Tuesday, 19 November 2024

One Page Rules: Orc Raiders vs Human Defense Force

 

Its been a funny old year 2024. I've been focussed on non-photogenic gaming for the most part, roleplaying and boardgames, so my wargames have been bumping along quietly in the background. Its meant I've not posted much at all this year.  

Anyway, this evening we broke out the One Page Rules again and I took my orc raiders against a marvellous Human Defence Force army, modelled using Turnip28 miniatures. This was the first outing for my opponent's freshly minted Turnip army and it was gloriously splendid!

On to the game though, we played a simple deployment with 5 objectives.  The player who controlled the most at the end of turn 4 would be the winner.

My orc raiders started with their one and only tactic, a general charge onto the root-infested guns of the enemy. We deployed so that we each had two objectives so the fight would be over control of the centre.

The orc raider left flank was heavily supported by flying choppers festooned with rockets, and goblin-piloted clanking walkers.

Their left flank was mostly infantry but included a mob of tough boss orcs and a crew armed with flamers.

Over on the HDF line were large units it root-infested riflemen ably flanked by fast moving root-pig herds (using the HDF biker stats). Snipers took up overwatch positions in the upper floors of the local ruins.

Their centre was held by a fearsome and unbelievably tough fire-breathing charybdis, and two large artillery pieces (which would prove somewhat unreliable).

So the battle begins...

...and the orc raiders open proceedings with a headlong rush forwards in the centre, led by the boss-mob and goblin walkers. I made the mistake of moving and shooting rather than a longer move rush towards melee. Orc raiders are poor shooters and this was the wrong tactic I think.


The HDF right flank pig monsters shuffled forwards to try to grab the orc-held objective ahead.

At the end of Turn 1, the orcs control the central objective to go 3-2 in the lead, but their position is poor and the Turnip rifles, snipers, and charybdis flamer will take their toll in the coming turns.

Turn 2 and both sides have their ambushers arrive.  With no free space in the HDF rear, the orc jetpack mob drop down in front of the charybdis monstrosity. This is not a position that will prove tenable, the charybdis flamer makes short work of the screaming, jet-fuel addled orcs.

Over on the other flank, the HDF bearskinned rooty scouts emerge from hiding behind the orc lines, heading for the objective by the building. Like the orc jet-pack boys, this ambush will prove somewhat ineffective as the orc boy unit gets distracted from supporting the chopper advance, turns back and butcher's the scouts.

The piggy flank force sweeps around to head into the objective but pull up their advance over 12" from the orc mob impatiently waiting near the objective. The pigs are wary of the power of the orc melee charge and decide to wait and see how the battle develops. A Turn 4 rush to contest the objective would be most effective. This standoff can't stand surely?

Absolutley brutal rippling fire tears the advancing orc units to peices, destroying the jetpack boys and shaking the flamer crew. The Turnip leaders instruct consistent 'take aim' orders to their units, greatly enhancing their shooting power. The boss mob and their big boss leader are also chopped up (but not shaken thanks to the morale boost of the leader), stymying the advance on this flank.

Over on the other flank the orcs make more progress charging into the surprisingly tough artillery piece. But they fail to destroy it, despite a brutal charge. The artillery make all 17 of their requred saves! The orcs were relying on a win here to capture the objective, a gambit that was doomed to failure.

In the centre, the thinned orc line still holds the middle objective and the big boss takes on the charybdis with his boss mob (who are torn to bits by the big crab).

The unsuccessful orc attack is countercharged by a fast moving piggy herd and all but wiped out! 

By Turn 3 the orcs are still wining 3-2, but there are few of them left now and the tide is surely turning. Despite that they still have enough in the field to maintain or at least contest the objective control.

The great battle in the centre rages on, and the orc boss is finally felled after reducing the giant crab to only one wound (of its starting 12)! His mega-claw (A4 AP4) really took its toll on the crab, which the orcs also pounded with every rocket they could muster, but in the final attack the charybdis just managed to cling onto that 12th wound! Its strike back in the melee tore the orc boss into two pieces, securing the conditions for an HDF win against the orcs.

Defeating the orc boss, the charybdis staggers on, barely alive and trailing prurts of root-infested blood to take the centre objective.  The game swings on the final Turn 4 and the HDF secure a 3-2 win over the orc raiders!



Another excellent game of One Page Rules, which we've not played for many months. A well deseved win to the HDF, but as we all know, if orcs are fighting they win...hehe...




