Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Thursday, 17 April 2025

Flag - New Battle Report Published

 Hi Everyone,

                  Just a quick note to let you know that I have published a battle report that has been in the works for a while in draft mode. I thought it would put it here at the top, but it has just changed the published date. If you would like to take a look, it is called "Nations Battle Report 1 part 2." I hope part three does not take as long to do.

             One of my wargaming mates is in a bit of a jam at the moment, so things are on hold on here, while we swap his stuff from his old place to where some mates are going to store stuff for him until he gets himself together, or rather when social services get their act together. Good luck on that one.

UPDATE - See Thoughts On - Busy Bunny. (4 August 2025).


Regards,

Ivor Cogdell


Sunday, 11 February 2024

Warhammer Mighty Empires Turn1 Month 00 - Generating Tribes and 01b - Updated 09.03.2024.

 Hi everyone,

                      I am trying out Warhammer Mighty Empires, (C) Copyright 1990 Games Workshop, to flesh out one of my early "Nations" continents Bjantfass. I may mix in with it the "Countrycraft" rules, from Dragon Magazine # 293, (C) Copyright Wizards of the Coast. I tried to load a spreadsheet with my info in, but it was no good. I will just have to be descriptive.

                      I was using a 29 tall x 18 wide Hex map to begin with, but decided to use a 62 x 56 hex map instead to get finer detail. This works out to 50 miles across the face of a hex. I have a rough map to give me an idea of the general large-scale contents of the landscape, as shown in the preview. I plan to colour a second Hex map to show the conquests of each tribe over time.

House Rule - I have introduced Bandits, Pirates and Monsters to inhabit wasteland areas and some of the islands. Their territory will be a d4 or d6 depending on intelligence.

The army represents a quarter of the population of the tribe.

Map Key - I have split each Hex into 6 to represent the resources of the land and then added any features that may be generated by the game. Each Capital has a castle, except Bandits which have a fort.

Br = Bridge or Ford, C = City, D = Desert Tile, F = Forest Tile, Fo = Fortress, HA = Harbour, H = Hill, L= Lake,

J = Jungle, MG = Mine Gold, M = Mountain, N = Necropolis, Number = Tribe number Capital,   PL = Plain, PT = Plateau, S (1-6) = Ships in Port, T = Temple, Vo = Volcano, W = Wizard's Tower.

                    NW        NE

              W            1           E

                    SW         SE

Turn 0 Setup.


Tribe 01 Skularn Dark Elves. Alignment - Chaotic Neutral.

Resources = Capital, Built on a Ruin. (x = 25, y = 27) M5 D1 (e.g Mountain 5 Desert 1) - River, NW = F1 H5 - Barren, 

NE = PT5 D1 - Barren, E = M3 D3 - Barren, SE = H2 D4 - Village in a Cave, SW = H2 D4 -Village, W = PT3 H3 - Fort & Lookout Tower.

Army = 588 Total. (Not sorted into Banners yet.)

Tribe  3 Halflings. Alignment - Neutral Good.

Resources = Capital ( x = 28, y = 33) PL3 L3 , NW = PL3 F3 - Village, NE = PL2 L4 - Barren, E = L6  - Barren, SE =  M2 H2 L2 - Village & Necropolis, SW = M2 H4 - Fort, W = H6 - City.

Total Army = 633.

I have been adding monster lairs and bandits randomly over the map and two of them have landed close to some of our tribes already generated, so there will soon be friction in the air. Such as this one coming next.  Unless they talk it out and have a party.

Tribe  3a Lizard Folk Alignment - Neutral.

Resources = Capital ( x = 31, y = 30) PL6, NW = PL3 L3 - Fort, NE = PL3 L3 - Fort, E = PL6  - Village, SE = M1 PL3 H2 - Village, SW = PL4 F2 - Barren, W = PL6 - Village River.

Total Army = 648.

Tribe 7 Hobgoblin Raiders. Alignment - Chaotic Evil.

Resources (1d4 Hex) = Capital, actually it's just a Large Fort. ( x = 24, y = 34) F6 - Hot Spring. E = PL5 F1 - Village, SE = PL4 F2 - Village.

Total Army = 377.

Tribe 14 Elves - Alignment - Chaotic Good.

Resources = Capital (x = 29, y = 17) PL6 R, NW = H6 - Village,  NE = H4 J1 L1 - Village, E = H2 L4 - Fort, SE = H6 - Fort River, SW = H2 J4 - Village, W = H2 J4 - City.

