Thursday, 6 August 2026

The Battle of Amrothys Glade – Warhammer, Wood-Elf vs Beastman campaign finale

The finale of our five-game Warhammer narrative campaign, pitting Wood Elves vs Beastmen, set in a valley in the Argwylon region, close to the Grey Mountains. A Beastmen herd have migrated down from the mountains, under the leadership of the brutal Doombull (minotaur) Gardak Gorfeaster. The local Wood Elves have responded, led by their venerable Treeman-Ancient ‘Greyroot’, to drive them out and save the valley.

The first four games (detailed in previous months on here) had been: a first small raid (500 point border patrol), won by the Beastmen. This victory allowed more Beastmen to advance further down the valley, to the narrow Pass of Amrothys (the valley’s main river). This was a 1000 point pitched battle as the Wood Elves tried to destroy the Beastman vanguard – but were badly defeated. Game 3 saw the Wood Elves, needing to buy time, executing a ‘woodland ambush’ scenario (1000 points vs 1500 points). This ambush resulted in a draw. Things looked bad for the forest’s defenders, and they were forced into a pitched battle (2600 points each), choosing their ground at the Argwylon Stones. This game resulted in a decisive Wood Elf victory, leading us to a finale for game 5.

The surviving Beastmen (still including Gardak and his Great Bray Shaman, Ulkark) have now pulled back and gathered their entire herd in a broad woodland glade beside the Amrothys stream. Gardak has selected this location to raise his own herd stone and claim as his own lands. The Wood Elves, reinforced, moved to end the incursion in another pitched fight – the Battle of Amrothys Glade. It used all my Wood Elf collection, in all 3100 points. Game 5 would decide all. Does Gardak gain his land and raise his herd stone, or is he driven out of the valley, and perhaps killed? ‘Greyroot’ and the Spellweaver Faenyr of Argwylon lead the host of Athel Loren to end him.

All the named characters were created at the start of the campaign and remain the same throughout (our dramatis personae). Some, of course, have been killed or wounded in the earlier games. All available were present for the last fight though and we allowed them back to full wounds having healed up for this finale.

Here are the lists selected:  

BEASTMEN BRAYHERD

Doombull Gardak Gorfeaster
- 325 pts
with great weapon, heavy armour
Mutation: Pelt of Midnight (-1 shooting To-Hit)
Fur of Shaggru (+2 to AS vs non-magical missile attacks)
2 x Dark Hearts (recover 1 wound)

Great Bray Shaman Ulkark the Hooded (lvl 4 - primal magic)  280 pts
with braystaff
Mutation: Gnarled Hide (Arm Hide1)
Goretooth (primal magic)
Hagtree Fetish (re-roll 1s To wounds with magic missiles)
2 x Powerscrolls (+D6 casting)

Bray Shaman Kygrh Two-Heads (lvl 2 - dark magic)    155 pts
with braystaff
Mutation: Uncanny Sense (+1 I)
Daemonheart (dispell lvl+1 of caster)
Potion of Toughness (+D3 T)

Wargor Agukr    84 pts
with additional hand weapon, heavy armour, shield
Sword of Might (+1 S)

Wargor Rutgor (BSB)    143 pts
with heavy armour, great weapon,
Mutation: Rune of Beast Ascendant (7”, +1 Ldr to Gor, Bestigor and Ungor)
Vitriolic Totem (Poison Attacks to unit)

30 Gor, shields, full command        227 pts

30 Gor, shields, full command        227 pts

10 Warhounds, vanguard            65 pts

12 Ungor, half horn, shortbows, + ambushers    79 pts

15 Ungor, full command, hand weapon + shield, ambushers    107 pts

5 Minotaurs, great weapons, full command    277 pts

3 Razorgors        156 pts

8 Centigor, cav spears, javelins, full command    172 pts

16 Bestigor, great weapons, full command    244 pts

2 Dragon Ogres    132 pts

1 Cockatrice        180 pts

1 Ghorgon        245 pts

3098 points


WOOD ELF DEFENDERS OF ATHEL LOREN

Treeman Ancient - ‘Greyroot’ (lvl 3, Illusion)  325 pts
with Befuddlement of Mischiefs (-1 WS and I)

Faenyr of Argwylon - Spellweaver, level 4 (Lore of the Wild)   285 pts
Glamour Weave Kindred (5+ Ward, Tree-Spirit)
Heartwood Pendant (gain Lore of the Wild)  
Glamourweave (Ldr test or To-Hit = 6s only)
Giantblade (S+1, Arm Bane2, Magic Attacks, MultiWound2)

Waystalker Yssion ‘the Faun’  183 pts
hand weapon, light armour, moonfire shot (magic and flaming attacks)
Scout kindred (scout and quick shot)
Bow of Loren (A= missile shots)
Muster of Malevolents (+D3, S2, AP-, Arm Bane1 attacks)

Branchwraith ‘Willowif’
(lvl 2, Elementalism)    133 pts
additional hand weapon, Lamentations of Despair (-1 Ldr, 6”, Panic, Fear, Terror)

Glade Captain Isdryl      111 pts
with hand weapon, light armour, asrai longbow, arcane bodkins (AP-2),
Hail of Doom arrows (3” template, S4, AP1, magical)

Glade Captain Iorwyn
    123 pts
with hand weapon, light armour, asrai longbow, true flight arrows (ignore cover + quickshot)
Altered Kindred - Aspect of the Bear (+1S and +1T)
Railarian’s Mantle (4+ Ward if 6” woods)

