’s always extremely gratifying (that is me redefining success, BTW…). The standout units were the Spanish artillery, the Walloon Guards (naturally!) and the Farnesio cavalry regiment in their debut, but more on that in a moment.
The village was occupied by Spanish line infantry, all rated as Landwehr (one step above the worst rating of Militia!), while I placed the Walloon Guards, Converged Grenadiers and another line regiment along with the artillery and Farnesio regiment on the right flank. In between the village and the river I placed the Sagunto Dragoons. I took a risk weighing down the right flank and leaving the left relatively weak, because I thought that the British reinforcements could regain any lost built up areas (BUAs), while the stronger right flank could prevent the village being surrounded and keep the French at least partially occupied.
|The Spanish awaiting the onslaught|
|Regimiento Farnesio on debut! Will they earn fame and glory?|
|The Sagunto Dragoons in reserve.|
|Here come the enemy!|
|Negotiating the woods with the Grenadiers deployed.|
While Darren prepared his attack on the village, he attempted to clear the defenses on my right flank. An infantry charge at my artillery offered the chance to see what the Farnesio Regiment was made of! They managed the opportunity charge, but in the pre-melee suddenly decided that it wasn’t such a good idea, anyway! They retreated ignominiously, allowing the French infantry to charge into the guns. As the cavalry had charged and retreated through the artillery, they had no clear shot at the attacking infantry. The gunners stood to their guns and defended them in the ensuing hand-to-hand combat, rather than fleeing to safety. Defending the guns is not usually the smartest thing to do in this situation, but I’ve read that along with Russian gunners, the Spanish were most likely to stand in defense of their guns come what may. So that’s what I did. We both passed our pre-melee test (even with the cavalry retreating, mind you) and then went into melee where I rolled really well and Darren rolled badly. Upshot was we both retired with disorders, but the Spanish had successfully beaten off their attackers and saved all their guns! Huzzah!
|The Spanish move forward, guns deployed.|
|The Walloon Guards in line span the gap between village and artillery, with plenty of reserves behind.|
|Farnesio deploys in line.|
|Sagunto Dragoons get a bit eager and suffer losses from artillery in background.|
|The French infantry advances and knock off another dragoon, while the cavalry fires back ineffectually.|
|French infantry charge the Spanish guns and the Farnesios counter-charge!|
|But then they decide that discretion is the better part of valour and bug out before contact!|
|The gunners are made of sterner stuff, though, and meet the infantry in combat!|
|The honours are shared, both retiring with disorders. The gunners live to fight another day, despite the lily-livered cavalry!|
While the Farnesios reformed in the rear after their pusillanimous display, the Walloons and the grenadiers formed up in line and the guns re-positioned themselves to the right flank of the line, ready to enfilade any further attack from that quarter. The big 9lb guns whittled away the closest French infantry as punishment for attempting to silence them earlier!
|Redeployed and ready for action!|
|Take that, ustedes perros franceses!|
|The Sagunto Dragoons decide to go in a blaze of glory…|
|…but disappear in a puff of smoke! Poof!|
|The grenadiers form up between the guns and the Walloons. The French back off and form a defensive posture, while the reinforcements approach.|
Darren’s artillery softened up the closest BUA in preparation for an infantry charge. 2 battalions faced the BUA from the front, while a 3rd battalion approached the flank facing the river. This unit had seen off the Sagunto Dragoons easily with some artillery help, but now seemed ripe for a flank attack. I moved the battalion in the rear BUA out into line to threaten its flank, but all I succeeded in doing was provide a clear path for the inevitable charge from the first two French battalions so that rather than having to fight for 2 BUAs they just had to clear the first before occupying the second! The battalion I had removed from the BUA was now nearly surrounded on all sides, but miraculously remained in place after several shots into its flank. Mind you, they couldn’t affect the outcome as they couldn’t shoot their way out of a wet paper bag.
|“Marche en avant!”|
|Time to make them pay before they get too close|
|The Spanish in the the rear BUA form up in line to threaten the flank of the nearest French column.|
|“Frenchmen, sah! Fahsands of ’em!”|
|Darren’s guns play on the nearest BUA, causing casualties, while the infantry await the order to attack.|
|The French go into action: While one BUA gets a working over in the form of a firefight….|
|…the other receives a charge from two French battalions! The infantry run to the rear accompanied by the general.|
|The 2 left hand BUAs have fallen to the French and the Spanish line is left high and dry in a sea of blue!|
|They stand their ground, however, stoically taking flank fire from left and right.
