IABSM AAR: Slaughter at Izdeshkovo!

Back to sanity after all this pike and shot malarkey with a quick game of I Ain’t Been Shot, Mum.

I’d decided to play through the Vyazma or Bust! early war eastern front campaign with K., Daughter #1’s boyfriend: trapped with us for the duration, but now an avid wargamer. I was looking forward to this game, especially as K. had been happy to let me have the Soviets.

Unfortunately, it was to be one of those games where the dice gods had utterly deserted me: even K., nascent gamer that he is, commented on the fact that I couldn’t roll a five or six to save my life: he even mentioned it later when I rolled double six whilst playing Monopoly (I won that one at least, bankrupting K. in the process!).

Click on the picture below to see my humiliation!

FK&P AAR: The Attack on Marlowe Again

Having written the scenario and got the table all set up, it seemed a shame not to play the Attack on Marlowe battle again, but this time swapping sides.

A full background to the game can be found in my original battle report (where I played the attacking Royalists), so here’s a summary and photographic report of the second run through (where I played the defending Parliamentarians).

This was a very different affair to our last game, as we both had a better idea of how things worked.

It was a grinding clash which, once my horse had returned from their pursuit off table, really came down to a whoever loses the next unit loses the game situation.

As it happened, that was me!

A great game, and I’m really looking forward to writing and playing the next scenario in the series.

FK&P AAR: The Attack on Marlowe

Now that I had enough figures to field two decent sized English Civil War armies, it was time to get them onto the tabletop.

As I didn’t have enough of the right sort of figures for any of the published scenarios, I settled down to write my own and, just in case long-term inspiration struck, came up with the background for a potential campaign.

The Background

It’s the fictional county of North Wessex sometime in the middle of 1644. Two landowners, previously great friends, have found themselves on opposite sides in the war. Passionate discussions over dinners have turned into bitter arguments have turned into armed dispute!

On the Royalist side is Sir John Boulters, whose series of mills around the town of Maidenhythe provide a ready source of troops. With a commission from the King to restore order in the area, Boulters’ force is balanced and well-equipped.

kavan’s foot

On the Parliamentarian side, Sir Christopher Grey has a less balanced force more suited to defence than attack: he is short on horse, but does have plenty of foot . Sir Christopher’s troops are…well, old-fashioned is a phrase that suits: what horse he has fights in the Dutch style rather than the more progressive Swedish formations, and his infantry are pike-heavy. He has, however, received reinforcements from London: a brigade of commanded shot.

The Battlefield

Key to control over North Wessex is control of the bridges over the Thames: one at Maidenhythe, and one at Marlowe. Boulters already holds Maidenhythe, and has determined to force his former friend to operate north of the river only by taking Marlowe as well.

Approaching from the east, his scouts report that the Parliamentarians are drawn up just in front of the outskirts of Marlowe, obviously determined to do battle.

The battlefield from the Parliamentarian side

The Royalists

As has already been mentioned, Boulters’ Royalists are a balanced force drawn up in three brigades.

the royalists

Stafferton’s Right wing Horse Brigade (Boulters and his lifeguard in the background)

Sir William Ray’s central foot brigade

Colonel Derek Derrick’s left wing horse brigade

The Parliamentarians

Drawn up with defence initially in mind, the Parliamentarian forces under Sir Christopher Grey await them.

dutch horse and dismounted dragoons on the left wing

the foreigners from london in the centre

pike heavy battalia on the right wing

More Shots of the Troops, Now With Markers Down

The Battle Begins

As the sun rose over Marlowe, the two sides prepared to do battle:

view from the right flank

The Royalists opened proceedings by advancing all three of their brigades. Assuming that the Parliamentarians would stay fairly static in their defence, their plan was to control the centre as each wing swept around the enemy flank.

They were therefore somewhat surprised when a Parliamentarian Forlorn Hope left its blocking position on the road and charged towards where Sir Boulters sat surveying the field behind his cuirassier lifeguard. Boulters had obviously forgotten Nicholas Seymour’s daughter, but it seems that Nicholas Seymour had not!

