Dux Dalmor – First Battle AAR

On Saturday we played two full months of campaign time in our game. Before the game, I gave out this list of rumours:

Rumours

  • Goblins are becoming increasingly active in the Dunwood. Some say that they always strike after the Feast of Aleda
  • Tiv Ungali – Mercenaries are unhappy with how their peers were simply thrown away in battle and are charging far more from Rithian, the local lord. Additionally, the warrior societies are livid at the use of Dalmorian mercenaries and many have left and headed to Markadal, where Teminina is seen as more aggressive and more true to the Rovian ways. Undead from the edges of the Woodmere have raided some towns in Tiv Ungali
  • Markadal – warriors from several different societies have shown up for some meetings. Some horsemen have been seen arriving from the north, though in small numbers still
  • The Iron Band is holding the Pass at Tur Liath with few casualties. Reinforcements are being trained near Battleton Bridge and local leaders should be able to expect some additional assets sometime in the coming months
  • The King’s forces have won their first major battle against Duke Florick
  • Some demons have been seen in the Greenwood!
  • Trained troops from the north have been seen in Meg Ushil, the plains to the north of the Gardal. These troops are heavily armed and armoured
  • A reminder. A beggar’s bowl is due to the Iron Band just before Winter

A little bit about time. In this world, Winter lasts for 4 months. At the end of Winter the year starts with the month of Ulcitanus. In order to make things easier, I’m adding a table to display what is happening when:

MonthGron Gard (Nate)Rikdal (Matt)Gron ToftTiv UngalliMarkadal
UlcitanusRaided Gron ToftRaided Tiv UngalliNo activityLost support of warrior societies by using mercenariesNo activity
AberasNon-Aggression Pact with Gron ToftRaided Tiv UngalliNon-Aggression Pact with Gron Gard (ransom)No activityRaided Rikdal
MolarinAttacked Tiv UngalliAttacked Tiv UngalliNo activityLost battle. Province will fall in 4 monthsNo activity

As you can see, the second month of the campaign was interesting. Matt raided Tiv Ungalli who were unable or unwilling to field a response as they were licking their wounds from the defection of some of the warrior societies. Nate sent an envoy and negotiated a temporary peace so Gron Toft could face the Gobblins instead of the Iron Band. In exchange, Gron Toft would pay a beggar’s bowl of wealth (the lowest unit of wealth in the game) for two months of no fighting, and would volunteer a unit of warriors to attack those terrible people at Tiv Ungalli.

Matt responded to a raid from Markadal, but in his typical way, rolled for the placement of the farm and his own troop arrival place terribly.

The farm in the distance is the target. A view from Matt’s table edge as the defender

Nate rolled well for the forces of Markadal, and quickly brought his troops into the farm. We used our modified searching rules, where every figure searching adds a d6, but all search requirements are increased. In this case, I used 4 successes to find loot, and this needed to be done in 2 houses. This worked well, and I think we’ll limit the number of searchers to 8 for a small house to make things reasonable.

Matt’s forces arrive and see the raiders have tossed the roof off in their search!

Matt realised that he would be unlikely to bring the enemy to battle, so used his activations to increase the quality of his fate card deck (which can impact the post-raid outcome). He did push his troops forward and came under some ineffective arrow fire.

Matt’s forces are almost all deployed and moving towards the farm. Nate is a blur in the background
Nate’s archers attempt to slow Matt’s advance but the horse archers replied and Nate’s forces started to gain some shock
Nate’s troops at the table edge took the doors and firepit out of the 4Ground building… I guess I need some loot markers!

Overall, the raid was fun and fast and left us JUST enough time for the next month. As both Matt and Nate were able to pay for their advancement to the rank of Captain, they decided to attack Tiv Ungalli to take the province and so we fought our first battle. The rules work a treat and are simple but effective at getting troops moving. Unlike Hail Caesar, which is also a great ruleset, there is no worry about not activating, only figuring out where you are going to spend your activations.

This battle was lopsided as the forces were not equal. Sadly, I didn’t anticipate this happening, so some of my forces were unpainted, but in my mind, a game is more than just pretty miniatures and I’d rather play with unpainted miniatures than not at all.

