Wednesday, 14 May 2025

Attack on San Salvo Station - with Battlegroup Italy

Late October, 1943, and the 78th Infantry Division is pushing up the Adriatic coast of Italy and has just crossed the Trigno river. Facing elements of 16th Panzer Division, the 78th launched an attack to take the ridge and village of San Salvo. Close to the coast, at the end of the ridge, sat San Salvo railway station, where the day's advance met strong resistance from panzers and StuGs. This game is a follow-up to our earlier San Salvo game, part of the same day's attack, which we played back in May, '24, that AAR can be found back then. 

With the Germans all dug-in on the ridge or down around the station, the Brits began their day’s advance from the woods (Bosco di Moltice), led by the East Kent infantry (the tanks would come later). The objectives were the station (obviously), one on the ridge high ground and one down at the ‘big’ farm. The Germans went onto ambush fire, waiting for the Brits to get into range, and the single forward StuG (a sort of delaying tactic) opened fire with HE, from behind the irrigation ditch. It caused some pinning, but took a return PIAT hit to the front (which failed to penetrate) before reversing into the orchard to re-arm, as the supply panzer dashed forwards to meet it. Mortar fire (as always) was exchanged, but so far, no major losses – until a 25 pdr barrage scored a direct hit on a MG team’s foxhole and wiped them out… messy.

The Brits continued to roll on, their first platoon leading, a second back lurking in the woods, then the tanks, Shermans of 46th RTR. These would become engaged in a long range firefight with the StuGs, with much missing, and any shots that hit glanced off, and no damage was done. Ammo was largely wasted, and the little supply panzer was going to be busy. Well, it was going to be, until a 25 pdr round, deviating on San Salvo ridge, hit it and flipped it over… drat! The StuGs had to be ultra careful now and preserve what shots they had left, for good ones. Meanwhile, the British infantry advance had reached the big farm and taken in, under some incoming rifle fire and MG fire. MG’s suppressing fire, from high on ridge and the station, keep heads down, and the East Kent’s supporting pioneer section rushed up and cleared the German minefield blocking the road… nice work!

The British push was on, the Shermans closing up and banging away, one forward German rifle section being wiped out before it could withdraw. Overhead, the Luftwaffe put in a rare showing, a FW-190 timed strike pickling the area around the small farm with bombs and causing a lot of pinning, and a Sherman survived a direct hit, but was immobilised - their lucky day! German 120mm mortar fire raked the front too, around the big farm, and the Brits were doing a lot of unpinning. On counters, it was close, small edge to the Germans perhaps.

The German reserves arrived, 3 x Panzer IVs and 2 x full panzer grenadier squads in their 251s, tooled up with max MGs… they waited on reserve move for the right moment to commit, as the Panzer IVs took over from the mostly empty StuGs (by now one had been KO’d in a 4.5” Corps artillery stonk request), but it was empty anyway (still, its a chit). The Shermans now had new targets, and the Panzer IVs proved equally wild in their shooting.

When mortar fire had the Brits at the big farm well-pinned down, the panzer grenadiers raced up (reserve move), then in the German turn, de-buss, and the pintle MGs opened fire, aimed fire this time, and began killing Brits, quickly. The infantry and their (many) MGs joined in, a first British rifle section in the orchard was wiped out, then the pioneers too, in all the Brits took 5 counters in 1 turn… ouch, and suddenly their day’s attack was in trouble, from the local counter attack. The big farm was running out of men (and what they had was pinned). The Brits reacted by urgently sending reinforcements, second platoon at the run, from lurking in safety behind, but would they be in time? The German panzer grenadiers and panzer counter was hammering them up front. Their FHQ called up the artillery and another 4.5” stonk screamed in. This time, accurately slamming in the midst of the Germans, direct hits destroyed a Panzer IV and then dismounted MG team. The counters were high, a 4 and a 5, and those 9 points pushed the Germans over their BR rating of 44 (to 45). Unlucky! The Brits were at 61 from 65… so really close as well. My counter-attacked needed 1 more turn (perhaps I waited a turn too long), but the accurate British artillery (and mortar) fire gave them pause, and they pulled back instead, bloody nose issued.