Total Army = 909.

Tribe 16 Elves - Alignment - Chaotic Good.

Resources = Capital ( x = 31, y = 30) M2 PL4 Necropolis, NW = M2 PL2 F2 Fort Barren, NE = PL6 - Fort Hot Spring, E = M3 H3 Village River, SE = H3 L3- Village in a Cave, SW = M4 H2 - Village Lookout Tower, W = M2 L4 - Fort.

Total Army = 636.

Tribe 22 Human Bandits - Alignment - Chaotic Good.

Resources  = Large Fort. (x = 26, y = 11) PL3 F2 S1 River. NW = PL6 - Fort, NE = H4 F2 Village Lookout Tower,  E = PL4 F2 Village, SE =  M3 H2 F1 City & Lookout Tower.

Total Army = 649.

Tribe 30 Bosh Goblins - Alignment - Chaotic Evil.

Resources = Capital (x = 21, y = 06) H6 Built on Ruined City Lookout Tower, NW = P6 - Village  & Necropolis,  NE = PL3 F3 City, E =C4  City Port (No ships), SE = Lowland 5 F1 Castle, SW = C4 Village, W = PL5 F1 Village.

Total Army = 1197.

Tribe 34 Snotlings - Alignment -Neutral.

Resources = Capital (x = 19, y = 13) Lowland 4 Lake 2 , NW = PL6 - Fort,  NE = PL6 

Village & Temple to Neptune, E =PL3 L3 Village, SE = Lowland 1 Lake 5 Barren, SW = C4 Fort, W =PL6 Ruin.

Army = ____ Total.

Tribe 35 Bash Orks - Alignment - Chaotic Evil.

Resources = Capital (x = 26, y = 07) Lowland 6 Wizard, NW = PL5 F1 - Fort & Necropolis,  NE = PL5 F1 Castle & Road NE, E =PL4 F2 Village, SE = Lowland 5 F1 Castle & Wizard, SW = C4 Fort, W =PL6 Ruin.

Army = ____ Total.

Tribe 62 Orks - Alignment - Chaotic Evil.

Resources = Capital (x = 46, y = 20) C6 Built on a Ruined town -  W, NW = PL6 - City,  NE = PL6 -  Village, E = H2 L4 - Fort, SE = L3 F3 - Fort, SW = C4 - Barren Port, W = H3 F3 -Village.

Army = ____ Total.

There are armies to add next and then I will start them off scouting in nearby Hexes.

Warhammer Mighty Empires by Rick Priestley and Nigel Stillman. (C) Copyright 1990 Games Workshop Ltd. All Rights Reserved

Warhammer Fantasy Battle Original Game Design by Rick Priestley, Richard Halliwell and Bryan Ansel. 

Third Edition:  by Rick Priestley and Jim Bambra. 

Additional Material: Richard Halliwell and Bryan Ansel. 

Copyright (C) 1987 Games Workshop Ltd and Citadel Miniatures.


Regards all,


Ivor Cogdell

Web Page Copyright (C) 2024 Ivor Cogdell.



Warhammer Mighty Empires (C) Project Preview

 Hi Everyone,

                       I have just started my draft of  Warhammer Mighty Empires (C) Campaign Turn One, set on my continent of Bjantfass, roughly 2571 years ago. The idea is to work out the kingdoms and provinces, put a name to some locations and battles, flesh out my timeline and work out who were the dominant players in history. This will be my first time using Mighty Empires.

Warhammer Mighty Empires by Rick Priestley and Nigel Stillman. is Copyright (C) 1990 Games Workshop Ltd. All Rights Reserved. 

Here is a look at the continent of Bjantfass. Copyright (C) 2024 Ivor Cogdell. It may not be geographically accurate and subject to change, but that's why it's a fantasy.



Some of the names are the current sector colour designations and other countries. I may be tweaking the border of Ellrostanne and other Sectors as events unfold. I may add settlements to the left and right areas too, as my timeline unfolds.

The continent of  Drennas is to the West, Jelv, Bretonia and Cathay are to the East. I have no plans to expand into those areas as yet.

I have not made up my mind whether to just use the ME points system to resolve battles on all conflicts or occasionally convert to Warhammer Fantasy Battle (C) armies and fight it out on the tabletop.


Warhammer Fantasy Battle Original Game Design by Rick Priestley, Richard Halliwell and Bryan Ansel. 

Third Edition:  by Rick Priestley and Jim Bambra. 

Additional Material: Richard Halliwell and Bryan Ansel. 

