Posts Tagged ‘Battle report’

20mm WW2 skirmish ’44 France with Advancing sections (own rules)

Posted on May 23rd, 2015 under , , . Posted by

Last year I played a few games of NUTS! and then I modified it a bit to be NUTS! but using 1d6 (rather than 2d6) and card activation, and adding in light and heavy wounds. I added in the wounding to make it easier for campaigns.  But over the last year I have been thinking of going in a different direction.  I have revised them heavily and while some of the NUTS! reactions will still be recognisable, not much else is.  I was looking around for an alternative activation mechanism – I had already moved from NUTS! to card based last year –  and in my head I thought it would be good to roll per figure/group to activate and have some way to alternate between the sides.  I thought maybe 5+ for regular, 6+ for green, 4+ for veteran sounded about right…and then remembered that I seem to remember FUBAR (that I have but never played) had something like this.  FUBAR is exactly like this! I also used something similar for some battalion level rules I write a few years ago, but went back to card based.  So I am using FUBAR based activation, but not much else from FUBAR.  I also wanted to cut down on modifiers so I have 1-2 for all the rolls/reactions except firing, which has 4.

Anyway, before testing out some other skirmish rules I have, I thought after spending many hours revising and tweaking these rules that I should give them at least one go before moving on to other rules things (the other things being playing with other published skrimish rules and likely combining my own skirmish rules with my battalion level rules to produce a company game that played on a 2’x2′ table at 1:900 game scale with reactions like NUTS!.  for the latter, I am hoping to scale the ranges down and keeps some of reactions to produce a company level very solo friendly game).

I went with some old favourites from the NUTS! game played last year.  We are back in Normandy July 1944 on the way to Maltot with a section from the British 7th Battalion, Hampshire Regiment of the 43rd (Wessex) Division.

Corporal Box (leader and veteran, +1 to spot rolls, Sten SMG)
Lance Corporal Airfix (leader, Bren)
Private Jones (first KO = pinned)
Private Killan (+1 to melee, first pinned = shaken)
Private Barret (-1 to shoot)
Private Hart (+1 to shoot)
Private Peel
Private Tennyson (green; can run and shoot)

Assuming another patrol and need to get to the other side.
Rolled up some random terrain,  and them placed 3 PEFs/blinds as per NUTS!

The board.  British patrol enters from the bottom, the three possible enemy forces are the three animals.

The QRS that I used – just need to write the rules around it!


I was going to write this up interspersed with pictures but I have done the previous three skirmish writeups as a comic.  So I decided to go with the comic style again. There may be some shots out of focus.  If I am doing a comic, I tend to take about 3 times as many photos as I would use, and craft a comic from the images.  If doing a report interspersed with pictures, I tend to only take about 25% more pictures and just not use the poor quality ones.  I had to use all but one image to craft the comic, so used a few poor ones that may have not made it.

I have rambled on enough, onto the 5 page comic.  After it is the tidied up notes of what occurred in game terms.

Click on the picture for a larger version – likely easier to read.

A translation of the events in rule terms
The section moves into woods.  The Possible Enemy Forces (PEFs) all roll 6 for activation and move closer to the section.
Box and Airfix also succeed for activation and move into into the middle of the woods with the two other soldiers each has with them (as a group activation)

Next turn, Airfix activates, moves forward, and now at the edge of the wood can spot the Trojan pig PEF.  The Trojan pig has a (lesser) chance to spot so a spot contest opposed roll. Airfix wins.  The Trojan is revealed to be…a pig.

Barret and Jones activate, as does the two PEFs.  Out of the last 11 activation rolls, I have rolled 7 6’s!

Random event rolled – one British soldier has the trots and it pinned.  Oh no, it is Corporal Box!

Lance corporal Airfix moves up to edge of woods and can see the chickien PEF. Another spot opposed roll.  Airfix win, the chicken is an LMG team and Airfix gets the first fire with the Bren.
The two Germans are shaken (-1 to fire until next activation) and retreat to the nearest cover in the shellholes.

Now to resolve Airfix, who can also see the COW. Another spot opposed roll (note the opposed roll occurs as the cow has a chance to see Airfix, and vice versa; need to see who spots first). COW wins and is 3 riflemen. They fire and Tennyson is shaken and retreats into the wood.  Airfix returns fire –  two Germans down and the third retreats back to the wood, shaken.

Jones and Barret activate and move up to the edge of the wood and spots the German that has just retreated into their wood. No spot roll off required – the German is shaken.  Jones and Barret fire for no effect.  The German returns fire for no effect, so now there is a firefight resolved by opposed rolls.  It is a tie (after modifiers) and so both are shaken and both retreat further into their  respective woods.

Box activates and is unpinned.  Killan also advances, beats a spot rolloff versus the German LMG team in the shellhole, fires, misses, LMG return fire misses, firefight sees a tie again (after the opposed roll) and both shaken.  Lot of ties occurring!

For the German activation,  the LMG is still shaken (rolled a 1) but the German in wood advances, spots, fires, misses, and the return fire return fire misses. The ensuing firefight (opposed roll) sees the sees the German down and out.

Next turn the British Bren team fire on German LMG team – 2 hits, two Knocked Out.

No more Germans to activate so will call it a day (it is time for my bed anyway). I could keep playing and moving the British to the other side with the possibility of more Germans appearing as part of random events.  But I don’t.

50 minutes including notes, photos, a short break, looking up a couple of rules and first time playing. I kept forgetting to roll a couple of dice at the same time for hit and damage, which would have speed it up some.  I think this game would be 30 minutes if it was the third time I was playing.  A few tweaks are required to the firefight rules (the opposed roll once the first trading of shots has missed). I need to actually write the rules behind the QRS as even though I mentally knew some of the process behind the table, I was making up some of the detail as I went along.  In short: it was fun, fast, the rules played as expected (a good thing), seems solo friendly and nothing jarring on how it may have occurred in real life (to me, in my limited view of history and soldiery anyway!). Now to scale them up to company level.  I also need to write the rules for section (squad) level as I expect to use them again sometime.

Wild Welshmen vs. Vicious Vikings

Posted on May 20th, 2015 under , , , , . Posted by

“Dewch i roi cynnig arni os ydych yn credu eich bod yn ddigon caled!”*As May 8th was International Viking Day (yes, it’s a real thing), it was decreed that the club meeting that day should be given over to all things Viking!** RAAAHHHHRRRRR!!…

Khorne Daemonkin vs Blood Angels – 40K Battle Report

Posted on May 14th, 2015 under , , , , , . Posted by

Helbrute vs Death Company Dreadnought

Things continue to be very busy getting ready for Fratris Salutem next week but every Wednesday is 40K night at my FLGS. Even when I have no hobby updates, I at least have a game to report. On that note, I can’t wait to have some hobby time for my stuff again… Anyway, we played […]

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The Battle of Pattala – A Macadonian Massacre

Posted on May 13th, 2015 under , , , . Posted by

Its been a while since my last game with Posties Rejects but now that I’ve had it I almost wish I’d stayed at home! I can’t remember the last time I was on the receiving end of such a thrashing. I blame the rules of course, it couldn’t possibly have an…

Lancers on Début or, Robin’s Dice – My Secret Weapon

Posted on May 11th, 2015 under , , , , , , , . Posted by

“Austrians ahead, sir!”
I’d issued a challenge for the last Friday meeting to take on an opponent and Tim took up the gauntlet. He’d accepted the challenge before I’d made the last post revealing my latest unit, so a couple of cryptic emails were all he knew of the period and area they operated in. Accordingly, he prepared a post-1811 central European opponent for me: Austrians post 1812.
I arrived at the club (late as usual!) and found the table all set up and Andrew S. and Robin had joined the game. All the better! I now had Andrew to partner me and Robin to face across the table, having borrowed 1200 points of Tim’s Austrians.
Everything stared to plan, with the French winning the initiative roll and getting to move first. My hussars moved into the woods on the right, planning to outflank and threaten the advancing Austrian infantry. The rest of my force remained in a compact formation, ready to take on the massed blocks of the big Austrian battalions. The thing is, though, that Robin wasn’t sticking to the plan; instead of advancing in big infantry blocks and conveniently allowing himself to be flanked by my cavalry, he advanced in a huge extended anchored line which threatened to outflank me! On my other flank, Andrew had occupied a BUA which linked our two forces, and protected my left flank. Tim was maneuvering to attack it and be in a position to threaten my left in support of Robin’s attack. 
My French division of 3 infantry and 1 light cavalry brigades

The enemy: 1200 points gets you a sh*t-load of troops!

