Posts Tagged ‘Battle report’

The Dice Gods Smiled!

Posted on April 28th, 2016 under , , , , , . Posted by

The gods took pity on me, for once.I finally got a game in at the club last weekend and blooded the Neapolitan Chevau-Leger! They were mauled (mainly due to poor tactics) but weren’t chased off the board, so I’ll chalk that up as a win. More on that an…

The Covenanter’s make it to the Kings Capital!

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

In three fleetingly (thankfully?) brief battle reports, enlivened by some tremendous 15mm eye candy and the usual videos, the Scots Covenanter’s  appear in FoGR and take on three Royalist armies in a one-day competition with pre-set terrain.See ho…

The Battle of Campanica

Posted on April 26th, 2016 under , , , . Posted by

After months of preparation I have finally reached a point where I can play a To the Strongest game at home against the Young Padawan. I worked up two approximately equal forces (with a slight points advantage to the Carthaginians) and some basic terra…

Top Secret in Bolt Action

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

Had another game, this time as the GM for a pair of friends who’ve never played Bolt Action. They were given briefings in advance, but were unfamiliar with many of the mechanics and probably made a few mistakes they would have otherwise avoided.Here’s …

Adepticon Coverage Part 4: Necromunda by Night Tournament

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

Just a quick post continuing my Adepticon CoverageI got to play Necromunda by Night on thursday night and I took my Arbites gang. Every gang was allowed to bring 1200 points and could take 2 Hired Guns. As Arbites I was allowed an extra 200 and they CO…

Necromunda battle report: Orlocks vs Goliaths

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

Greetings from the desert!Greetings from toxic wastes, where the only thing more precious than water is full magazine and where all you can find is sorrow, pain and death!That’s right: Necromunda campaign has begun!It’s good to be back – even it that m…

Battle Report: Astra Militarum and Grey Knights vs. Salamanders

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

Round three! Yet again I was using my 1000 pts list, and this time I was teamed up with Grey Knights and pitted against Salamanders.
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1,500 point Debrief – Astra Militarum Vs Tau

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

Another day and another debrief. But this time with a twist. A 180° twist – for today men of the God Emperor, I bring you a 1,500 point victory! A victory against the Tau, what a rare phrase to utter. Cherish it. Although I think it was a given before the game began. I went into this one wanting to win, I had played my opponent a lot over the last two years, I know his forces and I’d just played three games back-to-back against Salamanders the previous weekend. I was stoked, as the kids say. It may have been slightly unfair as […]

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2,000 point Debrief – Astra Militarum Vs Salamanders and Skitarii

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

It’s been over a week now since my two 2,000 point defeats against the Salamanders. Some time to reflect and think about why I lost – oh yes I know why, I was playing against 7 Drop Pods. 7 Drop Pods is a tough fight for any force, I know it could’ve been 10 Drop Pods in a 2,000 point list but 7 is plenty enough. I could imagine this battle giving Eldar and Necrons some tricky situations to deal with. So for the Astra Militarum it really was a tall order. Astra Miliatarum 2,000 point list My list for […]

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Maximum Attrition in Bolt Action!

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

I have wandered off in another direction… again. I took some time last weekend to paint the last model I needed to finish my initial goal for my Bolt Action starter German army – a Panther tank! Feeling I finally had enough models to play a game, I s…

Gaming in our Pyjamas

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

For the whole of her little life, my daughter has had a daddy who plays with toy soldiers. She has known no different, but for most of her life not paid too much attention (she was taught at an early age not to touch my models without asking). However,…

Battle Report: Astra Militarum and Craftworld/Dark Eldar vs. Tyranids

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

The second round of the tournament saw me pitted against my Tyranid ally from the first round, alongside a new ally fielding blended Craftworld and Dark Eldar.
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Astra Militarum Vs Salamanders – 1,000 point Debrief

Posted on April 5th, 2016 under , , , , , , , , , , , . Posted by

Its been three months since my last post, too long, far too long. But I am here now, 1st post of 2016! Happy New Year! Anyway. A friend visited with his Salamanders last weekend, we have played before, this time we got three games in between the Astra Militarum and those pesky fire loving Space Marines. A single 1,000 point game on the Friday night and then two 2,000 point games on the Saturday. I’ll just cover the 1,000 point game now to ease me back into blogging and because the 2,000 point games had 7 Drop Pods in so they […]

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Battle Report: Astra Militarum & Tyranids vs. Black Templars & Knights

Posted on April 5th, 2016 under , , , , , . Posted by

I recently attended a small invitational tournament with an unusual format: each player had to bring both a 1000 pts and 2000 pts army list with the same Primary Faction, and each game was a three-player battle with a single 2000 pts player battling two 1000 pts players. Read on for the first of three battle reports for this event.
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Kings Port Advertiser and Ship List march 616 vol 1 issue 3

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

Another immense report comes from the Brethren of the Brick Seas MCRA (the monthly trading and raiding done in the game) as almost a hundred ships sailed out this month.

My personal result was alright, my main thrading vessel, the HMS Green Dragon, picked up on the rumours of the need for banana`s from last month, and made the run not only solo, but also unescorted, a very dangerous thing to do in the game actually.  But in true Milennium Falcon style, she pulled it off, and now I`m trying to get one of the captured vessels as a sort of reward (I have my eye on one of the smallest, the 2A, the Cod Hunter).

Editor’s Column.
Last month we used our eyes and ears throughout Terraversa  to gather intelligence on future weather patterns due to the destruction caused by Hurricane Helga. A few old sailor’s wives accurately predicted a second hurricane, the one we named Stepho after the late King of Oleon. We even correctly figured most of its path, along the southern known islands and into the Sea of Storms.   Today, the KPASL can claim that it is New Terra’s number one source for weather news as well!