Pity they couldn’t hit the side of a barn, though!
With half the village in enemy hands, the British advanced guard appeared. As then advanced guard mainly consisted of cavalry, I sent them into the flank of the French facing the Spanish guns and defensive line. While one light dragoon regiment charged the French horse guns to the front, the surrounding infantry battalions formed square where the gunners sought refuge. This was the perfect time for the Walloons to go on the offensive, as the nearest French infantry had been threatening the adjacent BUA. The Wallons saw off the French to their front, while the light dragoons rashly took the breakthrough, rather pull up half way after the object of their charge absconded. Being British cavalry, I suppose it was entirely appropriate for them to continue on into the French formation unsupported, but they struck no more enemy formations and were blown and disordered deep in French territory with no support! The French heavy cavalry obviously had a nice flank charge presented to them on a platter, and the Walloons were now exposed to the breakthrough. When the inevitable charge came, the light dragoons fled (only a retreat, thankfully) and the Walloons were caught in the open, having failed an attempt to form square, and were smashed! Unfortunately the best Spanish unit was the victim of their uncaring allies and could not be recalled!
|But, wait! Here come the British!|
|The Walloons seize their chance, charging the line to their front…|
|…and sending them packing! “¡Hurra!”Now for the square in front!|
|(Shaky hand-held cinema verite)
The light dragoons had charged the guns, forcing the gunners into the nearest square, while the Walloons accounted for the closest square.
|Darren’s light infantry forge around the flank of the village towards the British flank.|
|“Marchons, mon frères!”|
|Meanwhile, Darren sends the rest of his reinforcements to deal with the threat from the British cavalry and light infantry.|
|The beleaguered Spanish line cops more casualties, but takes the punishment in their stride!|
|The British light infantry fan out into line after the horse guns fire on the approaching French. Behind the French infantry, the heavy cavalry position themselves to fall on the flank of the impetuous British cavalry in the distance.|
|The inevitable happens: the light dragoons are charged in the flank! The Walloons look on in horror!|
|Even Guardsmen can’t stand against a cavalry charge!|
All was not lost, however, as the French cavalry’s charge was brought to a halt on the edge of town where a combination of fire from the village and the grenadiers firing into their flank caused the French cavalry to retreat, blown with casualties and disorders.
|The French cavalry brought to a halt against the BUA cop flank fire from the grenadier column…|
|…sending them heading for the hills!|
While my remaining cavalry regiment and the light infantry tackled the French on the right flank, I finally rolled for my British main body to appear on the board, and chose to march them straight at the village in order to evict the French from the BUAs taken from the Spanish. Meanwhile a brigade of French light infantry were making a flank march around the village on the other side of the village, preparing to put the kibosh on my attack on the village.
|Meanwhile, the other light dragoon regiment charges the advancing anchored line…|
|…but find that they can’t push home after failing their pre-melee! How un-British!|
|Here comes the British infantry!|
|The British infantry become aware of the threat to their flank.|
|“You men! There’s damned Frenchies approaching! Stand to!”|
Back in front of the village, Darren had re-manned his horse artillery battery and was bringing up a solid block of infantry columns in support. The time was right for an attack on the battery before the infantry support could reach it. I put the grenadiers in line to block the French infantry, suffering casualties as I did, then charged the lone Spanish line infantry battalion not in the BUA. They had a lovely flank approach, so the guns couldn’t touch them, but a combination of rubbish troops, a terrible pre-melee roll and crossing broken ground meant they bottled it and stopped 2″ from their target with added disorders!
|The re-manned French horse gun battery is charged by a Spanish infantry column…|
|…who flub their attack!|
Now came the stand-out moment of the game, IMHO: by this stage the Farnesios had got their act together and reordered themselves and were in a position to re-join the fight. I’d positioned them so that if the infantry charge failed, I’d have a second shot at the artillery battery. I didn’t hold out much hope after their previous attempt at combat, but this time was different! Despite the incoming fire from the battery (which missed, thankfully!) and their rubbish morale, they charged home. In the ensuing melee they ran down the gunners, putting them all to the sword. To top it off, when it came time to see if they were still in control, I rolled 0 on the d10 which meant they had gone battle-mad and were out of control! That meant they had no choice but to take the breakthrough, which led them into the infantry line behind the guns. The French infantry desperately tried to form square, but failed, meaning they couldn’t fire on their attackers before the melee. It all ended in tears for the French with the line being smashed and following the gunners in breaking to the rear. ¡Hurra!
