Posts Tagged ‘Battle report’

Battle Report – Infinity N3 – Steel Phalanx vs. Haqqislam – ‘Acquisition’ ITS 9

Posted on October 20th, 2017 under , , , , , , , , , . Posted by

  Owen and I continue working our way through the new scenarios from ITS Season 9 with ‘Acquisition!’ as I test out my new army for this season; Steel Phalanx! Advertisements

Let’s Play! – Adeptus Titanicus (1988)

Posted on October 19th, 2017 under , , , , , , , , . Posted by

  Time to take a trip back to 1988 to check out the game that’s been more influential in the history of the Warhammer 40k universe and even at Games Workshop than you probably know – Adeptus Titanicus! Advertisements

Battle Report – Warhammer 40k – Imperial Knights vs. Drukhari

Posted on October 18th, 2017 under , , , , , , . Posted by

  Jordan brings his beautifully painted Drukhari army to face my Imperial Knights in 2000pts of ‘Secure and Control’! Advertisements

Battle Report – Frostgrave: Ghost Archipelago – ‘The Stone Circle’

Posted on October 17th, 2017 under , , , , , , , . Posted by

  The Blood Totems must have been a warning to outsiders, but to the crews of Ares and Arturo they were an invitation to press deeper into the watery region. Finally a massive circle of stones appeared. The haunted isle must protect something valuable and the crews race to secure it, even as a shadowy […]

Warhammer Quest: Silver Tower Battle Report – Ep 04 – The Shard of Ulgu

Posted on October 16th, 2017 under , , , , , , , , . Posted by

  It’s time for more Silver Tower! Danny is back for another sortie into the endless maze of the Gaunt Summoner’s Stronghold, this time as we quest for the Shard of Ulgu! Advertisements

Battle Report – Dark Age – Followers of the Heretic vs. Prevailers

Posted on October 13th, 2017 under , , , , , , , , , , . Posted by

  Jay Ryan from New Ashkelon Radio comes into the studio with his Prevailers to play my Followers of the Heretic (now with all new Worm Brigade!) in a 750pt game of Reconnaissance! Advertisements

Battle Report – Imperial Knight: RENEGADE – Throwback Thursdays Ep 113

Posted on October 12th, 2017 under , , , , , , , , , . Posted by

  Several years ago Games Workshop experimented with small-print run mini games that bundled 40k model kits together. They were incredibly popular as model releases but the games themselves were never widely seen. Let’s check out the first; IMPERIAL KNIGHTS: Renegade with an honour duel between the Red Fang and Mastodon! Advertisements

Pigyard rumble (US vs Germans bat.rep.)

Posted on October 11th, 2017 under , , . Posted by

Hey again,
Last weekend brought something I’ve been waiting for a long time:
Bolt Action game with fully painted armies!
Yup, although I’ve been into the hobby since like 1996 or 1997 it’s not really often here to find gamers using painted only models (for many reasons).
Especially in something larger than standard skirmish, gang-on-gang games.
But since recently my brother discovered marvellous powers of dipping and wash/drybrush combo, he managed to assemble quite pain in der Arsch German force.
And that’s what the post is mostly about:
one more encounter between US boys and German Jungen (my bro claims is’s actually democratic opposition in the Reich not those evil bastards we saw in Indiana Jones movie). 

But before:
last week another piece of tarrain was added onto the battlefield: fenced patches.
The general idea was to test using balsa wood and new spray. As you can see fence turned out bit too large but’s just fine for gaming purposes (should also be enough to protect precious plants against Jeeps, self-propelled guns and overgrown, mutated pigs). I think I’ll make another one, slightly larger but with more narrow planks. 
I wonder if there’s any market for such pieces.    

To battle!
So for the game we chose Point defence scenario.
Long story short: German forces were defending 3 key positions, marked on the battlefield with Pfennig coins, for those who forgot what was that:

Germans started on the table edge containing 2-floor ruins and another wrecked building.
US guys were starting on the opposing edge, along the road and some hedges.
In the centre there were some ruined buildings but most important: goddamn trees. 
Here’s what mean:

I mentioned about overgrown, mutated pigs, right?
Horrifying result of mad nazi scientists… 
(It is said those creatures were planned to be replacement for artillery tractors, which would save precious fuel during late stage of war).

The forces:

Operation Pig Yard Rumble
Operation Pig Yard Rumble
American troops behind shrubbery. Well-fed pigs from Peenemünde were were silent witnesses of the upcoming battle.
Date 7 October 1944
Location Northern France
Result Draw, objective marked captured by US forces.
Belligerents
USA Nazi Germany
Officers
First Lieutenant Second Lieutenant
Second Lieutenant
Infantry squads
9x Regular Infantry sq. with 2 BARs
9x Regular Infantry sq. with 2 BARs
8x Regular Engineer sq. with 2 BARs and Flamethrower
7x Heer Grenadier with 2 LMG (vet.)
7x Heer Grenadier with 2 LMG (vet.)
7x Heer Grenadier with 2 ass. rifle
7x Heer Grenadier with 2 ass. rifle
Special squads
Sniper team, with SMGs (vet.)
Medic
Artillery and anti-tank
57mm Anti-tank Gun M1
Medium Mortar team
Bazooka team
Panzerschreck team
Tanks, SP Guns and Armoured Vehicles
M8 Greyhound
M4 Sherman 75mm medium tank
Motorcycle with MMG sidecar
Marder III
Hetzer, (inexp.)

