Sunday, September 11, 2022
Friday, September 9, 2022
Sunday, August 28, 2022
Campaign carnival After Action Report Scenario 4
After Action Report- Scenario 4.3 Counterstrike!
Rules- Chainmail 3rd ed.
Force Composition-
Baron Elizabeth’s Forces
6x Heavy Foot 12
6x Armor Foot w/ 15
Hero 30
6x Med Cavalry 24
Hero/ Magic Sword 30
8x Light Cavalry 24
4x Light Foot 4
4x Heavy Foot (Elf Ally) 4
6x Heavy Cavalry 30
Wizard 50
217
Orcs Gnashers Redux
8x Archers 32
2x Heavy Cav 10
2x Ogres 30
4x Armor Foot 10
Wraiths 10
6x Heavy Foot 12
4x Med Cav 16
Hero 20
6x Light Cav 24
161
Scenario-
Terrain and Deployment
Humans deploy first, with heavy cav on left flank, armor foot with hero, heavy foot and med cav with hero across the front, and light cav in column on the right flank. Wizard posting up in the rear.
Gnashers respond by spreading out the monsters, with ogres on the flanks, and wraiths in the center. The armor foot posts between the 2 barricades, with heavy cav and heavy foot behind them. Med cav and light cav take the right flank.
In-Game Events- Since the orcs are at significantly lower points, they will auto win initiative for turn 1. Orcs choose to have the humans move first.
Turn 1- The 4 human units on the left rolled to see if they found the goat trail, no luck. The light cav swings around the hill in column, staying out of charge range of the orc cav. The human med and hvy cav make half moves while the infantry make full moves forward keeping them near each other. The wizard targets the wraiths with a fireball, but they make their save and only the armor foot adjacent the wraiths perish, but it causes the other base of armor foot to lose morale. The orcs move forward with the wraiths and ogres pushing forward, the med and hvy cav keeping pace. The archers move behind the earthworks and fire on the human heavy foot killing 3. The orc light cav presses on the human light cav.
End turn 1 Humans 1, Orcs 0
Turn 2. Humans win initiative and choose to move first. The light cav does a left turn and charges the orc light cav, trading wounds and forcing it back in good order. The hero and med cav charges the ogres and the armor foot charges the wraiths. The other human hero and the heavy foot charge the other ogre and the human hvy cav charge the orc light cav. The elves and the light foot move forward staying out of bow range. Then the wizard fireballs the orc med cav with the hero attached and kills two bases of cav leaving the hero to act alone. Orcs respond by the hero charging into the human med cav, and the heavy foot charging the center. The human hero with the magic sword gets a hit on the ogres and slays them. They also kill the heavy foot and the hero fails morale and surrenders. The wraiths touch 2 units of armor foot and paralyze them and the armor foot responds by killing all but one heavy foot. The ogres on the left smash all the human heavy foot, leaving just the hero in single combat. The human heavy cav slays the orc heavy cav.
Score end of turn 2- Humans 5, Orcs 1
Turn 3- Humans win initiative and elect to move first.
Human light cav charge the orc light cav, but the wounded orcs from the camp mobilize in the face of total annihilation, and some orc med cav manages a countercharge into the melee. They trade wounds and the orcs are pushed back in good order, all fatigued save the med cav. The wizard fireballs 2 bases of archers, limiting their effectiveness. They respond by doing 1 wound to the elves. The human hero and the med cav pivot and charge into the orc hvy foot and the wraiths, i ruled they had to slay the orcs before they could reach the wraiths. The orcs died and the hero with magic sword moved forward to fight the wraiths but failed to do enough wounds. The armor foot were unparalyzed by the elves who moved into their rear, but cannot affect the wraiths so they just stayed locked in combat. On the left side of the battlefield the heavy cav charged the ogres and with the hero did enough wounds to slay them. All of the human units on the field save the wizard and the light cav and the elves are now fatigued.
End of turn 3 Humans 7, Orcs 1
Turn 4 Humans win initiative again and go first to deliver the death blow to the orcs.
The elves swing around the armor foot to threaten the wraiths as they are able to inflict wounds on them, but the hero with the magic sword manages to finish them off. The med cav detach from the hero and about face to cover the orcs cav on the right. The wizard fireballs the remaining archers who held morale last round, and the rest of the army rests as the light cav receives a charge from the orc med cav, hvy cav and fatigued light cav. The light cav trade wounds and the orc light cav breaks due to losses. The rest of the melee holds. I’m going to call the game at this point as the orcs would probably take the opportunity to run away while the humans are resting.
Score at end of turn 4- Humans 10, Orcs 1
Final Score- Humans 10, Orcs 2
Duration- 5 turns (turn 5 was just the orc hvy and med cav routing the human lt cav in melee, scoring 1pt) they then flee with the rest of the orcs. About 3 hours of play including set up.