Copyright (C) 1987 Games Workshop Ltd and Citadel Miniatures.


Regards all,


Ivor Cogdell

 Copyright (C) 2024 Ivor Cogdell


Tuesday, 23 January 2024

Nations Battle Report No 1 Part 2 - Updated 16 April 2025.

 Hi Everyone,

Nation's Battle Report Number 1 Part Two

This should not be confused with my Mighty Empires campaign, which is set in the past of Bjantfas.

This is in the present day.

Here are the stats for the warring nations.

Sector Red

Silver Elves            Align  0      Tech  +1      Morale  0           Defence   1            Realm - City States     P
                               Colony Morale   3          Tactics   C          War       +1            Recruit 6
Units War Rating        Range        Class        Rep.    AC      SP    Figs    Cost    Rolls  Move      Points
           3
1x Guard - Elite                 -          Foot                6        4       1       4         44    2,11,12    6            44

3x  Archers -Elite               6"        Foot Missile    5         4      0        3         27     3,4,7      8            54

1x Marine - Dual                3"        Foot Melee     5        4        1       3         30        5,10     8            30

9x Soldiers                          -         Foot                5        4        0       4        44      6,8,9       6           288

Scout Value = 0.                                                                                                                  Total = 416                                                                                                                                                    Points

Goblin Warband    Align  -1      Tech  -1        Morale    1     Defence  2      Realm - Tribal    S
                                   Colony Morale   1        Tactics    A     War     +1        Recruit     6
Units War Rating           Range        Class      Rep.    AC    SP    Figs    Cost    Rolls     Move
      2 +1 Capt
4x Archers                           3      Foot Skirmish    3      2      -2        2         6       6,9           8           24
13x Goblin - Frenzy, Undis.  3      Foot Melee       3      2        0        4        20   2,5,7,11      6         260
1x Wolf Riders - Terror        3    Mount Skirmish    2      0       2        2        10       4            16          10
2x BM Goblins - Frenzy       4      Foot Melee        2      0       4        4        28       8             6           56
5x Ogres - Terror, Undis.     4       Foot Melee        4     4       0        1         8    2,10,12       8           40
Scout Value = 1.                                                                                                                  Total = 410                                                                                                                                                   Points

 The Field of Battle (Version 2, Added background)


Colonel Hacket and his men.

Elven Stats.

Boss Neckbreaker (Black)

Goblin Archers.

Goblins (Frenzied).


Boss Man, Main Goblin Force
Reserve. 

Goblin Wolf Rider Unit.

Figures representing Ogre Forces.


Elven Forces on the plain (Top Left)

Goblin forces on top of the hills (centre and right concealed by a wood)
Reserves (Lower rear and right, in a gully between the two hills).

TERRAIN LAYOUT - It was randomly generated on a 3 x 3 square grid.
Clear,   Clear,   Clear and Lake.
Clear,    Hill,    Clear and Lake.
Hill,     Gully,   Gully strip.
The Setup
 
Colonel Hacket and his men have finally caught up with the cowardly Goblin raiders that they have been tracking for the last few days. The goblins have just been spotted desecrating a shrine on a hill. The ground to the Colonel's left is the shore of the Lake of Nitan's Tears, which was formed from the stream running off from one hill of "Nitan's Fingers", with another hill and a Ferryman's cottage, close by the ferry beacon.

                                                          --==--
Commander Neckbreaker looks down the hill at the formation of Elves in the distance.
"Don't they look pretty, all in those nice green tunics? Well, they will not look so pretty when we get finished with them. An extra 50 gold pieces to whoever brings me the head of their boss, with or without the hat !"

"Archers, form up on the left flank. Black Fingers, form a line in the middle."
The soldiers form a rough line, facing him.
"Don't face me, you idiots. Face the enemy!"

Shuffle, clank, squeak, "Ow, that woz my foot!", Punch, clang, shuffle. Silence, almost.

"No, no, no, not bent like a rat's leg! Straighter! Straighter! Or the lot of you will get fed to the Ogres.  A bit better. Spread out a bit. Yes, stop there. Now we wait."

Initiative - The elves are attacking, and so are the active agents.
 

View at Turn 1
The Elven Force looks at the enemy goblins up on the hill. (Version 2 view).

Initial Formation

The Elven archers and double line of the Grembling Rangers move towards the enemy, who seem to be scratching goblin faces into the shrine with their daggers.  (The Archers move 8 cm, Soldiers move 6 cm). No other Elven forces have moved yet.