5 Glade Guard, swiftshiver shards, lord’s bowman    71 pts

9 Deepwood Scouts, swiftshiver shards, lord’s bowman    141 pts

8 Deepwood Scouts, swiftshiver shards, lord’s bowman    126 pts

8 Deepwood Scouts, swiftshiver shards, lord’s bowman    126 pts

16 Dryads, nymph (murder of spites)    238 pts

5 Sister of the Thorne, full command, sword of might + standard of morning chill (swirling mists, lvl2)    185 pts

5 Sister of the Thorne, full command + banner of hunter king (vanguard)    155 pts

6 Treekin, elder    313 pts

8 Waywatchers
, sentinel + ambushers        158 pts

1 Treeman, befuddlement of mischiefs (-1 WS and I)    245 pts

3 x Great Owls    180 pts (60 each)

3098 points


DEPLOYMENT
Rather than take it in turn to place units, we placed a screen up the centre of the board and then fully deployed in secret behind it (no peaking allowed). I much prefer this method over the react-react-react to opponent’s placements, and the big reveal moment is a highlight of the game… what are you facing? - oh! Also, armies do not deploy piecemeal based on what the enemy deploys, bit by bit.

The Wood Elves (me), had gone for a ‘tree-spirit’ centre, a defensive line, the Dryads (with Branchwraith), Treekin (only placed 3 models but there should be 6, I remembered on turn 2 and added the extras in – forgot I painted them 3!) and the Treeman, backed by Faenyr the Spellweaver. The left was Sisters of the Thorne light cavalry and the Glade Guard (with Glade Captain). The right, ‘Greyroot' and more Sisters. The Deepwood scouts (scouting -obvs), deployed afterwards, were scattered along the line, in the woods on the right, well forward, but expecting to shoot and scoot (flee!) back. The giant owls were central, and able to fly wherever needed at speed (my mobile reserve), or act as chaff/distractions and block charges. The Waywatchers waited to arrive from ambush.  The Waystalker was lurking by the stream, in cover by the rock (and so well disguised I missed him), with a line of sight to the centre, awaiting sniper targets.

The Beastman centre was the main attack force, 30 Gors, Bestigors led by Gardak and his BSB, Razorgors, Gorghon, Minotaurs, both Shaman behind, and the Warhounds out front as cannon-fodder (stop this!). Their right, by the stream, were skirmishing Ungor and Centigors, with the Ungor archers off-table in ambush. On the left were 30 more Gor (with Wargor), the Cockatrice and the 2 Dragon Ogres.

On terrain, we had the stream (fast flowing mountain stream - so dangerous terrain), 2 marshes (difficult), 2 woods (difficult) and a rock outcrop (impassable to all). Added to this was the elves’ own wood, placed on their far right (and hiding Deepwood Scouts at the start).

Time to get battling…

The board is set, the peices are (about to be) moving...deployment.

 

Beasts left: Dr-Ogres, Cockatrice, Gor block.

Scouts forward, peppering the Dr-Ogres.

Centre, Gardak leading, Shaman lurking.

WE centre, the tree-line, and supporting owl. 

 

Beast right, Centigor and Ungor, to rush across the stream.


Far left, Scouts make the Beasts pay for crossing the stream.
 

TURN ONE

The Beastman plan was simple, suitably, a full send, with the centre as the sledgehammer-blow. They all moved up as fast as they could. 1 drunk Centigor was washed away crossing the stream (we laughed)… the Warhounds had vanguarded forward and so led (barking ‘shoot me first!’). The Cockatrice was with them, flapping away… they forgot to roll for Gaze of the Gods (which we fixed from turn 2 onwards).

More complex movement for the elves. The centre line moved up a bit, to give room for being pushed back to the table edge. The Sisters of the Thorne on the right dashed up to help the scouts, as they loosed into the Centigor and killed 4 of them, causing them to panic and fall back to the edge of the stream again. On the right, the Sisters had vanguarded up behind the wood and awaited hidden in cover here. All down the line, the bows sang. Half the Warhounds died, a Dragon Ogre took 2 wounds, and Greyroot’s wind-blast spell badly wounded the Cockatrice. The Waystalker targeted the BSB (no real chance of hurting the Doombull) and scored 1 wound… damn, close, also sniped him out. Yssion now had the Bray Shaman in his sights too for next turn.

The Owls flew out, to block the Gors charge at the Dryads, to block the Ghorgon’s charge and to get behind the Dragon Ogres to try to help on the far right. 

Full send from the Beasts, as the spellweaver singings up some enchanted trees (magical vortex). 


Centigors are ruthlessly shot-down and panic. Sisters of Thorne gallop up to block the Ungor skirmishers. 


Dragon-Ogres rush the scouts in the wood. They'll flee away, and leave them to the Sisters, just behind, and owl. Beyond, the Warhounds are about to be turned into pin-cushions.

TURN TWO
The charges would begin as the elves furious shot a lot of arrows. The Deepwood Scouts on the left killed 2 more Centigors and the last broke and fled the field - bye!. The Sisters with them charged into the Ungor skirmishers, which held, all splashing through the marshes.

