Posts Tagged ‘Battle report’

Mordheim Campaign Round 5 : LAW VERSUS CHAOS !!!

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

Alright, it only was normal to end this campaign by facing the chaos band ! I don’t know if it was a fluke or a deliberate choice from the GM but it was brilliant and fitting !
Thought the previous battle had left some of the band’s members weakened, I had managed to bring the band to its natural limit (12 models) and add an ogre (would have been silly to keep money since it was the last game !
Let me do a brief recap :

Round one : The lost Prince

Round two : Quest for Warpstone !
Rounds three and four : From the heights to the depths
This time I would be facing Christophe AKA Bubu AKA Bewbs.

Round 5 : PIT OF CHAOS !

Aquila could smell the stench of chaos in this cave, he knew he had some evil to smite. Mutants, possessed and beatsmen were starting to invade the place. In their unfortune, they woke a giant spider up…

That was all the diversion the knights d’Uralex needed to leave their cover to start getting into position., They’d force the chaotics to split…

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Halo Fleet Battles: A Bad Day at Omicron Station

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

Greetings once again! Today, I have a Halo battle report for you written by Landlubber. You can find the original version on the forums. Without further ado: ******************************************** //////////EYES ONLY COMMAND STAFF SECTOR THREE//////////// TO: Commander, 19th Fleet FROM: Operations … Continue reading

Topsy-Turvy Bloody Peninsula Battle

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

The heroes of the day: The Sagunto Dragoons played a blinder!Last Saturday meeting’s game (2 weeks ago now!) saw me taking on Andrew B. in a game set in 1813 Spain, based on the formations of the Battle of Vittoria. Andrew used the Army of Portugal (mi…

The 9th Age Battle Report #01

Posted on February 11th, 2016 under , , , , , , , , . Posted by

Kasual’s Kingdom of Equitiane vs. Rob’s Vermin Swarm!

Over the Top 2016 Tournament Results

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

Warhammer FantasyThe mission was to hold an event that was a little bit different, reflecting the theme of ‘Over The Top’; to bring back some of the Warhammer insanity that had been lost from events after several years of comp and ‘Net listing’, and to…

Mordheim Campaign Round 2 – The champions of Law and the quest for Warpstone !

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

So after the first round against the orcs and goblins, it was time for the knights d’Uralex, proud champions of Law to encounter new foes…
For this second game, I was to face the elves of Thomas AKA Pellox… We were each assigned fragments of Warpstone which could be taken by taking down any hero. The aim was to get as many heroes without losing any…

The quest for Warpstone !

The band had gained a few goods and some fragments of warpstone and they decided to return to their camp. Only problem was that a band of elves was doing exactly the same… As soon as Aquila sensed the elvish presence, he set some of his men to scout the place. They had acountered elves before and he knew this could get stupidly one-sided if wasn’t careful enough…

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Mordheim Campaign Round 1 – The champions of Law and the lost prince…

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

Alright, this one is an usual one today. I’m back from a whole gaming WE in le Havre in France to meet a bunch of extremely nice enthusiasts and we have managed to play a whole campaign of Mordheim with 5 games in the course of 2 days !
I have to say this was a double first for me as I had never played Mordheim before and never had I played that many rounds of the same game in a row.
To play this campaign, I had selected my champions of Law (played as witch hunters) to keep it oldschool and to have the opportunity to play this warband I took so much pleasure to paint.
Here’s a quick (but picture heavy) report of this wonderful WE !


All the tables and games had been prepared by Cédric AKA Punished Ced and believe me when I say he’s done one hell of an awesome work. I’ve rarely played on such magnificent tables and plenty of NPCs were just awaiting for us to roll weird events ! That was GMing brought to an other level really (plus he’s the kindest of hosts).

The Elf warband of Thomas AKA Pellox (think about a whole army of Legolas wannabes and you get the idea) :
Chaos agents from Christophe AKA Bubu AKA Bewbs :

The dwarf contingent from Edouard AKA Bood Wargames AKA Bood :

The Norse warband from Lucie :

And the filthy orcs and goblins (or part of) from Noa :
So that was 6 players fighting for glory and a whole lot of other motives in a series of 5 games to enable them to encounter every other player over the WE.

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City Rumble with Chaos and Iron Hands – Battle Report

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

City Rumble with Chaos and Iron Hands – Battle Report

I’m working on refining my 1,750 list for a tournament this month, and I got to play against Iron Hands to test it out. I took my rough list from the previous week, and ironed out some of the kinks to optimize it. I’ve found that I enjoy having some Tzeentch units in my list. It really rounds out my typical lists, and gives me more options in general. Speaking of, here’s the list.