Shooting Phase

The Elven archers are not in range of the enemy, so do not fire yet.
-------------------------------------------------------------

Commander Neckbreaker sees some of his troops twitching with tension.
"WAIT,  you dogs, until I say so. The first man to move forward will get stabbed! Understood!"
"Yes, boss!"
"But, since I like your keenness, you can shout and make evil faces at them".

The Goblins immediately began making an awful din, clanking weapons on breastplates, yelling, stomping feet, and generally getting themselves worked up.

The Goblins hold their position for this turn.

Bossman is looking down on the enemy.


Elven forces await orders.

Colonel Hacket gave out his orders.
"Archers, form up on the Left flank. Grembling Rangers, Double Line. Form up!"
"Rangers - Engage the enemy - Advance!"
"Archers - When in range of the enemy, Halt.

 Turn One

The Elven archers and double line of the Grembling Rangers move towards the enemy, who seem to be scratching goblin faces into the shrine with their daggers.  (The Archers move 8 cm, Soldiers move 6 cm). No other Elven forces have moved yet.
The Elven archers are not in range of the enemy.
-------------------------------------------------------------

Commander Neckbreaker sees some of his troops twitching with tension.
"WAIT,  you dogs, until I say so. The first man to move forward will get stabbed! Understood!"
"Yes, boss!"
"But, since I like your keenness, you can shout and make evil faces at them".

The Goblins immediately began making an awful din, clanking weapons on breastplates, yelling, stomping feet, and generally getting themselves worked up.


The Goblin Aechers hold the position for this turn and give Cover fire, even though the elves are out of range  - "Advance!"

Turn 2

The Raiders and Archers Advance.

 The Grembling Rangers continue to advance, as the noise from the top of the hill continues to grow louder as they get closer. The Elveb archers form into a square as the ground gets narrower.

The Elven archers are still not in range of the enemy.

-----------------------------------------------------

Commander Neckbreaker turns to the Goblin, carving the commander's face into the column holding up the roof of the shrine, "That looks nothing like me. Start again over there. No, wait. Climb up and do an evil grin on her booby first, that will annoy them for certain, as the next lot of pilgrims that come along  will have to carve a new statue then as well."
"Yes, Boss. Very good idea, Boss."

Goblin Archers Move Out.

Turn Three




The Grembling Rangers continue to advance to the foot of the hill, and the archers advance again. The Elven archers are still not in range of the enemy.

Colonel Hacket orders the rest of his men to Advance at a slow march. "Look, men, they quiver in fear at our approach, the battle is won before we have struck the first blow!"

-------------------------------------------


Commander Neckbreaker decided they had come close enough. "Black fingers.  You may advance!"
A mighty roar went up at this order, "OOWWwww.." They moved forward as one, and then the line started to bend again.

"Straight.....Oh, never mind. Just go down and kill them."

"Red Cresters, Advance!". His bowmen moved forward as commanded.

Shooting Phase

The Red Cresters had to make an Involuntary Halt and fire a volley at the Grembling Rangers.
Rolled 2d6 = 5 and 3. Modifier +2 for 4 figures shooting  = 7 + 5. Result = 2 HITS.

The Grembling Rangers take a Received Hits Roll  = 6 and 3.
The Rangers are Rep 5 +1 (For Unit Support) -2 (Hits received) = 4.
Result = Grembling Rangers. PASS 1 dice. HALT.

Turn Four

The Grembling Rangers are activated again and are given the order to "Engage the enemy".  They advance 5 cm and prepare to "Charge".

Black Fingers roll for an "Enemy threat" = 6 and 5.  Rep 3 +1, (Unit Support), +1 (Uphill) = 5
Result = PASS 1 dice. HALT.

Grembling Rangers - "Wanting to charge" -  Roll  = 1 and 3. Rangers are Rep 5  -2 (Hits) = 3.
Result =Grembling Rangers. PASS 2 dice. They CHARGE.

Black fingers - Roll "Being Charged" = 6 and 6.  Rep 3 +1, (Unit Support), +1 (Uphill) = 5
Result = PASS 0 dice. Status  "ROUTED" = 64 VP for Colonel Hacket. They run away from the Rangers.

The Red Cresters roll "Enemy threat" = 5 and 5.  Rep 3.  
Result = PASS 0 dice. Status.  "ROUTED" = 24 VP for Colonel Hacket. Seeing their mates run away, they do the same.

(Actually, due to poor rolls on my part.)

The Elven Archers moved forward into position beside the Rangers, having now nothing to fire at.