The Iron Band’s battle line. It was an unfair fight, which is perfect, because why would you ever fight fair? I didn’t take a picture of my guys for some reason but there weren’t this many

In any event, the battle went well. I played the beleaguered forces of Tiv Ungalli. I rolled for divine aid and got a 1, reducing my force morale and fate card hand size. Nate asked if he sacrificed one of his lieutenants if I would give him a bonus on the roll. I said yes and he rolled a 6, giving him a huge bonus in morale and in fate card hand size. I declined a duel, figuring that my champion was worth more on the battlefield than as an instrument of morale.

As you can see from the slideshow below, the battle was quick. My light cavalry were extremely dangerous for a bit, but Matt played a Carpe Diem card and wiped them out. In the future, I think that light cavalry will help to turn the tide.

Matt’s main forces advanced and closed with me, as Nate slowly moved forward. I was never able to attach my general and champion to a battle line, which was frusterating as due to the cards, they would have added as many dice as another full unit of elites.

Matt’s forces hit my main line after pushing my archers off the table

My forces were unable to break the shieldwalls in the end, as they disregard the first kill on each group. In several rounds of combat I inflicted 1 or 2 kills per group but most were ignored and I got ground down.

Unable to break the shield wall, despite charging back into combat again and again

Nate charged his force at my right flank and used javelins and axes to give me a huge amount of shock before slamming into my line.

The battle was over but it was great fun. Now Matt needs to hold some forces here for the next 4 months and then he will own it. The question is will Markadal and Athramere let him? Will Markadal attack Rikdal and cut Matt off? The dice will tell and we’ll find out in 2 weeks as we take a break from this to allow for some other gaming to happen – I am very fortunate to be able to game every week!

Dux Dalmor – AAR

So on Saturday night Nate and Matt came over for the first of hopefully many campaign nights. Matt decided to raid north into Tiv Ungalli, while Nate raided into Gron Toft. Meanwhile, some undead had raided into Tiv Ungalli as well, from the forest near the Woodmere, further reducing that province’s ability to defend itself.

Nate and Matt raid north, while some undead (presumably led by the Alfar) have raided Tiv Ungalli as well

The first raid was a bit of trial, with the intent of trying to game the system to see if we could break it. So, all the terrain was placed into a line across the table:

The terrain protecting the village from the raiding force

Then, Matt diced to determine where the village he was raiding would go… and naturally it was in the worst position possible. To add to the fun, Nate (playing the Rovians), would be entering from his left just before the obstacles. This seemed to be a theme for Matt. His dice rolls were, frankly, terrible. I think this may come back to an RPG session a while ago where he desecrated a shrine to a particular wolf god. In any event, Matt’s horsemen (seen here) advanced at a waddle while most of his forces remained off the table edge, with only his lord sitting at table edge trying to get as many advantageous Fate cards as he could. Matt’s rolling ensured that he had only two turns of free movement. There was much discussion about how much trouble this “Beggar’s Bowl” of loot was worth, and the image came forth of a scary beggar eliciting donations with a bundle of heads from those who were not forthcoming, thereby making this bowl full of coins, jewels, and possibly a few teeth.

Matt’s horse managed to race to unfortunately placed village (your rolls Matt, not mine!) and Nate’s forces begin to appear in force. The elite Rovian warriors and archers rushed to the village, while the warriors moved to push the pesky mercenary lord off the table. At this point, with a little prompting, Matt decided to bring on his whole force. Nate chased off the cavalry in the town, but was left without his best units facing a rapidly advancing mass formation.

Matt’s Iron Band form up and move towards the reduced defenders.

A unit of mercenaries charged in with three Fate cards in support and it merely rebounded from the line, which then surged forward and massacred the unfortunates taking no losses. The Rovians attempted to withdraw behind the forest, but based on the simulataneous raid that I had diced for earlier, the Rovian leader abandoned resistence and fled the field. Matt came off a fair bit wealthier and maybe a bit wiser about trusting his rolling.

The second short raid saw Nate’s forces push across a deep stream/river to raid a shrine. Nate only took three units with him and rolled amazingly well.