Disciples of Twilight (Chaos Space Marines) with Daemons Ally: 1,750

  • Soulgore (Chaos Lord) – Bolt Pistol, Axe of Blind Fury, Sigil of Corruption, Chaos Bike, Mark of Khorne, Melta Bombs
  • Herald of Tzeentch – Psyker (M2), Disc of Tzeentch, Exalted Reward


  • Vengeance (Chaos Space Marines) x 5 – Veterans of the Long War, Plasma Gun

    • Aspiring Champion – Melta Bombs, Combi-plasma
    • Rhino – Dozer Blade
  • Redemption (Chaos Space Marines) x 5 – Veterans of the Long War, Meltagun
    • Aspiring Champion – Melta Bombs, Combi-melta
    • Rhino – Dozer Blade
  • Daemonettes x 10
    • Alluress

Fast Attack

  • Spawn x 2 – Mark of Nurgle
  • Spawn x 2 – Mark of Nurgle
  • Chaos Bikers x 7 – Meltagun x 2
    • Champion – Meltabombs
  • Screamers of Tzeentch x 5

Heavy Support

  • Forgefiend – Ectoplasma Cannon x 3

Lord of War

  • Chaos Knight Errant – Ion Shield, Heavy Stubber, Thermal Cannon, Foe-reaper Chainsword, Daemon Knight of Tzeentch, Dirge Caster

My opponent, Karl, threw together a list.

Continue reading City Rumble with Chaos and Iron Hands – Battle Report at Creative Twilight.

Firestorm Armada: Terrans Vs. Dindrenzi

Posted on February 3rd, 2016 under , , , , . Posted by

As you may recall, I recently sat down and hashed out some preliminary Terran fleet lists for the upcoming Firestorm Armada tournament at Adepticon. Last Saturday, I had the opportunity to meet with forum member Ryjak (make sure to check … Continue reading

A little gaming – Lion Rampant

Posted on February 2nd, 2016 under , , , , , . Posted by

Nick, of Little Nicky’s Gameroom, came over on Saturday and we played a couple of games. He wanted to try out Lion Rampant, and we followed that up with a Star Wars Armada game.

The lines close.

Since this was a learning game I created two almost …

Operation Jupliter 06 – The Edge of Town

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

This is game 6 is replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book (Lulu PDF link).  I playing them on a 4.5’x5′ table using 20mm; Games 1 to 5 used my own Advance to Cover rules (1 figure = 1 section).  After the last few games, I felt 1:10 was too abstract to me and so have gone to a 1:3ish figure ratio (so 3 figures = 1 section).  The rules are largely unchanged – all I have done is doubled the ranges to account for the fact is it is now company level and not battalion level; the deployed frontage of companies are different to battalions leading to the distance scale needs to be different.   Background on why I am playing these is at the start of the first game post.

Germans are defending the village.  The British need to get 10 figures into one of more building on the village to win.  No time limit.

View of the table from the British entry edge.

View from the German edge.


Note that although I am playing with 1:3 ratio and the scenario is at 1:1, I fielded the same number of figures and vehicles as the scenario.

British.  I have no Crocodile tank so the lighter coloured one will count as the Croc.

1 Company HQ

     4 figures
2 Platoons, each:
      1 CO

      3 sections (3 figures each)

2 Churchill VII
1 Churchill Crocodiles (flame)

Note that the British also have 4 Bren carriers for transport but ignored it as, in my rules, they would have to dismount once 18” from the enemy.  As there is no time limit it would only save them a turn and that is why I did not include them.


German defenders with the Marder standing in for the Sdkfz 251/22

1 Company Commander (1 figure)

2 Security platoons each:
   5 figures

1 Pak-40
1 Sdkfz 251/22, which I don’t have so is represented by a Marder III


Will so few units, it was hard to decide where to put them.  But the goal is to stop the British getting enough figures in to the building.  So no counterattacks required.  AT gun deployed forward in the orchard to cover most approaches with the Marder III further back to be a mobile reserve if required.  One platoon in the large building, another in the orchard and the right flank building.  MMG in the top floor of the central building offering a good commanding view.  A fairly forward deployment, but one the British get 10 figures into the buildings, the game is over so a counter-attack is not required.

German deployment of the British left flank

Right flank deployment of 5 figures.    The red building is a railway one I built in 1981-ish and rarely get to use as it is quite large.  I have a factory that is 3 times larger that I had not had a chance to get out for a long time either :-(

Just to show the 3 figures that are in the building.
For the British, the large building on the right flank looked very dangerous and hard to get to. All units concentrated on the left flank.  While further to reach the buildings, it offered better cover along the way.  Two Churchills to deploy centrally and the third to accompany the infantry.

Normally I play the game and take notes as I go and also indicate when I took pictures so I can align the notes to the picture.  I then write it up in longer form.  For this game after deployment I dictated the game as I was playing using a voice recorder on the PC.  I could only do this as I knew I would be playing the game with no other noise around, as the rest of the family were out.  I then listened to the recording to provide the game writeup.  Three things – this worked well, I know the game took 51 minutes to play from deployment to the end, and lastly, although is was a little tedious listening to me for 51 minutes telling me what happened, it meant that when I was actually playing the game there was no interruptions (normally to take notes).

The British move on to the table. Infantry focus on the left flank, Churchills deployed to assist.  Immediately the Churchill are on, the German Pak 40 fires at a Churchill but misses, gets another chance to fire and misses again.