Faced with such paltry opposition, Sir John ordered his lifeguard to charge. Well, it was either that or face an ignominious withdrawal before the action had even begun!

It was no contest: the cuirassiers literally rode over the Parliamentarian Forlorn Hope, leaving Seymour coughing his lifeblood into the muddy ground.

seymour’s demise

Unfortunately, a charge like that cannot easily be stopped, and Boulters and his cuirassiers completely lost control: charging forward right up to the battalia of enemy commanded shot sheltering behind a hedgerow.

this looks like a good way to lose your commanding general!

Meanwhile, the Parliamentarian Dutch horse and Dragoons moved forward and a general melee broke out. Much to my surprise, the Dragoons initially repulsed the untried Nicholson’s Horse attack, sending their charge back disordered.

Nicholson’s Horse were, however, made of stern stuff, and with their commander shouting what can only be described as vile imprecations they closed with the Dragoons again, this time sending them flying from the field.

General Melee

General Melee

In the other part of the melee, however, the 1st Grey’s Cavalerie swept Stafferton’s horse from the field, then set off in pursuit of the broken survivors.

This, however, led them vulnerable to a flank charge from the Royalist Braywicke horse, a small Swedish-style unit raised and led by Simon Braywicke, a landowner on the western edge of Maidenhythe.

our flank charge must surely win the day!

Unfortunately, the charge had no effect on the Parliamentarian horse: they ignored Braywicke and his men and disappeared off east after the remains of Stafferton’s men.

Ed.’s Note: I think we did that bit wrong. The Cavalerie should have stopped their pursuit and turned to fight the Royalists.

This reverse left Braywicke a bit surprised, but his surprise only lasted long enough for his men to be hit by the 2nd Grey’s Cavalerie squadron: hit and smashed from the field!

perhaps not!

Meanwhile…

Meanwhile, on the other side of the field, the Parliamentarian foot had formed a line, and were nervously watching Royalist cavalry start to threaten their flank.

This they countered by sending one of the Kavan’s foot battalia forward to meet the nearest enemy cavalry squadron, and turning another to face the threat on their flank.

At the same time, the Londoner commanded shot units in a surprising display of martial fervor, left the shelter of their hedgerows and moved forward to bring the enemy under fire.

martial fervor from the londoners!

Although the Royalist cuirassiers chose to fall back, the 1st Maidenhythe Foot Battalia lowered their pikes and sent the foreigners scurrying back to (presumably) the slums that they had come from.

This coincided with the two last remaining horse units on that flank - Nicholson’s Horse for the Royalists and 2nd Grey’s Cavalerie for the Parliamentarians - coming together with a mighty smash: both squadrons becoming disordered. They clashed again, and although Colonel Stafferton was lightly wounded, the Royalists eventually won the encounter.

Perhaps due to the impetuosity of the Londoners, this flank had been decided firmly in favour of the Royalists. They had lost only two squadrons of cavalry, but had done for five enemy units: two Forlorn Hope, one Dutch Horse and one Commanded Shot.

Back to the Other Flank

Back on the other side of the field, the 1st Battalia of Kavan’s Foot were still holding off the Derrick’s Horse, and had managed to inflict a light wound on Colonel Derrick himself.

Pike Heavy Foot versus Swedish Horse

In the centre, however, the Royalist foot was pushing forward, and had made the start of the enclosures in front of the town.

The way into marlowe is now clear!

This enabled one Battalia to bring the Parliamentarian foot under fire, meaning that the Roundhead’s days were probably numbered.

the Mill Workers Coming to Colonel Derrick’s assistance

Meanwhile, the 3rd Battalia of Kavan’s Foot had been solidly repulsing charge after charge from the Woodhurst Horse. Although at one stage they were double-disordered, they actually managed to rally back to good order, and were obviously going to be very hard to shift.

Endgame

Looking at the battlefield, however, it was obvious that the Royalists had won the day. All that remained of the Parliamentarians were two battalia of Kavan’s foot on the right flank, and one of the Londoner commanded shot units in the centre. There was a squadron of Dutch horse floating somewhere off-table, but there was no sign of it returning just yet.

the situation at the end of the battle

The game had probably been decided by the impetuosity of the Parliamentarians. Time and time again their troops left the comparative safety of the hedgerows and charged into close range or contact with the Royalists.