Friday, 7 June 2024

Rapid Fire Reloaded - WWII D-Day Commemorative game


Last night, to commemorate the 80th anniversary of D-Day, we ran a commemorative battle.

We used the Rapid Fire Reloaded rules to refight the 1st Hampshires attack at Les Roquettes, Jig Sector, Gold beach.

Here's the after action report over at the Durham wargames Group websiteDurham wargames Group website.


For our tomorrow they gave their today.




Wednesday, 29 May 2024

One Page Rules Age of Fantasy Regiments - Dwarves

 My interest in One Page Rules (OPR) continues to endure, mostly as its an excellent game system!

We've not played much of the Age of Fantasy Regiments yet though, so I've been beavering away on a plan to build a couple of armies for that.  As I have a stock of 10mm Pendraken figures left over from my Warband Fantasy projects, I've decided to use them to see if they work for OPR.

As it turns out they look very good in that format! 

There's more to come but here are some (poor quality) work in progress shots for the dwarves so far.




To help with the practical elements of unit cohesion, I've put them on some sabot bases (from Warbases) to help movement.

Still a lot to do, but its shaping up well so far.

I have a goblin army and an undead army to build too.  Not sure which one to tackle first!

More to follow...



Wednesday, 1 May 2024

AVBCW (OPR) Battle of Barlow 2nd June 1939

The morning of 2nd June 1939 at Barlow Village broke in relative calm after the action of the 1st June.  The Black Horse in Barlow had done a roaring trade last evening as the victorious chaps of the Lord’s Alliance celebrated pushing the Chopwell Reds out of their positions.  The taps were drunk dry. Overnight the Gateshead supply trucks had brought in plentiful ammunition as their merry soldiery, together with Lord Lambton’s Hounds dug into fresh positions.  Their commanders had instructions to hold the bridgehead as best they could while reinforcements were brought down from Winlaton.  Unfortunately, mechanical issues and a lack of fuel stalled these precious reserves and by daybreak an understrength force remained at Barlow.  They had clear orders to keep Barlow Road open and clear for the next push into Chopwell-held territory.

The Chopwell Reds had not been idle either.  The command HQ at High Spen was in uproar as disputes and bitter recriminations between the Harding loyalists and moderates flew over the planning tables.  The Lord’s Alliance attack had been unexpected and much of the Chopwell strength was concentrated to the south around their continued efforts to break through into Durham.  The lost of what had been considered a ‘safe’ outer defensive position at Barlow was causing panic. Despite this, the efficient administrative functions of the Chopwell forces brought up ammunition trucks, and raised what militia they could to mount a counterattack and retake Barlow Village.  On home ground, the Chopwell forces were able to sneak forwards in the night to try to trap the Lord’s forces in Barlow by cutting off Barlow Road, and thus an envelopment action was in the offing. The armoured reserve at High Spen was released to support the attack.

At dawn, as a local cow herd wandered into the area (having escaped from their field due to yesterday’s shenanigans), the hastily raised Red forces began their attack against the dug in Lord’s Alliance regulars.  The regulars has pulled back and dug in to the north-east of the village itself to defend the road, so the battle was going to be a race for the Communists to get forwards quickly.

The main Red forces arrived up Pawston Road to find the Lord's Alliance dug in on Barlow Road.


The attack began from the south as a force of rioters (armed with pistols and firebombs) and local volunteers (with shotguns) stormed out of cover into the Gatehead regulars flank.


Across the road to the north, another Red flanking move advanced quickly into the Lambton position, supported by a barely functioning Vickers tank.


The main Chopwell force watched in dismay as their flanking forces attacked earlier than planned. The leaders here spurred on their troops to cross the village as quickly as possible.


To the south, the rioters had early success, swarming into melee and routing half the Gateshead regulars, and driving off their lancer cavalry.  But their actions were costly and as the Gateshead lads reacted, the disciplined rifle fire supported by a Vickers machinegun shredded the Red flank.  A couple of chaps were killed, many wounded, and the rest panicked and quit the field under such sustained fire.



The situation was similar to the north with the Red infantry routed off after an initial success in driving off the Lambton militia.  Shortly after, peppered with rifle fire the tanks crew panicked, bailed out and left the damaged vehicle in the field.


At least this action had occupied the Lords defenders allowing the main Red force to advance quickly and relatively unhindered.