An interesting fight, where ammunition played a huge roll, the empty StuGs and Shermans (all out of AP) and supply vehicles struggling (or dead)… in the end, no Shermans were lost, one was immobilised (REME will have that sorted in a jiffy). So, it pretty much went as it did on the day, a long grind that saw the East Kents and 46th RTR take the station and claim 12 StuGs and Panzer IVs KO’d in the day. Game 2 at San Salvo was another narrow British win. We have plans for one more scenario at San Salvo, when 16th Panzer Division counter-attacked against the village.

 

San Salvo ridge in the foreground, with the fields between it and the forest, through which the British advanced.

Forward StuG awaits in ambush at the irrigation ditch

The station house, and reserve StuG and tank rider infantry.

British section strike out for the 'big' farm house. This would the hot-spot later on.

Pz II armour supply vehicle helps out the forward StuG after it wasted its HE ammo...

First 46th RTR Sherman noses through the trees and engages the first StuG.

StuGs move up and engage, to little effect, and ammo is at a premium.

4.5" stonk wrecks a panzer, and a StuG.

Luftwaffe timed strike from FW-190 bombs... 

Disaster, the vital supply panzer is KO'd in a 25 pdr barrage. The HMG in the tobruk pit has just run out of ammo too... dangers of an MG-42.

The panzer grenadier's counter-attack gets under way, hitting hard and fast to retake the big farm (beyond that orchard).

Reserve StuG comes forward (only one with ammo), with infantry support, but again, soon runs out of ammo and withdraws. All StuGs empty by the end of the game.

 

Wednesday, 9 April 2025

Warhammer – Tor Helethion campaign, game 9 - Retreat from Orris Watchtower

A chance to continue the on-going narrative-driven campaign with game 9...  basically, we see what happens in each game and decide how the story will progress, but we include stuff like character and unit experience, campaign losses (so if a named character is killed in game their is chance they were either lightly wounded, severely wounded or dead and removed altogether), and units can get better (and gradually lose numbers too). Really, its the antithesis of competitive/match play, each battle effects the next and the overall campaign development. It requires some work (but fun work), for the story and some special scenarios, but it is my preferred approach to wargaming. One-off games are all good fun, but battles with consequences are better.

In this special scenario, the High Elf garrison has evacuated from their watchtower at Orris to escape south, the last survivors of the garrisons on the northern coast. Led by Mage-Apprentice Leilath, they quickly marched away down the west coast of the island, but the Dark Elves decided to send a pursuit force, all mounted (or flying) after them (to have any chance of catching up). They also had a corsair ship's master and crew land behind the elves and try to cut them off. Rather than abandon the escapee's to a hopeless last stand, as outnumbered, the High Elves in turn sent a fast relief force to aid them, led by Dragon-Mage Faylas, with galloping Ellyrian Reavers and two giant eagles. This would be the battle. The evacuees (mage, sea guard and shadow warriors) turned to face the fast pursuing force along a coastal stream. Behind them would come the relief force. The pursuing Dark Elves would attack, with ambushing corsairs, led by their Master Zablor, arriving from, err, ambush. In all, it was 1,500 points per side.

Here are the army lists in detail:

HIGH ELF ESCAPEES
Mage-Apprentice Leilath - Level 2 - 155 pts
Lore of Illusion (Glittering Robes, Mind Razor) with a Flying Carpet (Cloud) (Fly8, Swiftstride), Earthing Rod (1 re-roll miscast)
Campaign Experience: +1 Leadership (now 9), +1 Magic Level (now 2)

Talia’s Coast Guard
- 15 Sea Guard with full command, shields - 209 pts
Campaign Experience: + Stubborn

20 Lothern Sea Guard - 257 pts
with full command, shields

11 Shadow Warriors - 160 pts
with a shadow stalker
 

HIGH ELF RELIEF FORCE (roll for from Turn 2, each on 3+)

