Posts Tagged ‘Battle report’
Roll a 4, 5 or 6 to hit…All the numbers are here, except the numbers that would actually hit. 8 LMG shots all needing 4s or better to hit. …Yep, that is pretty much how the entire game went.Now this was my second game in the Bolt Action Tourna…
|and more Cossacks!|
|Quinny’s Guard Division on the left..|
|…with its accompanying cavalry.|
|Bill’s French facing Quinny’s Russian Guard…|
|…with his reserve ready to back up the front line.|
|Большой сыр – The big cheese!|
|The centre advances|
|Kiev Grenadiers spread out to the right,|
|Quinny’s Guard attack develops on the left flank|
|Andrew’s French wait on the other side of the river, while his skirmishers occupy the vineyard.|
|The French 8ib battery and supporting unit.|
|My hussars take casualties as they mask the advance of my big guns|
|Darren’s Guard Cossacks on the left.|
|The Kiev Grenadiers and the Moscow Fusiliers advance, while the hussars take cover from the French artillery behind the rise in the ground.|
|Over on the right, Darren’s cavalry holds the flank against Garry’s French|
|Hussars and Dragoons supporting the horse gun battery|
|On my left flank the cossacks squeeze out the infantry. I was hoping that the Guard Cossacks would charge, but they were faced by numerous small cavalry detachments which would have counter-attacked any successful sortie across the river.|
|My advance from the French point of view.|
|The gap isn’t quite wide enough for the whole regiment to fit abreast with their accompanying battalion guns!|
|Andrew’s dragoons to the Russians: ‘Ger aweh, or Ah shall taunt yer anothair tahm’!|
|The infantry screen my big guns while they unlimber.|
|The Kiev Grenadiers form an anchored line on the BUA.|
|Andrew doesn’t move across the river, so it’s time to continue. The battalion in the BUA exits, while the rest of the regiment conforms to the forward movement.|
|Finally unlimbered, the 12lb battery looks for targets with the infantry and cavalry in support|
|To advance through the vineyard or not?|
|Darren’s Guard Cossacks advance after urging by the C-in-C (ie, me!). but still no action on that flank.|
|My guns are too far back to hit Andrew’s closest units which are in dead ground!|
|Darrens protects his flanks as Garry cheekily advances infantry in closed column in support of a small horse gun battery.|
|The Kiev Grenadiers advance and trade fire across the stream. To the right, Garry assumes a flanking position.|
|Darren’s dragoons offer a counter threat, while I angle the Moscow Fusiliers in support, effectively leaving the Kiev Grenadiers to their own devices.|
|Garry closes in on the flank…|
|…while the rest of his forces advance through the cultivated land against Darren|
|My big guns belatedly move forward with support. Note the hussars out in front sheltering behind the fall of the terrain.|
|The logjam behind the vineyard; should have just pushed through.|
|Quinny’s cavalry blitz crashes into Bill’s infantry|
|Quinny follows up with the infantry.|
|Back in my sector, the much-reduced Kiev grenadiers firefight with their French counterparts.|
|My hussars unleash a charge across the river at the line supporting the artillery on the other side of the artillery. Luckily I rolled high enough to cross the river and shrug off the casualties from defensive fire!|
|However the charge resulted in a draw, which saw us both retire.|
|Still, with the unit charged by the hussars in bad morale, the infantry facing the Kiev grenadiers broke and ran!
|The high-water mark!