Turn 1
The battle started with preparatory bombardment: 
Germans set up 5 units, 4 of them were pinned only but low rank officer was less lucky and was hit by stray shrapnel. Another nazi bites the dust…
Remaining German units decided to rally, in order to prepare for advancing Americans.
In the meantime whole US infantry and support weapons entered the battlefield. Soliders used ruins and hedges as cover, mortar and anti-tank gun tried to cover as much area as possible (which was quite difficult task because of those fucking trees…)
I’m afraid I screwed up planning at this stage: af first I wanted to concentrate only on 2 markers, leaving the last one in the building together with it’s German guard but then something told me to get there and torch the thing with engineers squad (engineers failed which made them rather useless).

Turn 2
US infantry advanced further forward covering behind tree lines – unfortunately unit in the middle was hit by enemy fire. Another unit tried to hide behind tree logs but as soon as they got there, thery were assaulted by nasty German bike: one solider down.
Engineers rushed forward behind another hedge. Germans opened fire from the building trying catch them in open space but LMG missed. Lucky bastards!
Mortar team tried to provide some protection for advancing soliders with smoke screen, but the wind pushed the smoke back leaving them blind.
As the same time Sherman and Greyhound joined the game:
initially I was hoping to use tank and engineers to destroy enemy occupied building but after missed shot tank moved to the centre, providing MMG fire.
Greyhound arrived from the other side ot table edge trying to reach das Bike with heavy fire but since it was well hidden behind ruins – it’s attention was pointed at enemy infantry behind the trees, one or two models down.

Turn 3
German iron fist rolled in: lucky for me both tanks’ main cannons missed their targets, but MMG fire messed a bit with my brave soliders. Could’ve been much worse!
Greyhound decided to provide some cover for troopers nearby (instead of mortar which missed once again…) so it moved full speed forward, just in front of enemy bike: 
sure, there was no fire but German patrol also lost line of sight to my infantry so it turned back and rushed away, to be pain in the ass somewhere else.
Infantry units in the middle exchaned fire which result was several soliders dead on both sides. Meanwhile Panzerschreck team emerged from behind the trees just in front of my Sherman, inflicted pin marker but failed to pierce front armour. Phew! That was close!  

Turn 4
Apparently my lucky star faded away.
Engineers tried to get closer to make proper use of their toys but were caught by ambush fire from the building. 6 men managed to get behind the bunker, but the flamethrower operator got bullet in the head during the race for life. 
The squad has now became totally useless. 
Sherman crew failed morale test in order to send some lead to enemy, so it moved back bit deeper into the trees. But not deep enough to hide from the damn Panzerschreck – single shot from well positioned team ripped the vehicle apart.
Infantry in the middle exchanged some more fire, some models were taken out of action. Those trees was a damn nightmare to cross, next time I’d rather try to simply pass it.
As for good news – Greyhound tried to take out the bike, which used it’s special recce rule and moved behind the ruins: my advancing infantry has just avoided nasty MMG fire.
US infantry moved from behind pile of logs and inflicted some more pins on Germans defending marker: they fucked morale check and therefore left the battlefield. 

Turn 5
At this moment I was rather sure I could hope only for a draw:
infantry squad moved closer to catch the marker in the next (last!) turn, while Greyhound sneaked up behind the ruined building to destroy enemy motorbike.
At the same time German tanks opened fire to my infantry but practically no harm was done.

 

Turn 6
It’s about 1:30 in the morning. War is hell.
Intantry squad fushed forward capturing objective marker.
Hoping for miracle Greyhound advanced trying to hit Marder, but the attack failed (which cannot be said about enemy vehicle, which’s well aimed shot turned my poor M8 into heap of smoking junk).
Some single shots were heard but those were just meaningless now: it was a draw.

Aftermatch:
It was fun.
Painted models on nice looking table look just brill and makes games even more enjoyable. Although I am kinda disappointment with performance of mortar and anti-tank gun.
Using mortar is always lottery – at least some smoke was laid, but that damn cannon didn’t manage to take a single shot! Sure, it was scaring away enemy units from getting into corridor in the centre but frankly – for that cost I’d rather prefer using forward air observer.
What else? Flamethrower it veeery powerful bullet magnet, so it was not really wise to let engineers go without any mobile protection.
I am still surprised they were lucky enough to survive all the fire from building…
Hope to paint something more ’till the next match so I can slightly modify the battleforce.
Take care!

Pigyard rumble (US vs Germans bat.rep.)

Posted on October 11th, 2017 under , , . Posted by

Hey again,
Last weekend brought something I’ve been waiting for a long time:
Bolt Action game with fully painted armies!
Yup, although I’ve been into the hobby since like 1996 or 1997 it’s not really often here to find gamers using painted only models (for many reasons).
Especially in something larger than standard skirmish, gang-on-gang games.
But since recently my brother discovered marvellous powers of dipping and wash/drybrush combo, he managed to assemble quite pain in der Arsch German force.
And that’s what the post is mostly about:
one more encounter between US boys and German Jungen (my bro claims is’s actually democratic opposition in the Reich not those evil bastards we saw in Indiana Jones movie). 

But before:
last week another piece of tarrain was added onto the battlefield: fenced patches.
The general idea was to test using balsa wood and new spray. As you can see fence turned out bit too large but’s just fine for gaming purposes (should also be enough to protect precious plants against Jeeps, self-propelled guns and overgrown, mutated pigs). I think I’ll make another one, slightly larger but with more narrow planks. 
I wonder if there’s any market for such pieces.    

