Wednesday, August 20, 2025

The Battle of the Greenspyke, a 15mm game of Fantastic Battles.

Battle of the Greenspyke. 

A 1500 point per side battle. 


Ian's triumphant Denizens of Dingly Dell marched deeper into elf lands. Once again 1500 points of Wylde Elves met his fiendish force determined to defeat them this time???




For this game we decided to try out the rules for Settlements for the first time. At the start of the game the village of Bordstead is neutral; otherwise follow the usual 'Pre-Game' procedure.   

Battle of the Greenspyke. 

A 1500 point battle. 


After their defeat at Merith Moor the Wylde Elves fell back deeper into their own lands. Reforming on the banks of the Greenspyke River they received reinforcements from across the ford there. Close by lay the small village of Bordstead and the Wylde Elves drew up in a line stretching from the ford to the village to meet the rapidly advancing hordes of Dingly Dell.  


For any figures moving into Bordstead use the rules for settlements on p21.


Deployment: Mishaps played havoc with my Wylde Elves (far right) whilst the forces of Dingly Dell (left) were largely unaffected. 
The green and blue tokens show which characters and units have been activated. 

Elf pegasus riders swoop into Brodstead to claim the village (and grabbed a point of prophecy which I then forgot to use!). 

Wylde Elf ents tear into the Dingly dell giant 'Shrooms' and pulp them, great start for the elves. 

However, over on my left flank I was soon to discover how tough the giant spiders were. Ian also used the 'Bles' spell to great effect so that I could never quite wear them down. 

The sword sisters (bottom right) summoned a treman to help the elves but he was not within command and threw poorly on his 'impetuous' action roll and he decided to withdraw away from the Dingly Dell giant. Stupid Treeman!

The elf pegasus riders meet their match as Maisie the dragon made a snack out of them. 

Lindir, the mounted elf mage on the left used 'Blink' to get the centaurs out of trouble but the forces of Dingly Dell son caught up with them and wiped them out. 

With both sides heavily damaged it was down to who could force the enemy over their breakpoint first. It was close, very close but sadly for the elves Dingly Dell just won the day and the ford over the Greenspyke River and into the Wylde Elf homelands is now open. 



Tuesday, August 12, 2025

Fantastic Battles: The Battle of Merith Moor and the Threefold Sorrows.

 It has been quite a while since we have played Fantastic Battles and both Ian and I were really looking forward to today's game. With Ian becoming a master of surprise in this game with his troop choice and use of traits I decided to get my own back by using a totally new army on him. My Wylde Elves, largely based on the list in the book have been painted over a few years (as I flit between projects) but I have added a few troop choices of my own and tweaked the traits a bit to suit my ideas.  Ian bought along his Dingly Dell army, an army full of surprises and always hard to beat. 

The Battle of Merith Moor and the Threefold Sorrows

A 1500 point per side game of Fantastic Battle


Deep within the green shadowed realm of Colbryn Forest the long quiet Wylde Elves are stirring. For years they have followed the silent way and kept to themselves but no more. With armies clashing all over the Braemarg (the Wylde) and encroaching on their lands the forces of the Wylde Elves are gathering. With Giant Eagles and Wylde Elf Pegasus riders now soaring over the Braemarg all eyes look nervously to the skies and towards Colbryn Forest…



The pre-game procedure and deployment is as normal. 

The main aim of the battle is of course to defeat the enemy. 

Other objectives and events are…

1: A Wylde Elf Waystone stands towards the western side of the battlefield (see map). The evil side must spend one turn stationary and in contact with the stone (and not be in melee) to destroy the stone and win that objective.  

2: Towards the Eastern side of the board are a group of rocks. These rocks have strange and magical properties. Once the first blood has been spilt the rocks will start to move. At the start of the very next turn (and each turn after that) the rocks will move 1d3 +1” in a random direction (use a scatter dice for direction). Any companies or characters moved into must test as below to try and avoid instant death. Throw a d6…

1,2: All units/companies about to be hit by the stone move 1xd3 bw directly away from the stone, this may cause mayhem amongst the armies as units move into one another. . 

3,4: All units/companies manage to escape the stones but each company that would have been hit by the stones lose 1xd6 resolve. 

5,6: All units/companies/panic and freeze and die as the rocks land on them. Remove the affected units/companies from play immediately. 

Any characters moved over will always be able to evade death. They move as if pushed in the direction of the stones. Note: if the rocks move off the board they will not return. 