The cows had wandered into the village.  This was to cause the Reds advance on the norther front to stall somewhat.  There may be a war on but there's no sense in risking the local cattle so the cow herd formed an impassable barrier that could neither be moved or fired through!


The Chopwell forces to the south soon came within range of the Gatehead rifle fire and as they advanced quickly, they suffered terribly from this shooting.  the cavalry were routed by the Vickers team and the infantry were chopped up.



The T26 tanks however, pushed on around the flank, intent to get onto the objectives at Barlow Road, while their supporting infantry dealt with the Gateshead regulars.



The Reds here assaulted the dug in regulars, while a unit of militia sprinted on though the gap along the road between the Gateshead crew and Lambton's Hounds.


One of the T26's came under sustained Vickers and rifle fire, damaging its tracks and panicking the crew, who abandoned their charge and fled the field.  The other T26 did manage to bypass the position though and got to the objective, threatneing the cut of the Lord's positions.

Comment: The victory conditions for the battle were control of the three objective markers at the end of Turn 8.  With this move by turn 6, the Chopwell Reds now controlled 2 of the 3 objectives.



To the north of the road, Lambton's Hounds were keeping the Red advance at bay.  The tank here had been damaged and taken out of the fight, and delayed by the cow herd, the Red infantry was struggling to make headway.


In the centre the Chopwell rush was halted by close range light field artillery fire. Knocked about, and with many casualties, the Red force here petered out.  the wounded crawled back towards the village looking for aid.



With the road cut, the Gatehead position relocated their Vickers team and sprayed the T26, knocking it out with a hit on the fuel tank.  Luckily, the tank was practically empty and the tank was running on fumes so it didn't brew up.  The crew still panicked and ran off to the south.


It was here, in the final turn that the game was decided.  The Reds had cut the road but the Gateshead crew were able to take it back for the win, by withdrawing their Vickers team to retake the objective.  However, the Red unit to the north of the road had advanced to a position where their Lewis gun was in range and in an amazing long ranged volley they managed to hit the Vickers crew and pin them!  


By the absolute narrowest of margins the Reds managed to squeak a win, retaking Barlow Village and forcing the Lord's Alliance regulars to retreat in good order back along Barlow Road to Winlaton.

Comment:  This was an incredibly brutal and tightly fought battle, and immensely enjoyable as victory came down to the final attack and final morale die roll of the game!  Both sides were basically shattered, and although the Lord's Alliance regulars remained in a better state, with the Reds winning by controlling two of the three objectives, it felt more like a draw than a win.  We've been playing AVBCW for years now, using various rule sets, and it never fails to be a fun time!  We might go for a smaller skirmish action next time.

Of all the rulesets we've used One Page Rules has been very good.  Simple, robust, and gives a good, swift game.  For this battle with included the 'Overwatch' special action, which the Lord's Alliance forces made great use of.

You can find the AVBCW lists in the OPR Army Forge Community books. Go to 'Grimdark Future > Community Books' and search 'LUDD'.


________________________________

SCENARIO RULES

Day 2 (2nd June) – Loyalists won day 1. Counterattack.

With the Loyalists capturing Barlow village they are spent and hunker down for the night to rest, recover and rearm. Materiel is withdrawn to the rear for repairs and refuelling, and only a partial infantry forces is left to garrison the village.

However, the Reds had drawn up reserves for a swift counter assault which comes at dawn before the Loyalists are able to muster for the next push.  Controlling the surrounding countryside, their aim is to encircle and cut off the Loyalists in Barlow.

Game length: 8 turns         Table set-up: see plan

Objective Markers

On Barlow Road 12” in from the Barlow Road table edge

At the Crossroads in Barlow

Placed anywhere by the Loyalists, at least 9” from either objectives 1 or 2.

Victory points (scored at the end of turn 8)

Each objective marker scores 1VP for either side.

Red Forces

Each Red player has 1500pts to construct their force.

The force may include infantry, civilian vehicles, and armoured vehicles.

Loyalist Forces

Each Loyalist player has 1000pts to construct their force.

The force may include infantry and civilian vehicles, but not armoured vehicles.

Prepared positions: Any Loyalist infantry may begin the game “dug in”. They count as in cover until they move.

Deployment

Loyalists: Deploy first.  Their baseline is the Barlow Road table edge. They may deploy anywhere up to Barlow Lane, but not within 12” of any table edge. They cannot ambush or scout.