To battle!
So for the game we chose Point defence scenario.
Long story short: German forces were defending 3 key positions, marked on the battlefield with Pfennig coins, for those who forgot what was that:

Germans started on the table edge containing 2-floor ruins and another wrecked building.
US guys were starting on the opposing edge, along the road and some hedges.
In the centre there were some ruined buildings but most important: goddamn trees. 
Here’s what mean:

I mentioned about overgrown, mutated pigs, right?
Horrifying result of mad nazi scientists… 
(It is said those creatures were planned to be replacement for artillery tractors, which would save precious fuel during late stage of war).

The forces:

Operation Pig Yard Rumble
Operation Pig Yard Rumble
American troops behind shrubbery. Well-fed pigs from Peenemünde were were silent witnesses of the upcoming battle.
Date 7 October 1944
Location Northern France
Result Draw, objective marked captured by US forces.
Belligerents
USA Nazi Germany
Officers
First Lieutenant Second Lieutenant
Second Lieutenant
Infantry squads
9x Regular Infantry sq. with 2 BARs
9x Regular Infantry sq. with 2 BARs
8x Regular Engineer sq. with 2 BARs and Flamethrower
7x Heer Grenadier with 2 LMG (vet.)
7x Heer Grenadier with 2 LMG (vet.)
7x Heer Grenadier with 2 ass. rifle
7x Heer Grenadier with 2 ass. rifle
Special squads
Sniper team, with SMGs (vet.)
Medic
Artillery and anti-tank
57mm Anti-tank Gun M1
Medium Mortar team
Bazooka team
Panzerschreck team
Tanks, SP Guns and Armoured Vehicles
M8 Greyhound
M4 Sherman 75mm medium tank
Motorcycle with MMG sidecar
Marder III
Hetzer, (inexp.)

Turn 1
The battle started with preparatory bombardment: 
Germans set up 5 units, 4 of them were pinned only but low rank officer was less lucky and was hit by stray shrapnel. Another nazi bites the dust…
Remaining German units decided to rally, in order to prepare for advancing Americans.
In the meantime whole US infantry and support weapons entered the battlefield. Soliders used ruins and hedges as cover, mortar and anti-tank gun tried to cover as much area as possible (which was quite difficult task because of those fucking trees…)
I’m afraid I screwed up planning at this stage: af first I wanted to concentrate only on 2 markers, leaving the last one in the building together with it’s German guard but then something told me to get there and torch the thing with engineers squad (engineers failed which made them rather useless).

Turn 2
US infantry advanced further forward covering behind tree lines – unfortunately unit in the middle was hit by enemy fire. Another unit tried to hide behind tree logs but as soon as they got there, thery were assaulted by nasty German bike: one solider down.
Engineers rushed forward behind another hedge. Germans opened fire from the building trying catch them in open space but LMG missed. Lucky bastards!
Mortar team tried to provide some protection for advancing soliders with smoke screen, but the wind pushed the smoke back leaving them blind.
As the same time Sherman and Greyhound joined the game:
initially I was hoping to use tank and engineers to destroy enemy occupied building but after missed shot tank moved to the centre, providing MMG fire.
Greyhound arrived from the other side ot table edge trying to reach das Bike with heavy fire but since it was well hidden behind ruins – it’s attention was pointed at enemy infantry behind the trees, one or two models down.

Turn 3
German iron fist rolled in: lucky for me both tanks’ main cannons missed their targets, but MMG fire messed a bit with my brave soliders. Could’ve been much worse!
Greyhound decided to provide some cover for troopers nearby (instead of mortar which missed once again…) so it moved full speed forward, just in front of enemy bike: 
sure, there was no fire but German patrol also lost line of sight to my infantry so it turned back and rushed away, to be pain in the ass somewhere else.
Infantry units in the middle exchaned fire which result was several soliders dead on both sides. Meanwhile Panzerschreck team emerged from behind the trees just in front of my Sherman, inflicted pin marker but failed to pierce front armour. Phew! That was close!  

Turn 4
Apparently my lucky star faded away.
Engineers tried to get closer to make proper use of their toys but were caught by ambush fire from the building. 6 men managed to get behind the bunker, but the flamethrower operator got bullet in the head during the race for life. 
The squad has now became totally useless. 
Sherman crew failed morale test in order to send some lead to enemy, so it moved back bit deeper into the trees. But not deep enough to hide from the damn Panzerschreck – single shot from well positioned team ripped the vehicle apart.
Infantry in the middle exchanged some more fire, some models were taken out of action. Those trees was a damn nightmare to cross, next time I’d rather try to simply pass it.
As for good news – Greyhound tried to take out the bike, which used it’s special recce rule and moved behind the ruins: my advancing infantry has just avoided nasty MMG fire.
US infantry moved from behind pile of logs and inflicted some more pins on Germans defending marker: they fucked morale check and therefore left the battlefield. 

Turn 5
At this moment I was rather sure I could hope only for a draw:
infantry squad moved closer to catch the marker in the next (last!) turn, while Greyhound sneaked up behind the ruined building to destroy enemy motorbike.
At the same time German tanks opened fire to my infantry but practically no harm was done.

 

Turn 6
It’s about 1:30 in the morning. War is hell.
Intantry squad fushed forward capturing objective marker.
Hoping for miracle Greyhound advanced trying to hit Marder, but the attack failed (which cannot be said about enemy vehicle, which’s well aimed shot turned my poor M8 into heap of smoking junk).
Some single shots were heard but those were just meaningless now: it was a draw.