Some of my Wylde Elves... 
Wylde Elf Rangers (Mighty Armies elves). 

Wylde Elf Guardians with a friendly dragon. (Reaper Dragon and Demonworld Elves). 

Giant Eagles and Centaur archers. (Kallistra Eagles and Demonworld Centaurs). 

Wylde Elf Pegasus riders (Demonworld figures). 

However, I was not the only one who had been busy, Ian had a few new troops of his own for his Dingly Dell army. 

Some rock golems who Ian created as artillery able to hurl rocks. 
This took me totally by surprise when it first happened. A handy wizard close by to cast 'Haste' and they could reload quickly to (this idea was pinched from friend Chris who did it first!). 

Dingly Dell prospectors, classed as 'vehicle'.  

Deployment and mishaps. The Wylde Elves on the left were the attackers and Dingly Dell were the defenders on the right. They were quite badly affected by mishaps as the photo shows.  

The game developed so quickly and was so absorbing that I forgot to take photo's to begin with. I was in real trouble by the end of turn 2 as I had lost all the companies and a character  in this photo whereas Dingly Dell had lost just one!
This was the first sorrow. 

The view from behind the Dingly Dell lines as the battle develops. 

Wylde Elf centaur allies start to redress the balance. 

The centaurs did very well until they ran out of resolve after one melee to many. This was the second great sorrow!

The Dingly Dell giant mushrooms were on 'stimulants' (magic mushrooms???) but they were charged by my Wylde Elf Rangers and then the Wylde Elf Guardians were blinked into their flank. The mushrooms were destroyed. In the background my rogue, Mag Nemnas the Fox had just shot and killed 'Bobby Dazzler, one of the Dingly Dell captains with his Phoenix Bow.  
However, when my centaurs were killed that had taken me over my Breakpoint but the elves had closed the gap. 13 companies lost by the elves compared to 11 companies by the Denizens of Dingly Dell. The Elf defeat was the third great sorrow. 
This was a cracking game and we hope to play again next week. Same armies but you can be sure that some traits will be tweaked on both sides.  



Tuesday, July 29, 2025

The Battle of Hastings in 28mm using the Hail Caesar rules.

 The campaigns and battles of 1066 and the few years after have long fascinated me. At long last I finally got round to re-fighting the main battle of that time, Hastings. Using figures from my own collection and those of Ian and Charlie as well four of us sat down to play the game. I re-read a few accounts of the battle and planned a scenario with some of the events that happened that day mixed in to hopefully give the players a few surprises. I have only listed stats for the troop types used during the game. I have called the Normans...Normans but have called the Anglo-Danes... Anglo Saxons. This is the book I used mainly for troop numbers and deployment etc.. as a bit of a nod to a great wargames 'name'. 

Here are the scenario details, including army lists, deployment (see map) and special events ...

With both sides estimated at around 7,000 to 7,500 men I have used a very rough guide of 1 figure is equal to 30 actual men, but have also rounded numbers up to make complete Hail Caesar units. 


Hastings: Umpire notes… only reveal to the relevant players after deployment.


All Norman cavalry that may use Feigned Flight may also turn to face upon executing their flee move (whether this was a single move from Initiative of up to 3 moves on a successful order). 


The marshy, rough ground on either side of Senlac hill is only placed by the Umpire after Norman deployment. Any troops other than skirmish infantry moving through this ground will become disordered. 


Last Man standing: whilst Harold is still alive his personal unit of Huscarles will never break

They may withdraw, taking Harold with them but never break until destroyed. 

Map of deployment, the Saxons deploy first but the Normans take the first turn. 

William pondering tactics before the battle.

Hastings 1066: Normans. The Normans are the attackers and take the first turn. 


INFANTRY

Unit

Clash

Sustained

Short

Range

Long 

Range

Morale

Stamina

Special

Points

Hvy Spearmen

7

7

3

0

4+

6

Heavy Infantry

26

Med Spearmen

6

6

3

0

5+

6

Medium Infantry

23

Inf bow or x-bow

5

5

3

3

5+

6

Medium Infantry

24

Skirmish bow or x-bow

2

2

2

2

0

4

Skirmishers

Small Unit

12

CAVALRY

Unit

Clash

Sustained

Short

Range

Long 

Range

Morale

Stamina

Special

Points

Knights lance

9

6

3/0

0

4+

6

Tough Fighters

34

0-1 Knights with Fr. Charge

9

6

3/0

0

4+

6

Tough Fighters and Frenzied Charge

37

Breton Knights

9

6

3

0

4+

6

Spear/javelins

30

Light Cavalry

5

3

2

0

6+

4

Small Units

17


SHIELDWALL: Takes a whole move stationary to form a Shieldwall, but may come out of Shieldwall without penalty. Units in Shieldwall move at half speed, deduct 1 from their combat values, add 1 to a morale roll, add 1 to any Break Test resulting from melee.  