In the centre, the Gors charged the Owl in front of them, which of course fled. Their failed charge left them exposed, in the other marsh, as the Dryads counter-charged, and a big melee began. Next to them, in a confusion of 3 ‘stays in play’ vortexes cast last turn (crazy roiling magic everywhere here), the Bestigors took a few losses running through it all, and hit the solid block of 6 (now) Treekin. The Razorgors joined them and lost 1 pig in the ‘Spiteful Torrent’ vortex. The frenzied Ghorgon aimed at the owl, as closest target, it lfled revealing the Treeman (oh no!), and the Ghorgon made a long-bomb re-directed charge (needed a 6, rolled a 6).  The last of the Warhounds were all shot down by the Scouts - objective achieved. More Scouts, in the woods on the right, fled back through the trees away from the charging Dragon Ogres, and they were then hit by the Sisters of the Thorne coming the other way through the trees, and an owl from behind. The Minotaurs charged and failed, and left them with nothing to hit atm.

The Waystalker began a ranged-duel with the Bray Shaman, whose viletide spell was unlucky to only cause 1 wound (16 dice, one 6). His super-accurate two return shots wounded the Shaman back.

Many melees to resolve. The Dryads held their own and a long attritional fight began with the Gors, as the Branchwraith challenged and killed their champion. The Bestigors and Razorgors took lumps out of the Treekin, but their T6 and good regeneration saves made it even (ish), as they in turn killed off the last Razorgors and tree-whacked the BSB into pulp! Go Treekin, they held using ‘stubborn’.  

The Ghorgon’s charge resulted in a Treeman cut in two… monster-killer doing its thing. Poor Treeman - felled! The resulting overrun meant it would now reach Greyroot next (just in his arc). Oh no! It was on the rampage. Meanwhile, Greyroot’s wind-blast spell killed the Cockatrice stone dead!

On the right, the Dragon Ogres mashed up 2 Sisters but the owl rolled amazingly well and with 3 hits and wounds, killed a Dragon Ogre and left the last one on 1 wound remaining… come-on! It was going well (OK-ish) for my little green men (Wood Elves). 

Mosh in the marsh... Dryads vs Gors. Behind begins a melee amongst three vortexs, magical chaos! 


Ghorgon disposes of the Treeman in one swing. Tim-berr!!

TURN THREE
All fleeing (tactically withdrawing) elves and owls rallied - phew!

All the ambushers arrived, with the Ungor on the far left, aiming at the glade guard in a weak archery duel. The Waywatchers were behind the far right, with a block of Gors to shoot from safety, as they wheeled about to move into the centre. Not a great target.

On the far left, the Deepwood Scouts downed bows and drew swords, charging into the Ungors to aid the Sisters, and they won that combat. The Ungors broke, fled and the Sisters (3 left) ran them down. They were free behind the enemy lines now. Also, the Waystalker won his duel, his arrows and spites sniping the Bray Shaman. The left flank was a win!

But the crux of the battle was in the centre. The Dryads and Gors traded blows in the marshes and the Dryads won, but the Gors held their nerve (warband). The Doombull, powered by the Gaze of the Gods, hacked down another Treekin and the Bestigors added a few more wounds (3 still stand now). The Beasts won the fight, but the Treekin only FBIGO’d 2”. The big-hitting melee of great weapons went on. The rampaging Ghorgon vs Treeman Ancient resulted in 1 wound each, no killing blow this time – thank Kurnous, but my General was in dire danger of being hacked down in one hit. No help was coming.

Trying to score 1 wound on the last Dr-Ogre result in zero wounds caused - damn it, and its excellent armour and thick hide. In turn, it bashed the giant owl into bloody-feathers!

The game was in the balance now… Wood Elves just ahead on VPs, but the Beasts were in melee now, and the Doombull looked unstoppable. 

Greyroot tries to stop the Ghorgon's rampage. The Gors are coming to help though. Dire trouble for my general. 


Waywatchers sneak on and start peppering Gors at long range. Later, the Great Bray Shaman will be their only target - bad for him!


Minotaurs can't find anything to fight... or anything that will stand and fight. Long march across the tabletop.

TURN FOUR
This is were things changed radically. Charging Minotaurs saw an owl (just rallied) flee (off the table) and then overrun into Scout skirmishers, who would be easily butchered.

The Dr-Ogre survived again and killed 3 Sisters of the Thorne, the last one fleeing, and the pursuing Dr-Ogre, still going on its last leg, chase into more Scouts. Just 1 wound needed, come on, roll a 6 to wound! But they couldn’t and it survived the game with 1 wound.

In the centre, the duel of Greyroot vs Ghorgon was a tie, 1 wound each again. Oh for an assailment spell. On for the Ghorgon not rolling a 6 when needed.

The Doombull went into a blood-greed killing frenzy and scored 7 hits and wounds, which the Treekin regenerated 6 of - wow! The frenzied Bestigor’s axes chopped down another Treekin, but their return attacks and stomps wiped out the Bestigor, it was now Gardak vs 2 Treekin.

The Dryads carved into the Gors again, but they were too many! The Gors went into frenzy and their extra attacks saw 6 Dryads cut down. Slaughter in the marshes, but the banner and ranks just won it for the Gors on combat-res. The Dryads rolled an 11 on the break-test and ran. They ran 3”… and were cut-down to the tree, taking the Branchwraith and Faenyr the Spellweaver with them – disaster! The tree-line had broken. Terrible dice!

The other long advancing Gor block now charged into the side of Greyroot in his fight, and in doing so also went into frenzy - the Beastmen suddenly got very mad this turn!  

For the Wood Elves the tide had turned against them, decisively so. Turn 5 would be mopping up.

1 wound Dr-Ogre fights on, and just won't die! Hacking up more Scouts.