Dragon-Mage Faylas - Level 2 - 330 pts
Lore of Battle Magic (Hammerhand and Fireball) with Giant Blade (S+1, Armour Bane2, Magical Attacks, Multi-wound2) and Seeds of Rebirth (Regen 5+)
mounted on a Sun Dragon

14  Ellyrian Reavers - 260 pts
with harbinger and musician, short bows

2 Giant Eagles - 120 pts

Total: 1493 points


DARK ELF PURSUIT FORCE

Master Ullash, Commander of the Dark Riders - 147 pts
Master with heavy armour, lance, repeater crossbow, mounted on a dark steed.
with Dawnstone (re-roll armour saves of 1), Biting Blade (AP-2, Arm Bane1, Magic) 
Campaign Experience: + Stubborn
 

Sorceress Nalvimu - Level 2 - 169 pts
Lore of Daemonology (the Summoning, Daemonic Vigour) with Talisman of Protection (4+ Ward save), Power Scroll (+D6)
mount on Dark Steed

Corsair Master Zablor - 113 pts
Master with sea dragon cloak, additional hand weapon, Armour of Silvery Steel (3+)
Campaign Experience: + Ambusher

26 Black Arc Corsairs - 344 pts
with full command, additional hand weapons, and Banner of Slaughter (+D3 combat res charging)
Campaign Experience: + Ambusher

5 Dark Rider
s - 106 pts
with herald, repeater crossbows, fire and flee, scouts

10 Harpies - 110 pts

7 Cold One Knights
- 259 pts
with champion and standard, full plate armour

Cold One Chariot - 125 pts

Cold One Chariot - 125 pts

Total: 1499 points 

The High Elves deployed back from the stream, mid-table, and knock their arrows. Dark Elves approach past the ancient elven ruins to ford the shallow stream.

Leilath's battle line, sea guard and shadow warriors watch the ford.

Strike force, cold one knights and chariots, with Ullash and Nalvimu just behind.

Lurking Harpies, in the ruins, ready to flap forwards and try to be useful.


The Dark Elves attacked into the arrow storm, and in all, didn't fare too badly, 2+ cold one knight full plate turning a lot of hits and the harpies lurking behind (cowardly), but out of range, to flap up in support behind. The High Elf relief force arrived to turns 2 and 3and sped up the table to join the battle lines. As the Dark Elves crossed the stream (the ford was open ground, the rest difficult), spells were cast, a fireball damaging a chariot, and Master Ullash was shot down by shadow warrior long bows. The cold ones now chosen their moment to be massively stupid, both chariots suffering, whilst the cold one knights made a long and risky charge through the stream, but just made to the sea guard. The fight was on. 

The cold ones broke the sea guard block and destroyed them in a long pursuit. Meanwhile, the dragon charged a chariot and easily smashed it, whilst the next sea guard block and an eagle destroyed the second chariot's charge (from 1", so no impact hits, thanks stupid cold ones!). It wasn't all one way though, the corsairs arrived, waded the stream and charged the Ellyrian reavers, breaking them, but not catching them. The Ellyrian reavers then rallied, turned and counter-charged, to win the combat (somehow, corsairs cannot roll to wound, I think it was 9 4+s, and they scored 1, which was saved! 0 wounds inflicted). They lost to the light cavalry by pure fluke, fled, and were in turn run down. That was it, the Dark Elf pursuit had been well routed. Only the cold ones knights (about 3 of them) and the sorceress were left.

Chariots ford the stream and go stupid... as the first eagle and dragon-mage arrive. Cold One Knights plunged through the water and into the sea guard.

Dark Riders try to pic off a few sea guard with crossbow bolts... and avoid a devastating response.

Cold Ones breakthrough, smashing the sea guard and pursuing them, but run miles. Behind them, the battle turns against the Druchii, before they can get back, after another bout of the stupids!