Colonel Hacket signalled the rest of his men to proceed at Marching pace, "We want to be there at the end. I want their leader taken alive!"
-------------------------------------

                                                             --=====--
The ROUT of the Goblins.

The Colonel is pleased.






The Goblin Archers are routed, too.

The Rout from a different angle.

Da Bossman is not happy at all.

Commander Neckbreaker was not happy to see what was unfolding before him. "Where are my wet-nosed little troops going? Cowards!. Curs!. "

"Archers, kill them! Archers? Archers, what are you doing?  Where are you going? Da enemi is over dere not that way. Your mothers were frogs and your fathers were rats!"

He blew two blasts on his horn and then, when he realised how close those cursed elves were getting to him, three more. He waved to his reserve guards/

(I did a random attack roll for which force would attack next.) Part two of his dastardly plan had begun.

                                                             --=====--

Force Two - Showing in the distance, by the hut, 
Imagine a wooden cover.

Force two - (Roll fog of war - 5) They suffer a "Slow start" for this round, also being in a wood. (Move 1 1/2) .

The Corporal in charge of Force Two in the woods listens to the horn blowing. "One and one....then.a gap and one and one and one. Err, that's not us, is it?. Let's see. One and one. I've lost count. Start again. One and one.  Ah, oh, yes, that means us. Oh, Oh, OH... THAT'S US! THAT'S US!"
He kicks the nearest goblin in the side. 
"OW!".
"On your feet, you lazy slugs. Grab your weapons too, you are going to need them soon."

He saw one Goblin with a nest on his head. "Well done, Smudge, for using that bird's nest for sneakiness."
He nodded back.
Smudge whispered to his mate, "It made a good pillow too. I'm glad E' did not notice I 'ad lost me 'Elmet in them dark caves we were in."

Another goblin nudged his neighbour, "See, I told you the daisy-picking outing was the other line."

Force three moved forward swiftly in a single file through the gully between the two hills, eager for bloodshed.

                                                             --=====--

Force four (Roll fog of war - 5). The guards also forgot what the signals were - Slow start (Move 3) .
Commander Neckbreaker heard a squeaky voice from the back of him, "Err, is that us, Boss?"

"Yes you fools, get up here now!"  (Move 4).

"Sure, Boss".  They struggle to find a semblance of a straight line.

ScRITitch, SCRitch, Clank, squeeak, Clank, SCRrritch....Tink, Tink, Tink, Tink.

He turned round to see a slacker, "You with the hammer and dagger, that means you as well."

"Ok, Booo.. aaahhhh.". He slips from the statue and hits the ground with a thud and a louder clanking. 
"OOOFF"

"Don't just lie there loafing, go over there and kill something Elf-shaped!"

"Y...Us......Boss..."

He limps over to join the others, shaking his head, trying to clear his blurred vision without much success. He gives the nearest one a nudge.
"Hey, 'ave I missed much ?"
"Err, well, let's see, we moved from ova dere to ova ere.........no, you idiot."
"Aah, U say de most nicest fings."
"Ow dere U" He kicked his shin.
"Ow."

The Boss looks around.
"You again. I did not say you could yell yet, did I?".
"No, Boss."
"Well then, Shoosh."
"Yus, Boss."

Two seconds later.
"You may yell"
A lone voice rings out, "Ta, Boss. Yaaaaa...  Cough Cough. aaaaaa"
"That means all of you can yell!"
"YAAAAAAAAAAAAAAAAAAAA"
"Now Kill them....Charge!"

"Er, all of us, Boss or just some of us ?"

"ALL OF YOU....NOW!."

Turn Five

The Grembling Rangers are activated again and given the order to "Engage the enemy".  They advance halfway up the hill - 3cm. (Difficult Ground - half speed.)


View just as Force Two is about to emerge from the wood on the left.

As the horn blasts echo around the hills and over the lake, the Elven archers become more alert and soon spot movement on top of the hill to the left. "Enemies on the left!". They wheel 45 ' to the left from a line and ready their bows. (A Full Move).

(Note: The Goblins on the left hill are just outside the 4 cm "Enemy Threat" distance and also out of range of the Elf bows.)

ALARM! Look to your left.

Colonel Hacket surveys the new threat. "Steady, archers. Make ready".

More of them!

He continues to march forward with his men.

                                                             --=====--


Force Two - The Goblin Archers on the left hill move forward from their position, 1 cm down the hill, generating an "Enemy Threat" test against the Elves. 
RESULT 4+2 = Pass 2d6.

