Saturday, 11 February 2012

Battle of Kingsbury

The guys from Black wolf gaming club, having already let us do a battle report on one of their participation games at St.albans museum (see http://warformiddleearth.blogspot.com/2011/10/day-7-boudiccas-last-battle.html?zx=7d17a3c5aa2d9053), invited me back to help host another game with them. However i was busier gaming and helping to host the game this time so there arn't as many photos.
The game was a ficticious action termed the battle of Kingsbury. The back ground was that the Viking pirates had navigated up the river Vur (apolagies if spelt incorecctly) to Kingsbury wharf in the old town of st.albans to raid the Saxon village and church at the top of the bank. Myself and one of the others (the owner of the saxons) were in command of the Saxon defenders while the othes took the Viking raiders.
We used WAB (warhammer ancient battles) 1st edition with the shield wall suplement. The models are by Gripping beast and foundry (the viking longship cost £16 from revell).
Here are the armylists

Saxon defenders
Left flank (mine)
mixed unit of 17 coerls and 6 huscarls, lead by 1 earldorman with army battle standard
mixed unit of 17 coerls and 6 huscarls, lead by 1 earldorman
mixed unit of 17 coerls and 6 huscarls, lead by 1 earldorman
12 skirmishing slingers
6 skirmishing bowmen
8 skirmishing Bradwr
8 possible Bradwr in reserve
Right Flank
King Eric, army general
Abbod (Abbot) on horse
24 Theigns
24 Theigns
24 coerls
18-24 coerls
Pickets
9 skirmishers with bows in the centre
12 skirmishing slingers on the right flank
Viking Raiders
Right wing
army battle standard bearer
16 skirmishers with javelins
24 hirdmen (2 bezerkers hidden)
24 hirdmen
24 hirdmen
12 bowmen
Left wing
King
Goddi
24 hirdmen (2 bezerkers hidden)
24 hirdmen
24 skirmishing hirdmen
10 bowmen
12 bowmen

