Saturday, 4 October 2025

El Sakhari Gap, Tunisia '43 with Battlegroup:Torch

This was pick-up game, 750 points per side, US Armour vs DAK, set in '43, somewhere near El Guettar. The random scenario generated was Attack/Counter-Attack, and we rolled for random table corners for deployment. 

The forces were, roughly – US:

FHQ in jeep
FSU, M3 HT
FAC in jeep

Dismounted Armoured Inf Platoon
Armoured infantry squad in M3 HT
Medium mortar and loader team

3 x M3 Lees
3x M3 Stuarts
Recce HQ in White Scout Car

2 x T30s (75mm)
2 x T30s (75mm)
2 x T19s (105mm)

2 x Supply Trucks
3 x Timed P-39 Air Strikes
2 2nd Priority Artillery Requests
1 Counter Battery Fire Mission

5 Officers, 43 BR, 1 Scout

Germans:
FHQ in PzIHQ
FSU radio truck

Pz Grenadier Platoon
HMG team
76.2mm PAK with loader team and truck tow
1 x Pz Grenadier squad in 251/1

2 x Pz IVs
1 x capture Valentine
1 x Pz II

FAO in heavy car
2 x 105mm guns (off-table)

Recce HQ
SdKfz 234/1
Sniper

88 with loader team and HT tow
20mm AA on heavy car

Resupply truck

1 x timed 80mm mortar barrage
1 x timed JU-87 air strike

4 Officer, 43 BR, 3 Scouts

The early turns of build up saw the Germans arriving in greater numbers than the US, and their first timed mortar stonk, on the US ridge (an objective) wiped out the US recce artillery spotter team (others would have to fill in the role for the rest of the game). Behind them, far away, the 88 set-up for its long range ambush fire sniping role, out ranging anything the US could shoot back with, until they did get it pinned with a good mortar stonk. Still, it made the US tank's movement a bit hair raising, even if no hits were actually scored. 

The Germans quickly built up units on the hill to their left, first the armoured car taking the objective (then bombed by a P-39), with the PzII, Valentine, AT gun and Marder all arriving too, with an infantry squad, to secure it. The US armoured attack towards the high ground ran into the capture Russian AT gun, which scored 2 kills, suppressing 20mm cannon fire, and the Valentine's gun, which wrecked an M5 Stuart in the trading of fire, definitively won by the Germans.

The DAK didn't get it all their own way though, as a big 155mm strike called in from Corps guns, thunder across the gap, but failed to get any direct hits, much pinning though. By now, the T19's 105s had rolled in and were on-station to lay down some harassment, with their own dedicated supply truck keeping the shells coming. They opened up on the panzers across the gap at the spring (another objective), and would continue to, but with few results. The first T30 battery waited on the ridge on ambush fire, so should the Pz IVs appear, they were ready.

As 105 artillery traded back and forth, the US forces tried to push up again, but the infantry were driven back (using Fall Back!) by MG fire, and the M3 Stuarts found that AT gun on ambush fire too, and it smashed a light tank to wreckage with ease! The US force was pinned in, each attempt to move, left or right, being met by accurate fire. Then the Stuka showed up and its shrieking bomb-dive scored a hit on a T30, wrecking it... and that was about all the US could take today, with 2 counters taken (both 4s).

The US BR losses had build up to 44... and so it was solid DAK victory. 'Old Ironside' had been taught a harsh lesson... the Germans had 3 out of 4 objectives, out scouted, air attacked and all these counters all added up to make a big difference. The Germans had taken around 30 BR, mostly from unpinning and few losses, but nothing serious (like say a tank, or that 88!).

Throughout this game we tested all the version 2 rules tweaks, and a few trial new rules... and all worked well. Nothing radical in the changes, but tweaks to improve AT guns (both German guns used them and it helped a bit, the captured Russian gun scored 2 kills and was still going, even if its loader team was gone). All positive, unless you're an American tanker... 3 dead M3 Lees, 3 dead M3 Stuarts... hmmm! This armour ain't great...

