Saturday, August 2, 2025

The Shadow of the Axis - Alternative WW2 campaign - Boltaction - Combined arms - Sea Lion Game 4 - Iron Hulls and Iron Hearts

 

Operation: Sealion has achieved its initial objectives, A lull in the fighting (reposition situation card, preventing fighting that turn) allowed the Heer to infiltrate and secure a poorly defended London, Storms in the channel scattered a Royal Navy Flotilla and the Wehrmacht is in control of all objectives bar the defenses along the coast of Kent, Germany possess 6 victory points whilst Britain has 5.


Having taken Grievous Infantry casualties in the past weeks the British Army is relying on their armoured formations to smash the invaders and give the infantry time to regroup.

Game 1 was an Bombing run against the German Tank unit crossing from France into the channel. The RAF played the scramble card which allowed them to reposition 2 Air units to attack the single Air unit defending the convoy, so we played 250pts of Luftwaffe to 500 points of RAF.




The game started well for the Luftwaffe, I played a card that made one of my planes an ACE but I made a mistake! I didn't read the 6 turn game limit and only realised turn 3, my strategy of trying the break the Spitfire squadron and then leisurely shooting down the Bombers was undone and by the end of turn 3 I had lost 1 plane and accrued 3 boom chits forcing my squadron to disengage, losing the Tank unit in the process.

Panzers make the bottom of the Channel their home

Next game saw the British try and retake the factory, Conrad rolled on the table and we got Scenario 8: Manhunt! The objective of this game was to capture the LT in an assault or to force a draw kill him.
 The Heer was outnumbered 2:1 facing down a tank unit and an infantry unit, I initially deployed a veteran squad, 2 MMG's, a Forward air observer which I got from playing a Card, my LT and a PanzerJager.


The Preliminary bombardment put a lot of pins on my defenders!


The Homeguard armoured Flamethrower lorry rolled up the table, before it could disgorge its flame cannon into the Veterans in the church the PanzerJager fired and blew it up! Next turn the PanzerJager fired and forced the Tank down before the MVP's of the game my Veteran squad annihilated the tank with AT Grenades.

Following that the Veterans Beat off an Assault of Tommies losing 4 but killing 5 and taking the rest of the squad prisoner.


Then another squad of Tommies poured out of the Bren carriers and were wiped out by the Veterans before they slunk back into their cover.


Two tanks rolled in from my board edge trying the shoot the Veterans out of the building but failed to achieve much other than putting on pins.


Finally the forward observer called in an artillery barrage on his own position and landed a direct hit on the veterans killing the remaining 3.


After some toing and froing the Home guard charged towards the LT and his batman, they responded with SMG fire and then a 3 was rolled on turn 7 so NO turn 8 - Germany wins.


I rolled 2 6's to destroy the tanks and the Infantry, it was getting late so next we auto resolved and tank battle and the Germans won, but didn't destroy the British.


Then the card came thick and fast, Germany scored 2 VP's for holding London a 'Cultural centre', the with the reshuffled deck scored a VP for holding the factory. With one point to go before final victory and only 1 British unit left on the map and only 2 Air units Germany won. The End of Sealion and the End of WW2 in the west (in this alt history atleast).

When I had this Idea to do Sealion I didn't have any minis, I conned my wife into a Early war Germans army set for valentines and 3d printed so many tanks and guns, I also used Wargames Atlantic's BEF. It's been great to see all the hardwork go into such a great and fruitful project. 

Finally I'd like to thank James, Nick and Conrad for their Gentlemanly manners, eager participation and general enthusiasm. I find the greatest pleasure in running these games and bringing people into the hobby, fighting battles, drinking beers and making memories.


Friday, July 11, 2025

The Shadow of the Axis - Alternative WW2 campaign - Boltaction - Combined arms - Sea Lion (Game 3) - A Cruise across the channel

 

 
The first game of the session was Blood red skies, 500 points of Luftwaffe against RAF.