My first move – hussars out to the right through the woods in a flanking move

“En avant!”

Robin throws a spanner in the works by creating a giant anchored line (though looking at it now, it seems to have 2 battalions in the line instead of the prescribed 1: “A single infantry battalion in line which has both flanks protected by another infantry battalion in square or closed column formation, or a building.” Oh well, fog of war!) 

The giant line bears down…

I’m in danger of being swamped!

However, Robin’s first attack came in the centre. I’d tried to make an anchored line of my own, but misjudge how far forward the anchoring closed columns were, so by the time the centre column moved up to form line in between, it was more or less at the rear of the formation with the columns sticking out to the front. Robin hit the right hand column without being impeded much by supporting fire from the line. In the ensuing combat, he scored a Pyrrhic victory, forcing the column to retire. His follow-on, though, took him into the line which didn’t fare so well and broke to the rear! he then charged the remaining column of the anchored line, but in a comedy of errors we both rolled appallingly badly and the combat ended in stalemate.

First combat in the centre


A flying start for me…

…but Robin isn’t about to be outdone!

His mass wins the day, pushing back the column, and then smashing into the line.

His second attack targets the remaining battalion

This time Robin’s die is true to form…

…and mine follows suit! Less of a problem for me, though.

That was a sign of things to come for poor Robin: his giant column of uhlans charged at one of my infantry columns which happened to make it into square in time, but in his pre-melee roll, Robin completely flubbed it, causing the cavalry to flee from the battlefield!
I then tried another attack in the centre against his massed columns with fresh troops moved up for the purpose. He met me in a counter-charge ending in a stalemate, which was fine by me. His infantry now lay with an unsupported flank for me to try and exploit. Before I could, though, he sent the long anchored line in to attack my right. I counter-charged with 3 battalions which seemed a feeble thing to do looking at the monster line overlapping them. Things looked crook when my pre-melee roll saw me halt at 2″ from the enemy with 2 disorders. it looked like I was going to get swamped by the oncoming wave! However, his pre-melee rolling was even worse and in a cascade of incompetence, his battalions broke and ran! Well and truly dodged a bullet there! My hussars now went into action, charging down one of the fleeing infantry battalions and threatening to envelope a battery of horse artillery. They successfully limbered and carried away their guns, but couldn’t use them against me any more. One of Tim’s columns which had been waiting to take Andrew’s BUA now had to go into square, preventing them from attacking the buildings. All in all, a satisfying course of events!

Austrian uhlans bear down on my infantry which quickly forms square in response. After failing their pre-melee, the uhlans skedaddled to the rear!

Attack is the best form of defense.

Both of us are forced back, but Robin now has an exposed flank. The artillery are in a prime position! Now to get some infantry to threaten the flank, too. The lancers redeploy behind the infantry to try to threaten the Austrians’ other flank.

The right hand brigade can’t help as the anchored line bears down. The Austrian artillery makes mincemeat of the closest battalion!

The line charges and I meet it with my three battalions still in good order.

Disaster! I halt at 2″ with an added 2 disorders!

Thankfully, Robin’s rolling was even worse! His line crumbles while he looks on in disbelief.
(Although, I think his words were “Tsk! Typical!”)

Never give a sucker an even break!
The fleeing infantry trigger an opportunity charge by my hussars, which clean them up…

…and continue on to attack the artillery, which limber and flee before I can contact them.

That allowed me to concentrate on the remaining Austrians, but with my troops in a bit of disarray at this point, I first had to get them into the right position. My artillery now took up the slack, moving into close range and pummeling the huge columns. In the meantime, my lancers had moved around to the centre, formed line and awaited their moment. Tim tried to ease the pressure by attacking the BUA with only two columns of grenadiers, while the third held the flank in square. His attack was repulsed by Andrew as he couldn’t muster the crucial 3:1 odds that would normally guarantee victory.
The one remaining unit from the anchored line gets a dose of artillery sending them fleeing before the infantry can get into their flank.

The hussars move to threaten the flank of the Grenzers, who square up in response. In the distance, Tim’s stalled attack on Andrew’s BUA waits for Robin’s fleeing infantry to pass while remaining in square against the cavalry threat.

Now the artillery get stuck in to Robin’s infantry’s flank, while the French infantry closest to camera get themselves organised. In the background, behind the crest, the lancers fan out into line.

Tim tries an attack on the BUA, but being affected by Robin’s mojo, can’t evict Andrew.

Robin tried to withdraw the two columns stuck out in no-man’s land, but could only save one. The other had nowhere to retreat to so he voluntarily broke it, which saved me the effort! Then it was time for the lancers to do their thing. I charged them at the infantry in front of me; the line infantry managed to form square, but the nearest Grenz unit didn’t. After taking casualties from close range artillery and infantry fire, the lancers smashed the Grenz unit and continued on into the square. In a creditable performance, they only just failed to break the square. With only three infantry battalions and a foot battery left, Robin’s divisional morale test saw him leaving the field to me. By this stage Tim had finally managed to evict Andrew from the buildings on my left, but it didn’t matter. With Andrew and Tim fighting a stalemate on their side, and me owning the field on the right, it was a French victory, though with much of the credit going to Robin’s dice rolling, rather than my tactical brilliance!

Robin starts moving backward to conform with the Grenzers and artillery, but there’s nowhere for the closest battalion to go.
In a really annoying move, he sends his Jagers around my rear to snipe away at the infantry on my right. With mounting disorders, they are hampered from contributing to the final push

The lancers move up to the crest to show their intention.

He voluntarily breaks the battalion left hanging, instead of leaving it to me!

Robin’s diminishing command still holds firm, his Jagers desperately hanging off my coattails to slow me down.

There was nothing he could do against my lancers, though!

Tim finally gains control of the BUA after successfully evicting Andrew.

Khorne Daemonkin vs Iron Hands

Posted on May 9th, 2015 under , , , , , . Posted by


On Wednesday I played a game against Iron Hands with my Khorne Daemonkin army, Disciples of Twilight. People are preparing for Fratris Salutem and testing out their lists, including Carl, my opponent. I was running short on time so I grabbed the list I played last weekend instead of drafting up something new to try. […]

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Quick Star Wars space fighter game using Starhound derivative

Posted on May 8th, 2015 under , , . Posted by

May the fourth.  Star Wars day.  Not a fanatical fan but do like the movies (well at least 4, 5, and 6). On Sunday, I thought – “hang on, I have some Star Wars Micromachines and I have a few Space fighter rules that I played in the early 80’s.  Maybe put the two together for a quick game?”  So on Sunday I dug up Starhound (go here for a look at the reference sheets), a ruleset I played a few times in the early 80’s.  I seem to remember it was fun, but looking at it now it seems to be a longer game that it could be, and it uses d100.  I also dug out the other space fighter boardgame I had played – Yaquinto’s Starfall. Starfall is a long game and quite detailed, so while I remember it been a good game, not for me at the moment when all I want to do it put a few fighters on the table and push them around for a one-off game.  I would have liked to play Star Wars: Star Warriors as it looks like it would fit right in, but I do not have it :-)  And I have resisted so far getting Star Wars: X-Wing Miniatures Game, or I think I would have been playing that!

Rediscovered rules
But what should be in the Starfall box but a few sheets of space fighter rules I wrote based on a whole bunch of different rulesets at the time.  And the Starhound book had a printed version of some of it.  So I was writing rules 30 years ago!  I did not remember doing this at all – they have remained there for 30 years, just waiting for this moment.    They are mostly based on Starhound but moving from d100 to d6.  It also uses facing for hit location.  And goes to the Starfall 16 impulse movement system similar to Starfire/Star Fleet Battles.

I decide to use these rules.  But rather than the impulse movement sequence, I go back to Starhound (similar to full Thrust but with more and greater turns).  It reality, the game is much like StarHound but not using d100, less to hit modifiers and a slightly more detailed hit location chart.  I photocopied the typed up page and scribbled changes over it for about 10 minutes and that became the playsheet.  It is only for this game – I would have typed it up if I was playing a few more games.

My scribbled playsheet.  The typed part is 30 years old.