Colonel Hacket yells. "FIRE!".

The elite Elven archers let loose a volley. Roll 4+3 (Modifiers +1 ELITE) = 8.
1 HIT = -1 to Goblin Archer's Rep.

This triggers a "Received Fire" test by the Goblins. Roll 2 + 4. Rep = 2 +1 (Uphill) - 1 (Hit) = 2.
RESULT  = Pass 1d6 =  All will retire 1 cm and take 1 hit.   Hits =2.

They are forced back by the hail of arrows coming towards them.

The Goblins are forced back up the hill by a hail of arrows.
(The cone is where Force Three will emerge.)

Colonel Hacket yells. "Another Volley and then change to swords".

                                                             --=====--

Force Three quietly emerges from the hidden gully between the two hills and quickly advances towards the Elven Archers' flank, as they concentrate their fire upon the Goblins charging down the hill at them.

-----------------------------------------------------------------------------------------------------------------------------

It has taken me a while to put all of this together. I hope you enjoy it. Part three should be coming soon, with improved paintwork on some minis.

Ivor Cogdell

Wednesday, 12 July 2023

Stargrave Character Sheet and Battle Report 01a (Part completed.)

 Hi everyone,

                    Here is my Character Sheet from the short Stargrave Battle I took part in a few days back. The rules are similar to Frostgrave, free reference sheets can be found on the Stargrave website. Starting Credits for the Captains = 400. 


May I present - MacDougals Misfits (My forces).

Our Ship: The Upgraded Balloon.

Captain: Jim MacDougal. Level 15.  Cost Credits 50.

Move     Fight    Shoot    Armour    Will    Health

    7           +3       +3            11          +4        17

Rogue Powers

Name            Activation        Strain

Data Jump          10                    0

Fortune               12                    0

Quick-Step         10                    0

Void Blade          10                   0

Power Spike          8                    1

Gear / Notes

Rapid Fire, Heavy Armour, Frag Grenade, Knife.

====================================

First Mate: Baxter Wilde, a Veteran, Level 0.

Move     Fight    Shoot    Armour    Will    Health

    5           +3       +3            11          +2        15

Veteran Powers

Name                    Activation        Strain

Concentrate Fire            10                0

Energy Shield                10                0

Armoury                        10                0

Target Designation         8                 0

Bait & Switch                12                2

Gear / Notes

Heavy Armour, Flame Thrower +2 shoot, Frag Grenade.

=================================================

Crew:  Hooper Peters                                Hacker    Cost   Credits 20

Move     Fight    Shoot    Armour    Will    Health

    6           +1       +1            10          +1        12

Gear / Notes

Light Armour, Pistol, Knife

==================================================

Crew:  Fiona Robbins                                Medic    Cost   Credits 100

Move     Fight    Shoot    Armour    Will    Health

    7           +2       +2            10          +3        10

Gear / Notes

Light Armour, Pistol, Medic Kit

===============================================

Crew:  Wally Baker                                Sentry    Cost   Credits 50

Move     Fight    Shoot    Armour    Will    Health

    4           +3       +2            11          +0        14

Gear / Notes

Carbine, Heavy Armour, Hand Weapon.

===============================================

Crew:  Dodger Harris                                Runner    Cost   Free

Move     Fight    Shoot    Armour    Will    Health

    7           +2       +1            9          +1        12

Gear / Notes

Pistol, Knife.

=================================================

Crew:  Barney Short                                Chiseler    Cost   Credits 20

Move     Fight    Shoot    Armour    Will    Health

    6           +1       +1            10          +1        12

Gear / Notes

Pistol, Lock Pick, Light Armour, Knife.

==========================================

Crew:  Andy Fox                                Recruit    Cost   Free

Move     Fight    Shoot    Armour    Will    Health

    6           +2       +2            10          0        12

Gear / Notes

Cosh.

===================================================

Crew: Humanoid Robot                               Commando    Cost   Credits 75

Move     Fight    Shoot    Armour    Will    Health

    5           +3       +3            11          +1        14

Gear / Notes

Carbine, Heavy Armour, Knife.

==============================

I think I'm missing one here.

Remaining Credits to Jim = 145.

There is no battle video, I'm afraid, only a couple of pictures taken at the start of the day. I did not take more snaps as my pc will not receive any downloads from my mobile camera, even though I have downloaded the drivers for it. The scanner did not pick up the colours of the photo as I was scanning them from my phone, but, at least you can see how much effort Martin, our host, put into the table. 