The British enter on the left flank

The first thing to occur at the end of turn 1 is a random Typhoon bombing run that resulting in friendly fire in the original battle.  The scenario called for random placement but I chose instead to inflict it on a random unit to reflect that real casualties did occur on the day.  With bad (or good) die rolling, all 4 dice hit and wiped out all of the company HQ except the company commander.  A subsequent morale test saw the commander pass with flying colours.  However, the CO is suppressed and the cards never saw him get a chance to move for the rest of the game…

Typhoon attack wipes out the Company HQ except the CO. 

The Pak 40 gets another chance to fire before the Churchills can react and destroys it,  The Pak 40 is fired on by the other Churchill but the Churchill never manages hit the Pak 40.  This happens for the rest of the game with appalling rolls on both sides sees neither destroying the enemy target.

The Pak 40 in the central orchard.

The Pak 40 third shot manages to destroy the Churchill.

The other Churchill  The German platoon on the British right flank (including the big read house) begins moving towards the centre where they can fire on the British invaders.

Germans moving from one flank to another.

A random event sees the British subject to 1d6 sniper attack.  It is successful and 1 figure down. The British require 10 figures into the village to win so every figure gone makes it harder.

One British figure has been lost to a sniper.

Both British platoons advance over the first hedgeline and into the crops and the woods.  It seems a way to go to get to the first building, and barely a German unit has been seen.

British continue to advance.

The Marder moves from its central location to the German right flank to repel the British coming down that flank.

Marder moves to a good defensive position to fire on the advancing Brits.

The PanzerIV enters as the German reinforcement.  The aim is for it to move up the centre to provide a fire base from its central location towards any British it can see.

The PanzerIV enters as the reinforcement.

The British reach the second hedgeline, and the second last before the buildings.  The Churchill moves up in support.  The stage is set for the British to charge in and take some buildings!

The German MMG believes the time is right to fire on the British in the wheatfields, but causes no casualties.

The British  all ready to advance and take the village.

The Churchill spots the Marder, fires and destroys it.  I believe this is the first kill for the British.

The British finally destroy something (the Marder)

The left most British platoon send two sections (6 figures in total) in the wheatfields over the hedge and towards the last hedgeline before the buildings. The German platoon (3 figures) in the orchard fire at the exposed advancing British – certain to cause casualties – but cause none!

British advance.  The Germans seen on the right open fire but fail to inflict any damage.

Now that some German defenders have been seen, the British platoon in the woods send to sections (6 figures) to charge at the Germans).  The British successful close assault the defending section, cause one casualty and the rest then rout.  The British advance over the wall into the orchards.  that went well.

British assaulting the Germans in the orchards, and win!

The German from the other flank decide it is time to advance into the orchard to provide a mini-flank attack on the British.

Meanwhile the German MMG is spotted, suffers one casualty and is suppressed.

The Germans advancing into the orchard.  Also note the PanzerIV that has moved up to protect the orchard as well.

The Germans jump the wall land now in the orchard.

The Germans are charged by the British.  The Brits lose the assault, fired on shortly later and go from 6 to 2 figures very quickly.  This was a mistake for the British and they really need to conserve figures.   I would say this was a turning point for the British that made it very hard for them to get 10 figures into the village.

Germans and British meet in the orchards.  The British lose.

Meanwhile the other leftmost British platoon is advancing besides the orchard trying to actually achieve the objective of occupation rather than destruction.

The other leftmost British platoon is still advancing 

The orchard is effectively lost to the British.

Six figures went in and only one is left.

The British charge the building.  They are down to 12 figures left on the table and so hope that there are not many Germans in the building.  There are Germans who are on hold in the building, and the MMG in another building, so they fire, cause some casualties as the British advance. The British continue to advance to assault the building but lose.

The British assault the building but lose and do not have enough figures left to continue.

The British are down to 9 figures on the  table and so cannot meet the objectives and so retreat. Game over.

Picture at game end.

Note: I used the word appalling about 6 times when describing the second Churchill and Pak 40 rolls!  I was very surprised they lasted though about 6 exchanges of fire.


A great scenario and my rules seem to work well.  Card activation (to decide which side may activate a previously inactivated unit of choice with a joker for end of turn) is still my favourite mechanism to recreate the uncertainty of battles, at least in my opinion.  It also is great for solo play.  The rules worked fine with the doubling of distance.  My 6mm rules for a similar scale of game on a 2’x2’ table had suppression as the main result for infantry fire with a really good roll required for a KO.  For these rules I went with an unchanged Advance to Cover rules firing process with hits as the main result.  While my last 6mm game has the same number of units of the table as this game, I did not miss the suppression result.  The game played faster as a result.  The 6mm rules are 1 base = 1 section and so is a ruleset in-between the battalion level rules and these rules.