Few shots of the sharp action at El Sakhari Gap.

The Germans split left and right, taking 2 objectives en route. The US, slow to arrive, don't get far, their left armoured attack, coming to an abrupt end.

US recce HQ get behind a rock to view the gap from their ridge. Hidden, but not for long.


Early, timed 80m mortar stonk brackets the ridge, the White Scout car is destroyed. Spotter team wiped out.

US responds with P-39 bombing runs, the first pins the armoured car, the next is driven off by AA fire, the third, well, missed! Not great from the USAAF.


DAK armour arrives and goes right, with tank riders.

German forces build up on their left, an objective secured. AT guns just arriving to deploy with good lines of fire from the high ground.

US armour moves up, to attack that hill, but faces heavy and accurate fire.

First 'Lee' goes up in smoke, hit by the AT gun. Get that pinned down quick!

DAK armour reaches the little spring, another objective and take up defensive positions, mostly on ambush fire.

Marder, pinned by hitting a mine, that did not destroy it (must have been an anti-personnel one). Long range sniping so far scoring no hits. 


More armour lost... the US tanks are having a bad day!

Stuka dive bombs the ridge as well, wrecking a T30... OK, the yanks have had enough!



 

Monday, 1 September 2025

'Road to Brussels' - SoN 1815 campaign, game 5 (finale) - Petit-St-Jean Farm

The grand final battle, with 5 brigades aside, 1,200 points in a Waterloo(ish)-style battle. Not a historical re-fight, just 'inspired-by'... or 'in the style of'... adapted a bit by the previous campaign games and model collections ( we know allied Germans aren't a thing, but getting the models out on the table is part of the fun, so today, they are!).

The allied British-Prussian forces were deployed on the slightly higher ground. Their five brigades were; General Bond's British division, of Flemming's infantry brigade (1 vet (highland), 1 light and 2 line battalions, with a 9 pdr battery and green-jacketed skirmisher support) placed on their right-centre, and Prices' light cavalry (2 hussars, 1 light dragoon, plus a horse battery) on their left, with a small 'scouting' brigade of Prussian landwehr cavalry (2 landwehr cavalry), also on the right (in front as the screen). In reserve, marching up and being rolled for arriving from Turn 1 (the campaign system had determined this), was General von Fuch's Prussians, his big-old infantry brigade (6 infantry/landwehr battalions and a foot battery) in the centre, and a mixed cavalry brigade (1 dragoon, 1 hussar and 1 uhlan, with a horse battery), arriving on their right. Army Breakpoint, after campaign modifiers for previous wins/losses etc. was 35, with 3 Command Points to spend.

The Emperor's 'finest' of the Armee de Nord consisted of; General Doubert's Division, seeing their first action of this campaign (at last!), with attached Ferri's light cavalry (1 hussar, 2 chasseurs and a horse battery) on their right. Vignal's infantry (3 line and two 6 pdr batteries) in the centre, but forward deployed to quickly contest the 'petit' farm. Wirtz' German allied infantry brigade (1 jaeger, 3 reserves infantry and 6 pdr battery) in lines on the left. The randomly rolled 'special circumstance' had this brigade forced marching to the field, so each battalion started with 1 point of Disruption, for the fatigue (out of breath Germans). Behind them, in reserve and rolling to arrive from Turn 3, was General Cheyrou's division, after hard fighting in the 4 previous games this was a battered, but well-experienced division, consisting of du Plessis' infantry brigade (2 vet, 2 line battalions and a 8 pdr battery) and Le Tallac's infantry brigade (2 vet and 1 line battalion and a 8 pdr battery). Army Breakpoint, after campaign modifiers for previous wins/losses etc. was, err, 35 too (including -3 for the very PO'd Cheyrou's men, fed-up of being the vanguard of this army all the time), with 2 Command Points to spend.