Air-to-air combat. Harpies charge eagle, eagle kills harpies, harpies do what they do, and flee... to be destroyed by the big bird. Oh, harpies... what use are you?

The second eagle pursues the dark riders after they also break and flee, but out run it.

But the ambushing corsairs have won against the reavers and chase them (good luck in that race). The reavers will rally and turn though. In a weird combat (on the odds), the reavers win and the corsairs roll 11 and break, to be run down... disaster, and game over!

Dragon-Mage has destroyed a chariot and blasts out another fireball, killing 2 cold one knights. Yep, even the little dragon (1 wound taken here) is unstoppable. The High Elves win, handily.

 

So, game 9 goes to the High Elves and the survivors can retreat in safety to rejoin the main army for game 10 onwards. Game 9 should be soon, back to the main forces, with the Dark Elves beginning to envelop the citadel. They may send the daemons for the next assault... 

The campaign map as it stands - 

High Elves consolidating around the main citadel, hanging on for reinforcements. Dark Elves now own the north of the island and have 4 of the 7 watchtowers. Where to attack next...?


WAR FOR TOR HELETHION - A NARRATIVE WARHAMMER CAMPAIGN, OVERVIEW

THE STORY SO FAR…

Under orders from Malekith, the Dark Elf Dread Lord Veyshar of Nar Zadun has mobilised his entire city to invade the northern Ulthuan island of Tor Helethion, as a steppingstone towards the Blighted Isle. Veyshar’s instructions are to destroy the garrison, capture the island and kill the resident star dragon, Amlargos the Blue, which helps guard it. To aid the Dread Lord his supreme sorceress, Naleemi, and her dark-coven, have used daemonology to summon and bind a Khornate daemonic host to her service, as expendable allies.


CAMPAIGN PHASE 1 -  Getting Ashore
This covers the initial Dark Elf scouts and vanguard landing (all light forces), clearing the ground for the full invasion arriving behind them.

Game 1 - First Clash (500 points, Border Patrol)
The first Dark Elf scouts have landed at night on the shores of the island and headed inland, to gather intel on the lay of the land and the High Elf garrison. Shadow-Captain Raelyn and his Shadow Warriors discover tracks of Dark Riders and follow them, heading towards one of the island’s magical monoliths. He summons the aid of local Ellyrian Reaver patrols in the area and here his Shadow Warriors and the light cavalry ambush the Dark Elf patrol at the monolith.  

The Dark Elf patrol is led by Ullash, the Master of the Dark Riders. During the ambush, he is wounded (so must miss Game 2).

High Elf win. They gain: choice of table edge in Game 2 and +1 to roll for first turn.


Game 2 - First Engagement (1000 points, Open Battle)
Informed of the raiders, Lord Elendaer musters his northern garrison and moves to support Raelyn's Shadow Warriors and Ellyrian riders. Dark Riders spy the small High Elf column and Master Vymen, Ullash’ 2-i-c, leads a force to attack them. If he can drive the High Elves away, the Black Ark now approaching will be able to securely disembark its full force. If not, then the High Elves remain close to the coast, and can still oppose a landing.

High Elf win. They gain: choice of table edge in Game 3. +1 to roll for first turn. 



Game 3 - Second Engagement (1000 points, Open Battle)
The Dark Elf Raiders make a last attempt to drive the High Elves away before the landings. Victory will reduce the High Elf forces points by 500 for the landings (game 4). A High Elf victory will allow their reserves to arrive earlier.

Dark Elf win: They can now begin landings. Shadow-Captain Raelyn is killed by Master Ullash. Dark Elf Sorceress Nyra is killed in a Pillar of Fire and both are removed from the campaign.

 

Game 4 - Amphibious Landing (1,500 points HEs vs 2,500 points DEs, Special Scenario)
Master Ullash’s screening force hold as ever more Dark Elves wade ashore across the beach. Meeting engagement, with both sides screened by light troops, and main units arriving behind them, from the march (in march columns).