Aftermatch:
It was fun.
Painted models on nice looking table look just brill and makes games even more enjoyable. Although I am kinda disappointment with performance of mortar and anti-tank gun.
Using mortar is always lottery – at least some smoke was laid, but that damn cannon didn’t manage to take a single shot! Sure, it was scaring away enemy units from getting into corridor in the centre but frankly – for that cost I’d rather prefer using forward air observer.
What else? Flamethrower it veeery powerful bullet magnet, so it was not really wise to let engineers go without any mobile protection.
I am still surprised they were lucky enough to survive all the fire from building…
Hope to paint something more ’till the next match so I can slightly modify the battleforce.
Take care!

Battle Report – Warhammer 40k – Lamenters vs. Necrons

Posted on October 11th, 2017 under , , , , , , , , , , . Posted by

  Adam from Greenleaf Terrain (https://www.facebook.com/greenleaf.terrain/) brings his beautifully painted Lamenters army to face my Necrons in a 2000pt game of No Mercy! Advertisements

Match Report – Guild Ball S3 – Blacksmiths vs. Alchemists

Posted on October 10th, 2017 under , , , , , , , , . Posted by

  I’ve painted my Blacksmiths Guild! The newest Guild to take the pitch is ready for their first game against the Alchemists. Advertisements

Another Flowerpot Men Duel

Posted on October 10th, 2017 under , , , , . Posted by

En Garde, Bill!”
“Damn yer eyes, Ben!”
EDIT: I was playing around with the Blogger app on my tablet and didn’t realise I published this post before I’d finished it! Apologies. (Though it’s heartening I still got two comments in that time…)
Well, it’s been a while!
Finally got a game under my belt AND remembered to bring the camera! It’s been a torrid time for me in  past month or so. The flu season has been the worst for a long time, and I was off work for about a week in early August. Then I had to have an infected tooth removed…etc., etc.
This game was the first I’d been to at the new NWA Saturday venue at the Croydon RSL club, which, while a bit more snug than the previous venue, certainly has its bonuses: There’s a bar! Nothing like having a cold one while contemplating military tactics.
Anyway, Bill and I decided on another Peninsular War scenario using the randomised entry of advanced guard, main body and rear guard formations. Bill started off holding the central village with his Portuguese, while my advanced came on the board at a randomised point. From then on we rolled to see when and where our next units came on, adding little randomised chaos to the game! Bill also devised another variable by adding ANOTHER roll, dubbed the “racist roll”. In the event of his main body or rearguard successfully rolling to enter the board, Bill would then roll again to see if the British commanders would ignore the pleas of their Portuguese allies, dismissing them as “panicky foreigners”. In the event, his British units remained faithful to their oldest allies, but it added a certain frisson of danger to the game!
Bill started off the game with two Portuguese line infantry battalions occupying the central villages, while two battalions of skirmished caçadores held the wooded ridgeline and vineyard across the stream. My advanced guard crossed the stream by the vineyard with one of my battalions in skirmish order to fend off the nearest caçadore battalion. Ineffective skirmish combat kept the Portuguese at bay while the rest of my force crossed the stream and formed up behind the villages. His artillery and some of his infantry redeployed to meet the threat, but with no cavalry, his infantry were effectively blocked from taking offensive action. However, I didn’t really have enough infantry to take advantage of that fact, so it devolved into an artillery slug-fest with my guns whittling down his infantry square, while my skirmishers bickered away with his. My skirmishers eventually prevailed over the caçadores, forcing them back from the stream with losses.

That coincided with my main body making an appearance on the board behind the Portuguese position. Caught between hammer and anvil! Now to press on before the Anglo-Portuguese main body appeared. But, wait! Bill also rolled for his main body to appear on the table. Still, he had to make the “racist roll”…Curses! He passed it! Then he had to roll for his entry point on the table. Guess where he rolled for? Right behind my advanced guard. Now I was the one in between a rock and a hard place!

After putting my infantry in defensive formations to face the dangers from both directions, I moved the hussars from threatening the Portuguese artillery to face the British threat. I thought I was toast there for a while, but then Bill moved his light dragoons into my opportunity charge range. I declared the charge, managed to roll for it and launched the charge (Nothing worse than declaring you’re going to take the opportunity, then flubbing the roll; Officers yell “CHARGE!” and the troopers say “Yeah…nah”). SO satisfying to have things go the right way for a change; the hussars barrelled into the advancing light dragoons and smacked them around a bit before pulling up just short of the infantry. Not such a nice place to end up, but the British were stuck where they were for the moment, pinned to the edge of the board with the cavalry behind the infantry licking their wounds from the rough handling they’d been given.

Just then the sun seemed to be out and smiling on my efforts as my rearguard appeared in the quadrant closest to be able to support my game-saving hussars! Infantry and another cavalry regiment (chasseurs this time) were arriving ready to fall on the British flank if they were ever able to advance away from the edge of the table.

Of course, that advantage didn’t last long with Bill’s rearguard appearing on the table (fortunately a fair distance away). Still, I needed to get my skates on if I wanted to keep the advantage. I elected to keep the horse gun battery facing the villages in order to keep the Portuguese in cover, while trying to get as much infantry to bear on the British brigade pinned to the edge of the board by the hussars. This was made easier by Bill keeping his caçadores in skirmish order, but I was sure he wouldn’t be leaving them in that formation for much longer.