Nate’s forces rush towards the bridge in the distance

Before the defenders showed up, Nate had troops across the unpainted bridge (bearing the marks of where the airbrush failed). Matt mustered his Rovians and threw them forth. Nate was now cursed by the dice gods. He could not roll a 6 to save his life. So he abandoned his position, and rather than fight a slightly larger force, he ordered his troops off the nearby neutral edge, and promptly rolled two ‘6s’ for movement. The Rovian warriors and elites were closing fast, and Nate was unable to leave with his own elite troops and threw them into shieldwall, with two “shieldwall braced” cards to back them up. Matt’s forces just couldn’t kill the troops behind the shieldwall, and were forced backwards, giving Nate just enough time to finish looting the shrine before disappearing off the near edge. Nate lost 5 troops to thieves and bandits, but his raid was a success. It also showed how valuable shieldwall is (the Rovian forces cannot enter into that formation).

So, while each raid was short, it was a fun evening and the campaign rules continue to be refined. Hopefully next week we can fight two more encounters as well, seeing that we are getting much faster with the ruleset. I will be putting a post up later this week with some further updates to our game rules and you can look forward to seeing some more fantasy melee action next weekend with more pictures – (taken with a proper camera)!

Downed Pilot – A Chain of Command narrative AAR

A narrative of the scenario described here, played out. The Chain of Command ruleset worked beautifully. The Chain of Command dice added a lot of uncertainty, and the interrupts used by the PIAT team saved the day for the Paras. The narrative flowed naturally from what the dice were doing that day. The mobile patrol inched along except when facing the sentry at the road, so it only make sense that the sentry was in for a dressing-down. The picture above is the Para’s Vickers on overwatch. The picture below, the layout of the ground.

The village. The sentries were placed at the edge of the stone wall and the road, and then next to the old farm house on the far side of the table. The HQ is at the lower right. The hill to the left of the bridge is where the annoying 2″ mortar and Vickers/sniper were set-up.

The ground was soft after two days of rain and it squished underfoot as 5 Platoon made its way up to village where the Maquis were sheltering the pilot. The Lt looked as his watch and gave quick and quiet orders and then it all started. The bulk of the platoon stepped into the swollen stream and fought their way slowly through the mud. 2 section made their way to the old stone bridge nearby and quickly hustled over it before dropping to the wet grass. Up ahead, silhoutted by the lights of the town, a sentry lit up a smoke. On the left flank, there was a stone wall with an orchard behind it. Behind that was a German HQ. On the right was an old farm house, and somewhere in the town the pilot.

* * * * *

The oberst laughed loudly as the hauptman got the wine by the window. Karl paused to look outside. It was still raining lightly, which meant that Allied aircover would stay grounded and his troops might have a bit more rest. The reports of resistence fighters in the area was concerning, but he had a platoon out in force tonight. One section beyond the stream, some sentries and roving patrol. Lieutenant Max Schertze had a section with the hanomag, and the mechanics had repaired the STUG and were putting the schurzen plates back on. That should be enough. Karl turned back to the table of officers and forced a smile onto his face.

* * * * *

The unteroffizier moved with a purpose along the stone wall when he saw the young sentry he had posted earlier light up a cigarette. The verdamt fool! He was making himself a target!

* * * * *

2 section watched the German NCO tear into the sentry before leading his patrol down the fence line to the farm to the right. Then it was up and into a ruined house for a bit of cover and a look at their next bound to the old wall ahead.

The Lt pulled himself and the Vickers gunner out of the sucking mud before signalling 1 section to head towards the farm house slowly. He nodded to his sergeant and led the PIAT team up. The sergeant scrambled up the hill and then set up the 2″ mortar and gave the Vickers its arcs.

* * * * *

The unteroffizier was in a mood. After that young fool with the smoke, now another staring into the farmhouse instead of looking out towards the stream. He cursed him out and the troops on his patrol sighed and didn’t see the Brits crawling up. Another curse and the NCO ordered his patrol up and back to the main road where the sentry had lit up ANOTHER cigarette! The MG gunner wondered aloud where he got them all…

* * * * *

2 section lined up along the old tall stone wall. The section commander saw the sentry struggle to light his smoke and turn his back to the wind. Now! The section moved through the gap in the wall.

As the patrol moved up the unteroffiziersmacked the cigarette out of the sentry’s hand and then paused. The old MG gunner shook his head at the sentry as the unteroffizier shouted, “ALARM!” Tommies were moving through the wall into the forest – and towards the HQ! Quick, back to the town!