As this was only the second time I’d played the rules, I’m not sure I got everything right, but it seemed to give a very good game anyway.

Next we shall swap sides and play this game the other way around, and after that I shall be designing an encounter where both sides get a consignment of artillery.

Excellent fun, and another good lockdown battle!

Robert Avery

IABSM AAR: Lille Revisited

Still on lockdown, but it’s bank holiday Monday so it must be time for another game of I Ain’t Been Shot Mum against K, Daughter #1’s boyfriend, trapped with us for the duration, but rapidly becoming a regular wargamer with, now, eight games under his belt.

The premise for today’s game is simple: it’s France 1940, and Rommel’s Germans are advancing rapidly on Lille, aiming for the village of Lomme, whose capture will seal off the escape route of all English and French forces in the area. The Allies have realised what the Germans are up to, and have dispatched a small force to hold Lomme for as long as possible. The scene is set for an epic clash!

Click on the picture below to see what happened:

IABNM AAR: OML3 Afternoon Game

I’ve finished another unit of Marian Romans (pictures after they are varnished) so am just wondering what to paint next.

Choices are to do another unit of Dutch horse for my ECW collection, start on the third unit of Marian Romans, search the lead mountain for inspiration, or start something new.

I know I have to resist starting something new (!) so opened the cupboard where I put everything that I want to paint but not just now…and there, at the front, was the new kit just bought from Battlefront during their lockdown sales from their Team Yankee range.

Tempting, but I really shouldn’t, so in the meantime I thought I’d give us all a bit of inspiration by resurrecting another battle report from Nick’s Maxim to Milan website charting the now moribund development of I Ain’t Been Nuked Mum: a version of IABSM for cold war Europe.

This was the afternoon game from the third Operation Market Larden Lardy Day in Evesham. Click on the pic below to see all:

Meanwhile I’m back doing what I should be doing: more Marian Romans!

IABSM AAR: Minsk-Mazowiecki

Another lockdown game of I Ain’t Been Shot, Mum against Daughter #1’s boyfriend, K, trapped with us for the duration.

This time we would be returning to Poland in 1939, using scenario #37 from the second September War scenario pack: Minsk-Mazowiecki. The action takes place on 13th September as Polish cavalry under General Wladyslaw Anders attempt to break through elements of the German 3rd Army as they march on Modlin.

Click on the picture below to see all:

IABSM AAR: Lockdown Game

Here’s a quick series of pictures from Rick Staple taken from the IABSM Facebook page.

It’s lockdown: so a quick joint/solo game of IABSM:

IABSM AAR: Border Clash with Borduria

Here’s another battle report from James Manto’s excellent blog Rabbits in my Basement.

For this game, James has expanded his Medieval and 18th Century Imaginations concept to the post-WW2 period, with an epic clash across the fictional border between Mantovia (huzzah!) and Borduria (boo, hiss!) set in 1949.

Click on the link above or the image below to see James’ picture-heavy write-up:

IABSM AAR: 3RTR at Hames Boucres

Time for another lockdown game of I Ain’t Been Shot, Mum against K, Daughter #1’s boyfriend, trapped with us for the duration.

I used scenario #3 from the Defence of Calais scenario pack: 3RTR at Hames-Boucres. I would take the Brits, K would play the Germans.

The game begins as a squadron of British tanks (a Squadron HQ of an A9 and an A10; two troops of three A13s each; a troop of three MkVIb light tanks; and a couple of recon Dingos) headed in column along a sunken road towards the village of Hames-Boucres (a few miles from Calais) with orders to deal with a few "rogue enemy tanks" that had apparently been spotted roaming around the countryside…

Click on the picture below to see what they encountered:

A Game of Warlord

With five of us from two-three different generations all living on top of one another during lockdown, tensions can sometimes run a little high. One survival mechanic that we have adopted is to try every day to sit down to a family dinner (other meals being more ad hoc) and then do a family activity together. Sometimes it’s a film, sometimes an online quiz night with the extended family etc.