Reds: Deploy second. Their baseline if the Pawston Road table edge.  They may deploy anywhere up to 12” in from the Pawston Road table edge. Each Red force may deploy up to three units within 6” of either table edge between Barlow Land and the Barlow Road table edge. They cannot ambush or scout.



Thursday, 25 April 2024

AVBCW (OPR) Battle of Barlow 1st June 1939

After a peaceful winter, 1939 was quiet in the northeast, at least until a major clash at the Battle of Neville’s Cross on the 23rd of May.  For most, the winter had reminded them of what peace was like and they simply gave up on the war, returning to their jobs and looking after their families.  But this respite was all too brief, and the guns once again crackled around Durham.

The winter had changed a fair bit for the combatants too.  The BUF were now occupied with keeping a lid on civil unrest in Newcastle City, with lots of troublemaking pockets claiming they are part of ‘St James’ army’, a notional city resistance movement. Their attempts to gain political control of Newcastle Council failed as the coal barons closed ranks to maintain their commercial control of key regional assets. Lord Percy north of the Tyne was increasingly drawn into the conflict with Ashington.  The Northumberland Freedom Fighters were also causing terrible problems with hit and run raids on government presence in their goal of Northumberland secession.  The presence of increasing numbers of Scottish Nationalists in the region also focussed Lord Percy’s attentions to the north. The Anglican League cemented their control of Durham city with strong physical fortifications, social policies, and support for the poor (including subsidised pub prices) making them highly popular.  The Right Reverend Hensley Henson, Bishop of Durham had declared his fierce opposition to the Chopwell Communists, Socialist and Union-backed rebels from the start of the war, and his position only hardened as the conflict progressed.  Despite this, the militia he raised had yet to take to the field, preferring to hold their ground in defence.  At Chopwell, rumours spread that all was not well in the leadership.  The firebrand John Harding had spent a lot of goodwill with promises of easy victory which turned out not to be true and the moderates in the Duma were openly calling for a different approach.  For them, Chopwell had gained much, and they preferred to consolidate their gains and move to a political solution to the war.

This handed the initiative to the Establishment Alliance, led by Lord Lambton, who buoyed by his troops’ performance at the Battle at Nevilles Cross decided to strike into the territory claimed by Chopwell. Supported by the Gateshead 'Germans' (with surprisingly Gateshead accents), on 1st June 1939 they mustered at Blaydon and headed southwest on the 20-minute march along Barlow Road.  Although they’d intended to head out in the morning, some issues with a motor truck breaking down meant the Gateshead lads didn’t arrive at Blaydon until just after 1pm, delaying the start to the afternoon. Lambton’s aims were to test the Chopwell outer defences, which the Loyalists met dug in at the village of Barlow. A mixed garrison of Chopwell militia and allied Socialist regulars were wiling away their time and were surprised by the approach of the Loyalists.

The Battle of Barlow began 1st June 1939 and continued the 2nd.

1st June 1939

Hearing the advance of Lambton and his allies, the Red militia occupied their dug in positions to the north and south of Barlow village.


Game Comment: The Reds set up in a strong forward position in Barlow Lane, defending the important objectives.  They 'dug in' giving them additional cover against shooting, which turned out to be an important defensive measure that meant they weathered the early long ranged shooting pretty well. We decided that the hedges didn't impede infantry movement (but did slow down vehicles) and also that it didn't block line of sight, but each hedge shot through added 'one layer' of cover (e.g. shooting through two hedges gave the defender +2 Defence). This impromptu houserule worked really well, allowing long ranged shooting but making it far less effective! 

His Nibbs overseeing the militia and dug in sniper.

Lambton's Hounds advance through the woods, with the musketeers in a truck supported by an armoured car.

Gateshead regulars well commanded and supported by a medic line up flanked by skittish lancers.


On Barlow Road the Gateshead motorpool, imported from Germany over winter rumble forwards.



The action begins with a swift rush by the attacking armour.

Game Comment: the allied attackers lined up and made a general advance across the whole front.  The suffered initial reverses with the defenders concentrating fire on the advancing armoured car.  Both were promptly destroyed! But it did mean that the following infantry were able to advance largely unmolested.

The sneaky Reds has an anti-tank gun entrenched in Barlow itself and with the opening shot brewed up the German Rolls Royce!

Meanwhile the supporting infantry pushed up,
peppering the dug in Reds with walking fire.


To the north of Barlow, Sustained Chopwell fire shattered Lord Lambton's Austin AC,
drawing the Gateshead PzII across the suppress the Socialist positions.

