Thursday 15 November 2018

ADLG: Kassite Babylonian vs Elamite 1100 BC

A game using Andrew's 'ancient' Ancient figures. Babylonians vs Elamites in this clash of chariots, about 1100 BC.

Below is set up with me invading. Note fields on left and plantation on right, each of which has an ambush marker. I have my chariots in the centre (mix of ordinary and elite), and infantry on wings (spearmen and mediocre archers), Andrew's composition is the opposite with chariots on the wings (ordinary and elite again), and ordinary class archers in his centre.

Elamite chariots and archers.

My chariots.

Andrew's archers in the centre.

Andrew's chariots.

Game


I launch the attack advancing most of the line, with some chariots held back as a reserve, and sliding across towards the flanks to counter any ambush.

Andrew responds by moving forward his archers to release a volley at my chariots, hitting one of them. 

But I charge the archers with most of my chariots. Some light archers in the fields on my left which have been lying down in ambush stand up and fire, and my archers back at them.

The chariot charge is mostly successful, with three blocks of archers taking 2 out of 3 hits and likely to be finished off next turn.

Next round Andrew sensing his centre is about to collapse, reveals more light archers on my right, and advances his chariots, inflicting shooting casualties on my force but also taking them in return.

My chariots break through the centre of the Elamite line, though Andrew has a second line waiting to reinforce.

Andrew's chariots and light archers disrupt my left flank infantry with shooting.

Casualties accumulate rapidly on both sides with practically everything able to shoot and little armour available to stop arrows!  Elamite chariots run down some infantry on my left and right but others are shot down, and my chariots continue to wreck the Elamite centre.

Elamite light infantry on the flanks is chopped down by spearmen (only just on the left where they had taken heavy casulaties before charging), and more Elamite chariots are lost. The Elamite army breaks with over 25/25 units lost. Victory to the Babylonians, though their break point is at 16/22!

Conclusion

A quick and deadly game with everything light armoured mediums (3 hits each) or lights (2 hits), and lots of dangerous shooting.  The Elamite archers exposed themselves by advancing too far forward of their line, and without their flanks supports were run down by the elite Babylonian chariots.  This early disadvantage led to the battle of archery and melee attrition tipping towards the Babylonians, and the Elamite counterattack was unable to swing the tide! Keen to try a couple more 'ancient' Ancient armies soon.

Sunday 11 November 2018

Epic 4K: AMTL vs Skitarri 2.1

Another outing with Skitarri list, this time vs AMTL (by special request Greg!)

Here's the AMTL list, with some proxying of weaponary on some of them.

Incompertus, 4000 POINTS 
Legio Gryphonicus (NetEA v3.24 *APPROVED*) 
================================================== 

WARLORD TITAN [875] 
Carapace Landing Pad, 2 Quake Cannon, Legate, Laser Burner

WARLORD TITAN [675] 

2 Plasma Blastgun, 2 Vulcan Megabolter  

REAVER TITAN [700] 
Carapace Landing Pad, 2 Quake Cannon

REAVER TITAN [600] 
2 Turbo-laser Destructor, Laser Burner

WARHOUND TITAN [300] 
Turbo-laser Destructor, Plasma Blastgun

WARHOUND TITAN [300] 
Turbo-laser Destructor, Plasma Blastgun

WARHOUND TITAN [275] 
Vulcan Megabolter, Plasma Blastgun

WARHOUND TITAN [275] 
Vulcan Megabolter, Plasma Blastgun

Here's the Skitarri list used by Andrew, Majoris being proxied by double tanks.

2752 Secutors, Magnus, 8 Hypaspists
3252 Secutors, 8 Hypaspists, Ordinatus Minorus (Assault Pod)
3252 Secutors, 8 Hypaspists, Ordinatus Minorus (Assault Pod)
2252 Secutors, 8 Hypaspists
2252 Secutors, 8 Hypaspists
1254 Crusader Robots
4503 Ordinatus Minorus (2 Gattling Cannon, Volcano Cannon)
4503 Ordinatus Minorus (2 Gattling Cannon, Volcano Cannon)
450Ordinatus Majoris (Sonic Disrupter)
450Ordinatus Majoris (Sonic Disrupter)
500Ordinatus Majoris (Armageddon)
2002 Avenger Strike Fighters

Turn 1

Setup below. Armageddon is in the Skitarri centre, Sonic Disruptors both on their left flank (right of photo below).


First activation, I advance the Gatling Warlord and target the front infantry using all weaponary, killing three of them. I figure I need to blast away the front screen to get to the Majoris units and neutralise them, especially wanting to take out the Armageddon as quickly as possible.

The Skitarri then break two of my Warhounds with the Sonic Disruptor Majoris using the templates to get two formations. Oops. No damage but broken isn't good.

Artillery Titans rain down artillery fire, killing Hypaspists.

The Minoris and Armageddon gang up on the lead Warlord. The Minoris strip 3 shields. The Armageddon has to double to get it in range, and it is in cover so needs 5's to hit. But it gets luck with 3 hits and 8 damage which leaves the Warlord with only 3 hits remaning, and a reactor breach, but still not broken.