We have no love lost for the King of Oleon, cousin to the Royal Family of Mardier, our now hated enemy in this brutal civil war, but he had kept the peace for the last seven years between the great powers. Peace is good for business.  Speaking of his death, you may have heard about the King’s poisoning. We have an inside source that tells us that this is true, and in fact, it was one of his mistresses that did him in. Apparently it was because he would not divorce his wife and make her queen!  Yet another trusted source has told us that this mistress was actually a Corish agent!  Poison is one way a cowardly Corlander would kill his enemy.  The country has taken their King’s death well, and look forward to their new ruler.  It should only be a matter of months before the King of Eslandola reigns in Granoleon as well.

Tips and News:

Building Supplies Needed! With a hurricane going through LeBellan, new building materials and migrant workers are needed to repair the Jewel of Oleon. The Oleanders are always flush with cash, so this should be an easy reward. However, they seem fond of the teakwood that is native to our own island, Terraversa. This is excellent news for our merchants.

Oleanders Fail to Read anything but the Holy Texts, Lose Many Vessel to Hurricane Stepho!  As noted above, we warned all of New Terra about the oncoming hurricane! This did not stop many from journeying through the storm’s path at points. However, the Oleander merchant marine seemed prepared to meet Poseidon, as they charged headfirst through the path of the Hurricane. Whereas they set a new trading record with Commerce de Breshaun, hauling in over 1000DBs in one run, they suffered heavy losses to the storm’s whims.  Both the La Recouvrance and  Revenant were trading extremely well on their voyage before disappearing in the storm with all hands.  The Swift, the Divination also went to the bottom as they attempted to stay ahead of Stepho. The Comet and Amphitrite’s Lilly had a little more luck, but they were forced back to port before their route was completed.  The Starliner as well was having a record run for a new vessel, but had to dump half its treasure overboard in order to keep from laying too low in the high waves. This happened to others not from Oleon, who also ignored all the signs, such as the Saucy Jack of Corrington, they lost half their valuable cargo of cotton in the storm.  Still the Oleon fleet was not without its successes, including the second highest haul of the month on the Zephyr.  Also lost in the Huricane: The Bloody White Crow,  but nobody cares about a Sea Rat.

Adventurers wanted!  Sail to the Ile de Romantica and help Lord Prio clear the island of its native scourge. The island is currently a secret, so contact the Lord to receive coordinates. (Set bounty run for zone “Ile de Romantica”). We have no further information other than this secret island is supposedly rich with gold.

Eslandola Cracks Down on Sea Rat Menace! The Eslandolans have taken to policing the Seas. Half way between Nellisa and The Nest of Theives, the Eslandolan Anti-Piracy Squadron met the Sea Rat merchant fleet “Sunset,” twice!  The first action happened when Antigone’s Fury lagged behind  the Sea Rat convoy, and was caught by the Blessed Angel. The Faction Ship II and Great Scott came to the aid of their merchant.  A double boarding action pursued, with Eslandola’s whole squadron, the Blessed Angel, King of Mardier, and Holder’s Secret attacking the two Sea Rat ships.  Finally the action broke off around six in the afternoon as it began to darken.  The action picked up in the morning when the Eslandolans found the Absolutely Fabulous straying from the convoy. Again, the two Sea Rat ships came to her defense, but this time things became  more hectic.  While the merchants got away, the escorts fought off the Eslandolans.  Faction Ship II took the  King of Mardier in a boarding action while the  Great scot was taken by Blessed Angel and Holder Secret through another boarding action. Putting a prize crew on the King of Mardier, Faction Ship II was too shorthanded to repel  the Blessed Angel, who boarded her and forced a surrender.  All ships escept the King of Mardier were sent in at Nova Terrelli, a great victory for the Eslandolans, even though the King of Mardier was taken as a prize back to Bastion.

L’Olius Strikes Again!  The Queen of Terreli failed to protect her convoy twice. The first time, she struck her colors against an unknown attacker’s broadside, only to have  The cotton Lady and Golden Snake take the enemy (5A)ship with no name, and the Queen of Terreli back.  Matters were not as fortunate in her next encounter, while defending her other flotilla. The infamous Mardieran Privateer, L’Olius showed up with three ships against the flotilla. With one broadside, the Queen of Terreli surrendered. With one broadside, L’Olius’ Crooked Sparrow sunk the Queen of Mardier. The Spotted Phil, the second privateer ship, captured Fenix, while the Bright Owl just barely escaped L’Olius’ third privateer vessel.  I suppose now that the captain of the Queen of Terrelli is currently sitting in a prison here on the island, he is safe from court martial! L’Olius’ claim is that he has a letter of Marque against the Eslandolans because they are allies to the King of Mardier, or hated enemy in this civil war.  We shall see if the prize is lawfully condemned or not.

Bloody Bill Reemerges! If Eslandola had not had enough, unfortunately  they were the infamous Bloody Bill’s newest target. Sadly, one of the greatest ships ever to sail the waters was taken. When the Travao was defending La Raenette, Bloody Bill’s Scavenger forced the ship to surrender through a boarding action. Seeing no other option, the Flotilla A took to line formation behind the Heart of Eslandia. Unfortunately, the crew of that vessel had not the heart to keep fighting the Scavenger, and surrendered after a boarding action. La Raenette was taken by Bill’s Little Scavenger, while Winds Beauty barely got away.  Most likely the costliest maiden voyage in the history of these waters, the trade ships were taken back to Bastion, it was reported.

Sea Rat Raid on Bardo suffers no Casualties! The small Sea Rat raid (we assume to avenge their fallen ships) met no resistance – after they changed destinations. The two crews who set off to attack one of the most profitable ports in the Sea of Storms stopped at this island during the crossing. While in a tavern, one of the pirates let slip where they were heading. One of the downtrodden also partaking in libations called the man out for being so stupid. He was shot on the spot, drug out in the street, and his fingers were cut off one by one. Finally, another patron stopped the Sea Rats from finishing off the man, by telling them that what the victim meant was that Bardo was defended by two, very large fortresses, and that they would need thousands of men to take the settlement.  The Sea rats apologized, bought the man a beer, which probably poured out of the hole in his gut, and went to tell their captain.  Luckily for them, their captain had already bought a tip in another tavern. The small settlement of Tarlo on this island, was currently undefended!  Our Governor,  Miro Oldis was asleep on this matter!  The next day, in broad daylight, two Sea Rat vessels landed at Tarlo and liberated its wealth. It is said they did pretty well for a settlement that had so little commerce. Still, how many people have to die on this island before Oldis properly defends it?