Some nights it’s a board game, and having exhausted Monopoly, Cluedo, Scrabble, Trivial Pursuit etc we were looking for something different. That’s when the teenager spotted Warlord: that classic game of conquest and nuclear war.

Initially dubious (“it looks like a wargame, Dad”) we’ve now played a couple of games and eagerly added it to our regular stable.

I first played the game at school as a slightly smaller version of what you see here was released by Games Workshop in 1980 (when they were a “general [war] game” publishing and retail company) and bought my copy from the original designer, Mike Hayes, a couple of years ago.

It’s a game with incredibly simple mechanics (you can literally learn all the rules in five minutes) but a combat system that is fiendish in application. Here’s the description from Board Game Geek:

Gaining territories through combat is an elegant use of cunning and bluff. Instead of rolling dice, the attacker simply chooses with a single D6 how many pieces they wish to attack with (subject to restrictions based on terrain). The D6 is then concealed and the defender attempts to guess it. If they guess correctly the attacker loses that number of armies; if they guess wrongly one defender is lost, and if the territory is now left unoccupied the selected number of attacking pieces or greater are advanced into the territory to capture it.

The picture above shows the final position from last night’s game, played on the European map. The black counters represent areas that are now permanently uninhabitable due to radiation. As you can see, Spain and Central Europe got hit badly but, despite having the heart of her empire H-bombed, the pinks under daughter #1 took the day.

Highly recommended!

IABSM AAR: The September War #01: Chojnice

It was time for the first lockdown game of I Ain’t Been Shot, Mum!

The daughter’s boyfriend K (trapped here for the duration) had tried and enjoyed To The Strongest, it was now time to introduce him to WW2 gaming, and what better place to start than with a game of IABSM set in Poland on 1st September 1939.

The scenario is taken from the first September War scenario pack, and involves the fighting around Chojnice, an important Polish communications hub where, during the first day of the invasion, the Poles fought a delaying action, only withdrawing in late afternoon.

The game itself centered around a railway bridge that the Poles must hold, rig with explosives, and then blow up before the Germans can take the bridge and defuse the charges.

Click on the picture below to see all…

Two Games of To The Strongest

Another two lockdown games of To The Strongest with Daughter#1’s boyfriend, who is staying with us for the duration.

This time we ditched any pretense of involving the distaff side of the family: leaving them to watch The Queen’s Corgis on Netflix or Amazon or one of the other multiple streaming services that we seem to have adopted over the past few months, as we men got down to some serious gaming.

As this was our third session of TTS, I wanted K. to experience something a little different to the largely “deep units on both sides” games that we’d been playing so far. I therefore mocked up a Sarmatian army from my Sassanid Persians: four units of veteran heavy cavalry with lance and bow represented by cataphracts (represented by, not counting as!) and four units of standard heavy cavalry with lance and bow represented by clibinarii. There was also a unit of horse archers in there somewhere too.

K would take a Syracusan army: a core of four Hoplite units, one bodyguard; a mercenary command with a couple of units of Celts; and then a sprinkling of light infantry and raw cavalry to add flavour. It was, I explained, the first time that the Cretan Archers (see post from a couple of days ago) had been on the tabletop, so he was to expect them to perform extremely badly indeed!

“Why are all your men on that side of the battlefield?”

We deployed our troops, and K immediately noticed that I had heavily weighted my left flank, leaving many of his units with an open battlefield in front of them. He queried why I had done so, and I kindly explained that he would find out in a few minutes.

The reason, of course, was that I was going to try and smash his weak right flank to pieces and then wheel round and roll up his line like a yoga mat before his slow, left-flank units could get in on the action.

The first phase of my plan went, well, according to plan: one command of veterans and one command of standard cavalry did indeed clear K’s right flank from the table, leaving things looking like this:

Tough love!

