Showing posts with label report. Show all posts
Showing posts with label report. Show all posts

Saturday, 24 March 2018

Maurice Campaign 2 - This Time It's Personal

On Thursday we started another six-player Maurice campaign. Unfortunately Gary (Ottomans) couldn't make it, so we rigged the pairings for the first war so that Caesar (French) opposed him, with their game to be played at a later date, whilst the remaining four of us picked one or the other to support and paired off against each other.

So the first war consists of Gary (Ottomans), Peter (Austrians) and myself (Haapasaard-Skando) vs Caesar (French), Ralph (Prussians) and John (Irish).

The last two nations in each alliance might seem unfamiliar. The Electorate of Haapasaard-Skando is basically a Swedish-inspired army based around a fictional Baltic nation which grew out of the Swedish victory in the Great Northern War.  It gave me an excuse to use my Swedes, but padded out as required by Russian troops. The 'Irish' army is Cearbhall's Cataphracts which is, as best as I can tell, an army-sized gang of Irish mercenaries with an improbable backstory.

Anyway, as described above, at some point in the future the French will fight the Ottomans. On Thursday we saw the Austrians defending against a Prussian attack, whilst the Irish found themselves assaulting the army of Haapasaard-Skando.

I couldn't resist weighting my campaign army towards cavalry, something which will, no doubt, come back to bite me on the bum over the next few weeks. Haapasaard-Skando fields seven units of regular cavalry and three of irregular.

The infantry is very much the secondary force - six units.

Faced with a strong cavalry force on one flank, John decided to march his Irish against the other, hoping to overwhelm the defenders of the village of Bona-Polari.

I switched my cavalry to that flank as well, catching teh Irish cavalry formed up just before his infantry could move up in support.

It was tight though.

The Irish cavalry fought like demons, and it has to be said that the Swedish horse were not at their best, despite their flank attack advantages and hard-charging Cavaliers special trait. The Irish cavalry did give ground, but not as fast as they should have done. This left the horse of Haapasaard-Skando very battered even after they finished off the majority of the Irish.

John pretty much abandoned his cavalry anyway, focusing his command on getting his infantry into position to face mine. Some of this involved polishing of the remains of my cavalry, though, leaving my morale in a very precarious position.

The Irish led with their elites, but Swedish musketry was better than their use of sabres and they halted the Irish attack, even counter-attacking to finish off a guard unit on the point of breaking.

The Irish made a bold attempt to assault the village with another guard unit, but were thrown back. The Swedes sacrificed a unit of irregular horse to finish off the attackers before they could rally (not pictured).

With his second line of infantry still disorganised, and very much in the wrong part of the battlefield, John decided to withdraw his army at that point, despite a heft morale advantage. My troops could afford to play for time, and nightfall was fast approaching. This gave Haapasaard-Skando a minor victory.

Meanwhile Ralph's Prussians assaulted Peter's Austrians. I don't have the details of this battle to hand, but I know that it started with some brisk fighting between opposing hussars in the woods near the Prussian baseline, followed by a Prussian attack on the Austrian infantry that nearly broke them, the deadly Prussian musketry tearing great holes in the white-coated ranks.

Peter snatched a victory but pulling his cavalry out of reserve and onto the flanks of the Prussian infantry, giving Ralph pause for thought and causing him to call off the attack and quit the field.

This gives two victories to the Ottoman/Austrian/Skando alliance. The war could end if the Ottomans win or don't lose heavily. I hope so, because in rolling for post-battle experience my troops didn't do so well, and after replacing losses a lot of my army is now conscripts in dire need of a period of peace for essential training.

Sunday, 18 March 2018

Sunday Dreamtime

I got out my Indigenous Australian matched HOTT armies this morning, since I have been promising myself for ages that I'd try a couple of games and see if the matchup really is as unbalanced as I think it is.

I'm happy with the Heroes of the Dreamtime (shown here). They're a nice mix of warband and flyers, with a single beast and hero in support, and a god and some lurkers waiting in the wings.

The Horrors of the Dreamtime are more of a problem, mostly because they have a single flyer general and no other aerials, making him rather vulnerable, since the opposing army has two flyers and (potentially) a god. Oh, and the hero. The two behemoths are quite dangerous to the opposing warband, it's true, and there's a magician to cause the enemy flyers a few hairy moments, but really it doesn't seem enough. The rest of the army is beasts, hordes and lurkers.

So in the first game the Horrors attacked the Heroes. The Heroes got themselves onto a hill, whilst the Horrors advanced.

The Heroes' god appeared, and immediately attacked the Horrors' general.

The Horrors continued their advanced, but the god kept up his attack and killed their general. Game over.

The second game saw the Horrors defending. Both armies ended up fighting a very fragmented battle.

This was due, in part, to the Heroes opting to ignore a frontal assault on the enemy Behemoths (sensible) and send the warbands on a flank march through some woods. Rubbish PIPs meant that the Whowhie was able to move to intercept them.

The Winjarning Brothers, the heroes of the Heroes, rushed to the warriors' aid.

Meanwhile the mighty Wulgaru was having trouble with some domesticated dingoes.

He recoiled into the Goose Women (magician), destroying them.

It was all looking a bit of a mess for the Horrors.

The Horrors got a line together, but the Heroes attacked. The Whowie was driven back by the heroes and ...

... a lucky combat roll saw Marmoo The Evil One killed by some whirlwind-spirits, ending the battle with another defeat for the Horrors.