Dark Elf win: Main forces and heavier troops etc. can now land at the beachhead. They start to construct an ad-hoc defensive camp at the beachhead.


CAMPAIGN PHASE 2 - War for the Northern Coast
The Dark Elves are now ashore in force and reinforcing. They begin to expand their beachhead by attacking and destroying the northern coastal watchtowers. The High Elves try to delay them as long as possible, time for the main garrison at the citadel (in the far south) to prepare and respond.

Game 5 - The Watchtower of Ayrel (1,500 points, Pitched Battle)
Orders are to attack and destroy the closest watchtower on the northern coast of the island. This will break the chain of watchtowers and beacons that guard the island and allow a surprise landing in force (later in the campaign). Lord Elendaer and Mage Eralis muster the defence of the watchtower.

High Elf major win: Dark Elves cannot yet march from their beachhead south. They must first attack another watchtower at Andreas. 

 



Game 6 - The Watchtower of Aldreas. (1,000 points, Pitched Battle)
Orders are to attack and destroy a second watchtower on the northern coast of the island, daemons are sent instead of elves. Again, this will break the chain of watchtowers and beacons that guard the island and allow a surprise landing in force. The daemons are unleashed upon it’s small garrison, led by Apprentice-Mage Lielath.

Dark Elf (Daemon) win: The Dark Elves can now send a force marching west around the island as well as south. 

 




Game 7 - Dark Elves move South. (2,500 points, Meeting Engagement)  
The Dark Elves send out their first vanguard south, sealing off the watchtower of Ayrel.
High Elf reinforcements from the south move up eastern coast, whilst Prince Elendaer chooses to abandon Aldreas watchtower and moves south to try and join them. He leads a flanking force for the battle, as the Dark Elves meet the main blocking force across a fast flowing stream that runs into the sea.

Draw: Both sides are badly damaged in the bloody stalemate at the stream. The Dark Elves withdraw, as do the High Elves. Noble Elendaer is killed in the battle and removed from the campaign roster.

 





Game 8 - Dark Elves second attempted to breakthrough (3,000 points, Pitched Battle)
The Dread Lord sends a strong force to again try and breakthrough along the eastern coast, a second attempt, which is awaited at the Maev watchtower by Prince Belhallas and his citadel garrison. A large pitched battle ensues.

Dark Elf win: Dark Elf attack at Maev watchtower and win, wounding Belhallas and Amlargos, but lose their Death Hag and the Altar of Khaine, destroyed by the dragon and removed from the campaign. The Druchii can now begin to approach and surround the main citadel. The High Elves summon more aid from Ulthuan and a fleet from Lothern quickly sets sail, bound for Tor Helethion with their reinforcements.  

 


 

Game 9 - Retreat from Orris Watchtower (1,500 points, Special Scenario)
The survivors under Mage Leilath abandon the last northern watchtower as hopeless and pullback, but with a faster Dark Elf pursuit force behind them, and landed Corsairs blocking their path ahead, they must turn and fight. A high speed High Elf rescue force is on the way to aid them in a desperate struggle.

High Elf win: Mages Leilath and Faylas fight a stubborn defence along a coastal stream, and although the Cold One Knights breakthrough the line, the rest of the Dark Elves are stopped and destroyed, Faylas and his dragon doing much of the damage. The survivors escape back to aid the defence of the citadel. 

It stands at 4 Dark Elf wins, 4 High Elf wins and 1 draw. Game 10 soon...
 


Monday, 24 March 2025

Warhammer, the Old World - Dark Elf raid vs the Empire of Men.

Just a Sunday afternoon's tabletop fun, with 3,000 points of my Dark Elves vs the Empire, a straight pitched battle - line-up and FIGHT!!