The Anglo-Prussians chose the 'steady advance' battle plan, whilst the cautious French chose to 'defend', although I had no intention of just sitting back, it would be more 'hold and counter' (and try to take that farm and hold it). The French thus started with the 'hold the line' objective. Still, as per the whole campaign, the Allies had more cavalry, but they can be stopped (and those Prussian cavalry regiments had been weakened in the previous games).  

The table set, it's time to dance...

First deployment and moves. The light cavalry face-off as both sides advance on le Ferme Petit St Jean in the centre. There would be an initial light cavalry sparring on the flank...

The cannonade began, exchanging long range fire and inflicting the first hits, as the British hussars came forward, through the landwehr lancers, and the French line cavalry advanced to match them. French gunners found the hussars range and inflicted some punishing hits, but as yet, neither committed to a charge.

In the centre, both the British infantry and French moved up, the French 'at the quick' to get to the farm house first, the British behind their thick skirmish line of light infantry, all sides deploying skirmishers which started to harassing trade fire. The veteran highlanders moved to oppose the French at the farm, along the road, pipes wailing. On the French left, the German allies just held in place and awaited the enemy's arrival.

Landwehr lancers screen the British hussars. The British would move through and take the lead. The landwehr just acting as their 'reserve at needs-must'.

Ferri's cavalry line up, chasseurs and hussars, with allied German light cavalry as their reserve unit just behind. Can either side win the coming cavalry fight?

Vignal's columns in the centre, to advance through the corn to take Petit-St-Jean. 

The British took the initiative in the cavalry face-off, with a 'fierce cavalry charge' from hussars, which was met by a chasseur counter-charge, they were driven off though, and the hussars swiftly followed-up with another charge, the beaten chasseurs withdrew to rally and regroup, having lost a few men. The British had scored a small first win on the flank, until more accurate cannonballs and skirmish fire from the farm buildings broke their second hussar regiment. Their hussar attack sudden looked out-matched, 1 regiment vs 3, and so swiftly pulled back. Stalemate for now. Should the French push the slight advantage and try to get after those too bold hussars? That would obviously bring the Prussian lancers into play, and it would just be 3 vs 3 again, only landwehr militiamen, but still, it wasn't enough for a decisive action here. The light cavalry on this flank would be satisfied with screening eachother off... and so it remained for the rest of the battle. Their little prologue was complete. No big cavalry melee today.

Things heated up, a lot, at the farm, as volleys were traded and both sides skirmishers did a lot of damage. The British 9 pdr battery on the ridge weighed in with highly accurate fire, and the French 6 pdrs got hot too. One French column had now occupied the farm, but the supporting one on the road was pounded by British muskets and cannons and broke... the red-coats pressed harder, and skirmishers, including riflemen (so green-coats too), saw the line battalion holding the farm thrown out and also rout/surrender. Soon, the highlanders had moved in and taking the farmhouse themselves. The French, holding a 'take a strong point' objective, could not claim it! Thwarted again (for now). Vignal's brigade had taken a severe beating and the last battalion withdrew to rally, their race run for today.

British hussars get aggressive and taunt the French cavalry to come and fight... they answer with accurate cannon fire, blasting one hussar regiment into a rout...

The French have taken the farm... with heavy skirmish fire as the British light infantry and veteran highlanders try to drive them out. The highlanders prepare to assault, bagpipes playing (in my mind).
Extended skirmish line of British Queen's Own light infantry lead the way forwards, down the slope, in the centre. 

The British assault the farm, the highlanders taking it as the French run or surrender. It is in British hands. Scotland's Glory!

Vignal's brigade is almost gone... the British light infantry and rifles about to break the isolated battery too. Farm secured.
British 9 pdr foot battery, way back on the ridge (so 3 orders to fire!), but still doing excellent destructive work all game. 5+ to-hit, no problem for the Woolich gunners!

Behind this fight at the farm, the Prussian had arrived, aided by a senior officer appearing with the British HQ (Gneisenau). Their cavalry galloped on at full speed, columns of march 'at the the quick', and the infantry did the same (but slower). That looked like a lot of troops, no French reserves had arrived yet. This gave the Allies extra action cards for the next turn, it would be a tough one for the French to endure. Their attack on the farm defeated, the French would just hang tough and rally, awaiting aid from Cheyrou's veteran division to aid them.

Prussian cavalry arrives on the Allied right, at the gallop, thundering forwards (horse battery too), to threaten the 'soft' southern German lines. We'll see... 
The Prussians are here! Marching columns at the quick "Schnell! Schnell!". They rush up in the centre to contest the farm too, and meet the incoming French attack. General Gneisenau urges them on.
Allied southern German lines, just hold here. Reservists will have to rely on the jaegers for backbone, but the battle for the farm means the British don't press their attack, much to the reservist's relief. It won't stay quiet.

The extra cards allow the Prussians to move up quickly, and the turn passes without too much terminal damage to the French (phew!), except the loss of a 6 pdr battery to British musket volleys. Then, their own reserves arrived, Cheyrou's two brigades of infantry marched on in columns, deploying their gun batteries and du Plessis' men began the advance to retake that farm. This time, with tough veterans leading. The arrival of reserves also meant the French could claim their 'hold the line' objective. On VPs, it was the Allies just ahead, on 12 needing 35. The French were at 11.

Last reserve, Le Tallac's veterans, they won't have much to do today, which makes a change from being in the thick of it all campaign.
The full field, mid-game... last reserve French infantry just deploying in their right-centre, but out of the battle's action. No more action on the French right after the first skirmishing, just keeping a wary eye on the enemy cavalry.

The second fight for Petit St Jean began, the French guns opening an intense cannonade on it and smashing the highanders, as four batteries concentrated fire. The highlanders broke (bagpipes silenced!), and the farm was suddenly empty again. The veteran French columns advanced 'at the quick' and along the road, and charged into the British light infantry, throwing them back in a heavy loss, skirmish fire added to the damage and Flemming's brigade had to urgently rally.

The Prussian cavalry, well-drilled, changed formation as they threaten the French left, the so far spared resevists were about to get into the action, with the red-coat's Nottingham battalion moving up as well. But, a well timed 'whithering volley' from the jaegers and reserves sent the Prussians hussars into full retreat to rally, and smashed the Nottingham column... not such 'soft southerns' these Germans. When the Prussians dragoons were 'stalled', pausing having just seen the impressive firepower, the attack dwindled out. Win for the German allies. 

The French pressed on and retook the farm. But the Prussian uhlan, spared the musket-death, made a surprise long charge and hammered into the German jaegers line, lances causing devastating losses. The jaegers fled back, but amazingly rallied, just saving themselves, but leaving just 2 stands from 6. The uhlan then paid, as reservist volleys and 6 pdr guns cut through them... and they also rode off to regroup, having lost men and horses - carnage in the wheat field. End Phase, and the French could finally claim their 'take a strong point' objective, and on VPs, they now had a narrow lead, 23-21.

German jaeger firing line, a very stiff volley sends the Nottingham regiment into disorder and confusion, they fall back to rally. Not so 'soft'! The Prussian cavalry are now here though... and their horse battery is deployed and beginning turns of galling fire into their fellow Germans,


du Plessis' grognard brigade storm the farm, attacking either side of the road. The British are sent reeling back at bayonet point. Flemming brigade is in complete disarray and needs to rally. The highlanders break... the Nottinghamshire battalion is in disorder, as are the Queen's Own light infantry. 

Into the denuemont, as the battle basically raged around the farm and along the road. The French had seen off the British infantry, they would now play little further part, but the Prussian infantry had arrived in force and deployed, to take over the front lines. The French charged again, and beat back the fusilier battalion, but they rallied and counter-charged to push the disordered French away. Two more line battalions moved up and they charged in too, a messy brawl... and it was close, the French were the better troops, but the Prussians had more men. Amidst the bayoneting and skirmish fire, both used cards to keep rallying (all costing VPs), but the French hung tough in the farm and kept it. No clear victor, but the VPs were mounting fast on both tallies.