Note the general facing backwards; he was severely wounded in the previous firefight.
|My guns finally reached a position to do some good, but it was too late, really.|
|The supporting column of the Kiev regiment had had enough of close range French artillery fire and broke!|
|The other battalion of Kiev grenadiers then copped flank fire from Garry, and retreated…|
|…before Andrew counter-attacked with his reserve…|
|…following through into the Russian supporting line!!|
|Wrong way, Roger!|
Fresh from drinking a pina colada at Trader Vics, those barbarian scallywags from the land of Dracula, the Dacians, touch down in Central London for 3 games of Roman-period themed L’Art de la Guerre goodness.Marvel at how this usually somewhat underpow…
Hey again,Last month turned out to be absolute painting success in 2016 – at the end of a day 10 pieces were moved from the shameful pile.It was mostly caused by Bolt Action stuff. I wasn’t sure about these sculpts while browsing rulebook for the firs…
In which I rob Ben mercilessly.🙂
Not that you’re likely to spot a difference (apart from the rules we flub), but here’s our last Living Rulebook 6 match between the Secund Sunz and Yensid Villains!
This is game 28 in play testing my ancient rules by replaying historical battles. The latest version of ‘Ancient Battlelines Clash’ is on its own blog page. I am play testing the rules by replaying all the Peter Sides scenarios from his Historical Battles books. ABC is designed to finish in under an hour on a 2’x2′ table.
Battle of Ipsus
In the saga of the Successor Wars, Antigonus One-Eye and his son Demetrius face a coalition of three other Successor emperors – Seleucus, Cassander and Lysimachus. The three had banded together as they were likely to be destroyed by Antigonus piecemeal otherwise. This was the last real chance for Antigonus to reunite Alexander’s empire.
There is not much on the internet on this battle:
Reduced by about a three-quarters the troops due to my smaller sized table. I also roughly halved the Spear or pike units as the scenario units are for DBx that assumes in this case that the units will be rear supported, not the case with my rules. I also put a bit more cavalry on the Antigonid right flank as the limited information on the battle seems that there was more cavalry here with Demetrius, compared to the Allies that may have evenly distributed the cavalry. I also put an elephant on the Antigonid left flank and centre, while the Peter Sides Scenario had elephants on the left and right flank.
Diodachi Allies (Seleucus, Cassander’s brother Pleistarchus and Lysimachus)
4 Phalangites, battle infantry, phalanx
2 Peltasts, aux infantry
1 Psiloi, skirmish infantry, short missile
1 Heavy Cavalry, aux cavalry, high fortitude
1 Heavy Cavalry, aux cavalry
2 Light Cavalry, skirmish cavalry, long missile
4 Elephants, elephant
2 Scythed Chariots
1 General with Guards
2 Phalangites, battle infantry, phalanx
2 Hoplite, battle infantry, phalanx, some protection
2 Peltasts, aux infantry
2 Psiloi, skirmish infantry, short missile
2 Elephant, elephant
1 Guard Cavalry, aux cavalry, high fortitude
1 Heavy Cavalry, aux cavalry
2 Light Cavalry, skirmish cavalry, short missile
1 General with a phalangite.
I thought about using subgenerals to represent the sons/generals on each side and have the general in the centre. With the small number of units, I decided against this and to put one general on each side – Antigonus in the centre and a guess that the main allied general is on their right wing cavalry.
|Allies to the left, Antigonus on the right|
For this game I am doing something that someone suggested a few years ago and do double depth for the heavy infantry for visual purposes only. It looks better. It does increase the depth of a heavy infantry unit which does mean they would be a little easier to flank. Not much though.
The Allies advance the elephants and scythed chariots.
Antigonus responds by advancing Demetrius with the cavalry on the right flank, and advancing his own elephants.
|Antigonus advances (view from the Allied side)|
The pair of Allied elephants go in.
Allied elephants (on left) on the allied right flank
The two elephants force the skirmisher to retreat and it is out of the game. But the skirmisher has disordered the elephants. Both continue their charge into the Antigonid elephant and force it to retreat through the peltasts behind it (disordering the light infantry). One Allied elephant continues to charge into one of the peltasts and they are locked in melee.
