Friday, 31 October 2014

Wednesday War - Warhammer Fantasy & Warhammer 40k

This week there were two games the first was Warhammer 40k with Dark Eldar raiders being brought to battle by a Space Wolf war party.  The second game is Warhammer Fantasy Battle with the Skaven  breakthrough a an Empire mountain pass.
Warpstone Treason and Plot
Warlord Baz Skitterflemm marched at the head of his of Clan Pestilens warband, his target deep in an unguarded pass in the Black Mountains a long abandoned Dwarf keep filled with lost treasures.  But as is common in the cutthroat existence of the Skaven Baz has been deceived and the pass is under regular patrol by an Empire muster.  Too late to withdraw the two races clash in a bitter fight to the death.

The ratmen extend into a battle line ready to crush the man-things with overwhelming numbers.

The Knights and Demigryphs patrolling the valley sides ready to sweep down into the ratmen horde
The Empire spread across the valley floor to prevent the Skaven passage.  
The a stink of Warpstone drifts across the valley as insane contraptions are powered up.

The madness of the hell is released towards the Empire lines the near mindless creature ignores the flights of crossbow bolts and shambles towards its foe and dies before it can reach them

Lightning quick the Skaven hit the halberdiers the Empire General is flustered and his attacks are poorly directed and lacking in power but the press of men holds the rats at bay.  Now all the Skaven champion needs is for his kin to strike and victory is his

The Plague catapults and magic start to fly and the brightly coloured spearmen are struck down in their tens.  The Volley gun fires, then splutters then goes out.  The crew frantically unload all the barrels and set about replacing the faulty charges.  Magic saves the day smashing the doomwheel. 

The Skaven Champion presses on certain that support will be with him at any time.  The Greatswords hemmed in by the cliff face change formation and ready themselves to hit the Skaven in the rear

As the knights race ahead to deal with the Skaven war machines the Demigryphs led by the Warrior Priest charge down the valley side into the unsuspecting Skaven warriors who are struck down for no loss to the Empire

Chopping down the fleeing Skaven the Storm vermin suffer the same fate
The unstoppable Empire Elite push on towards the idol.  Warlord Baz Skitterflem orders his unit around in time to face the monstrous cavalry

The irresistible force of the Demigryphs destroy the immovable object of the plague furnace and Warlord Baz Skitterflemm’s two year reign is at an end
My Pretty Slave!
Dark Eldar Raidercraft slide through the ruins looking for imperial citizens to enslave or to torture to death

But this is a nothing more than a trap and Wolf Riders of Fenris spur their mounts to bring the enemies of the imperium to battle

As the Dark Eldar slow their vehicles to search for victims the trap is sprung as Wolfguard arrive by teleporter.  The Wolf plan is to pin the enemy forces in place until the main force arrives to crush them

Realising his mistake the dark eldar lord orders his raiders forward to destroy the terminators and then make good their escape before more armoured warriors arrive.

High velocity shards patter off the grey armour with little effect whilst bolts shatter the Dark Eldar in return but it in the close quarters of combat where the lighting quick reflexes and poisons will make the enemy pay

The wolves are ferocious and hard to kill and destroy the elite of the Dirty Eldar

Both sides commit reserves in an effort to swing the battle to their advantage

The quick hit and run having failed the Dark Eldar Lord orders a raider to out flank the Wolves and attack them from behind hoping to catch them in a trap of his own.

Further back the Grey Hunters disembark to deal with the threat to their rear.  Flamers and Boltguns sweep the ruins and the alien counter attack falters before it has time to make any difference to the Space Wolf plan

Unit after unit are thrown at the Wolfguard and Wolf Riders and finally they manage to bring down some of their enemy but it isn’t enough and the Dark Eldar Lord signals the withdrawal.

The Space Wolves have stopped this raid but the cost was far higher than expected
Last turn draw!

Tuesday, 28 October 2014

Wednesday War - Dux Bellorum and Battlegroup Overlord

Wednesday war will summarise the weekly games played by the Lone wolves.  essentially an after action report or battle report in varying degrees of detail depending on the game and the memory.

After a failed raid on the Welsh village, the Irish licked their wounds and mustered a second attack, this time meeting their foes on the outskirts of Bedwas

 To inspire the Irish force, they brought along some monks, whose pre war prayers and chanting hoped to give their counterparts that extra punch.

 The welsh lined up a splintered battle line of infantry with Warlord in the centre, and cavalry on the right flank.
The Irish matched the welsh battle line, countering the knights with some noble warriors.

Both battle lines charged towards each other, the monks holding back out of conflict range, but close enough to give extra LP's, which would hopefully tip the balance of the fight in their favour.
The welsh knights and Irish nobles on try the flank both failed to move for 3 turns, being left behind from the fight.

