Posts Tagged ‘Battle report’

Battle for Xilos

Posted on July 23rd, 2016 under , , , , , . Posted by

CLICK HERE Come and join us for Episode Five of the Battle For Xilos Campaign where the forces of Warlord Games’ Beyond The Gates Of Antares clash in this epic struggle. The Slave Pits are open… View Episode Five “Fartok is pursuing his arch-enemy Karg and has tracked him down to the unexplored world of Xilos. … Continue reading Battle for Xilos

FoW Battle Report: HG Assault Guns vs 12 SS Panzergrenadiers 2/5

Posted on July 22nd, 2016 under , , , . Posted by

Hi Everyone,

I think it is time for the next battle report of me running my HG Assault Gun Battery list. So here it goes.

After the first game I thought I did a pretty good job stopping a US Tank company from overruning my positions. This time, I was about to be involved in some maneuvers against the 12 SS Panzergrenadiers. The mission was Dust Up. My opponent’s list was:

We started off by rolling who gets to be the attacker and it was my opponent who got to choose his table quarter and nominate his reserves as well as deploy the first platoon. In fact, when he saw my assault gun horde on the opposite side of the table, he immediately deployed very defensively, putting his all his infantry with attached gun carriers and Barkmann on the table. His Brummbars, armored mortars and 8-rads were employed as reserves as he probably knew that he had to concentrate mainly on defending his own objectives as well as having mobile reserve units that could avoid annihilation by the ravenous StuGs :)

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More Guild Ball Action: Fishermen vs Butchers!

Posted on July 21st, 2016 under , , , , . Posted by

Steven and Andrew are back with some more Guild Ball! Again, Steven captains the Fishermen’s Guild while Andrew plays as the Butchers.

Battle Report – Frostgrave -Dark Alchemy Part 2

Posted on July 18th, 2016 under , , , , , . Posted by

Melchior and the remnants of his warband link up with more survivors as they flee through the factory floor. A triggered mechanism brings strange ancient technologies to life however and the remains of the former workers begin to return to thei…

Guild Ball Video Replay: Butchers vs Fishermen

Posted on July 12th, 2016 under , , , , . Posted by

Good morning Guild Ballers! Steven and Andrew have been hitting the pitch lately, and playing some fantasy sportsball! In this game, Steven captains the Fishermen’s Guild while Andrew plays as the Butchers!

BFG Battle Report

Posted on July 10th, 2016 under , , , , , , , . Posted by

Greetings! I just wanted to share a link from MBS forum member Seahawk, who has put together a great report on the BFG game he and I played via Vassal  a couple of days ago. Head on over to his … Continue reading

A Punic War Cavalry Clash

Posted on July 9th, 2016 under , , , . Posted by

The Young Padawan and I have had my 6mm Punic War figures out again for another game using the To the Strongest! rules. This time we decided to scale things back a little and rather than playing a full scale game we just concentrated on a clash of Cava…

FoW Battle Report: HG Assault Guns vs US 9th Armored 1/5

Posted on July 8th, 2016 under , , , , . Posted by

Hello Everybody, here is another article by Sexy Sixes!

As promised earlier, today I will cover the battles I fought last weekend using HG Assault Gun Battery from Flames of War Digital. The tournament format was the standard 1420 Late War, so no big surprises here. We played 5 battles in total: 2x Mobile, 2x Defensive and 1x Fair Fight (determined randomly before each round + scenarios could only be played once). My list was:

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Astra Militarum Vs Tau Debrief – Help a (Tau) Brother Out, Part 2

Posted on July 4th, 2016 under , , , , , . Posted by

I hope this will turn out to be a fairly detailed 1,500 point, Maelstrom battle report. We used the new Supremacy cards and played the mission where we could score each other’s objective cards. We could only ever draw up to three cards. Help a (Tau) Brother Out Part 1 contains the lists for this Astra Militarum Vs Tau battle. Big thanks to all those who have contributed so far in part 1! Astra Militarum Vs Tau Battle Debrief I am hoping that this is detailed enough to show the main events of the battle. Plus key decisions from both sides, without being too verbose and overly detailed. […]

The post Astra Militarum Vs Tau Debrief – Help a (Tau) Brother Out, Part 2 appeared first on Warhammer 40K Blog.