 

The Treeman Ancient cannot hold as frenzied Gors hit. He breaks and runs (not fast enough, he's an old tree).

TURN FIVE
The Beastmen got to finishing off units… Greyroot was defeated and ran, only for the Ghorgon to catch him and cut him down. Gardak hacked down another Treekin, just 1 left now, but in simultaneous great weapon attacks, they inflicted 4 wounds back, so close to killing him! The Great Bray Shaman Ulkark, lurking at the back, flung a viletide at the Sisters of Thorne coming round from the left, to get him at full stag-gallop… and it caused no wounds again (16 dice, 0 sixes - wow!). Then, the Waywatchers, with only the Ulkarak just in range as a target (the previous Gors were now out of range), got shot by asrai long bows and collapsed dead, pierced by arrows - hurrah!

That was it, a few minor bits to resolve, but we called it. The Wood Elves centre had utterly collapsed. Gardak would kill the last Treekin next turn (heroics from them though). 

Frenzied Gardak vs Treekin. But they give as good as they get. 


Minotaurs deal with Glade Captain Isdryl with ease, last mopping up. Brutal for the WEs.



We added up the final VPs. 2193 for the Beastmen. 1502 for the Wood Elves. Solid Beastman win!

So that ends the mini-campaign. Gardak’s herd will erect their herd stone in the glade and claim this end of the Amrothys valley as their land, in the shadow of the Grey Mountians. Gardak survived the campaign, if with 1 wound, but he will heal. The local Wood Elves have been decimated and the few survivors must escape to bring the bad news back to the others. Perhaps a new offensive can be mounted against the incursion (another campaign for another time perhaps). Greyroot and all his tree spirits have been slaughtered. Only Waystalker Yssion and Glade Captain Iorwyn survived the war for the locals. This part of the forest will becoming very dark… but the fallen shall be avenged, one day.
 

This is my preferred way to play Warhammer, as a on-going narrative, re-using characters and units etc. and developing a story. The games then have a context, a location in the world and battles gain some meaning. One-offs are all good, for fun, but using the rules and army lists for narrative play, is, I think 'proper' Warhammer. This was good fun, regardless of the result.

PS – Kurnous knows how the Wood Elves are suppose to stop the Beastmen! The five games were 1 win, 1 draw and 3 losses… Athel Loren is doomed…


 

 

 


 






























 

 


Sunday, 2 August 2026

Retreat to Jelalabad, 1880. Skirmish narrative campaign conversion.

This is a home-spun conversion of the newly published '1812 - Retreat from Moscow', by Pazoot. It is four linked games in a skirmish campaign, set in the infamous French retreat, to see how many of your men can escape the Russian pursuit. The most interesting part is its co-operative, with automated chasing Russians behind.  Three of use were playing, starting with 2 soldiers each to control. I don't have the models for the Russian winter of 1812, but I do stuff for colonial Afghanistan, so I just transposed the scenarios into the desert by 70 years. Little else needs to change... our squad would be British survivors from the Battle of Maiwand, escaping hostile Afghan pursuit, with frostbite becoming heatstroke and dysentry, etc. 

Game One

The intro game is played on a 2 x 2, to learn the basics. 6 soldiers must get across the board diagonally, whilst collecting loot counters, which might be food (you men need to eat between games), medical supplies as bandages, etc. and useful extra equipment. Grabbing this en route, as the Afghan tribesmen hunt you down is the big part of the game. 

As it turned out, we got across the tabletop with some ease, only 1 slight wound from a musket ball, and enough supplies to get through the campaign phase unhindered too. It took about 30 mins to play, but as an intro, we learnt the rules and I assume it's supposed to so easy to start with., to gets you going. So, after picking up another straggler as a seventh soldiers, we moved to Game 2. 

2 x 2, top corner to bottom, searching the buildings (+tents) and camels etc. on the way.

Afghan tribesmen's actions are automated, and often just charge the nearest enemy. Another is shot down before they could reach us, but then, we did roll well all game! Accurate firing from the lads...

Afghan snipers... scores one long-range hit and a wound just as we are about to escape.

Our six pith-helmed survivors about to get off the table corner, trading a few parting shots, then off! The Sarg is last to leave.
 

Game Two

Game 2, things get serious as our seven survivors (one limping), must make their way through a village. More loot to collect from the yards and buildings, and added civilians too, who can aid your squad. We set off speeding through the streets and alleys, grabbing loot counters, but the Afghans were soon arriving in numbers... most sword armed, but a fair few muskets too. We left a small rearguard, 3 men including the Sargeant, to slow the enemy up. This they did, shooting a fair few down, then three riders appeared. As an obvious threat, they were caught in a crossfire and all killed, but that allowed other tribesmen to charge us, and it was bayonet-work for the rearguard. Wounds were taken, and it looked like the rearguard would be cut-off.  Time to run for it! 

Up front, the other 4 soldiers had an easier time and gathered needed loot (food), but a group of 4 musket-armed Afghans arrived (random entry points around the table make it unpredictable) and drew a clear line of site to Lt Willams, our leader. Hit by 3 shots, he was almost dead. One private ran back to aid him along (assisting a wounded man speeds him up - which is cool mechanic). One soldiers also collected a handy camel, well, it was just standing about doing nothing! 

