Wednesday, October 17, 2018

Nikephorian Byzantines versus Early Fatimid Egyptians

In a close to historical matchup, my Byzantines fought Mark Woods' Fatimid Egyptians.  It was his first Basic Impetus game.  It was a bloody encounter.

 End of the first turn as seen from the Byzantine left flank.
The Byzantine Tagmatic Kavallaroi are disordered after leaving the fields.

 By Turn Two things have developed quickly with the Byzantines getting in some long range shots.

 Turn 3 and the infantry are getting close, 
while skirmishing continues on the left.

 First contact.
Byzantine slingers hold their own... Briefly.

 The infantry clash.

 The Arabs get the advantage.

 Some excellent Byzantine bow work.

 End of Turn Four.
Byzantine foot have withstood the Arab onslaught.

 Finally I win an initiative only to have Mark reroll and move first again.

 Victory for the Byzantine Commander.

 But by the end of Turn 5 the Byzantine Commander was sent packing.

 The crows start circling over head.

 End of Turn 6 and the Arabs have staged a comeback,
the Byzantine Commander is lost and the infantry pushed back (mostly).

 Last Turns and both armies break...

Crows have a feast.

And if you would like to see the battle in a single frame, here you go...




Thursday, October 11, 2018

Nikephorian Byzantine versus 100 Years War English

My second league game and I am happy to say the dice were with me.  Dave's 100 year old English were a bit tired I think...

 End of turn 1 and I send my light cavalry off on the flanks.

 End of turn 2 from the English side and my cavalry are nicely round the flanks.
The terrain throws had three "nothing"results.

 End of Turn 3 and the English are trying to engage the Byzantine light cavalry.
The Byzantine foot are trying to keep away from the English longbow.

 Turn 4 and the Byzantine foot start moving up.

 Turn 5 and the Byzantine foot keep advancing,
while the Byzantine cavalry surrounds the English knights.

 Turn 6 and the English knights have been routed,
the rest of the English line has become entangled with the Byzantines.

 Turn 6 and the English are broken.

And just for emphasis, a shot from the English side.
They have one unit of billmen still fresh, the remaining units are very worn.
The Byzantines had only lost one unit.

Monday, October 8, 2018

Three Bren Carriers, two 25pdrs and an A13 Mk II

More kit for my Western Desert Force that has been at the 99% complete stage for a while and now finally reached tipping point.


These have the same paint scheme as the cruiser tanks with comparable lack of markings.




I'm still not totally happy with the basing 
and might add a tuft or two and maybe some more sandy texture.



This guy is as light as a feather compared to the other tanks I have just finished.  
The Zvezda A13 is a simple kit, and in that lies its elegance.  
Just wish I'd added in some weight.




One, Two, Three, Four Cruiser Tanks

These chaps have been at the almost finished stage for a while, after their acquisition noted in this post back in April 2017.  I hit a major hurdle in the choice of yellow and in the end went with Vallejo Dark Sand over Desert Yellow (the colour I had initially settled on painting them).  The downside is that my partner now thinks they are unpainted!  But that is just maybe a combination of her eyesight and that my other recent completions have been the Byzantines which are very colourful in comparison. 

 One Crusader Mark II Command Tank

 Two Crusader Close Support Tanks with 3-inch Howitzers

 Three Cruiser Mk IV A13 tanks (1940 vintage)

Four Crusader Mark II Tanks in skirts

The other reason it has taken me so long to complete these is I haven't been able to decide on unit markings.  At this stage they are left blank and are therefore rather generic.  Perhaps with further more research I might settle on some designations.  As my 15mm allied army started out as Australians for Crete (really Western Desert) I haven't got a good sense of what I should do for the armour (and other gear I have now collected).  I'm also yet to varnish these models.

Friday, October 5, 2018

Blitzkrieg Holland 1944

Today Richard and I used Blitzkrieg Commander on a breakout scenario in Holland 1944.  I was the allies and my task was to capture the town, exit units or break the German morale. All models, terrain are Richard's.

 Things got off to a bad start when my right wing armour force suffered a command blunder.
This immediately put the Allies behind schedule.
(There are only 12 turns in this scenario)

 End of the first turn and and the second tank force and the infantry are still to make an entry,
due to the roadblock caused by the first tank force's blunder.
Imagined radio traffic: "Blue leader, after you"  "Red Leader, oh no, after you sir"
"Blue Leader, no I insist, age before beauty"

 But second turn things get moving with a vengeance,
 as the right wing armour gets to make a double move.

 Things get better when the Germans suffer a command blunder, going into a momentary retreat.

 End of the second turn and the left flank armour is advancing.
The off road area is plodder and not suitable for armour.

 The right flank has run into a dug in Pak 40.

 Call in the RAF which took out one enemy antitank nest.

 But oh dear, a second call resulted in a monumental blunder...

 Friendly fire takes out four allied units.

 End of the third turn and the left flank has advanced a bit further.

 But the right flank does nothing. 
It is in an understandable state of shock.
(Note: not the rules, just how the command rolls turned out)

 Fourth turn and the left flank has engaged the enemy, or rather vice a versa.

 While fourth turn on the right sees the allies trying to clear the Pak 40.

 The mortars prove useful.

 Pak 40 cleared, although the toll in armour has been very, very high.

 The cause of much of the allied armout loss.
However allied infantry in their halftracks have been able to speed past.

 But on the left things are bogged down.

 Another successful airstrike.

 Right wing troops still yet to exit.

 Germans still hold the town.

Left wing waiting for a miracle.

The allies had lost over half their strength, but passed their morale test.  The next turn the Germans had also dropped below their half strength mark, but failed their morale test.  Allied victory of sorts.

I must say this about every game Blitzkrieg Commander I play: the arbitrary and abstract nature seems odd, but it produces results that seem right.

Thursday, October 4, 2018

Nikephorian Byzantine versus Late Western Roman

My first competition game was against Brendan who hadn't been able to read the rules yet.  However he knew enough to throw the odd six, something I have failed to learn (except for cohesion tests).  He also hails from Christchurch, New Zealand which might explain why some of my troops fought so poorly (as they had been sourced from the same location).

 Very similar armies and a fairly similar deployment.

 The armies advance.

 A bleary bird's eye view.

 My right wing crumbles, but I have success on my left.

 My general has pulled back planning to move to cover the right flank,
but the enemy general has taken this as a signal to charge.

 The Roman infantry charged but failed to make contact.
But the generals are now locked in combat.

 End of Turn six and my general's unit is down to its last man.

 The enemy general has been routed,
but my infantry are starting to suffer.

Well, at least my general survived.

He came close to breaking the Romans, but the remnants of the green legion could just not get any hits, which was the story of this game.