Starting positions - I am top-centre and will come on the board in that corner. Richard is on the left and will come in behind the Med Bay with the red cross on its roof. Martin is centre-right in this photo and will come on the table from the right of the brothel and to the left of the tree.


One objective is in the offices behind the saloon on the first floor, accessed by a circular aerial ramp, partially visible, going to the ground and the rear of the saloon. One is in a tree behind the saloon.


It is a desert setting, with sand on the base. The building at the lower centre is the Brothel, painted red, naturally. The multi-storey building in the middle is the saloon (Orange). This has the prime objective placed on its roof. Minor objective markers are placed at its left corners. Mid Left is the car park. Left (pale blue) and mid-right are warehouses with assorted storage containers scattered around, adding cover. Vegetation counts as soft cover. (Lower left = orange). (Grey = Mid-right.) A minor objective was placed on its roof. One objective was at the front of the warehouse mid-left.

Turn 1

Martin wins the initiative and his Captain and three troopers move North. His sniper climbs onto the brothel roof and his other forces move around the left side of the brothel.

Richard brings his forces to either side of the Medbay. 

I advance my troops forward, Captain Jim, Fiona, the Medic and Wally the Sentry, go towards the tree with the objective in it, to the left of the ramp. Baxter, the First Mate, flicks on his Energy Shield.  He joins the others to get in cover below the walkway on the right. Hooper, our hacker, is going towards the circular walkway ramp along with our shiny robot.

Dodger Harris, our runner and Andy, the Recruit go up the hill, difficult ground, so half movement distance, on our left. Barney, our chiseler, is not needed to open anything yet, so hangs back.

Shooting

All were out of range of each other.

Turn 2

Martin's Captain climbs up the roof and heads for the objective. Another climbs up after him and pauses there. The Sniper moves forward to the roof line in the middle. The rest move towards the Saloon.

Richard's Captain heads towards the loot token at the back of the saloon. His first mate moves towards the front of the saloon to collect the other objective. The others take cover in the car park and spread out.

My troops advance forward. Captain Jim, Fiona, the Medic and Wally the Sentry, get to the tree with the objective in it. Baxter, the First Mate, grunts, as the weight of his flamethrower's straps dig into his collarbones. He jogs right, below the walkway, towards the cover of the cargo containers that the offices are supported by. Hooper, our hacker, starts to ascend the ramp, difficult ground, to its halfway-level point, followed by the robot.  Dodger Harris, our runner and Andy, the Recruit go up the hill on our left, to get into cover. Barney, our chiseler, is not needed to open anything yet, so hangs back.

Shooting

Assorted pot shots went off, no damage.

Turn 3

Richard's Captain reaches for the loot token at the back of the saloon and tries to unlock it. His flamethrower advances towards the front of the saloon. 

Martin's Captain reaches the objective. Another soldier moves halfway along the roof in support. The sniper advances to the front of the roof of the Brothel. The rest advance towards the Saloon in two waves.

 My troops advance forward. Captain Jim uses the tree as cover. Fiona climbs into the tree to unlock the data token and Wally the Sentry splits off to the left into cover of the offices. Baxter gets into the cover of the containers. Hooper gets to the top of the ramp and heads right towards the loot, followed by the robot.  Dodger and Andy get to the top of the hill and into cover. Barney, our chiseler, is not needed to open anything yet, so hangs back.

I had rolled a low number for the initiative roll (<5), so was allowed to put our first local on the board. I put him coming out of the brothel.

Shooting

Assorted shots went off. After much soul searching, Richard's second in command fired the fragmentation grenade into the group of Martin's soldiers advancing towards the Saloon, scoring "First Blood" points. Martin's Captain got wounded on the container as he unlocked it by Dodger. My Sentry got wounded, as Martin's soldier returned fire from the rear end of the container. Baxter used his flamethrower on Richard's Captain and got wounded by return fire from the car park. The local shot one of Martin's other Crewmen.

Turn 4


This is only part done, but I wanted to show you that I am working on something for you.

Thanks again to Martin and Richard for a fun game. I have no doubt got some of the moves and shooting wrong, but it is as close as I can get it.

(Apologies for not finishing this bit off yet. I am doing a course online currently and my notes have gone walkies.)

Ivor Cogdell



Sunday, 9 January 2022

Nations Battle Report 1 Part 1 - Background - Updated - 23.01.2024

 Hi Everyone,

Nations Battle Report No. 1 Part One - The Background to the conflict.