Once in conflict, the battle swung back and forth, with the Irish getting the upper hand to start with, but as the war of attrition set in the Irish line began to crumble.

Once the welsh cavalry broke through the Irish line and threatened the monks, the attackers were in trouble, and soon it was all over.

With the religious inspiration wiped from the battlefield the Irish warriors broke and they fled from the battlefield, leaving behind them a victorious but seriously depleted wish force.

A good game, and without Neils usual shield wall approach, a much closer game. Looking forward to the next game in 6 months time 😊
Last Wednesday Simon and I played clash of reconnaissance with the Battlegroup Overlord (BGO) rules.  We chose 500 points which was flexible as a handful of points here are there don’t really make a lot of impact.
Si chose British Infantry
Forward HQ
Comms unit
Infantry Platoon + 6 Pounder + HMG
Sherman Platoon + additional Firefly
25 Pounders + Tow (2)
Off Table Artillery Support (4+)
Sniper + Spotter

I chose German Panzer
Infantry Platoon
Panther Platoon (3)
Recce Command
Artillery Spotter
On Board Grille (2)
Off Table Artillery Support (4+)
Off Table Artillery Support (4+)
Supply Trucks (2)
Three objectives were placed generally in the centre of the table crossroads (1), Church (2) & ruined farm (3)
The British won the roll off for deployment and first turn.  The Sniper captured the church and the recce command took the ruins.  The crossroads is where the action was going to focus on.

The British command is dogged by slow arrival of units or lack of orders or on occasion both.  The Germans had a much more even spread with a boon in the early turns.
Turn 1 sees the British infantry platoon command take position in the woods looking down the road at the cross roads.  The German recce take the opportunity to pour fire on the British pinning them but then withdraw into the ruins as the British armour begins to arrive. 

The British armour advance through the woods and another pair advance down the road but by this time the German panthers have picked good positions where at least two panthers can engage any point on the battlefield and a duel begins

 The British infantry advance along the hedgerow towards the crossroads and managed to capture the feature under the nosed of the German commander.  However the axis reinforcements are coming thick and fast and soon the Germans are enjoying a local superiority and look to capitalise on it.  Communications are dreadful and despite repeated calls no artillery is available.

The British commander assess the developing tank battle and realises that if he continues a long range gunnery duel he will run out of munitions before he can win the exchange – a firefly was unlucky not to penetrate the armour of the Panther in the wood line.  The Shermans forgo a round of firing to get close to the panthers and hope that they can make their final shots count the next turn.  Sadly the gambit fails as the British lose 3 Shermans inc 1 firefly in a single exchange.  The do manage to account for a panther but it’s to late.  With the German supply trucks now 'bombing up' the Panthers they dispatch the final firefly and turn the efforts to suppressing the British infantry.

The British Forward HQ arrives  and the their 6 pounder advances to engage the closet panther but the range is long and the frontal armour is good there is no effect.  Artillery support is brought in and one Panther is pinned along with some infantry elements who are advancing toward the crossroads.  Casualties for the Germans are still very light. 
The British infantry section holding the cross roads are pinned by sustained MG fire and a Grille fires directly on their position but the infantry cling on.  Where possible the Infantry and armour advance to better positions the first and only successful artillery barrage is carried out to no significant effect; the German commander unpins the remaining (5) units.
The Allies call for more artillery and despite the accuracy of the fire the result is the chit drawn for a destroyed unit is for aircraft which the German commander takes control of on 5+
The British commander withdraws, his BR is at 20 from 35, the German commander is at 5 from 28.
Great game.  In hindsight the British needed a supply truck and the Sherman charge just didn’t pay off.  The dice evened out over the course of the game but the bias was for the Germans early on and it helped but the British were in the game although under the cosh because the Axis couldn’t get the artillery support required to mount a confident assault on the crossroads. 

Sunday, 26 October 2014

Hobby Updates

Has a week gone by already?

First up this week, after the picture of a smashed Dark Angel base, is the creature that is now finished.

I picked up a Carnifex when Hobby Craft were having a clear out and had 33% off Games Workshop stuff; and after finishing most of my unpainted models, I fancied a change.
Whether this will lead to any other Tyranids, I don't know, but this monster wasn't the only thing I picked up cheap that day!


Since finishing the Carnifex, I have been working on some Flames of War American tanks for Dave


Lordybloke played his first game in our new Dead Mans Hand campaign, and decided it was as good a time as any to do some more painting on his Banditos. With three down six half done and plenty more undercoated, this is going to be one big Mexican gang
Zed continues on his Warrior of Chaos painting with more warriors ready for dipping. Hopefully we'll have a completed unit(s) for you next week.

Cortez is another Lonewolf who has his fingers in many pies. As well as building WW2 models for Zed, he is also painting his Space Wolves and 15mm British for Battlegroup.