My conclusion? The Horrors need a rethink. I'm tempted to drop one of the beasts (since they are very similar in background) in favour of a second flyer, and even two of the hordes in favour of a third. This would give the Horrors a decent supported aerial force, albeit one hampered by the PIP costs of having a magician in the same army. I shall have a think about how I want to depict these new elements, and give them  a try. Sometime in the next ten years or so ...

Friday, 16 March 2018

Punch A Nazi

I know how much most people here like to see Nazis getting a good kicking (and if you're not one of those people, what are you even doing here?), so here's some pictures of a couple of games of HOTT I played against Geoff last night. I used my Weird Reich army. Geoff used the Weird WWII Americans in the first game, and won, and then the Weird WWII Soviets in the second game. And won again.

Americans vs The Weird Reich

Gung-ho US soldiers pile into the Death's Head Battalion. In fact the skull-heads came of best in this fight, one of my few successes of the evening.

A few brave boys engaged Adolf himself, who fled to his bunker (some bad going far to his rear).

Captain America and The Haunted Tank teamed up to take down the Aryan Superman.

Desperate fighting in some ruins. The ruins had to be removed because of all of the fighting.

The Death's Head Battalion has a go at The Haunted Tank.

But this is where it all ended. Cowering in the ruins, Adolf was attacked by ... Lassie! And Lassie won.

On to the second game. I used the same army as before, whilst Geoff switched to the Soviets

I had a good feeling about this game, and advantages on a couple of key parts of the battlefield.

Hordes and skulls faced-off on the left (although skull-headed soldiers already have an advantage in a face-off).

On my left I did a grand job with the werewolves, but Geoff did a grander job with The Hero of the Soviet Union and an even grander one with Stalin in his battle-suit. These two elements cut their way through the Nazi centre, before finishing off the werewolves to win the battle.

So that was the Nazis thoroughly punched twice.

Meanwhile, elsewhere in the room, everyone else was having a far more sensible time refighting Marengo using Black Powder.

Saturday, 10 March 2018

Ceidonia In The Cantons

It's a little known fact that the red and yellow liveried Dukedom of Ceidonia, famed of many HOTT games, was, in fact, a neighbour of Switzerland during the late medieval period, and fought many battles against the Cantons.

Yes, today I finally got my HOTT Ceidonians on the table with the extra elements they needed to become List IV13b - Medieval German. This required extra spears and knights, plus some hordes and psiloi. Here they are, attacking in their first game of the afternoon. In the foreground you can see the feudal retainers (hordes).

Despite the Swiss defending, the battlefield was very open. The Swiss chose three difficult hills and a hamlet. The first difficult hill placed is particularly large, and all three of the other terrain pieces were rolled to appear in the same sector, meaning that they had to be discarded. The Swiss ended up defending on an open plain, whilst the Ceidonians just had to work their army past the hill.

The Ceidonians occupied the hill with their archers and crossbowmen, and the Swiss moved up their crossbows and some of their halberdiers to drive them off. There was some shoving back and forth, and then it died down as neither army had their commander close enough to expend PIPs there to make enough of a difference.

The Ceidonians advanced in the centre.

The Swiss swung one of the blocks of halberdiers off the hill and attacked the knights in the flank. This was a poorly judged attack from a HOTT player. In HOTT this would be deadly - the blades get a -2, yes, but so do the knights for fighting an enemy in bad going. In DBA the mounted are not penalised so long as they are entirely in good going, and these knights were. The blades were down in terms of factors, although it was true that they couldn't be quick-killed by the knights. But it wasn't as good an attack as it looked. The Swiss were pushed back.

They went in again, this time with flank support, but the knights rolled well, and destroyed the Swiss infantry, putting them two elements down.

The Ceidonians charged.

There were mixed results; the mighty knight-wedge was driven back, and another element of knights destroyed, but the Duke of Ceidonia led his men-at-arms straight through the Swiss centre, sweeping all before him.

However this left him rather exposed, and he was quickly surrounded.

Undeterred he fought his way out, destroying another Swiss element to give the Ceidonians a 4-1 victory.

The Swiss defended in the second game as well, and picked the same terrain. This time the rolls went in their favour and they pretty much got to choose where to place everything, leaving the Ceidonians fighting in a very enclosed battlefield. The Swiss set up in a pass between two hills.

The Ceidonians were forced into an unwieldy column by a hamlet and a smaller hill. They opted to mass their foot on their right, hoping to push it forward and win the battle on the hill on Swiss left.

The Ceidonian infantry advanced, crossbowmen and swordsmen, with their flank covered by archers.

The Swiss got an excellent PIP roll, however, which enabled them to charge off the hill catching the Ceidonians in the open. Their light horse swung round from behind the hill to hit the Ceidonian light infantry in the flank.

It was a bloodbath. The Ceidonians lost three elements, virtually destroying their right flank.

With the Swiss very much in charge, the Ceidonians only had one option; an attack in the centre. Their wedge charged, and destroyed a Swiss element. The pursuit put the wedge in contact with the Swiss general.

It was now the Swiss bound. If they lost the fight against the knight, and failed to destroy any more Ceidonian elements, then the battle would be lost. This wasn't a time to get 1 PIP. They got 1 PIP.

They brought up a reserve element to overlap the knight-wedge, and that was enough. The Swiss general's bodyguard fought like demons, rolled brilliantly and destroyed the Ceidonian knights, giving the Swiss a 5-2 win.

The end of a short, bloody battle.

I love the look of the DBA Ceidonians, and at some stage will do the few additional elements I need to do to be able to run them as an Italian Condotta army instead. Of course all of the additions will work for HOTT as well.
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