The Saxon pickets wait in ambush in the forests on the right flank and in the centre on the road.
The battle hinged on controlling the gaps between the forests, particularly the one on the Saxon left with the ridge situated along the centre of it. The viking objective was to take the town while the saxon one was to burn the longship, but victory could be obtained by holding your own line and driving back the enemy.
My Saxon Left wing led by Earlderman Beadurine the battle standard bearer. I planned to adavance in an almost greek style, with the three units of Huscarls (elite nobles) and Coerls (peasant irregulars) forming a shield wall while being provided with cover from the slingers. My job was to advance my force onto the ridge between the forests, meanwhile securing the left hand forest with archers and sending the Bradwr (Welsh Mercenary light horse) round the side of the forest in a flanking manouvere.
Within a few turns the Archers were in the woods, the slingers were on the ridge and the Huscarls had formed a shield wall 15 men long in the gap, behind the ridge. The pickets had been doing a good job with the Bowmen taking down four of their Viking counter parts to only one casualty and the slingers taking down around three hirdmen to no casualties.
Meanwhile the Saxon right wing lead by the abbod had secured the hill on the right flank and were preparing to plug the gap between the woods.
The Saxon skirmishers pepper the enemy with arrows and stones, forming a screen to the Huscarls and Coerls forming shield wall behind the ridge.
In the next Saxon turn the slingers advanced across the ridge towards the hirdmen, taking down one of them with a sling shot.
Then the Hirdmen charged them. They charged straight up the hill into the slingers who fired and fled not taking down any vikings. The skirmishing slingers run straight through the shield wall, pushing aside Huscarls and Coerls in their flight towards the village. Seeing the fellow skirmishers falling back the picket and bowmen turned tail and fled with them. Luckily the Huscarls and Earldermen kept control of their line, pursuading the Coerls to stand.
On the Vikings right an eventful battle with the Bradwr had been going on. The cavalry had skilfully evaded a hirdman unit, but had been caught by the two bezerkers in the flank losing five of their eight horse to the madmen who quickly ran off. However this didn't stop the welsh from charging the Viking javeliners sending thm into flight for the wharf and consequently putting them out of action for the rest of the game. But then the Bradwr, with the viking longship left exposed to their flame got to hot headed and failed their warband test sending them crashing into the unit of 20 hirdmen. In two turns they had fled, but had caused two viking casualties.
With the Vikings in control of the ridge the Huscarls form shield wall infront of the Coerlish spearmen.
However the Vikings then retreated back down the ridge and out of sight from a Huscarl charge, and moved another unit on to the Saxon flank. With this threat the saxons were in Cheque, they had only one move that they could make and that was what the vikings intended. They advanced up ontop of the ridge, brekaing shield wall and waiting for the viking charge.
And sure enough all along the line it came, with Viking warriors clashing with the Saxon Huscarls. As the Huscarls were mixed and in WAB casualties are removed from the front rank of a unit, i could soon be running out of them and seeing my Coerls in flight.
Over on our right wing the theigns (lead by the abbod and stopped from falling into warband by king Eric) close in on the ranks of Hirdmen with their Goddi, supported by two blocks of flanking skirmishing bowmen. Soon the Saxon Abbod and the Viking Goddi would be dukeing it out in combat, pitting the leading religious leaders of both races against each other. 
With one last turn of bitter combat on the ridge it came to the braking point. With the vikings outnumbered 3-2, and taking 20 casualties to only 6 saxons they lost the combat. The remaining 24 hirdmen broke ranks and fled, also sending the army battle standar bearer fleeing.
But on the left wing of the saxon line, a unit (now containg only 2 huscarls and an Earlderman) broke ranks and fled for their village, followed by the remaining 2 huscarls and Earlderman, trying to persuade them back. Unfortunatly this flight also put into retreat a column of Coerls marching to support the ridge. On the right of the saxon line the hot headed unit went charging off in pursuit of the fleeing vikings leaving itself and Beadurine's unit surrounded at the bottom of the ridge, up against the central forest. But over all this was a decisive combat.
The viking flankers now advanced up the ridge towards the flanks of the Coerls at the top, while the other Viking units moved into position around the saxons. If the Vikings held the left hand pass from the Abbod then victory for them seemed certain, it wouldn't be difficult for them to crush the saxon left and advance to the village after that.
On the Saxon right the Abbod and his two units of theigns clash with the formed up vikings led by the Goddi. With 2 units of bowmen, 2 units of slingers and 2 large units of Coerls fleeing for the village, the saxon line held, but only just. However we made the decision not to bring on our reserve Bradwr as we had pushed the vikings over the half way line and were in as strong (if not stronger) a position than the raiders.
The saxons hold out on the Wharf road, with rallied Vikings closing in all around them, and large groups of peasant irregulars legging it from the field.
It seemed that the only hope left for the saxons was a bitter stand and charge. Beadurine's huscarls made a stand on the hill, peppering the viking unit with javelins killing one, there was the slight hope that these viking were almost in bow range of one of the rallied units. While the other Earlderman lead his huscarls charging towards the viking ranks, desperatly hoping to brake through to the abbod. He lead his hucarls to within javelin range and took down two.
In the viking's turn the charging saxon huscarls were flanked by two units of bowmen, who took down three coerls and a huscarl with a hail of arrows, but on the ridge the viking hirdemen threw their javelins and missed with everyone.
One the Viking left the battke reached braking point. The abbod and his theigns killed the Goddi before killing two more vikings and sending their unit bolting, the Viking left was as good as broken.
The coerls on the Theigns flank then got charged by a recently formed up unit of viking skirmishers, who killed one saxon for around four casualties.
At this the game was declared a Saxon victory. It was easy to see that the Saxons could now easily move in to crush off the Viking centre before driving the rest back to the boat. The Vikings had only one unit that might have a chance of advancing on the village and even then it was slim...
The saxon irregulars were still fleeing and no dought the two huscarls and the earlderman who joined them would get a good telling off later.
Viking drunks, and those other running for the wharf.
The rules were excellent and apparently in the test game the day before it had been a viking victory. However a change in tactics with the placement of the pickets and the cavalry charge proved to be good, also the plan to capture the ridge at all costs was also a good one.
And to think that the saxons still had another unit of bradwr in reserve...
From the Viking side things looked even more desolute with only a thin line left against rather large blocks of saxons. The ammount of viking extras that looked like they were fleeing the table can't have helped much either.