|Time for Regimiento Farnesio to make up for their previous failure!|
|“Cop that, Johnny Crapaud!”|
However, the triumph was short lived as flank fire from an approaching artillery battery caught the cavalry in the next turn, sending them routing off the board.
|Next turn, the French artillery punishes the Farnesios for their audacity with a withering flank shot.|
|Their honour redeemed, the Farnesios advance to the rear double-quick:
|The grenadiers suffer the full brunt of a regimental charge!|
|The pressure was too great and they are forced to retreat.|
|Luckily for the line battalion, the French success couldn’t be exploited. They live to fight another day!|
|Back at the village, the British artillery can’t hit a barn door, let alone the enemy.
It’s time to act before it’s too late!
Back at the village, the 92nd Gordon Highlanders had fanned out into line to face the light infantry threat, while the line regiments formed up to charge the nearest French-occupied BUA. I put another regiment in line in the attempt at masking the charging units from the attentions of the French infantry deployed in support. All that did was dilute the attackers’ strength and didn’t mask the attack, anyway. When the attack went in, I didn’t roll high enough and suffered too many casualties to be able to force my way into the BUA. The charge stalled before contact! My one chance at regaining the village blown!
|The 50th Foot form line, instead of joining the upcoming charge|
|The charge goes in, but stalls due to poor execution and lack of numbers. D’Oh!|
There was a post-script on the right flank, though: The French infantry facing my light infantry and cavalry managed to dispose of the horse gun battery, but after the Spanish artillery knocked a few figures off the closed column which anchored the infantry line, they failed their morale test and retreated, leaving the rest of the line open to a cavalry charge. The cavalry disposed of the line and the light infantry did the same with the remaining closed column, destroying the brigade on that flank.
|The anchored line charges the light infantry and pushes them back!|
|Next, the guns are targeted.
Attempting to limber and flee, the battery was caught and couldn’t put up any resistance!
|The Spanish guns force one of the supporting columns of the anchored line to retreat.|
|The light infantry then initiate a firefight on the remaining units.|
|When that failed to shift the enemy, the cavalry made sure!|
|“Come back and take your punishment, Frenchies!”|
|The artillery which saw off the Farnesios then provided the incentive for the light dragoons to retreat over the other side of the hill!|
|The French fire on the 3rd BUA.|
|After cumulative casualties of 50%, the Irlanda regiment breaks, giving the French possession of the 3rd BUA.|
|The right flank now fairly denuded, only the guns and a couple of infantry units remain of the Spanish division. The British hold the line but can’t retake the village!|
Here’s two videos for your viewing pleasure! In the first, Steven and “Other” Sean test some hot Rebel on Rebel action as General Dodonna and General Rieekan run some training maneuvers somewhere in the galactic mid rim.In the second game, Rieekan’s fl…
Editor’s Notes: I took some liberty with some of the mission parameters of the Treasure Hunt scenario and game rules since this was a learning game for my 11 year old son Nate. I just encouraged him to play in character and do what seems cool and cinematic, which is how 11 year olds basically live life anyway.
For instance, I wanted him to be able to explore the whole board, so he needed to drive the truck around. Since there are no vehicles rules in Strange Aeons yet, I made my own:
Truck: Driving a truck doubles movement. If the truck enters or touches any terrain features, take a Dexterity test. Failed tests=immobilized. Up to 3 models may ride in the truck.
Row Boat: Normal movement in water.
Other modifications to the rules were all buildings are Hideous, which forces an Insanity check upon entering a door or window. I did not make fixed turns, only that he had to make 4 discoveries during the game, meaning Threshold needed to find four objects by searching any terrain feature (one discovery per feature) and then escaping off any board edge. Lurkers needed to kill all Threshold agents.
Nate elected to come on the main street into town, instead of the railroad or water (which was smart.) From that deployment I mentally found the 2’x3′ boarder and set up my Lurkers in secret opposite his force. I wrote down the location of my Mad Scientist and Zombies and allowed them to be triggered to activation on turn 3 or when an Agent would have LOS to their location beforehand.