The Luftwaffe got a jump on the bombers, the ME110's came in hard and by turn 3 shot 2 of the 3 bombers down which was particularly lucky because the ME110 squadron was one boom chits short of disengaging.



Next game turn we had a storm, so no air ops this turn.


The Germans retained the initiative and attacked the British infantry south of the radar station.

Randomly rolling we got the Mission Demolition, I played the forward air observer card and got a free air observer.




The Germans were attacking but I decided on a more defensive setup with most of my units hidden in cover. I kept a unit of infantry and a truck off the table and outflanked to the right. The British had a very aggressive forward deployment across a broad front.


The British pushed the Matilda forward to machinegun the Sniper team, in response my Flammenpanzer 1 'Jormungandr' advanced and fired the LHS flamethrower at him, terrifying the crew and setting the tank alight.


The Flammenpanzer 1 then advanced across the field and tried to flame the infantry hiding behind the stone wall after a JU87 from the Forward air observer came down and bombed the Mortar team.


The MVP of the match then proceeded to move up and flame a squad hitting them, killing 5 and making the other 5 run for their lives, I can only think those regulars passed the scared home guard as they moved up and locked down the objective, now there was a mexican standoff, the Home guard had anti tank grenades and more likely than not destroy the flame tank if it got across the river to push the objective.


The Heer infantry squad put a pin and killed an operator of the AT gun before the Panzer one advanced again, missed with the flame thrower to their relief only for the turret MG to kill a gunner and make the final gunner break.


The British now tried for a big push on the objective, the infantry squad by the destroyed farm house in the middle tried to advanced but failed their order test and went down whilst the LT lead an advance to the cross roads and in effectually fired on the SIG33 Cannon. The SIGG33 responded with a direct fire HE shell and killed Everyone in the squad in a single shot, not a single 1! 


The final move of the game Turn 5 was the truck pulled up from Outflank, and the infantry assaulted the Home guard, won the combat and consolidated into the objective winning the game.


I needed to roll a 5+ to destroy the infantry and I rolled 2x6's destroying both.


Next turn we pulled the factory card and I won a VP and the British reinforced with a ship, then we pulled reposition meaning no battles this turn I advanced to London using a mixture of orders and cards whilst he advanced his armour forward to lock down the Fortifications around Kent.

That concludes the 3rd Game of Combined arms Germany's score of 6 and the British score of 5 - Total Victory would be 10.

Tuesday, July 8, 2025

Warhammer 40,000 Campaign - Tellinor VII - Game 5 - Assault of the Steel Panthers

 

 Following the defeat and stalemate at the Dontora power station the High command of the Tellinor VII doubled down. Colonel Absolon Caledon was Regimental commander of the 7th Steel Panthers, a native PDF armoured formation. 


During the Initial invasion the 7th a crack formation of the PDF sustained 90% casualties when a piece of the Heretic transport ship 'Fleshflayer' and several cargo containers crashed into the assembly yard of their depot along the Macharian Ridge detonating in a massive explosion, the 'Fleshflayer' was crippled by Imperial navy bombers in high orbit and disintegrated in the atmosphere spilling men, vehicles and cargo containers across the surface of the planet.
 The 7th had be rebuilt from a fresh draft of reservists in the following weeks, many of the men and women had served previously, morale was high for the coming battles. The rotting machinery used in the production of Malcador Tanks long since put out of productions by the Administratum was reactivated and soon ranks upon ranks of the machines rolled off of the lines, whilst not as modern as the Steel Panthers previous Leeman Russ Mounts the crews were happy to be driving anything.

 An armoured thrust south of Dontora power plant was organised to strike the Alexia Primus Plasma Generator Plant, encircling the defenders by cutting Highway 67 whilst a Penal Regiment assaulted the plant from the front.


 
Tellinor 7th Steel Panteras, 3100 POINTSIron warriors Armoured battlegroup
SUPER-HEAVY TANK COMPANY [600]DEFILER ASSAULT PACK [650]
2 Baneblade, Supreme Commander, Shadowsword, Commissar, Salamander Command Vehicle
6 Defilers, 3 Defiler
TANK COMPANY [650]ARMOURED ASSAULT COMPANY [355]
10 Leman Russ, Commissar, Salamander Command Vehicle6 Chaos Vindicators, 3 Chaos Vindicator
TANK COMPANY [650]DREADNOUGHT ASSAULT PACK [275]
10 Leman Russ, Commissar, Salamander Command Vehicle5 Chaos Dreadnoughts, Chaos Siege Dreadnought
VULTURE SQUADRON [300]ARMOURED COMPANY [705]
4x Vultures, Commissar8 Chaos Land Raider, 3 Chaos Vindicator
VULTURE SQUADRON [300]ARTILLERY BATTERY [325]
4x Vultures, Commissar4 Chaos Basilisks
ARTILLERY BATTERY [250]SUPER HEAVY COMPANY - DECIMATOR [225]
3x Manticore, CommissarDecimator
FLAK BATTERY [150]HELLBLADE FLIGHT [200]
3x Hydra3 Fighters
DESTROYER SQUADRON [200]HELLTALON FLIGHT [225]
3x Destroyer Tank hunter, Commissar2 Fighter Bombers


In this game the Iron warriors got +1to strategy rolls whilst the PDF got 100 extra points, and a special rule. The PDF deployed their Vultures forward to threaten the Iron warriors armoured columns whilst the Dreadnoughts deployed basically ontop of the Destroyer squadron.


Turn 1 Chaos Fired their artillery directly at the left most Vultures breaking them, before assaulting the Destroyer squadron in the forest and losing combat. Then the Guard began to move their tanks forward and punish waves of Battle cannon fire put many pins and left many smoking hulks in the Chaos armoured host before the vultures did a double action and put their Hellstrike missiles into the Land raider unit.


The battle began to unravel for Chaos as the Malcador squadrons poured fire into the Defilers and Land raiders breaking the Land raider unit., which 'retreated' towards the centreline objective.


Turn 2 the Defilers pulled back and shot and broke the last unbroken vulture squadron before the Malcadors moved forward and destroyed more breaking the defilers, the Superheavy tank squadron doubled back towards the Home objective and the shadow sword took a shot at the decimator.


The Dreadnoughts did not regroup at the end of turn 2 and sat hiding in the forest as the Destroyer squadron put down 2 more defilers.

Game ended with Chaos Contesting the Take and Hold objectives, whilst the PDF scored Break their will and Take and Hold. Rolling to capture the Alexia Primus Power plant, the PDF now Get 100 extra Points a turn, a special rule and +1 to their strategy rating.





Saturday, July 5, 2025

Warhammer 40,000 Campaign - Tellinor VII - Game 4 - Tug of war over Dontora Power plant

 

 Marching in lockstep the Commissarial guards marched Lt. General Damitz Gante into the court marshal, he was accused of retreating without permission. The proceedings and testimonies took hours, this was no drumhead court marshal, a rank of Lt. General was afforded some respect before they shot him. In the end it was the aggressive defence of the left flank that saved him, having had his company shot, blasted and burnt out from under him and orchestrating a brutal counter attack where a number of vaunted terminators were killed and their suits dragged away with recovery cables from a damaged Russ as the arch enemy closed in whilst his artillery commander Captain Marika Sour failed to respond to orders, it was argued that a withdrawal was all that could be done, saving 2 full companies of Guardsmen, a Company of basilisks and an understrength company of Leeman Russ. Lt. General Gante was demoted to Major General and Captain Marika Sour of the Basilisk battery shot for dereliction of duty in the face of the enemy. Just as the tide seemed to be turning against the Arch-enemy fate stalled the advance.

This game the Imperium Got 100 extra points for Manufactorums and a special rule for their command posts, Chaos got +1 to their Strategy rolls for more power plants.