Lists were, for the Dark Elves (roughly):

Dread Lord on Black Dragon (with Pendant of Khaeleth, Sword of Might and a Healing Potion)

Sorceress (lvl 3) (elementalism) (with Focus Familiar, Tomb of Furion)

Sorceress (lvl2) (daemonology)

Master - BSB, on cold one, with Banner of Har Ganeth (with the Cold One Knights)

2 x 15 x Repeater Crossbows

30 x Spearmen

21 x Witch Elves

10 x Corsairs

5 x Dark Riders (skirmishers)

7 x Cold One Knights

1 x Cold One Chariot

1 x War Hydra

3 x Repeater Bolt Throwers

10 x Harpies

 

Empire (very roughly):

General on Griffon (tooled up with some magic items - no idea which!)

Wizard (lvl 4) on Pegasus (elementalism)

Grandmaster of Knights Panther (with Knights Panther)

Captain, on barded warhorse with lance (with knights)

3 x 20 Handgunners

2 x 20 Crossbows

2 x 10 x Inner Circle Knights

10 x Inner Circle Knights Panther

5 x Outriders

3 x Great Cannons 


Before I start, be aware, our games have house rules, more towering apartment block rules... so to strict RAW players, this won't make much sense, but does make for a far better game. Principal amongst these are: 2 ranks of missile troops can fire, units can move through a friendly unit (using a leadership test for both to avoid them becoming disordered), but must clear them.  10 models wide is maximum for all units (stops line-hammer nonsense). No range on dispelling, any spell can be dispelled regardless of distance, and many other minor tweaks. 

Deployment, most of it.

Turn One, and the Dark Elves began their advance, as the Empire knights came forth to meet them, backed up by firepower at long range from crossbows, picking off some druchii. The returning repeater crossbow fire wiped out the Outriders, which had vanguard moved into range and took the full brunt, gunned down to the man! The Empire state troops also manoeuvred around to get shots next turn, when the full weight of their firepower would be felt. In response, the Dark Elf line moved up, hydra, cold one knights, spearmen, corsairs screening the witch elves (expendables to simply absorb a round of fire for the witch elves). The repeater bolt throwers largely did little, and two were hit and destroyed by great cannon fire… no contest there. The Dread Lord flapped his mighty dragon straight up the centre, braving the fury of the gun line to get his turn 2 charge, could he survive?

Turn Two, and it was big one, no messing around. The inner order knights were charged by the hydra and the cold one knights in a big clash of heavy weights (counter-charging back). The cold one chariot charged the end handgunners, taking damage on the way in, but making it with 1 wound left, then doing maximum impact hits and killing 7 under its wheels and scythes. Here, we have another house extra rule, ‘Chariot Breakthrough’, if a chariot’s impact hits do 2 wounds per rank of the charged unit (so 2, 4, 6, 8 etc), then it can opt to breakthrough the line and just keep going. No more melee is fought and chariot completes its full charge move, or moves on to be 1” beyond the target unit (whichever is most). This allows chariots to speed through thin lines (ranks are the best defence against it). The 2 ranks deep handgunners were smashed through the cold one chariot just kept rolling on by. We still resolve combat resolution as per normal for the impact and breakthrough… and the poor handgunners just broke and fled off the table…

The dragon charged over the handgunners on the central hill to slam into the front of more knights behind. We traded spells a bit, nothing drastic, a plague of rust there, a vortex here… and resolved the fights. Well, it was one sided. The war hydra and cold one knights hammered the empire knights and they broke, fled and were chased and destroyed by the hydra. The dread lord and dragon wrought carnage on the other knights too, and taking just 1 wound in return, those knights also fled, leaving the tabletop, dragon swooping on behind. Disaster for the Empire! All three cannons turned to launch a furious salvo at the dragon and did 4 more wounds, not enough (and 2 wounds were healed at the start of turn 3 with the potion of healing). The beast was still going, and eyeing the cannons (its nemesis, time for revenge).

On the far DE left., the last knightly unit (Panther) charged the baiting dark riders, who fled, allowing the knights panther to redirect into the small corsair screen. Crunch. They made short work of it, and then could overrun, and thundered on into the witch elves behind, but not before losing several to magic missiles and repeater crossbows. Only 5 knights left, led by their Grandmaster.

