Saturday, 1 December 2018

Battle Companies Campaign Update

Another small get together this week to keep the Battle Companies Campaign alive with four attendees; myself Andy W, Kev and Kenny mustering their Arnor, Mordor Orcs, Warg Riders and Easterlings respectively, playing a round robin bout, two games each with random generated scenarios.

First up for myself was a game against Kenny's Easterlings. Kenny's band was down a fair bit from my Arnor Company so went the defender in a 'Stand your Ground' scenario. This was pretty straight forward and I won the tussle but the Easterling two bows did significantly better than my eight and managed to take down half my Company before submitting to the higher numbers once combat was joined. No losses were incurred on either side but I ended up gaining an Arnor Warrior and have two hobbit archers sitting out the next game. Kenny managed to increase his band by two warriors.

My next game as we all moved round a chair was up against Kev's Warg Riders. His Company had a significant higher rating than mine so I started with six re-rolls and the same Influence points right off the bat. With two hobbit archers sitting out the game and Kev only having one scout type sitting out the game, things seemed a bit stacked against me in rating and in numbers. The scenario rolled was 'Recovery', with five counters in the middle, one the 'relic' searched for and each band starting at opposite ends and objective to find the relic and take it off the opposite side from deployment.


Deployment for Recovery Scenario
The Companies advanced and the Arnor forces managed an early kill to archery for a change as they advanced and reaching the line of counters first too due to Kev keeping as much to cover as possible as he advanced. The first counter approached proved to be the relic so all was down to the fight to follow.

Early game was a mixed affair with casualties on both sides and an early good round from Kev where his scout took down two of the Arnor force in one round and the Orc numbers looked to begin to tell.

Mid-late game Orc numbers telling
The Arnor force now seemed to pick up a step (mainly down to Kev's inability to get the wound rolls in) and the warriors carrying the relic took a fair bit to drop but they eventually did, but the Arnor Warriors, (including the Captain who managed to get his first kills of the campaign, and getting two to boot) managed to pick up the pace and the tide turned quite spectacularly and managed to turn the numbers round with the Arnor forces outnumbering the Orcs by a good margin at the end.

Kev went for the objective though and leaving a couple to slow down the Arnor troops managed to get two orcs on the relic and managed a free move towards the base line with only his captain intervening. Last round and the Orcs got he initiative and the win but with only three orcs alive and narrowly loosing his captain too.

Great game with big loses on both sides but I was happy with the way my band stood up to uneven odds at the beginning and nearly pulling out the win but Kev's tactics at the end getting the well deserved win.

The other two games of Kev's Warg Riders versus Andy's Mordor Orcs was a hard fought game too with Kev just managing a win in a 'Show of Strength' scenario, and Kenny's Easterlings against Andy's Orcs which though quite one sided ended up with the Easterlings getting a whopping 13 Influence points and a much needed injection to the Company.

The scores on the doors of three Evil wins and 1 Good win were added to the running total and the Evil side moves further ahead to 15/21.

Next up more random scenarios for the other four players and the next Campaign Scenario; 'Bridge over the Mitheithel'.

Thursday, 8 November 2018

Middle Earth SBG - Matched play


This weeks club match was my first trial in anger of the new Middle Earth SBG rules from GW. Playing against Kevin with him supplying the forces as usual in the form of Theoden and his Riders pitted against the vile Lurtz and his gang of Uruh-Hai thugs. I of course chose to play Lurtz's force.


Forces close
Early shooting worked well for the Uruk-Hai and 2 or three Rohan unhorsed and three or more Royal Guard are shot in the first couple of rounds, the Uruk-Hai hero claiming a couple on his own.

Lurtz gets pinned in the doorway
Kev goes for the charge and a line develops across the field but this limits shooting so everyone pretty much piles in.

Rohan charge in to the pike block and bounce while the Warg Riders
 counter charge the centre

The fight on the right begins to go Evils way with numbers telling

Cavalry dual goes Evils way with the Rohan failing to get the kills

Theoden rides tp buff up his forces on the Evil left flank

The mid game goes by with priority shifting and a couple of heroic charges declared and countered. Rohan gets the hits but the Uruk-Hai get the kills. Rohan failing to close the gap in numbers that they need to.



Numbers thin mid game with Rohan getting a good round
In the closing rounds Kev got a couple of better rounds and scored a decent number of kills but the Uruk;Hai continued to eat away steadily at the Rohan force.

In the end the Rohan centre disintegrated and the melee seperated into two fights around the ruins and the two Rohan main hero's with Rohan doing slightly better on the left and clearing the far side of the ruins but the Uruk-Hai doing the same between the ruins.

End mid game the Rohan force was broken.

End game? Theodens line looks about to end as the king and his son are
cut off and surrounded
Even though the Rohan force is broken it doesn't lose many to rout due to good courage and buffs but continue to lose to the Uruk-Hai attrition. With the Uruk-Hai looking to have already won and still unbroken things look grim but it's still not all one side.


The end nears and playing through the final round to see how things pan out Kev manages to take out a couple of the general Uruk and Theodred cuts down Sharku and thus gets the Uruk-Hai below break point and despite overwhelming numbers Theodred miraculously survives the final round.

Theodred likewise surrounded but manages to survive

The other side however Theoden and the Rohan Captain are cut down by Lurtz and Ugluk and the massing Uruk-Hai.

Surrounded, Theoden is cut down by Lurtz and his Uruk-Hai

In the end we totaled up the victory points and the death of Theoden proved to be the clincher with a narrow 6 to 5 victory going to the Uruk-Hai but with the Rohan force scattered and only 8 left on the board and the Uruk-Hai broken but with 17 or so left fighting. Rohan closing the gap near the end but not enough to tip things

Very enjoyable game all in all. Kev felt it to be a bit one sided and Rohan getting beaten up due to his inability to get the kills despite hitting lots. I felt the game was pretty even but the numbers on the Uruk-hai side giving the edge and limiting the Rohan Cavalry charge advantage.

Definitely up for another rematch on the matched play or give a scenario a try.

The rules were all pretty familiar with really only the changes to the hero rules to pick up on. Certainly seem to be reasonable and will be up for more trials soon.

Saturday, 3 November 2018

Rogue Stars - A Quick Tour of Duty


This week I was mostly playing Rogue Stars.

Several bods at t'club got together for a RS fest organised by Andy W and I joined in to give the rules a try as I'd not managed to attend previous gatherings.



Six of us teamed up in pairs and rolled up random scenarios for a pre-set Crew as supplied by Andy with myself picking up an Inquisitor based Crew against Andy's Cultists which proved to be an interesting pair up. The scenario we rolled being the Rescue with one of my crew being the captive to be rescued.

The game worked out to be a very evenly matched pair up with both sides giving each other a bloody nose. Initially things tended to go to the Cultists way while the Inquisition was a man down, but try as he might Andy failed to capitalise on the advantage by taking anyone out but repeatedly wounding the Servitor Cherub to the extreme and the Crusader ended the game with over 9 pins but only 1 wound but both refusing to get killed but the Inquisitor did go down mid game to an uncharacteristic good wound dice throw from Andy.


In the end the Cherub freed the Medic from the clutches of the Cult and she made a bee line for escape but taking out a Cultist with a Mind Bolt before getting tangled up but repeated knock downs.

In the end, the the honour's were pretty even with three down each side but a narrow points victory to the Inquisition.

Thoroughly enjoyed the game and I believe the others enjoyed their games too. Interesting game mechanics but with a fair bit of variety available in the seemingly light rules. Definitely get another outing with Rogue Stars soon.


Monday, 15 October 2018

War & Conquest - Further Trials

Last week myself and Dave K wound up the WaC machine and had another outing for our Berbers and Andalusian's for another trial game with a bit more knowledge behind us.

We went for 2500 pts a piece to give a bit more scope for troops on the field even though this was probably a bit too large a game to be likely to complete on a club night.

My line up was fairly similar to the previous game but the change was to ditch the skirmishers and add a small unit of mercenary knights plus a unit of Mercenary Spear. The Archers being added to the spear units to make up two large combined Spear/bow units, and the addition of a Captain. The General upgrade was ditched as well. Dave's line up was pretty much the same as before with the addition of more jinete types to fill out the points values but still went for the big unit of knights.



We went for clear and boring table to simulate the plains of Spain (and more importantly, keep the rule's simpler so we could concentrate on the moving and combat).

With a better understanding of the rules this time round we got much further through the game but still didn't manage a conclusion, though this was more to do with army size than rule checking this time round, though there was still a fair bit of that.



The game was much more balanced this time and produced much food for thought.

The combined arms units were quite powerful but more aligned for defence as the bows massed fire could only be used stationary so Dave pretty much avoided these keeping clear of their fire power especially the Merc's. In future I would probably field more but smaller units to give a bit more flexibility.

The small unit of Merc Knights proved to be too small to be really useful (at 6 Figs) but still held up the cavalry flank but were really too fragile.

The Berber Cavalry faired pretty well against the Knightly types causing mild casualties and remaining out of contact with their feigned flight and would hopefully draw the knights off the table or put them out of position for long enough for the game to be decided else where.

With the bulk of the Infantry not coming to blows before we ran out of time, not much was picked up here, but I did do a unsupported advance with my Guard Cavalry to see what would happen and a few points were noted here in rules terms mainly about counter charging.

Another interesting game with much food for thought, though Dave has a slightly jaded view of the rules we will have some more games to try and at least get a game to a conclusion. I find the rules fairly light and quite easy on the brain, just needing some familiarity to smooth things and certainly take out the extreme results that WaB was prone to quite nicely.

Tuesday, 11 September 2018

Antidiluvian New Medievals on Horizon

Recently announced forth coming releases from Antediluvian Miniatures are some additions to their historical offerings in their 'Wars of the Bruces' range. Announced are as below, Scots Spearmen;





























Great looking sculpts from Matthew Bickley and with more to come, I'm looking forward to seeing what comes next in these most useful mini's.


Tuesday, 14 August 2018

Claymore '18

Attended this years Claymore show through in Edinburgh a week or so ago, so been a bit remiss in getting posted but hey-ho.

A fairly nice day for the event but still quite warm in-doors but not as bad as previous years.

I thought the show fairly quiet this time, certainly not the usual buzz on previous years (though I didn't manage along last year, the only year I've missed since the shows inception). In fact I thought the atmosphere pretty flat all in all but that may just be me.

The usual traders were all present including a couple of extra ones I'd not seen before but didn't pick much up as shopping list was pretty small this time and not very successful on the accessories front so will need to get online so not really an issue. I did buy one Lucid Eye figure just for painting but nothing much else caught my eye.

A fair selection of games on show but not many with a wow factor. I did like the Durham Wargames Club Cossacks vs Ottoman game if only for it's unusualness, very nice.

Durham WC game




The Tradeston WC game was eye catching, looking pretty epic if only because of the size, but nice.


Tradestons game

The League of Augsburg game was quite nice too but really a display rather than a game but eye candy none the less.


League of Augsberg

I don't really do the 'bring and buy' thing as i can't be bothered with the scrum etc but I did note that the stall was half the size it used to be, so probably a sign of the online selling thang nowadays.

I only stayed for an hour and a half and things were getting quieter when I left so I can only assume the numbers were down on previous. The confusing thing was the car park was full when I arrived and was still full when I left ( in previous years I've always managed to park fairly easily) perhaps there was something else on too which scared some folks away?

All in all a bit flat, which is a shame really as it has been a really great show in days past and I'm sure will be next time.

Friday, 20 July 2018

War and Conquest - Four Year hiatus

OK, its took a bit longer than I thought, a lot longer in fact. Four years in fact. That is to say when I said four years ago we would have another trial game of War and Conquest rules, I didn't think that it would take that long, but it did. But at least it finally happened.

The game was a 2000pt affair keeping things simple with my opponent of four years ago Dave K taking the Andalusians and myself the Almoravids again, probably with similar lists.


We did take a bit of time to get into the swing of things with both of us struggling to find rules we were looking for but knew existed but managed to track things down eventually.

We did struggle a bit as the first contact produced a fairly complicated melee with light troops fleeing through friends on both sides and a strong flank attack with multiple knock on effects, so this did pose a good test of the rules and a stronger test on ourselves to find the appropriate solutions to the problem. As a result we didn't get very far through the game which is probably just as well for me as things were looking pretty dicey by the end of round two.


We'll dig the rules out again (soon this time) to have another, more informed bash with the rules as they do have some nice points though as last visited they are very WABish. Looking at the army lists, I think these need to be re-visited but no tinkering with these until another couple of games under the belt.

I suspect we did get a few things wrong but thats all part of the process, we even talked about digging out WAB 2nd edition to see how that compares.

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