Friday, 27 May 2016

Mordheim Season 3 - The Burning of Dalberz

Last week saw the kick off game of our next Mordheim Campaign 'The Season of the Witch' and the on-going struggle to defeat and bring down the Necromancer Allex and his nefarious schemes.

The last season saw the bands bring fire and sword to the Necromancers door and dashed his schemes but Allex himself managing to escape and no one being able to claim ultimate campaign victory.

So with a new campaign and fresh meat for the slaughter all were lined up the the inaugural fight fest in the recently rampaged town of Dalberz where the Allex's minions had laid waste to the town. With the towns remains burning and bands of Flagellants roving through the smoking ruins the new bands of adventurers entered the fray in search of the remains of a witch who had fallen during the previous raid, hopefully to gain intel as to the location of Allex and his hideout.

Everyone engaged as combats heat up.
Showing up for the first battle of the Season were myself with the Protectorate of Sigmar, Dave K and his Marienburger's, Andy W and his Skaven horde, Ian and his Dwarven rough-riders, Andrew L with Witch Hunters and Kev and his Undead throng.

The usual random deployment around the table things kicked off almost immediately with the Marienburger's and Skaven coming on right beside each other and they had at it almost immediately and slogged it out for the whole proceedings.

The Witch Hunters moved on to the field near the Dwarves and proceeded to move directly towards them with the Dwarves coming on in one corner and hemmed in by the Witch Hunters and Protectorate, they felt a bit 'cornered' right from the start.

The Protectorate not wanting to engage a healthy Dwarven warband to start with and otherwise a bit out of things proceeded to move through the grave yard using any cover available and headed towards the Undead who were set up opposite the Witch Hunters but otherwise apart from the other warbands so were free to move into the flaming ruins and proceeded to start to hoover up treasure tokens and picking off a couple of wandering wild Flaggellants without hindrance.


While the Marienburger's and Skaven beat each other to a pulp, the Witch Hunters gathered their forces and charged pell mell into the Dwarves and almost immediately stalled with the Dwarven toughness proving a match for the Witch Hunter Hounds and Flagellants.

The Protectorate moved forward keeping together and advanced towards the Undead who were moving out into the open but partially screened by the burning pyres in the middle of the town. A couple of the Witch Hunters Hounds pounced on a lone Flagellants and having dispatched him, decided to move on and attack the Protectorates Hunter & Hounds who were swinging wide to flank the advancing Undead.

Marienburgers and Skaven continue their vertical
fight in the ruins
The fights continued for the majority of the game with the Skaven and Marienburger's fairly quickly taking each other to break point but miraculously each successfully passed numerous leadership tests with neither wanting to cede victory to the other such was the closeness of the combat.

The fight between the Witch Hunters and Dwarves was less even however and though the Hunters succeeded in temporarily dropping a couple of the Dwarven crew they didn't manage to take any out until near the end.

A few random Flagellants made an occasional appearance, mainly towards the end of the fight but didn't prove to be much of an issue to any one other than provide an additional XP or two.

The Witch Hunters wilt while the Undead and
Protectorate close
As the end approached the Skaven and Marienburger's both quit the field simultaneously while the Witch Hunters went down to a man (and dog) in what was a very nasty last round for them as half the band was taken out by a combination of Dwarves, Flagellants and the Protectorate all causing casualties before they could rout.

The Dwarves having taking two of their eight number in losses quit to conserve their numbers, leaving the Protectorate to weather the Undead onslaught. the Fear causing minions on the charge were enough to blunt the Protectorate's counter and though the fight lasted two or three rounds, the last of these was pretty painful as five of the Protectorates number went down to a response of only one of the Undead horde, though as Kev pointed out his Vampire (easily the most powerful figure on the table) failed to make as much as a scratch on his opponents.

The Skaven & Marienburgers slog it out taking each
other out the fray
With the high losses the Protectorate fled the field leaving the Undead the victors on the field and when the tokens were checked as to who had recovered the Witches remains it proved that the Vampire had picked up the intel and so gave the first round victory to Kev's Undead. Perhaps a portent of what is to come?

A very protracted and bloody start to the new campaign with everyone lasting to what proved to be a more than 8 turn game, pretty astounding it itself. A good start to the campaign and with the victory going to the side of evil, the next game moves into the Drakwald Forest to root out the lair of the deceased witch to hunt for clues and booty and the good guys trying to stop the evil sides bands from gaining power. 

Thursday, 12 May 2016

Dux Britanniarum Campaign - September 565 AD

My penultimate game of the campaign season was due to be played a week or so ago and just as I was preparing to raid one of my neighbours, I was raided myself by some scruffy Saxons from far off land, down the coast. 

Andy W and his Saxons had the campaign season initiative from last month and having not been around these parts before had decided to attack my Cenel Loarn Scotti (who were ignominiously last on the initiative), heh ho.

Having not played the raid the Church scenario, we plumped for that and Andy as the attacker set up his forces and got a good three move lead with some decent move throws to start.

I got a good starting force throw and got my three Raider Infantry Groups and my Skirmishers on the table to face the on coming tide of Saxons.