On the other side I was spreading my main body out along the stream. At first I contemplated storming the nearest BUA, but decided that I should first secure the flanks. After Bill’s rearguard came on nearby, I decided that should be the primary  focus of my rearguard, despite the fact that my troops were beginning to be spread out to cover all contingencies. With his riflemen peppering my columns as they advanced, my forces were being disordered before they could get in a position to threaten Bill’s exposed line. I had a moment wbere it looked like I could get around his flank, but by skillfully withdrawing the flank just out of reach each time I threatened, my chance quickly evaporated. Nowhere else along that sector did  I have enough of a concentration of forces to break his defences. After a little toying, where I managed to force back but not destroy an infantry square, Bill got his second cavalry unit into their rear of my pinning force and then freed the original unit I’d charged. After the hussars were dealt with, my inantry were caught between both cavalry units and were picked off one by one. With that front collapsing and stalemate on the other, we declared it an Anglo-Portuguese victory.

Although it wasn’t a favourable outcome, it was still a very entertaining game. The fortunes of war fluctuated from one player to the other causing all sorts of consternation, and with lots of open flanks it was a real challenge to protect all contingencies. Bill’s ‘racist’ dice roll was another innovation,  but unfortunately (for me!) didn’t have an effect on the game.


Hussars and horse gun battery approach villages with infantry following behind.

Caçadores in the vineyard…

…and on the wooded hilltop.

The French forces cross the stream, to be met by the Portuguese artillery.

The Caçadores leave the vineyard to confront the last French légère battalion, which has unformed.

Skirmish combat ensues, while the rest of the French forces across the stream ready themselves for action.

The skirmish line

The French triple threat (a bit light on infantry, though. Light?…Infantry?…Geddit?! Ha!)

Bill protects his artillery with an infantry square on one flank and a line anchored between the 2 occupied BUAs.

My légère skirmishers win their combat, forcing the caçadores to retire with losses.

Blurry action shot of my main body entering the board!

Portuguese get that funny feeling that they’re being watched…

Curses! The table are turned almost immediately!
Bill’s main body appear behind my advanced guard’s position.

Hussars about face towards the threat

One battalion faces the Portuguese while the other turns along with the horse gun battery.

On the other side of the table, my main body advances on the Portuguese position.

The hussars take the charge at the advancing British cavalry!

The light dragoons are repulsed! They also retreat through their own infantry, disordering them all.
Huzzah!
Behind that action, the rearguard rides to the rescue!

The hussars pull back with a parting shot from the British, while the rearguard appears at the top left.

Bill’s rearguard appears off the flank of my main body on the other side of the table!

Bill’s caçadores enter the walled field, threatening the French columns. My rearguard approaches the fight from the top. In the top right corner, though, British cavalry can be seen!

The French guns and infantry line facing the villages remain oblivious to the threat!

On the other side of the table, my main body spread out instead of concentrating against one target.

While my guns attempt to whittle the British infantry in preparation for my infantry columns to charge, the pesky rifles with their long-range fire rack up the disorders on my columns!

Disaster!
Back in the center, the British cavalry from the main body spring their trap on the horse guns

They then take the breakthrough into the infantry line who are unable to form square in time!

“Tally-ho! Yoiks and away!”

Things are looking crook in Tallarook!
Time to go on the offensive, methinks!

One battered battalion in square moves forward to block the threatening British cavalry, covering the neighbouring column’s path as it charges the nearest British infantry square.

I was hoping to break into the square and then unleash the hussars behind…

Although successful…

…the square was only pushed back, not broken.

Meanwhile, between the villages, my lines were getting out flanked. With added firepower from the artillery now released from guarding against the French artillery, my infantry was in a losing position.

Even with rear support, their numbers were shrinking fast. 

Further down the stream, my infantry had crossed with the intention of outflanking the British line, but with constant rearward movement guarded by persistent galling skirmish fire they were relatively safe. They were extremely powerful light bobs who would have made mincemeat of my poor, battered regulars if push came to shove.

On the stream between these two actions was another 3 battalions which couldn’t really do anything but block. Charging a BUA across the stream with support from the line would have been risky at best and suicidal at worst! I’d spent too long faffing at the edges when I should have concentrated on the BUA.

Bill’s coup de grace: his light dragoons (all recovered now) charge the flank of the closed column after his caçadores had pushed back my weakened square.

After smashing the closed column, the light dragoons’ momentum takes them into the square, which is too weak to resist…

…taking the dragoons into the flank of my valiant hussars!

The dragoons end up like a knife blade in the heart of tne French position.
Game over!

Battle Report – Warhammer: Age of Sigmar – PTG – Bonesplitterz vs. Stormcast

Posted on October 9th, 2017 under , , , , , , , . Posted by

  Mike returns for another Path to Glory game with his Bonesplitterz against Graco Stormfist and his Eternals! This time we’ve trapped the venerable Wargog Prophet in Battleplan: Cornered! Advertisements

Play testing the Line-Exchange rules

Posted on October 7th, 2017 under , , , , , . Posted by

I should have known the Young Padawan would be reluctant to face my Macedonian Pikemen again, so instead I have had to resort to some solo play-testing of the ‘new’ Maniple Line-Exchange rules. The whole exercise took less than an hour and quickly demo…

Play testing the Line-Exchange rules

Posted on October 7th, 2017 under , , , , , . Posted by

I should have known the Young Padawan would be reluctant to face my Macedonian Pikemen again, so instead I have had to resort to some solo play-testing of the ‘new’ Maniple Line-Exchange rules. The whole exercise took less than an hour and quickly demo…

Battle Report – Infinity – Onyx CF vs. Pan O (Closed List C)

Posted on October 6th, 2017 under , , , , , , , , , . Posted by

  It’s ITS Season 9! Owen from Gaming with the Cooler and I test out Power Pack from Season 9 and one of the new Closed Lists for Pan Oceania that they won in Strikezone: Wotan! Advertisements

Battle Report – Warhammer 40000 – Necrons vs. Deathwatch

Posted on October 4th, 2017 under , , , , , , , , . Posted by

  Chris is back with his Deathwatch to take on my Necrons in another Open War mission! Advertisements

Battle Report – Frostgrave: Ghost Archipelago – ‘Blood Totems’

Posted on October 3rd, 2017 under , , , , , , . Posted by

  Ares and the Ducks have returned to the Ghost Archipelago and encounter Arturo Bravo in a strange new region. An extinct tribe has left ominous standing stones that vibrate with malevolent blood soaked energies and the glint of hidden treasure. Both crews race to extract them as the Heritor’s blood burns with the thirst […]

Let’s Play! – Company of Iron by Privateer Press

Posted on October 2nd, 2017 under , , , , , , , , , . Posted by

  Privateer Press’ upcoming Skirmish game set in the Iron Kingdoms, Company of Iron gives you a whole new way to play with your Warmachine and Hordes models! Join the discussion on Facebook to talk to the designers HERE: https://www.facebook.com/groups/1924942657724054/ Advertisements

Incantris – First Play Through and Review

Posted on October 2nd, 2017 under , , , . Posted by

Recently I played Incantris for the first time and my first impression is simply, “Wow!!!!”In this post, we take a look at my first session and initial thoughts of the game Incantris. Special thanks goes out to Heath of RAINN Studios for sending me a r…

Incantris – First Play Through and Review

Posted on October 2nd, 2017 under , , , . Posted by

Recently I played Incantris for the first time and my first impression is simply, “Wow!!!!”In this post, we take a look at my first session and initial thoughts of the game Incantris. Special thanks goes out to Heath of RAINN Studios for sending me a r…

Battle of Heraclea 280BC using new When Warriors Collide rules

Posted on October 1st, 2017 under , , . Posted by

Introduction

This was going to be a battle with my very recent grid-based rules. But it has reverted to game 31 in playtesting my ancient rules by replaying historical battles using my own  ‘Ancient Battlelines Clash’ (its own blog page), designed for 30 minutes games on a 2’x2’ table. I am play testing the rules by replaying all the Peter Sides scenarios from his Historical Battles books.

With another pivot to the rules though.

I started replaying the rules with a set of my own rules called Ancient Warrior Battles.  In 2013, after a few years of use, I streamlined and renamed them Ancient Battlelines Clash.  Recently, I nearly replaced them with a different grid based set I wrote but could not go on with grids, so I updated them with concepts from the gridded game rules.  I did consider calling them version 2 but have changed the named as the rules are different enough that they deserve a new name –
When Warriors Collide.  I have not setup a page for them yet, but a link to the version of the rules used for this battle is here on Google Drive. Only tested with one battle so far, but did play 12 battles with gridded version.

Background to why the new rules
I recently player the campaign boardgame Imperator and created a set of rules derived from ABC to resolve the tactical battles on an 8×8 grid.  It uses the same units as described in Imperator but most of the mechanisms are from ABC, particularly reactions and the programmed opponent but the melee and fire dice rolls are different – no longer add and subtract with a single die, but based on ratios and uses 1 to 3 dice. I also did away with some of the dice rolls and made some reactions deterministic.  It easily scaled to a 12×12 grid and if overlaid on a 2’x2’ would give 2” squares that fit my 15mm figure bases (40mm) quite well.  It should play faster as it has less dice rolling and easier movement.  I am all for faster games but I am still not quite sure if I am a grid person  …and I am not, or not yet for my own rules using 15mm ancient battles on a 2×2 table..  I set up the game, put some small markers to shows where some of the squares where and then just could not do it.  So I spent a few days rewriting them to work without squares.  But I did keep one grid mechanism – a base can only ever be facing in one of four directions that align with the board edges.  I am hoping this will make movement easier. 
Heraclea is actually one of the next battles on the list of the Peter Sides scenarios to play.  If is also the battle I replayed using 12 different rulesets during 2012-2016, but never with my own rules.  So what better battle to try out my new When Warriors Collide rules for the first time!
Battle of Heraclea
Pyrrhus comes to Italy to assist the Greek cities their against the Roman aggressors.  For more detail on the battle and the units see this blog post I did prior to my replays: Heraclea deployment and background.
Troops
Pyrrhus
Pyrrhus units

1 Agema, HC,vt (Veteran), ch (will mandatory charge against most heavy units)

1 Elephant, EL,ps (x2 Vs mounted)
1 Hoplites, PH, mp (extra missile protection)
3 Phalangites, PH
1 Hydaspists, PH, vt
1 Peltasts, MM
1 Light cavalry, LC, vt
2 Skirmishers, SI
1 Leader with the Agema

Breakpoint: 9

Romans
The Romans

2 Cavalry, HC

4 Leves, SI
4 Hastati/Principes, HI, lr (line relief)
2 Triarii, HI, vt
1 Light Infantry, MM
1 Light cavalry, LC
1 Leader with one of the legions

Breakpoint: 9

Deployment
As per Heraclea deployment and background
Pyrrhus on the left, Romans on the right.  Heavy infantry have two bases but this is just for visual effect.

Note that the heavy infantry and phalanxes units are represented in depth with two bases for one unit.  This is just for visual effect.  Someone mentioned it a few years ago and I use it when I remember! I did find that having two bases to move was harder to do (only a little but I am lazy), so while it looked great, I may only keep using two bases for heavy infantry intermittently in future.

The Game
Normally I rush out with Pyrrhus, the Agema and the elephants on the right flank.  This time I will advance with the centre and use the flanks in support until they may be required.