It was a great game (as fictional engagements always arem you have exactly the right ammount and types of troops who were there) and great playing with the guys. Soon they will be hosting another participation game, this time a "what if" tudor game from the spanish armada's landing (those of you who know me will know that i'm not a fan of "what if" games, but this does normally only apply to Lord of the rings or Fantasy, I have to say however that what i'm even less of a fan of is trying to re-enact actual historic engagements without the right numbers of model and helping the Spanish to capture England appears to me) which i will be happy to report again... so keep your eyes peeled

While talking to my fellow saxon general, it turned out that he knew Adrian White (who you may remember from http://warformiddleearth.blogspot.com/2011/12/deal-wargames-club.html?zx=c0bd7578452813e3). Unbeknown to us he seems to be quite a name in WWII wargaming (i'm afraid to say I rather look down on period after 1918 as not really colourful enough and thus uninteresting, so I was glad to hear that he does plenty of other periods as well).
Hope you enjoyed the article, please comment or leave message on our facebook group https://www.facebook.com/#!/groups/106839272742165/

Friday, 10 February 2012

Warhammer ancient battles calculator

With this new calculator you can create any new troop type for warhammer ancient battles and keep it legal!


A base model of
 
M
WS
BS
S
T
W
I
A
LD
4
3
3
3
3
1
3
1
7
Armed with only a hand weapon and with no special rulescosts only 2pts


Any of the equipment below may be given… (* seeVlad the impaler) (+no of points per model, unless stated)
Horse (+1 movement, 6+ armour save and count as cavalry) ………………...+11pts
Buckler (6+ armour save. Only in combat) ………………...+1pt
Shield (6+ armour save) ………………...+2pts
Large shield (5+ armour save) ………………...+4pts
*Pavise (only foot, 5+ armour save against shooting) ………………...+1pt
Light armour (6+ armour save) ………………...+2pts
Heavy armour (5+ armour save. -1 if you have a shield aswell) ………………...+3pts
*Partial plate armour (4+ armour save, may not combinewith shield on horse, -1 movement) ………………...+4pts
*Full plate armour (3+ armour save, may not combine withshield or horse, -1 movement) ………………...+4pts
Javelins (range 8”, strength as user, save modifier 0,ignore -1 for moving and over half range) ………………...+1pt
Throwing spear (infantry may fight in two ranks in thefirst turn of a combat, skirmishers or cavalry may re-roll any to hit dice inthe first turn of a combat) ………………...+1pt
Heavy throwing spear (infantry may fight in two ranks andreceive +1 strength in the first turn of a combat) ………………...+3pts
Thrusting spear (infantry may fight in two ranks if theydid not charge, cavalry receive +1 strength) ………………...+2pts
Pike (may fight in two ranks if they did not charge, alwaysstrike first unless enemy is armed with pikes) ………………...+3pts
*Cloth barding (+1 armour save vs hand to hand, -1movement) ………………...+2pts
*Half barding (+1 armour save vs frontal shooting/combat,-1 movement) ………………...+2pts
Plate barding (+1 armour save, -1 movement) ………………...+4pts
*Light crossbow (range 24”, strength 3, save modifier 0) ………………...+2pts
Short bow (range 16”, strength 3, save modifier 0, mayuse massed fire) ………………...+2pts
Composite bow (range 24”, strength 3, save modifier 0,may use massed fire) ………………...+3pts
Longbow (range 30”, strength 3, save modifier -1, may usemassed fire) ………………... +5pts
*Turkish Grenades (range 4”, strength 4, save modifier-2, grenade special rules, one use only) ………………... +20pts each
Mongol Grenades (may be used in a stand and shoot or fireand flee charge reaction, if the charging unit is cavalry/chariots it must immediatelytest for terror, one use only) ………………... +8pts each
Crossbow (range 30”, strength 4, save modifier -1, maynot move and fire) ………………...+3pts
Sling (range 18”, strength 3, save modifier 0, may firetwice if they did not move and are within 9”) ………………...+1pt
*Staff sling (range 30”, strength 4, save modifier -1,may not move and fire) ………………...+5pts
Pilum (infantry may fight in two ranks and receive +1strength in the first turn of a combat) ………………...+3pts
*Handgun (range 24”, strength 4short/3, save modifier -2short/-1,may not move and fire) ………………...+4pts
Dagger (+1 armour save to the enemy) ………………...-1pt
*Heavy mace (+1 strength to mounted models) ………………...+2pts
*Scythe (always strike last, +2 strength, +1 to hit cav,cav at -1 to hit) ………………...+3pts
Double handed weapons (always strike last, +2 strength) ………………...+2pts
Halberds (+1 strength) ………………...+2pts
Lance (+2 strength) ………………...+3pts
Kontos (+1 strength, always strike first unless enemy isarmed with pikes or kontos) ………………...+4pts
(double all points for heroes)