Quick Starhound overview
Starhound movement is based on thrust points that equal movement about 10-15.  The number of engines also allow you to turn, mostly up to 4 60 degree turns.  Movement is pre-plotted per player turn with the plotted turns happening evenly during the turn i.e. if you were going 3 turns, it is turn, move one-third, turn, move one-third, turn, move one-third.  firing is at the end of turn, with about half the normal chance to hit if the target was not in the forward arc the entire turn.  Light weapons
have a range of about 45, heavier weapons 90.  for my game, I quartered everything and played in inches with thrust about 4, light weapons range 12 (using a d6 to hit), heavy weapons range 24 (using a d12). There are no shield rules. After playing once after 30 years, I still found them to be a fun game.

I do not have many space fighters in the Micro Machines but do have two X-wings and 2 tie interceptors so will go with that.  Nice and simple.  I have a quick look at the Star Wars wikia to figure out weapons and engines.  I drop the torpedoes and missiles as they would involve the advanced rules and more rules that I do not have time to think about.

So, here are the ships stats, that look very much like Starhound stats:

Single seater
4 engines X X X X
4 lasers X X X X
Speed: 4
Turns: 4

Tie interceptor
Single seater
2 engines X X
2 disruptors X X
5 hull XXXXX
Speed: 5
Turns: 3

Lasers are light weapons and have a range of 12; disruptors are heavy with a range of 24.
Turns are the number of 60 degree turns per player turn.

The battle is on between the fleets of the Rebels and the empire.  The fighters are send out from each side to engage.  This is the story of the meeting engagement between two X-wings and two tie interceptors.

The two X-wings are veteran Sam with novice Anne.

Rebels (Micromachines)

The two Tie Interceptors are veteran Catty with novice Frosty.

Empire (Micromachines).  Yes, I know Catty is really a tie bomber and Frosty is Vader’s Tie Fighter.

(Names are from my children’s teddy bears).
The game is played on an Ikea table as that is all I have at short notice.

I set them up on opposite sides of the table.

The Ikea battleground.

Rebel plan: Try and go on one flank, go in fast and try and shorten the range (the X-wing weapons have a maximum range of 12″).  This sort of worked but in reality the Tie Interceptors came too close anyway.

Empire plan: go slow and keep the distance open (weapon range is 24″).  due to my mismanagement and poor visualisation of distances, the Tie Interceptors ended up closing the range and losing the weapon range advantage.

The first two turns see the two forces rushing up to each other, increasing their velocity.

X wings going for the flank.  Empire just charging ahead.

 Turn 3 sees the Rebels do some good manoeuvring and the Empire slowing down and not so good.  The Empire player is very close and lost any range advantage of the longer ranged weapons.  Sam slams Frosty with 3 hits (from 4) but they end up being near misses (three 6’s in a row for damage).  The near miss on Frosty means that, as a novice, Frosty has to thrust maximum next turn (a hit does this to a novice as well).
Firing is simultaneous and Frosty fires at Anne – 2 hits, each destroying a weapon.  Unlucky – there is only a 1 in 6 chance of hitting a weapon.  Anne, also a novice, will have to thrust maximum next turn.  Anne is already going 12″, so will plot a 16″ move next turn!

First blood to both sides.

Next turn is a mess of multiple tuns on both sides.  Anne plots 4 turns and ends up in a good position, fires at Catty and misses.  Catty, that barely moved, fires at Anne for two hull hits who will continue to accelerate next turn due to being hit again. Frosty does some pathetic plotting thinking he was really clever but ended up nowhere. Sam has a line on Frosty and score two hits, destroying an engine and a hull section.  Tie interceptors have only two engines so it now means Frosty has one engine and is limited in speed and turns.

Dancing around each other.

Anne and Frosty, both novices and both accelerating as fast as they can due to being hit, end up in limbo away from the centre.  Not great, but not bad as neither can be fired on.  Catty turns in place and Sam does nifty turns at low speed to see then face off each other at very short range. Catty destroy’s one of Sam’s four engines, and Sam destroys one of Catty’s engines, damages the other and also one Catty’s two weapons.  Catty can only thrust at 1″ per turn now and no turns. Catty is really out the game as he can be picked off at any time, and is not a threat.

Sam and Catty face off.  Catty loses one engine and the other damaged.

 More plotting that wanted to be clever but wasn’t (except Catty, who just moved 1″!).   Moslty is is down to my inexperience with plotted movement – my (limited) experience since 1985 with spaceship gaming has been impulse movement or vector driven.

A turn of downtime to stop doing mandatory actions.  Not intentional but useful.

With Catty out of the game, only Frosty was left.  I plotted Frosty to do some turns and slow down,but read Catty’s plot, but for the previous turn and did not move Frosty at all.  You would think with only four pieces, how hard could it be to remember to move them?  Well, obviously it isn’t.  With a poor turning anyway (as a novice he gets a poorer turn, and less turns as he only has one engine), the outsome would not be much different.  The range would have been a little longer but he still would have not had any X-wings in his firing arc.

Anne and Sam line up Frosty very well.  Anne is in “the slot” and so gets a bonus to fire.  Anne hits with both shots to stun Frostly (does nothing for one turn) and damages the remaining engine.  Sam scores 3 hits destroying a weapon, a hull and the engine.  Frosty is stunned, no engines and one weapon.  He is also out of the game.  Victory to the Rebels – a yay or a boo depending on your alignment!

Forgot to move Frosty and the X-wings take him down.

A hoot.  I could visualise some of action in my head – the swooping and firing of cinematic space fighters as it appears on the big screen was well represented by the Starhound rules.  And I got to use the rule modifications  I wrote 30 years ago but never played.   The game lasted all of 20 minutes over 7 turns, including plotting, note taking and dice rolling.  It took longer to scribble some modifications than it did to play the actual game.  But I had fun the whole time from digging out the old rules and games to reading them, discovering the scribbled rules and the actual play.

Some Painting & Gaming

Posted on May 4th, 2015 under , , , , , , , . Posted by


Things have been busy lately on all fronts so I figured I’d just dump some random stuff up here as an update. Fratris Salutem This event is on May 23rd, weeks away, and I still have a lot of work left to do. I’ve finished one of the three missions, the second is partially done […]

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Call to Glory Battle Report

Posted on May 3rd, 2015 under , , , . Posted by

Most of our Call to Glory games occur on our bi-weekly club night. Lately, the action has been spilling over to pre-arranged games in between those campaign sessions. We’ve been dubbing these babies ‘raids’ and this post chronicles one such combat fought between Raj and Legend!

The Lists

Court of the Raj – 300 points

Army Restrictions (based on the Stronghold buildings constructed): 75 point unit cap max, No Heavy Cavalry, No Monstrous Beasts or Cavalry, Level 1 Wizard only

32 Raj the Chosen Champion, Marks of Slaanesh and Tzeentch, Shield
26 – 2 Plaguebearers
32 – 2 Daemonettes, Standard
18 – 2 Tzeentch Horrors
12 Newman the Ungor Halfhorn, Mark of Slaanesh
8 Moxie the Chaos Warhound, Vanguard
38 – 2 Chaos Warriors, Mark of Khorne, Halberds
38 – 2 Chaos Warriors, Mark of Khorne, Halberds
40 – Flamer of Tzeentch
50 Blighty the Blight King Champion
294 total points

Each player has a unique Gifts of Chaos deck in addition to their lists. For a list of the cards in each player’s deck, check out Call to Glory Campaign #6.

While most the campaign crew are using Blight Kings or their Khorne equivalents as generals, I’m having success with Raj as a mere Chosen Champion. There is also the fact that I’m on a decent win streak and campaign rules mean you can’t switch marks on your general unless you draw or lose. As long as I’m winning, I have to stick with Tzeentch! Raj has made enough offerings to earn a permanent Mark of Slaanesh as well, which is handy for avoiding those killer panic and fear checks at this point level.

I still take a Blight King, though. Point for point, they’re some of the best models you can get at this level. They are a bit slow, though, so I just stick to one. This model is still a WIP in progress. I want to add some more tentacles holding a shield and great weapon, as the BK can switch between weapons.

I have two units of two Khorneholers. Warriors with Halberds are pretty brutal versus all the Beast and Daemon options at this level and the extra attacks from Frenzy give them an edge over other Warriors units.

I have a Daemon unit from each god but Khorne. Although I don’t have a wizard yet, these units can cast spells from their own God’s lore (assuming you have some of those spells in your Gifts of Chaos deck – which I do!)

The flamer seems like it’d be really awesome but generally does jack shit. At least it doesn’t usually die, though. Moxie the warhound runs interference and Newman the halfhorn sees if he can get lucky with his short bow. He’s bagged the Bear and the Journeyman once each already. I also have two shooting Gift of Chaos cards that are good to use on him if I get the chance, Death’s Heads (12”, S4, D3 wounds – from the Plague Drones) and Slythey Tongue (12” S5 – from the Jabberyslythe).

The Legend’s Raiders – 300 points

Army Restrictions – 75 point unit cap, Warriors only, Nurgle and Slaanesh only, No Heavy Cavalry, No Monstrous Beasts or Cavalry, No Wizards.

50 – Skeggi the Blightzerker champ, General.
74 – 4 Chaos Warriors, Mark of Slaanesh, Shield, Champ (which I forgot all about)
38 – 2 Chaos Warriors, Mark Slaanesh, Shield, Halberd
38 – 2 Marauder Horsemen, Mark of Slaanesh, Throwing Axes, Spears
50 – 2 Hellstrider Valkyrie, Whips, Banner
50 – Oglof the Ogre Champ, Mark of Nurgle, Extra Weapon
300 Points

My army has always been shifting and changing as I build new things and see what works well for me, which is rarely anything. I usually use my Blightzerker for a general, and by usual I mean every other game since I lose more often than not lately. I would like to say that I have this grand scheme to the build of this army, an insidious plan by which to secure victory, a hole in the rules that I plan to exploit… but I don’t. My main goal is to build an army that looks as Norse as I can and then watch it get beat to shit with the occasional sweet, sweet win. I will say this about what little strategy I do have: I fail at rolling dice so Slaanesh is the way to go for me. I see now that I would benefit from having some of the other marks opened up, but meh, those ideas are for thinkers. But here is why I have what I have:

The warriors are kitted out to be an anvil at some point, and to remain as cheap as they can be in the process. At some point I will mark them Tzeentch, but that’s for another month. I did just build some halberd warriors so I could beef up my hitting power since the marauders I was using were not quite pulling their weight.

The fast cav is still in the experimental phase. I’m not sure how to use them to the best effect, but the horsemen are the only option I have for a little shooting in the list. They are vulnerable to shooting and combat which makes them a little bit of a liability, but also a potential pain in the ass for the opponent. The Hellstriders are one of those choices that few people ever take, which for me is an immediate draw. I like their rules and the idea of them, but I fear that their effectiveness will only be realized once the unit sizes get a little bigger. The ability to march 20 inches though has allowed me to put them in some key locations in previous games. The idea to waste 10 points on a banner is for those frequent wiff-fests where victory can be sealed with that one point of combat res. Oh, and I have banner of swiftness in my deck too.

Oglaf is my one fear causing distraction in the warband. He uses the shield as an additional weapon not knowing that it could be used for defense. What can I say, he’s an ogre and ogres kill shit unless they don’t.

The Blightzerker is my one bandwagon addition in the warband. Point for point, you can’t argue with the combination of defensive and offensive abilities. Not going to lie, I feel a little dirty using him and I am a little happy that the next month will see a decline in the use of the 40mm based infantry.

Raj’s Plan
This scenario is Battle for the Artefact. In the center we placed a Marauder to represent our target (they’re only good for slaves now!) Only generals can claim it and it’s worth 130 VP (scaled down from 500) at the end of the game. That is a huuuge swing so I will stay focused on that as my key to victory. Raj as a champion actually works out for me since I can be jukey and just shoot for the objective. Legend’s Blight King general will have to get into the fray to make his points back. Other than that, I wanted to target Ledge’s fast cav units. I’ve learned in previous games they’re pretty fragile but worth a ton of points!

Raj’s Opening Gift of Chaos Hand
As described in the campaign rules, these are doled out at the beginning of the game and each turn just like Triumph and Treachery cards.

I started with four and was very pleased with my pull. The Soporific Musk is extremely powerful in head to head Chaos Warrior fights and the Surprise Attack card would help me get the charge on his fast cav units.

The Plan of Legend
I just want to kill shit! All of my best laid plans fall apart so if I fall back on killing everything I can’t help but win… right? Guys?… Anybody?

It seems impossible for me to make a draw without getting some god damn resources in it! The other three cards are pretty good though. The Unholy strike may be my best chance at taking down his Blightking, and the Thunderous Charge is always a bit a surprise in combat.

Legend Deploys First

My initial deployment has me eying up the slave. I don’t want to be too aggressive as to allow Raj to squirt around me, but I want to keep pressure on the scenario. Once I finish, I stare down the field at what Raj has deployed:

The vanguard always leaves me scratching my head. I’m never sure where to pull these fast little fuckers, so I decide to move away from his shooting flank with the Valkyrie and I figure I will gamble and push up my Horsemen with the intent of killing that flamer with shooting if I manage the first turn.

After a manly hand shake to rouse the Chaos Gods, we begin!

Legend Wins Turn 1 (At least I won something)
I push my horsemen up to score a quick kill on the flamer with throwing axes, because you know, dice always work that well for me. 

The rest of my movement is as modest as a virgin on her wedding night. No charges, just steely glares across the table. No magic, on to shooting. My horsemen take aim with their mighty axes, they throw, the world holds its breath as the dice bounce in slow motion to reveal one hit! Not bad since I needed 5s to hit, I even managed to score a wound… which was warded. Sigh.

With the ass of my horsemen in the breeze, Raj declares a few charges on them. I flee as any good fast cav would do. He charges again and I flee even closer to the table edge, but manage to stay on. What luck! I must be gifted today! Oh, a forest. Dangerous terrain tests? Bah, no problem. I roll, and up pops the fucking 1 that I was hoping not to get! Raj then manoeuvres his daemonettes out of site of Oglaf and starts to do what Raj does best, squirt around the edges. 

Raj’s Turn 1
I declared a charge w/ Blighty and followed up with the Khorneholers to try and get those damn horseman off the table. They just managed to stay on although 1 got his head knocked in through the woods. My shooting did jack so that was about it for me.

On the left side I just kind of pussy footed forward. Those slaanesh soul whatevers have burned me on long charges before.

Legend’s Turn 2
The gods gift me with a fair set of reinforcement cards. These will certainly do.

Beyond the foresight of the Raj, I saw an opening for a charge with Oglaf. From the corner of his squinty little eyes he could see the shrubs move as Newman finished a poop. I needed an 8 for the charge to be successful; I rolled the dice and saw a 2 and a six. Oglaf put on his shit kickers today! 

Meanwhile, after the failed charge against the horsemen, Raj’s Khorneholers were ripe for a long charge by my Blightzerker. I needed an 8 for this charge as well, and this little fucker must have been hankerin’ for some Khorne on the cob ‘cause he made it in. 

Since my fast cav had a double flee last round they were unable to move or shoot when they rallied. So, on to combat. I decided to start with the Khorne on Nurgle slugfest in the middle of the board. Striking at the same time, I was a bit nervous if I was going to pull this one off, so I put down the Thunderous Charge card making it possible for the Blightzerker to use his second hand weapon at strength 5. All 5 attacks hit and three of those squeaked in for wounds. At the same time he was unable to avoid the pointy end of one halberd and took a wound for the trouble.

I decided to overrun to get out of the charge of Raj and his Blightking, running an impressive 9 inches. 

 The panic checks found Moxie and the Blightking taking leadership checks; Moxie passed, and the Blightking headed for the hills.

Kind of wish I stayed now since this puts my general far from the objective. This might be the point where my plan fell to shit. Oh, and Oglaf beat up the ungor… You feel like a big man now, Mr. Ogre?!
To begin the path of vengeance, Raj selected a charge against my Valkyrie. 

Having a banner, I wasn’t worried what a couple plague bearers were going to do. I figured the banner cancels the charge bonus and I get to strike first. What could possibly go wrong? Raj made the charge no problem, even with a little extra help from a card he didn’t even need. 

To finish what he started with the horsemen Raj charges with the daemonettes. I have no choice but to stand and shoot since I was far too close to the table edge to flee. If I managed to take one down with an axe, maybe, just maybe, I could still win the fight.

But that’s not what happened. 

The battle between the plague bears and valkyrie went a little better, or would have gone even more better (betterer?) if it weren’t for Raj and his little Glory cards. First, Raj boosts the weapon skill of the Plague douches, which is well played because it saved him a hit. 

I still managed to put a wound through which Raj then plays a Glory card for the ward save. 

A good plan since he rolled a 1. The Glory card takes effect and he rolls a 5! 

The Plague Fairies roll back, but before they roll to hit he plays another Glory card. Again, he rerolls a one.

And then he gets a poisoned 6! 

I lose a Valkyrie, but hold my ground.

Raj’s Turn 2
I still counted as being ahead in VP, so only got to draw 1 card.

I was pleased to get this one as it would make my daemonettes much deadlier (even getting me a shot at KBing his Blight King general if it came down to that.

I used my Surprise Attack card to get the jump on the slaanholes and soporific musk to try and get the combat in my favor but it was a big whiff fest. I was so excited about going after those guys I forgot to move my remaining unit of Khornholers.

On the other side ‘o the field I rallied big Blighty and juked Raj forwards towards the objective. I had Moxie close on the Ledge’s heels to march block and hopefully keep him from making it back towards the objective in the middle. The Daemonettes killed the horsemen and the flamer continued to do jack shit.

Legend’s Turn 3
I didn’t have many option this turn so I moved my warriors back to harrass Raj a little. Moved up my Halberds out of the arc of the Khorne warriors even though that tempted an easy charge with the Blightking, though maybe I had a dirty trick if that happened. 

The Ogre was march blocked by that damn Flamer so he just waddled about toward the middle of the board. Moxie failed to march block the Blightzerker who was trying to get up behind the Blightking.  

In combat, my remaining Valkyrie was able to put down one of the Plague Bearers which won the day and the last one popped. She then turned to face the Horrorers.

As expected, the Blightking charged my Halberds. I had to hold to keep them from getting into the arc of the Khorneholers. 

Not expecting a shooting attack on the side of the board with the last Valkyrie, Raj pulls out the Slythey Tongue! 

But for insurance he plays a glory as well, which of course turns the 1 to wound into a 3 which means a dead hellstrider. 

Seems the gods favor the bold! Cocksucker. 

In the battle with the Blightking, I pull out the Unholy Strike card. I miss so I throw down a Shadow of Defeat and manage a hit. A wound! AND THEN… a single wound. Fucking game. 

Raj’s Turn 3
Being down on VP, I got to draw 3 cards but just got a bunch ‘o damn resource cards. If you win too many games your deck fills up with this crap! The Glory cards are marginally useful at least.

Blighty charged in to the warriors harassing Raj. Dirty Ledge had an unholy Strike up his sleeve. The doofer originally missed his swing but Ledge played a Shadow of Defeat card to reroll and hit Blighty. Shadow of Defeat cards let you reroll anything so they’re pretty useful. Every time you lose a game you get one. Every time you win a game you have to give one up. As I’ve been on a win streak I have none of those supremely useful buggers.

In any case, that warrior only managed a single wound with that hit and then Blighty turned both of them into a fine jelly.

Meanwhile, I used my Slythey tongue card on a horror to take out the last slaanhole. I correctly judged yet again that a Glory card would be necessary to take that bastard out.

A lot of jukeyness was going on in the rest of the battlefield. Raj continued to hang about the center out of Ledge’s arcs while the rest of my forces moved into position to pounce.

Legend’s Turn 4
On the plus side, at this moment I didn’t have many models to worry about. I kept trying to get my Blightzerker out from the wrong side of the table, the same with my Ogre, and I kept backing up the warriors who were facing a flank charge from the daemonettes and a frontal charge from the Blightking. Not a great place for these poor bastards to be. 

Well, that was an impressive turn…

Then on Raj’s turn… Daemonettes in the flank?! WHAT!? 

Actually, I was hoping that they would give me the combat res I needed to win a combat with the Blightking. The Blightking that was getting all up in my shit 

 At least his Khorneholers didn’t make the charge. 

The battle was epic! I managed to kill only one daemon bitch. The Blightking got two wounds in, but I parry saved them both! 

Raj’s Turn 4
Back in the VP lead, I got a single card.

One use only cards are seriously one use only. Once used, you put it into your opponent’s discard pile instead of your own. This potion is friggin awesome, though. I didn’t want to use it unless absolutely necessary.

On this turn I went all in on Ledge’s 4 pack of warriors. Blighty and the daemonettes made it in while the Khorneholers looked on longingly. Despite a plethora of cards being played, not much happened. Ledge had a wicked double parry from Blighty’s great weapon and held the break check.

This piece of shit flamer continued to suck it up taking potshots at the blightzerker.

Legend’s Turn 5
The Blightzerker and Ogre were still getting march blocked, so they were well in hand for the Raj. I was only hoping for another round of glorious rolling to keep my warriors alive one more turn. But we all know how that goes. 

Couldn’t save two wounds, or kill that last daemonette. Run you fools! But not too fast, don’t play ‘ard to get or anything. 

Raj’s Turn 5
This one was pretty much locked at this point. Raj was hovering next to the objective and I moved the Khorneholers and Flamer in position to block Ledge’s general and Ogre respectfully. Moxie sat on the Blightzerker’s flank making sure he couldn’t just move around the Khorneholers to try and get the objective last turn.

Legend’s Turn 6
I took some quick vengeance where I could. He used his Khorne warriors to chaff up the Blightzerker. So I used a Gut Charge and rolled through them. 

 Oglaf finally got some action by killing the Flamer that had been hounding him all game. 

But all of it was for naught; Raj captured the slave. 

Looks like I will have a new general yet again! Well, it is chaos after all; generals shouldn’t remain the same.

Raj’s Turn 6
Raj hunkers down next the slave, whispering sweet nothings into his ear.

Ledge edged Raj out slightly on pure VP with the last turn sacrifices but the objective bonus more than made up for that in the end. Victory to Raj!

In addition to the slave card gained, the winner gets to steal a card from the loser.

Will it be the Unholy Strike? Gut charge?

Just a friggin Glory card. (cue sad trombone)

Anyways, that’s it for now. The campaign slogs on!

6mm WW2 Russia 43 Iron Wedge Red Guards scenario with MWR

Posted on May 3rd, 2015 under , , , , . Posted by

I have acquired a lot of WW2 rules for company/battalion (1 figure = 1 team/squad) over the years and have not played most of them.  My aim is to use the Russia ’43 Red Guards at Kursk Skirmish Campaign book and use a different ruleset for each scenario.  I am going to scale the scenarios up from skirmish to the level required by the rules and then scale the measurements down from inches to centimetres to play on a small board with 6mm figures.
This is my first battle in the series and so will start with something not too complex.  I am using the Mechanised Warfare Rules (MWR) rules by Andrew Thomas and available from Irregular Miniatures.  MWR is one of the inspirations for the Pz8 series of rules.
See this page for information on my replaying of WW2 scenarios with different rules.
Overview of Mechanised Warfare Rules
MWR is a ‘rules light’ set of rules for WW2.  It also contains an addendum for post-WW2 conflicts.  If you like a lot of detail and everything spelt out on what you can and cannot do, these rules are definitely not for you.  But for a fun game, these are great. But I do miss that there is no command and control at all.
There are two scales of the game: 6mm where 1” = 25 metres and 2mm where 1” is 50 metres.  Other than this difference, the example base unit for 6mm is generally a team of 1 vehicle; for 2mm it is 1 squad and 3-5 vehicles. All distances are in game are in metres.  Game uses d6s only.
Turn sequence
Game sequence is:
Player A moves
Player B fires
Player B moves
Player A fires
Command and control
There is no command and control. There is no spotting or hidden movement other than unit cannot fire at unit not in LOS.
Rough ground moves are:
  • Infantry move 100m
  • Vehicles move between 150m and 350m depending on the vehicle (there is a table)
Road movement is double.
That is all the movement rules.
Example fire ranges:
  • Infantry base range is 100m.
  • MGs are 200mm.
  • Guns are dependent on calibre and  range from 200m (20m), 6pdr (500m) up to 1500m for the large guns.
To hit roll 1d6 and a 5-6 hits, 4-6 at half range, -1 if firer moved. Artillery uses a 1” burst circle and hits on a 5-6, +1 if FO of HQ unit within 500m of target (this is the only mention of HQ units); If artillery misses it falls long or short.  This is it for the to hit rules.
To fire attacker roll 1d6 and adds their attack factor against soft or armour targets e.g.
  • 1 for infantry Vs armour
  • 2 for infantry Vs infantry
  • 5 for a Stug Vs armour
  • 2 for a Stug Vs infantry
Defender rolls 1d6 and adds defense factor e.g.
  • infantry in open 0
  • infantry in soft cover 1
  • Stug is 3
Compare attacker score against defender score:
  • If less, no effect
  • If equal, defender cannot fire or move for one turn
  • If attacker 1 or 2 more then defender is immobilised but may fire after 1 turn
  • If 3 or more then defender destroyed
Close combat
There are no specific close combat rules.
There are no morale or experience rules.

There are aircraft rules – limited sorties, 4 types of aircraft and anti-aircraft rules.

I am using IRON WEDGE the third scenario from the Russia ’43 Red Guards at Kursk Skirmish Campaign book.  This first two scenarios is quite small and infantry only.  I wanted something with some more variety to test out the rules.  It pits limited but dug-in defending German infantry and AT gun against advancing Russian tanks and tank riders.  The Russians are trying to exit off the German side of the table.  The Russians win if they exit 3 AFVs by the end of game turn 12, otherwise the Germans win.
Overview of the table – Russians enter on the left, Germans deployed anywhere from the hills to the right edge.  This is also this board that I cut and flocked.  did not turn out too bad.


Germans – picture is fuzzy but gives you an idea of the quantity.

Force HQ

     1 Infantry HQ base
     4 infantry bases (each with satchel charge)
1st Pioneer company
    1 HQ base
    1 MMG base
    6 infantry bases (2 with satchel charges)
    1 flamethrower base
2nd Pioneer company
    1 HQ base
    1 MMG base
    7 infantry bases (1 with a satchel charge)
1 AT section
    1 Pak 36 3.7cm AT gun
The 2nd Pioneer company was the variable attachment.

There are no satchel charge rules in MWR so will use: range 1″, hit on 4+, Attack value Infantry 8  AT 5 

A not great picture either of the Russians.

T-70 unit

    3 T-70 on turn 3 (a d4 roll)
T-34 unit
    3 T-34 on turn 1 (a d4 roll)
1st Tank Rider company
    1 HQ SMG base
    7 SMG bases
2nd  Tank Rider company
    1 HQ SMG base
    7 SMG bases
1st Motorised infantry company
    1 HQ Rifle base
    1 MMG base
    5 Rifle bases
    3 trucks
The 1st Motorised infantry company was the variable attachment.
As each vehicle may represent 3 vehicles in the rules, I will allow 3 squads per represented tank to be mounted.
The scenario calls for an 8’ long table that I am scaling to 30” (I have made a board 72cmx48cm scaled down 2.5 from a 6’x4′ to match scaling rules down from inches to cm. Naturally, the first scenario I try out is 8′, not 6’!) .  German setup is 72” inches from their edge that equates to ¾ of the length.  So for my Game, the Germans may setup within 22.5” of their edge.  German infantry may be in foxholes and the AT Gun dug-in.  Additionally there is two 1″x3″ (1cmx3cm on my table) unmarked AT/AP minefields that may be placed at the start. note:
The stream is soft and impassable to the trucks and cause a bog check to AFVs.  MWR has no bog check rules so I will use:Bog check – 1 on a d6 is bogged; 5-6 on a d6 to unbog.
All Russian AFV entry points much be recorded prior to the start. Tank riders may enter on or off the tanks.

Focus for the Germans could be on back just before exit, or up front hoping for early KOs and slowing down.  I went with focussed mostly at the back with some at the front to keep the Russians honest.

Note the 37mm AT gun has a rang of 10 inches and infantry stands are 2″.

German deployment

Turn 1 the T34 and trucks enter.  The trucks are going in the front to find the defence, rather than the T34s.  Getting 3+ tanks to the other side is the aim.  12 turns, 6″ a turn move for tanks is 5 turns.  The T70s not on until turn 3 and it will be 8 moves for them!  Trucks move 4′”.  There is no sight rules or hidden rules in MWR so will just say cannot see units in or behind cover. Unless the Russians want to dash the whole way without stopping, 12 turns seems doable.

That Russian tank riders are at the edge of the board indicating what tank they are on.

Russians enter on the left. Infantry at the edge are the tank riders that are riding the tank further up the table.

The Russians decide to focus on right flank as there are less ambush positions.  This leaves a flank (their left) alone. Hopefully the defense is distributed (of course it is as the game is solo, but this is the attempt to think from one sides view!).  The trucks will need to go first as they do not count for victory conditions and need to wait until the T70s show up as they should go before the T34s to probe the defenses as well.

In Turn 2 and 3 the trucks advance a little more and in turn 3 the T70s enter the table but don’t go to far – the best paths are still unknown.

T70s enter.  Again, infantry at the edge are actually riding the tank/truck further up the table.
The trucks reach the gap, and are fired on by infantry to each side.

Two German infantry are close enough to fire at each truck.  Infantry miss (5+ required at long range i.e. 1″ to 2″).

In turn 4, the Soviets will have to speed things up with only 8 turns to go. The fired on trucks unload (no rules for that either – I made up one saying 1 turn to load/unload).  The T34 and T70s dash forwards.

The trucks showing where the enemy after, the tanks roll through the gaps.

Dismounted infantry fire at the Soviets –  one miss, one permanently immobilised.
Some of the German infantry on their right flank move closer to middle – there is nothing coming there way so they will race to try an intercept the Russians.   Note there is no rules for moving in or out of melee. At this scale, I will follow the rules, so trucks etc. can move of of melee if they wish.

The Soviets fire back but miss with all rolls.  I assume you cannot fire though troops so the Russian tanks have no line of fire to any spotted infantry.

Turn 5 see lots of movement from the Russians as they race through the first gap between the hills.

Russians closing in on the gap before the river.  The German AT Gun is in the centre in the woods, To the right can be seen German infantry racing towards the gap to beef up the firepower.

The Russians are closing in on the last gap between the woods before the river.  Close enough for the 37mm to open up a hit and a difference of 3 in the dice sees a T70 KO!  And the Russian infantry disable a truck and the passengers debark.   Any German infantry not near Russians  move towards this gap.  The Russians fire on the 37mm with everything they can but all they achieve is a immobilise (no fire for one turn).

37mm AT gun (at right) immobilises a T70 (shown with some smoke).  At the left is the disabled truck with dismounted German infantry.

Turn 6 – Do the Russians wait or dash through the gap? Dash!  Only as the rules will punish them if they sit there. The sequence of “Player A move, Player B fire, Player B move, Player B fire” really helps the short range infantry fire if you do not move. Regardless, the more chance of movement the Germans get, the more firepower they can bring to bear and the worse off the Russians will be.  Dash it is.  After the Russian move, the Germans fire and  KO a T70 and another T70 is immobilised for one turn.  Germans move in to maybe get in another shot if the Russians stay still.  The Russians fire at the approaching German infantry and manage to rout two stands.

The gap before the river is crowded as the Russians attempt to dash past the Germans.  The square bases are Germans – they are surrounding the tanks but the turn sequence means they move close, but then Russians will fire and then move away.

Turn 7 and two T34s move off the board.  I am assuming 1/2 speed for the river.  It is 1″ wide, T34s move 6″ so they moved 4″, enough to exit.

Two T34s have already existed and the last T34 is only a short distance from existing.  

The third T34 is nearly off and there is only two stands (one with a satchel charge) that can fire at it.   Both miss.  I don’t play out any more moves – in turn 8 the T34 can move off the board.

The table at game end.  Russian infantry at the first gap between the hills and a lot of Greman and Russian infantry at the gap at the river.  The T70s are unlikely to make it off the table but no matter, the Russians got 3 tanks off the other side.

The Russians meet the victory conditions and win.


It was 4 weeks after I started playing until I played the last turn. When writing up this post that I  realised I had completely forgotten about the minefields.  So let us replay a part of turn 7 when the first T34 cross one of the minefields to see if things go differently:

T34 enters unmarked minefield: minefield misses.  Assuming that nothing was triggered due to the miss, roll for the second T34 entering the minefield:  A hit, but no damage.  The third t34 avoids the area.  So the three T34s still make it off the table and it is still a Russian victory.

I also forgot a bog check for the tanks at the stream.  I roll now for each of the T34s and they all passed.

The game is actually a lot closer than it was adding in the mines and the bog checks!  One poor roll for mines or bogs would have seen the Russians lose.

I did not realise I did not scale the rules down from inches to cm until turn 5.  This turned out to be a good thing as it played really well using inches on the small table – the firing distances in cm (2cm for infantry) and the number of turn it would have been for the T34s to cross the entire table (12 at full speed) would have skewed the game.  There was only a small number of units on the table and the rules are likely designed for much more. It worked really well and felt right.  About 2 turns in a though the turn sequence would not work for chase games like this, but it did.  I thought it would be a Russian cake walk.  It wasn’t.  I like the rules ans a basis to build on. They are simple and fun.

I originally made the 30″x20″ board about 14 months before this post and this is its first outing. I had also set out the terrain about 14 months as well.  It took awhile to get around to finding the gaming enthusiasm for this (it came back months ago) but I am glad it did.  I like the small table and 6mm games.  I already have the second one setup and ready to go, hopefully taking less than 14 months to get around to playing it!

Imperial Guard & Raven Guard Vs Salamanders Battle Report

Posted on April 30th, 2015 under , , , , , . Posted by

So its finally written up and online at The 40K Battle Directory! The lists are on my blog too Salamanders list

The post Imperial Guard & Raven Guard Vs Salamanders Battle Report appeared first on Imperial Guard Blog.

Weekend Star Wars X Wing

Posted on April 27th, 2015 under , , , , , , . Posted by

Colin’s many points of articulation come in handy when explaining Star Wars X Wing to JasonI had some of the fine PAGE fellows over Saturday evening to get some X Wing in. My cousin Mike joined us too, him being predisposed to playing this game really …

Operation Jupiter Game 05 – The Ridge

Posted on April 25th, 2015 under , , , . Posted by

IntroductionThis is game 5 is replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book (Lulu PDF link).  I am replaying them on a 4.5’x5′ table using 20mm, my own Advance to Cover rules and a figure sca…

Battle Reports – Improving the Writing Experience

Posted on April 24th, 2015 under , . Posted by

I want to improve the experience in terms of speed for report writers on my other site, The Battle Directory

The post Battle Reports – Improving the Writing Experience appeared first on Imperial Guard Blog.

War At Sea Battle Report: IJN vs USN

Posted on April 24th, 2015 under , , , , , . Posted by

I recently played my first War at Sea game in a long time. The game was with my friend Seth (wargamer55), and it was a classic Pacific War matchup: Japan vs United States! Forces Here were the two builds that … Continue reading

Khorne Daemonkin vs Iron Hands – Battle Report

Posted on April 23rd, 2015 under , , , , . Posted by

Hey you guys!

I played my 4th game with Khorne Daemonkin last night against Iron Hands in a 1,500 game. I changed things up a bit with my list from previous ones. Nothing earth shattering but still experimenting. Khorne Daemonkin – 1,500 HQ Soulgore: Chaos Lord – Melta Bombs, Sigil of Corruption, Juggernaut of Khorne, Power Fist, Axe […]

The post Khorne Daemonkin vs Iron Hands – Battle Report appeared first on Creative Twilight.

Flank Attack at Chancellorsville

Posted on April 21st, 2015 under , , , . Posted by

After a year delay we finally got Black Powder back on the table couple of weekends ago.  We had several of our usual players as well as a couple new players.  All together about 7 people.  Our past games have been basic meeting engageme…

Spring Showdown – Malifaux match reports

Posted on April 19th, 2015 under , , , . Posted by

4 more almost incomprehensible Malifaux battle reports, with a big pink flying baby with a bad case of piles, hot chicks in leather with big swords, re-animating snipers in a childs playroom and a cast of thousands of mechanical spiders all creating co…

Khorne Assault Battle Report – Lists

Posted on April 14th, 2015 under , , , , , , , , . Posted by

The Khorne Daemonkin codex has been released, and inkzoo and I were itching to take it for a ride. We’ve been waiting for a decent Chaos book for a while, and in particular one that let inkzoo use his painted and awesome Khorne troops. But first, a story. When I was a young man back […]

WFB Campaign – The Gathering Storm: Part 2

Posted on April 13th, 2015 under , , , , , . Posted by

Death in the Oberslecht
Part 1 – Ghosts at the Walls
The shattered map fragments blaze like signal fires in the minds of the wizards. After the initial clash before the walls of Stromdorf, the Empire force races to claim the remaining artifact with the Elves nipping at their heels.

As time is of the essence, both forces rush blindly into the wild marshes of the Oberslecht. Deep within the mists of the marshes Galharain’s mage sight fails him. A corrupting influence is afoot…

The second artifact is discovered lashed to a herdstone in the middle of the swampy region known as the Oberslecht. The braying of wild beasts is heard is the distance, as the two armies become aware of each other through the storm. Scattered due to low visibility, a bloody fight ensues.

The Nuln Steam Tank Deliverance spots the artifact first. Modifications to the wheels allow the machine to churn through the swamp with greater efficiency. The rain and mud splash onto the piping hot engine and the tank emerges from a cloud of steam to slam into the herdstone. The engineer swiftly secures the artifact.

The Magnus Gate Halberdiers cheer on the nearby field guns as they wreck havoc amongst the oncoming Tiranoc Chariots. As they emerge through the sheets of rain they see the Demigrpyh Knights in hard battle with some Silver Helms led by an Elf on a giant eagle. They charge through the foliage and assist in the melee, breaking the elves and running them down.

Luthor Huss and the Knights Gruffon are faced with a more challenging foe – a monstrous Phoenix navigates the lightning strikes overhead. Another unit of Silverhelms, seeking vengeance on the Witch Hunter van Korden, ride him down along with the huntsmen and the great cannon.
The Arch-Lector enters the battle, his war altar being towed through the unforgiving landscape by a contingent of frenzied flagellants, eager for final penance. The light emanating in a halo around the Golden Griffon is like a beacon in the storm.
The Knights Griffon are decimated by bowfire from the trees. The Sisters of Avelorn Pathfinders methodically hunt down straggling Empire troops in their hunt for the artifact.
Deliverance moves in to assist the Celestial Wizard Niklaus Schulmann and the Ironsides, but not before the gunners are forced to flee under the onslaught of the Knights of the Crimson Heart.
The Elven Archmage Galharain is brought to bay in the corner of the swampland. The remaining Empire forces converge to try to end his magical influence. However, the prowess of the Elven bow-fire wreck a heavy toll on the encroaching troops.

Desperate to close the distance to the archers and avoid more casualties, the halberdiers enter the swamp, but many more are drowned during the advance. The steam tank Deliverance powers up the engine for a final devastating collision to wipe out the Elves. Disaster strikes as the floatation device rigged to the underside of the tank fails, and the entire contraption sinks beneath the swamps. Upon witnessing this, the nearby bolt thrower crew gracefully dart forward to secure the second artifact.

Arch-Lector Kaslain and Archmage Galharain face off for the first time. Elven magic is negated by a shield of faith, while righteous fury is held at bay by arcane barriers. The duel ends in a stalemate, as the Elves melt back into the wilderness, their objective achieved.
The two forces now hold one artifact each, and the final battle to control the fulcrum is looming.
[Graeme and I have yet to play the last (few) battles, but I hope you enjoy what we have played so far via Gray’s awesome camera work. I will next post up the scenario rules we have been using. Stay tuned!]

WFB Campaign – The Gathering Storm – Part 1

Posted on April 13th, 2015 under , , , , , . Posted by

Ghosts at the Walls (read the Prologue here)Albericht van Korden strode angrily through the rain and gloom. The Celestial Wizard was hiding something, and he intended to find out what. Documents in the young mage’s possession …

Warmachine/Hordes: Batrep Nr.2 – Legion vs. Khador

Posted on April 9th, 2015 under , , , , , , , . Posted by

Since my Legion of Everblight 2-Player-Box arrived some time ago, Numbdice and Me met for a gaming session and sent our wives on a party :) After scanning through the rulebook and all my stuff, we decided to start with a Mangled Metal match so that I c…

River Crossings – I Hates ‘Em!

Posted on April 8th, 2015 under , , , . Posted by

“Yer mammy weers army butes!”Paul’s rude Scotsmen conversions using Victrix figures: Their insults are almost as damaging as their bullets and bayonets! Maybe they should give a +1 to the enemy when taking a morale test for intimidation and genera…

WFB Campaign – The Gathering Storm: Prologue

Posted on April 6th, 2015 under , , , , , . Posted by

Stromdorf. The rainiest place in the Empire.

The locals take great pride in this fact, although that won’t stop them complaining about it.

The small southern Reikland hamlet is unremarkable in all other respects, situated alongside the River Teufel, and on the edge of a large area of wetlands known as the Oberslecht. In times past, the human tribes in the area would travel to visit a standing stone that stood just outside what are now the town walls, said to grant visions of the future. On the site now stands a Sigmarite Temple.

Rumours of the secession of Sylvania and of the war in the north are troubling, but ultimately have no real impact on the lives of the people here. Not much happens, not much changes. Except for one thing.

The weather is getting worse.

All is not well in Stromdorf.
It started thousands of years ago, before the War of the Beard forced the Elves to abandon their towers and cities in the Old World.
An arcane fulcrum of pure Azyr magic erupted near a river in what would become known as the Teufel. A promising young mage was able to contain it, sealing it beneath the river depths. A Tower of Hoeth was erected nearby, along with a device capable of locating the fulcrum, and assisting with the sealing ritual.
Time passed, and the tower fell into ruins, now known as Tempest Knap. The latent Azyr magic continued to permeate the region, causing near constant weather anomalies. At some point the tower was struck by a lightning explosion so huge, it sent chunks of the building and parts of the device flying across the landscape. These device parts still crackled with Azyr magic, radiating the powers of foresight and weather manipulation.
One part was discovered by the human tribes, and turned into a standing stone (over which a Temple of Sigmar now sits), while the other sank somewhere in the Oberslecht.
Thousands of years later, a young human wizard attempting to divine the location of the fulcrum set off a chain reaction that would weaken the seal, causing it to leak pure Azyr magic. The effects of this are starting to be felt not just in Stromdorf, but also as far away as Ulthuan. The Elven curator of the fulcrum must now covertly journey into the heart of the Empire and repair the damage before it is too late.
Time is of the essence, as the human wizard is also returning, and hopes to harness the power for himself…

Dramatis Personae (and Order of Battle)

The Sigmarites

Arch-Lector Kaslain of Nuln

The Sigmarite crusade into Sylvania has ended in disaster.  Grand Theogonist Volkmar has been taken captive, presumed dead, and only a handful of the invading force made it out. Arch-Lector Kaslain led the remnants back to Nuln, where he wasted no time in preparing to outmanoeuvre his rival, Arch-Lector Aglim, for the office of Grand Theogonist. Having secured the support of the Knights Griffon, he prepares for the trip to Altdorf to lobby for support.
On the eve of his departure, Kaslain receives a letter from the Temple in Stromdorf. The local priest claims to have been gifted visions and dire portents from Sigmar himself, and requires his aid. While the tale is not likely genuine, Lector Gottschalk does have a vote in the leadership. Given how tight the race will be, Kaslain decides to detour west at Grissenwald, and pay the Lector a visit…
Witch Hunter Alberich van Korden

Alberich van Korden was the last surviving agent in Sylvania before its secession. Having survived Mannfred von Carstein’s trap, Alberich must now travel to Altdorf to report to the Grand Temple. Arch-Lector Kaslain is eager to keep him in his entourage, as he was the only other witness to the dire events around Volkmar’s abduction.
Niklaus Schulmann, Acolyte of the Celestial College
A charismatic young wizard with absolutely no talent at his craft, Schulmann has nonetheless been able to convince those who matter that he is, in fact, a prodigy. Rumour has it that he won the favour of Countess Emmanuelle herself by ‘reading the heavens’ and providing favourable portents (long-lasting beauty, decades of prosperity for Nuln, and an end to the ‘rat problem’ in the sewers). In return, he has been granted state troops to escort him to Stromdorf to study the local weather effects for his thesis. What no-one knows, however, is that Schulmann has already been to Stromdorf quite recently…
Castellan-Engineer Jubal Falk
Not at all happy with the Ironsides being assigned escort duty for some mage, Falk uses the expedition as opportunity to field test wet-weather modifications on some of the new big guns and the Nuln steam tank. They should work well. In theory.
Captain Timothias Lindmann of the Magnus Gate Halberdiers
Forgot to pack an overcoat.
Franz Bieber and the Stromdorf Huntsmen
One of the best hunters in the Reikland, Bieber has been sent to guide the Arch-Lector through the Beastmen-infested Oberslecht.
Luthor Huss
A long-time opponent of Arch-Lector Kaslain, Huss hopes to thwart his superior’s ambitions to become head of the Cult of Sigmar. Lector Gottschalk will hear what he has to say about Kaslain, as well as the matter of the ‘Blacksmith of Lachenbad’…
Magnus Gate TroopsHalberdiers
Franz Bieber’s HuntsmenArcher detachment
Nuln Ironsides - Armoured Handgunners
Knights Griffon - Inner Circle Knights on Warhorses
Knights Griffon - Inner Circle Knights on Demigryphon
Long TomGreat Cannon
Gravin’s WrathHelblaster Volley Gun
Ol’ CrankyMortar
DeliveranceSteam Tank

The Ghosts and the Stormbinder

Archmage Gallharian Stormbinder

Gallharian Stormbinder looked back. Mortal eyes would have seen little but mist rolling up the valley. Gallharian’s mage sight saw beneath the layers of the low rolling cloud. His war host advanced silently.
His army had become known as ‘The Ghosts’ and rightly so. Their ships had made landfall, not far from Marienburg, in a fierce storm of Gallharian’s creation. In an audacious move they had advanced into the heart of Reikland. They had utterly wiped out two small settlements to remained undetected. The quest could not be compromised.

Gallharian could not contain the smirk that spread across his face. Long had his line fallen out favour in the Everqueen’s Court, after he had sustained massive losses leading his force on a prior campaign. How things had changed though, in the Gaen Vale – a magical focal point of the world the Everqueen had sensed a change in the winds of Azyr. Something was causing the imbalance deep in the heart of The Empire. An ancient fulcrum long buried in the ruined elven colony of Tor Arven had fallen, leaving a network of waystones vulnerable to daemonic attack. The Everqueen had hoped that the sons of Sigmar who now inhabited the land would unwittingly become its guardians by building their town of Stromdorf nearby.

The court was left with little choice than to send small force to ascertain what was causing the disturbance. Much to the disdain of many in the Evercourt, Galharian was chosen to investigate – his talents in controlling the winds of Azyr were second to none.
Now was Galharian’s time for redemption. Nothing would stand in his way.

Noble - Galimar on Night Talon
Galimar has served the will of the Queen for hundreds of years. Courtiers have come and gone and Galimar’s court standing has ebbed and flowed. His unswerving loyalty has not changed though. Many a battle has been saved by one his deft charges. Those who do not know him see him as reckless or lucky. Those who know him well see his genius in reading a battle. Galamar has doubted Galharian’s conviction in slaying humans so wantonly, but is powerless.

Handmaiden - Ysvena the Everqueen’s Hunter
Ysvena is taciturn even for a Handmaiden of the Everqueen. Having reached the revered position of Handmaiden early in her life, she spends little time involved in the politics of court life. Her position is maintained purely by her exceptional skill in enacting the often hidden and violent will of the Court.

Noble - Cerlian the Unbowed
Cerlian is a duelist at heart, his high status as a Queen’s Banner Bearer has been earned by his endless duels and reckless bravery. Some say he cares not who he fights, he only cares for his own glory and image. Certainly he had no qualms about about wiping out human villages on the way to Stromdorf.

Ellyrian Reavers - The Dusk Riders

Ellyrian Reavers - The Dawn riders

Archers - Moonglade Guardians

Silver Helms - Knights of the Crimson Heart (3rd)

Silver Helms – Knights of the Crimson Heart (5th)

Tiranoc Chariot - Malhin Brothers 

Tiranoc Chariot - The Tempest

Shadow Warriors - Eldremar’s Rangers

Lothern Skycutter - Mathlann’s Bride

Lothern Skycutter - Mathlann’s Fury

Sisters of Avelorn - The Path Finders

Eagle Claw Bolt Thrower - The Whisperer

Eagle Claw Bolt Thrower - The Sycthe

Frostheart Phoenix - Storm Talon

Next… Ghosts at the Walls!

Battlefleet Gothic – Battle Report

Posted on March 29th, 2015 under , , , . Posted by

As promised here is the battle report of the second game fought last week Friday. We played 1500 points Imperial Navy versus Grey Knights. The game was nice to get back into this lovely game after a break of almost one year (?). Here are the lists: Space Marines 6x Grey Knight Strike Cruiser 1x Master plus 1whw…