The Obsidian Enclave vs The Iron Warriors – Burning Eye Battle Report 3

Posted on January 30th, 2016 under , , , . Posted by

Hi all, welcome to battle report 3 in my 2016 series. This time we’re watching the Obsidian Enclave taking on the Iron Warriors, again it’s from our Tale of 4 Gamers series at my club, and the games are set at 1000pts per side. This is the last of the 1000pt games here, and next month we’ll be stepping up to 1250. Those games will come with a twist though, as they’ll be doubles games (yay!)
I’ve got a couple of extra pics this time to hopefully give a bit more atmosphere to the game, and as you’ll see the scenery is coming on apace at the moment!

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Battle Report: The Chaos Conflict

Posted on January 29th, 2016 under , , , , , , . Posted by

On Wednesday I played a 1,750 game with my Chaos Space Marines, Disciples of Twilight. I was aiming for something different. I trashed my list idea that had Khorne Daemonkin as an ally to my CSM. There’s nothing wrong with it, it’s just not…

Battle Report – Warhammer 40k: Horus Heresy – M.31 Ep 11

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

Chaos Marches to War and Returns with Support

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

Saturday my FLGS held a 1,650 Warhammer 40K tournament, and I had brought along my Chaos Space Marines, Disciples of Twilight. It’s a list I had been practicing with for the better part of the previous four weeks. I set myself the task of stickin…

The Obsidian Enclave vs Clan Raukaan – Burning Eye Battle Report 2

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

 Hi all – welcome to the second of my new format battle reports – this one I’ve added in something extra for you too – some maps so you can hopefully see a bit better what was going on. Sadly I didn’t get any close up pictures again, but I’ll try harder next time to take a few.

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WW2 6mm company Contour 180 scenario and battle report – Normandy 31 July 1944

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

This is the second of a planned series of WW2 historical scenarios based on the operations of the Hampshire Regiment (7th Battalion) of the 130th Brigade, 43rd (Wessex) Division in Europe July 1944 to April 1945. The scenarios will be a mix of a battalion and company level, with maybe some platoon/skirmish if the detail is available.  These will be based on their War History with further research where necessary. At the moment this is a side project, so not sure when I may get to the rest.

The first scenario and more background to the Hampshire Regiment is at this blog post.

This post contains a scenario and a battle report of two companies supported by Honey tanks attacking German defenders in the Normandy countryside.

Contour 180 outside Cahagnes scenario

As part of Operation Bluecoat the 130 Brigade is to head from Caumont to Jurques. On 30th July, the 7th Battalion (also known as The Hampshire Regiment) advanced down the road and settled for the night midway between Caumont and Cahagnes. Cahagnes is midway between Caumont and Jurques.  D Company was subject to a small counter attack from a farm complex on the right side of the road.  On the 31st D company was to take out the farm complex (scenario 1 **link) and later join the rest of the battalion for the attack on Cahagnes.  A Company was protecting the left flank and B and C Company were to advance down the road to take Contour 180 – the ridge line outside of Cahagnes – prior to the assault on Cahagnes itself.  In this battle they were supported by Honey Tanks from the Sherwood Rangers.

The scenario is the taking of the Contour 180 ridge by the two companies.


  • Each grid is 100m by 100m. North is at about 2 o’clock.
  • The Caumont-Cahagnes road runs down the centre of the table (the one with no bocage on either side), indicated by dark brown dotted line.
  • British B Company enters on top left of the Caumont-Cahagnes, C Company on the right. Onboard infantry support must be allocated to either company  Honey tanks on the road but may then go off road first turn.
  • German deploy anywhere below the red line.
  • Germans may be in shell scrapes but there are no specific fortifications or engineering works.
  • All buildings are stone (hard cover).
  • Tress represent orchards but the trees are not close and are not bushes but low trees.
  • All hedges lining the roads are bocage and impassable to the Honeys and Carriers.  Other hedges are hedges.
  • All roads are one lane and a destroyed vehicle will block the road to other vehicles (no way around with bocage on both sides).
  • Germans start the game hidden.
  • The fields have the occasional crater, but not really enough to place on the map and not really an impediment to traversing the field by foot, wheel or track
  • The ridgeline (contour 180) does runs across the bottom of the table as indicated (the road and hedge) but its effect negligible – it blends in with the very gentle slope that runs from the top to the bottom.

British (7th Battalion)
Mission: Clear the road to Cahagnes and the ridgeline.   You have 10 turns as you need to reform and attack Cahagnes with the rest of the battalion later in the day.

Score 5 points for clearing the the Caumont-Cahagnes road (no German units within 150m).
Score 5 points for no unbroken/unsuppressed/non-routing Germans on the ridgeline.

0 – lose
5 points – draw
10 points – win.

B Company:

B Company HQ
     1 HQ infantry rifle stand
     3 PIAT teams (may be allocated to Platoons)

10 Platoon
      1 2” mortar
      3 infantry rifle stands

11 Platoon
     1 2” mortar
     3 infantry rifle stands

12 Platoon
     1 2” mortar
     3 infantry rifle stands

C Company

C Company HQ
     1 HQ infantry rifle stand
     3 PIAT teams (may be allocated to Platoons)

13 Platoon
      1 2” mortar
      3 infantry rifle stands

14 Platoon
     1 2” mortar
     3 infantry rifle stands

15 Platoon
     1 2” mortar
     3 infantry rifle stands

Carrier Platoon (as reinforcements enter a random turn):
On turn 4, roll 1d6: on a 1,2 enter on top road; turn 5, 1-4 is required; enter automatically on turn 6.
A full 13 carrier platoon, depending on how you want to represent it. Here I have it as
1 Carrier with 1 rifle stand
3 Carriers each with 1 rifle stand, 1 2″ mortar and 1 PIAT.

MMG Platoon (as reinforcements on  random turn):
On turn 4, roll 1d6: on a 1,2 enter on top road; turn 5, 1-4 is required; enter automatically on turn 6.
2 MMGs plus 2 carriers as transport.

Battalion Support
     3 batteries of 2 3” Mortars in direct support (4+ on a d6 to call)
     1 battery of 4 4.2″ Mortars potentially available (6+ on a d6 to call)

Battalion AT Guns were not available.

Armour Support:
3 Stuart V Honeys from Sherwood Rangers.

Initial artillery:
    One call of 4 4.2″ Mortar pre-game bombardment.

The British are of Average/Regular quality.  Although the 7th Battalion took many casualties in the Battle for Maltot on the 10th-11th July, reinforcements from the 12 Battalion filled the gaps.

I have assumed that the Battalion 3” mortars are available for indirect support.  D Company was also conducting their own attack on the 31st,, so the mortar support is not fully guaranteed.

While it is likely that the Carrier support platoon was with the Battalion AT guns and did not move on the 30th with the infantry companies, they did move forwards on the morning of the 31st. I am assuming the Carrier Platoon will arrive during the battle.  The recon Honey tanks are documented as being in support.  The Sherwood Ranger Shermans were also in the area for the assault on Cahagnes later – I am assuming they did not participate in this battle.
4.2″ Mortars and an MMG platoon were allocated to the 7th Battalion and so are also a possibility.

Random Balance.  If you wish to increase the British force slightly, roll 2d6:


One M4 Sherman


Extra Honey Troop (3 Stuart V) enter at same time as 1st Honeys

Extra MMG platoon (2 MMGs plus two carriers)

Reserve A Company platoon (3 rifle stands + 2″ mortar) arrives on turn 7
German (elements of the 751 Regiment of the 326th Infantry Division)

Mission: Defend the ridgeline and keep the road closed as long as you can.  If you last at least 10 turns you have successfully delayed the advance of the British.

Score 5 points for having the Caumont-Cahagnes road with German units within 150m.
Score 5 points for having unbroken/unsuppressed/non-routing Germans on the table and on the ridgeline at the end of 10 turns

0 – lose
5 points – draw
10 points – win.

Kompanie HQ
    1 Rifle stand

1st Zug
   3 Rifle Stands

2st Zug
   3 Rifle Stands

3st Zug
   3 Rifle Stands

   3 MMG stands (representing 6 MGs) to be allocated to the Zugs
   1 Panzerschreck stand allocated to one Zug

Battalion Support
     1 batteries of 2 81mm Mortars in direct support (4+ on a d6 to call)
     2 batteries of 2 81mm Mortars available (5+ on a d6 to call)
(can only be called by Kompanie HQ and at same target)

Average quality.  Panzerfausts can be allocated as much or as little as required but assume each stand has Panzerfaust capability.


To increase the balance for the German side, you may add any or all of the following 2nd Kompanie elements:

Second Kompanie HQ
    1 Rifle stand
1st Zug
   3 Rifle Stands
2st Zug
   3 Rifle Stands

The German unit designation is correct, but not much else.  From the histories, it seemed that average motivated troops were defending the ridgeline at near organisational strength.  Based on the tenacity of the defense, I have used approximately a company in defense.

After a hard fought battle, B an C Company cleared the ridgeline mid-afternoon and re-organised ready for a battalion assault on Cahagnes later in the day.

I did use an aerial map from 1944 to assist in creating the terrain features for the scenario so the terrain should be a close match.


I am using some company level rules I have written based on my battalion level set with a base = a section, 1 MMG base = 2 MMGs,

The problem for the British is that the Cahagnes road is very open and so an attack down the centre is fraught with danger.  To clear the road and ridgeline in time, the British cannot concentrate on only one flank;  they would run out of time to clear one flank and then attack the other.  They must attack down both flanks for a win.  Just like in 1944. For the Germans, the problem is in reverse – how to maximise the forces to cover both flanks?

British force

The British in 6mm

I did not use any extra forces.

A few months ago, I thought about buying some Honeys as I only had one in 6mm. But then, when I am ever going to use them ;-(  So I have 2 armoured cars substituting for the Honeys, but will use the stats for the tank. They may look like armoured cars, but they are really tanks.

German units

The Germans  defenders. Does not seem a lot compared to the Brits.