The Prussians counter-attack in turn, fusiliers into the melee on the road, driving back a French column, before being broken by musket and cannon fire, another battalion consumed in the crucible.

On the French left, this is perhaps were it was finally decided. The Prussian hussars and dragoons had regrouped and returned to menace the southern Germans again, they formed square, as sensible troops must, and hoped the Prussians would not get a 'fierce cavalry charge' special event card to attack them. But those Prussian guns were hitting them hard, and the intimidation from dragoons and lancers, of the imminent charge, saw one square crumble into disorder.

The dragoons saw their chance, and used the 'ride them down!' event to attack, sabres out, they stormed into the disorganised men and cut them down. The square shattered and broke, the poor reservist routed in a bloody massacre. 

Adding up VPs, we knew it was close. The French had scored 33, so not quiet there. The Allies had 35, exactly what they needed. The dragoon's heroics had just turned it for them. 'A damn close run thing', and an epic fight. So close, so tense and exciting, proper drama at the end in repeated close melees around the farm and then the German square falling apart under cannon fire to be charged and routed. One helluva scrap... 

I'm obvously biased, but the SoN rules really shone, and created a story of a battle that feels like those in history books. The initial light cavalry skirmishing, which just petered out, two French assault on the farm which changed hands, the French cannons just blasting the highlanders to bits in preparation for the second assault was a highlight (for me, not the highlanders), my weak reserves desparately trying to hang-on at the end... heavy (well, medium) cavalry breaking a square... what more does a Napoleonic game need? One for the ages this, and a great end to the mini-campaign. The Anglo-Prussians allies sneaked it, again - but who cares when the games are such fun? 5 hours of top fun... many, many tough decisions, mistakes made, good dice and bad (notably, I rolled 3 1s trying to get a senior officer on the board and for reserves arriving, which cost me my command point re-rolls).


The Prussian dragoons, having stalled but now recovered, 'ride them down!' and shattered a German square with their sabres... the final act of the game, a suitable end. 'Soft' southerns slaughtered by 'true' Prussians...

One plus point, despite it being a big game with lots of troops, losses were at some realistic level. The Allies lost, 1 British hussar regiment, 1 veteran (highland) infantry battalion, 1 Prussian fusilier battalion, and had serious losses across their Queen's Own light infantry and the Nottingahmshire lads. 

The French lost, 2 line infantry battalions, 1 6 pdr battery, 1 allied German reservist battalion (the square massacre). Serious losses in the German jaegers, a veteran battalion (on the road) and 2 more line battalions. 

- No Imperial Guard, or Cuirassiers, required... more fun with just the line French troops...





 

Wednesday, 27 August 2025

'Road to Brussels' - SoN 1815 campaign, game 4 - the Battle of Faux

With the French advance checked south of Genappe (in game 3), they have diverted a division (General Cheyrou's) east, to investigate another viable route. Led by light cavalry, by evening they approach the village of Faux. That afternoon, this marching force has been spotted by von Blucher's Prussian cavalry rearguard, and they report the French movement. Papa Blucher immediately orders a strong spoiling counter-attack to stop the French, and von Fuch's division is quickly marched into position in the fields south-west of Faux, with orders to make an immediate counter-attack on evening of May 17th.

This would be a 4 brigade-sized game, with the Prussians having the 'All-Out Attack' order, with 1 strong and 1 weak infantry brigade (centre and left respectively), 1 cavalry brigade (right) and a reserve small landwehr cavalry brigade (arriving on the left). They have the 'with all haste' order and therefore must try and complete the Grand Assault objective by Turn 6 or give up a lot of VPs.  The French, of the weary Cheyrou's hard-fighting division, have 2 infantry brigades (centre and right) a strong light cavalry brigade (left) and dragoons moving up in reserve (in the centre). The French have the steady advance order, but faced by the Prussia advance, would fight a mostly defensive battle, infantry holding and relying upon their own cavalry attack to see-off the Prussian cavalry and landwehr. It would become a cavalry fight.

