Tuesday, 5 August 2025

Altar of Freedom ACW Stones River


It was our second game of 'Altar of Freedom.' I decided I would dip into my Fire and Fury scenario book and pulled out Stones River. I looked specifically at the Union right wing, where the large Reb attack happened. After one game, I made the call to limit brigades to around 12 a side. For a week night gaming group - and even thought the rules are supposed to be 'fast play' - I really don't see how you could finish a game. 

Above shows the Union left wing stretching down to the far wing. The Rebs had 2 or 3 more brigades than the Union. The amount of cannon was about the same. The Union line was stretched along the edge of a wooded area giving them some cover. Mostly, the Rebs had to cross an open area of ground to get to grips. 


In turn one, the Rebs alone activated. One the far end of the line, this really gave the Rebs a chance to wrap around. This can be seen below best. 


Above, the Rebs pressed on. At first, I (Union) spent my points on activations over the clock or end of phase. The Union were down 4 command points as the Confederates had an extra divisional commander. I would soon change this and try to grab control of the clock. This didn't quite work as the clock is dependent upon the die rolled. This can be used to reduce the clock and, hopefully, catch out divisions that have not been activated.


Back to battle, not rules, the end of the Union line is exposed. This can be well seen below as one Confederate brigade had bypassed this Union unit. I don't know why Ian chose to do this. I was grateful he didn't turn my flank with an enfilade charge - which is deadly in the rules. 

The red and orange dots represent fatigues. 


As can be seen, fatigues are building on the Union brigades at the end of the line. Unfortunately for the Rebs, these build slowly. Musketry drives units back rather than building fatigues. Cannister fire and melee cause fatigues - but usually one at a time. 

The slow process may have been caused by deciding to give all brigades the same unit strength. It was only our second game and, to be honest, it had take me an hour to set up the battlefield and position the troops. As we play on a weekend, thats an hour I have to find between work, getting home and getting dinner ready ...etc. Printing labels as well .... nope. 


The Union were lightly wounded ... but were giving way sluggishly. The above image shows the dire position of the Union far right. It had folded back at right angles and a Confederate brigade was moving past its flank. This unit should have flank charged and rolled up the line. Its commander should be cashiered immediately! 


The Confederates charge across the open field toward the Union line. The fence marks the edge of the wood area. The Union troops before the camera are in the open. Here, at first, the Rebs went well ... then the Union cannon found their range. 


Dots show rising fatigues in the Union line as superior numbers of Rebs crash forward. These are coming in almost in attack columns not quite able to make their number advantage count. 


Losses mount in the Union lines but turns have wasted away. The Rebs have also lost many fatigues but this is not as clear as their little white fatigue dice are not as clear. 

Above, the union cannon were driven back from the line by some counter battery fire. This wasn't done well and I need to read the rules as some of the cannon - on both sides - would probably have been lost. 

Right at the bottom of the top image, a union cannon has turned to face the Reb attack. A burst of cannister completely dispersed a Confederate brigade. The Union were ahead!


While the initial push was severe, the Union re-organised their line on their far right. At the top of the above image, a whole Confederate division is sent on a long march to try and flank the Union line. This would not quite arrive in time. 


The Union stood firm against the outflanking Reb division. There was not quite enough time. This can be seen as the Rebs have not managed to shake out into a more threatening linear formation - again, attacking in a column. 


At the opposite end of the line the Union had completely driven back the Confederate attack. The two batteries were interrupting their advance and pushing them back again and again. 

We called the game with about a turn to go. There was a lot of pack up too. I really don't understand how the large 20-odd unit per side scenario 'Altar of Freedom' games would play out. You'd need a whole day. Thats okay but not for us. 

The rules work well. After the game, I found we did a couple of things wrong. Picking our targets - not firing at the closest threat - and the rules for recoiling cannons after fire were not done well. Its much easier to defend than attack in this game. But, the Confederates did go straight in and not try to use their advantage by working around the flanks first - that was an after thought. 