Then disastrously on top of this, the other two warhounds are too close together and the other Majoris Sonic Disruptor breaks them too!

End of turn, two Warhounds remain broken and two rally.

Turn 2

Skitarri win Strategy Roll, and the Armageddon destroys the lead Warlord.  The Skitarri Ordinatii roll forward blasting anything in their way and my Titan legions are sorely lacking a few volcano cannons to scare them in return, settling instead for killing more infantry with the Artillery Titans. The Reaver artillery Titan is broken by Minoris and retreats.


Turn 3

AMTL win Strategy Roll, and on the left flank the Reaver wrecks a Corvus Minoris and its passengers.

Efforts to slow down the advancing Minoris on the other flank are futile though.

Warhound on the right flanks the Minoris but is unable to do damage.

Minoris continue to advance, and another Warhound is destroyed.

Warhound that had advanced on the right is broken due to blast markers. Unable to contest objectives, AMTL loses due to Skitarri achieving Take and Hold and Defend the Flag victory conditions.

Artillery Warlord holding firm but not able to do enough this game...

Nor the Artillery Reaver.

Two Titans lost.

Skitarri casualties.

Conclusion

A rather shameful outing for the AMTL! There were definitely some powerful toys in the Skitarri arsenal, but poor positioning and poorly thought out aggression was also a problem for my Titans here.  I should have played defensively utilising the artillery, and counterpunching with other Titans when the Skitarri tried to approach, aiming for an attrition victory.

I also thought 4 Turbolasers, and 6 Plasmaguns on top of other firepower would be enough to deal with some War Engines but it was an undergunned force and the Ordinatii were able to move largely with impunity. Sonic Disruptors were able to auto-break Warhounds and range on Ordinatti units outclassed that of the AMTL leading to some awkward and limited options.

Back to drawing board with AMTL, must paint up a few more units and magnetise options!

Sunday 28 October 2018

Let's get naked! 28mm Galatians

A newly painted mob of Galatian Mercenaries joins my Hellenistic forces. Galatians were a Celtic people who from 280 BC rampaged across Greece and through to Asia Minor, where some of them settled. They were mercenaries in many Hellenistic armies, sometimes fighting naked and sometimes with looted equipment. Galatia eventually became a Roman province in 25 BC.
 
These figures are a mix of naked figures from Black Tree Design, from their naked Celtic, naked German and naked Greek ranges - which are fairly extensive. As you can see I don't think there is a single duplicate figure. I asked for them all to be supplied with a mix of Celtic and Peltast shields which Black Tree obligingly did. I ordered 24 but was sent 28 as order was delayed when they couldn't find one of their naked packs.
 
In ADLG rules these are 'Heavy Swordsmen Impetuous Elite'. They will happily cut their way through most enemy infantry, and very dangerous when they first hit. When close to the enemy it's also very difficult to restrain them from charging if you don't want them to though!

I painted them very simply and quickly with only two tone skin and other colours. Wasn't sure this would be ok but in the end I thought I was happy enough with the look in a mass of figures. Skin is just Vallejo Heavy Skintone highlighted with Vallejo Elf Skintone 

I based them up with four 4 figure bases and four 3 figure bases. A tight fit on the 4 figure ones!
 

Thanks for viewing. This post also reminds me I still haven't added pictures of my Republican Romans despite playing quite a few games with them now. Must do!

Epic 4K: Skitarri vs Tau

Another test of Skitarri 2.1 list vs a Tau list with air assault capability this time.

I switched out the Plasma Destructors for some Volcano Cannons, and mixed them into other formations rather than keeping them separate. Ordinatus artillery formations were again at more points. Figures once again a combination of Guard and Chaos proxies.

Incompertus, 4000 POINTS
Gryphonne IV Skitarii Legion (NetEA 2.1 (Approved Candidate version))
==================================================

ORDINATUS MAJORUS [550]
1 Ordinatus Majorus, Ordinatus Golgotha (Hellfire Missiles)

ORDINATUS MINORUS [600]
2 Ordinatus Minorus, 2 Minorus with Quake Cannon, Minorus with Carapace Landing Pad

ORDINATUS MINORUS [450]
2 Ordinatus Minorus, 2 Minorus with Gatling Blaster, Minorus with Volcano Cannon

ORDINATUS MINORUS [450]
2 Ordinatus Minorus, 2 Minorus with Gatling Blaster, Minorus with Volcano Cannon

SKITARII DEMI-CENTURY [425]
2 Secutor units, 8 Hypaspist units, Magos Character, Minorus with Support Missile

SKITARII DEMI-CENTURY [325]
2 Secutor units, 8 Hypaspist units, Minorus with Corvus Assault Pod

SKITARII DEMI-CENTURY [225]
2 Secutor units, 8 Hypaspist units

SKITARII DEMI-CENTURY [225]
2 Secutor units, 8 Hypaspist units

SAGITARII DEMI-CENTURY [275]
5 Sagitarii units, 5 Rapier Laser Destroyer Unit

ORDINATUS MINORUS [475]
2 Ordinatus Minorus, 2 Minorus with Volcano Cannon, Minorus with Gatling Blaster





Tau list, no Supreme Commander this time, and a massive BTS formation.

525FW Cadre, 12 Fire Warriors, Ethereal, Bonded Team, 2 Pathfinders, 2 Gun Drones, Devilfish
325FW Cadre, 6 Fire Warriors, 3 Devilfish, Skyray
325FW Cadre, 6 Fire Warriors, 3 Devilfish, Skyray
3256 Crisis Suits, Shas'el
3256 Crisis Suits, Shas'el
200Pathfinder Group, 4 Pathfinders, 2 Devilfish
200Pathfinder Group, 4 Pathfinders, 2 Devilfish
200Pathfinder Group, 4 Pathfinders, 2 Devilfish
200Pathfinder Group, 4 Pathfinders, 2 Devilfish
2254 Railhead Hammerheads
1754 Tetra, 2 Piranha
1754 Tetra, 2 Piranha
200Protector Class Cruiser
150Orca
150Orca
1502 Barracuda
1502 Barracuda

Turn 1

Deployment as below. The Tau BTS is holding the central buildings and ruins.


I win Strategy Roll, and Minoris Support Missile fires at the BTS but only killing one unit (could only get 5 under the templates due to good spacing).

The Tau target the Corvus Minoris, stripping it's shields and damaging it with a co-ordinated fire involving Hammerhead Tanks.

I marshal advancing the formation and restoring shields.

On the right flank, my Minoris take fire and no damage, but then advance...

... and destroy the Tau Hammerheads.

My two other Minoris formations on the left flank advance and target the Tau BTS formation killing more units.  I also manage to line up two volcano cannons to target the Ethereal and kill him, removing fearless ability from the formation.

Amazingly after all the fire, the Tau BTS has only just broken though! It retreats to the backfield, taking more fire from the Minoris Artillery and suffering more losses. My Majoris artillery manages to wreck a pathfinder formation.

Tau Barracudas strip shields from the Corvus Minoris again.

And end of turn, first Tau air attack lands...

... and with crossfire wrecks the Minoris formation leaving it with only one damaged Minoris remaining.

Then another air drop on the next flank...

...another crossfire and Hypaspist formation is left with only two units remaining.


Lastly Tau Spacecraft arrives (represented by AX-10 here), and destroys the Corvus Minoris and last Minoris from the wrecked right flank formation.

End of turn.

My Sagitarri have moved to the central building.


Turn 2

Tau win Strategy Roll, and Crisis suits destroy a Minoris and strip shields from the rest of the formation.

Crisis suits on the other flank cross fire a Hypaspist formation, but do little damage and retreat to the woods with their jump jets.

I marshal my freshly damaged Minoris formation forwards restoring shields and removing some blast markers.

I also engage and almost wipe out a Pathfinder formation, as Barracudas target my Hypaspists.


Tau advance and target my Sagitarri but do little damage.

My Minoris artillery breaks the left flank Crisis formation, killing three of them. The Majoris Artillery only kills a single unit from the right flank Crisis formation.

More fire is exchanged with little extra effect, and the turn ends.


Turn 3

Tau win Strategy Roll again. Crisis Suits jet forward and target the Minoris artillery but fail to damage them.

Infantry from both sides contest the central buildings, and both sides take significant casulaties.

My Minoris roll forward to a Take and Hold Objective and destroy a couple more Tau formations before they are in turn broken.

More fire is exchanged, but formations on both sides are suffering from suppression and casualties and the game shifts to a battle of slower attrition and positioning.



Turn 4

I throw my Supreme Commanders formation into the central buildings to prevent the Tau gaining "They Shall Not Pass" and "Defend the Flag" and both sides concentrate on doing as much damage as possible. 

Game fails to go to turn 5, and then the game is over. Tau have one objective (Take and Hold), Skitarri none. Victory points are approximately Skitarri 1600, and Tau, 1300.

Conclusion

A closer game this time, though still a Skitarri victory by Victory Points. I thought it would be easy to get the Tau BTS formation after I killed the Ethereal. However after the air drops I felt I needed to redirect my artillery fire to prevent being overrun at my Blitz, and couldn't get the last three units from this Tau BTS formation all game. The Tau air drops were quite devastating, especially with crossfire and some favourable dice rolls but then they were blunted by less favourable circumstance and return fire. Volcano cannons were of course overkill against almost anything in the Tau list, but still useful with their range and power. They would have been even more useful if Tau had taken Mantas of course!

Once again this game I frequently used marshal actions to recover shields and remove blast markers and this was an effective tactic. There were many activation failures as blast markers accumulated and Skitarri were reduced to holding the central area and batting away the Tau attacks. I made sure I threw enough weight into the centre that Tau couldn't get an easy victory with 'Defend the Flag' or 'They Shall Not Pass' though, meaning Victory Points would be decisive and likely in favour of Skitarri as they turned out to be.  Artillery formations once again very tough formations to take on effectively and preserved Skitarri Blitz and BTS well.