Gordon Bennett, it’s El Sid! 5 more ADLG Reports

Posted on July 1st, 2016 under , , , , , , , , , , , , , . Posted by

ADLG has reinvigorated a whole host of previously little-seen armies and figures, and next up on the rehabilitation trail are some Two Dragons Normans (and dubiously Viking-esque Almughavar morphs) who take part as a Feudal Spanish army in 5 games of 3…

Déjà vu All Over Again!

Posted on July 1st, 2016 under , , , , . Posted by

“Haven’t we seen you somewhere before recently?”
I’m running behind with my battle reports what with real life interrupting, as it is wont to do!
The Iberian campaign had its second round of battles at the last Saturday club meeting a fortnight ago. My forces had retreated on Burgos where they joined up with the detachment they’d sent off at the start of the campaign. Instead of doing the sensible thing and digging in, or waiting behind the city walls for reinforcement, I marched out to meet the Prussians who’d been hot on my heels during the retreat. They’d successfully masked my reconnaissance attempts, so I had no idea of exact numbers, but it looked like the same force I’d encountered in our first game was bearing down. I was hopeful that the boost to my numbers was enough to stop Andrew’s pursuit and possibly force him to retreat, but maths not being my strong suit, this hope was more of a pipe dream, as he still comfortably outnumbered me.
Tim volunteered to play a subordinate command role, initially confused when I started unpacking my French troops, because he was labouring under the mistaken belief that I was playing British. As his son was opposing us with his Prussians, it would have signified a drastic break in the Allied camp! Tim’s early onset Alzheimer’s episode was laughed over and quickly cleared up for him to take the advance guard and the 1st Division.
Again, the Prussians won the initiative and advance on the town stretched along the road next to the stream. Passing around the town on our right, Andrew attempted to head off the main body, which he knew was approaching up the road. Tim, meanwhile boldly advanced on the Prussians on the left flank of the town, charging the guns with the lancers, and forcing the supporting infantry into square. The gunners abandoned their guns for the safety of the town, while Tim’s infantry, hussars and horse battery fanned out to the left in an attempt to contain the Prussian advance on that side, as per instructions.
Tim commands the avant garde (maybe they like atonal jazz and cubism?)

The Prussians race ahead

“Time for beer and sausages after we whip the French, boys!”

“Time for wine and escargots after we whip the Prussians, boys!”

Sneaky Prussians try flanking move around the town.

Same view from above.

I rolled well and managed to get the French main body onto the table in the next turn. Fortunate for us, because Andrew was positioning his Landwehr lancers to intercept the French main body as it came on the board. Any delay in getting them on the board could well have proved problematic for the French! As it was, I had a strong dragoon regiment on that flank which was more than able to neutralize the Prussian cavalry threat.

Andrew also rolled well, his main body advancing to take on the French advance guard’s defensive line. He occupied the BUAs nearest his side of the town with his Landwehr battalions, planning to anchor himself on that side of the town. His infantry squares fired on the lancers, forcing them to retreat with losses, momentarily threatening the right flank of the French advance guard. However, the remainder of Tim’s command had advanced close enough to the town for him to launch a brigade charge on the town. The first two BUAs were empty, so the French infantry rushed on, picking up disorders, but their momentum was unstoppable! They cleared out the middle 4 BUAs, leaving the Prussians in possession of only the last two. My infantry followed up Tim’s success by attacking the supporting battalion between the town and the river. With all the units fleeing from the town, this one stood no chance!

Tim weighs his options on the left flank of the town, while Andrew moves his troops into the BUAs.

Tim’s lancers charge the guns! The supporting Prussian infantry form squares, while the gunners prepare to abandon the guns to flee to cover.