The finale saw a mad a dash for the exit corner, the leading group now covering the rear-guards retreat (run away!!). It seemed like a lot of Afghans would catch them, but heavy fire from the covering soldiers thinned them down, but returning muskets shots also caused a few return wounds, and one melee resulted in Private Edwards wounded 3 times (4 wounds kills a soldier). It was getting bloody. It the end, all 7 of our lads escaped, if two were being dragged with 1 wound left. Pretty exciting stuff... 

The campaign phase followed and we had enough food and water for all, plus our friendly civilian, and then gained 2 more stragglers by killing and eating the camel... which was bit sad. Our civilian turned out to have surgical skills and helped heal up the badly wounded Lt, and we expended our medical supplies to get most back to full wounds, that was until we rolled from heatstroke and dysentry, and all gained another wound from the environment. Weakened from the desert-heat, we are now a party of 10 refugees, ready for Scenario 3, set in a sand storm (snow storm in the 1812 version).... coming soon.


A 3 x 2 village board. There are rules for entering and moving through buildings, climbing walls, etc.  Again, escaping top corner to bottom

A heavy fire-fight along the main street, trading shots. It's much more even this time, and two soldiers, including Lt Williams, are badly wounded and close to death. The camel was part of our loot... I thought it might come in handy. In the end, it ended up as extra food supplies!

Three riders appear, and are shot down. Our small rearguard of three men got themselves into some trouble... but in the end, made a mad dash for it... which was tense for a bit, it looked like we might lose them all.

One rearguard private engaged in melee, whilst behind the Sergeant puts more fire on the riders. He has a civilian in tow... they can be helpful in the campaign phase, but you have to feed them too. Ours turned out to be handy at fixing wounds, which we really needed, because almost all of our squad were wounded in the fight through the village.


Monday, 20 July 2026

'SOLDIERS OF GRANT AND LEE', early play-test. THE BATTLE OF FOWLER'S BLUFF.

The battlefield and scenario were randomly generated, resulting in a hill and rock bluff (cliff) on one end, a stream with a bridge, a wood and a farm house. The hill, in the middle, was obviously going to be the major factor, given both sides now the enemy can take it as an objective, so can’t let them have the easy VPs. It proved to be a main scrap on that flank, as both sides powerful brigades met there, whilst only really skirmishing on the other side.

We both had 3 brigades 2 deployed (1 infantry and 1 cavalry) and one infantry in reserve. Fro turn 1 the battle for the bluff was on, with the Rebs pressing hard, led by a big regiment of raw greenhorns, backed up by some 'regs' and artillery. The trading of fire resulted in the Rebs pulling back to regroup, but one Union regiment broke after a melee, whilst Reb sharpshooters got into the rocks and began their harassing fire, which would dog the Union for the rest of the game (even though skirmishing has a reduced role).

The crux of the fight would continue here for the rest of the game, with both sides sending in a new regiment and seeing them lost as well. In end, the Rebs would lose 3, and the Union 2, so carnage inflicted, but neither could claim the objective points. A few ‘withering volleys’ helped.

On the other flank, the Union cavalry trotted forwards and sent out their skirmishers (in this, I’m going to et the cavalry skirmish too, as harassing actions), but a Reb battery had them zero’d in and broken one. The Union reinforcements arrived on the left and moved ‘at the quick’ to cross the field and get into firing lines. One regiment kept going, along with the cavalry, as I had held a ‘break through enemy lines’ objective, and the chance to grab it was there, with the Reb infantry deploying into the centre. They moved up, but with crossing the stream, not fast enough. One recruit regiment was hit by a heavy a Union volley and broke in panic. The second cavalry regiment moved off the table edge and then the infantry followed.

The difference in VPs had opened up, with the Union having scored a narrow win. The Rebs had pressed hard on Fowler’s Bluff, but could not secure it.

We agreed a few new tweaks, mostly to some new special events and ‘themed’ special rules, as well as the army lists. The role of the cavalry remains a hot topic, because, well, they don’t really have much of a battlefield role and just can’t face infantry volleys. Using them will be something of a subtle art I think, because they can’t be shock troops. Their mobility will be helpful for some objectives, but do not expect much from your cavalry.

A few shots of the action...

Union brigade deploy to fight for the high ground of the bluff, on the right, the main fight today.

The cavalry detachment cover the open fields on the left, but under Reb artillery fire.

Reb cavalry move to face the Union cavalry, via the bridge at the Fowler's farm. Skirmishing followed, but no real clash.

Union greenhorns (brand new recruits) advance in line over the hill, to face the Union firing line.

Sharpshooters get into the bluff's rocks and harass the Union from the high ground all game, and irritating they were....

Under the rocky cliff, the Feds cover the river and woods, but only skirmish with distance Rebs. The main fire was on the hill. 

 

Tuesday, 7 July 2026

Operation Mercury campaign – Game 3 – Battle for Vlakheronitissia

Returning to our Crete '41 campaign, into campaign turn 2, and with more parachute landings (2nd wave, 2nd battalion, this time south of Platanias town), the map shows we have another opposed airborne landing game to play, but before that, for a change, some of my 1st wave fallshirmjager have equipped and  organised, and moved up from the Tavrontis riverbed via the southern slope of Hill 107 (an objective) through the small hillside village of Vlakheronitissia. With NZ troops coming the other way to occupy the village, we decided on a meeting engagement, at 300 points (still squad-level to be done in an evening), a straight Attack/Counter-Attack scenario. Forces picked from the Tobruk book, table set, 4 objectives placed, we got to the dice rolling...