Ships Captured:
Faction Ship II (SR) by Blessed Angel (ESL)
King of Mardier (ESL) by Faction Ship II (SR)
Great Scott (SR) by Blessed Angel and Holder’s Secret (ESL)
La Raenette (ESL) by Bloody Bill the pirate in The Little Scavenger
Tovao (ESL) by Bloody Bill the Pirate in The Scavenger
Heart of Eslandia (ESL) by Bloody Bill the pirate in The Scavenger
The Black Pea (3A), a pirate by HMS Mars (COR)
Shamoo (3A) by HMS Paradise (COR)
Scabby Pete (4A) by HMS Queens Glory (COR)
Wild Whale (4A) by HMS Bull Shark (COR)
Carnage (3A) by HMS Bull Shark (COR)
The Bootlegger (3A) Garvian Privateer by HMS Paradise (COR)   
El Bellos (5A) by HMS Mars (COR)
Queen of Terrelli (ESL) by L’Olius, Mardrier Privateer in Crooked Sparrow
Fenix (ESL) by Spotted Phil, L’Olius’s second ship.
Blowfish (3A) by HRS Eltina (OL)
Cod Hunter (2A) by HMS Pandora (COR)
Unknown (5A) By Cotton Lady and Golden Snake (ESL)

In other news… Corrington Naval Strategists have determined that more escorts per flotilla tend to keep their merchant convoys safe. Incidents this month prove that theory, as even when a Corrington vessel was defeated, the secondary escort was always able to take the ship back and dispatch the attacker.

Shipping List
Here is this month’s shipping list:

Medieval Naval Warfare in the Channel – first game

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

I have recently embarked on playing with some miniatures that I have for over 20 years.  I had some 15mm Ral Partha SF minis that I am using to play SF skirmish.  I had a small amount of 35 year old Modern (as it was in 1980!) British forces that I have recently played a few games with.  I also have some 1/3000 medieval cogs that I bought, painted and them played a few games with back in 1980.  This post is digging out those cogs for a game, using them for the first time in 35 years.

There are not many medieval naval rules out there.  The ones I used in 1980 were the Lance Railton Medieval Warfare in the Channel rules published in the June and July issue of Military Modelling. They are designed to use with Bill Lamming’s 1/3000 cogs.

The other rules I looked at were Lord of the Sea.  Lord of the Sea seems like a good set but are a little more abstract than Railton’s Medieval Warfare in the Channel as they cover a lot more different ship types.  From reading them only they do seem like they would give a fine game and would really like to try them out.  They also cover a wider period and more ships types than Medieval Warfare in the Channel (just cogs).  I went with Medieval Warfare in the Channel as it is what I know.  The rules are very 70’s and I *needed* to streamline the rules I could not help myself and the rules still keep all the elements from the original rules that I liked, but easier mechanisms.  The sailing rules are mostly the same, the ship sizes are slightly different (revised and based on the same source as Lance used) but the combat rules are greatly simplified.  The original rules had individual casualty tracking, combat casualties inflicted based on soldiers multiplied by a die roll and divided by 20, written orders two moves in advance and hull damage tracked per 10 tonnes.  My rules simplify the amount of tracking and use rolling for initiative rather than written orders.  Hull points are about 1 per 40 tonnes (instead of 1:10), and soldiers are represented at about a 1:10 ratio (instead on 1:1).  The original rules were in inches, with many ¼” ½” and ¾” measurements.  I changed to 1cm for ¼”.

My draft rules that I used can be downloaded here: Cog Combat in the Channel

For this I selected only a few cogs on each side, with one side with less but a big cogs and less archers, and the other with more ships and more archers.

Alice, 120tons, Hull:3, Troops: 2 men-at-arms, 1 Archer, Officers:2 + fleet commander
Bethany: 120tons, Hull:3, Troops: 2 men-at-arms, 1 Archer, Officers:2
Charity: 100tons, Hull:2, Troops: 1 men-at-arms, 1 Archer, Officers:2

Forkum, 200tons, Hull 5, Troops: 4 men-at-arms, 1 Archer, Officers: 3 + fleet commander
Gelderland, 100tons, Hull:3, Troops: 3 men-at-arms, Officers:2

I set them up with enough distance between them for a bit of manoeuvring and neither disadvantaged by the wind direction.  The mat is a 1 foot vinyl tile I picked up a few years ago to make a river but never got around to it.

Apologies for using black for the ship labels in the pictures.  I will use while next time.  I normally use white, no idea why I used black this time.

Setup.  Winds is coming from the far edge to near edge.

The first few turns were moving towards each other.

7 turns later.  maybe set them up close next time!

With low number of archers on board (1) the ships, they only have a small chance to hit.

Alice fires on Forkum – no result.(there is a 1/6 chance of a stun).

We are at turn 8.
Alice fires at Forkum – nothing again
Bethany fires at Forkum and gets a stun.  Forkum will be -1 for next turn’s close combat.
Charity fires at Gelderland – nothing

Close enough for firing.
next turn sees some grappling.

Alice versus Forkum
Alice and Forkum grapple
Alice rolls 1d6 of 6  +2 troops (the 1 archer does noot add anything) + 1 fleet commander = 9.  The natural 6 is a special casualty that results in helmsman hit and Forkum will drift for 2 moves if it is ungrappled.
Forkum rolls 1d6 of 5 +4 troops  +1 fleet commander -1 stun = 9.
Difference of zero see both lose one troop (both archers)

Charity Versus Gelderland
Charity and Gelderland grapple.
Charity rolls 1d6 4 +1 troop =5.
Gelderland rolls 3 +3 troops = 6.
Gelderland wins with +1 difference that results in charity losing one (Gelderland would have lost 1 troop is charity’s roll had been an odd number).

Charity has lost 50% of it troops and rolls a 4 for morale so it OK.

Next turn…

Fire phase:
Bethany fires at Forkum – nothing

Even more grappling.

Bethany tries to grapple Forkum but Forkum decides not to. An opposed roll sees Bethany winning and so grapples Forkum.

Alice and Bethany versus Forkum
Alice + Bethany rolls 1 d6 6 + 2 Alice troops + 2 Bethany troops +1 fleet commander = 11.
Forkum rolls 1d6 of 4 +3 troops  +1 fleet commander = 8.
Alice/Bethany win and Forkum loses 1 troop.

Charity versus Gelderland
Charity – d6 of 6 +1 = 7
Gelderland – d6 of  2 + 2 troop = 4
Charity inflicts one 1 hit on Gelderland

Gelderland has lost over 50% troops, fails morale test and surrenders.

Alice and Bethany versus Forkum
Alice + Bethany rolls 1 d6 6 (again!) + 2 Alice troops + 2 Bethany troops +1 fleet commander = 11.
Forkum rolls 1d6 of 3 +2 troops  +1 fleet commander = 7.
Alice/Bethany win and Forkum loses 1 troop.

Forkum has lost over 50% troops, fails morale test and surrenders.

This was actually play 2.  The first time, I wrote some rules but forgot half of them and while the play was fun, it was not really what I expected.,,because I wasn’t playing my rules as I had written them! So I rewrote them,  changing the combat rolls to opposed rolls.

Well, that was quick!  And fun.  An unbelievable number of 6’s rolled for the English   Ships with archers should not grapple and wait for the right time to enter into melee. Thery were lucky with the 6’s The rules, the second time around, worked fine.   After the game I looked through some of the rules I had found in a bit more detail.  One stood out from 1976: A Medieval Naval Wargame by Rod Hunt (the link is to boardgamegeek where the two page images are the rules).  The combat rules in this are simpler than mine and certainly much faster. The sailing rules are very similar. I think A Medieval Naval Wargame would work better for me as the rules are less complex.  maybe one day I will use these rules. I have other games to play but want to get back to these or my rules with more ships.  Fun and fast!

Operation Jupiter 08 – Counterattack

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

This is game 8 in 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.

The British have managed to get into Eterville and the Germans launch as counterattack before the British can dig-in. The Germans have 6 turns to take the main building on this side of the town.

View from the German entry looking at the town of Eterville.

The view from the British side looking to the German entry (top of picture).

Lastly, a picutre of this side of the town, looking from the Germans.  The objective is the building in the centre with the red roof. 


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.


1 Company HQ
     4 figures
1 Platoons, each:
      1 CO

      3 sections (3 figures each)

      1 PIAT team
      1 2′ mortar team

2 Churchill VII

1 Company HQ

   5 figures

2 Zugs

      1 CO

      3 Gruppe (3 figures each)

      1 251/1 halftrack

2 PanzerIVG

2 Stug IIIG

2 fire missions of 80mm mortar battery

(the scenario called for 3 halftracks, I forgot about the third one.)


The British focus on the two large buildings facing the German entry point.  A PIAT team is set up behind the hedge in front of the objective building (the one with the red roof).  The Churchills are deployed to be able to cover the approach to the town, with one Churchill also well positioned to assist in defending the buildings. 
British defense.

Like the previous game, after deployment I dictated the game as I was playing using a voice recorder on the PC rather than typing notes as I went along. It worked well, and I know the game took 37 minutes to play from deployment to the end.
The Germans are on a very short time limit.  One half track rushes up the field to the right of the main road and drives right next to the hidden PIAT team.  Bang!   A 6 die roll to hit sees the half track destroyed.  Most of the passengers make it out – 3 of 10 figures killed – and are suppressed.
Halftrack driving past the hedge with the hidden PIAT team

The result of the PIAT fire.

The other halftrack goes down the field to the left of the road and the passengers unload behind the hedge facing the closest building of the village.

This halftrack does ok and makes to the hedge in front of the town. 

The tanks come on ad planned – Stugs down the right flank and PanzerIVs down the left.  The Company HQ move down the woods on the far left of the table.

The German tanks arrive in support

The white house closest to the second Zug is subject to mortar fire and suppresses the building occupants –  one section (3 figures in defense). The Germans jump over the hedge and assault the building.   The British, being suppressed and attacked by superior numbers, are overwhelmed.

Two Gruppe assault the closest building defended by one section that was suppressed by mortar fire. 

Meanwhile, the Germans that escaped the destroyed halftrack rally and  charge at the PIAT team that is easily destroyed.

The other Zug assault the PIAT team.

The Churchill could fire on a PanzerIV but the white house being occupied is a much bigger threat – the Germans are only one building fromthe objective.  Both Churchills fire on the building and cause a few casualties.  The PanzerIVs fire at the Churchill but no damage is inflicted.

PanzeriVs move around the hedge while Churchills fire on the white house.

The Germans in the white building spot the unit in the objective and fire, causing one casualty. The mortar fire on the objective building but is ineffective.  The Germans mount a large assault on the objective building using figures from the Zugs that recently destroyed the PIAT team.

The Germans crossing the road to assault the objective building (the Brits on the right are the defenders).

The Germans lose three figures from fire when crossing the road and the assault results in equal losses on both sides and the figures are locked in melee.  The figures remain in melee for another turn as well.

Germans and Brits locked in melee.

More units from the first Zug are bought up into the white building

Germans move more units into the white building.

The British shore up the defense of the objective building but the resulting melee is still a tie!

View from the British side of the building with the defenders visible.

The Brits win the melee in the building and the Germans lose a few figures, retreat and the whole Zug takes a morale check and rout.

The remains of a Zug retreating before they rout.