Game Comment: the attackers concentrated their attack in an aggressive move north of Barlow village, and facing a storm of fire, the Red defences here crumbled quickly.  By turn 3 of 8, it was clear the attackers were going to break through here and they captured the objective on Barlow Lane with minimal infantry losses. Lambton's Hounds were regulars and therefore better quality than the Red militia, and were supported by a large mob of their own militia, putting out a lot of low quality shooting.

To the south, the Gatehead cavalry galloped forwards looking to prick out the Chopwell
defenders at the point of a lance. Ulitmately, they would be blown to spots by the Reds
supporting mortar fire.

As Lambton's Hounds struggled forwards with bounding fire,
the Gatehead regulars set up a devastating firing line that
tore through the dug in militia before them with disciplined volleys.

Game Comment: The southern flank looked more secure for the Reds as the Gateshead German League regulars, ably supported by a medic and a leader with 'take aim' preferred to set up a firing line.  They did push their lancer cavalry forwards, who killed the Reds sniper before being shredded with mortar fire. 


Game Comment: Its about this time after an hour or so of in-game fighting that ammunition was running seriously low for both sides, and the vehicles began to sputter as their fuel tanks drained to fumes. We'd created house rules for this:

Low ammo - In a shooting attack, each '1' removes a successful hit.

Low fuel - after a vehicle moves roll 1d6.  On a '1' the vehicle runs out of fuel and can only take hold actions from then on.


The Reds north of Barlow were shot to bits and Lambton's Hounds advanced to seize their
first objective, Barlow Lane. The mad Gateshead motorcycle charged across open ground
to try to seize the read objective. 
The Red commander leapt out and killed them with a sword as they passed!

In the south, the positions along Barlow Lane south were overrun by Gateshead armour, capturing
their second objective. 

Game Comment: south of Barlow, with the Red militia front line shot to pieces, the Gateshead armour lead the charge supported by its infantry taking the objective here.  The Red reserves moved forwards to try to shore up the forward position but were cut to ribbons in the open, securing the game for the allied attackers!

North Barlow Lane is captured by the jubilant Lambton's Hounds!

The Reds are spent, and the Gateshead lads still have reserves on the way.


Finally, Lambton and the Gateshead crew seized Barlow village from the Chopwell Communist militia and the Reds broken units hastily withdrew to High Spen in panic.

Lambton's orders meant that the allied forces didn't pursue and instead hunkered down to consolidate their positions at Barlow.  The surviving vehicles withdrew for maintenance and refuelling, and much of their force also withdrew to shore up their line of advance.  

As night fell, the scene was set for the second day of the battle, as the Reds planned a fierce counterattack to retake their outer defences.


All told and excellent battle that initially looked tricky for the attackers, with some early losses.  Their greater numbers and higher quality force soon told though and the Chopwell defenders were outshot and overrun.  

Second day of the battle here.


_____________________


SCENARIO RULES

Day 1 (1st June) – First Contact

Game length: 8 turns         Table set-up: see plan

Objective Markers

Halfway along Barlow Lane (north)

Halfway along Barlow Lane (south)

18” in from Pawston Road edge and touching north Woods

18” in from Pawston Road edge and 12” south of road

Victory points (scored at the end of turn 8)

Reds score 2VPs each for Objectives 1 and 2, and 1VP each for Objectives 3 and 4.

Loyalists score 2VPs each for Objectives 3 and 4, and 1VP each for Objectives 1 and 2.

Loyalist Forces

Each Loyalist player has 1500pts to construct their force.

The force may include infantry, civilian vehicles, and armoured vehicles.

Red Forces

Each Red player has 1000pts to construct their force.

The force may include infantry and civilian vehicles, but not armoured vehicles.

Prepared positions: Any Red infantry may begin the game “dug in”. They count as in cover until they move.

Prepared ground: At the start of turn turn (during ambush), the Reds may reveal a ‘minefield’. Place a token and roll 1d6+6”. For Turn 2, all Loyalist forces that move within that distance of the marker must make a dangerous terrain test.

Deployment

Reds: Deploy first.  Their baseline is the Pawston Road table edge. They may deploy anywhere up to Barlow Lane. They may ambush but cannot scout.

Loyalists: Deploy second. Their baseline if the Barlow Road table edge.  They may deploy anywhere up to 12” in from the Barlow Road table edge. They may scout but cannot ambush.