Both side's scouts had a turn of moving up or sniping away, and the Cretan partisans jumped the FJ sniper in the woods in a close assault and killed him. Then the main NZ platoon arrived, led by more partisans headed down the slope, their Vickers MG team setting up behind to cover them.

The FJ moved up through the woods in their corner, and engaged the lurking enemy sniper, but missed. They also took revenge for their sniper and wiped out the first partisan squad with rifle fire. Things heated up in turns 3 and 4, and both sides moved up to secure objectives. The Vickers opened up some long range suppressing fire, aided by flinging 2" mortar bombs. The lead FJ patrol made it into the village, and got onto ambush fire, as the second partisan a squad rounded the corner and madly assaulted them. In a blaze of close range fire, the FJ squad was lost and most of the partisans died in a bloody brawl in the village centre (2 left). On the FJ far left, an MG-34 team traded fire with the Vickers, failing to pin it, whilst a second full NZ section occupied the opposite building. The MG-34 switched to keeping their heads down, but was also pinned by Vickers return fire. The unpinned NZers saw a chnace to assault the MG team from one buildings to the next, and did so, again, the MG team was lost (probably surrendered). FJ had their 80mm mortar set-up and it flung bombs over the village to pin another NZ section as they moved up passed the landed glider (just terrain in this game). 

Both sides had taken a fair few counters (5-6), but turn 5 would be the finale. FJ MG fire was failing to do much, but it did pin down the NZ rifle section in the far left buildings. Then, more rifle fire killed a couple of them, resulting in a rolled 1 on their morale test, routed. The pinned NZ section had seen enough, they legged it. Then, my timed JU-88 strike roared in low, unleashing 8 medium bombs across the upper hillside, which pinned a 2" mortar team and scored a direct hit on the second partisan squad (now pulled back from their early rash assault), it was annihilated in the smoke and dust. That counter, plus one for 'under air attack', saw the Commonwealth force break, 18 scored on a MV of 17. The elite FJ were at 18 of 22. A win! First of the campaign... and the foothold on Hill 107. We can now hold this village and use it to push on for the top, a fight for campaign turn 3. More Luftwaffe support required... first outing for the JU-88 I painted for this campaign, and it was a good one! He'll be back...


The village, up a slight slope (Hill 107 isn't that steep), and few surrounding fields, olive groves and animal paddocks. Lurking in the woods, angry, armed Cretan locals (partisans).

FJ infantry, Germany's blondest and finest, rush up through an olive grove to secure an early objective.

FJ zug engages the locals after they assaulted and murdered their sniper!. They are mercilessly wiped out in revenge.

NZ rifle section investigates the glider... and come under accurate 80mm mortar fire, pinning them down most of the game.

More armed local partisans head for their village.

The finale, timed JU-88 bombs the hillside above the village, and the New Zealanders have seen enough and withdraw. Vlakheronitissa is taken, my foothold to reinforce and then push on for the top of Hill 107, a battle for next campaign turn. The Luftwaffe turned the tide today.

Campaign hex map, turn 2, blue counters are the FJ (each counter roughly a company strength unit). 2nd Sturm Battalion have hit the ground south of Platanias in relatively good order, but one company landed on top of a NZ rifle company (our next game, which may well hurt). Meanwhile, the main objectives of Hill 107 and Maleme airfield must be taken before any extra German reinforcements (the gerbirgsjager) are allowed. Not all NZers have yet been revealed... only revealed as encountered.




Sunday, 5 July 2026

SOLDIERS OF... ACW, EARLY PLAY-TEST

A chance to play-test my conversion of Soldiers of Napoleon into the American Civil War. With some basic lists and profiles and few tweaks, we played 3 brigades each (2 infantry, 1 small cavalry detachment). This was just to get a feel for how it might work, and what might need changing to move from Naps to ACW, and to get better feeling for the theme, and making sure it comes through in the mechanics. How is ACW different from Naps (cavalry use is the obvious example for me)?   

In the end we played for 4 hours and, after a slow start – we deployed a long way apart, which we'll fix in future games, to get into the action quicker – things got hot fast. 

The two cavalry screens both looked like facing off, but actually this fight never materialised, as the Union cavalry made a rash charge at some advancing Reb infantry, won the melee and then took huge punishment for the charge from musket/rifle fire, that saw them off, all but destroying them (beware an Impetuous Cavalry Charge special event). My other cavalry regiment had dismounted and opened up a heavy fire on a Reb cavalry regiment which broke... so the cavalry was pretty much nerfed by Turn 2... the main infantry fight then followed.

The Rebs were on the attack, and pushed hard through Federal cannon fire (a lot of Intense Cannonades), until the trading of volleys began. There wasn't much skirmishing, with reduced skirmish values for all units, which will need looking at, but the big volleys hurt! The Rebs pushed up and made a few charges, most were narrowly defeated, but one Union artillery battery was overrun. VPs had mounted up and it was very close. Into Turn 6, and either side could win it, but the damage was mounting up to be beyond containing, and a a Union regiment (my veteran zouaves) broke and ran. In the end, this gave Jonny Reb a harrow victory, breaking the Union lines by -3 VPs, vs the Union equalling the Reb's break point. So, with a few better rolls, or even the Rebs flunking a rally attempt that saved one battered regiment of recruits, it could have been a different result. 