The command system is certainly a feature of this game. It works well and has both players scratching their heads. Tactics on points allocation change throughout the game to take advantage of situations that arise and as players try to push an attack or defence in a certain area. We need to introduce leader characteristsics and unit strengths to get a better game. But there is a lot of set up with labels to be done. I really enjoy the game but set up time - which includes the large amount of terrain an ACW game demands - is quite difficult for a week night. The game definitely needs two motivated players to get things up and working (and on Little Wars TV - they even have a dedicated GM as well. No wonder things look better online.) 

 

Altar of Freedom ACW


This will be short as I've been slack. I posted the images then didn't write the report. 

Okay, after several months, Ian and I finally played 'Altar of Freedom' by the guys from Little Wars TV. I used my - now quite old - ACW 15mm figures. These are based on inch square bases with three to a base. I now think four would look better. 


We played with around 9 brigades a side - which means 3 divisions each. All had a battery too. We did not attempt a historical scenario as we were just trialing the rules. 

And what of the rules ... pretty damn good. The main phase of each turn (the most crucial) comes first with the allocation of CinC and divisional commander points. This decides order of division activation, who controls the clock and a few points should be saved for the final phase of the turn - for a bonus move per division. This can take a little while to get your head around. 


In general, controlling the clock is good if you are losing or defending. Otherwise, spend your points are ensuring the divisions where you have an advantage go first. 

On the night, we lined up our forces and moved in. The Union held back their right and pressed an extra brigade into the centre. This gave them an edge. 


The Confederates were cautious on their right but pushed up on their left. Firing can be quite inconclusive - especially musketry - but may push a unit out of the line or stop an attack. This second one is especially the case with batteries who can interrupt enemy movement and drive back an attacking brigade. 


The Union were able to concentrate more brigades - slightly - in the centre leading to an advantage. 


By the end of the night, no units had broken or routed but the Rebs had more fatigues. We figures out the rules but still had a bit to learn. Cannons caused us a bit of debate on this night. (I don't think batteries should be manhandled into melee for example.)

 

Wednesday, 9 July 2025

MESBG Battle Report Arnor against Isengard


After a few weeks off, MESBG was back at 700 points - Isengard versus Arnor. I was playing the good guys and I'd long wanted to play Arnor. They had a good range of special rules and several interesting named characters that do not break the bank or cause opponents to question why they ever played wargames. 

Rocky Horror Time Warp Youtube

In lore terms, this game made no fucking sense as Arnor was all dead long before Saruman went bad. I can only assume some form of Timewarp had occurred leading to this bizarre situation. Maybe two palantirs in one place resulted in a flux capacitor situation ... ???

My good friend, Nick, supplied the battle mat and scenery for this evening. He has some great looking Sarissa mdf buildings that he'd assembled. He put together a little market area within a medieval town. I particularly liked the slime covered roofs hinting at decay and sinister themes within this community. In MESBG terms, it may have been Tharbad. 




We played a scenario using 6 heirlooms laid in a hexagon pattern, 12 inches apart. Deployment was by maelstrom and the first to flip over the numbered tile had an advantage. Players rolled a dice to determine where their forces marched on. This provided some danger as a larger warband could monster a smaller one. Neither of us decided to do this. 


Isengard included Saurman on horse and a troll with around 5 berserkers. It was high points and lower model count. Nick had but two heroes although he did have about 6 crossbows. The Isengard rule that I find challenging is the 2/3 break point limit. This makes them a tough nut to crack fighting to the last. 

Song Of The Day 2/23/2015: Black Lace - "Agadoo" | Paul Pearson

Arnor consisted of Arvedui, Malbeth, Agadoo and a captain. The Arnor pre-battle meeting can be seen above. In total there were 46 models including 10 rangers and 4 knights. Numbers were definitely on the side of good. 


With simply more warbands within the company, Arnor approached 4 of the heirloom markers. I decided to keep my knights at the rear to save for later purposes. My warriors ran forward to try to uncover the location of the heirloom. My 3 initial attempts to uncover it were not fruitful then Isengard found it on the left hand side of the table. 


This was quite fortunate as Arvedui's large command was in this area. Isengard could reach it first, by I could - and did - quickly charge to wrest it away. I also had many more warriors in this part of the table. Although the terrain offered limited spaces to deploy archers and lots of blocking terrain. For two armies with significant missile forces, shooting would play a limited effect in this game. 