* * * * *

The Lt heard the shout and 1 section followed his lead and their fire smashed into the farmhouse and the inattentive sentry outside of it. Up and over the fence. PIAT team to swing left and 1 section right. The sky lit up.

The platoon sergeant saw the para-flare streak up and the roving patrol dash down the road. He calmly told the 2″ to drop smoke on the far side of the wall. Then the Vickers was signalled and the sentry by the road jerked and fell, his outstretched hand seemingly reaching towards the cigarette in the mud.

* * * * *

Karl’s head pivoted sharply at the sound of gunfire. A squad testing its weapons the Oberst suggested. Then again. This time it sounded like a heavy machine gun, much slower than his own MG42s.

Karl stood up and moved to the window. The rest of the officers laughed and carried on drinking the wine.

* * * * *

The patrol moved at the double as the gunfire rang out behind them. To the left smoke rounds from the mortar hid what seemed to be a full platoon of Tommies. The corner store had good sight lines. If they could make it there they could hold long enough for the rest of the company to come up. The sky went dark as the flare burnt out.

* * * * *

Crossing the farm’s fence,  the PIAT team took a bound in the darkness into the rough ground by the farmhouse and crouched behind a large wheelbarrow. Another paraflare went up and a smoke round landed ahead of them to the right to shield 1 Section. The two men leapt over the wheelbarrow but tripped up and rolled on the ground. By the time they found their feet, an MG42 opened up and killed the loader as the team lead tried to bury himself in a furrow and cursed himself for joining up.

* * * * *

The unteroffizier smiled grimly. The Tommies had gone to ground when his patrol opened fire. His men were watching the crossroads from inside the old store. There was some smoke covering some movement to the left, but the QRF must be on the way.

* * * * *

As the para-flare flickered out the Lieutenant was already in the hanomag and the rest of the troops were climbing on the STUG. Another paraflare went up as the QRF stopped by the HQ. Lieutenant Max Schertze looked at the terrifed sentry and bit back an angry remark. He quickly ordered him to watch the woods with the STUG. Then he bent down and the hanomag shot down the road towards the crossroad. The trooops on the STUG dismounted and doubled up the street. The heavy assault gun pivoted to the right and then loaded HE.

* * * * *

The sound of gunfire came closer. That was definitely a ’42. Karl holstered his pistol and turned to the table. “Mein oberst, it is time to return to the field headquarters.”

The oberst grew red in the face and stormed to the window and pushed it open to see a hanomag stream by, followed by troops dismounting from a STUG which traversed to face the woods across the street. A mortar shell screamed in the air and exploded nearby.  He drew a deep breath.

“Very well, we will depart. A pity about the wine though…”

* * * * *

The platoon sergeant grimaced as the 2″ mortar missed its mark and scattered roof tiles across the crossroads. The sound of armour was clear in the damp night air. The Lt and the boys better be quick. At least some of the platoon were hit by the blast of MG42 fire from crossroads, hopefully they were just wounded though.

* * * * *

The smoke rounded landed in the open area to their left and 1 Section dashed forward and crossed the main road as the shadows of vehicles could be seen moving near 2 section.
“Damn.”
“Sergeant?”
“It’s okay corporal, let’s get our zoomy and get out of here.”

* * * * *

The Germans had dismounted from the Hanomag and were busy deploying into the crossroads. The armoured vehicle raced towards the lone member of the PIAT team, its MG opening fire. The Lt was sheltered by the corner of the farmhouse and ducked as the rounds came towards him and the PIAT. “Take it out!” he yelled. The PIAT streaked out and hit the front of the half-track, blowing up and causing the vehicle to catch fire. The MG gunner was hit by shrapnel and hung limply from the side of the vehicle.

“Good man!” shouted the Lt, making his way over.

He ducked instinctively as the shot rang out, but it was his own sniper, bagging the unteroffizier at the crossroads. There was shouting and no more MG fire for a moment. Maybe this would go better than he thought.

* * * * *
The smoke round blanketed the edge of the wood on the other side of the crossroads. The oberst had climbed into the staff car nearby and was giving directions to the driver. The sentry thought he heard something about “rapid fire” and at the edge of the ruined townhall he saw bursts of flame and the staff car screeched to a halt as soon as it started. He fired back towards the muzzle flashes, but too high. The oberst threw the door open and tried to run but was cut down by the Tommies. The STUG started to life, too late, and its MG cut into the troops in the woods, one of them falling lifeless.

