Thursday, October 29, 2020

2nd Punic War Carthaginians versus Late Eastern Imperial Romans

This week at the club I ran my Carthaginians as they are supposed to be, complete with elephants.  Dave went with Romans.

I had to deploy first.  

But I then had a slight advantage in moving second.

By the end of Turn 2 we were oh so close!
The Numidians had already tasted blood.

Even though the Romans using their Decisive Initiative got to charge first,
with the exception of the Spaniards, the Carthaginians stood their ground.
First time I had used elephants and they performed perfectly.

But then when the elephants stomped into the flank of the Roman heavy cavalry,
look what happened!
All those dice and not a single hit!!

So I then charged with the cavalry commanded by my general.
This activates all the other units.
Just look at those hits - five of 'em!
The Libyan spearman received one hit (from just three dice).
 Their cohesion roll of 4 turned this into one real hit :-(
The Romans rolled a 2 for their cohesion test resulting in one real hit for them.
A tie!

But by the end of Turn 4 the Roman heavy cavalry had been routed.
The elephants now have the tricky job of stomping the slingers.
However the Gauls have received a severe set back.

But the final turn saw the Gauls make a decisive charge,
routing the enemy legion and their general.
The Carthaginian general was hanging on with the cavalry, just!

What a battle!

Wednesday, October 28, 2020

Holland'44 Q3 2020 - Turns 8 to 11

Mike and I completed another day of this epic struggle to secure a bridge too far.

Mike continued his run of poor combat die rolls, but as the German player, he has the forces and resolve to withstand the losses.

Two attacks on the 1st Para.
While in town terrain, they are not as well protected as their compatriots in Arnhem.

The Germans make an attack to try and reinforce Helmond.
Not going to happen! 

Big picture end of Turn 8 (which is night turn for 19/20 September)

82nd Airborne have another crack at Nijmegen.
Lead elements of the Guards Armoured Division have arrived 
and will be able to assist in further attacks.

A very successful set of attacks to secure the left flank south of 'sHertogenbosch
(a roll of six for each combat)

A 7 to 1 attack to take Helmond.
The defenders were able to escape.

The Germans attack the 1st Paras again (and again and again)

The Germans try and secure their position to the east of Nijmegen.
The Allies will have to clear them away to get better odds against Nijmegen.

End of Turn 9.
Allied reinforcements (43rd Division) are racing up the highway.

Another attack on Nijmegen,
this time with help from Guards Armoured, 
fails to dislodge the defenders.
But the other attack shows the Germans that their time south of the Waal is limited 
(benefits of hindsight as you will see).

Two attacks trying to secure the German penetration around 'sHertogenbosch.

The British paras are in trouble.

End of Turn 10
The afternoon of the 20th of September.
Note allied forces securing the northern part of the right flank.

11th Armoured securing the right flank.

Guards Armoured fight to close of Nijmegen.
Lead element of the 43rd Division has now arrived.
This fresh division will be tasked with crossing the Waal.
To counter this the Germans have started withdrawing troops across the Waal.

German attack on the isolated British paras.
They find them well fed and tough to beat.
It was fifty fifty, but they survived all their nighttime isolation rolls.

An opportunistic German counterattack on the right flank.
It is successful unlike their other attacks,
but doesn't produce any casualties.

A German spoiling attack on the left flank sees their Stugs flounder in the plodder.

End of Turn 11,
night of 20/21 September.

At this stage the Allies appear to have their flanks well secured, however the Germans have built up a good defensive line on the Waal.  The Allies need to still take Nijmegen and get the 43rd Division up and force a river crossing and then survive the inevitable counterattack (which, with backs to the river could result in unacceptable allied casualties).

So far the Allied losses have given the Germans six victory points.  If that rate of loss continues the Germans will win an automatic victory (they need twelve).  The trapped paras outside Arnhem represent another two and a half VPs ripe for the picking. 

Saturday, October 24, 2020

Trial of Strength - December'44

Richard and I got in another three turns of this epic game today.  With snow freeze now in place there was a bit more action, limited breakthroughs, but some interesting developments.

