Sunday, 10 August 2025

Scenario 2: Pitched Battle (2) (2nd go)

 As there were clearly a few folk interested in the Hyborian setting, I thought I'd do a second game in Howard's World. 

Source: Conan Wiki Fandom
Belligerent Corinthia is once again embroiled in a border dispute, this time with Koth. I have changed the Scenario very slightly; there are still two objectives to capture, but I have replaced the cross-roads with an oasis.

The Army of Koth has not been seen before on my blogs. It's been cobbled together from figures I have painted over the years, some having been rebased to fit with the Corinthians.

Men of Koth plus mercenaries (rear) from the Eastern Desert

For this battle I've used Portable Wargame rules but dropped Exhaustion Point allowing units to fight to the last Strength Point. To win the battle a side must have control of each objective by the end of hostilities (or Turn 15).

The battlefield at dawn

The two armies arrive and advance toward each other

The first clash of arms
Koth sent the desert raiders to take the hill whilst their own infantry and archers would hold the centre ground and oasis.
The mercenary cavalry was quickly destroyed, mainly by arrows
The foot unit made it onto the hill

At the oasis a very stubborn unit of archers fought on 

The centre saw a bloody crush of infantry

The Corinthians began to get the upper hand
They now held the oasis and would shortly regain the hill

Taking control of the hill freed up another unit to join the centre

The Army of Koth fought bravely 

but eventually ran out of men 
Victory to Corinthia!

Sunday, 3 August 2025

Scenario 1: Pitched Battle (1) (2nd go)

 For this go at Scenario 1 I used Portable Wargame rules with slight variations. Exhaustion Point was replaced with Rout Point at 50% loss of points, and Generals had Zero points but still added a bonus of plus one in combat.

The armies facing one another were Corinthia and Stygia (from Robert Howard's Hyboria). The scenery was there to break up an otherwise featureless plain and had no effect on the battle.

The Stygian Army (4 Infantry 1 Cavalry 1 Archer) had the initiative and moved forward aggressively. The Corinthian Army (3 Infantry 1 Cavalry 2 Archers) played more defensively.


 Despite being on the defensive, the Corinthians were drawn down on their right and did some early damage to the Stygians.

The Sons of Set fought back and soon the losses on both sides appeared equal again.

The battle was on a knife edge, with the Stygian's being repulsed then attacking again

but in the end, it was the defensive tactics of the Corinthians that prevailed. The Stygian losses became too great, and they routed.


This is my least favourite of Neil Thomas's Scenarios though it still proved to be a fun little game!


Sunday, 26 February 2023

Scenario 30: Last Stand

 Having suffered defeat at the hands of the Union Army, the retreating Confederates have left a small (3 units) force behind who will fight to the last man to delay the Yankees. 

The Union force arrives to the South

The US Army rushes the ford to tackle the Irregulars in the wood

US Cavalry veers right to deal with their CSA foe

This gives time for the Infantry to advance unhindered

The US Army crosses the river in force and begins its attack on the redoubt

The US Cavalry are behind the wood attacking the CSA irregulars while the assault of the redoubt gets going in earnest

The attackers suffer heavy losses but have an endless supply of reinforcements

By Turn 11 the CSA are reduced to one unit defending the redoubt

The Last Stand comes to an end on Turn 12

Saturday, 25 February 2023

Scenario 29: Shambolic Command

 Army Blue must defend a strategic hill, which, given it's superior numbers (6 units), should be possible. Unfortunately it is commanded by an indecisive General. Only two Blue units may be activated each turn. All 4 of Army Reds' unit may be activated.

End of Turn 1 - Red moves in on the objective

Blue's cavalry move to aid the defense

A third of the way through the day and Blue still have a firm hold on the hill

Army Red begin to close in as Blue's defense falters

Army Red gets a foothold on Turn 8

By Turn 12 Army Red is dominating the hill but Blue is hanging on

Army Red poised to destroy Blue?

Blue's Infantry, driven off on Turn 14, regain a toehold on the hill to draw the battle!

Neither side could claim sole possession of the objective, though Red had the greater numbers at the end.

Monday, 6 February 2023

Scenario 28: Botched Relief

 Army Red has received word that their enemy, Army Blue, have a force preparing to attack a poorly defended town. A relief force is dispatched. Regrettably it is commanded by General Factotum, known for his inability to make decisions. Apologies for the pictures; the lighting was very poor.

Starting positions

  The four Red units on the hill may only be activated one at a time, and only once the currently active unit has been eliminated.

Blue's assault on the town begins

Despite being under cover, Red's units in the town are taking hits

Blue moves a unit to the other end of the town while Red's unit from the hill is kept occupied

Blue's cavalry force their way into the town without loss!

Blue poised to take the town

The Town has been captured and Red's inertia means it cannot be retaken

Red's one active unit was destroyed in a last desperate attack. General Factotum sent a cavalry unit hurtling down to attack the Blue infantry out in the open, but it was too little too late; the day was lost. Modified Portable Wargame rules were used once again.


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!