                   This is my first outing on here of Nations, my home made battleground. It is the year, BE.2571. It takes place on the continent of Bjantffas, the home of the Btjantff Empire, mainly controlled by the Elves, with a smattering of other races around the edges. The area had recently been devastated by volcanic eruption to the south, The central capital, Nitan, Grey with a red dot) has been built in an extinct volcanic crater. It has been devastated by a Dragon taking up residence in its main living area.


The Continent of Bjantffas.

Note: Smaller Island nations not shown on this map.

Capital  Nitan 21,100 (40,000 gp). - Ruled by a science council, backed by landowners. A main City Guard. Two main routes in and out of the capital, Nitan`s Might the north east pass and Nitan`s Protection, a tunnel dug in to the extinct volcano to the south. Roads and villages nestle in the foothills. 

Latest News - A dragon has awoke and moved into Nitan and has wrecked most of the major buildings. The nobility, followed by the rest of the able bodied population have fled f the capital, heading west, leaving assorted treasures behind them. The roads are clogged, panic is rife. They are easy prey for bandits, or former guards who see the opportunity to go rogue in the chaos.  The remains are being picked over by thieves. Food stores have been ransacked, intact supplies would be buried among the ruins.

Council leaders - Socrel Lelius (Elf) Trade Guild, Wenda Hardeholme (Dwarf) Mine and bank Owner, Eldran Torsund -Gem Dealer, all survived an assassination attack,  Argyle Hoonfest- Army Commander, Grag Tern -Navy Commander. Advisors FOL, Tymorae, Gaia, Druid. They plan to set up a base of operations on the coast.

Former Accomodation - Battle of Atris Bay Tavern and Hotel.   Howling Bear traders,  The Sentry Officers College - destroyed, The Red Banner Traders Guild - wrecked. The Black Spider Queen Inn -Destroyed.  The Full Warehouse Pub. Nitan’s Arms. 

The Army HQ and Admiralty - Destroyed above ground, but who is in the secret bunker - tasked to the rebuilding of the Capital if disaster ever came?.  The Heralds Court - Destroyed. Guild Row - Destroyed. The Famed Mage Tower - Destroyed.  What was let loose to roam the ruins? The basement Vault contained some book copies from the Great Library at 7 Towers,  in the Country of Achin, to the West. Anything else ?. Nitan Bank - Destroyed - Partially emptied.

The Great Library of Nitan survived, so far, being mostly underground. Science College-Destroyed. The Followers Of Light Temple (Which was being repaired, then destroyed again in the earthquake and now has a Dragon sitting on it). Hanvers Palace-Destroyed. Tymorae‘s Chapel - Destroyed, but with its gold vault un-looted, as yet.  The Druid Grove was turned to ashes. Gaia Hall survived the initial chaos, because it was small and insignificant. The Indoor Market survived. The Lower Science College survived. The Abandoned Gold Mine - Very big, it connects to a large cave and lava tube system. It is quite full with peasants and others, who may be richer, but most were lost and starved to death or captured by its dark cruel, residents. I wonder who else has been disturbed in there?

The Stone Circle Teleport had been the scene of bloody conflict, surrounded by clerics and wizards trying to get out. Some got sent to random, forgotten, locations as they rushed their spells, without adequate supplies for what lay at the other places.

 Most of the Ruling Council of Nine were killed by assassins among their own Guard. Bandits attacked the refugees, who were fleeing mainly to the west along the main Northern exit. The southern tunnel through the mountain intersected a cave system and way down to the Underdark. During the disaster and the lack of food, the guard posts watching over the exit were deserted and the Goblin tribes are making the most of it.

They have ransacked villages for slaves and prowl the ruins of the capital for treasure. Some of the national guard from the Red Sector, where the Southern Tunnel emerges among Nitan's Fingers, have been tracking one of the goblin bands that have been rampaging across the countryside. 

The Battleground

I am using a homebrew rules mix of Rally Round the King by Two Hour Wargames. For their latest games check out their website. I am on turn five at the moment.

The western shoreline of Lake Nitan's Tears will be our battleground.

Regards,

Ivor Cogdell

P.S. 18 May 2022 - Yes, this is still taking place, I'm halfway through the project, but was not sure if it was the right mood at the moment with what is actually going on in Ukraine.

P.P.S. 6 September - Just having another go at it. Work and holidays got in the way. Working out what went on in turn five was a bit of a nightmare since I was so rusty, I still have a couple of elements to work on.

I mislaid my photos, but will keep looking