Some of you might suggest that it was perhaps a little harsh of me to take advantage of the lad’s inexperience in this way, but I did explain exactly what I had planned and what I thought was going to happen as I did it: making sure that he would understand what was going on and be able to either counter or employ the same tactic in the future.

Back to the battle.

As a command of clibinarii duly held off his rampaging Celtic mercenaries, my cavalry duly wheeled round and, in text book fashion, slammed into his flank and, in one unit’s case, went for his camp.

Cretan Archers fulfilling their first-game destiny

Syracuse has fallen!

K began shedding victory coins right, left and centre, and the day was soon mine.

Game Two

As that game hadn’t taken very long, we swapped sides and prepared to do battle again.

I was expecting K to try and copy my refused flank tactic of last time, so determined that I would use an advance in echelon tactic to try and disrupt his plans. As it happened, K deployed his men evenly over his side of the table, so after I had made my first move, the battlefield looked like this:

On his right flank, K advanced his cavalry forward to meet the two units of Celts coming towards him over the hill. This left his horse archers to hold off the mercenary Greek cavalry coming through the pass.

This turned out to be a bit of a mistake as, admittedly with a bit of luck, my cavalry rapidly dispersed his light horse and found themselves in a fantastic position on the flank of one of his commands.

By rights, his horse should have been able to turn to face me, and then a normal face-to-face combat would have occurred, but K managed to draw not one, not two, but three Aces in succession for activation: his horse weren’t moving anywhere!

By rights, I should then have been able to crash into his flank and roll up both units rather pleasingly before going on to sack his camp: seven of his nine victory coins should have been mine. Again, however, a weird series of cards meant that his cavalry, although they wouldn’t turn to face me, were able to hold me off for the duration of all his Aces. I did eventually destroy both units, but not before events on the rest of the field decided the day.

Battle was then generally joined across the rest of both lines, with K’s lance armed cavalry attacks compensating for the depth of my foot units.

the first cut is always the deepest!

I kept expecting my horse to roll up his cavalry and win the game but, as I said above, it kept failing to happen, and gradually my foot units began to lose the day. A lost general sealed my fate, and the turn after my horse had finally rolled up those cavalry at the back, I lost one victory coin too many and the day was K’s: a grinding triumph for the Sarmations.

K was naturally chuffed to bits to get his first victory. The only thing that now puzzles me is where he’s going to sleep tonight…

IABSM AAR: Campaign for Greece #13: Glider Assault

Another amazing-looking 6mm game of I Ain’t Been Shot, Mum from Mark Luther: his second, played-remotely, lockdown special.

This time he has used scenario #13 from the Campaign for Greece scenario pack, entitled Glider Assault.

Click on the picture below to see all:

AAR: Smash of the Titans!

So #1 Daughter’s boyfriend had been roped into cooking the Easter Roast, which left me no-one to play with except for #2 Daughter.

She felt that she could manage another battle, but only if it had “monsters and aliens and stuff” in it.

Not a problem my dearest fruit of my loins: time to make To The Strongest literally fantastic by breaking out my Legendary Greek figures.

I would play the Sumerians, #2 Daughter would take the part of Poseidon leading a contingent of Hoplite Greeks spiced up with few “monsters…” etc.

In effect, this meant that she fielded (nearest to furthest in the picture above) a unit of Pegasus horse that could ignore terrain penalties; two units of Centaur cavalry (one horse archers, one cavalry); a unit of Minotaurs counting as axemen; and two units of monsters: the Hydra, the Erymanthian Boar, the Chimera, and the Medusa (treated as elephants).

The Sumerians remained unphased by this display of divine horrors:

The Battle Begins

The game began with one of those weird series of multiple Aces appearing on each side, with the result that although the lines crept slightly closer together, the only interesting event was the Hydra and Chimera bounding forward to attach the Sumerian left flank.

Very sensibly, the slingers ran for it…and here #2 Daughter made a mistake. Instead of crashing through the poor terrain, or lurking in its lee, the Hydra and Chimera decided to go round it. Not being very manoeuverable, however, they got stuck with their rear ends sticking out!