I also used the Treasure Hunt Treasure Table for the first few discoveries then switched to the Body Snatchers table so there was a chance he didn’t find anything and it would create suspense (which it did!)
As it was, this was a great learning mode for Nate and created a thrilling story. Finally, note that Agent Dark Cloud is a Mad Scientist by cost and profile though in the story he is a Rogue Threshold Agent. This swap was purely for the narrative.
P.A.T.E.R. (Pennsylvania Threshold Emergency Response) Team:
Agent Dark Cloud and the Prior Residents of Sunset Lake, PA
|The town itself was totally deserted, though completely intact, with no signs of life at all (the buildings become Hideous and cause Insanity checks.)|
Engine running, the Threshold left the van at the curb and entered the hostel, the last place a telephone call came out of the town, turning up their first successful discovery, a bloody map with hasty notes jotted down upon them near the operator switchboard. They searched adjacent buildings for a few turns unimpeded as the sun set and moon shone pale above the wooded lake (and they passed all Fear checks for the spookiness thanks to Agent Petri’s Command skill and Resolve.)
The zombie was knocked down but managed to lurch up and clamp her septic mouth on DeVille’s arm as he tried to finish her off. Falling to the ground clutching his arm, he passed out (Major Injury.) Agent Morse passed his Insanity test (using Petri’s Resolve due to Command and Inspire skills) for seeing his comrade taken down and he continued to fight with the gory zombie as the other one closed in. Agent Petri was inside the house, still searching and did not have LOS and so, was spared the sight (and Insanity test though he was likely to pass, also for being Alone in the dark house.)
|Meanwhile close by, at the ruined lighthouse overlooking the town, strange figures stood on the high stone walls above, watching down on the scene. Petri felt eyes on him and turned his head up the street.|
Petri yelled to Morse to keep searching and the two
ducked down an alley as the zombies came down the gravel road towards them. The air was rising with stink and a sound like sailcloth flapping in a breeze, though the air was still.
Dark Cloud sent his last zombie over the side of the lighthouse but it hit the ground awkwardly and split its skull, ending its unholy motions. He then walked indifferently down the staircase towards the Threshold agents, who were now out of sight, busy searching the perplexing pile of crates discovered in a davenport next to the vacant hotel, a third discovery, a manifest (scroll.) Petri noted the Threshold sigil on the sides of the crates but there was no time for a photograph and he lacked dynamite. He did not see what they were but he had a sick feeling in his gut about his hunch.
The agents looked up to the main street where their idling truck remained, and didn’t see DeVille where they left him… and the streets were teeming with undead. Dark Cloud stared at the 2 remaining Agents as he advanced, a still island amid a roaring undead stream washing towards them. Finding a scroll in the grass next to a town monument in the yard, Petri grabbed Morse by the collar and they ducked into the dark woods on foot, leaving DeVille and their truck to the now-occupied town of death.
Threshold won! Nate was extremely happy to have 2 scrolls, a map piece and a Ring of Power. Agent Petri gets a free Skill advancement (TBD) and Morse got one too, electing to take his Dexterity from 5 to 4; this makes the Accurate skill great for him, as aiming can make his powerful Mossberg hit on a 3+ for one Action or 4+ without aiming! At 6″ or less, this is great for getting some breathing room.
Unfortunately, Agent DeVille perished at Sunset Lake… though that does not mean he is resting in peace…
Until the stars are right again!
My friend Tom and I got together a couple of weeks ago for our first 6 Day War game using Flames of War Fate of a Nation. Tom has a Jordanian tank company and I have Israelis. The scenario was Encounter and we played 1500 points. This…
This is the second To the Strongest! game that the Young Padawan and I have played since I ‘completed’ painting my Romans and Carthaginians. This time I opted for slightly smaller forces and some new terrain that I recently bought. We are still very much at the learning stage with this rule-set and a smaller game meant we could really get to grips with the rules and still complete a game in a reasonable time-span (ie before dinner!). While this battle is fictional but its probably a scenario that has been played out thousands of times throughout history.
For the purposes of this game we agreed that the river was fordable for its entire length but would count as rough ground. This presented an interesting tactical situation without restricting us to a narrow crossing point. However we also had other terrain on the table that made this a much more interesting set-up than our last game.