These cavalry would clash on the French left (Prussian right) throughout the game, as the Prussian mixed cavalry (dragoons, uhlan and hussars) brigade advanced. There would be charges and counter-charges, fall-backs to regroup and rally, and follow-up attacks and various ‘feirce cavalry charges’, that saw largely a swirling stalemate, both sides taking a few losses, but being unable to swing the fight decisively to them. Hussars, uhlan, dragoons and chasseurs would fight 7-8 repeated melees, winning and losing some, but never by too much. So, the rest of the battle would be fought out against this constant backdrop of the on-going messy cavalry melee, which neither side ever really won.

In the centre, the Prussian infantry advance pushed up into the cornfields and the skirmishers traded fire, but the landwehr infantry struggled to close in on the French. The one battalion that did force its way forwards was met by a stiff a volley and then refused to charge (5 times!) and eventual broke under the fire. The others would face an attacking dragoon regiment as it looked to breakthrough the Prussian centre, but ‘withering volleys’ from the Prussians cut-down the dragoons and their final charge saw both a line battalion and themselves broken… so again no real victor here.

The French attempt to swing the cavalry brawl to a win was the arrival of their dragoons, galloping through the centre, on regiment would launch a counter-attack, into the enemy cavalry.The dragoons met Prussian hussars, won a few melees but could not press that advantage before needing to rally. They would withdraw, under fire, and regroup to try again, but they had taken losses. The dragoon counter-attack had been costly.

On the left the Prussians sent forwards their small landwehr cavalry brigade, to threaten the French guns. This was met by French infantry skirmishers and then a few squares to keep the lancers at bay. The guns were limbered up and hauled to safety, to redeploy and open up n the cavalry… one landwehr cavalry unit, attempting to charge a square would be broken by fire… the other then withdrew. It had been a distraction attack.

All along the line, it was close, neither side was winning any clear advantage and attrition was very close too. On VPs it was very close (something like 15 vs 14, needing 21 and 23 to break the enemy). It seemed it would be a draw… except for that ‘with all haste’ instruction from von Blucher. The Prussians had to press to complete the ‘Grand Assault’ mission, otherwise the VPs lost for failure would, most likely, cost them the game. The Prussians, under that pressure, tried again with their regrouped cavalry. The fight on the French left reignited after its initial melees and a few turns in abeyance. Sabres out, the cavalry charged and counter-charged, and it seemed the Prussians might do it, with chasseurs were in trouble, until the French dragoons rejoined the fight and saw off the uhlan, with heavy losses (to avoid breaking). The Prussians had failed, despite desperate attempts to get 4 units to charge in a turn. The punitive VPs would go to the French, and surely the battle. Except, for salvation. Back on the Prussian right, a few infantry had been holding around the farmhouse. They moved up into it and by luck, could now claim the ‘take a strongpoint’ objective. Those VPs would be crucial…

Into the last end phase, adding up the VPs, saw the French scoring 22, needing 23 to win (you are kidding me?), and the Prussians on 21, needing 21! Somehow, they had scraped the most marginal of slim victories… another very, very close game… brilliant fun when it gets so tight and the pressure ramps up.  A bit unlucky to lose it, but then, the Prussians were so unlucky at times too... it all works out in the end (so they say!).

So, for the campaign, the Prussian counter-attack had stopped the French flank march outside Faux. On the campaign ladder, the British division was now in place for the final battle (falling back to a certain low rise south of Brussels). The Prussians would be marching to help them. The French 2nd Division would arrive at that field first, so would be deployed for the finale, in its first fight of the campaign (at least they are fresh). Cheyrou’s battered division would arrive from reserve.

