Tuesday, 15 April 2025

BLUCHER Battle Report - Grognards Assemble!

 


This week the suggestion was to get our 4 active club members around the table. So, I supplied all the minis, terrain, lists and rules know-how for a game of our much beloved Blucher. 

It was 1815 and there would be French vs Prussians on the field. The French were attacking and trying to grab 2 objectives or, much more likely, break their opponent by routing 6 units of Prussians. 

The above image shows the French light cavalry division awaiting their commands from their central position. Two French infantry corps were sent left while one held the right. 


The Prussians amassed their cavalry on their left flank then sort of jumbled all their infantry in a mixed pile elsewhere to hold the objective ... and get in a muddle. 

This game focused on the cavalry quite heavily ... especially on its misuse. 


As stated the French, supported by good MO dice, drove their attack toward the objective on their far left. Eight brigades on infantry surged forward as the drums sounded. The artillery had been formed into a battery in the centre. 


On the French right, their objective was guarded by 4 brigades and one battery. These guns were sighted by the Emperor himself which was evidenced when country battery fire saw the destruction of the advancing Prussian cavalry's horse battery. The French, over confident, misjudged the charge distance and faced a single charge not in prepared positions. This passed with limited damage. 

The Prussian cavalry had used ALL their MO points to push this quick charge. As can be seen above, they were totally isolated with no infantry support - and now no guns. The French formed into square and the Prussians were no so close, the squares began to fire volleys. This is exactly the way that cavalry should never be used. 

In fact, later in the game, these infantry were so unscathed by this "assault" they attacked the flank and rear of Prussian cavalry in columns - destroying one unit. 


Meanwhile, the real deal was happening on the left. The French halted to pour devastating skirmish fire into the Prussians. Their guns responded but the French were winning. Charges resulted in several Prussian units sheltering behind their lines with only a single hit left. Unfortunately, the French could not reach these units. As the game progressed, the French assault left few of their enemy without damage. 


The Prussian general used many MO points to pull back his cavalry. Only half this force remained functional with the remainder sheltering out of gunshot on the hill - but unable to play a further role. 



Then, Napoleon judged the time ripe for a counter thrust. The light cavalry burst from their reserve position. This halted the piecemeal Prussian advance in the centre. They had retained their largest corps as a reserve and now struggled to find the MO to bring these troops forward and plug the yawning central gap. Their misuse of cavalry demanded command points (MO) each turn to extricate these troops from their peril. 


The French released one unit of chasseurs to run down some infantry then threaten the guns. 


The remained of the French light turned to attack the wounded Prussian cavalry.  Now three French attacked two Prussian but it was a seesaw battle. The French cavalry were blunted but none were routed. At the bottom of the above picture, the defending infantry now threaten the cavalry flank. 


And the French 10th Hussar stand defiant and victorious on the field. Elsewhere the French attack had done its work. The Prussians reached 6 broken units while the French had only taken 2 (or 3?) of their 5 required. But, as stated above, the Prussian battlefield was littered with units struggling to remain under command with many soldiers streaming across the fields. 

So there it was, a tale about cavalry, but the main part of the battle was really about infantry ... 

Wednesday, 2 April 2025

MESBG Battle Report - Gondor vs Angmar


This week the game was again MESBG but the scenario was 'The Fugitive' from the Lion Rampant skirmish rules. In this scenario, the defenders searched terrain features to locate a fugitive that has escape the castle of their enemies. My Angmar list were the defenders searching for an elusive hobbit. 


It was first time with Angmar who had always intimidated me with their huge amount of rules. Spirits, Witch Kings, Barrow wights ... all has things to caste each turn. Would I remember all? Sadly, no. 


My opponent, Nick of the Tower, fielded his Osgiliath Reclaimed list. In this Boromir and Faramir led the forces of good. It was 600 points a side. 


The drone shot shows the five terrain pieces that could house the fugitive hobbit. 


Evil ran forward not just to search but to infest the narrow spaces on the board. Their ploy would be to search, then hold up the Men while the model with the fugitive spirted him from the board edge. 


The Witch King stood in the centre with the banner and barrow wight. In the background, several Orcs who had searched the far wood had been caught out. These would be sacrificed to stick to the plan. 


On the other side few foes stood before Angmar. In the distance several rangers peppered the line. However, the Witch King had despatched a warg rider and werewolf - the newest recruit to my forces - to silence their bows. 


Boromir flanked the forces of evil riding quickly for the rear. He and his knights hoped to bypass the blocking force then strike at the rearward figures with the hobbit. 


Only one or two orcs delayed the forces of men. Beyond, a more solid battle line awaited. 


Then the Witch King struck. Having drained Boromir's will with transfix spells, he now unleashed his black dart. The fetid missile struck, killed Boromir's horse. This proved vital as it drastically slowed the advance of good. But now the Witch King was within the powerful hero's reach. 


The orcs before the dark one began to quail but terror stayed them. 