Turn 4, and the Empire needed a dramatic comeback. It did not happen. The cold one chariot was behind them, and the dragon charged the first cannon, the crew fled in terror, it redirected into the second, ate them easy and overran into the third, which was doomed. The last handgunners took down more DE spearmen in the centre and the Empire wizard flew his pegasus over to their left and cast windblast on the chariot, which pushed it off the table (rude!). But, the Empire commander could see the dragon was about to rampage on, with state troops to eat. With only a few knights panther left, they conceded defeat.

A decisive druchii victory, a stonking win. Tbh, the dragon, it was lucky to live through the cannonade and then reaped havoc. I do not like ‘dragon-hammer’… so won’t rush to do that again. Boss on a manticore is enough… nice to use the model, but it dominated the game too much for me and repeating such just becomes boring. But hey, we have seen the power now, and well, will avoid it too much.  The hydra survived and did good damage (first time ever) and the cold one knights, led by the BSB, proved very tough, easily a match for inner circle knights (the challenge between their captain and the cold one bsb master was a fun fight, 1 wound each for their lance impacts, a joust!).

3,000 points is fun, much better than 2,000 I think, boards full of ‘stuff’ looks way cooler.

All hail Malekith and Khaine! We return to Naggaroth with slaves and glory.


The Empire left deployed, the Outriders about to vanguard out of the cannon battery's way, but ride into a lethal volley of crossbow fire that killed them all! First losses.

Druchii centre, spear block (10 x 3) and repeater bolt thrower, with the Dread Lord and Harpies just behind, keen to flap off wherever needed. Harpies did nothing, but avoided just dying.

Cold One chariot's end run on the extreme right, through the handgunners line, yee-har! Smashed them. Very close to the table edge though... its final downfall.

End of Turn 1, Empire knights have sallied forth... alone! Brave, or foolhardy?

Straight up the middle, stop me if you can (err... 3 cannons can)... but eyeing a charge on those knights behind the handgunners. Dread Lord leads the way!

Baited by Dark Riders, 'chase me!'. The knights did, but charged off into the corsairs (killed them all) and then overran into the witch elves behind (so not a great result for the plan), but not before the sorceress blasted some with her daemon-powered spells.

After the destruction of the Inner Circle Knights (pursued by Hydra behind), the Cold Ones Knights reform, but a vortex appears in the way of the next target.  Who put that there?

Battery of 3 cannons swings round to target everything at the dragon, 'bring it down!'. It's been lucky so far... this volley could see it vanish in a big puff of blackpowder smoke... pray to the Pendant of Khaeleth - save me! (It did). One cannon misfired. One hit and did 3 wounds. One was deflected by the pendant (so a good result for the dragon). Time for revenge... with 3 wounds left.

On the Empire right, sallying knights hit the Witch Elves. Inconclusive fight.

Raargh! Black dragon charges one cannon, with the crew fleeing in terror, it redirects into a second, munches the crew down like a tasty twix, then overruns into the third... bye-bye cannon battery, and its loss sees the Empire general concede... the dragon is on the rampage. 'The day is lost, flee!'.



Friday, 14 February 2025

Battle of Tel Hafir, with Soldiers of God

A one-off SoG game, pitched battle with 300 pts. The Saracens would fight with 4 units of horse archers on each flank, with ghulam in the centre screened by cheap ahdtah levy infantry (for the MVs) and single Arab cavalry unit guarding the baggage. The plan was to heavily harass the flanks and use the central ghulam to go left or right and overwhelm the weakest flank in an all out cavalry attack. Facing them the Crusaders had their knights and hospitallers on their left, with a strong infantry centre, dismounted knights backed by archers and crossbows, and an infantry right, to just hold, again built around a unit of dismounted knights (the rock).

Both had cautious battle plans, Saracens had ‘hold and harass’, Crusaders had ‘hold the line’ (so a lot of rallying). Just because these were the pre-selected plans, they did not stop use going forwards as we could. 