The Germans in the white building, the only infantry left on the table, make a last ditch attempt to assault the building.

Germans make one last attempt to take the building.  Note the Brits I moved from the other side for visual effect.

 They fail, lose two figures and also rout.

The Germans lose, retreat and rout.

The Germans withdraw.  The British win, having held the town against the German counter-attack.

Table at game end from the British edge.


The rules seem to work well and the melee rolls were very tense!.  The objective building I treated as one large building and sometimes had quite a few figures (7-8) on a side.  I must think about whether I should split them up into a couple of rooms and only allow 4 or so figures to a room.  The game would go slower but it would capture the deadly nature of building fighting.  I think I will leave it as an option – fast games can use one building, slower games can have a couple of “rooms” to fight over.
This was the last game I played while I had time and space in January, not sure when I will have the space or time to setup a 20mm game again to continue the campaign.

Warhammer Siege – Turn 3 – Counter Bombardment/Infiltrate

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

Under the Warhammer Siege campaign rules, each player has to choose an action each siege turn. Most of these actions lead to Warhammer scenarios, but not all of them. For their third siege turn, the Dwarfs chose “Counter Bombardment” in which they simp…

Star Wars Armada Video Report: Admiral Motti vs General Rieekan

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

Admirals Steven and Andrew battle it out in the mission Intel Sweep. Can Rieekan and his Red MC30 take down Motti’s sturdy space triangles? Watch and see!

Jim’s Game* – or, the Battle of Dürenstein

Posted on March 28th, 2016 under , , , , , . Posted by

“Для Матери-России и царя!”
Darren’s Elite Miniatures Russian infantry, displaying his lovely painting and basing skills.

Our Napoleonics group took a breather this year from having an early January mega-game (Tim and Jill needed a bit of time off for good behaviour!), but our 2017 game is well under way with preparations furiously being made; figures painted, commands assigned, special rules designed and so on. The battle in question will be Napoleon’s masterpiece, Austerlitz.

As a little taster of what to expect, Darren organised a game based on the Battle of Dürenstein in 1805. It was an engagement after the surrender at Ulm, but before the capture of Vienna. Marshal Mortier’s brigade was strung out along the Danube, dangerously spread out and vulnerable to attack from the hills to the north. Kutuzov decided to attack and sent his forces down through steep defiles to cut the French advance and push them into the Danube.

I had control of Bagration’s and Dokhturov’s 1st and 3rd Columns, respectively, and had the task of stopping the French from advancing any further down the Danube valley and cutting the head off the French advance.

The French started under the pump, having to send off back down the line for reinforcements. Allied advances were staggered, with Darren’s entry with the 2nd Column determined by die roll, just to make things a little interesting.

To give the Allies a bit of a head-start, Quinny’s Austrian forces were an ahistorical command as he was asked to bring along 1500 points, including 2 regiments of cuirrassiers. In the historical battle there was only one brigade of Austrian Grenzer infantry, which was uncommitted, as well as the cuirassiers. Quinny’s infantry command included grenadiers, line and landwehr infantry.

The Bayly boys and Glenn, returning after a long illness, took on the French role.

My 1st Column was up against Graindorge’s 1st Brigade of Gazan’s 2nd Division, ie. the tough-nuts of the 4e Legere commanded by the wily Andrew B. I thought that I would be bottled up in the very tight terrain between the hills and the Danube in front of Rothenhof. Luckily, I had a combined arms force, whereas Andrew was limited to infantry only. His dragoons were a fair way behind, but approaching. I wanted to break through Andrew’s line before his cavalry came up in support. The problem was he was deployed in a long line across the mouth of the valley, able to deploy all his firepower, while my infantry wasn’t. His training was superior to mine; but even though I had the best Russian infantry on the battlefield, they weren’t as good as the French and didn’t have the space to deploy. I opened a space to allow the artillery though and placed a small detachment of dragoons behind the guns. As the weather was atrocious, movement was reduced by a 1/4, but even so, I moved slowly as I didn’t want to expose myself to a devastating firefight just yet. I thought I’d leave it to the guns to whittle down the line as well as sending a battalion of jaegers to skirmish against the formed troops. What a waste of time that was! Jaegers are classed as semi-skirmishers in our rules; troops who can, but are by no means skilled at, skirmishing. Andrew countered with a skirmish line of his own, which added to the futility of what I was trying to achieve. In the end the jaegers took too many casualties, broke and ran when I persisted in attempting to skirmish against the line. Pathetic! 

The table: Rothenburg closest to camera, where 1st Column approaches.

1st Column approaches in ‘masses’, interpreted as closed column in our rules.

The 4e Legere await!

Quinny’s Austrian cuirassiers appear down the central defile.

1st Column negotiates the bottle-neck in front of Rothenburg…
…with the best troops to the fore; the Smolensk and Little Russia Grenadiers. Behind the guns are the dragoons, ready to do or die!

The 4e Legere await developments

I tried charging the French line with my small dragoon compliment, but suffered the consequences of charging in column against a line of steady, well-trained troops. Out of the 5 figures that went in, only 2 came back, plus their attached general, who managed to rally them in the next couple of turns. Oh well, back to the drawing board! 

The dragoons rout after the disastrous charge, the general attempting to rally the survivors. If I’d rolled slightly better, it wouldn’t have ended in tears, but probably wouldn’t have succeeded anyway!

Plan B: advance the infantry on both flanks, leave a gap for the artillery and hussars to advance in the middle.

By this stage, 2nd Column began to debouch from the defile to the left-rear of the French line at Rothenhof. This consisted of 3 more infantry regiments plus two of jaegers (*sigh*) and a half-battery of artillery. At the same time, Quinny’s Austrians started appearing from the next valley, led by one of his cuirassier regiments. This pleased me greatly, as they caught the attention of Andrew’s dragoons who had looked likely to make a move on my 2nd Column which would have forced a stop to any advance into the French rear. As it was, the remaining French infantry deployed in line, bottling the 2nd Column up in the mouth of the valley (all hills were steep, which means 1/2 speed and 2 disorders).