Setup

The PDF used their special rule to give the Basilisks scout, the Leeman Russ company deployed in the centre along the road and a Shadowsword on the left flank to counter the Decimator and it's powerful cover ignoring marcocannon. Chaos had 2 Iron warriors companies on their left flank in transports and a large force of Vindicators in the centre, moving to their right a battery of Basilisks and the decimator with a garrison with the Warsmith.

Turn 1


 Chaos brought in their hell talons to strafe the Manticores on the guard left, whilst their Basilisks used direct fire to destroy 2 PDF Basilisks. The Leeman Russ company went onto overwatch whilst the Regimental command on the right flank occupied the forest. Chaos Marched much of their army to focus on the Regimental command whilst the Guard manticores fired successfully and broke the IW Basilisks and Decimator.

Turn 2

The Iron warriors swept away the PDF regimental command in a combined assault taking that much needed Initiative reroll and securing that objective.


The Leeman Russ company failed their initiative test and without the reroll were forced to just move this turn, the basilisks fired and did little to the Iron warriors in the forest.

The Decimator doubled forward and put 5 blasts and 4 dead on the PDF infantry company occupying the buildings on the left before the Warsmith and his warband marched to face down the infantry company.

Turn 3



The Warsmith charged in start of turn 3 and wiped the Infantry company with the help of some obliterators that teleported in start of the turn, this seal the deal on the game as I had no other units that could contest the 'Take and Hold' objective, with Take and Hold and They shall not pass it was a forgone conclusion.


Chaos rolled to take a Shield Generator but rolled a 6 when a 7 was needed - a stalemate.

Thursday, July 3, 2025

Mighty Empires - Historical - Battle tactics basic to advanced

 


 Soon I will begin a Bronze age campaign in the Levant set during the 13th century bc set between the Egyptian and Hittite Empires, I'm introducing 1-3 new players to Warmaster and I thought I should write them a preamble on tactics, then I thought why not blog it so if anyone else was ever looking to get into Warmaster or wanted to learn some tips and tricks.

The basics

 Warmaster is a game that rewards generalship and good planning, army composition is relatively straight forward, especially in Warmaster Historical where there is far less access to an already limited pool of special units and abilities.

Leaders and telegraphing

 When you move your leaders, place them in front of your troops about 19cm of them, if your opponent tries to rush them they can pick a unit within 30cm to join. In your next turn it means you're less likely to suffer a distance penalty for orders.

 A trick you can use is to place a leader forward in a position that telegraphs a move next turn, maybe a flanking move? this can trick your opponent into moving troops into a compromised position for another unit to flank charge or it can slow them down and push them into a defensive posture giving you the initiative.

Line vs Block

 Brigades are formations of 2-4 units that can be commanded together so long as they maintain physical contact, I will assume the reader has read over the rules at least once and so understand the penalties to leadership, a new players first impulse with their brigade is to place them in a linear fashion to maximise unit frontage, that's not to say this is a bad formation, it can be quite effective during an offensive as it makes it easier to ensure all your stands are going to reach them enemy.

 This formation is ideal for when you have a mixed force of Hand Infantry and Archers, where the archers can fire from the front whilst the Infantry provide support from the rear, however in some situations it can be far better to place your infantry in blocks, unit stands stacked one behind another in a column. 

This formation takes advantage of the rule forcing chargers to maximise their frontage when charging, so your opponent must spread a single unit out across the frontage of the opposing formation and then during combat evenly distributing their attacks across multiple units instead of a single unit like in a linear formation.