Saruman searched in vain. 


The drone shot. On the left, a small Isengard force takes the objective. Their troll is nearby but would take two turns to become impactful. Crossbows held the centre and Saruman was on the right. Arnor forces were just beyond the left of the image with two groups of around 10-12 warriors at the bottom of the photo. They advanced cautiously looking for the best opportunity to commit. 


Arvedui ordered a charge. He had a banner and his own fighting skills to bolster his force. Here Arnor outnumbered the Orcs and, with a quick strike, could remove the objective from evil. I also began funneling warriors around to the left to support. 


The forces of Arnor slew several foes. Arvedui fought well slaying several. The troll loomed but as yet was impotent. The forces of good press back evil and threaten the model carrying the objective. 


My knight continued to wait for an opportunity. Would this prove to be an error?


Malbeth, his foresight throbbing, directed his troops toward a key choke point. From this stage, the central market square terrain would prove decisive. It limited bow shots and stopped the flow of Isengard troops forward - especially in coming turns. This would allow Arnor to move the objective to safety. 


Isengard repositions. Saruman swings around to the left while crossbows - and Rascu - hold the centre and try to shoot down Arnor warriors. The scatter terrain made this near impossible. 


Arnor continues to slowly bring warriors toward the front but delaying enough to force Isengard to commit. I was looking for a place to strike at the lower defence of the crossbowmen or lap around a side. 


The troll reaches combat. Agadoo sits off to the side looking for a chance to charge. 

And then it was a palantir battle with both Saruman and Arvedui looking deep into their crystal balls for the future. In this battle of the philosophers, Saruman won out. Then the might battles started with both sides throwing in heroic moves. Arnor won several duels, killing Isengard orcs, and isolating the objective carrier. Over several priorities, Arnor tied up Isengard's troops and this led to slow attrition. 


Arnors centre and right crept closer. With my left fully engaged it was time to throw in my remaining forces to stretch the smaller Isengard force and disallow them to concentrate their troops. 


The objective carrying orc fell and and Arnor warrior snatched it up, then ,protected by several warriors, began to fall back. Arvedui was left to hold back the tide, but he did still have 6-7 warriors to help - supported by a banner. He stood mightily thrusting back the forces of evil. A ray of  sun from the West fell upon this shining helm, bringing despair to the forces of Isengard. 

Saruman rode over to the main fight and hurled a sorcerous blast or two. One was willed away by Arvedui but another unhorsed Agadoo. Further transfix spells were thrown against the Arnor king. But he stood tall and regularly felled 1-2 orcs each turn. More than this, his 6 inch 'For the King' ability ensured warriors could charge the troll without courage tests - and they were also immune to Saruman's terrifying magics. 


Arnor warriors filled choke points while Arvedui held the line to prevent any evil forces pursuing the objective marker that was withdrawing in every turn. It soon was beyond the range of Isengard to strike at it. Rangers shots whizzed between market stalls trying to fell evil's banner with limited success. 


Malbeth's insight of the Eldar points were golden in this phase of the battle. It enabled around 3 key priority wins in the row. This allowed one off warrior attacks on the troll - tying it up - by also allowed Arnor warriors the chance to attack orcs advantageously. Isengard losses were mounting. 


Arvedui stands on a handy rock and brandishes his axe - hewing down the foe. 



Arnor holds back Isengard doing regular casualties. Evil's small model count was beginning to tell as was Arnor's high break point. We were in no danger of reaching 50% losses. In the foreground, Arnor warriors fought against berserkers supported by pike - a nasty combo. But, Malbeth - he who always knows exactly which card you drew from the deck - used his foresight powers to prevent the deaths of 4-5 warriors. This led to the continued repulsion of evil attacks, while steadily Isengard forces fell. 

Each of the Arnor heroes made important contributions to the victory. Agadoo fought alone against the troll and I wonder if, with his horse, he could have been even better. Oh well, Saruman left that nag a smoldering pile of dust not fit for the knackery. 


And now my forces from the right assailed the centre, striking into the lower defence of the crossbowmen. Saruman, growing desperate, strayed too close to the combat. 