3rd Column approaches! Rothenburg is in the distance with the French in between them and the 1st Column.

3rd Column deploys in the mouth of the defile. The right hand battalion fans out on to the ‘steep’ slope (just use your imagination, OK?), incurring disorders and reduced movement.
The half-battery of foot artillery in the lead of 3rd Column have their work cut out for them!

Back in front of Rothenburg, the infantry squeeze into the gap between the Danube and the hills, still leaving a space for the guns and cavalry. It took me a while to realise I should get my guns a lot closer to guarantee greater damage to the enemy line. D’Oh!

Quinny’s Austrians put pressure on the French centre, where Glenn and Tim occupied the vineyards between Ober- and Unterloiben. Their plan was to resist the Austrians in a defensive position and await the arrival of Dupont’s division. They had sent off a messenger in the first turn, so they just had to wait for the message to be delivered and the reinforcements to arrive. This would take several turns in which Quinny managed to chase off the supporting French artillery battery and then winkle the infantry out of their defensive position. With their backs to the Danube, though, they had to be praying that Dupont would arrive sooner rather than later! Andrew commanded the infantry between Rothendorf and Unterloiben which were in the open without the luxury of a defensive position, so in typical fashion went on the offensive. These troops weren’t cut from the same cloth as the light infantry in Rothendorf, though, and his attack stalled when his troops failed their pre-melee morale check. However, one of his battalions in square managed to give the advancing cuirassiers a volley into their flank, forcing the cavalry to retreat and buying some time.

Quinny’s Austrians erupt from the central defile. His cuirassiers are making a bee-line for Glenn’s artillery on the flank of the vineyards.

Quinny advances on the vineyards under the cover of the cuirassiers.

My 2nd Column next tried to escape the bottle-neck in a move that Andrew confessed he didn’t see coming. My centre battalion was deployed in line over the mouth of the defile with a battalion either side. The right hand column was deployed in line over the steep hills countering the French deployment to their front and suffered the movement and disorder penalties accordingly. On the left, the battalion was still in column, so I marched it up to the flank of the central line, pivoted on the right and deployed into line, but suffering the maximum disorders due the terrain. This move allowed the left of my line to overlap the flank of Andrew’s line, but I ran out of actions to be able to fire that turn. That left Andrew to decide whether to extricate himself from his predicament and incur the opportunity fire this round, or wait for my turn and suffer flank fire later. In the end he took the active choice and pulled back, copping my flank fire. Because of the multiple disorders, my accuracy was woeful and missed completely, but I still forced the morale check which he failed. However, it was only a retreat from which he quickly recovered. I didn’t follow up to exploit my success as the victorious line was completely disordered and I didn’t trust the jaegers to do anything but run. Still, it allowed me some breathing space.

The left hand column of 3rd Column, fans out into line into the flank of the French line, but picking up maximum disorders on the way after manoeuvring over the steep terrain.

Surprise! The ensuing flank fire and failed morale test forced the French line to retreat.
The French recovered in a better position than they left. Maximum disorders left me reluctant to follow up, but I could have sent one of the other battalions to chase. Another example of conservative mindset!
AwOOOgah! AwOOgah! Alarm! Alarm!
French reinforcements enter the battlefield!

The French battery scoots for cover under threat of Austrian cavalry, while the Austrian infantry bear down on their counterparts in the vineyards.

In between the vineyards and Rothenburg, the Austrians meet stiff resistance.

The French dragoons face off against the approaching enemy cavalry threat…

…but the French infantry square put paid to the threat for the moment, with a blast of flank fire.

The best chance to break through was still my combined arms force in front of Rothendorf. After my initial cavalry charge ended in failure, I thought I’d be a little more systematic. I moved my artillery up over the last turn, so that the range was shortened and I’d be guaranteed of causing casualties. I also moved up my grenadiers up and formed them into line, allowing Andrew to have two free shots in the process. It was a costly maneuver, but achieved what I set out to do; that is protect my cavalry charge from the full brunt of the French line’s firepower. Accordingly, I sent the hussars in and in the ensuing melee won a Pyrrhic victory, which in our rules means that the loser is forced to retire and the victor only gets to occupy the ground recently vacated, rather than get a breakthrough move. Still, a win’s a win! The French line was broken. Now to exploit the gap and force a way through.

The Russian hussars burst forth from behind the artillery to dislodge the infantry from in front of Rothenburg. 1st Column lick their lips in anticipation!

The other French line falls back to conform to the other line’s backward move. The hussars pay for their success by taking casualties from close range infantry fire, then breaking to the rear after failing the resulting morale check.

First step in that process was to occupy the part of the village closest to the river. In doing that I had a nice flank shot into the line I had just displaced. This time, they couldn’t resist and miserably failed their morale test, breaking and fleeing to the rear! The other French line withdrew behind Rothendorf before they suffered the same fate as I massed the remaining battalions to knock through the line and get into the flank of the French facing my 3rd Column. I wasn’t confident that the available forces were sufficient to break the line facing me, despite the fact their partner battalion had just bugged out. I sent the infantry who had successfully seen off the first French line into the next built up area adjacent to the remaining French line, suffering another casualty, but gaining my objective.

Time to get things moving!
One of the Little Russia grenadier battalions occupies part of the village on the French falnk

3rd Column await developments in front of Rotherburg, to the left of picture, while the Austrians battle it out in the centre.

The French reinforcements snake along the road, approaching Quinny’s right flank!

Time to act, says Andrew. After seeing off the cuirassiers, he launches an infantry attack, which is met in a counter-charge by Quinny’s Austrians

Andrew’s dragoons advance to threaten the enemy infantry

The combat results in an inconclusive draw!

Quinny is forced to break off some of his infantry from the vineyard attack to deal with the approaching French deluge!

BANG! The flank fire from the built up area causes the French line to panic and break!

Time to pile on the pressure. Andrew pulls back to conform with the troops facing 3rd Column. 1st Column’s infantry angle towards the French flank, while the artillery lends a hand. The battalion which saw off the French line exits one BUA in preparation to move into the next one.

The fleeing French are rallied by the general, however, and will make a return visit

Darren’s 2nd Column appear in the nick of time, aimed straight at the left-rear of Tim’s French who were just beginning to engage Quinny’s Austrians.

“Enemy straight ahead, Sir!”

The head of Tim’s French column contact the Austrians…

…while the middle of the column see a nasty surprise over their left shoulders.

Glenn manges to re-man the artillery battery in the rear of Quinny’s cuirassiers. Quinny’s landwehr reserves get thrown into the defense of the flank, while the battle rages further up the table.
The view form behind Rothenburg: Quinny’s infantry look hard-pressed as Andrew attempts to break the Austrian resistance before my attack breaks through behind them.

Andrew then fell back further, linking up both the line facing Rothenburg with the troops facing the 3rd Column. I got the artillery through Rothenburg and set it up with a flank shot into the French line, but also so that it could bear on the battalion which had broken but since been rallied and was now making its way back into the fray. Before that could happen, though, my guns had fired and the line broke, leaving a gap open for my small dragoon remnant to charge into the right-rear of the line facing 3rd Column. It copped flank fire from the rallied battalion (which I had not counted on!), so its charge was scuppered, but the remaining infantry around Rothenburg then had the opportunity to deal the final blow to French in that sector.

Andrew contracts his line further, backing off from Rothenburg in column

Quinny launches a now-or-never attack on the vineyard, as the French reinforcements approach. 

Glenn counter-charges through the vineyard. Maybe not the best choice?

Glenn’s troops break to the Danube, while the Austrian infantry occupy the vineyard at the top right of the picture.

Back in Rothenburg, the Russian infantry mass in preparation for an attack on the French. The artillery move through the village, while the dragoons move between the Danube and the village. The closest BUA is occupied by the Little Russia grenadiers in an attempt to counter the French line masking the village.

The dragoons sneak around the village towards the open flank of the French line.

The Russians close in while the French consolidate.



The French defensive line stabilises behind Rothenburg, while the rallied infantry battalion approaches to the right flank

Tim’s French reinforcements engage Quinny’s troops, resulting in the routing of the landwehr!

Darren’s infantry advances to the rescue.

As do his cavalry.

Tim’s rearguard turn to face the threat…
….while his vanguard pushes on!

Back in the centre, the Austrians stand their ground…

…against determined French pressure.

Tim’s cavalry launch a long range flank charge against the Austrian infantry which had gained the vineyard. Here, the head of the cavalry column contact the infantry.

More Austrians head to the rear!

Behind Rothenburg, the Russian artillery position themselves for a flank shot on the line, while the cavalry protect them form the advancing column.

The artillery fires down the flank of the French line. Unable to stand the pressure, the line breaks and flees to the rear, opening up the flank of the rest of the line. Huzzah!

Waiting for the right moment, the rest of 3rd Column mass 

Italian cavalry reinforcements appear. Too late?

Austrian cuirassiers charge Tim’s infantry in an attempt to stop the rot.

Another inconclusive charge from the French in between Rothenburg and the vineyards.
The Russian dragoons try a death or glory charge on the flank of the French line

The closed column at the top left stymied the cavalry attack with a volley of flank fire as it passed , so it’s up to the infantry! the charge goes in, spelling doom for the French defense!

Even though the French had reinforcements arriving in the shape of Italian cavalry, it was too late. My success to the east and Quinny’s tenacity in the centre in the face of determined defence by Glenn and a spirited attack from Tim, coupled with Darren’s eventual arrival to bottle the French in, proved too much for the French to overcome. It was declared an Allied victory! Huzzah!

*Jim prompted the game by requesting an to practice playing a Russian force. Guess who couldn’t make it to the game, though? 😉

Burton Doubles 2016 – the Multimedia Extravaganza!

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

Burton, a classic and historic venue … the ideal setting for a video and audio online multi-platform interactive assault on common sense and common decency as launches a PODCAST… and a VIDEO PODCAST to supplement the match reports!!Se…

Operation Jupiter 07 – Chateau de Eterville

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

This is game 7 in 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 Chateau.  The British have 6 turns to take over the German aid post in the Chateau.

Overview of the table from the British entry view – farm on the back left, chateau (the objective) on the right
A larger picture of the right side of the table with the road tracks through the woods a bit more visible.
The chateau with a large flat bare field aka potential killing field to its front.

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.


The British attackers, plus 4 carriers I forgot to include in the picture.

1 Company HQ
     6 figures
2 Platoons, each:
      1 CO

      3 sections (3 figures each)

4 Carriers (for one platoon)

2 Churchill VII
2 Archers

And the German defenders. 

1 Company HQ

   6 figures

1 Zug
      1 CO

      3 Gruppe (3 figures each)

1 PanzerIVG

1 Panther


The German plan: The British are unlikely to to advance to the Chateau over the flat field to its front – the avenues of attack will be the woods.  They may also attempt to go through the farm and attack the chateau from the side.  The German defense splits the infantry between the farm and the chateau (as the latter is the objective to defend). The tanks guard the Chateau front and also cover the woods to the edge of the chateau ,and may turn 90 degrees if an attack comes via the farm.  All the Germans have to do is stop the Brits in 6 turns, so delaying them advancing is the key.

Two German sections (3 figs = 1 section) in the farm buildings (picture from the German edge).
The tanks and the other half of the infantry (again, picture from the German edge).

Like the previous game, after deployment I dictated the game as I was playing using a voice recorder on the PC rather than typing notes as I went along. It worked well, and I now know the game took exactly 41 minutes to play from post-deployment to the end.
The British plan is to use the carriers to determine enemy location and strength; Tanks are split across the farm and the chateau.  Remaining infantry to go via the wood edge to take the chateau from the woods. Go fast, go hard! 6 turns is not long.
The Carriers split and go through the woods.  Carriers move very fast on the roads!