* * * * *

Lieutenant Max Schertze  moved his troops up, and deployed them quickly, attracting some fire from a Vickers nearby. His men were disciplined though, and in no time his section had shaken out and had laid down an impressive amount of fire. 2 machine guns plus the FJs FG42s cut into the Tommies on the hill and dropped first one, then another, and then the Vickers and the nearby mortar team went silent. Max stared into the night as he heard gunfire to his right. The ‘Hano’ was down but he had the initiative. Then the STUG’s MG opened up in response to some bolt action firing…

* * * * *
The MG kicked up an awful mess as the STUG lurched towards them. “Right boys, let’s get out of here!” 2 Section took off through the trees. No one went back for the body of their buddy as the STUG rev’ed up and began to crash through the trees. The squad doubled through the woods and leapt through the gap in the stone wall as the STUG’s MG continued to fire at them. A PIAT round exploded just beside the STUG and the tank destroyer traversed left and began to seek out the PIAT team. As 2 Section went to ground near the stream they heard and then saw the STUG go up in flames.

* * * * *
“Good man!” The Lt shouted. A hanomag and a STUG destroyed by one wounded man. Just the help they needed to get out of there without more casualties. 2 section was covering the retreat as 1 section and the sqn leader and resistance fighters made their way to the muddy stream to cross over in the darkness. His platoon sergeant was dead, as were the rest of his HQ section, save for the sniper who hurried up, bloodied and shaking his head.

“Over the stream now, quickly!”

* * * * *
Lieutenant Max Schertze swore loudly. 1 dead unteroffizier, 2 dead sentries, plus the driver and gunner of the hanomag. The crew from the STUG survived, but his company commander was now left with little armoured support. At least they cost the Tommies. 9 dead, several wounded. Expensive for a pilot, especially when the Allies had so damn many of them…

Downed Pilot – Scenario and Rules

Lucius and I played this scenario bit ago, but I didn’t post it. We wanted to try out the sentry rules and raid scenario that Pat at Wargaming with Silver Whistle.  We combined those with TFL’s Chain of Command, an absolutely brilliant ruleset.

The table was laid out with bits of terrain I had to hand. The Paras would come on the table from the right, while the German QRF would come from the lower right.

The village. The sentries were placed at the edge of the stone wall and the road, and then next to the old farm house on the far side of the table

Here is the scenario that Lucius drew up:

British

Situation:

Lieutenant,

Squadron Leader Vincent Brimble has had a spot of bother with the Jerries and made the unfortunate but lofty decent under his silk sheet. He has made contract with the resistance and has been moved to a safe house within close proximity to the frontline. Close to the Sqn Ldr’s safe house is the Jerries’ sector HQ. Resistance has reported that the German’s have one section patrolling and posted sentries. Resistance has also estimated that the Jerries’ have a mounted troop and armour stationed nearby that could potentially be called upon as a QRF.

Mission:

5 Platoon under Lieutenant Colins has been tasked to recover Sqn Ldr Brimble, and if the situation presents itself, destroy the German sector HQ.

ORBAT:

  • HQ Section
    – PIAT team
    – Sniper
    – 2 inch mortar (to be held at LOD with weapons section)
  • 1 Section
  • 2 Section
  • 1x .303 Vickers MMG (at LOD on over watch)

German

Situation:

Oberleutnant,

Due to the steely eyes of our triumphant Flakvierling gunners, an enemy Spitfire has been shot down and reports are that the pilot has bailed out in your sector. It is speculated that he is being held in the vicinity of your sector HQ by the resistance waiting to move him back across the frontline. As you know, your opposing you is the plucky Red Devils. Expect them to carry out operations in support of the local resistance to return the pilot to their lines.

Mission:

Locate the downed enemy pilot while maintaining positive control of your sector through patrols, road blocks, and sentry positions.

ORBAT:

  • 3 x static sentries
  • 1 x patrol, half-section with 1 x MG 42
  • QRF consisting of:
    – 1 x Sd.Kfz. 251 with a mounted section
    – 1 x StuG