It left me with a few good thoughts on changes, but generally that volleying, at slightly longer ranges, is lethal, and will be the main feature of the battles. We need to be careful that the extra artillery allowed doesn't come to dominate too much, its needs to be powerful, but not so that you can just sit back and pound away to win. My batteries would have been a defining aspect of this fight, if they hadn't run out of ammo! The "Ammo Low' card needs looking at, it's a no-brainer of a play as it stands to nerf larger batteries. 

Work to do, but it was fun and a positive start. Here is a few pictures.


The Confederates advance towards the big house, held by the Union.

Reb cavalry come through a small copse, only to be shot down by dismounted Feds with repeater rifles and a 'withering volley'... cavalry's role will be a tricky one, but as mobile infantry makes a nice point of difference from Napoleonics.

Blue line holds the road and volley away. Longer ranges means it happens more...

Union CO (4 command points) and a supply wagon... such things have to have their place on the field. Mine resupplied a artillery battery low on ammo, which then ran low on ammo again! 

Union battery in front of the big house, hammered away to good effect, but was later overrun in a Reb charge, but not before canister fire did its work.... which got messy! 



Monday, 29 June 2026

more CORE-HAMMER ARMY LISTS x4

 


LIZARDMEN LUSTRIAN TEMPLE GUARDIANS

Lizardmen Characters (max 33%)
0-1 Slann Mage-Priest (lvl 4) (in any size army)
0-1 Saurus Old Blood (in any size army)
Saurus Scar Veteran
Skink Priest (lvl 1-2)
Skink Chieftain

Lizardmen Core (min 33%)
1+ Saurus Warriors (max 30)
or
1+ Skink Skirmishers (max 20)

Saurus Warriors (max 30)
Skink Skirmishers (max 20)
Jungle Swarm (max 10 stands)

0-1 Temple Guard (if a Slann Mage-Priest is included)
0-1 Cold One Riders (if a Saurus Scar Veteran is included)
0-1 Terradon Riders (if a Skink Chieftain is included)

Lizardmen Special (max 50%)
Temple Guard (max 30)
Chameleon Skinks (max 20)
Cold One Riders (max 10)
Kroxigor (max 10)
Terradon Riders (max 10)
Bastiladon (max 1)
Salamander Pack (max 5)

Lizardmen Rare
(max 25%)
Razordon Pack (max 5)
Ripperdactyl Riders (max 10)
Stegadon (max 1)
Troglodon (max 1) 


SKAVEN WARLORD CLAN

Skaven Characters (max 33%), minimum of 1 character
0-1 Warlord or 0-1 Vermin Lord (in any size army)
0+ Clan Chieftain
0+ Clan Eshin Master Assassin
0+ Grey Seer (lvl 3) (+ 0-1 Screaming Bell)
0+ Clan Skyre Warlock Engineer (lvl 1-2)
0+ Clan Pestilens Plague Priest

Skaven Core (min 33%), minimum of 1 compulsary unit
1+ Clanrats (+ attached weapons teams)
or
1+ Dregs

Clanrats (+ attached weapons teams) (max 50)
Dregs (max 60)
Nightrunners (max 20)
Giant Rats (max 50)
Rat Swarms (max 10 stands)

0-1 Stormvermin (for each Clan Chieftain included)
0-1 Plague Monks (for each Clan Pestilens Plague Priest included)
0-1 Gutter Runners (for each Clan Eshin Master Assassin included)
0-1 Poison Wind Globadiers (for each Warlock Engineer included)

Skaven Special (max 50%)
Storm Vermin (max 30)
Gutter Runners (max 20)
Rat Ogres (max 10)
Plague Monks (max 40)
Warplock Jezzails (max 10)
Poisoned Wind Globadiers (max 10)
Clan Pestilen Plague Censor Bearers (max 10)
Plagueclaw Catapult (max 1)

Skaven Rare (max 25%)
Hellpit Abomination (max 1)
Doomwheel (max 1)
Warp Lightning Cannon (max 1)


CHAOS DWARF ARMY OF ZHARR-NAGGRUND

Chaos Dwarf Characters (max 33%) minimum of 1 character
0-1 Infernal Castellan (in any size army)
0-1 Sorcerer-Prophet (lvl 3) (in any size army)
0+ Bull Centaur Taur’ruk
0+ Daemonsmith-Sorcerer (lvl 1-2)
0+ Infernal Seneschal
0+ Hobgoblin Khan
0-1 Black Orc Bigboss

Chaos Dwarf Core (min 33%) minimum of 1 compulsary unit
1+ Infernal Guard (max 40)
or
1+ Infernal Guard Blunderbusses (max 30)

Infernal Guard (max 40)
Infernal Guard Blunderbusses (max 30)
Hobgoblin Cutthroats (max 40)

0-1 Infernal Ironsworn (for each Infernal Seneschal included)
0-1 Bull Centaur Renders (for each Bull Centaur Taur’ruk included)
0-1 Hobgoblin Wolf Riders (for each Hobgoblin Khan included)
0-1 Black Orc Mercenaries (for each Black Orc Bigboss included)
0-1 K’daai Fireborn (for each Daemonsmith-Sorcerer included)

Chaos Dwarf Special (max 50%)
Hobgoblin Sneaky Gits (max 20)
K’daai Fireborn (max 10)
Bull Centaur Renders (max 10)
Hobgoblin Bolt Throwers (max 1)
Hobgoblin Wolf Riders (max 20)
0-1 Black Orc Mercenaries (max 30)

Deathshrieker Rocket Launcher (max 1)
Magma Cannon (max 1)
Dreadquake Mortar (max 1)

Chaos Dwarf Rare (max 25%)
0-1 Infernal Ironsworn (max 30)
Iron Daemon (max 1)
Hellcannon (max 1)


SUMMONED DAEMONIC LEGION

Daemon Characters (max 33%) minimum of 1 character
0-1 Greater Daemon (in any size army)
0+ Daemon-Prince
0+ Daemonic Herald

Daemons Core (min 33%) minimum of 1 compulsary unit
1+ Daemonic Infantry (select one: Bloodletters, Daemonettes, Plaguebearers or Pink Horrors, must be same alignment as a Greater Daemon or Daemon-Prince) (max 30)
or
1+ Daemonic Beasts (select one: Fleshhounds, Seekers, Nurglings or Blue Horrors, must be same alignment as a Greater Daemon or Daemon-Prince) (max: see below)

Bloodletters (max 30)
Fleshhounds (max 20)
Daemonettes (max 30)
Seekers (max 20)
Nurglings (max 10)
Pink Horrors (max 30)
Blue Horrors (max 40)
Brimstone Horrors (max 50)
Chaos Furies (max 20)

0-1 Blood Crushers (for each Herald of Khorne included)
0-1 Fiends (for each Herald of Slaanesh included)
0-1 Beasts of Nurgle (for each Herald of Nurgle included)
0-1 Flamers (for each Herald of Tzeentch included)

Daemons Special (max 50%)
Blood Crushers (max 10)
Fiends (max 20)
Hellflayer (max 1)
Seeker Chariots (max 3)
Beasts of Nurgle (max 10)
Plague Drones (max 10)
Flamers (max 6)
Screamers (max 10)

Daemons Rare (max 25%)
Skull Cannon (max 1)
Burning Chariot (max 1)
Soul Grinder (max 1)


Saturday, 27 June 2026

The Battle of the Crosstown Turnpike, ACW, 1863

This was an introduction game of the Longstreet rules, explaining the game to two new players, thinking of painting up their own ACW armies. My miniatures, and mixing theirs and mine terrain, with a scenario that saw the Rebs trying to force the Union away from a crossroads on the Crosstown Turnpike. The Union deployed to defend the line of the road, with their cavalry on the far left. The Confederates would attack passed the farm, by the crossroads objective, again with their cavalry on their left (so at opposite ends of the board, with the same rough plan). 

The Confederacy was in a hurry, and got advancing all along the line, as their batteries started to inflict the first hits. One bold regiment of Georgia recruits came at the double up the road, directly at the crossroads, it took the brunt of the Union fire, Parrot rifles and then rifle fire causing them heavy losses here. Meanwhile, the other columns (no firing lines here), moved up relatively unscathed. The Reb cavalry was working their way through a small pine wood, whilst the Union cavalry waited in place, and waited...

Turn 2, and the Rebs came on. Some rifle fire, but mostly just an advance 'at the quick'. The artillery had the Union Zouaves in a cross-fire and were inflicting damage on the best Union unit, as one larger regiment closed in on them. The Union held fast as their line opened up and inflicted a few losses, but their cavalry again failed to get moving, querying orders. Turn 3 would see the Reb charge at the crossroads.

When it hit, one Union regiment threw them back, but the other gave ground, deeper into the pine forest. The Reb cavalry had their route blocked by a union column, preventing them getting to the guns, some protection at last! The Confederates could now claim the objective.  The Union needed to responded, but their fire was weak, the Yankee guns largely blocked for targets. The cavalry gt moving, at speed, making up for lost time, around the back of wood, rather than risk the cannon fire. Turn 4 would be make or break... as the full charge impacted from 5 infantry regiments and the grey cavalry got involved too. The Confederates had an 'eager for the fight' card, very handy as the grey swarm rushed up to finish the job started last turn. Everywhere the Union lost those fights, driven back, with two regiments wiped out, including the 142nd NY veterans. The Reb cavalry also reached one battery and overran it. Disaster had engulfed the Union position, and, holding the objective, their break point was easily exceeded. A solid win for the boys in grey/brown, taking the Crosstown Turnpike at the rush... the Union cavalry had contributed nothing due to the various delays inflicted upon them. In all, maybe 2.5 hours, game done...  good fun.

Union lines, their right, facing the farm and crossroads. The line was split by the pine forest in the centre, which was occupied.

2 regiments and 2 batteries on the Union left. they await the rebel assault.

'Onward boys!' Georgia's recruits are sent directly up the road, into the teeth of the Union firepower, as the farm yard is also occupied to provide some supporting fire for the bold march.

142nd New York, Zouaves, on the Union left. Veterans infantry, so a tough nut to crack. They guard this flank, along with cavalry, so it should be secure...

Far left, for the end run, the US cavalry, but it would be a difficult battle for the mounted arm.

Reb guns on the high ground overlooking the Union left, and the target of the US cavalry attack.

Marauding Reb cavalry, on their left, around the trees on their own end run. But Union infantry block the way, until they withdraw, making a quick charge to guns viable.

 
The bronze Napoleons target the 142nd NY for heavy fire, battering them. Where is the cavalry attack meant to silence these guns?

Height of the battle, the Reb's 'eager for the fight' charge, charge and charge! Streaming across the turnpike road, a swarm of grey/brown. Union firing line under heavy pressure. It cannot hold and is forced back.

The last of the 142nd NY veterans also face a 'Rebel Yell' and the charge, the left flank is lost as they are defeated and destroyed. The Union position is in big trouble... well, it's been destroyed...