German deployment was done by choosing 4 good positions (I could only really think of 4 but if I looked longer there may have been more) and randomly chose 3 of them.

Overview of German deployment

1st Zug is in the stone farm and can both slow things down, the MMG has good coverage for the centre, and it could be used as a counter-attack force if the British do attack down the flank.

View of 1st Zug.

2nd Zug is in a central location to defend the road and anything coming down the left flank.  It is in a position that it can be switched to the right flank if required.

2nd Zug

3rd Zug is in the best of a worst position where is does have some good fire lines, but cannot concentrate it fire.

The Kompanie HQ is in a good position for calling in the mortars on any unit on the left flank, and could move to the right if required.

3rd Zug and Kompanie HQ.

British orders
B Company, supported by Honeys, to advance down the right of the main road.  C Company to go down the left.  The Honeys are supporting B Company as it is more open.

The Game
Initial British 4.2″ mortar bombardment of farm near C Company entry (randomly chosen).  No effect as there are no Germans there.

The British move on. Observant readers with a good memory will remember the Honeys are supposed to enter via the centre road.  I did not remember…

British entry.

Close up on C Company entry.

The German 2nd Zug (bottom centre) opens fire on B Company and one British section retreats.  The German Company HQ can actually see the same platoon but fails artillery call.

A Honey spots them, fires, and one 2nd Zug gruppe routed.  B Company’s platoon fires as well and another routed. The Zug takes a morale check – rolls a 1 and routed. Oh dear – a 1/3 of the defenders gone already!  It happened so fast I took no pictures.

B company positions after entry.

Panzerfaust attack on the the left honey sees a die roll of a 1: nothing.

Elements of B Company move in on the farm.

Can I just mention that by now the German Co HQ has had 5 attempts to call in artillery on a really great target of British infantry and has failed every time…but the 6th roll was a winner!  3 retreats scored but morale check is passed by both affected platoons.

Another successful artillery call by the Germans and gone is the B Company HQ!

Artillery fall – the green markers to the rear indicate suppression for the retreating sections.

More bad rolls for the gruppe panzerfaust attack so I will assume they are out of panzerfausts. Another gruppe is in range of another Stuart, fires and it brews up on their first shot!

Now it has fired the panzerfaust, it is almost certain to be spotted so the entire Zug also fires at another British platoon and destroys a British section.

The British platoon (3 sections) storm a farm building defended by one gruppe.

First shot by another gruppe sees a Stuart brewed up.

The Brits lose! and retreat and also fail a morale check and rout.  A lone gruppe fire, rolls a 6 to rout another B Company section.  Suddenly B Company is running out of steam – they have not advanced very far and a lot of casualties.

A British platoon assault a lone gruppe in the building.  They will lose and retreat. 

Another brutal German artillery roll sees another platoon gone from B Company.   A subsequent morale check for B Company sees it routed.  This is bad. Half the attacking infantry no longer is involved in the attack.

An advancing C company platoon runs into the 3rd Zug, the latter wins the close combat.  And subsequent firing routs a section.  Only one left in the advancing platoon.

C Company platoon advancing into the 3rd Zug.  They subsequently lose the resulting melee. 

The Germans continue to fire and rout the platoon.  The Brits return fire and with brilliant dice rolling rout 2 gruppe,the Zug fails the subsequent  morale check (a ‘1’).  This flank is now wide open except for the German Co HQ. It makes up for the fact the advance on the other flank has stalled.

Only the Kompanie HQ left on this flank (bottom left).  British elements of C Company can be see among the trees top lef.t.

Note we are at turn 5 – halfway.

The MMG platoon arrives and deploys.

British MMG Platoon in the centre.

C Company manage to surprise the German HQ before it could move (no German card drawn for ages – there are not many of them left).

C Company elements advancing on the Kompanie HQ. 

The Brits manage to get into close combat and it is routed.

Brits assault the German HQ.  The Germans rout.

German company morale checked but the other Zug is happy to continue and defend the farm on the German left flank.

The Germans manage to rout a British MMG.

Only one MMG element left.

The Carrier platoon arrives.

Carrier platoon arrives on the British left flank to provide some desperately needed infantry support.

The Germans rout the last MMG from the MMG platoon.  They also inflict one casualty on the carrier platoon.  But one gruppe of the Zug is routed in retaliation.  The farm is being very hard to clear – stone buildings and there is not enough British troops to charge in and clear them by assault..  The Honey MGs are being most ineffective.

A British platoon of 2 sections has made in to the farm on the Cahagnes road and is able to fire on the German Zug in the farm.

End game with the location of the surviving British units

Finally the last German succumbs…on turn 9!  So what I thought was going to be an easy game for the Brits, and then by about turn 3 thought they had no hope, actually turned out to be quite close.

Note that what the Brits should have done is simply continued to move along the ridgeline – they do not need to rout all Germans units, just clear the ridgeline.  Of course, routing all the German doe shave the same result.