This is why I wrote Ancient Battlelines Clash – all of the above driven by the rules – fast, a little unpredictable but still producing a great narrative with just a few dice rolls.
|The result of sending in the Allied elephants (a lot of skimisher casualties)|
Scythed chariots hit the hoplites, disorder them but are destroyed in return
|Scythed Chariots – at least they caused a disorder|
Elephant and skirmishers meet in the centre but all that happened is the Allied skirmishers cleared the opposing skirmishers.
|Battle of elephant and skirmishers in the centre.|
The other elephant comes in and elephant and skirmisher disordered.
|The second Allied elephant joins the fray in the centre|
The other scythed chariot charges into some hoplites for no effect and are destroyed.
|The second scythed chariot throws itself at the phalanx line for no effect before being destroyed.|
Demetrius and associated cavalry charge up the Antigonid right flank into the defending infantry. The light cavalry exchange missiles before the clash, and both retreat disordered. The heavy cavalry meet, and it is disorder all round.
|On the Antigonid right flank, Demetrius meets the opposing cavalry.|
The elephant battle in the centre sees both allied skirmishers routed and the Antigonid elephant in combat with an allied one, but disorder all round and no destruction.
|Elephant battle continues in the centre, clearing out the skirmishers. It is tusk on tusk now.|
Through some really great Antigonid die rolling, elephants on the Allied left flank see the Antigonid light infantry take out both Allied elephants.
|On the Allied right flank, both Allied elephants are routed by opposing light infantry|
In the centre the Antigonid elephant and skirmisher are routed. The centre is cleared of allied units.and the way is open for the Allied elephants to throw themselves at the Antigonid phalanx.
In a case of brilliant and poor dice rolling,the Antigonid right flank sees one the the Antigonid heavy cavalry routed, but also the lone Allied cavalry as well. Demetrius pursues to near the table edge.
|Demetrius routs the opposing heavy cavalry, but losing one of his heavy cavalry as well.|
One of the Allied elephants makes it to the phalanx line and disorders a phalanx. The elephant does not last long and it routed next turn
|An Allied elephants makes it into a Antigonid phalanx and disorders them before routing.|
The next turn the other charges in to a phalanx unit and disorders an other phalanx but it too is routed in a few turns.
|The other Allied elephant makes it into another Antigonid phalanx and disorders them before routing|
Across the rest of the field, Demetrius has slowly being turned around, the Antigonid elephant and peltasts are realigning to go against Seleucus and the Allied phalanx has been slowly advancing but staying far enough away for the elephants for if they rout.
|Overview of the battle after the initial flank battles and centre skirmishing|
The Allies are near their breakpoint (losing 4 elephants and a heavy cavalry) while the Antigonids are still far away from it (losing only one elephant and heavy cavalry). but now the phalanxes are going to meet…
The moment we have all been waiting for – the phalanx lines meet. The Antigonids have three disordered phalanxes (not good). The undisordered one has Antigonus with them (that is good).
|Phalanx battlelines clash. three of the Antigonid phalanxes (rear) are at a disadvantage as they are disordered. But the undisordered one has Antigonus with them.|
Two Antigonid disordered phalanxes routed. The elephants did their job in softening up the line. The Antigonids are now also one heavy unit away from the army breaking as well. Demetrius is closing in on the rear of the Allied phalanx
|Two of the disordered Antigonid phalanxes rout. Demetrius can bee seen botton centre|
Antigonus then manages to destroy an Allied phalanx.
|Antigonus routs an opposing Allied phalanx|
Game over as the Allies have reached their breakpoint. Interestingly enough, I rolled a die for the other Antigonid phalanx unit in combat, and it routed. This would have caused the Antigonid army to break if Antigonus had not won his combat. What a close game!
|End game. Antigonid victory|
Alternative history – the Allies won this one in reality.
I thought about not using so many elephants, but they were important to the original battle’s outcome, so I used quite a few. They tend to get routed early – before the main battlelines clash – and this did cause the Allies to get close to their breakpoint. It was fine, although there usually only been a couple of skirmisher-elephant clashes in other battles, this one had lots and it does slow the game game slightly. Normally skirmishers are one or two-shot units before retiring from the game.
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