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Please Note: This blog contains poorly painted toy soldiers that may offend those of an aesthetically sensitive disposition.

Showing posts with label Portable Wargame. Show all posts
Showing posts with label Portable Wargame. Show all posts

Monday, 3 August 2026

The Battle at the Crossroads - Hyborian Ladder Campaign

 The next rung on the ladder was to be a battle at either a Crossroads (1-3) or River crossing (4-6). A 1 was thrown. The game played using Portable Wargame Ancients.


Prudentius, Governor of Western Nemedia, had received reports of the approaching Aquilonian army and sought to cut off its advance. Not having a military background, the Governor was determined to keep out of the action.

Initial Positions - Aquilonia to the East

King Conan was determined to swiftly brush aside the Nemedian force and march on towards the town of Thalasus where, if his spies were correct, his favourite concubine was being held captive.

The Aquilonians advance

Knights' cross swords whilst arrows fly


Facing the ferocious Aquilonian onslaught, the Nemedians fell back and were becoming enveloped.


 

With Aquilonian arrows beginning to fall among his bodyguards, Prudentius mounted his horse and making his excuses to his Captains, insisting they hold the road as long as possible, he prepared to vacate the battlefield...

 The Nemedian army reached Exhaustion Point (set at 50% as is my preference for Fantasy games) and the Governor high-tailed it, bound for the fortified town of Thalasus.
Another victory for Conan. Can he be stopped? Seems unlikely.

Sunday, 14 June 2026

Inspired

A recent post on Bob Cordery's blog inspired me to dig out my own Belle Epoch style armies and fight a little battle (visit the Battling Through One Hour Wargames blog and see the game report here). 


Artsy pic of some of the action

Friday, 7 November 2025

We interrupt this Campaign....

 ...for a quick playtest

Having submitted my very simple SciFi Skirmish rules to Bob Cordery for the 4th Portable Wargame Compendium, I thought I'd better give them another go. (I came across some old 20mm SciFi figures while looking for something else and decided I needed a simple ruleset for them. The figures were (possibly) from Wargames Supply Dump).

Two opposing squads are fighting for dominance in the ruins of a city. The majority of troopers are veterans and treated as unarmoured in this playtest. The two figures with purple markers are Elite and armed with Heavy Weapons (roll two dice when firing).

Green Squad (furthest from camera) moved first
The foliage is impassable

Turn 1 Green are already a man down

Turn 2 Blue Squad have taken out another of Green's force
The white die indicates that a figure is wounded

Turn 3 One of the Blue Squad has run across the open
space. The wounded man has moved back

Turn 4 Green's Heavy Weapon falls back, Blue's
is wounded

Turn 5 Green takes down the Blue trooper nearest 
his position

Turn 6 Green's Commander falls to Blue's Heavy Weapon
The rest of the squad withdraw

My next step with this project is to make more grid squares to allow more movement. Perhaps I'll have to consider bl**dy drones as well...
The opposing General was unimpressed and really just
wanted to sit on the battlefield. C'est la guerre.


Monday, 14 July 2025

Mapless Mini Campaign - Finale

 For the third and final battle I rolled a 3, Flank attack. The Federal Army (Attackers) are attempting to outflank the advancing Rebel force. The CSA's scouts have alerted their Commander, who takes refuge on a defendable hill. Both sides objective in the game is total control of the high ground. The bulk of the US Army force arrives on the flank of the Confederate Army and straight into the fray.

I decided at the start that this was going to be a very difficult task for the attackers, so I gave them a numerical advantage and, as this was the deciding game, I set EP at 50%. This all proved to be unnecessary. 


The US Army piled in from their flanking position and the Rebs were in trouble from the outset.


The CSA cavalry, despite their reputation, were quickly dispatched and the Federals got down to business.


Outstanding dice rolling from the Blues rapidly reduced the Confederate force to EP (not that they were going to move from the hill...)


The Union regiments surrounded their adversaries and demanded surrender.

A bit of an anti-climax as a game, probably due to my generosity towards the attackers, but a success as a Mini Campaign system and one I'd like to use again; "Chapeau!" to Mark.



