Monday, 2 June 2025

American Civil War - Longstreet mini-campaign

Through the spring months we decided to get out our ACW armies, which haven't seen much tabletop action in while, and play some Longstreet. The rule's campaign of 9 games seemed a bit much to commit to, so we cut it down to 5 games, enough to scratch the itch, use the models, but not too long, so we can get back to some Naps, with a new campaign planned in the summer. 

I would take my union brigade, led by the inept(brilliant) General D J Strump (the finest brigade in the world, anyone saying otherwise is false news, he's 'making the Union great again'). We broke out the Longstreet decks and got to it over 5 games, all below. 

1. Take the Farm

Generalismo Strump leads his fresh brigade into the attack against a reb held farm/mansion. The attack, to be cavalry round the right flank, was a none starter, it stumbled forwards, the reb cavalry won the first fight and then hammered the infantry, after the union cannonade did little. Solid win for the rebs, laughing behind their stone wall. 1-0 the Confederacy and 0-0 on Glory (Epic Points).

The brave boys in blue ready for the off, with cavalry attack round the right flank meant to do the damage, and infantry in a demonstration attack only.

Grey-bellies line the mansion's walls, and sit tight.

For glory! The infantry lines move up, as the cannons open up on the defenders behind their wall.

The cavalry never charged, being distracted by various enemy card plays and enemy cavalry coming to met them. The attack never got going. Strump claims victory despite this!

2. Hold the Forest

The rebs are on the attack now, with the union holding a forest tree-line. The plan is for a cavalry spoiling counter-attack, to mess up the reb advance, whilst the Strump's proud boys sit tight in cover. Boot's on the other foot this time.

Blue cavalry about to swing into action, first crossing the marsh ahead of them, under fire.

The high ground provides excellent defensive position on the union right.

More cavalry working their way forward to counter-attack.


Rebs stream on in march columns for speed. the threat of cavalry forced them to halt and reform.

Speeding by, the two cavalry regiments both try the same thing.

and are forced to reform to fight each other, a stalemate.

Reb infantry presses to the wood line in an big assault, but is held up, just.

Canister rips apart one reb unit and the wood line holds.

 The game resulted in narrow Union win, so 1-1 in games, but 3-1 in Glory to the Rebs.

3. Up the Hill

Winner gets to attack, so the union will try to dislodge the rebs from a big hill top. Trouble is, they have a lot of good cavalry, so planning is all around dealing with their predictable counter-attack, which came fast and hard on the union left and resulted in a very close run thing. 

Rebs have 2 hill tops, one strongly held, so just a demonstration attack here. The far hill is the objective, but that has all the reb cavalry to deal with first. So two phases of this battle, engage/break the cavalry then drive on up the hill.

The assault force, sheer weight of numbers might carry the objective.

Awaiting the reb cavalry, from out of that wood. Muskets and cannons trained, the union cavalry is outnumbered and outclassed. They'll do what they can to delay the enemy, for the gunners behind.

Reb guns can lend some harassing fire at long range.

The reb cavalry charge causes mayhem... but they are taking losses too.

The union line has swung through 90 to face the cavalry and hammer it hard with volleys. Now fully engaged, the others set off for the hill top objective at top speed.

Meanwhile, the demonstration attack keeps the rest of the reb infantry in place on the other hilltop. No assault is coming though.

The objective hill top, as the union boys make to the top and must surely take it to claim the day. One last charge. 

In a very close run thing, the reb cavalry, always the big threat today, did just enough damage before the hill top fell. They paid for it, but cavalry casualties bought them the narrowest of wins. 2-1 Rebs, and 5-2 in Glory, they are ahead (Strump denies this, he is winning, is always winning, he has never lost a battle). 

4. Across the Stream

Rebs back on the attack, with the ford scenario, and a stream to cross at various fording points. 

Union line the rocky fast-flowing stream, with marshy ground and big wood in the reb centre, to sneak up through.

Rebs charge two fording points and take heavy losses, but are sending the new recruits first, heartless.