That sets up game 5, the grand finale, our ‘Waterloo’ (or our small part of it). It will see a full 5 brigades meet in 1,200 points each… the British are already deployed and waiting, the fresh French division will face them, with their weary veterans coming on behind. Winner takes all in this one… that’s set for this weekend, should be good fun…  

Pics of the action near Faux...

 

The Prussian attack, all along the line, but the cavalry clash on their right (French left) develops into the main effort. The French dragoons lead the counter, as the French infantry basically hold the line..

 

French cavalry on their left, chasseurs and hussars... a tough day awaits.

Coming at them, dragoons, uhlan and hussars (in the trees).

French far right, a battery that would menaced by swift Prussian landwehr coming up that road. Limber up and redeploy... taking the full ammo caisson too. 

Massed Prussian infantry centre... their attack staled out, of the most, in the cornfield.

The unused Prussian left, infantry, but advancing and taking that farmhouse, unopposed, would prove the game-saver...

The Prussian cavalry close in to begin the battle.

Napoleon arrives to spend a few turns reviewing how General Cheyrou is doing. On his command, the dragoons deployed to counter-attack. But, the Emperor was then called away. 

Dragoons gallop on in marching columns, speed is required.

The cavalry brawl on-going... French pushed back a bit, but then charging back to regain the hedge line.


Skirmishers meet in the big cornfield in the centre.

The veterans on French left, form square against the threat of landwehr lancers. Behind, the dragoons and coming up. There attack would see them broken... oops! 


 

Sunday, 24 August 2025

Warhammer, Beastmen Brayherd vs Empire, 3,000 points

3,000 points of Beastmen vs Empire, as a savage Brayherd emerges from the Forest of Shadows and threatens to rampage through the villages and farms of Ostland. 

The terrain was randomly generated and placed, 6 pieces (small hill, woods, 2 buildings (farm and watchtower) and 2 fields with hedges), on a 6x4 table, and all painted miniatures... a hard rule! 

Beastmen list was, roughly:

Chieftain with Axes of Khorgor and Pelt of Midnight (with Bestigor)
Wargor (BSB) with great weapon and Rune of Beast Ascendant (with Bestigor)
Bray Shaman (lvl 3) - Daemonology with: Viletide, Dark Summoning, Daemonic Vigour
Ghoross - (with Centigors)

28 Bestigor, full command, with great weapons and heavy armour
26 Gors, full command, hand weapon and shield
26 Gors, full command, hand weapon and shield
10 Ungor with hand weapon and shield
10 Ungor with hand weapon and shield
10 Ungor with shortbows (ambushers)
10 Ungor with shortbows (ambushers)
9 Centigor (as Sons of Ghoross), full command, with cavalry spears and shields
6 Minotaurs, full command, with great weapons
10 Harpies
1 Cockatrice
1 Chaos Giant
1 Ghorgon


Empire list was, roughly:

General on Imperial Griffon, with lance, white cloak and sword of striking
General on barded warhorse with lance (with Inner Order Knights)
General on foot with great weapon (with greatswords)
Grandmaster on demi-gryph with lance (with demi-gryph knights)

30 Spearmen, with full command
20 Crossbows
20 Crossbows
20 Handgunners
30 Greatswords with full command, Griffon Banner
9 Inner Circle Knights, full command
5 Demi-Gryph Knights, full command
4 Great Cannons
A gun line, but with some potent counter-attacking units to strike out front.

The game was a real hard-pounding fight, with the Chaos Giant riddled with crossbow bolts, hit by a cannonball and they finished off with Inner Circle knight's lances, first casualty. As the beastmen surged forward en masse, taking hits from the missile fire, one unit of skirmishing Ungor out front (expendable musket-fodder - literally) wiped out by a solid volley from the handgunners. Behind, the main bigger hitters moved up.

On the Empire left, the demi-gryph knights advanced, aided by their general on his massive griffon, to charge a unit of gors, as the ghorgon and the imperial general also met. The demi-gryphs dispatched the gors with arrogant easy, breaking them and riding the last few down in pursuit. But their general was in trouble… and lucky to survive the ghorgon’s Monster-slayer on the first round (making a 5+ Ward to live, lucky!). Next turn, well, on the same Initiative, they fought again and the ghorgon was slain, as its monster-slayer took down the Griffon and lord… a great duel… so the ghorgon was handy and a far better pick that the giant I think - mutual destruction was memorable.

