Archives for posts with tag: FoG:N

Game 1


Mr Robinson’s Medieval German City Leagues (Swabian Wars options) took on Mr Adlam’s Spartans.

On a very heavily terrained battlefield (forest everywhere), the Germans split into two wings (with a largish forest down the middle).  A mounted (left)  wing (Welsche Guard knights, Georgschild League Lighter men at arms ie Cavalry and Mounted crossbowmen).  The other wing was Pike, skirmishing firearms and Med ft XB with more mounted XB.  Both wings hinged on a BG of 8 Pr XB light foot ensconced in the aforementioned forest.  Dave had a big long line of Hoplites, a mixture of Superior Armoured and protected and Average protected.  they were screened by 5 BGs of light foot, some were poor Javelins, some slings and some bow.  On his far left was a unit of Greek Cavalry (Armoured, Average with light spear).

The German cavalry wing advanced quickly to threaten the Greek skirmishers.  The latter advanced to very close range of the Germans and the Hoplites behind (Superior, with a mixture of Armoured and Protected) advanced in not too close support.  The Greek shooting made the Mounted crossbow go a bit wobbly.  So the German Cavalry (Lancer, Sw) charged the Javelinmen on the far right of the Greek skirmish line, they evaded but with a high variable throw the lancers caught them in the open.  They routed them and then pursued them past the far right of the Hoplite line (both skirmishers and cavalry threw sixes for their variable move distances).   So the Hoplite line had German light lancers behind them and Welsche Guard Heavy knights advancing frontally.  In response the Spartans went from “Walls of Sparta” formation to “Slithering Snake” (ie made a sharp right turn) and started to try and form “Trident” from “Slithering Snake”.  Unfortunately for them the Superior, Drilled, Welsche Guard with general charged (without orders) the head of the “snake” just as the prongs of what was to become “Trident” were behind the lead Spartan BG.  That was the start of the collapse of the Spartan right wing.  The cavalry turned and wheeled and charged the head of the snake in the flank as it struggled frontally against the Guard.  Just as the prongs of the Trident were starting to go back to “Wall of Sparta” formation the head of the snake routed and both German units pursued into them (one of the other Spartan BGs was burst through) and both routed in fairly quick order.  The German cavalry than pounced on the nearby baggage.  It has to be said at this point that whilst the Spartan left wing had excellent combat dice (see below), the right wing units fought averagely well but for Superior troops threw very poor cohesion tests.  The right wing was finished off when the German Mounted XB (also cavalry) shot a unit of light foot bow to fragged and then charged and routed them (the XB needing 5s and 6s to hit the light foot-it shows how bad it was for the Greeks in this part of the battlefield!)

The Poor German XB in the forest in the dead centre of the battlefield spent the game facing off a unit of 6 average slingers.  Neither side could summon enough dice to damage the other (no overhead shooting reduced the number of dice and the forest increased the number needed to hit!).  The Germans eventually wandered off deeper into the trees at the end of the game when some Hoplites started getting within spear distance.

On the Greek left/German right there was a clash of Pikes v Spears, with the German Pikes assisted by some dismounted knights.  The long and short of it was that the German Pikes could not fight for toffee but managed to throw just enough to avoid going disrupted and/or fragged on a number of occasions (helped by only being beaten by one casualty in nearly every round of combat!).  However the same cannot be said of deathrolls and a BG of 12 and a BG of 8 Pikes both lost their rear ranks!  However both were still there at the end of the game and in fact started fighting better once the burden of the 4th rank had been lifted!  On the far Greek left a unit of Greek Cavalry got themselves in all sorts of trouble by failing every complex move test.  They got shot to fragged by Med XB and then charged by a third Pike block.

Overall the Germans were satisfied they they had persuaded the Greeks to honour their commitments to the troika and then proceeded to put towels on all the deckchairs.   The Greeks muttering darkly retired to drink Ouzo and sat down to enjoy a large meze!

Mr Robinson

Game 2


Mr Parish’s Ming Vs Mr Stead’s Early TYW Swedish.

Lots of Ming cannon shot lots, killing a Swedish Brigade and with the help of MF Bow a unit of Determined Horse. However by now the Swedish Horse had closed in on the left flank and shot and charged a unit of Superior Cavalry Bow Sword. Result the cavalry one base down and fragged break off and 1 unit of horse take a unit of guns. In the Centre Another unit of Light Guns get too close to a Swedish brigade and death roll a 1 which double drops the unit of bow next door. LF bow also discover that consistent salvo volleys hurt and both units Frag and take 2 bases each off. The Dragoons, that have been tying up a significant number of Ming units on the right flank, are threatened by more Bow armed cavalry but shoot them down to fragged and then charge them. Result cavalry break back through a unit of Dao Heavy Weapon types (already disrupted by the Dragoons shooting) which Frag and then break when they see the Dragoons bearing down on them. So the Ming gained a total of 12AP Vs the Swedish 4 and so a 2:0.5 victory for Gustavus’s boys in Yellow.

Mr Stead

I’ve just designed an aggressive close combat version of the Ming (still with quite a few guns – but without my newly painted arquebusiers… bother!). I’ll give that a try and if that doesn’t work I’ll have to think again. By the way it was the Occasional Tables of Death that blew up. No wonder the adjacent unit collapsed to fragged – it would make anyone weep to see such beauty marred!

Mr Parish

Game 3


Mr Shaw Vs Mr Murton. No match report

Game 1


The game last night was interesting in that it was the first time I had used a cavalry corps – albeit supported by a quite strong attached division from the infantry corps of 6 units – 4 infantry plus one unit each of artillery and light cavalry.

The cavalry were divided into one dragoon division with support artillery and 1 light cavalry division also with supporting artillery.

The British were in 2 divisions each mostly infantry but with supporting artillery and light horse.  Attached to them was a division of Brunswickers.

The British defended the large hill in their center and held the open right flank with 2 infantry one artillery and a light cavalry unit, and the Brunswickers deployed behind a wood on the left to prevent the French light horse getting to the LOC.

The French pushed forwards in the center with infantry supported by cavalry, with 2 units of cavalry moving round each flank.  The superior numbers of guns and men forced the Britsh back over the hill, while a successful light cavalry charge at one end of the hill broke the Brunswick light horse.  (helped by a lucky 2 hits by the attached artillery on the move before the charge).  The retreating British left one of their units on the hill exposed to an attack by 2 French units who managed move up to close range and break them by shooting.  A final charge against the British light horse by the French Carabiniers (which should really have been a large unit of dragoons – my excuse being that I don’t have the 18 bases of dragoons required for this army – honest!).  This caused the final ½ casualty required to take Steve’s losses to over 30% and an army break.

Lessons learned – The Cavalry corps is much more powerful than it looks on paper.  9 units of cavalry will always put the enemy on the defensive – although I’m not sure how it would work in a defensive game…. although with an initiative of 5 that may not happen too often.

Mr Shaw

Game 2


In this game my Japanese fought Mr Parish’s Ming (in a historical match up).  Wary of the Chinese artillery park the Samurai fought on a very dense terrain; their right flank secured by 2 steep forested hills and the left by a plantation.  Between these sat two areas of Brush.  The Samurai deployed in the centre led by their Samurai.  The Yari armed Ashigaru deployed to protect the immediate flanks of their betters.  Two groups of Ronin secured the forested hills with some Yari armed Ashigaru and some light artillery in support.  Samurai dragoons and teppo armed Ashigaru screened off the Japanese left.  The Chinese deployed all their guns (bar a battery of light guns) angled inwards to “enfilade” the Samurai as they emerged from the gap between the hills and the plantation.  Their immediate centre was occupied by a delaying force of light foot archers.  Cavalry and light horse probed the Japanese left and the Guard Cavalry supported by Dao wielders and the spare battery of light guns probed the right.  The rest of the Chinese infantry took up various positions supporting the artillery.

Long story short; the 3 Samurai BGs stormed forward under heavy artillery and bow fire.  The BG on my left got to a unit of arquebusiers and captured the light guns next to it (which caused the Dao men behind the guns to go disrupted).  After a bit of luck the much reduced samurai routed the Aqubuesiers and pursued into the Dao men (who had in the meantime re-captured the guns), capturing the guns again (!) and routing the Dao men (actually the Hatamoto foot following up from the Japanese 2nd line routed them by charging them as they’d dropped to fragged).  The Samurai pursued and reached a unit of Poor Arqubusiers who had earlier been burst through by the original routing Arquebusiers and routed these new ones (so 3 BGs routed and 1 BG of light guns captured twice!).  This unit of Samurai had more heads than they could count! The Samurai BG in the centre got to within charging distance of a battery of heavy guns but went disrupted and stalled.  It contracted and jogged towards the light foot who had been tormenting them.  This cleared the way for the Ashigaru with Yumi (bow) who had been following the Samurai .  On their second shot they shot away a gun and so that heavy artillery BG disintegrated and the nearby light foot dropped to fragged (threw two ones and no pluses).  The third Samurai BG on the right captured a battery of Medium artillery and then charged the Chinese Archers behind.  After a long struggle the Samurai got the better of these Chinese (who were front rank light spear, as were all the Chinese foot except the Dao wielders who were hvy weapon).