This would prove to be a very inviting target for the, er, pink Sumerian spearblock, and they would eventually charge the two monsters in the rear and do enough damage to send them straight off the table, therefore negating the regenerative abilities that I had assigned to both (automatically regenerate from disordered when activated).

The two battlelines then got on with the business of smashing into each other, each advancing forward as fast as they could.

As Sumerian commander, I sent in my battlecars first: determined to soften the Legendary Greeks up a bit before committing my infantry.

This was all going nicely, with the Centaur horse archers eradicated when they failed to evade, but I had forgotten about the terrain-ignoring Pegasus cavalry: which snuck around my flank and threatened to roll up my entire line!

Fortunately, great Zeus was obviously determined to make sure that his somewhat soggy brother was humiliated, and the flank charge only managed to KO one unit of battlecars before a spear block managed to get forward fast enough to force the flying horses to evade beyond the trees.

Unfortunately, the other two units of battlecars believed in a different divine panoply, and were destroyed by the Hoplite unit backed by Poseidon himself and, a bit unexpectedly, the Centaur cavalry. Things were looking a bit dicey on my right flank, but I had the infantry brigade behind ready to stabilise the situation.

The action now swung to the other side of the field, where the Minotaurs had been easily dismissed: obviously their tales of martial prowess were complete bull! I had, however, lost my Axemen, so the situation looked like this:

Zeus intervened again, and somehow I managed to dispose of the Medusa and the Boar, and get my spearmen back across the field and into the rear of what had been the Minotaur-led Hoplites.

Their loss proved too much for the Legendary Greeks to take, and the field of glory was mine.

Aftermath

A most enjoyable game which, I must confess, that I won by sheer luck of the cards. #2 Daughter, who is not yet old enough to drive, made only one tactical error, at the beginning, and otherwise came close to annihilating an entire flank which would, I think have given her victory. As it was, I was only one coin behind her in terms of defeat.

I think I might actually make a serious attempt to define some characteristics for the Legendary Greeks, if only because it’s nice to get some unusual figures on the tabletop.

Right, off to the Temple of Zeus to give thanks…

IABSM AAR: War of the Rats

Over a few days earlier this month, fellow-Lardy Alex Sotheran played a solo game of IABSM set in Stalingrad, where the 6th Army are attempting to batter their way to the Volga but the Soviet defence line is proving tenacious.

Alex has posted both a YouTube video of the game and some absolutely cracking pictures.

To watch on YouTube, click the video link below. It’s 2.5 hours long, but well worth a watch.

To see the pictorial report, click on the picture below:

A Second Lockdown Game of To The Strongest

We’re still in coronavirus lockdown in the UK: banned from leaving the house except for essential trips. For most people, that means no gaming or, at best, some kind of online get together. I, however, am lucky enough to have daughter number one’s boyfriend staying with us for the duration: lucky because (1) he likes to cook and (2) he has discovered that he enjoys wargaming.

Our second game was To The Strongest again: it’s grid-based tabletop and simple-yet-subtle mechanics make it ideal for a new gamer to pick up quickly.

This time, I would take a Gallic army consisting of large amounts of hairy-arsed Celtic warriors and face off against an Athenian Greek Hoplite army consisting of large amounts of, well, hoplites.

Gauls

Greeks

The Greeks set up first: heavily weighting their right flank. At this point I realised that perhaps I should have mentioned to my novice opponent that hoplites can’t move diagonally to the left, but decided to just ignore that rule for the moment.

My Gauls were fairly evenly spaced out, but my noble cavalry were on the left i.e. facing two unit of hoplites with very sharp pointy spears! This was no good, so I decided to try a switcheroo gambit and move my cavalry right over to the other side of the field, leaving behind the warband that accompanied them.

The Switcheroo Begins

This would hopefully isolate his two units of hoplites on the far side of the table.

Meanwhile, both battle lines lurched towards each other, the Greeks behind a protective screen of light infantry.

The game then developed into three different battles.

On my left flank, the single warband faced off against the two hoplite units who had actually managed to advance forward much faster than I had expected. Although my warband did achieve one flank attack, this was largely unsuccessful, and I was soon under a lot of pressure as the Greeks got themselves sorted out and threatened to overwhelm me with the two-on-one advantage that they had.