Positions at the start of the fun

So 'having at it' in the first couple live rounds, the Saxons moved forward with one group of warriors heading for the church and the rest their Warriors and Elites began to form up adjacent to the church and link shields, while their Missiles and Skirmishing types kept an eye on their exposed flank.

The Scots Warriors, hemmed in slightly by the woods moved slowly forward and formed up facing the Saxon Warriors while the Skirmishers skirted the woods and moved towards their opposite numbers. They were then followed by the remaining Scots forces who entered the board behind them and the Scots Cavalry and Missiles skirted wide and began the long march round towards the flank of the Saxon Raiders.


The troops line up and face each other before the clash
The way the draw fell, the Saxons got the charge in first and though they had the 'advantage' of the charge with a Carpe Diem card etc. the number of dice was pretty equal in the clash and the dice were pretty equal in the first result, but on the second melee of the round the Scots got the better of it and forced the Saxons to back off but both sides had a couple of losses and a stack of shock each.

While the Warriors on both sides recovered their breath and dressed their ranks, the skirmishing types maneuvered round each other and the Saxon Missiles took some shock from the Scots and were then ridden down along with their Skirmishing brothers by the Scots Cavalry as they circled round to the rear of the Saxon forces.

The Scots Skirmishers were in turn run down by the group of Elite Warriors Andy had positioned to guard his left flank. These in turn lost a couple of Warriors to fire from the Scots bowmen.


The end is nigh
By this time the Warriors facing each other had girded their loins once again, and it was the Saxons that got the draw again and once more charged in to try and force the issue before the Scots Cavalry hit them  in the rear. Unfortunately they faired even worse than they had the first time and failed to dent the Scots lines and with the Scots Cavalry skirmishing from the back and the Scots Warriors in front, and entire line of Saxons went down including their Lord and a lesser Noble in what proved to be the decider of the game.

With the bulk of the Saxon force down or out and Andy only having successfully managed to get one loot token so far in the proceedings, and the looting Warriors about to be surrounded in the church, the Saxons legged it, giving the Scots another 5 point victory.

A another pretty good game and reasonably balanced this time, with the random elements not taking too much from the game. The dice in the melees definitely going the Scots way which was nice.

Sunday, 8 May 2016

Carronade 16 - Show Reportage


Another Club Annual Show, Carronade 16, successfully delivered yesterday and with all numbers (visitors, Club Games, Traders and Painting Comp Entries) up slightly on last year, a bit of a landmark too.

From reports so far, everyone involved enjoyed the day and Traders enjoyed a brisk trade over all.

With the Carronade formula now run-in as it were, the Club Bods have been looking for ways to improve the mix and a number of tweaks were added to help the flow of the day and hopefully make the event more enjoyable. A simple one which though unassuming, caused a bit of comment was the handing out of pre-cut 'chits' on entry (supplied by Warbases) and stamped with the Carronade 16 mark. A nice reminder of the day, and could easily be used as a figure base if required.

The weather was reasonably kind and not too hot, and not too cold so just right and the usual fayre of filled rolls, pie's, sausage rolls, burgers, tea, coffee etc available to nosh on and though not startling was edible and filling and certainly did a brisk trade so couldn't have been too bad.

Parking was noted to be a slight problem fairly early in the morning but passable though there isn't much that could be improved given the limitations of the site but extra parking was available nearby.

There were as I said an increased number of Clubs and Traders putting on games this year and overall a very good standard with the participation games getting a lot of, well, participation particularly. Though nothing really shouted out at me personally, perhaps due to the quick run round the games to check what was on offer, there were several which did catch my eye either because of the modelling involved like Anvil industries promotional game and the Escape from Goblin Town terrain, or the couple of games fought out on snow covered battlefield which were particularly eye catching, Kirriemuirs' Battle of Gaugamela was pretty too but I would have liked to see this one move a bit. The TWSCB ECW game was pretty and action packed too and winner of Best Demo Game.

Anvil Industries Promo Game
Mad Max action
Frostgrave I presume?



Suitably sweeping Naval

Battle of Gaugamela













Escape from Goblin Town











































Not sure which game this is but interesting


















ECW always good for spectacle
TWSOCB - Winners of Best Demo Game

Blue's Bears WWII Air Combat













Nice terrain, Batman this time




Custers Last Stand - Winner of Best PP Game

The painting competition was well attended this year and the number of entrants in all categories (except the Juniors) were up and the standard of entrants was excellent.


Single Fantasy Figure Entries

Fantasy Unit

Historical Unit and Single Figure

Fantasy Unit

Fighting Unit

Club Open Category

Historical Unit Entries

The judges (with thanks to Martin of Warbases and Wayne of Wargames Illustrated for their difficult task) had a difficult and much time consuming task of deciding the winners.

Club Winners

Fighting Vehicle Runner-Up

Fighting Vehicle Winner &
Best In Show Winner

Single Fantasy Winners

Fantasy Unit Winners

Junior Category Winners

Historical Unit Winners

Historical Single Figure Winners
Overall another good, if tiring day and lots of bods went home having put another show to bed. Next year, onwards and upwards.
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