Order of Battle
First Command – Right Flank
Mounted General Detached
Equites Romani – 2 Units
Equites Extrodinari – 1 Unit
Second Command – Centre
Mounted General – Brilliant
Mounted General Detached
Velites – 2 Units
Hestati – 2 Units
Princips – 2 Units
Mounted General Detached
Velites – 3 Units
Triari – 3 Units
Carthaginians – 135 Points – 36 Victory Points
First Command – Left Flank
Punic Cavalry – 4 Units
Second Command – Centre
Mounted General – Brilliant
Mounted General Detached
African Spearmen – 4 Units
Baleric Slingers – 2 Units
African Elephants – 2 Units
Third Command – Right Flank
Mounted General Detached
Numidian Skirmishers – 2 Units
Numidian Light Cavalry – 4 Units
|Initial Setup with Romans at the bottom of the picture and the Carthaginian’s at the top. The game hasn’t even started and I’m feeling a little outnumbered!|
|The Roman Army|
|The Young Padawan and her pre game gloat.|
|Me and my “please don’t hurt me” look|
|Numidian Light Cavalry begin to advance. This game we tried using d10’s instead of cards and and instead of placing numbered chits on the table we put the dice down. This worked pretty well so we may continue to do this.|
|We used purple dice for the Carthaginians, Green dice for the Romans (couldn’t get red but I’m working on it!) and yellow dice for combat actions.|
|The Carthaginian’s begin to advance. My strategy was to hold at the river and keep a tight formation. Outnumbered I needed to maintain order. At the end of each players turn all the dice are removed.|
|My first dice roll of the game! The young Padawan found this extremely funny for some reason.|
|The Punic Cavalry advance to the river edge and prepare to cross.|
|End of turn two and the gaps are closing. My Velites prepare to contest the river against any Carthaginian’s trying to cross but on the whole I’m feeling quite outnumbered at this point.|
|After some elaborate manoeuvring the Punic Cavalry cross the river and prepare to skirt around the woods.|
|On the other flank missiles start to fly as the Numidian Light Cavalry move towards the Velites|
|Now that the intentions of the Punic Cavalry are clear (ie where they are moving) my Roman Equites turn to face the danger. They hold back for the right moment and hope that a well timed charge can see off the enemy.|
|End of turn three and the Carthaginian’s are still advancing and other than some ineffective missile file little has happened yet.|
|Numidian skirmishers try to cross the river opposed by my Velites.|
|The first if the Carthaginian war elephants cross the river and smash into my Hastati. The Romans hold fast and begin to inflict damage on this formidable foe.|
|Meanwhile the Punic Cavalry have been charged by my Equites.|
|On the opposite flank my Triari prepare to be hit by the Numidian light cavalry. The Velites manage to destroy one Numidian unit but there more remain.|
|A clash of cavalry which ultimately ended with the Roman Equites coming out on top.|
|My Hastati start to inflict some damage on the Carthaginian elephants.|
|The Punic Cavalry can’t break my Equites who hold on for firm.|
|Over on the other side the Numidian cavalry seem to have ground to a halt. I think the Padawan made a mistake here and forgot to move them.|
|Inexperience also shows with her handling of the skirmishers which were sent in against my formed unit of Triari.|
|Success! I inflict a killing blow on one of her Elephant units and it Rampages before dropping dead…right to through a unit of Punic Spearmen! 😀|
|Overview about turn 6 or 7… the Romans are pressed on all sides but seem to be holding their ground.|
|Now it’s the Numidian’s turn for bad luck. This unit rolls a one. The Padawan calls on her general to re roll for activation and she gets another one! That command cannot do anything more this turn.|
|The Punic Cavalry loose a unit weakening this flank.|
|The Numidian command is now disordered and both sides are equally mauled. VP’ s are about equal so we decide to call this a draw.|
This was a tough fight. From the start it felt like an uphill battle for the Romans and it’s clear I need some allied units to bolster this army. Having said that they performed a lot better in this game and I gave the Carthaginian army a run for its money.
The use of coloured dice rather than numbered chits worked well and sped up play considerably. I still have a lot to learn though and will take some time to read the rules again because I’m sure I missed some things.
Two more video battle reports for your viewing pleasure!
|“Tout soldat français porte dans sa giberne le bâton de maréchal de France“|
Returning to Cold Steel after playing Dark Age skirmish games was like having a full English roast after indulging in one of those meals at the place run by the Scottish clown; It’s nice to have something uncomplicated and disposable once in a while, but my preference is for something a bit more substantial.
|Dark Ages skirmish|
Quinny has started a campaign for us based in Spain, but in an a-historical world; one based on a world where the War of the Spanish Succession resulted in the Spanish empire being divided between the major powers of France, Austria and Prussia, with Britain in proxy control of Portugal. Fast forward to the Napoleonic Wars and the Iberian Peninsula is even more of a cockpit than it was in “real” history.
