Battle report


The Battle of Hadley Hall - 22nd May 1778

It's been over two years since I have played any American War of Independence games in the shed-o-war (the last one was the Battle of Freemans Farm). I really like this period and the look of the games and Posties collection of figures are excellent. Four Rejects gathered to play with sides being decided randomly before any of us saw the setup. The two C/O's (Ray and Richard) then went into the shed and deployed their forces before calling in the second in commands (Surjit and myself). The SetupThis is a fictional encounter set around the rather grand looking Hadley Hall...my namesake wasn't too pleased to be having a battle on his front lawn. I've no idea which side he sympathised with but as soon as the battle began he and his family wisely hid in the back yard. Order of BattleThis is the OOB that Postie drew up for us. To explain the letters next to the units mean the following; E means Elite; V Veteran; and T Trained. The number after that is how many figures are in a unit so you can see there i

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GMG Reviews – Warhammer 40000 Codex: Chaos Knights

It’s time for another GMG Review! Today we take a look at the latest Codex for 40k, the Chaos Knights. This book expands on the seleciton from Chapter Approved 2018 with new Strategems, Relics, Dreadblades and Alignment abilities with the Infernal and Iconoclast Houses. House Metallum is off the rails and has become an Infernal Household! Joined by a small force of Night Lords, they take on the Aeldari in a 1750pt Matched Play game. NOTES: We made a couple mistakes during the game. The Infernal buff to guns only applies to a single gun per round on a Knight. It wasn’t super relevant but I might have mixed that up on an additional gun once or twice. The Pyrothrone also only causes an auto-explode if you die from a Perils. I did make an example roll however and did pop a six to mention it does limit the exploding size, so it was exploding regardless as I did make a roll; we just messed up why it exploded.

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Warhammer 40000: Kill Team Arena Battle Report – Adeptus Astartes vs. Genestealer Cult

  Yesterday’s Apocalypse game displaced this Kill Team Game, but there’s SO much piled into Wednesdays I’m putting it out today instead so the queue doesn’t slow down. Ciaran’s Genestealer Cult takes on my Ultramarines in this Kill Team Arena game!

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Battle of Moonshine Ridge - 1862 Maryland

Sunday was unbearably hot inside the shed-o-war, but we persevered because we were playing an excellent ACW game using the Fire and Fury rules. Its been a while since I have played this period or these rules (I think I missed the last game at Reject HQ) so I pulled out my copy of the rules and skimmed through them on Saturday in preparation. Apparently, in that last game, all the players were so frustrated with the way the game played that Postie said he would try to alter some aspects of the rules. So having dutifully read the rules I turn up on Sunday to find that Postie had prepared several changes that made large chunks of the rulebook invalid! So this game was more of a test of some ideas he had that would 'fix' some of the supposedly frustrating elements of the original rules.The SetupThe game is a fictional battle but set in the midst of a real campaign, so Postie drew up our orders of battle from forces appropriate to the time period and location. Both sides started the game in march column, streaming

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The Campaign for Azmodov 7: Assault Phase

Even though the forces of Pax Arcadia had beaten back the Recce attempts from the Emperor's Children, the assault inevitably came.  While perhaps not as pinpointed as it might have been, had the information been fully transmitted back to the fleet in orbit, they descended in their landing craft.  Fireballs lighted up the dawn, as the forces landed on the soil of Azmodov 7.  The tide of extremities had arrived, and the beleaguered Pax force had to hold out against the overwhelming numbers...So, scenario 2 in our Future War Commander narrative campaign that Nemesis and me are playing out, and this time the Pax only have half the points available of the Marine Corps troops.The scenario objectives are that within the timespan of 10 turns, you must break the opposing battleforce.  Failing this, causing 25% casualties results in a minor victory instead.I opted for the bigger models in this force, with two knights, minimal regular marine troops, a heap of commanders and decent armoured support.Th

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