(turn 1)
both sides advance at a pace to keep in line with the centre battleline.  Except the Roman heavy cavalry that stay out of charge range of the Agema.

Turn 1 advance

Centre Pyrrhic battleline advances and skirmishers fire, a  Leves gone and all the Pyrrhic ones.

Centre battlelines just prior to clearing of the Skirmishers.

The Pike block that was fired at advances on the Leves, routs the Leves, attacks the Legions behind it but is disordered (1 in 6 chance).

A Phalangite unit advances after being fired at by a Leves.

The Romans retaliate and destroy the phalangites and advance.

(turn 2)
Pyrrhus and the elephants move into charge range of the opposing Roman cavalry

Now, here is the a change from my old rules – the army is split into three deployment groups.  Only one move action can occur per deployment group.  The entire centre battleline is one delpoyment group but has been split into two. Only one section can move – do I advance the hoplites or the main battleline? Advance the battline – clear the skirmishers but nothing else.

The state of the battleline.  One Phalangite lost.

The Triarii turn to protect the Roman left flank

(turn 3)
Pyrrhus and the Elephants charge the roman heavy cavalry. One is destroyed, the other is disordered..

The Agema and the elephants destroy a Roman cavalry unit. 

Advance the phalangites and Hypaspists.  Both Roman legions charged are disordered.

Battlelines clash – grey spears are disordered markers.

Move the other Triarii unit to left flank as the left Roman flank it is more likely to succumb.

(turn 4)
Pyrrhus destroys opposing Roman cavalry and does not pursue.  Elephant turns.

Roman cavalry on flank gone and elephant turns to attack the Triarii.

Roman right centre collapses.  Only one more unit away from breaking.

The Roman right flank has collapsed, but the veteran Triarii should hold it for awhile. 

Triarii turn to shore up the battleline

(turn 5)
Elephant crashes into the flank of a Triarii but it is still counted as a frontal attack as the elephant is not behind the front edge of the Triarii.  After doing this, I realise the Elephant cannot attack at good odds (it will be at less than 1:1), so does not attack, but at least they are held in place.

Elephant contacts the Triarii.

Hydaspists disorder an opposing legion.

(turn 6 and last turn)
Triarii attack the elephant and both are disordered

Pyrrhus crashes into the the rear of the Triarii. Odds of 3:1 but gets nothing but a disorder each.

The Agema attacking the rear of the Triarii 

Hydaspists disorder an opposing legion.

Games only last 6 turns  (this is new to these rules) and would have ended in a Pyrrhic win as they had destroyed more units, but in the last combat roll of the game, a disordered legion is unlucky and rolls a 1 Vs an opposing phalanx and routs. This causes the Romans to lose immediately as they have reached their army breakpoint.

Roman legion attacks an opposing phalangite unit but loses and routes.

The game ends with a victory to Pyrrhus!

End game situation.

Verdict

I like the combat mechanism of rolling dice and looking at numbers rather than adding/subtracting die modifiers.  I could get used to this!  I do not mind the new command limitations of only being able to move one group of units in each of the three deployment groups – this makes the game faster than rolling to perform an action with each unit.  I will have to play it a few more times just to make sure it all hangs together, especially with more of the unit types., So far, I think these new rules are faster and easier but give just as many decisions and are just as much fun solo.  

Battle of Heraclea 280BC using new When Warriors Collide rules

Posted on October 1st, 2017 under , , . Posted by

Introduction

This was going to be a battle with my very recent grid-based rules. But it has reverted to game 31 in playtesting my ancient rules by replaying historical battles using my own  ‘Ancient Battlelines Clash’ (its own blog page), designed for 30 minutes games on a 2’x2’ table. I am play testing the rules by replaying all the Peter Sides scenarios from his Historical Battles books.

With another pivot to the rules though.

I started replaying the rules with a set of my own rules called Ancient Warrior Battles.  In 2013, after a few years of use, I streamlined and renamed them Ancient Battlelines Clash.  Recently, I nearly replaced them with a different grid based set I wrote but could not go on with grids, so I updated them with concepts from the gridded game rules.  I did consider calling them version 2 but have changed the named as the rules are different enough that they deserve a new name –
When Warriors Collide.  I have not setup a page for them yet, but a link to the version of the rules used for this battle is here on Google Drive. Only tested with one battle so far, but did play 12 battles with gridded version.

Background to why the new rules
I recently player the campaign boardgame Imperator and created a set of rules derived from ABC to resolve the tactical battles on an 8×8 grid.  It uses the same units as described in Imperator but most of the mechanisms are from ABC, particularly reactions and the programmed opponent but the melee and fire dice rolls are different – no longer add and subtract with a single die, but based on ratios and uses 1 to 3 dice. I also did away with some of the dice rolls and made some reactions deterministic.  It easily scaled to a 12×12 grid and if overlaid on a 2’x2’ would give 2” squares that fit my 15mm figure bases (40mm) quite well.  It should play faster as it has less dice rolling and easier movement.  I am all for faster games but I am still not quite sure if I am a grid person  …and I am not, or not yet for my own rules using 15mm ancient battles on a 2×2 table..  I set up the game, put some small markers to shows where some of the squares where and then just could not do it.  So I spent a few days rewriting them to work without squares.  But I did keep one grid mechanism – a base can only ever be facing in one of four directions that align with the board edges.  I am hoping this will make movement easier. 
Heraclea is actually one of the next battles on the list of the Peter Sides scenarios to play.  If is also the battle I replayed using 12 different rulesets during 2012-2016, but never with my own rules.  So what better battle to try out my new When Warriors Collide rules for the first time!
Battle of Heraclea
Pyrrhus comes to Italy to assist the Greek cities their against the Roman aggressors.  For more detail on the battle and the units see this blog post I did prior to my replays: Heraclea deployment and background.
Troops
Pyrrhus
Pyrrhus units