On the Chinese left/Japanese right the game stalled.  With the Guard cavalry shooting at Ronin in a forest on a steep hill!  After a brief wobble the Ronin realised they could hide behind the trees.  And the Japanese artillery got in range to shoot a base  off the Guard cavalry.  The game ended as the other BG of Ronin got to charge range of the light guns on that flank and the Guard cavalry had moved to challenge them, with some Dao men arriving to take their place.

The comedy moment of the game took place on the Japanese far left.  Here the Dragoons (Armoured, Superior with Sword+Arquebus -so unlike normal dragoons!!) went out to skirmish with some Chinese light horse.  They shot at each other inconclusively for a while, with the Japanese bringing up some support in the form of a BG of Ashigaru with Teppo (Arquebus) and some with Yari.  The teppos shot one base off the Chinese Cavalry that came up to support the light horse and the Dragoons shot a base off the light horse.  The light horse and Cavalry charged the dragoons.  In ignorance of the factors and numbers of dice I decided to stand (my reasoning being that the Light horse had a good chance of catching me so if I could survive the impact I’d muller them in the melee (with my armour and sword).    I lost the impact badly.  However that was nothing that a 6 for the death roll and 11 for the cohesion test couldn’t solve.  In the melee we beat both units, each lost  a base and being average both auto-routed.  Banzai.

At that point Dave’s army cracked having lost 9 attrition points in a single bound!  The Samurai lost no BGS and suffered  6 bases lost spread though the Samurai BGs and 2 Ashigaru bases lost.  Overall Dave was unlucky to lose his army but hyper aggressive play by the Japs worked. (pressing headlong with the Samurai and supporting their flanks and protecting the flanks of the army overall with ancillary troops worked but only just and it was a fine line between victory and defeat).  My lesson was that the earlier version of the army (ie the one I didn’t use), where you don’t get the guns or dragoons is an easier army to co-ordinate as the whole army are Warriors.  In the later version the Ashigaru become Med Ft and thus move an inch slower than the Samurai.  With the need to advance quickly to reduce the killing time for the artillery the Samurai were left hanging for two turns while the support came up.

Mr Robinson

Game 1


Eugene de Murtons’s army of 1812 beat a larger Bavaria force of Von Shaw. The Italian veterans, Guard and newly formed guard conscripts, broke the Bavarian line, while the French artillery forced another Div to fall back wavering. A crushing victory for the Italians.

Mr Murton

Game 2


North Africa:Mr Brook’s Compagnia Carri (Italian tank company) v Mr Shorrock’ s 2nd US Armor (US tank company)

Mid War : 1,855 points

Mission: Cauldron

After their successful landing a week earlier the US found themselves in the cauldron (it may have been Kasserine Pass, it may not), on the back foot against an Italian counter-offensive.

It was the US commander’s turn to have his dinner interrupted when an Italian light infantry platoon appeared on this left flank, threatening the officer’s mess hall, supported from the centre by a pair of 90mm guns and an allied German battery of captured Russian guns.  Not only this, a platoon of armoured assault guns arrived from the right flank, behind the screening Shermans to immediately threaten the US artillery.

The shock passed as did the Italian shells which failed to find their targets.  The US proved to be slight less lucky, the Shermans managing to take out the lead assault gun.  Italian luck soon recovered with the arrival of their CO and a platoon of medium tanks (light to the rest of the world), along with the allied artillery they were both in a position to exploit the Sherman s weaker side armour.  This left the remaining assault guns to utterly devastate the US artillery.

The fight for the officer’s mess hall was less certain, the US CO and 2iC Shermans used their MGs to discourage the infantry advance.  Even with the CO s unwise move into the line of sight of an Italian 90mm that ventilated but failed to destroy his Sherman, a mixed blessing on a battlefield in the African heat, the pair weathered an ultimately ineffectual infantry assault.