Fortunately (good planning) or unfortunately (bad luck) the carriers achieve their aim and the first carrier to enter into the farmyard is destroyed by a lucky panzefaust shot from the nearest farm building.

Carrier destroyed by a panzerfaust from the German gruppe.

The tanks come on next to support the infantry.  One Achilles and Churchill through the woods following the carriers, and the other enter to guard the area in front of the chateau.

Tanks enter into the woods.  Churchills are very slow compared to carriers!

While the other two take up a defensive position in front of the chateau.

The remaining British infantry move on. The platoon heads for the woods, ready to move down the edge facing the Chateau.  The company HQ takes up a position behind the stone walls in front of the Chateau.

The other British platoon enter to take on the Chateau.

The Germans in the chateau, or the tanks, do not open fire.  The Brits cannot see any of them yet and the Germans are better off holding their fire, especially the infantry that van wait until either a) the British need to cross the open or b) need to engage in close combat and the Germans will be in hard cover.  Also, the German tanks have a better chance to hit stationary tanks and so can always wait on hold until next turn when some of the them have stopped and so count as stationary.

Which is exactly what happened next turn…

The Panther and the PanzerIV fire at the Achilles in front of the Chateau.  Panther misses but the PanzerIV hits and KOs the Achilles. The Churchill returns fire but misses.  On the recording I heard me sum this up as me saying flatly “Oh dear”.  In the previous scenario play there was 5 turns of trading shots before a vehicle was destroyed, this game it occurs with the first trading of shots.

First tank blood to the Germans – one Achilles is knocked out.

Meanwhile over at the farm (British left flank), the infantry from the central two carriers deploy – one platoon and the commander 4 figures.

The infantry deploy from the 2 carriers (that were not fired at).into the woods near the farm

..and the Churchill continues down the road towards the remaining carrier to hopefully help clear the farm.

Churchill desperately trying to catch up to support the infantry

The surviving passengers on the far left British flank leave the carrier and take up a position behind the wall in the woods, fire at the buildings.  With not much chance of hitting, no damage.  The Gruppe in the building returns fire and routs one of the figures.

The survivors to the right, down one after the Gruppe has just fired at them.

The Churchill makes it to be able to fire on the German occupied building but causes no damage.  This occurred for the net two turns – both HE and hull MG. and no suppression results either!  The British frustration levels are rising. Note: on the third turn of firing the British did manage to rout a figure. And turn 5 another one!  Still to slow to enable a breakthrough on the farm.

The German hits the Churchill with a panzerfaust but it is ineffective.  Same again next turn.

Churchill arrives to provide support fire…that was ineffective.

The Achilles that was following the Churchill split off at the fork to provide support for the infantry that is going down the wood edge.

The Achilles arrives at the wood edge in the centre to provide much needed armour support

The main British centre platoon continue down the wood edge and get to the corner or the wood.  They are now in an excellent position to assault the chateau off the to back right of the blow picture).  The British are bogged down at the farm, but have a bit of concentration of effort right here.  The plan is working, what could go wrong? Formerly frustrated, the British are now mildly confident.  

The main British platoon arrive.  Armour support, lots of infantry.  All that is left is to assault the Chateau (just off to the top right)

There was a whole turn here (turn 3) of lots of firing back and forth to absolutely no effect to either side.  Which is actually in the German’s favour.  The British are on a very aggressive time limit after all.

The British charge a section to the chateau for some close combat action.  British lose two of the three figures that assaulted and the remaining figure retreats and is pinned. Germans automatically lose one.  But now the British know what is there.

Charge! (they fail are rout)

Lots of firing into the chateau but no effect.  After a few turns of engaging fire between the Achilles and Panther, the Achilles is destroyed.  This is not good for the Brits.  There is nothing left to take on the Panther, or more importantly –  to keep it busy.

Panther destroys the Panther.

The British send some more infantry (another section) to assault the Chateau.  A figure is lost to MG fire but the rest are fine.  However, the assault fails badly (poor dice rolling for the British) and 3 figures are lost.

Another charge.  Also fails.

The British platoon is down quite a few figures and takes a morale check – they will pull back.  This effectively ends the game as there is no way the British can dislodge the Germans from the Chateau, and occupy it, in one more turn.

End game.- note the Churchill at the right was immobilised late in the game.
The rules seem to work well again and so did the voice recording to prevent often having to interrupt the games to scribble down notes.  But it was a bit slow sometimes listening to the narration.  In preference, I prefer to not interrupt flow of the battle to write notes, and take the hit listening to my narration. 

The game is another great scenario.  Wild swings and decisions to be made.  The British sent too many troops to the farm on the left, and turn 3 was a time waster for the Brits.

I continue to enjoy these battles.

The Battle of Ludford Bridge 1459

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

This was a War of the Roses Battle that actually never happened…until now. After the battle of Blore Heath, the Yorkist factions regrouped at Ludford bridge near the town of Ludlow. They soon encountered a much larger enemy army led by Henry VI. The …

Let’s Play! – Maelstrom’s Edge from Spiral Arm Studios

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

Travis (whom you’ve seen in Dark Millennium before) was so stoked about Maelstrom’s Edge (the Dakka Dakka Community Miniature Game which was crowd-funded last year) that he painted up the Starter Set (The Battle for Zycanthus) and brought it up to the studio for everyone to check out! Big thanks to him for making it […]

Battle at the Farm ! – Leadplague Version

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

This week end, I was in Paris with some friends and I took the opportunity to go meet my pal Goulven. You might remember how he single handedly crushed my chaos renegades with his squats in a game of 40k 2nd ed the last time we had met
Well while this occasion was just meant to catch up, chat and have a beer, my host had secretly prepared an impromptu game of Rogue Trader.
I think you will all appreciate this kind of gesture but not only was this a proper game of Rogue Trader with proper oldschool miniatures and all, this was THE proper Rogue Trader scenario : Battle at the farm !

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