The Union army has so far managed to lose every single […]
Posts Tagged ‘Battle Reports’
We’ve been playing a Longstreet campaign for a wh […]
Aaron Overton, the author of WarEngine, is currently play-testing version 3 of his rules. You can contact him through his WarEngine Yahoo Group.
WarEngine is a generic skirmish game. It caught my attention a couple of years ago, when it was used by a group of French wargamers for their Golgo Island setting. The second edition of the ruleset is in my bookshelf but I never tried it.
I’m currently preparing an ancient campaign with fantasy elements, so a generic skirmish game would be an interesting addition to HotT and Warhammer which we play regularly.
Last Tuesday, Krüger and I had our first game of WarEngine 3.0.1. We played Hoplites vs Orcs & Goblins, using about 3800 points each. I played 3 units of hoplites, 2 units of slingers and 5 Thracian riders. Krüger played 4 units of orcs, one unit of goblins, a unit of wolf riders and an ugly giant.
WarEngine is a modular system. You need to define how weapons, figures and units work, before you write an army list. I gave the hoplites the tweak combat assistance, for example, and added a champion with 6 hero points to each unit. To be honest, during play I forgot most of the advantages the tweaks gave me, but it was ok.
WarEngine feels lighter and is more flexible than a game like 40K, without being too simple. It has some interesting game mechanics involving control, reserved actions, massed attacks and suppression fire. You can add powers to simulate magic or psychological effects. Since every figure only has one life point, the game is fast. This allowed me to finish Krüger’s giant in turn 1 with a group of slingers. (David and Goliath.)
The only doubt Krüger and I had about the rules concerns the use of hero points. Figures get hero points through tweaks. They can be spend in combat to alter the attack and defense scores, after the dice are rolled. Both players know how many hero points the other player’s figure has. Our first impression was that hero points are very powerful. Maybe it would be more fun to spent hero points first and then roll the dice for the attack and defense scores.
All in all, the game is lots of fun and we will have another game soon.
Yes, you read the post title correctly, a battle report for Warhammer 40K. The last time I played a game of Warhammer 40K (W40K) was just about 2 years ago with my friend Gyan. We were just learning the rules for 6th Edition. So I hav…
A while back I tried out the very intriguing division led by prince Boguslaw Radziwill published by Wargamer.pl in PDF format. The division has a base of Lithuanian/Commonwealth troops, but can field Swedish allied regiments as add-on regiments. Imo y…
My Daemons of Chaos vs. Phil’s Empire! NH Civil war!
My Daemons of Chaos vs. Orcs and Goblins!
I was tinkering with my Empire of the Dead miniatures a week ago, and the rulebook for the game was also in front of me when Caroline asked “what’s that game?”. She had previously only seen me paint tiny 15mm soldiers for By Fire & Sword and other …
With the ‘Store Championship’ season quickly approaching for X-Wing, ‘Dark Knight’ and I got in another 100 point game in yesterday afternoon. I wanted to test out a Rebel list that I played once before and wanted to see how it did again. I…
I was invited over to Adam Clark’s place for a large Bolt Action game this weekend. It was great to see old friends from the Sacramento area that I had not seen for some time. The game was based on British airborne infantry landing outside of Arnhem. Adam put together some interesting special rules for the scenario to add lots of uniqueness to this battle.
3 Players will each have a Platoon comprised of:
- First Lieutenant (Pistol), Sargent (SMG)
- Second Lieutenant (SMG), Sargent (SMG)
- 3 Para Sections: 10 men each, NCO (SMG), 1 Bren, 8 Riflemen, 1 SMG, AT Grenades
- Sniper, Flame Thrower, Piat
A 4th Player will have the Company HQ and Weapons Platoon comprised of:
- Major (Pistol), Sargent (SMG)
- 2 MMG Teams
- 4 Medium Mortar Teams
- 3 Six PDR AT Guns
All British Troops are Veterans.
The Germans can muster a company of infantry in the general area of the drop. Each of the 4 Players will have a Platoon comprised of:
- Uberleutnant (Pistol), Sargent (SMG)
- 3 Panzergrenadier Sections: 10 men each, NCO (SMG) 1 LMG, 8 Riflemen
- MMG, Medium Mortar
- 2 Vehicles (First Responders)
All German Troops are Regulars.
JUMP OFF POINTS
Jump Off Points represent drop zones or staging areas and are used to deploy your forces. A force losing all its Jump Off Points cannot deploy new units.
German forces will deploy within 6 inches of one of their Jump Off Points. Deploying forces can be issued any order, so could appear in Ambush, or Fire for example. Vehicles must enter from a table edge on either a Run or an Advance order.