With his wits recovered the CO s driver made a rapid move away from the 90mm, only to find themselves flanked by an arriving tank platoon.  The fact that the infantry s only casualty was its officer resulted in the platoon’s  decision to avoid any further assaults, instead opting to dig-in, it was of little consolation.  Even with morale remaining high the US position was terminal, the remaining Shermans and officer’s mess hall were lost.


Mr Brook

Where indeed!  Half an army on the board and surrounded on 3 sides – there’s a reason they call that scenario “Cauldron”.

Well done Mr Brook- a convincing victory!

Mr Shorrock

Defending with a Tank coy can be a bit tricky.

A platoon of armoured infantry is a worthwhile investment IMHO.

Mr Stovell

The other thing you might look at is the number of platoons.
Some people work out their forces so that when they are half on they leave as few points as possible off.
For example a six platoon tank army can usually buy 3 cheap platoons for 400 points or less leaving them with most of their army starting on table.
For this purpose cheap recce, mortars and weapons platoon can be good.
The weapons platoon can be cross attached partly to an on table platoon.

Mr Connolly

Rather amazingly we had 5 games, each with a different rule set.

1] Martin v Tim  – Impetus

2] Ian v Dave A – FoW

3] Steve v Terry – FoG N

4] Graham v Dave – FoG R

5] Paul R v Simon – FoG AM (Roll Call -early)

Mr Robinson

Game 1


In a departure from the norm, Tim’s Persians fought Martin’s Romans using the ‘frankly Italian’ Impetus ruleset.  My Persians swept to a decisive victory: having folded both the Roman flanks, my general led a group of cataphracts on a daring charge which succeeded in removing half the Roman centre.  I have to confess some good fortune was involved.

Mr Shorrocks

Game 2


Meanwhile in the Caucusas…..

A soviet advance party guarding a broken down Italian tank (waiting for the technical officer Leonard Nimoy to arive to examine this Radio thing the tank had) spotted the Itallian’s tucking into some choice Milano Salami and Mozerella.

Russian rations being what they are, they called up their comrades and hastely charged the Italian picknick (moving at the double does work, as long as nobody can get an effective shot on you next turn).  Whilst the Red Airforce was initially busy having lunch as the attack started (they get better rations) (5 dice turn 1 and they didn’t turn up!) they soon joined the battle, turning up every turn after that.

In a rather unsporting gesture the Russians all turned up on time whilst the Italians lagged off the battelfield with the result that the Russions made off with the hamper, much to the disgust of the Italians.

I think Ian was using loaded dice – you can’t possibly roll that badly with normal dice!  But he did avoid the possible army break at the end!

Mr Adlam

Game 4


A Rage in Haalem

Meanwhile, in a Flanders Field…

A Swiss army from four cantons faced the Duke of Alba’s Spanish army of Flanders. This proved to be a centre of elite and superior tercios interspersed with two units of arquebus armed shotte. The Spanish right had a gunne batterie with a unit of Walloon pike and shotte supporting plus skirmishers. The Spanish left had another of the elite old tercios and some mercenary Burgundian gendarmes.

The Swiss canton troops decided to attack the Spanish centre and right at speed and hope to break through before the Spanish left could intervene. Three of the cantons charged forward, the fourth being on the left were slowed by skirmishers, so formed the Nachhut. A patter of gunfire shrugged off and the Swiss Gewalthut charged home into two Tercios and the arquebus units.

The bravest of the Spaniards fought well but could not cope with the weight and ferocity of the Swiss onslaught. The arquebusiers next to them were next to go, followed by another tercio. The two cantons pursued into Alba’s personal baggage.

The Spanish left exacted some retribution, catching the men of Uri in the rear as they fought frontally. However the Nachhut finally arrive and charge the Walloons. More men, braver and better arms and armour quickly finished the locals, who fled back through the gonnes as the Spanish turned for Antwerp.

Mr Briggs

Game 5


Meanwhile in a well ploughed field, and only there, in the back corner of a  farming area in southern Italy  …

Paul spent 2 hrs forming square of the legion with great precision.  I spent 2 hours forming circle of the hoplites around the field.

And in army with about 500pts of legionaries and 600 pts of armoured hoplites on the table …. the square was broken into by 1 BG of HW Thracian mercenaries and we just didn’t have the masochism to play it out.

I will not be using hoplites or Romans – so served a purpose of putting me off both armies.

And game entirely my fault as I picked both armies!!

Mr Hall