Tuesday, 24 January 2023

Scenario 27: Disordered Defence

 Blue has launched a surprise attack with a small force (4 units) whose objective is to capture a strategically important crossroads. Red has half of his force (3 units) in place, with the remaining 3 units arriving late (turn 8). Blue always moves first in this scenario. Modified Portable Wargame rules were tried again, with no Exhaustion Point. The trees are only to break up the field a bit - apart from the roads this is a flat featureless terrain.

Initial situation

Blue's Cavalry have attacked the Red artillery and fallen back to charge again

By Turn 6 Blue has captured the Crossroads with a weakened cavalry unit

The Centre and Right are in Blue's control

The remaining Red units arrive - will the tide turn?

Turn 11 and Blue is still very much in charge of the objective

Red pushes forward to try to dislodge Blue

Disaster for Red - sustained fire has led to his General's demise

The end of the game with Blue successfully holding the Crossroads!

Saturday, 14 January 2023

Scenario 26: Triple Line

 A Goblin raiding band is approaching the foothills of the Dwarvish Mountains. The Dwarves send a small but tough force out to stop it but their defence is a disorganized triple line (see OHW for effects of disorganization). The objective is sole occupancy of the hill by Turn 15.

The unit of crossbow Dwarves guarding the bridge

The Goblin force has arrived. Note each tree represents an impenetrable wooded area

Goblins swarm in to attack the bridge guards

The Dwarves fall back but have inflicted damage on the lead unit

The Goblins come up against the second line

The Goblins push the Dwarves back further on the left

Half way through the battle and the Dwarves still hold firm

However, their resolve begins to falter

The Goblins attempt to surround the Dwarves

Casualties are mounting

The Goblins break through and are on the hill

The last Dwarf unit is destroyed and the Goblins win the field

This game was played with a version of the Portable Wargame that did away with the Exhaustion Point rule to bring it more in line with OHW rules. There were no Generals either.

Saturday, 7 January 2023

Scenario 25: Infiltration

 A small (4 unit) Blue force has infiltrated Red territory and must exit 2 units via the opposite base line before Red's larger (6 unit) force can stop it.

Blue arrives on the Southern base line on turn 1. Red has only 1 unit on the table at the start of the game.

(Due to the pre-Christmas clear-up, I am unable to currently locate most of my scenery - the sand represents a road. The dense mass of mismatched trees represents an impenetrable wood)


Blue sends one unit against the Red unit on the hill

Blue is not doing well and two more Red units have arrived on their baseline

Blue has lost one unit by the end of Turn 4

Having disposed of the Red unit on the hill, Blue must now engage the new arrivals

Turn 6 and the remaining Red troops arrive - is it too late for Blue to escape?

Red closes in

Blue has two units left, the minimum required to reach their objective

One Blue Unit is on the baseline but involved in combat while the other is close to defeating their opponents

Disaster - with only one unit left Blue cannot win