A fun game, and researching it was fun too.  The scenario needs more playtesting, possibly shorten the number of turns and alter the artillery support. But the decisions it threw up were quite good so I will have to come back to it when I have a few more done and collate them into a decent scenario booklet with background, maps etc. The mortars may be too powerful.  Certainly the British never got to use theirs as my rules have indirect artillery only being able to be called by the Company HQ.  And the British Co HQs never got in front enough to call – when one HQ did, it was routed!

Armada Video Report: Twin Motti ISDs vs Mon Mothma Small Ship Swarm

Posted on January 20th, 2016 under , , , . Posted by

Admirals Steven and Sean battle it amongst the stars as Motti and two ISDs go up against Mon Mothma leading a Rebel small ship fleet.

Battle Report – Dark Age – A Forsaken World Ep 05!

Posted on January 19th, 2016 under , , , , , , , , , , . Posted by

The Obsidian Enclave vs The Judicators – a Burning Eye Battle Report

Posted on January 14th, 2016 under , , , , . Posted by

Greetings all, well I’m currently off to my club to face a 2000pt space marine list with the Obsidian Enclave – their first outing at that sort of points scale (comfortably in excess of the previous maximum game size they’ve played – 1250!). I thought therefore that whilst I was engaged in teaching the Gue’la a lesson in humility (I hope!) I’d bring you a report on the Obsidian Enclave’s previous engagement against marines of the space variety.

Bear with me please, I’m trying out some new stuff in terms of battle reports (hence the swanky new logo above!) so if there’s anything you think I could improve please let me know (the text editor in blogger is pretty basic in terms of functionality!)
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Star Wars Armada: Video Battle Report Double Header

Posted on January 14th, 2016 under , , , , . Posted by

Two games for your viewing pleasure!The first is a game with our newest gaming bud Nathan. In this, Steven runs an Imperial force led by Admiral Ozzel against Nathan’s Ackbar broadsides.In the second game, Steven is joined by local Richmonder Jeff and …

The Battle of Framerville 1918

Posted on January 11th, 2016 under , , , , . Posted by

On Sunday several members of Posties Rejects gathered for our first game of the new year. We played a WWI game set in August 1918 with the Germans defending desperately against an Allied offensive that never seems to run out of steam. A mass of British Mk V and Whippet tanks, backed up by infantry, advance towards an apparently weak and demoralised German line. It should be a simple matter to sweep aside the defenders and continue the advance…shouldn’t it?

The British objective is to get one of their tanks to the German base line. This would result in the weary German troops breaking and pulling back. The German objective is simple, stop the Allied advance at all costs. 

Order of Battle
British 3rd Corps
 18th Division – Maj General R P Lee
   53rd Brigade
     10th Essex (12 Bases + 1 LMG)
     8th Royal West Kent (12 Bases + 1 LMG)
     7th Royal Bershire (12 Bases + 1 LMG + 1 HMG)
     10th Tank Battalion – 13 Mk V Tanks (7 Male & 6 Female)
     3rd Tank Battalion – 5 Whippet Tanks
       1 Lorry with Mortar
       1 Lorry
     1 Sopwith Camel (British)
     1 Sopwith Camel (Belgian)
     Heavy Artillery Batteries (off table) 
German 2nd Army
 51st Corps – Gen Lt Von Hofacker
   14th Bavarian Division
      25th Bavarian Infantry Regiment (36 Bases + 3 LMG)
      2 HMG (K Rounds Available)
      1 Fokker Triplane
      1 A7V Tank
      2 Captured Mk V Tanks (one Male one Female)
      1 Motor Car
      2 Batteries of Artillery
      1 AA Lorry
      1 Trench Mortar
      2 Flamethrowers
      1 Sniper
      1 Lorry
      4 Redoubts
      Heavy Artillery Batteries (off Table)

The Action

Framerville sits astride the German trenches. The Commander has evacuated/evicted the civilian population and sent them out towards the Allies but knows that the main road through the town is an open invitation to the allied tanks.

Two captured Mk V’s have been pressed into German service. The Male tank more than proves its worth against its former owners.

Meanwhile a German A7V guards the main road into the town.

This view shows the initial deployment before the British rolled for their starting positions. Some would start a full 24″ onto the table but most wouldn’t. 

Frammerville is a rabbit warren of destruction and an ideal location for a sniper. Ours was in a hidden bunker by the road but the Allied players were convinced he was in the church tower.

The Allied players with their tanks in their start positions. Dave’s tanks in the centre (opposite me) are in the most advanced position and look very threatening. 

The captured Mk V gets first blood. It knocks out one of Dave’s tanks with one sponson mounted gun and one of Surjits tanks on the left flank with it’s other gun. 

Boom! Unfortunately for the Allied this wasn’t the only tank to meet a fiery end.

With the civilians moving away the road through Frammerville suddenly looks very vulnerable. Meanwhile Ian positions his infantry in various buildings ready for the expected advance of the British.

Looking out across Framerville towards the Allied lines. The column of civilian refugees can be seen heading away down the road and for a while the town falls eerily silent. 

Then the buzz of an aircraft engine can be heard and a British Sopwith Camel comes into view. 

