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Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Wednesday, 2 September 2026

Tempus Fugit

This week here in OHQ saw Midgard rules return to the table I was amazed to see that this was the first time since last June! 
Facing each other across the table would be the Ostrogoth forces of Totila (Dave) and the Romans commanded by Belisarius (me)
As one would expect we missed or got wrong a few things after such a long break from using the rules but this not detract from an enjoyable game.
Goth archers and Frank allies mass against the Roman left flank.
Under heavy fire from the Goth archers the Roman archers break and flee.
While the opposing infantry engage each other with missiles the main action takes place on the other flank and centre.
Having evaded the initial Goth charge the Roman light cavalry must stand and fight to protect the flank. After putting up a brave fight against the heavier Goth cavalry they finally break.
Meanwhile on the light cavalry's flank the Roman heavy cavalry are having a hard time against growing Goth numbers.
Meanwhile Belisarius bravely leads his Boukellaroi against Totila's elite heavy cavalry supported by a unit of Kavallaroi.
To the left of Belisarius the Kavallaroi are broken unable to withstand the mass of Gothic cavalry arrayed against them and are broken.
Belisarius is left to battle it out but the numbers (and the dice) are against him.
In the fighting Belisarius is slain! With this and the loss of his Boukellaroi is goblet is empty. A win for Totila and Goths, Italy will remain under Goth control a while longer.
Off for a break down in Kent so tabletop action will return to OHQ later in the month. I am now keeping my fingers crossed that I shall return to the favour of the dice gods next week for some ACW action over at GHQ 
Until next time take care and KBO.



Wednesday, 5 August 2026

A New Generation

With it being the school holidays here Dave was accompanied by grandson Will for a game of Bolt Action. Will brought along his recently painted British paratrooper section for a run out on the table.
Will's paratroopers are the second row in.
For the scenario Dave would be holding the German defence line in the middle of the table ready to repel a British advance. However a paratroop platoon commanded by Will had been dropped in their rear. The arrival of the British main force commanded by myself would be determined by a dice draw and the resulting dice determining how many units would arrive and whether it would be a tank or infantry section.
The Germans await the British attack.
News of the parachutists force the Germans to counter the threat.
The Germans also send a section to occupy another of the the empty buildings. The British too, see the advantage of this building to anchor their attack.
Who will get there first?
Its a close run thing but.......
The British pass the post first, yup the British order dice comes out first! The Germans are obliged to take shelter in an adjacent but tactically less useful building.
The British are also heading this way through a field with the shelter of a stone wall.
Over on the other flank the British deploy a section towards the cover of a small copse their howitzer deploys to engage the Germans.
Their fire is a tad off target though.
Turn four and the British attack is on, the dice decide on two infantry sections, a Churchill and Cromwell in support.
The Germans in the isolated house are now targeted by the sections in the field and adjacent house.
Although offering a tough resistance the firepower from the two sections clears the building. The flank is now clear and the way is open to attack the rear of the Germans who are engaged by the British tank and infantry attack. 
Meanwhile on the other flank the Germans have sent a section to halt the paratroopers advance through the copse but they too are dispersed.
The Germans finally got a reinforcement but only a solitary Stug III arrived, too little too late to effect the outcome. Turn 8 and the few remaining Germans held up their hands.
A spirited defence by the Germans that may have succeeded with more and earlier reinforcement?
Will's attack was well executed, his attack on both flanks anchored on the early possession of the centre building paying off.
Until next time KBO


Wednesday, 15 July 2026

Evening The Score

Digging a unit of Roman light cavalry out of the pile of potential I happened to check on the blog the last time I added a unit and the last time they saw the table. I was amazed to see that it was September 2024!
Wow that was long ago this had to be remedied so yesterday here at OHQ they saw some tabletop action. Last time the Romans were soundly beaten by their Ostrogothic opponents, let us see if the Romans could even the score. The rules would be Hail Caesar, the scenario came from Neil Thomas's Ancient and Medieval rules book, a representation of the Battle of Issus.
The one side of the table is impassable terrain and the river runs across the centre of the table, classed has a stream it will be an obstacle in Hail Caesar rules needing a complete move to cross to the other side.
The Goths seize the initiative but poor command rolls lose them the early advantage.
Equally poor command rolls by their opponents ease it back again. 
The Goth heavy cavalry charge their Roman counterparts, after some heavy fighting the Goths are pushed back across the river.
Both sides archers exchange arrows for most of the battle.
The Goth heavy cavalry are routed!
Over on the flank the Huns in Roman employ are assailed by both cavalry and infantry, they remarkably hold their own!
On the other flank the Goth light cavalry boldly engaged the Roman cataphracts, hoping that the supporting units would even up the cataphracts advantage. Unfortunately for the Goths one of the units failed to reach and the Goth cavalry in contact together with their supports were eventually broken.
In the centre the the Goths allied infantry were similarly broken. The Huns on the flank were eventually supported by a Roman cavalry unit which turned the tide against the Goths. Both flank divisions were now broken signaling a victory for Rome.
For the first game we used Neil Thomas's rules, I plan to play this game out again sometime next month and will give it a try with Midgard rules.
Until next time may your dice roll high and KBO.

Wednesday, 17 June 2026

The Return Repulsed?

Bicca AKA The Viper has renewed his quest to conquer Rome, Old Baldinus has raised the Legions and taken overall field command to thwart the attempt. Both sides have met at the Strontium Fields and deployed to give battle, without more ado let's see how the battle panned out.
While both infantry divisions held off in the centre action was soon joined on the flanks where both sides had cavalry stationed. First blood went to the Goths whose light cavalry routed their Moorish counterparts.
The Roman cataphracts launched a charge on the Goth heavy cavalry however the charge fell short with no support. They were then charged by their target who were supported at the rear and flank, things did not look good.
We will go across to the other flank where the Roman heavy cavalry charge the Goth light cavalry who evade successfully.
We now return to discover the fate of the beleaguered cataphracts. The dice gods look favourably on them and the Goth cavalry are repulsed!.
Back to the other flank where the Romans are having more success in driving away the Goth light cavalry.
Back again to the Roman right the Goths renew their assault on the beleaguered cataphracts who finally break. However both the Goth and Roman divisions are broken after the furious and prolonged fighting.
In the centre after remaining static and trading insults and arrows both sides start to move against each other.
On the Roman left the Goth division is broken!
The centre divisions finally make contact.
However with both flanks now exposed Bicca can only order a fighting withdrawal his latest foray into the Empire is left in tatters.
Another thrilling game conducted with Hail Caesar rules using fine figures from A&A Miniatures, Aventine, Footsore, Foundry, Gripping Beast and West Wind on bases from Warbases of course.
Until next time happy gaming and KBO.

Sunday, 14 June 2026

The Return

It has been well over 30 months since the forces of Baldinus defeated the invading Goths led by Bicca. However the frumentarii report that once again Bicca has raised his forces and allied various tribes to his banners to again march on Rome. The northern borders of the Empire are again under threat, Baldinus must gather his Legions once more and do battle.
Baldinus Magnus Imperator Gothos Victor
Bicca Vipera

The field of Mars awaits, Vale

Wednesday, 20 May 2026

Espana 1836

This week saw a return to the First Carlist War when we trialed the Black Powder revised turn sequence when firing comes first, see HERE
It certainly changes the game dynamic, I think we both tentatively gave it a thumbs up. We shall revisit it on Dave's bigger table and forces when we return from our respective breaks in June.
The game itself developed into an impasse by the designated usual twelve turns neither side having a clear advantage. 
Whether this is the effect of the sequence change or the fact neither side did a lot for the first three turns remains to be seen.
Here are the usual photos with comments where applicable.
Valencian volunteers take up position among the vines on the Carlist right.
Carlist artillery and a battalion of fresh volunteers anchor the right flank behind their revetment.
While their left is protected by an orange grove occupied by skirmishers.
A blunder sends one of the Carlist battalions charging forward routing the Isabelinos in the process.
They are subsequently charged by the Isabelino heavy cavalry but with their dander up they repulse the attack.
After a couple of dud rockets the next one explodes in the tube!
Having driven off the Carlist skirmishers the two right flank Isabelino battalions form square and keep the cavalry on the Carlist left at bay.
Thats all until next month in the meantime take care and KBO.