I’m playing one of the French armies based in the north in the Basque country. My job was to head west from Bilbao in the direction of Santander, into Prussian controlled territory. My cavalry had been scouting out ahead of the main body so I knew there was a substantial Prussian force ahead of me. I could tell that the enemy’s force was larger than mine (roughly a third larger), but not the composition. Last Saturday our armies collided in a classic meeting engagement around a village. Both armies started with their advance guard on the board and then rolled to see when their respective main bodies and rear guards entered the board.
I was playing Andrew B. with his 1815 Prussians, so I knew I had my work cut out for me. I would have had my work cut out for me in any ordinary club meeting anyway, but this battle had consequences, so I didn’t want to go down in a blaze of glory. I was hoping to be able to get my main body on the board early to be able to give his advance guard a bit of a mauling before his weight of numbers could tell. Hopefully, I’d be able to use my better quality troops to punch a hole in his masses and force a way through to Santander. I knew that he’d have more cavalry so I’d have to be careful of my flanks, and use the terrain to my advantage.
First off, I lost the initiative to Andrew who promptly marched straight ahead and occupied the village. I now had to spend time dislodging him before I could make any progress westward. His advance guard consisted of lots of infantry, a landwehr cavalry regiment and a battery of horse guns. Mine was made up of two elite light infantry battalions and ALL my cavalry. I took a risk having 3 under-strength light cavalry units and no horse guns, but I hoped to make up for that with the infantry and foot guns. At this stage, it looked like my advance guard was going to be overwhelmed by his, but luckily I rolled a 6 for my main body to come on in turn 2.
|The advance guard…advances.|
|Andrew gets to the village first.|
|That’s just his advance guard!|
|My advance guard takes up a line from woods to hill in front of the village.|
|Lancers suffer first casualty from accurate artillery fire.|
|My main body deploys on the edge of the board…|
|…and then moves off towards the enemy, covered by the hussars.|
|“Allez, allez! En avant, mes enfants!”|
|The corps commander oversees deployment on the hill in support of the light infantry from the advance guard.|
|Lancers charge the advancing closed column.|
|The landwehr cavalry charge the blown lancers, but also have the chasseurs to deal with!|
|The square is charged. The heads of both columns are moved up while we work out the pre-melee results.|
|The pre-melee is successful, despite defensive fire from guns and square.|
|The light infantry occupy the ground in the flank of the artillery battery. There’s still a shed-load of Prussians to deal with, though!|
Meanwhile, a regiment on infantry was left idling on the edge of the woods on the left flank, when they should have pushed on through the woods to take the village and its supporting landwehr battalion from that angle. Fog of war meant I neglected to move them and allowed Andrew to get support up in time. D’oh!
|All together now! “Why are we waiting? Oh, why, why, why?”|
|Nut, meet sledgehammer…|
|The lancers go in again, lucky to survive the combat.|
|You tell’em, Homer!|
The disordered and dispirited battalions left high and dry were then charged in turn and sent packing in a broken rabble to the rear. However, the victorious Prussians were in a position ripe for counter-attack, themselves.
|“Er… boss, I think I’d rather not charge home; those Prussian bayonets look a bit too pointy”|
|“What do you think about Prussian bayonets now, vous chiens lâches!”|
|The victorious Prussians ended deep in the woods without any backup!|
|After poking their heads out of the woods, the Prussian cavalry sends the rest of the regiment back to safety among the trees.|
Back in the center, Andrew had brought up infantry to try to dislodge me from the flank of his artillery battery. His infantry charged my 2 light infantry battalions and we met in an inconclusive combat, an outcome that was to count against him later as his infantry now masked his artillery.
|My light infantry continued with their sterling work, fighting greater odds to a standstill!|
Fire in the flank #1
Fire in the flank #2
Heads of columns moved into contact while we sort out the pre-melee.
|Pre-melee was passed, so onto the combat!|
|Infantry column and artillery battery disposed of.
(Blurry combat action photography)
|Prussians breaking with 60% casualties!|
|My infantry took the breakthrough deep into territory recently vacated by the Prussians.