Conclusion- The Baron Elizabeth’s forces won 3 out of 4 games in the Campaign Carnival. Their original goal was to beat down the newly reformed tribe of Gnashers Redux from the Whitehart Wood enough to consider her hex in the Wood cleared, which would then allow the construction of her keep. The next phase of the Whitehart Wood Campaign will be the arc of Baron Elizabeth gathering her materials and resources and constructing a proper keep and wall and defending her territory while doing it. The Gnashers Redux are severely whittled down but still will cast a presence in the hex. Their surviving numbers are 3 bases of heavy foot, and 1 base each of armor foot, light cav, med cav, and hvy cav. This force will be added to the map for future campaigns.
Status of Casualties- The orcs skulk away off the battlefield into the dense wood with just 3 bases of heavy foot, and 1 base each of armor foot, light cav, med cav, and hvy cav. No additional human units are killed as a result of this battle.
Thus ends the Baron Elizabeth vs Gnasher Redux Campaign Carnival. The Baron’s forces started the campaign with a fairly successful retreating action, followed by a disastrous escorting of a supply train that affected their resources and numbers. They managed to muster strength and counter with a successful surprise attack on the orcs and then a masterful assault on their main camp. With 3 victories out of 4 2 being rather large victories, I proclaim the Baron successful in her efforts to put down the Gnashers and make her hex safe for keep construction. This campaign has been an absolute blast, kept me solo wargaming all summer! Big thanks Purple Druid!
Monday, August 22, 2022
Giving Away a 2mm Ancients Army! Mini-Wargaming Pay It Forward To Our Community
*Update- It has been paid forward*
I would like to give a big thanks to Jon Mollison for sending me a mini wargaming gift. He sent me this sprue of Black Powder Epic Prussians all the way from HI to MA free of charge and asked that I pay it forward. A friend of mine just built up a big army of French, so these Prussians will definitely be getting some use. You likely already know the man, but if you don't check out his amazing youtube channel and website which are both linked on my blog.
Saturday, August 13, 2022
Historical Minis Wargame Rules I'm Reading/Reviewing
For the last few weeks I have been researching some possible choices for rules sets to use in my fantastic historical wargames campaigns I am planning. I have definitely decided to use The Solo Wargaming Guide to plan and manage the campaign, but I need to find a rules set or sets to use to work out the actual battles of the campaign. So far I have acquired the following rules, pictured below clockwise from top left- Quick Kill (6mm WW2), Oh What a Lovely Wargame (WW1), The Portable Wargame, One Hour Wargames, Hell By Daylight, Hell in Microcosm, FUBAR Vietnam, and Battle for 2mm Earth (2mm WW1). These choices are specifically for my planned upcoming WW1 and Vietnam campaigns, and I have several others that I have found but haven't printed out yet. The goal is to choose a rules set that is not overly complicated that can be adjudicated in a solo setting, and the games move along and don't cause mental fatigue, but still being fairly representative of the period. So far I have yet to really hook into a particular set, definitely need to deep dive several of these systems and decide if I'm going to try one system for both WW1 and Vietnam, or separate systems. So far I have played One Hour Wargames a few times, and I find that system to be a tad too simplistic, but pretty close to how simplistic a system I want for solo play. I'd love to find a system one or two clicks more complicated than that. I think for solo play I will more enjoy the campaign planning and map movements more than the in game tactics, and I think completing games and getting on with things is a better approach than overly complex, long games where its difficult to remember everything. I would appreciate any feedback from anyone that may know about any of these systems.
Monday, August 8, 2022
2mm Ancients Pike Blocks and 6mm Siege Weapons
Hobbied up some bases of 2mm pikemen blocks along with some 6mm catapults and ballistae, and some kind of trebuchet or heavy catapult. I'm not quite sure what Irregular Miniatures sent me or if I glued on the launcher correctly, but I did my best to make it look correct. I hope to use the pikemen in a faux Alexander the Great Campaign at some point.
Featured Post
How to Play D&D Like A Wargame
How to Play D&D Like a Wargame "A s far as I know, this is the most comprehensive and most practical description of BrOSR play in...
Popular Posts
-
How to Play D&D Like a Wargame "A s far as I know, this is the most comprehensive and most practical description of BrOSR play in...
-
*7-13-26- These reports have consistently been getting a lot of views. If you are interested in playing in the campaign please get in touc...
-
*7-13-26- These reports have consistently been getting a lot of views. If you are interested in playing in the campaign please get in touc...
-
To readers of my blog, here is the reason for the lack of posts. I have been spending all of my gaming time on this amazing project as a ...
-
** Updated 10/2025** Built a bookcase to house my growing Appendix N+ collection. Here it is in loose chronological order. (Plus a shelf o...
-
Nappendixia Campaign Session Report Session #- 123 Session Date- 3/6/26 Time Passed- 2 days Roll Call- Boldvay M/U12 ...
-
Nappendixia Campaign Session Report Session #- 36 Session Date- 3/15/23 Time Passed- 4 days (1/9-1/12) Roll Call- Mandigor- ½ ...
-
Nappendixia Campaign Session Report Session #- 131 Session Date- 5/29/26 Time Passed- 2 days (5 days upper level group) Roll C...
-
Nappendixia Campaign Session Report- AD&D Session #- 115 Session Date- 12/26/25 Time Passed- 12 days (catching up with 1:1...