The main ford is the scene of heavy close combat, bayonets in the stream. It's close, but the rebs fall back.

At the other ford, they are across, driving the union regiment back and over-running the guns. Victory is close.

Dismounted cavalry trade fire across the stream, and union gunners give them a whiff of grapeshot.

Union reinforcements are committed to counter the lost ford. The rebs are soon in retreat again. Victory slips away.

A bold effort by the rebs, but the union reinforcements seal up the damaging breakthrough and drove them back, the stream line is held and it's 2-2 in games won, but another close one. It's 6-3 in Glory though, but General Strump has influential friends (paid for of course) at the Washington newspapers. Headlines declare he has inflicted the greatest ever defeat on the Confederacy ('we won big, oh so big, bigger than you could believe', quotes say), and the corrupt journalists gain him 3 points of unearned Glory! It's 6-6, with 1 game to play. {This is a campaign special event card which came up}.

5. Take the Crossroads

Finale, and the union are back attacking, to take vital crossroads. With all to play for, can the attackers finally win one? Can Strump somehow earn his unwarranted reputation as the half-average commander?  Well, the definative answer was no. The union infantry attack her was cut to pieces, the infantry massacred en masse, as Strump threw men forwards and saw his lines crumble. Reb cannon fire and canister raked through them, their musketry, aided by well timed whithering volleys cards, then an exposed position card, saw the union brigade shattered in a decisive (one-sided) defensive win. But, with one grand (forlorn) bayonet charge, the union gain 1 point of Glory, making it 7-6. So, 3-2 in Reb wins, but 7-6 to the union in Glory (un)earned (by getting everybody killed, but Strump knows the papers will say differently tomorrow).

The union move up to assault the crossroads, but they are still getting most of their gun batteries into place.

The attack goes in anyway, no waiting for cannon fire to shoot them in, just go!

The rebs hold the crossroads, barely touched by the inept union assault. If this is victory, who knows what defeat looks like? Strump is promoted for his callous waste of men's lives (bravery)... and plans his run for public office after the war, safe in the delusion he whipped them rebs every time...

So, a narrow, and rather pyhrric, Union win, by 1 point of Glory, and not because of the fighting (the rebs won that), but because of the better PR. It doesn't sit right.

So, having not played Longstreet in a while, this series threw up some game issues - 5 straight defensive wins, 2 of them big ones, and the Epic points system (which we call Glory, as a better name), which felt off as the actual campaign victory conditions. 

The core game rules are great, we'll work up some fixes for the other bits. We are now house-ruling the use of cavalry for charges against the front of infantry (this is ACW, there are way too many as the rules stand). Our fix, cavalry just cannot declare a charge against the front of infantry units they do not outnumber. We are also making dismounted cavalry a bit better, so it gets used more like this, which is better for this period we feel. We like ACW cavalry more as mobile infantry. Atm, it all feels a bit Napoleonic, repeated crashing cavalry charges, dominating too much over the infantry rifled-musket duel. 

Anyway, fun had, itch scratched, time for some Naps (when the final units are painted). 


(Disclaimer, General D J Strump is a fictional character, any similarity to a real person is coincidental)






Wednesday, 14 May 2025

Attack on San Salvo Station - with Battlegroup Italy

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

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

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

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

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

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

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

 

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

Forward StuG awaits in ambush at the irrigation ditch

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

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

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

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

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

4.5" stonk wrecks a panzer, and a StuG.

Luftwaffe timed strike from FW-190 bombs... 

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

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

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

 

Wednesday, 9 April 2025

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

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

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

Here are the army lists in detail:

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

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

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

11 Shadow Warriors - 160 pts
with a shadow stalker
 

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

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

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

2 Giant Eagles - 120 pts

Total: 1493 points


DARK ELF PURSUIT FORCE

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

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

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

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

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

10 Harpies - 110 pts

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

Cold One Chariot - 125 pts

Cold One Chariot - 125 pts

Total: 1499 points 

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

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

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

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


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

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

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

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

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

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

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

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

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

 

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

The campaign map as it stands - 

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