British will drop 2D6+3 inches in a random direction from a designated Jump Off Point. If a Double is rolled, or the total distance exceeds 12, the deploying unit will immediately go Down. On all other rolls, issue orders as normal to the deploying unit.
A Jump Off Point is considered Captured if there are Enemy and no Friends within 3 inches at the end of the turn.
Not all troops arrive at once. Each player begins the game with their activation dice “out of the bag”. At the start of each turn, each player rolls a D3 and adds that many of their activation dice to the bag. At the start of Turn 4, add any remaining dice to the bag. A Player can use an activation dice drawn from the bag to deploy a unit to the table, order a unit already deployed or order an off table unit down.
COMMAND WILD CARDS
Each player has one Command Wild Card. This can be used to do one of the following special actions:
Move a Jump Off Point up to 18 inches ending within 6 inches of a Friendly Officer
Use an Activation Dice (either in or out of the bag) as if it was the next drawn – cannot be first Dice of turn, need to say “after you use that dice I am going to use my wild card to take the next dice”
Avoid one roll for Bad Stuff
From turn 3, Activate an Officer with a FIRE order to call an Allied Air Strike or German Artillery Bombardment (limited to one per turn per side)
The Germans will respond with whatever forces are in the area. In addition to an Infantry Platoon, each German Player has two vehicle reinforcements. When deploying a vehicle, determine what type by rolling 2D6 and consulting the table below.
2 – 251/1 (with Section)
3 – 251/10 (with Major and assistant)
4 – 251/9 (with Captain and assistant)
5 – 250/1 (with Scout Section)
6 – Horch AA truck
7 – 222, 231 or 232 (Armored car with AA gun)
8 – 233 or 234 (Armored car with medium AT gun or Light Howitzer)
9 – Panzer III L, M or N
10 – Panzer IV H or StuG III G
11 – Panther D
12 – Tiger I or II
Even in the open, an infantry unit can move cautiously taking advantage of low cover to gain some protection. An infantry unit that is given an Advance Order that does not shoot and ends its movement in the Open can be counted as Moving Tactically. This confers a +1 cover bonus. After the movement, change the order dice to Down to track this effect.
A Platoon can only sustain so many casualties before it becomes combat ineffective. Each side begins the game with a Force Morale of 10. As long as force Morale remains above 4 there is no effect. For each point under 5, permanently remove one of that player’s activation dice. When Force Morale reaches 0, the Platoon has broken and is removed from play. When a Company has had 3 Platoons Break, that side loses the game.
|Bad Stuff||No Effect||-1||-2||-3|
|Weapon Team Destroyed||1,2||3,4,5||6|
|Jump Off Point Overrun||1,2||3,4,5||6|
On a 7.5 by 10 table with Jump Off Points (2 per player) as per the image below.
The game was a blood bath. The Germans managed to drop artillery on themselves twice — and the third time they called in artillery it hit their target, but only destroyed a nearby assaulting German infantry section … so very bad luck on the part of the Germans —- and it was that bad luck that swung the battle into a fighting chance for the British. I played British and we got chewed up bad prior to the bad luck artillery evening things up. I’d call it a very minor British victory … the Germans really more lost this than the British winning it.
We all had a lot of fun playing and it was a great day of Bolt Action. Pictures below.
Bretonnia vs. Empire!
Bretonnia vs. High Elves!
I managed to get 1 more game of X-Wing in this afternoon before we move into 2015. Unfortunately it was another loss for me. That is 2 losses in a row, not a good way to finish 2014. Hopefully we’ll start 2015 on the right foot.Seeing…
Yesterday Roy S., Wade S and Dan K. met me at our local game store (Game Kastle in Fremont) to play a game of Muskets & Tomahawks. With all the family stuff going on we made these plans at the last minute having a window of opportunity open u…
Well this is my first blog post in awhile, and my first post strictly using my iPad. I have recently decided to try and eliminate my laptop as much as possible and to use my iPad more (grant it with a keyboard attached), and I am using the ‘web g…
Bretonnia vs. Orcs and Goblins, Enjoy.
So Saturday I had my first game of Warmachine/Hordes. A friend of mine plays both games and invited me to a introduction game of the gaming system. So we met for a standard game and he gave me a brief crash course in the rules and stuff. But theory isn’t the only thing, so we started a 25 points game where he gave me his Khador Winterguard troops and he used his Blindwater Congregation crocodiles (which he never played before). I tried to make some pictures while we played but please don’t expect a fully fledged battle report because most likely I can’t tell you what exactly we did, because it was really lots of stuff to think to learn and to do (and to drink!).
On Sunday, Krüger, Jörg and I had a game of 40K. It took four hours. After two hours we had a break to eat a marble cake and to talk about coffee machines. Krüger drinks seven cups of coffee a day. As the result of our discussion Krüger now wants t…
Bring on the Empire!