In the centre, the goat-hordes rushed up, the bestigor meeting the greatswords, but in doing so, allowing Ghoross and his sons to also charge them in the flank from the woods, they had drunkenly advanced through. Meanwhile, more gors rushed the handgunners taking the stand and fire and then loosing the combat by 1! The hand gunners held the line. The Harpies had sneaked up through the trees too, and charged into 2 cannons, flapping down to fight the crews and eventually claw them down (after about 3 rounds of combat).

On the Empire right, the Inner order knights and the spear-block met the minotaurs, but with ‘daemonic vigour’ cast on them… and the Viletide had already killed 5 inner circle knights. This gave the charging minotaurs the edge, and they gored more knights as the frenzied bloodkine fought the General in a duel, and taking 2 wounds, swung back to crush the foppish hero under his massive axe! But the spearmen only fell-back in good order… but 5 frenzied, daemonic, minotaurs were about to wail on them… it got very messy next turn!

In the centre, the big bash vs the great swords was another bloody mess, heroes hacking down many rank and file, and the the greatsword using their ‘stubborn’ to hold, but they were going down (still, from 28 Bestigor, after cannons and hand guns, and then great swords (now improved with Str 4 - ouch!) only 3 were left, slaughter… but Ghoross and his sons stomped hard and the greatswords were losing the melee.

On Turn 5 it was all over, the hand gunners were broken by the gors this time, the spearmen massacred as the minotaurs gorged themselves on blood (13 dead!) and the greatswords down to just 9 men and FBIGOing. The demi-gryph knights were too far away to help, turning to return to the centre, they wouldn’t arrive in time. The Empire troops were dying all down the line… and we called it, no need to prolong the inevitable – a Beastman win - Raagh! (or maybe Baa!)


It was a real slug-fest… but the gun-line had not held from the savagery. Men (cows ) of match? The daemonically-inspired minotaurs did some terrible damage… even the cockatrice managed to vomit on a line of crossbowmen and kill 7… no wizard for the Empire might have been a mistake, but it was much fun anyway. 

Ostland is in danger… send reinforcements!

 

Chaos Giant leads the attack the Empire right, and takes the punishment (but it saves the minotaurs behind from the same). The knights, being drilled, will reform and charge...
Empire gun-line, crossbows behind a hedge, unit a mutant cockatrice arrived and was sick on them!

Wall to wall goats in the centre, gors and bestigors, skirmishing ungor leading to take the fire... they are supposed to die, but didn't!

The Chaos Giant gets hit by the knight's charge... and down he goes. Timber! onto nothing... a bit useless really...  

On the other flank, by the farm, the demi-gryphs line up some gors, as the general and his Griffon go for the ghorgon (probably a mistake, but ghorgon's first game, so we didn't know the rules well).

Daemonic-minotaurs about to charge, horns down... frenzy, primal fury... the full works. They dish the damage...

Cockatrice flaps round the flank and vomits on the crossbows, who wheel round to volleys at it (doing 1 wound). It charged, they held, and the fight was a stalemate.

The big clash in the centre, on the hill, about to hit. Ghoross and his boys emerge from the trees as the bestigors match-up with the greatswords (in red), having endured a hail for fire to get there.

Harpies descend screeching and begin to try and tear the crews apart... still, its enough they stopped the cannons firing. In the end, they won the fight... it just took a bit.

Ghorgon vs big-wig general and big griffon... and they killed each other in an epic duel.

Huge brawl in the centre, the gors vs handgunners (making hard work of it), whilst the greatswords die-hard vs bestigors and centigors, defending those cannons.  Behind, skirmishing ungor just get out of the way (and then ran of to the woods to hide).