The field of Tel Hafir. Saracens right, Crusaders left. 

The battle began with the Crusaders moving their knights on the left up, as the horse archers also advanced and started the rolling arrow deluge. The knights shook it off, with a rally card behind them, breaking them would be hard. On the Saracen left, the horse archers moved up through the village, with 2 units swinging hard right and galloping across the front to join the fight on the right, they’d need the extra firepower. The right then would become a mere skirmish, nothing decisive would happen here, with the crusader infantry holding and rallying against the two horse archers picking away at them. So the battle was set, it’ll be decided on the Saracen right. 

Main moves. Saracens in pink. Crusaders in blue, an attack from their left and centre. 

The knights came on, the horse archers falling back (go forwards to come back) and doing some damage, but the hospitallers rallied it all off – ‘God wills it!’. Suddenly, after a march, the knights used a charge and gallop move to catch the horse archers, and the melee was on. Ouch! The archers were in trouble, but then, the nelee cards dried up and after a initial impact, and some rallying, the horse archers held the line, just. The pressure eased and the counter-attack was on.

The ghulam spurred forwards and galloped over the ahdath, (‘out of the way peasants!’) and swung right. With no charge card to get stuck in, but they pepper them with arrows (firing in melee was risky but worth it). Next turn, one unit of ghulam charged into the knights, but not in time to save a horse archer unit from breaking. The first lost unit. The knight though were in some trouble, hit by missile fire and the ghulam, but they rallied (of course).

In the centre, the crusader infantry began a slow advance. On the left, the horse archers had yet to break any of the defenders, but had been hit by a few catapult shots, so it wasn’t all one way.

The right in the centre-right heated up and, in the end, the knights broke first. Things had turned and suddenly his knights were in trouble. Ghulam were ganging up. From a good start, the crusaders were now facing problems. The infantry centre kept moving up, needing to support the heavy cavalry. The ghulam moved on to charge into crossbowmen. Pressure was mounting, but a dismal melee resulted in them taking more hits than giving, and the crossbows then had support, archers moving in behind and foot knights getting flank charge. The ghulam charge looked rash. The knights would swing it and beat the lone ghulam into a rout. The game had swung back again, the tardy knights, still fighting horse archers now gained a few charge and melee cards and finally took it out on the weak horse archers, one unit broken, then another, and even with the arrival of supporting ghulam, the lost MV pushed the Saracens close to breaking.

It was too much of gap, even with breaking a men-at-arms unit on the far right, the Saracens could not recover. Their counter-attack was spent and hadn’t done enough damage, and the attrition was all in favour of the knights and hospitallers, who could just keep rallying. In the end, a solid Crusader’s win, even facing a lot of horse archers. They had come prepared to weather the arrow storm and their plan had worked. Maybe mine was bit too predictable, and the ghluam had ended having to counter-attack his tough knights, not the weaker units, best try something new next time. 

 Pics of the action.

Horse archers move up through the village and along the stream.

Saracen centre, a line of levy infantry, ghulam behind, to go left or right.

Horse archers mob on the right.

Crusader infantry holding the right against the horse archer's harassment.

Crusader centre of infantry and the left ,behind, the knight's strike force.

The knights set-out on the main attack.

The horse archers spring forwards to pepper the knights.

Horse archers from the right gallop across the centre to join the right in facing the knights. Speed and manoeuvrability in use. More archery!

The knights use a galloping charge to reach their targets, big problem for the horse archers.

Ghulam advance from the centre (over the ahdath militia) to join the big cavalry brawl.

Ghulam counter the knights, with arrows and lance,

On the far Crusader right, men at arms hang on against the arrows, but the battle won't be decided here. They did eventually break, but job done. 

The infantry centre surges forward, they can't leave the knights to do it all.

Ghulam swing to meet the infantry and charge in, foolhardy!. But the infantry hold and then overwhelm them.

The last ghulam rush to aid the horse archers, that have held on well, but are crumbling now, with the knight's initially stalling. It's just too late to swing the fight.