The beginning of December sees the newly arrived "Leningrad Front"
 open up an offensive on the Black Sea coast.
Note: the hexes with numbered chits 
represent where battles of attrition have been occuring.

The success in the south will have immediate and far reaching consequences.
Reinforcements are also arriving from the now completed Finish front.

Bulgaria has joined the Soviets and Romania has agreed to an armistice!
Supply is a major factor in stopping any rapid exploitation of these developments.
The chits with U open to the right are Soviets, open to the left are Romanian.
Getting supply means repairing/converting the railroads 
and with winter it takes two turns to repair one hex.  
Supply range is only 3 and the mountainous terrain counts as two.  
The railheads are a long way back in the south.
The war of attrition has finally created a breech near Lublin (where the black NKVD counter is )

Thursday, October 22, 2020

Iberians and Lusitanians versus Early Achaemenid Persians

Trying out another army derived from my Carthaginian purchase.  This time up against Drew's embryonic Early Achaemenid Persian.  It was a near run thing.  In what I expected to be a quick game and home to watch Wallander, turned out to be a gruelling, nail biting drawn out affair.

Given my army is near all light foot, I put down one wood.  
Drew placed the lake.  I went for a field and Drew finished with another wood.  

Turn 1 and I decide to send my cavalry to my right flank.

Turn 2 I send them back after the Scutarii get badly shot up 
(the joy of a single six to hit followed by a six on the cohesion test)

Turn 3 and the same fate befalls my right flank cavalry.
This was only Drew's third game with these rules so there has to be an element of beginner's luck,
but with both my flanks compromised things were not looking good.

Turn 4 and my centre has collapsed when the Mercenary Celtiberians evaporated
after a less than successful impetus charge.

Turn 5 and I'm trying to stabilise my flanks and recover the centre.

Turn 6 and my efforts have met with some success 
although that rogue Persian light cavalry unit in my rear is a worry.

Turn 7 and things are tense.

Turn 8 and the Persian light cavalry's mischief has been stopped.
The Elite and Veteran Iberians are starting to get to grips with the Persians.

Turn 9 and the Veteran Iberians have performed extremely well.
Their Elite compatriots significantly less so (all that high living has a cost)

Turn 10 and the Elite Iberians have continued to perform dismally.

Turn 11 and after a desperate charge (Ace in the Hole)
 the few remaining Elites grasp victory from defeat
Actually it was the Veterans that won the battle, 
but the Elites control the town cryer
It was ever thus.


Saturday, October 17, 2020


This kit by Zvedza is a little beauty!  Just seven parts that snap together.  Only issues are I haven't been able to get the turret to rotate and there was no real body cavity that I could stuff with lead - this really is a light tank!  Fast too!  Only took me three days to complete it.

Amazing bit of mechanics,
used for steering front wheels when running without tracks.

This photo taken without flash.

Just realised I missed a bit at the back of the turret underneath.

However it serves to show how it was painted.  Black undercoat, green top coat, dry brush of buff.

Friday, October 16, 2020

Celtiberian versus Henry Tudor's Lancastrians

So I thought I would run something different and so did Dave.  My lads were hot, throwing lots of sixes (sadly for a few cohesion tests as well, but even then they were mainly throwing ones so no complaint).

That's broken ground in the middle of the battle ground.
It has the English invaders perplexed.

The Celts waste no time in advancing.

By the end of Turn Two the Celt warbands are within charge range.
The skirmisher screen has been doing excellent work.

The clash came but saw the unlucky cohesion test fail for the main unit, 
which meant the bulk of the Celts fell back in disorder.

But the Celts ripost and the Lancastrian right and centre are obliterated,

It is going to take a while to get the Celt right flank to turn around and get back into the fight.
It is up to the light cavalry and slingers to hold the English knights.

Celt left flank light troops do an amazing job and poor Henry is in real trouble.

It doesn't get much better than that.
Celtiberian's 7 Lancastrian's 4

It pays to be lucky.