Advisory Note

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

Saturday, 28 July 2018

Revenge in a Time of Drought

Introduction

In an earlier post (see Invasion below) we learned that the Wild Men of the East had been pushed West into Nearsea. Here we discover who did the pushing. 
Descending from the mountains, a collaboration between tribes of Orcs, Goblins and Trolls was responsible for clearing Men from a large swathe of the Eastern Lands, destroying their farms and villages and leaving all in ruins. Now it is High Summer, and without a mutual enemy they have begun to fight each other. 
The following battle had two causes. Firstly, the Orc Band involved was looking for a source of water in this time of drought; and secondly, the Goblin Tribe controlling the nearest well had insulted the Orcs by using the head of a fallen Orc Champion on one of their standards (it was known locally as the "stick with orc 'ed 'andle" - apologies to Marriott Edgar).




Game

The setting is a ruined farmstead controlled by the Goblin tribe. The Orcs have two objectives; capture the well to the South and destroy the offending Standard. The rules are the Fantasy version of Bob Cordery's Portable Wargame in the side bar.

A dry (gridded) land - the well is visible next to the dead tree

The Goblin Tribe

Orc "Cavalry" rush by the hill heading for the well to the rear

The Main force of Orcs attack the defended hill

Battle rages at the foot of the hill but all is calm at the rear.. for now

The Wolf Riders charge the Goblin guards

Fighting in all areas

The Orcs begin to take ground amid the ruins

The Standard falls - Revenge!!

The Goblins are breaking (Exhaustion Point was set at 50% and reached by Turn 7)

The Orcs have taken their second objective

The Goblin Chief fights to the end

The last Hobgoblin archers are mopped up

Saturday, 21 July 2018

No Picnic at La Roche

Setting

A fast, bloody game based on Scenario 29 (Shambolic Command) of Neil Thomas's One Hour Wargames.
Army Black have been ordered to hold the strategically important hill known as La Roche at all costs. Army Red are charged with taking the same hill. Due to the ineptitude of the author the Black commander, his forces can only activate two units per turn (either moving or firing). Army Red has 4 units, Army Black has 6; the units were randomly rolled for on the tables in OHW. Only Infantry and Cavalry were to be involved.

Army Black's opening position


Game

Army Red arrives and moves up to engage the enemy

Black moves his cavalry to defend the rear 

A Cavalry battle ensues...

while the Infantry stand and take casualties

Army Red continue to whittle away at Black's Line Infantry

Black's Hussars are dispatched to tackle Red's flank

Black's Infantry are decimated 

The Naval Infantry face Red's Dragoons

while Black's Hussars charge (and destroy) the remaining Guards

Red's forces establish a cross fire but Black's Hussars are still active

Black's last charge

Army Red have captured the Hill (just)



Saturday, 7 July 2018

The Three Brothers (OHW Fantasy battle)

Introduction

A small but determined Orc band, accompanied by a troll, have been sent to destroy a site sacred to the Dwarves. The site comprises three statues that depict legendary brothers. A spy has tipped off the Dwarves who have sent a more powerful force to intercept and destroy the Orcs. 

The Brothers - pieces from the Thud! game

The game was fought using my Fantasy version of Neil Thomas's One Hour Wargame rules (see side bar). The Troll required two turns to push over (and destroy) a statue during which it could not defend. To win the Orcs must knock down all three statues. Morale rules were suspended for this game as both sides were determined to fight to the end. All figures are 10mm and made by Irregular.

Game

Both sides advance towards the Statues
Orc cavalry charge the Dwarf left flank which holds firm
The Troll tackles the nearest statue
Dwarves get behind the Orc Cavalry and move to stop the Troll
The Orc Cavalry are destroyed by the stalwart Dwarf infantry but the first statue falls.
Carnage on the Dwarf right flank
The second statue tumbles fortunately missing the Dwarves
The Orcs are running out of troops
Two statues are lost - a Pyrrhic victory to the Dwarf general


Sunday, 8 April 2018

House OHW Fantasy game

Introduction

Using my Fantasy variant of Neil Thomas's One Hour Wargame rules (see side bar), the following was a battle between Orcs and Goblins (all Irregular Miniatures 10mm). Goblin "Cavalry" are mounted on Giant Boars, Orc "Cavalry" are mounted, more traditionally, on wolves. The Goblins start with an extra unit as the Orc bonuses are higher. Each round base equals one unit. Grid squares are 1 inch.

Game

Opening positions (Goblins North Orcs South)
Goblin Cavalry rush down their right flank eager to engage the enemy
Impact! The orc line holds, arrows fly from both sides. Orc cavalry counter charge
Morale rules lead to units on both sides leaving the battle
The battle has split into two as casualties mount
Goblins have got round to the Orc rear but infantry respond
Few units remain as the battle descends into separate melees
The final fight will be between the two commanders and their retinues
Victory goes to the Goblin Chief on the last turn of the game!



Saturday, 7 April 2018

OHW Flanking Duet

Introduction

In wargaming, unlike in life, it is of course possible to refight one's battles. The first of todays battles was a refight of last weekends' Flank Attack (1) (Scenario 6 of Neil Thomas's One Hour Wargames); the second was, no prizes for guessing, Flank Attack (2) (Scenario 7 of the same book).

Game Mechanics

Infantry and Artillery move 1 square; Cavalry move 2. Infantry range is 2 squares, Artillery is 8. Move and firing is through the sides and not the corner of squares as in The Portable Wargame. Other rules are as prescribed by OHW Chapter 13 Rifle & Sabre rules.
In Game 1, Army Red must have a minimum of 3 units exit via the road. In Game 2, Army Black must finish the game in total possession of the large hill.

Game 1 Flank Attack 1 Redux

Opening position - Red to the North
Cavalry clash as the flank attack begins
Army Red march on towards their exit point
Turn 4 Army Black are winning the Cavalry battle
Artillery and rifle fire begin to take their toll on the forward units
Turn 6 Artillery and rifle fire PLUS Cavalry to flank & Rear
 With only two units left Army Red cannot achieve their objective
 
Line Infantry make a last stand

Turn 10, the day is lost

Game 2 Flank Attack 2

Army Red hold the large hill in the NW 
An Artillery battle begins as Black advance
Turn 3 Red's Artillery is destroyed
The Cavalry keep one of Black's Infantry units occupied
Turn 5 Army Red's numbers are shrinking under relentless fire
Turn 7 The Guards hold the hill alone
Turn 9 Army Black's last two infantry units are closing in
Turn 10 - Army Black has taken the hill after the Guards fought to the last man

Two victories to Army Black. Artillery range, and Cavalry flank attacks (which get double hits) caused huge damage to Army Red.