Meanwhile, the fugitive was in the hands of a warg rider and moved slowly to the table edge kicking and screaming for rescue. A second werewolf guarded the warg rider. I also sent an orc captain who had retained a might point for a heroic move or march. 


At the front, battle lines clashed. Although inferior in fight value and defence, the orcs held on due to the terror causing spirit and barrow wight which bolstered their line. 


Behind, more orcs and warg riders tried to harry the foe ... but quickly the tables were turned. 


Boromir surged toward the Witch King felling orcs in heroic combat. But, even his vast stores of might ran low. 

The two did clash - and I was too enthralled to take a photo - with Boromir winning the duel but fate saved the foul overlord. This duel win was lucky for Boromir, as the Witch King was wielding a morgul blade. 


Guarded by the werewolf, the hobbit was manhandled toward the table edge. Gondorian knights were held at bay by the werewolf's long movement and being able to launch a charge without seeing the enemy. 


Now, Faramir leapt the wall (see background in the ruined building) and charged into the flank of the Angmar front line. His magic resistance made the barrow wight's paralyse useless. But, Angmar still had the numbers to hold out. 


The Witch King attacked Gondorian knights but their defence held. Angmar's offensive power feels quite limited but they have lots of tools to delay and frustrate the foe. Few Gondorians had fallen but the fugitive had been secured. Higher numbers, terror and blocking the narrow board spaces all told on good reducing their ability to threaten objective. 

We both thought the scenario had been pretty good and we think we'll try more. I have some problems with the GW scenarios - especially when these require securing non-descript objective markers or making being quartered or broken a benefit to bring about an early game end. The Fugitive felt like a real medieval situation to resolve. (Although I doubt Angmar would have been able to wrest the objective from the high defence + FV Gondorians.)We also learnt that werewolves, despite not killing much, were threatening with their long move, terror and ability to charge without line of sight. Also, the widespread Angmar terror (when orcs are within 3" of a spirit) works wonderfully well with the Witch King's harbinger of evil radius. I just need to look for opportunities to engulf foes when they charge piecemeal and better utilise my warg riders. Maybe these should just shadow the werewolves giving much needed support, protection and bolstering the attack dice numbers. 

Oh, and Faramir is much more threatening in the new edition. Boromir is a monster as always but I feel he is vulnerable to magic. His brother is not ... but does have reduced killing power. Oh, and the WK is really not much chop at the chop chop. 

 

Saturday, 22 March 2025

MESBG Tournament - The Riddle of Fun


With a shrinking sense of enthusiasm, I played the Riddles in the Dark II tournament for MESBG. It was held locally and was a 500 (or 550) pt day with 4 intended games. I took Mordor ... almost Black Gate. The rules concerning army lists were a bit confusing with making up your own heroes - and lists too really as it turned out. Just think of a list, and a thinly veiled reason, and take it along. 
I only invested 15 points on upgrading my heroes and, as it turned out, I was alone in doing this. 

14 people played the day. Game 1 was against an all hero list ... the type of thing I just don't like in wargames. The game lasted an hour and much to everyone's surprise ... I won. I won't lie - the game just wasn't fun as my opponent had designed a list where he rolled dice each turn to get more abilities and might. There was a slight chance something 'bad' would happen but even these were things like 'charge the enemy' which he was going to do in any case. 



It didn't bother me too much as I don't view such situations as actual games. It was more just for my opponent to kill some figures. I was just there to paint and supply an army for him to defeat. My input was not required. He stomped the shit out of my army BUT I had decided to run enough orcs at the objectives and well ... Sucked in hero-hammer dude, I won! (By the skin of my teeth but still ... my victory was a result tactics and actually investing in troops not heroes!) 


These images are all game 1. Just try to spot the opposing army .. its fucking hard when you only deploy 4 figures and they're all heroes. Needless to say, I don't think I'll play a game like that again. 

The game just wasn't fun as my opponent used boundless stores of might to totally control all priorities and heroic moves. Even if I won a roll, I then lost initiative due to some rule that he created for his over powered hero army. My only action of any note was my general killing just one of his models in the final turn of the game. This game illustrated the bad side of MESBG. However, this was not the rules but in the application of the lists. The result of a victory driven approach to gaming. 



Game 2 was a Mordor grudge match. This was my favourite game ... and another lucky win. Why was this the best? Because I played against someone who took a fucking army and not heroes! My opponent was also very nice and knowledgeable - while I was rules careless and hung over. I got smashed with my army being 'quartered' which is MESBG speak for routed or broken in every other wargame ever written. This game showed the true limitations of trolls in MESBG. Not enough attack dice to win roll offs and too easy to simple tie up with one model. 


My aim for the day was to try and work out how to use trolls. What did I discover? Trolls are shit. 

The base size is too big and the wounds and attacks are too few. But, I listened all day to my opponents saying how scary they were. The experienced MESBG players seemed to know exactly how to blunt trolls on the battlefield. 