 As an example a Unit for Egyptian Infantry are charged by a unit of Hittite infantry, the Hittite infantry get 12 attacks - 9 base +1 for charging over open ground per stand.
 They must spread these attacks across the 3 opposing units, hitting on 4's they hit each unit statistically 2 times, the Egyptians now reply with 9 attacks back but all these are focused on a single unit, hitting 4.5 times, lets say they're unfavoured in the exchange and cause 3 wounds.
 Now players count up supports, both sides get 3 supports from the stands behind them, so the total comes to 6vs3, however there is one more step, the defender divides the number they lost by the number of units involved - lose by 3 divided by 3 = 1 they only fallback 1cm. This means instead of getting the +2 to attacks for winning combat and pursuing the attacker only gets +1, additionally because the attacks were spread across all 3 units and the owner gets to allocate wounds any stands lost can be removed from the back meaning the frontal stands remain supported for the next combat and the line is maintained, presumably at men from the rear surge forward to support their unit.



 This tactics is best used in a defense, when you want to pin an enemy in front and have a reserve to line up a flank charge. One trick I liked was to place a cavalry unit off to one flank within 20cm of the front rank so in my next turn as the line is pushed back the flank of the attacking enemy is within Initiative range and there is no need for risking a poor roll on a counter charge.

 Some risks involved in this kind of formation is that it's very vulnerable to sideways shooting and can lead to a cascade of confusion if you're unlucky and your opponent is smart.

Chariots and Cavalry

 For ease of writing I will refer to Chariots and Cavalry as Cavalry, the advantage cavalry has over infantry is concentration for force and speed, they can focus their attacks across a smaller frontage however they cannot be supported in combat so depth is far less useful in cavalry formations than infantry, its important to note that sometimes Cavalry are mounted on the long edge in Warmaster Historical so some of these tactics won't work.

 One of the best ways I've found to use cavalry offensively is not just to charge the flank but also charge the front corner simultaneously.


 Place the Cavalry greater than 20cm from the target infantry so they don't incur the -1 penalty for proximity and then charge with the LHS in the front arc and the RHS in the flank, make sure when you place the Cavalry brigade LHS sits on the front arc of the their 45 degree and the RHS on the Flank side of the RHS, use a piece of folded a4 paper with a corner folded down to the side to form a triangle to make a simple guide, interestingly the long edge of the folded section is about 21cm so can also be used to check you're outside of 20cm.  

 The infantry supports actually work in our favour in this situation, if a stand is forced to retreat and it moves into a unit locked in combat it is destroyed, by attacking in the front and side the front unit must fallback diagonally into the rear unit retreating sideways and is destroyed, this means an only slightly favorable win causes an outsized loss on the enemy and allows the follow up attacks to also crush the second unit in line in round 2 of combat.

Blocking

 Another useful tactic with cavalry, especially light cavalry is to use them to intercept retreaters. If you can manage a powerful frontal charge you will force your opponent to withdraw, however they cannot withdraw into an enemy unit and are instead destroyed, this is best used with 'Light' Cavalry you'd prefer not to use in a charge such as Light cavalry, Wolves, Light chariots, Pistoleers, etc, they also have the added benefit of being able to shoot any unengaged model potentially breaking them away from their brigade and preventing them supporting any troops in that combat.

Skirmishing and throw away units

 This is a simple one, using Goblins in fantasy or Skirmishers in Historical. Skirmishers in Historical can use their initiative to withdraw from a charge or shooting attack, effectively nullifying their arrow fire or at worst wasting it on a low value unit. You will incur losses, and you should try to mitigate them where you can, as shooting can really mess up your offensive plans through confusing and drive backs. In fantasy they cannot withdraw but it's far better to lose goblins or some other throw away unit than your precious shock troops.

Skirmishers and close combat

 Skirmishers in Historical can use their initiative in the enemies turn withdraw when charged after shooting, much like using skirmishers to screen your main body of troops. If your opponent falls for this trick it will open them up for your own counter charge or even flank charges if you're really clever or lucky (be both).

 This finishes up what I can remember of tips, tricks and tactics I've used to fight and win games of WARMASTER - have fun.

Mighty Empires - Gronbef-Afor - Orcish realm - Log entry 2

  The Empires expand! This session the Chaos Dwarves starved the defenders of Altenburg into another desperate sally to drive off the besieg...