Thankfully the Germans have an Anti-Aircraft HMG truck….although it eventually proved to be useless as a weapon and better as a roadblock.

The Sopwith drops two sticks of 25lb bombs on the German lines – aiming for the tanks – but fails to hit any of its targets. 

Then the Brown Baron appears and so begins an aerial battle to rival the conflict down below.  

Meanwhile the captured Mk V continues to deal out lethal damage. By the end of the game it had destroyed five British tanks.

Dave’s tank command in the centre is in poor shape. Two vehicles are burning and a third has broken down. 

The Artillery template was used for Off-Table artillery fire, mortars and the bombs dropped by aircraft. In this instance all the bombs landed in empty sectors of the grid. 

The Sopwith is now out of bombs, but it still has teeth. From now on it will strafe ground troops with its HMG’s.

Richards advance towards Frammerville is starting to stall. His fast moving Whippet tanks are being targeted but one vehicle still trundles forwards. If can get past the fire arc of the German guns it will have a straight run to the road through the town. 

The British Sopwith adds a little support although its strafing runs are not proving very effective.  

Disaster for the Germans as their prized A7V goes up in flames. There is now almost nothing to stop the British Whippet from racing through the town. 

 Birds eye view of Framerville. The British tanks in the center have been decimated and most of the vehicles on the right have also been destroyed. But other than a few infantry and an LMG there is very little to stop the remaining Whippet tank from driving through the town and reaching the objective. The German players have one last chance in the form of a Flamethrower team which can be seen in the trench in the Bottom of this picture. If I can get this unit into the buildings alongside the road I may be able to ambush the Whippet as it passes. 

The German Triplane circles overhead as the British continue to advance. Most of the German infantry in the trenches are wisely keeping their heads down and cannot be targeted by the British, whose tanks bristle with HMG’s. The following British infantry have consequently made it through most of the battle unscathed up to this point.  

With the refugees safely evacuated both sides find their arcs of fire are now clearer. The German bunkers begin to take damage from several sides and some gun crew are killed. The Sopwith’s strafing runs have also taken a toll. 

The Triplane gets the Sopwith in its sights and rakes its side with bullets. Thankfully for the British pilot nothing serious is damage and he lives to fly another day. 

In the center the British tanks burn (and in once case have broken down. Now only two tanks remain along with all the infantry doing their best to stay behind the armored behemoths. 

A very well placed barrage by the German off-table artillery lands right over the advancing tank and infantry. As this was in my secot it fell to me to roll the dice for casualties…and for once the dice gods did not desert me. The Mk V and several bases of infantry are killed. 

Meanwhile the British Whippet continues its advance unimpeded into the town. Two more turns of movement could end this game with a British win.  

The Triplane pulls a tight 180° turn and strafes the whippet but despite killing a crewman the tank rumbles onward. 

In a desperate act the Germans drive their AA truck into the bath of the tank to block its path. The Whippet crew open up with all their HMG’s and soon the truck is a burning wreak. Literally nothing stands between the British and victory other than one last desperate move by the Germans.

The Flamethrower team that moved into the buildings earlier judges itself to be in range of the tank and unleashes a burning spout of flame towards the tank. In seconds the Whippet is alight and destroyed… and the last hope of the British offencive is snuffed out. 

Despite the heavy casualty rate of the British, and the loss of most of their tanks, they came very close to wining this game. 

This was a tough fight for the British and I did feel rather sorry for them by the end of the game. They had taken a lot of casualties and most of their forces hadn’t even crossed the center line of the table. But they were very unlucky with their dice rolls (fists full of hit dice rolled without a single kill) while for the German players sometimes it felt like they were hitting with every shot. Of course this wasn’t the case, but the dice gods definitely favored the Germans in this game.

I had a particularly good game with seven tanks kills to my name by the end of the battle, most caused by the captured MkV in the center of our line. If the dice had favored the British a little more this would have been a much closer affair. As it was they still came to within an ace of snatching victory with their Whippet tank in the town. It took an impromptu roadblock, a quickly re-positioned flamethrower team and a lot of luck to deny the Brits victory. 

Battle Report: Chaos Space Marines vs Ultramarines

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

As we lead up to a tournament this month at my FLGS, I was play-testing a 1,650 list for my Chaos Space Marines. This is…
The post Battle Report: Chaos Space Marines vs Ultramarines appeared first on Creative Twilight.

Epic : Armageddon -Introductory game

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

Hey there, hope everyone had a fantastic start in the new year. I want to kick off with some impressions of a 2k introduction game I have had recently. Being still a discontinued game, introduction games are basically what helps you building up your local Epic scene. Therefore I found nicely painted terrain and armies […]

A brief interlude for Dragon Rampant

Posted on January 6th, 2016 under , , , . Posted by

I haven’t given up on my Siege Campaign, but having received my copy of the Dragon Rampant rules I felt the need to give them a try.Dragon Rampant, written by Daniel Mersey and published by Osprey, is based around the earlier Lion Rampant rules for lar…