1 Agema, HC,vt (Veteran), ch (will mandatory charge against most heavy units)

1 Elephant, EL,ps (x2 Vs mounted)
1 Hoplites, PH, mp (extra missile protection)
3 Phalangites, PH
1 Hydaspists, PH, vt
1 Peltasts, MM
1 Light cavalry, LC, vt
2 Skirmishers, SI
1 Leader with the Agema

Breakpoint: 9

Romans
The Romans

2 Cavalry, HC

4 Leves, SI
4 Hastati/Principes, HI, lr (line relief)
2 Triarii, HI, vt
1 Light Infantry, MM
1 Light cavalry, LC
1 Leader with one of the legions

Breakpoint: 9

Deployment
As per Heraclea deployment and background
Pyrrhus on the left, Romans on the right.  Heavy infantry have two bases but this is just for visual effect.

Note that the heavy infantry and phalanxes units are represented in depth with two bases for one unit.  This is just for visual effect.  Someone mentioned it a few years ago and I use it when I remember! I did find that having two bases to move was harder to do (only a little but I am lazy), so while it looked great, I may only keep using two bases for heavy infantry intermittently in future.

The Game
Normally I rush out with Pyrrhus, the Agema and the elephants on the right flank.  This time I will advance with the centre and use the flanks in support until they may be required.

(turn 1)
both sides advance at a pace to keep in line with the centre battleline.  Except the Roman heavy cavalry that stay out of charge range of the Agema.

Turn 1 advance

Centre Pyrrhic battleline advances and skirmishers fire, a  Leves gone and all the Pyrrhic ones.

Centre battlelines just prior to clearing of the Skirmishers.

The Pike block that was fired at advances on the Leves, routs the Leves, attacks the Legions behind it but is disordered (1 in 6 chance).

A Phalangite unit advances after being fired at by a Leves.

The Romans retaliate and destroy the phalangites and advance.

(turn 2)
Pyrrhus and the elephants move into charge range of the opposing Roman cavalry

Now, here is the a change from my old rules – the army is split into three deployment groups.  Only one move action can occur per deployment group.  The entire centre battleline is one delpoyment group but has been split into two. Only one section can move – do I advance the hoplites or the main battleline? Advance the battline – clear the skirmishers but nothing else.

The state of the battleline.  One Phalangite lost.

The Triarii turn to protect the Roman left flank

(turn 3)
Pyrrhus and the Elephants charge the roman heavy cavalry. One is destroyed, the other is disordered..

The Agema and the elephants destroy a Roman cavalry unit. 

Advance the phalangites and Hypaspists.  Both Roman legions charged are disordered.

Battlelines clash – grey spears are disordered markers.

Move the other Triarii unit to left flank as the left Roman flank it is more likely to succumb.

(turn 4)
Pyrrhus destroys opposing Roman cavalry and does not pursue.  Elephant turns.

Roman cavalry on flank gone and elephant turns to attack the Triarii.

Roman right centre collapses.  Only one more unit away from breaking.

The Roman right flank has collapsed, but the veteran Triarii should hold it for awhile. 

Triarii turn to shore up the battleline

(turn 5)
Elephant crashes into the flank of a Triarii but it is still counted as a frontal attack as the elephant is not behind the front edge of the Triarii.  After doing this, I realise the Elephant cannot attack at good odds (it will be at less than 1:1), so does not attack, but at least they are held in place.

Elephant contacts the Triarii.

Hydaspists disorder an opposing legion.

(turn 6 and last turn)
Triarii attack the elephant and both are disordered

Pyrrhus crashes into the the rear of the Triarii. Odds of 3:1 but gets nothing but a disorder each.

The Agema attacking the rear of the Triarii 

Hydaspists disorder an opposing legion.

Games only last 6 turns  (this is new to these rules) and would have ended in a Pyrrhic win as they had destroyed more units, but in the last combat roll of the game, a disordered legion is unlucky and rolls a 1 Vs an opposing phalanx and routs. This causes the Romans to lose immediately as they have reached their army breakpoint.

Roman legion attacks an opposing phalangite unit but loses and routes.

The game ends with a victory to Pyrrhus!

End game situation.

Verdict

I like the combat mechanism of rolling dice and looking at numbers rather than adding/subtracting die modifiers.  I could get used to this!  I do not mind the new command limitations of only being able to move one group of units in each of the three deployment groups – this makes the game faster than rolling to perform an action with each unit.  I will have to play it a few more times just to make sure it all hangs together, especially with more of the unit types., So far, I think these new rules are faster and easier but give just as many decisions and are just as much fun solo.  

Alexanders Companions Go Tilting at Windmills

Posted on October 1st, 2017 under , , , , . Posted by

After an unfeasibly long delay, the 6-game “Worlds 2017” set of L’Art de le Guerre match reports are now released into the wild in all their multi-faceted glory!Set in the sun-drenched uplands of Salamanca in Western Spain, the biggest event in the wor…

Alexanders Companions Go Tilting at Windmills

Posted on October 1st, 2017 under , , , , . Posted by

After an unfeasibly long delay, the 6-game “Worlds 2017” set of L’Art de le Guerre match reports are now released into the wild in all their multi-faceted glory!Set in the sun-drenched uplands of Salamanca in Western Spain, the biggest event in the wor…