(NOTE: In this game, my opponent also fielded a Mordor troll. He agreed, trolls are not worth the points.)

However, their trepidation prevented a serious threat to 'Vark the Insertor' my leader - all day! He saved this game by repeatedly throwing enemies at the opposing general until he died. Got me the win as my opponent didn't press the victory conditions. That's twice now a more knowledgeable opponent didn't press the objectives. They were just mesmerised with killing my troops. 

MESBG is a very odd wargame that often involves getting a positive benefit from your army being routed at the right time. If you're ahead in the game, putting your figures in poor positions to die in combat, or fail a courage test, is actually good tactics. Who could invent such bullshit? Only Games Workshop. 

But fun does lie within this game. The clash of battle lines (as I experienced in Game 2) really scratches a medieval itch. Game 2 was tactical and felt fun as it appeared I actually had a chance to win. 
(I really didn't as my opponent was a lot better at MESBG than me - and I didn't have enough heroes. His three heroes cut a swathe of death through my army.) 


And then Game 3 came along ... 


Why the fuck would you put a river across the centre that was incredibly difficult to cross and only had one narrow ford and one single file bridge? 

Answer = you want the small elite and/or missile heavy armies to win. 
And guess what? That's what happened! 


I used every might point I had to heroic march and rush the ford and get across. Then I lost 3-4 priorities losing the initiative OR had it ripped away when might was used. I tried using might too but I was seriously outclassed by an army that had 4 times the might I did. 

Yep, I was facing another hero heavy force. 


The smaller army formed a ring around the ford and just hacked the shit out of my army as it limped across piecemeal ... And my opponent talked about how threatening my trolls were as he won every fight and killed my whole army (except Vark the Insertor) for only 2-3 models lost. I didn't kill a single model until the last turns of the game. 

Unfortunately, I felt like a useless appendage again. After those first turns of movement, I lost all player decision making ability. I stood trapped on the ford - my only large crossing point and died. 

This game didn't even have the manners to end. It went on and on with only Vark the Insertor (my general) left. And still my opponent still had the might to rip any priority wins away. 

But, somehow I walked away still enthused. My opponents were all nice guys - two of which just loved to create elite armies that robbed their opponents of the ability to take a turn. Everyone was helpful throughout the games (its easy to be positively disposed when your massacring the enemy.) 

I still like MESBG. Despite being quartered in every game (I lost about 25 models out of 29 in all games) I won two games. I had spent the least on characters out of all players. The day also revealed that I still don't comprehend how to move my troops effectively especially when lines meet. 

What does the day tell me? In MESBG, heroes matter far more than I would like and Trolls are shit. 
I have a better understanding of troll use and limitations but I'm not sure the other games provided the learning experiences for troop tactics I was hoping to gain. It didn't seem to matter what I did - especially in game 1. 

 

Thursday, 20 March 2025

MESBG Battle Report - Anyone for a Trollskin Blanket?


After several weeks away from gaming, and with a tournament fast approaching, Nick and I finally got a game in with our intended lists. 

It was Isengard vs Mordor at around 500 points. 


My army consisted of a Troll chieftain, leading 14 Morannon Orcs, and a Morannon Captain, leading a Troll and 8 Mordor orcs. There was one warg rider - who might try to grab and objective. 


Both Nick and I thought the double trolls would be very hard to stop ... oh how wrong we were. 


This game really showed the strength of Isengard ... or my continued tactical inability to make decent decisions in MESBG. Also, my lack of understanding in just how trolls worked. 


We played a scenario with objectives .. but I'm damned if I remember what it was. It really didn't matter in the end. There were actually two games this evening ... both were very short. 

My Mordor forces were absolutely massacred each time. 


The above game was so short, I didn't get any snaps past deployment. My trolls were smashed by Uruk heroes, beserkers and pike support. With all these models, Nick was rolling 6 or so dice in the duel rolls. Trolls roll only three, so I basically had to roll a six each time to be in the race. 

I wasn't in any race ... 


The second game, I tried to deploy up in the grill of Isengard to get away from the nasty STR 4 crossbows. It didn't work either. 


My Troll chieftain was out-rolled in duels (again - the enormous troll base size means smaller models can pile in and gets lots of dice in the duel.) Most often, the small models get a six and the troll doesn't. 


There are my trolls - above and below - looking menacing and doing absolutely fucking nothing. 

I think one of them killed an orc. WOW! Thats 240 points for 10. What a trade!


The beserkers are very deadly as well as the high fight, strength and defence of the uruks. My Mordor Orcs and Morannons are outmatched in every category. 


This game also ended very soon. But I quite like two games in one night. I do enjoy smaller points games. But, it was pretty sobering getting boxed so emphatically in both games. Isengard are tough, Nick positions his troops better than I do, and I can't use trolls. 

This didn't bode well for the coming weekend of the Riddles in the Dark 2 competition.