In the centre, meanwhile, the main bodies of the two armies came together in a series of thumping clashes: deep unit versus deep unit. The Greeks took full advantage of their light infantry: using them either to soften the Celts up before contact, or to retreat behind if they suffered a disorder. The advantage would swing backwards and forwards between the two sides throughout the rest of the battle.

On my right flank, my light infantry had managed to see off his horse archers, but a warband was having real difficulty dispatching the rubbish Greek cavalry. Fortunately, my cavalry arrived after their pell-mell gallop across the back of the battlefield, and prepared to sweep all before them as they rounded the corner of some rocks and lined up on the Greek battle line’s flanks.

All that stood between them and certain victory was the lone unit of Greek peltasts that, so far, had hung back and stayed out of trouble.

Cavalry, bottom right, lined up to roll up the Greek line. Only the peltasts are in the way.

Could I get through the peltasts? Not in a month of Sundays! My grand plan blocked by a unit of men who only thought they weren’t light infantry!

Anyhow, that meant that although I had won the right flank, I was losing the left flank, and honours were just about even in the centre. A Greek hoplite unit finally broke through my line and captured my camp, one of my warbands threatened to do the same to the Athenian camp. Units were breaking on either side until we both had just two coins left: the next unit to break would decide the game.

It was the Greeks who had the initiative. I was in real trouble on my left flank, with a couple of double-disordered warbands who would go with one more hit. My opponent reached for his pack of cards: all he needed to do was to send his men in diagonally to hit me: 2+ to activate becomes 3+ for a difficult move becomes 4+ because your hoplite units are deep.

So that was the end of the Greek offensive and, on my subsequent turn, I managed to finally kill the peltasts and win the game!

Aftermath

Another great game of TTS, with the daughter’s boyfriend coming within Ames Ace of beating me.

Here’s a complete gallery of the game:

Robert Avery

IABSM AAR: Fallschirmjaegers on the Neva

Mark Luther set himself a real challenge when he decided to run a COVID-19 lockdown game of I Ain’t Been Shot, Mum remotely.

This game was played over two days using photographs of the table and texts: a great effort from all concerned. It’s a cracking battle report as well, so click on the picture below to see all…

Ed.’s Note: I expect you all to read this as it took me absolutely ages to load and caption all the pictures in the right order. Amazing set up, but the terrain does make everything blur into one when viewed in thumbnail size!

A Right Result!

So here we all are stuck under lockdown and unable to go out. No wargaming clubs are open, no wargaming friends can come round: what on earth is one to do.

Well I have had a right result.

Daughter number one came back from university just before lockdown and brought her boyfriend with him as a house guest for a couple of months (he lives abroad normally, but can’t get home at the moment). This is not a bad thing: we have plenty of room and he, unlike me, likes cooking. Even better, the kids were so desperate for entertainment yesterday that they agreed to have a battle: daughter number one and boyfriend on one side; daughter number two and I on the other.

I chose the To The Strongest rules for Ancients as it’s probably the easiest introduction to wargaming for beginners: no measuring, no dice, simple grid-based movement and combat rules etc. D2 and I took the Neo-Sumerians, D1 and BF took the Assyrians.

Neo-Sumerian Battle Line

This was an interesting clash: lots of slow-moving, poor quality Sumerians versus small numbers of deadly, fast-moving Assyrians.

Each side chose to put their heavy chariots on the right flank, so we rapidly got to a situation where the centre was a tie and each side’s right flank was winning and left flank was losing.

The advantage then swung back and forth with both sides ending up with only two coins each i.e. one more unit lost would mean an overall loss. As it happens, one of the Sumerian heavy onager units managed to knock out an Assyrian cavalry unit and the game was ours!

And the right result?

Not the win, funnily enough, but the fact that D1’s boyfriend really enjoyed himself and declared an interest in playing more battles. Well, if we’re stuck together for another ten weeks, his wishes are going to be more than fulfilled! A convert!

Here are some more pictures of the game: