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'.



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.


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.



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.


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.


Wednesday 15 November 2023

Battle Report [OPR AoFS] The Second Battle for the Ruins of Typtich

"The grand city of Tryptich was destroyed in a cataclysm.  Rumours abound that lost treasures lie amid its shattered dwellings, manors, stores, and temples.

Small bands of adventurers from all the races of the world now scour the ruins, battling for control of lost artefacts, and to plunder the golden hoards they find there."

One Page Rules Age of Fantasy Skirmish rules continue to be our game of choice at the table, and after last week’s bash we gathered again for another go.

Our resident 3D print guru had printed a bit more terrain so the ruins of Typtich grew a little this week!

Once again, we were down to three players, so we set up the table as normal and had a brief chat about a scenario.  Both we’d used last week hadn’t quite been satisfactory for a three-player game so we cobbled together the idea of one objective marker each (on our home ground) and a central objective.  A simple scrap would ensue with the winner being the player who controlled most objectives at the end of turn four.  As it happens this worked really well and made for the most enjoyable skirmish bash we’ve fought so far.

This week I decided to bring a mixed force of Orcs with Ogre allies, to face off against the Ratmen and Chivalrous Kingdoms.

Orcs with Ogre allies – 400pts competitive validation

  • 1x Brute orc boss [1] (dual heavy hand weapons, warcry) – 125pts
  • 1x Black orc boss [1] (heavy great weapon) – 60pts
  • 3x Black orcs [1] (dual hand weapons) – 20pts each
  • 1x Ogre warrior [1] (dual heavy hand weapons) – 45pts
  • 2x Ogre shooters [1] – 55pts each

Like last week this is a bit of an elite force with a small number of tough and hard-hitting units. It’s a type of force I’m playing about with a lot, and I quite like it in the skirmish format.

Ratmen – 400pts competitive validation

  • 1x Battle master [1] (dual heavy hand weapons, army standard bearer) – 85pts
  • 1x Champion [1] (spear, caster[3]) – 90pts
  • 1x Night scout [1] -15pts
  • 2x Warriors [3] (spears) – 25pts each
  • 1x Grenadiers [3] – 30pts
  • 2x Rat ogres [1] – 40pts each
  • 1x Storm veterans [3] (heavy great weapons) – 50pts

After deployment the night scout snuck forwards towards the centre.

Chivalrous Kingdoms – 400pts competitive validation

  • 1 x High Champion [1]
  • 1 x Realm defender [1]
  • 1 x Quest knight [1] (sergeant)
  • 1 x Men at arms [3]
  • 2 x Longbowmen [3]
  • 4 x Mounted bowmen with Lance [3]
10 units, 24 figures.

We deployed in our respective starting zones with, as it turned out, very similar strategies!  Each of us looked to defend the “home” objective and contest the other two, and this led to a very tense and action-packed battle that was surprisingly balanced.

Readhy for battle...

My orc bosses “warcry” ability made my whole force “fast” so I was able to cover ground as quickly as cavalry.  I set up so that the ogres would defend my home objective and the orcs would rush forwards to try to seize at least one other.

The ogres are set to defend while the orcs are champing at the bit to charge.

Loaded with scrapnel they're ready to rain death.

The Chivalrous Kingdoms set up with a similar two-front approach.

A large force of bow & lance knights gallop out from the ranks of bowmen.

The ratmen formed a more cautious mob, deployed to have options on their lines of advance.

Killkill! Yesyes!!

Turn 1

The orcs and ratmen made a rush for the centre objective, only to find the ruined temple impeded by fallen rubble.  A quick dash to the centre would be stymied by difficult ground to cross.

The Chivalrous riders took a more circuitous route, sending much of its cavalry down a back alley towards the orc-held area. Chivalrous archers killed the rat-scout with longbow fire, and the orges opened with some long-ranged cannon fire, picking off a few horsemen with a hail of “scrapnel”.

An angry orc pushes in to oppose the she-rat scout.

The first of the ratmen push forwards, spears at the ready to meet charges.

The orcs push out in force.

A wall of ratmen creep forwards, trying to see how things are developing.

Chivalrous soldiers canter in past the abandoned privvy.

While on the flank, orge cannon fire thing their ranks...

With the armies we’re using turn 1 was a traditional “approach and position” phase. The battle lines could be seen though, and for my part, my intended rush to the centre needed reassessment as the two enemy forces approached.


  • Orcs – 1 objective
  • Chivalrous kingdoms – 1 objective
  • Ratmen – 1 objective

Turn 2

This turn became a brutal “battle for the flanks”. On my left, the two ogre cannoneers tore the chivalrous cavalry to pieces with more volleys of lethal scrap, halting the flanking ride in its tracks.

And after another volley, there are few knights left.

Meanwhile an amazing fight broke out when the insane black orc boss charged into the heart of the ratman advance. Surrounded and outnumbered, he faced attack after attack by ratmen with spears, the ratman battlemaster, a rat ogre, poisoned bombs lobbed in from afar, and the vicious lightning magic of the ratty sorcerer!  Despite it all, the orc’s armour and dense flesh shrugged off all harm as he wailed and whirled his murderous heavy weapon amid the ratkin ranks! It was a sight to behold, and he was loving the scrap! He dished out wounds in return and all but butchered the ratman battle master.

The most intense battle of the game begins with a near immortal black orc!

Diedie! Killkill!  Noooo!!!


Nah, yer can't kill me!  *Whack* Ave some 'o that ratboy!

Alright, I'll back off then. I need some goblins to lick me wounds clean.

Back over on the chivalrous front, the kingdom’s finest heroes rode into the orcs, requiring the orc brute boss and the ogre warrior to step in and blunt the charge.

Charge my noble knights!! Yeah Chaaarge boys! 

Ugh, these orcs can't do it. Let me 'ave a go.


  • Orcs – 1 objective
  • Chivalrous kingdoms – 1 objective
  • Ratmen – 1 objective

Turn 3

The established fronts continued their skirmishing, but elsewhere the battle developed.  In the ruined temple, each force sent a unit in to contest the centre objective.  A lone black orc faced a solid group of chivalrous swordsmen, and a nasty mob of moon-glaive wielding ratty elites, as they all stumbled through the rubble.  I was not confident that my orc would survive!

Over on the chivalrous/ratman front, they engaged forces there, both intent on rushing the other’s objectives.  Battle raged on this newly engaged area, with the rat ogre supported by rats with spears, facing chivalrous riders and longbowmen.

Unusually by the end of turn 3 the battle was still very much in the balance.  The ranks all round were badly thinned, although the ratmen were in far better shape having taken fewer casualties. They were also better positioned. It looked like the battle would be decided on turn 4 and it was possible for each of us to win, depending how the turn went.

The battle for the centre begins in earnest.


  • Orcs – 1 objective
  • Chivalrous kingdoms – 1 objective
  • Ratmen – 1 objective

Turn 4

The last turn began, and a surviving chivalrous knight galloped over to contest the ratman objective! His gallant dash was in vain though and the rat sorcerer killed him with lightning magic, securing the ratman home objective.

The knight rushed to contest the ratman objective, only to die in a blast of lightning.

As a countermove, the rat ogre stormed up to take the chivalrous kingdoms objective, this time with more success.  The objective would be contested.

The rat ogre counters with a more sucessful charge.

Meanwhile in the centre, my orc was killed by the chivalrous soldiers, and then the ratmen drove off these soldiers to take the centre objective.  This was not certain however, as the orcs opened a path for an ogre to advance close enough to contest this centre.

The fighting meant that at the end of turn 4, both the chivalrous kingdoms and orcs had broken and had to take morale tests.  In a final betrayal by the dice gods, chivalrous warriors and the orc’s ogre allies fled the field, leaving three objectives in the hands of the ratmen!

The game went down to the final phases of the last turn before the ratmen secured a dominant win.  It was a marvellous, tense and fun game.


  • Orcs – 1 objective
  • Chivalrous kingdoms – 0 objectives
  • Ratmen – 3 objectives

Another marvellous game of OPR AoFS.  If you’ve not played it, give it a go!

Comment from the ratman player

“I thought the scenario was an excellent idea - basically, each controlling one objective at the start, with one in the middle and all starting an equal distance from the objective.

My plan formulated itself over the first turn or so and was to contest as many objectives as possible, and try to force morale fails.

I could see which way it was (hopefully) heading, and you will notice that I tried to avoid too much combat, only attacking when my rear line was threatened. The units on my flank were prepared to soak up the chivalrous bow fire, with the Rat Ogre hovering to charge in in the last turn.

Annoyed that I forgot to charge with my Wizard when I had tee'd it up. I got distracted, but hey ho, it all worked out in the end!”