Any of the stat increases below may be given… (+noof points per model, unless stated)
First +1 strength………………...+2pts
For each additional +1 strength after the first………………...+1pt
For each additional point of movement ………………...+1pt
First +1 toughness ………………...+4pts
For each additional +1 toughness after the first ………………...+2pts
For each additional point of initiative ………………...+2pts
First +1 weapon skill ………………... +4pts
For each additional +1 weapon skill after the first ………………...+2pts
For each additional +1 attack ………………... double points ofall your close combat weapons
For each additional +1 wound ………………... double points ofall your armour
For each additional +1 leadership ………………... +2pts
First +1 Ballistic skill ………………... +2pts
For each additional +1ballistic skill after the first ………………...+1pt
(double all points for heroes)
(To decrease a stat remove half the points cost, roundingup)


Any of the special rules below may be given… (+noof points per model, unless stated)
Light infantry ………………...Free
Stubborn ………………...+1pt
Drilled ………………...+3pts
Fear ………………...+3pts
Terror ………………...+6pts
Skirmishers ………………...Free
Shieldwall (may not move, opponents are at -1 to hit infirst round of a combat)………………...+2pts
Frenzy ………………...+4pts
Hatred ………………...+3pts
Warbands ………………...free
*Fearsome (Cause fear in models of LD 6 or below)………………...+1pt
*Arrogant pride (If a friendly unit within 12” declares chargeon an enemy unit this unit will then immediately charge the nearest enemy, ormove 4” forward if this is not an option)………………...-2pts
*Guard archers (all models may fire if they did not move)………………...+1pt
*Hidden ambush force (This unit may deploy anywhereoutside the enemy’s line of sight and outside their deployment zone, after allother models have deployed)………………...+3pts
*Permanent Mercenaries (+1 ld) ………………...+2pts
*Tethered camels (the unit causes fear in charging cav)………………...+1pt
*Impetuous (roll a D6 at the beginning of move if 1 isrolled charge towards closest enemy, Must pursue and must overrun)………………...-1pt
*Veterans (may re-roll all its to hit rolls once pergame) ………………...+1pt
*Close order ………………...free
*Open order………………...free
*Medieval Phalanx (may not turn to face attack, must haveat least 16 models, may charge and still fight in two ranks, -1 to hit thefront of the unit in combat, mounted models may not charge the front)………………... +1pt
*Mounted infantry (unit may make a cavalry move afterdeployment, and then dismounts)………………...+1pt
*Feigned flight (The unit may flee or fire and flee and immediatelyrallies at the end of its flight. If the charger pursues and catches them theyare not destroyed, instead the count as having charged them)………………...3pts
*Expert horsemen (do not suffer -1 for moving andshooting)………………...1pt
*Parthian shot (may make a move after shooting weapons)………………...2pts
*Nomad cavalry (feigned flight, Parthian shot and experthorse)………………...6pts
*Eastern shock cavalry (If they win combat but the enemydoes not break then they may disengage)………………...+3pts
(double all points for heroes)

Army general+30pts
Strategist +25pts
Army standard bearer +25pts

Sunday, 5 February 2012

War in Wattonford campaign: 1st battle of Wattonford

This was the opening game of the Campaign (war in wattonford), which was run by the local Games workshop. It was a multi player game played between ten armies (all for all, three warriors of chaos (including me), dark elfs, vampire counts, wood elfs, tomb kings, empire (the only army with a horde and it had two!) and two lizardmen forces), however the two table each had a 1000pt objective in the centre (could only be claimed by your army general) and the two tables had a 10" join with five forces on each table (no one crossed the join so we played like two seperate games). It was 750pts aside using the warhammer multi-player rules.
On my table was

Slaanesh's chosen (me)
Exalted hero
10 marauder horse
5 knights
warshrine
Nurgle's followers
Exalted hero
12 warriors
5 knights
The Sartossan counts
1 vampire
1 necromancer
20 zombies
20 skeletons
10 dire wolves
5 black knights
Kotem's warband
1 saurus old blood
10 temple guard
24 skinks
12 skinks
12 skinks
The young bloods of Naggarond
1 assassin
5 cold one knights
10 black ark corsairs

Fantasy mlti player rules uses the lord of the rings phase structure to prevent armies getting wiped out early on. Turn one went well for me as I practically got my Marauder horse ontop of the objective. The black knights had, in their move, charged straight for my lines, leaving their flanks open and exposed to the cold one knights. The cold one knights and assassin then flank charged the black knights and the corsairs went belting across my lines, leaving their flank open to a charge from my frenzied chaos knights.

In the combat things went very well. the black knights were all slain and the cold one knights  flank charged my marauder horse, but my knights made mince meat of the corsairs sending the remaining two fleeing. Then the knights overran into the rear of the cold one knights.

 Soon everyone was advancing on the objective, with the dire wolves and knights clashing in over on th other side (this went as expected with the dire wolves torn limb from limb.)

In the combat (this was only the second turn remember) my warshrine stomped the assassin dead on the floor and my  Knights slaughtered the cold one knights, meaning that i had single handedly wiped out the dark elf force by turn two!

Turn three had to be the decisive turn however as the temple guard and skinks flank charged my marauder horse and the zombies (previouse turn the vampire had rolled iresistable force and lost his magical ability) charged my knights (not the wisest move). I reacted with a counter charge on the temple guard with Marshal Lenk, who challenged old blood Kotem to a duel. The pair duelled and with one (higher initiative strength eight) killing blow Lenk took his head off. Since the nurgle knights had killed the sartosssan general this menat that victory had to go to chaos, but who....
My knights didn't do as well as i'd hoped and only killed around 16 zombies, and to cap it all my marauder horse were wiped out, lenk failed his LD and was run down by skinks. This meant almost certain victory to Nurgle, unless we could kill his champion!

But the old saying "divided we fall, and nurgle wins" springs to mind. The lizardmen proceeded to butcher all of my knights (save the champion), whilst failing to kill the nurgle champion. I feel that for a victory in turn four there is something to be said for chaos, and a victory in these conditions there is something to be said for holding your general back.
Doubhtless to say Nurgle won by process of elimination, but with the entire dark elf army to my name, plus to killing of Kotem old blood to Marshal lenk's I feel certain of honour.

Wednesday, 1 February 2012

THE BATTLE FOR OSGILIATH
This months battle report is part of the studio lord of the rings campaign.

GAME STATISTICS
Points match: 1630
Scenario: obliteration
Location: Osgiliath, Gondor
Story: a large raiding party of uruk-hai and goblins has attacked Osgiliath which is defended by a handful of Gondorians, mean while Khamul the easterling has used this attack to his advantage, while the battle in the city is going on he has bombarded the defences and broken in. The Gondorians and Uruk-hai, though not united, still have to fight for survival against this new and more deadly threat.
Evil
(from left to right)
21 orc warriors
Assorted weapons                126pts
1 mordor troll
                                            105pts
Khamul the easterling
                                            120pts
6 khandish mercenaries
with two handed axes         42pts
1 khandish chieftain
with bow                              55pts
Kiseimu (khandish king)
With bow, in chariot           120pts
Monke (khandish chieftain)
With bow, in chariot           85pts
2 khandish warriors
With bows                            14pts
Temke (khandish chieftain)
 With bow, on horse                          65pts
5 morgul knights
                                                          100pts
6 warg riders
With spears and shields (1banner)   90pts
6 khandish horsemen
                                                          66pts
16 easterlings
With bows and camouflage              288pts
Draco (easterling captain)
With bow and camouflage                65pts
10 easterling warriors
With shields                                      80pts
8 easterling warriors
With spears and shields (1banner)  160pts

Good
Gimli
                                                                      90pts
Frodo
With sting, mithril coat and elven cloack     110pts
Legolas
With armour                                                 95pts
Sam
With elven cloack                                         60pts
Gandalf the grey
                                                                      170pts
Aragorn
With bow, elven cloack and Anduril            265pts
Pipin
With elven cloack                                         20pts
Merry
With elven cloack                                        20pts
8 warriors of minas tirith
With bows                                                     64pts
4 riders of rohan
                                                                      130pts
2 riders of rohan
with throwing spears                                    30pts
Manhir of the red shield (captain of gondor)
With shield                                                    55pts
1 cave troll
With troll chain                                             85pts
8 warriors of minas tirith
With shield and spear                                   80pts
7 warriors of minas tirith
With shield                                                   56pts
7 uruk-hai scouts
With bows                                                     63pts
7 uruk-hai scouts
                                                                      56pts
5 uruk-hai scouts
With shields                                                  45pts
Boromir
With Elven cloack                                       115pts
8 goblins
With shields                                                40pts
8 goblins
With bows                                                   40pts
7 goblins   
with spears                                                  35pts
Good move 1
The good  side won priority, but Draco useed one point of might to call his easterling’s forward (below)
Draco: To me, to me easterlings!
The goblins swarm out of the gate along the causeway heading for the powerful morgul knights And the fellowship retreat behind the men of minas tirith.
The archers in the north tower jump out of their position into a better area for shooting, surprisingly none fail to make the leap.
Evil move 1
Khamul and his orcs move towards the north tower withtheir troll
Kiseimu and Monke spur their chariots along the causeway where them and their passengers have a good shooting position and are in a handy area for helping out the suspected fight along the causeway with the odd might point hear or there.
The morgul knights followed by their warg riders, ride up the causeway to meet the goblins.
Good shoot1
Legolas shoots the khandish king with an arrow, shaving an uruk-hai’s armpit in the process (below)

Good move 2
The good side wins priority again (!!)
To the north Khamul the easterling expends a point of might to call the orcs and mordor troll with him towards the northern tower.
Khamul: you shall taste man flesh yet!
The brave Manhir fills the gate to the causeway with a shield wall of his hardy warriors.
The uruk-hai push aside the puny goblins to get at the terrifying morgul knights.
The riders of rohan ride round to protect the flanks from attack.
Evil move 2
The morgul knights charge into the fool hardy uruk-hai scouts and knock them to the ground, to be butchered later on. (below)
Manhir: stand fast men of gondor! Stand fast men of Rohan!
The cohort of easterling warriors advances on Manhir’s archers in the south while the khandish chariots ride towards the ones in the north.
Good shoot 2
We start lunch.
Legolas slays the morgul knight horror, who lead the charge up the causeway, with one epic shot.
The men of gondor and rohan, in the north, unleash their arrows but only manage to kill one of khamul’s orcs.
The uruk-hai and goblins fire a hail of arrows at Kiseimu (at point blank range) and slay him, but the khandish chieftain riding in the chariot with him takes the rains.
Evil shoot 2
Seven uruk-hai fall to the rain of khandish arrows, while Draco’s krak archers fail to kill anyone.
 A goblin falls to his cousin orc’s crude throwing spear.
Combat 2
The morgul knights only succeed in butchering 1 goblin out of all their trapped foes.

Good move 3
Manhir’s men rush valiantly out towards the terrifying morgul knights (below)
Manhir: die foul dwimmerlaik, lord of carrion!
The cave troll swings up into the keep to help defend against the easterlings and the fellowship advance towards the stairs.
Evil move 3
The easterlings close with the men to the south pinning one man against a wall with four warriors.
Khamul runs to the north tower and attempts but fails to climb into it.
In vengeance the charioteer chieftain  charges the rider of rohan who killed his king and driver.
Good shoot 3
Legolas shoot’s Manhir’s adversary a morgul knight, leaving Manhir free to mount the dark steed of his fallen foe
All the men and uruk-hai in the south fire on the easterlings but again fail to penetrate their armour with mere arrows.
Khamul the easterling is shot as he attempts to climb into the north tower, the archer was a rider of rohan (my suspicions are that the rider was actually a woman like Eowyn). Gandalf blasts apart the nearest chariot with sorcerer’s blast.
Evil shoot 3
We end lunch
Draco’s krak archers hit loads of men of minas tirith but only kill one spearman.
All other shooting is uneventful
Combat 3
The morgul knights kill four of their trapped goblin opponents
But the easterlings fail to kill the archer in the south even with a total of six attacks!

Evil move 4
Finally the evil side wins priority
The chieftain in the north (whose chariot Gandalf had destroyed) calls a heroic charge against the men in the north. The troll charges the female rider who shot his master and a few orcs move in around the others.
The easterlings surround the defenders of the south tower.
Manhir is charged by a morgul knight.
The orcs fling themselves into the frey inside the north tower.
Good move 4
The fellowship breacks in two directions: the hobbits (not including Frodo) move off with Gandalf towards the orcs in the north and the stronger heroes (Aragorn, boromir, gimli and Legolas) move towards the more threatening easterlings.
Evil shoot 4
Draco calls a round of heroic shooting for his cohort of archers. They hit fourteen men of minas tirith but only kill one. The plucky khandish bowmen do just as well with only ten bows.
Good shoot 4
Legolas shoots the chieftsin in the north who tries to use his fate to dodge the arrow but fails, he lives but is wounded.
Gandalf immobilises the mordor troll.
Combat 4
The morgul knights dismiss nearly all their opponents after Monke calls a heroic combat.
The orcs suffer defeat but only one of them is killed and their troll wounded by the female rider of rohan.
In the south the easterlings defeat all their opponents except the cave troll who kills one of them. (below)
Draco: (sarcastic) they have a cave troll!
Evil move 5
A few easterlings surround Legolas and the rest in-circle the cave troll with shields and pikes.
The troll shakes off gandalf’s spell and leaps back into combat.
The morgul knights ride right up to the gate.
Manhir: flee from the gates of the citadel that you were never destined to enter!
Good move 5
The bowmen of minas tirith, lead by Aragorn take aim at the easterling banner bearer who is standing on top of a fallen statue encouraging and cheering the easterling warriors.
Gimli and Frodo rush to help Legolas by drawing the easterlings off.
Evil shoot 5
The good army was almost at breaking point as the casualties rose and rose
Good shoot 5
Aragorn uses all his heroism to keep his arrow on target as the bowmen of minas tirith jostle him about but he kills the easterling banner bearer anyway.
Combat 5
The easterlings wound the cave troll and defeat gimli with only one warrior.
Manhir calls two heroic combat to monke’s one meaning that he and his men defeat the morgul knights!
The good force suddenly breacks as the orcs rampage through the north tower.

Tuesday, 17 January 2012

Death in Tequesta

1800. The war of the second coalition. In the April of that year Edwin Adamson (MP for the pocket borough of Sowerbridge) had been appointed Governor  of the recently established British fort in Spanish Florida; Tequesta. Earlier that year the 37th foot, a battalion of French emigres and the sailors and Marines of two 4th rates had captured the coastal town of Tequesta from the Spanish Garrison. However on the 20th of June three Spanish 1st rates had assaulted the harbour, destroying one of the British 4th rates and sending the other into flight. Then the 52nd Spanish foot and 4th lancers had arrived and assaulted from the landward side forcing Adamson to flee to his summer house in the hills over looking the bay. He and Major Howard of the 37th foot fled to his summer house with a group of redcoats, emigres and a small cannon.
Today, 26th of September 1800, Jimmy boy (a powder monkey from one of the 4th rates) spotted, moving through the woods, a large force of Spanish Militiamen, privateers and other irregular troops armed with an assortment of pistols and muskets. He had been running back through the grave yard to alert Major Howard to the presence of a large rowing boat, washed up on the shore.
Soon Major Howard and Govenor Adamson had turned out their force and wer making for the small boat...

Govenor's men
Govenor Edwin Adamson
Major Howard
Govenor's Mrs (Nurse)
Blind man (a Ben Gun kind of character)
Jimmy Boy
9 Redcoats of the 37th foot
10 Emigres (all count as officers)
Carronade with 2 crew

Spaniards
several dozen pirates
around a dozen officers


This is one of our monthly battles fought at my local modelling club. There are normally only three of us, but one of our members couldn't make it till much later (no doubht "Eril Flyn" had another force up his sleeves that would be arriving later...). Luckily there was a new comer so the two of them took the pirates and I took the Govenor's mob!

I started in the compound around the govenor's "mansion" and lined the 37th foot up for the breackout...
I had three routes open to me: A. West, charge the pirates head on and hope my superior combat would tiumph over their numbers, B. East, hug the strategically good hill and wall and make my way slowly to the small boat or C. North, advance as the crow flies across open ground straight for the boat!...
I went for C. Adopting a square with the 37th around the Major, Govenor, Nurse, Blindman and Jimmy boy with the Emigres taking B route and the cannon covering the square's advance.
This set of rules (I can't remember what they were called i'm afraid) uses random selction turns. After each phase we roll a D6 to see what comes next. 1.One side takes a morale check (1-3 sideA, 4-6 sideB), 2. Both sides stand and shoot at the same time, 3. Side A moves, 4. Side B moves, 5. Side A shoots and 6. side B shoots. We rolled several threes to start with so my Square made good progress... but then Disatster!
We rolled several 4s after this and not a single 3.... soon they were in range of our guns and of their gund...
I just managed to roll another 3 before we rolled about four 2s on the dice...
The Pirates moved up a musket line while leaving a group of skirmishers in the graveyard... after 3 turns this was what was left of my square, though i had much damaged his firing line.
In the next round of Shooting I managed to destroy his firng line, but the last of the 37th foot and Major Howard were shot down. I also forced his pistoliers in the graveyard to take two morale checks sending them bolting over the back of the graveyard.
Soon the Emigres were in position to hold off the pirates till they could make a break for the small boat, with the cannon covering their rear. Unluckily the Govenor, Blindman and Nurse were captured by 3 pirates while Jimmy boy watched on, but the Emigres were on hand with three charging in to the rescue!
Soon our forces were looked in a bad way with two pirates heading for the emigres behind the wall and four more pirates charging towards the cannon. In the fighting the Emigres captured back the govenor and prepared to rescue his Mrs.
Last turn before I handed over to Eryl this is what the field looked like. I had graped the pirates. The govenor and his mrs were safe but the blindman was still to be recaptured by the last Emigre, duelling two pirates! The Emigres behind the wall had stood strong and hended off the pirates near them, but the small boat was in the pirates hands. In the end it was a draw. The Govenor was in a stong position and i could pull it together and get to the boat, but the blindman and boat were still in spanish hands, however the Govenor and his mrs were safe.
I really enjoyed this game and my experience of the Black powder battlefield put me in Major Howards shoes pefectly, underestimating the requirements of this particular situation and doing what all redcoat officers do... When in doubht form a square! This plan would have worked well against grenadiers or dragoons but not pirates...

Next time at the club 1200pts medievel WAB