The troll threw successive warriors at the Arnor banner. Low rolls provided protection from these attacks. The troll was under-performing. Meanwhile, Arvedui surged through the orcs before him and fought Saruman directly. In one turn, the king's axe struck multiple times forcing the wizard to spend all available fate. Agadoo engaged in several turns of combat against the troll - even having the audacity to wound it before he succumbed to its blows. 

By now, the small group of three Arnor warriors had escorted the objective far beyond the range of Isengard. Arvedui threatened Saruman and I still hard enough warriors to tie up the troll. The Isengard crossbow centre were all killed and the forces of my right were about to join the melee elsewhere. Arnor knights and rangers remained in reserve too. 


We called the game just after this image. Arnor was still 10 casualties away from breaking but Isengard had hit this point. Although it is difficult to press Isengard hard enough to reach  this point, at 66^ they are also close to routing too. I had lost Agadoo and expended most of my might, but Arnor was still strong with Arvedui still eager for more dueling. Saruman's fate was expended and he had lost a wound. 

In the final tally, it was a big win to Arnor. I had expected something much different as Isengard is a very powerful list. I suspect their strenght lies in orcs rather than trolls. Largely, it was terrain that played a part in victory, reducing the effectiveness of missiles and giving many choke points to prevent larger number attacks - but this did effect both sides. Having the objective appear at that place and time was unfortunate for the forces of Isengard. Arvedui's larger force was able to overwhelm and take it. Numbers again allowed Arnor to spirit this away and prevent breaking. The troll did not do its assigned tasks well - Malbeth's forsight points robbed his chances to be more impactful. Malbeth also did a good job in the centre with his magic aura. I made a couple of errors in missing another chance to strike down Saruman with Arvedui but that's my silly fault. 

Arnor is a very good army list ... that's my summation. 


 

Wednesday, 18 June 2025

MESBG Battle Report Angmar Versus Gondor


It is with a fading memory that I complete this post. Its been a long week at work ...


We played a scenario = name unknown. We had to cross the board to get troops and, hopefully, a hero into each other's corner. The game was 700 points and I was trying Angmar against a more established and experienced Gondor list. I find Angmar tricky as there are so many rules. Also, Angmar seems very dependent on your opponent failing courage and intelligence checks (by the way ... what a useless stat intelligence is. No wonder they canned it after the first couple of editions of Warhammer Fantasy Battle.) 

We lined up and I hoped to move into the corner on my left with my largest group while I held the centre with two groups and my final group would guard me corner. This would be difficult as I had no bows and few mounted troops. The Gondorians had a large mounted force led by Faramir. 


Gondor played a little cagey, holding their cavalry force in the centre for a couple of turns before shifting across to their left. This didn't open any opportunities for my foot force as - if I committed too early - the cavalry could just shift back and annihilate my forward elements. 


The Gondorian centre sat pretty still and peppered my line with fire. Sure, it wasn't that deadly but it did force movement from me due to potential threat. As numbers were pretty equal, I couldn't afford to lose many orcs as the average Angmar Orc is much inferior to a Gondorian tin can. 


The battlefield above showing both playing a thoughtful game. I moved one werewolf into a forward position to threaten. With a 10 inch move and the ability to charge without line of sight, these are effective threat causing troops. 


I moved my right flank around slowly. I planned to retreat to this choke point if the full force of enemy cavalry advanced. If not, I could come forward and receive support from my centre. 


Gondor decided to sit in a big blob and shoot. I cunning ploy. They could afford this as they had 6 bows to none. I would need to get closer if my magic was going to play an effect. Bows had a 2 foot range while magic has 1 foot at best. 


I brought up my left side. I couldn't over commit this force otherwise Gondor could swamp this easily. Gondor was playing the defensive game first. 


My centre force was ready to go either way. 


Then my spectre's drew a guardsman or two forward and Gondor came up. I didn't really see the point of this action - as the attack was piecemeal but it gave me what I was looking for. I committed my centre and left forces to attack. If I could kill 3-6 enemy, I would be ahead and with a better ratio of worthless orcs to useful Gondor warriors. 