Prussian officer: “Where’d they go, Fritz?”
Fritz: “Dunno, sir! They woz ‘ere a moment ago!”
|When you’re on a roll…
The 4 battalions on the hill charge down to be met by the Prussians…
|…who promptly turn and flee!|
|Not what I wanted to roll…|
|Not what I wanted him to roll, either!|
|On the left flank, the rear-guard battery unlimbered, with infantry square support to the rear. Prussian cavalry was making its threatened flanking move at last.|
|The rest of the rear-guard marched to the center in closed column.|
|The dragoons flee from a pasting…|
|…only to be caught in the rear to hurry them on their way!|
2x 2 M1 platoon
2x 2 M1 platoon
2x Mech Inf Platoon with M113, 8 teams per platoon with law and dragon
2x VADS M113
2x ITV M113
2x Cobra Helicopter
2x A-10 Warthog flight
1x Command T-72
7x T-72 Company
6x T-72 Company
1x BMP Command w Ak47 team
4x BMP with 4 AK 47 team and 3 RPG-7 team
2x Gopher SA-13
2x Mi-24 Hind Helicopter
As ADLG makes it’s way onto the big boys table of UK competitions with a 16-player field for 15mm ADLG at Roll Call 2016, discover how Mithradates of Pontus manages to almost (but not quite) control his many and varied disparate troop types in 5 games …
I really need to finish covering Adepticon don’t I? Sorry, life is crazy busy sometimes.Having played Necromunda on Thursday night and waiting for the 40k team tournament on Saturday and Sunday, I had to fill up a Friday. I thought about the 40k friend…
As mentioned a few weeks back, I had been preparing for a three-player battle with my good buddies. It turned out to be an absolutely epic day, and a brutal, close-fought, tactical game that came down to almost the final dice roll to decide. In fact, i…
So finally I manged to get another tabletop game running. This time I had my first game of Kings of War 2Ed. Most of you know, that I am quite the Mantic Games fanboy but never got a game rolling. This changed now. And another premiere: We did this mat…
The latest game at Reject HQ saw us come about as close to ‘fantasy wargaming’ as I have ever seen in the shed-o-war. Two rival Pirate Captains and their crews have learned of the secret hiding place of a hoard somewhere on Alligator Island and both ar…
Hello again!The previous battle report turned out to be quite a success so here’s another battle of the fresh campaign: Goliaths vs Orlocks.As mentioned before we decided to modify some rules and add some other to make game more enjoyable and spicy. Af…
|Some of the finest wargamers around I suppose|
I’ve already talked about my warband HERE so I won’t get any further on the subject but since I’ve managed to play 3 games in a row I thought I’d share my impressions even though those impressions were obscured by the fact I maanged to catch flu on this very day…
By Luke Melia
Andy and I are at it again. This time he wanted to try out his late war Soviets against me. We did not know what each other was playing and I actually thought he would be bringing Germans to the table. This was a big surprise for me! We had decided to play Late War at 1420 points and we set the table to not have a ton of linear obstacles, but we did use a lot of wheat fields. We rolled for the mission and we played no retreat. The 80th was the defender.
Andy’s List Fearless Trained
Hero Tankovy from Red Bear
3 Platoons of 3x T-34/85s
1 Rota Platoon
3x BA-64 Recon
1 Platoon Heavy Mortars
|We have all seen a horde of Soviet tanks staring down at us and for me this scene always fills me with a sense of dread.|
Greetings all, it’s been a while since I’ve done a battle report, partly because some of the games I’ve played in the meantime have been pretty small and I don’t think would have made good reports, others because I simply didn’t take notes.
Last weekend however, a mate of mine came down from the frozen north for St George’s Day and brought his War convocation with him. Time to bring out the Iron Fists I figured, so we set up a game and went toe to toe in the afternoon before getting tarted up for a night out in the evening.
The gods took pity on me, for once.I finally got a game in at the club last weekend and blooded the Neapolitan Chevau-Leger! They were mauled (mainly due to poor tactics) but weren’t chased off the board, so I’ll chalk that up as a win. More on that an…
In three fleetingly (thankfully?) brief battle reports, enlivened by some tremendous 15mm eye candy and the usual videos, the Scots Covenanter’s appear in FoGR and take on three Royalist armies in a one-day competition with pre-set terrain.See ho…