Tim’s infantry move out to the flank between the successful lancers and the hussars.

“Hmmm…what do we do now?”

Never fear! The main body is here!

Closest to the camera is my command, while the figures on the other side of the road are the rest of Tim’s 1st Division.

Those pesky Landwehr lancers! Too far away to affect the French deployment, but still need to be watched carefully. 

The situation so far; French advanced on the left, while the Prussians are also pushing forward on their left.

The 2nd Division pushes ahead with the dragoons protecting their right flank. Time to leave, lancers!

After copping flank fire from the town, Tim’s lancers retreat, blown and with disorders, but no extra casulaties.

The infantry, hussars and horse gun battery still stand firm.

Though now Andrew’s main body, including lots of cavalry, make an appearance beginning to tip the scales in the Prussians’ favour.

“Vorwärts, meine Kinder!”

“Avant, mes enfants!”
Landwehr infantry enter the town to occupy the nearest BUA, covered by a column of regular infantry.
Note the artillery crew perched on the rooftops!

The French dragoons head up the river across from the infantry, providing flank cover.

Because, sure enough, here come the heavy hitters: Prussian hussars!

2nd Div pause while the guns unlimber to fire on the Prussians

Meanwhile, on the right flank, the Prussians and French infantry go toe-toe in a charge and counter-charge!

With the honours even, both sides withdraw with disorders.

Tim launches a brigade charge into the town! 

Tim’s infantry occupy the middle of the town, so it’s my turn to offer some support! 2 French battalions charge at the supporting single Prussian column.

Their success brought them into a perfect position for the Prussians in the last BUA to give a little flank shot into my victorious columns. With their tails up, my troops just shrugged it off contemptuously. “Bloody Landwehr! Who do they think the are?”

The Prussians regulars break, heading for the hills!

However, this was probably our high-water mark, as more and more Prussian forces entered the board. Tim had cavalry and infantry threatening to spill around his left flank around and even through the quarry which anchored his left. On my right flank, the Prussian cavalry advanced to meet my dragoons in an evenly matched inconclusive clash, while a massive column of Prussian infantry followed behind. In an attempt to disperse the Prussian cavalry, a couple of my infantry battalions advanced out of support range to fire in the flank of the Prussian dragoons. While it succeeded in forcing the cavalry to retire, the Prussian infantry now had an easy target!

The rest of 2nd Div. fan out to the right in closed column, crossing the shallow river to challenge the Prussian cavalry.

The dragoons also shake out into line in support.

The crowded town!

As Andrew re-manned his guns, Tim’s troops charged them again!

On my flank, the cavalry and infantry advance. an inconclusive firefight ensued, but with my flank open, it’s time to bring up support!

One closed column moves up and is promptly charged by Prussian cavalry.

An inconclusive stoush forces us both to return to our starting points.

I was trying to get my infantry into a position to threaten the flank of these Prussians, but they decided the best way to get out of the way was forward; Charge!

Another inconclusive combat left the cavalry back where they started with an extra disorder.
There might still be an opportunity to out-flank the Prussian cavalry!

Time to pull back the infantry with the exposed flank and straighten up the line.

Andrew’s view of the flank Tim was holding. The pressure builds! Cavalry go for a wide flank march, while infantry masses near the town.

Andrew’s blown hussars wait for an opportunity.

What’s that on the dragoons’ flank? Those pesky lancers are getting up to no good again!

The two columns on the right flank try something a little too ambitious and get clobbered for their impertinence!

Run away!

Tim battled manfully on the left flank, but with a whole brigade still locked up in the town, it was really not surprising that Andrew’s weight of numbers told in the end (again!). Another inconclusive cavalry clash on my flank presaged an infantry steam roller advance, while Tim managed to get a whole brigade running away before he, too, had to withdraw before being overwhelmed.

Tim’s light infantry are threatened by cavalry, but also face guns and infantry.
The Prussians charge the squares!

Tim counter-charges with a whole brigade!

In a titanic conflict, the opposing forces come off in a draw!

Back on my flank:
Here come those lancers!

As well as a s***-load of infantry!

My chasseurs head off the lancers…

…who opportunity charge the chasseurs! Lucky they were only landwehr or I’d have been in big trouble! Even stationary chasseurs can chase off landwehr lancers!

All the troops are on the table. My flank is looking particularly unstable!

The Prussian horde!

Another clash of cavalry!

I roll a 6!

But so does Andrew! Back to our starting positions again…

Back on Tim’s flank, reserves approach….

…as Andrew begins to retake the town!

The hammer blow falls! Andrew charges my guns. The crew fires and misses, then stands to protect the guns!

They manage to save half the battery in their retreat!

The victorious Prussians end up in the flank of my infantry!

Tim goes on thecounter-attack.

Run away!

My reserves come up in an attempt to extract the columns in  danger


Back on Tim’s flank, the Prussians charge Tim’s anchored line.

Tim’s massed musketry, plus a botched pre-melee check ensure the attack fails

Run away!

Time for the guns to be run up to do the job properly!

Out on the extreme left flank lancers do battle.
Burgos looks like a good place to hunker down and fortify a defensive position which hopefully will counter the Prussian weight in numbers.  Either that, or retire to another sector of the peninsula where I can get support from one of my fellow French commanders. We’ll see…

Menage et Trois?

Posted on June 27th, 2016 under , , . Posted by

Hello people,So, completing the set Nigel dropped by last night for a game of Infinity, to kickstart us both back into the game. He’d recently picked up the Onyx Contact Force set and I just wanted to get back to it with some table time.As such I went …

WW2 20mm Skirmish game Normandy 28 June 01

Posted on June 25th, 2016 under , , , . Posted by

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…

Star Wars Armada Video Battle Report: Ackbar vs Motti

Posted on June 23rd, 2016 under , , , . Posted by

Admirals Steven and Andrew throw down in a last minute game of Armada with truly thrown together lists.

Iron Fists list revisions – refining the bikes

Posted on June 17th, 2016 under , , , , . Posted by

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…

Star Wars Armada Video: Wave 3 Test featuring Flotillas!

Posted on June 13th, 2016 under , , , . Posted by

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!

If at First You Don’t Succeed…Redefine Success!

Posted on June 10th, 2016 under , , , , . Posted by

“¡Vamos, muchachos!”

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!
I was hoping that the Sagunto Dragoons would keep the left flank secure for a while, but they folded like a deck chair after a couple of turns, breaking to the rear, never to be seen again. From then on I was hoping that the British reinforcements would arrive before it was too late!
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.

By now Darren’s main body was making an appearance on the board, which definitely changed the complexion of the game.
“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!
Run away!

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! 

Battlemad! RAAAARRRGH!!!!

“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!
Darren had since captured a 3rd BUA from the Spanish and had a lot more infantry up in support. My British assault had stalled and the majority of my Spanish troops were in bad morale, which would have caused a Divisional Morale test, so I conceded the field to Darren after a hard fought, but very enjoyable game.

Star Wars Armada Video Battle Report Double Header

Posted on June 8th, 2016 under , , , . Posted by

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…

Strange Aeons: Intro Battle Report

Posted on June 4th, 2016 under , , , , , , . Posted by

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 Petri, Command and Inspire Skills



Firearm Cleaning Kit

Agent DeVille: Grapple Skill



Agent Morse, Accurate Skill



Agent Dark Cloud and the Prior Residents of Sunset Lake, PA

Mad Scientist, Command and Rugged skills


Diabolical Serum

Self Medicate

Five Zombies, Tough and Jump Up skills, Undead and Hideous

Maul (hands)


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.)

That is, until Agent Morse, on lookout in the street near the truck, saw 2 people coming down the breezeway towards him from across the street. One staggered wildly out into the paved lane and got to him before he could hit it square with his shotgun (firing while Alert.) The other plodded slowly along, plaintively moaning.

Upon hearing Morse’s shouts and panic fire, Agent DeVille came out of the front door and charged the zombie which was attacking Morse, immune to the terror of the dead thing (Fear test passed), swinging his lead-filled baseball bat at its head, twisting the old woman’s skull with a sickening crack.

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.)

Agent Morse was in a deadlock with the undead woman, yelling for help when dread started taking its toll as the unbearable smell almost overwhelmed him, his grip on his shotgun slipping from the bloody maw of the zombie chewing the shotgun receiver held squarely by Morse in its mouth like a champ bit. Morse looked sideways at the second zombie now moving next to them which seemed to awaken from a fugue and surge towards the combat…

Suddenly Agent Petri bounded out of the house, shredding the closing zombie with his chattering Thompson machine gun, a found scroll in hand, then ran (Charged) into the fight with Morse, drawing a large meat cleaver from his belt as he shouldered the rotting thing sideways. Together, Petri and Morse managed to put her down, piece by piece. Agent Petri looked at the prone DeVille, then Morse and he slowly shook his head as the Agent lay there, weakly rasping.

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.
The rogue Threshold agent codenamed Dark Cloud stood atop the slabs of the ruins, which glistened in the climbing moonlight with runic spirals of coagulated blood. The agent impassively injected two of the zombies next to him with a large veterinary syringe full of glowing reactant, one shuddering and gaining some degree of vigor (Constitution and Movement boost) while the other, nothing but a popping gasp out of its kinked, fetid throat (No Effect.) With a gesture from Dark Cloud, the zombies walked right off the sheer walls to crumple on the ground below with wet thuds (3″ down) , only to somehow stand up again and start lurching towards the agents (both zombies did not take Fall damage and were able to change their states from the automatic Face Up penalties from falling, to Standing, due to Jump Up traits.)

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 zombie that Dark Cloud’s reactant made more vigorous manically caught up to the Threshold agents, Morse fired from the hip and splintered clapboard siding along with the zombie’s shoulder as the corpse came around the corner, stumbling. The zombie was just out of arms reach (1” from BTB at the end of the random move rate), the so Threshold ran out of the alley, through the back yard of the davenport, searching madly and finding a fourth and final discovery, a Ring of Power on a rock next to neatly folded clothes and shoes in the grass (though not knowing what the ring was or how to use it.)

The zombie Charged, again coming within inches of catching them (less than 1” short of BTB after Random move rate and another Insanity check for Hideous) but this time Morse calmed himself, took a few precious seconds to dump his double aught round and chamber a slug round, compose his aim (forfeiting one Action to use his Accurate skill for his second Action, shooting his shotgun with a Dex boost of +1) and he hit the gibbering thing square in the chest, sending it splayed backwards (3” away , due to Power) and landed face down on the paving stones, a singed hole gaping through its burial dress.

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.

Only as the Rhododendron wipped past his cheeks as he sped through the mossy, rocky undercanopy did Petri realize that this was a trap. One sprung by Agent Darkcloud himself. Petri pulled the panicking Agent Morse down a cut to the fire road and to eventual safety.

End Phase

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!

First Fate of a Nation Game

Posted on May 31st, 2016 under , , , , . Posted by

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…

Encounter at Farpunctum

Posted on May 31st, 2016 under , , , . Posted by

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. 

The Setup
A small Carthaginian army has discovered an area of the the river Farpunctum that is fordable for the main body of the Army, a few hours march away. However the Romans, with superior local knowledge, have left an equivalent sized force in the area and threaten to block the crossing before the Carthaginians have a chance to take it. Their commander decides to take the initiative and advances quickly on the ford.

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

Romans – 141 Points – 26 Victory Points
  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
  Third Command – Left Flank
    Mounted General Detached
    Velites – 3 Units
    Triari – 3 Units
  Army Camp

Carthaginians – 135 Points – 36 Victory Points
  First Command – Left Flank
    Mounted General
    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
  Army Camp
    Numidian Light Cavalry – 4 Units

The Action

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 Carthaginians
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. 

Dusk Knights v Eldar – after action report

Posted on May 27th, 2016 under , , , , , . Posted by

Greetings all,
last night I had my first decent sized game with my Dusk Knights (they’ve only played a 500pt intro before) – and they ended up facing Eldar, nothing like jumping in at the deep end eh?

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Star Wars Armada Video Battle Reports

Posted on May 24th, 2016 under , , , . Posted by

Two more video battle reports for your viewing pleasure!

Clayton’s* Victory – The Victory You’re Having When You’re Not Having a Victory

Posted on May 24th, 2016 under , , , , . Posted by

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

Cold Steel
I certainly got a substantial meal in my last game at the Croydon  venue!

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 light infantry and lancers bore the brunt of Andrew’s artillery fire while my infantry and artillery plodded onto the field. Once my main body closed up, the lancers moved forward to threaten Andrew’s infantry. One battalion formed square, while another moved up in closed column. My lancers decided to try the opportunity charge, which was successfully carried out, stopping the infantry but, in turn, leaving them blown and disordered. Andrew used this opportunity to charge my lancers with his landwehr cavalry in his next turn. I’d planted my tiny chasseur unit out on the flank for this purpose and counter-charged with my blown lancers supported by the chasseurs. It was just enough to turn defeat into stalemate!

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!
I thought now was the time to go on the offensive, as Andrew’s main body had entered the board. The infantry square beside the guns now copped a charge from the two battalions of light infantry. even though one of them was much reduced by artillery fire and copped more casualties from defensive fire, both battalions charged home and forced the square into retreat and ended up in the flank of the battery.

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?”
Andrew’s cavalry made their presence felt, first by charging my pitiful 3-figure chasseur unit (a little over a squadron’s worth), sending them packing. The chasseurs attempted to evade their atteckers, but were caught on the hop. His other dragoon regiment then targeted my lancers, inflicting a loss on them and forcing a retreat with casualties. Things were starting to look a bit crook for the French. 

Nut, meet sledgehammer…
The lancers go in again, lucky to survive the combat.
I finally got the immobile regiment through the woods and angled at the village, but by that time his supports were well and truly available. 3 battalions moved out in closed column to act as a block and were charged by Andrew’s (seemingly endless supply of) cavalry, throwing them back into the woods with disorders. The 2 battalions which charged the supporting battalion outside the village failed to carry through their charge and stopped short with disorders. Double D’oh!
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!
By now I’d come to the decision that I needed to break off before I was enveloped by his overwhelming numbers. I thought I should quickly go on the offensive to give myself some room to maneuver before disengaging. I was rapidly running out of reserves, while Andrew had plenty of un-engaged units. I still had one veteran regiment and an artillery battery in the rearguard to come, but I knew that Andrew had much more than that in his.

I selected the two battalions which had routed my poorly executed assault on the left as my first target for counter attack. Firstly, I marched one battalion of light infantry into their flank and fired, forcing a morale check on the Prussians. They failed it and retreated. The second light infantry battalion repeated the process, and caused a casualty as well as a failed morale test. Two-for-two so far. Next, I targeted the battalion on the right flank of the village with a 3 battalion charge. As Andrew’s infantry were currently masking his battery, my charging infantry were safe from close range canister. The charge successfully took out the targeted battalion, the artillery battery and the infantry in the nearest BUA (built up area)! When on a good thing, stick to it: I then followed this success with a charge on the infantry to the front of the hill which had so conveniently masked their own battery. The numbers of breaking and retreating units counted as big negatives to the morale of the surviving units, so Andrew was facing a big ask in this combat, so I was surprised he opted for a counter-charge rather than standing and firing. I suppose he was banking on his troops breaking before contact was made, therefore preserving more of their numbers than if they stood to take what was coming to them. Anyway, the result was predictable; all 3 battalions high-tailed it for the rear.

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!
It was at this stage that I asked for a divisional morale check, seeing as I had caused 8 battalions to advance to the rear. What eventuated was beyond my wildest dreams: his whole division ended up breaking! Never mind that he had two more, one of which was still to enter the fight, plus all his cavalry. Still, I had the breathing space I wanted; I just needed to make the most of it!

Run away!
That’s where I almost made a complete dog’s breakfast of it. Trying to prevent his cavalry from interfering with my withdrawal, I neglected to realise that my hussars were within opportunity charge range of his dragoons. So when I tried moving them, he charged. I tried to evade, but also made a hash of that, narrowly avoiding being caught mid-change of formation. Still, the results were bad enough; the hussars were smashed, routing off the board with 70% casualties! That was the signal for his other dragoon unit to charge my lancers, who then suffered a similar fate. By this stage my rearguard had entered the board and immediately adopted anti-cavalry formations, ready to screen the withdrawal of the rest of the army. Behind Andrew’s cavalry, the (large) Prussian rearguard advanced to plug the gap made by the routing Prussian division. 

Oh, bugger!

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!

I’d been more successful than I’d dared to hope, but was lucky I didn’t lose more troops to Andrew’s superiority of numbers.
There was also another campaign game fought between Robin’s French army and Vana’s Austrian army in eastern Spain somewhere in the Ebro valley. I think that ended inconclusively with a rainstorm bringing a conclusion to the action, though the French had been doing the bulk of the attacking.
* Clayton’s – “The drink you have when you’re not having a drink” 

Team Yankee : A Bedtime Story

Posted on May 23rd, 2016 under , , , , , , . Posted by

By Brian Sherry
Ah, the 1980s.  The time of my youth.  Who can forget Red Dawn, Rambo, The Day After, Reagan, Andropov (who?) and Star Wars (both kinds)?  Well, I can’t and having had a father in the National Guard and an unhealthy (and continuing!) obsession with military topics, I was fascinated by the prospect of WWIII and a war with the Soviet Union.
 My father set the tone by telling me in the early 80s that, if they so chose, the Soviets could be in France and on the English channel in 3 days.  He told me his 13F MOS (Forward Observer) had a very short life expectancy if the balloon went up.  I was terrified and fascinated by the Soviet war machine and its weapons like the Hind-D, as well as our own wonder weapons like the AH-64 Apache and the Stinger missile. 
Fast forward approximately 30 years approximately 30 years later and one of my favorite games, Flames of War, has reincarnated into a new version called Team Yankee. 
 Based on the book by Harold Coyle, Team Yankee is a miniatures game of the mid-80s Cold War gone hot.  Seeing the fantastic models and reading the rulebook (filled of course with gorgeous pictures of said models on great gaming tables) I was hooked.  I quickly obtained starter-sized armies for both sides (okay maybe a bit bigger than starter-sized) and got painting in a frenzy. 
Due to family and other demands, I don’t get to game as often as I would like these days.  Luckily I do have a rather agreeable game room and a good supply of 15mm terrain.  I was able to play a small game with a buddy but that was before I had painted anything.  So, in order to get my teeth into the Team Yankee system with all my shiny new toys, I decided to play a decent-sized solo game. 
The scenario I chose was “Dust Up” which consists of a meeting engagement between the two forces, with reserves potentially arriving from Turn 3.  Each side had two objectives in their deployment zones, and the zones were diagonally opposite halves of the board along the long table edge.  The combatants can achieve victory if either side suffers a morale failure, or seizes control of an objective in their opponent’s deployment zone. 
To keep the game reasonably short, as I was playing later in the evening, I made two approximately 75-point forces.  I am still learning the game, so I apologize for any rules errors in advance.
1x M1 Command tank

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


Each side had to hold half their units in delayed reserve.  The Soviets deployed their larger T-72 company and the Hinds, along with the force commander tank. 
Across town, the M1s set up behind buildings, and the VADS deploy to cover them from air threats.

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