Friday, 11 July 2025

A Mapless Mini Campaign - Battle 2

 After his defeat at the hands of the Confederate Army, Colonel Baudebridges falls back towards the Federal lines with his remaining force. Realising that they will soon be over run, the US force makes a stand...

For this game I threw a 6 (see rules on the previous post) and set up the OHW Bottleneck scenario (more or less). The US Army (defending) has a smaller force but may enter the woods (on their right). The objective for the CSA is to clear the road of Union forces to allow their main force through.

Start of the game - the lakes are impassable

CSA cavalry rush off to clear the road

The CSA cavalry limp back after a catastrophic encounter.
The Union's Zouaves take to the trees 

The Union's line holds and the Zouaves create holes in the
Reb's flank, despite his artillery firing blindly into the woods

The CSA reach Exhaustion Point
Despite having a numerical advantage, the Confederate Commander (let's call him Colonel Sanders) was forced to withdraw. This defeat puts the Union back in the lead and they will be attackers in the third (and final) battle of the mini campaign...

Wednesday, 9 July 2025

A Mapless Mini Campaign - Battle 1

 


I started a three battle mini-campaign over the weekend, squeezing in a couple of games between work and domestic distractions. I was inspired to use my ACW figures by Ross Mac's recent games. The rules for the mapless mini campaign are from Mark Cordone, originally posted on the PW FB page, and are his intellectual property:

For the first game I rolled a 5; Seize Ground. I used inspiration from OHW to layout a battlefield but gave a slight advantage to the defenders (CSA) who started a little closer to the objective (the hill). The winner must have control of the objective once both sides reach exhaustion point (EP).

The chocked gully on the right of the hill is impassable

The CSA grabbed the objective whist the Federals attempted to out flank them

Despite reducing the CSA to EP, the Union Army could not get on to the hill

The Blues reach EP and victory goes to the Confederates
So the Confederate Army wins the first battle and, buoyed by their success, go on the offensive, pursuing their retreating adversaries...  

Monday, 7 July 2025

General Wells - An early defeat

 

The General, from H G Well's Little Wars, has been my Army Blue Leader for some years. Here follows a brief description of an early battle from his illustrious career in which he was defeated - it has to be brief as the General doesn't like to dwell on it.

Battlefield promotion to the first reader to spot the actual field of battle

Army Blue arrived from the South; their objective, to push through the defending Army Red (advance 4 units across Red's baseline). Red has reinforcements arriving (on a die roll) between turns 7 and 9; Blue has an additional unit arriving on turn 7 and another on turn 8.

Red established his defence on a ridge

Red's Light Infantry hold the LH BUA and hold out for a LONG time

Blue manages to get a unit across Red's line (top left) but otherwise is struggling

Red is reinforced on turn 7 by 3 regiments from Army Black (top right)

Blue is unable to break through despite his own reinforcements

A few holes have appeared in Red's line but Blue is unable to capitalize on them
General Wells admits defeat and withdraws.

A nice scenario and a tough nut to crack for Blue - thanks to Old Trousers for the inspiration regarding turning this battlefield into a grid. David Crook has also played this battle on a grid and you can find details on his blog.

Friday, 27 June 2025

Arnor Project - Battle of the North Downs

Harl the Helmless led what was left of the fleeing Arnorians towards the North Downs after their defeat at the hands of Angmar's vanguard (see HERE). 



The Orcs were moving faster than their quarry and caught up with them at the very feet of the hills. The Downs Guard, regular soldiers of Arnor, could see the two forces from their earthwork defenses.

Men of Arnor turn to give fight


The Orcs, once again led by their fierce Captain ('Orrible 'Ornblower), rushed forward and battle ensued.



The heavily outnumbered Arnorians fought bravely but slowly gave ground, falling back to the more defensive position and the fresh soldiers guarding the Downs.



The Arnorians finally reached Exhaustion Point, but were at least now uphill of their enemy and able to defend themselves. The Orcs fought on but they too fell at last to exhaustion.


The battle of the North Downs was over.

Next time, attention turns to the main force of Orcs whose passage West has bypassed the hill country and now begins to progress South towards the City of Fornost.