Angmar's main trick is terror. As most of the Gondorian centre were citadel guard or fountain court guard with the bodyguard rule - they were essential fearless. There were 16 or so such models. This meant the whole main threat of my army was useless. Added to this, Nick rolled like a man possesses and almost no-one failed their courage test. All night, Denethor did not flunk a single insanity test. All up these results totally undermined the Angmar's army faction rules. 


I moved over on the right ready to overwhelm a mounted assault. 


Which was on its way ... 


Brace for it!


This now skips a bit. I failed completely to kill any Gondorians in the first centre fight. They poured troops in (the Gondor army only had around 5 troops less than I did!) and Angmar pulled back. Gondor advanced and I was happy to engaged them in this space. I had the Witch King, a Barrow Wight and an Orc captain all in the central space fighting. I also had a werewolf. 


We fought and ... I had the advantage but wasn't killing much at all. The reasons ... Angmar are bloody toothless. With poor FV and only strength 3 they need sixes upon sixes to cause any harm. And that's just not going to happen very often. 


The fight was long but Gondor often had the priority. I was forced to burn through might to try and seize the initiative. This sometimes worked but when Gondor won, my magic was useless. With poor melee hitting power, Angmar is forced to engage with the Witch King. This reduces his casting ability. The poor barrow wight was dropped without a single Paralyse being cast or wound caused in combat. What a joker!


The cavalry also attacked piecemeal. With superior numbers here, Angmar's chances looked good. 


But on the far left, Angmar was cut apart. Two regular tin cans killed a werewolf in a single round of combat. Orcs dropped ... like Orcs. 

As the spectres weren't doing anything (the Gondorian just didn't fail courage or intelligence tests tonight), they charged and did okay in combat. At least they had 'blades of the dead' and could wound on less than a 6. 


The Witch King won against Irolas but couldn't land a wound. Great fate rolls and a STR of only 4 meant wounding was unlikely. I wasted the Morgul Blade for no impact. 



Orcs and werewolves swarmed the Gondorian knights. In some cases, I had a four on one advantage. But this didn't matter as Angmar Orcs can't wound anything. Also, Faramir was an unstoppable beast. Honestly, I thought I was facing Boromir. In fact, he was fighting like Tulkas. In every duel, Faramir rolled a six. He probably killed 10-12 Orcs alone and a werewolf. I mopped up the cavalry but Faramir could do no wrong. He threw fistfuls of dice slaying left and right with a avalanche of fantastic rolls. I just stopped rolling in duels for quite a bit of the game. 


Orcs were falling fast, my might was gone and no Gondorian hero had suffered any wounds. I was down two werewolves, an Orc captain and a barrow wight plus I'd almost hit my break point. If this happened, I would lose all my forces outside those shown above. The night had turned to mush with all my attacks leading to little (I had killed about 16 Gondorians which was heartening.) 

But, it had been a long week and I couldn't face the 6-storm of Faramir's dice any longer. I pulled the pin. 

Angmar just felt entirely without threat and unable to wound its foe. Nick's Gondor forces totally ignored my Terror causing faction abilities and my FV and STR were just poor in comparison to troops I barely outnumbered. Two of my werewolves had died on first impact and had largely done little. While I felt I'd engaged in three large combats with an advantage, I didn't have much to show for it. 
It was a shitty night to fight for Angmar. 

So what do I think? Angmar is a bit of a pain in the arse. Many of their abilities require the enemy to fail courage or intelligence rolls rather than supplying an inherent advantage (eg: like the Black Gate's +1 FV vs Men.) The faction abilities can be easily bypassed with simple army list choices. The army itself has so many rules and miniatures with abilities remembering it all on a weekday after work is just a headache. Compared to my recent games with Minas Morgul and the Black Gate ... this force just feels weak and bothersome. Those other armies can really hurt their foes. Angmar does a bit of ineffectual, annoying stuff then bends over and gets pumped in combat. 

While I wouldn't say I'm done with Angmar (I do love the lore and theme of the army), this is not a force to take if your feeling frustrated or seeking a relaxing game. It operates in a surgical manner, that often does not come off, and requires patience. 

Playing Angmar builds resilence ... or hastens heart attacks ... I'm not sure which.