(All Heavy and Medium infantry may form Shieldwall).


Frenzied Charge:must Charge if in range, three moves allowed on a successful order/initiative.

Tough Fighters: re-roll one missed combat attack.  


Tallifer: before the battle commences a lone Norman knight advances from the Norman line to challenge any Saxon Huscarl to a duel. This is the minstrel Tallifer. The Saxons will send a hero out to meet the challenge. Both players throw 1xd6, the highest score wins the duel. If Talifer dies the huscarl returns to the saxon ranks and the battle commences. If Tallifer wins the duel he then charges the saxon ranks. Once again, both players throw a d6. If Tallifer loses the battle will now commence. If Talifer wins, he meets an heroic death but does manage to inflict 1 point of damage on the Saxon unit he charged. 


Rumour of William's Death: At the start of each Norman turn, the Duke William must throw 1xd6. On a score of 6 a rumour runs through his ranks that he has fallen. For this turn all units in William’s division may not advance or charge. They may however shoot and may defend themselves if attacked. 


Papal Banner: William was gifted this banner by the Pope. Once per turn William may re-throw one failed Break test for any one unit in his division. 


Duke Williams division.

William the Bastard: Ld:9, FV:3, leads his own unit of Norman Knights with Ferocious Charge plus the Papal Banner.

2x Units of Norman Knights, lance.

2x units of Heavy Infantry with spear 

1x units of crossbow

1x units of skirmishers with crossbow 


Bretons Division.   All mounted units in this division have the ‘Feigned Flight’ rule which allows them to break off from hand to hand combat by using Initiative or an order. P157.  

led by Alan Fergant, Ld: 8, FV: 2. Leads his own unit of Breton Knights with javelin.

1x unit of Breton Knights, javelin.  

2x small units of light cavalry with javelins.

2x units of Medium Infantry Spear. 

1x unit of bowmen

1x unit of skirmishers with bow


Flemish Division.

 led by William Fitzosbern and Eustace of Boulogne. Ld:8, FV: 2, lead their own unit of Norman Knights with lance. 

2x units of Norman Knights, lance

2x units of Medium Infantry with spear.  

1x unit of skirmishers with bow. 


Harold, taking a quick rest before the battle. 


Hastings 1066: Anglo Saxons. Must deploy first. 


INFANTRY

Unit

Clash

Sustained

Short

Range

Long 

Range

Morale

Stamina

Special

Points

Huscarls

Hvy Inf, Long Spear    or

armed with 2-H axes

7


8

7


7

3


2

0


0

4+


4+

6


6

Tough Fighters, Elite, Stubborn, Valiant

Shieldwall

No Shieldwall

36



37

Thegn Heavy infantry: spears

7

7

3


0

4+

6

Shieldwall

long spears, phalanx

32

Fyrd  medium Infantry: spears

6

6

3

0

5+

6

Shieldwall

23

Militia

7

7

2

0

6+

8

Militia, large unit

Freshly raised. 

22


Skirmishers with javelin

3

2

2

0

0

4

Small unit

11

Skirmishers with bows

2

2

2

2

6+

4

Small unit

13


SHIELDWALL: Takes a whole move stationary to form a Shieldwall, but may come out of Shieldwall without penalty. Units in Shieldwall move at half speed, deduct 1 from their combat values, add 1 to a morale roll, add 1 to any Break Test resulting from melee.  

Elite: recover from Disorder on a 4+                             Stubborn: re-roll failed Morale Save

Tough Fighters: re-roll one missed combat attack.     Valiant: Break Test re-roll once per battle

Wavering: take a break test when you take a casualty. 

Militia: no move on roll equal to Leadership. 

Freshly Raised: check unit in its first round of combat. Throw 1xd6, 1: Terror, only hits on 6’s and becomes disordered, 2-3: Panic, in its first round of combat hits on 6’s only, 4-5: Determined: unit does its duty, 6: Inspired: unit gets an extra attack in 1st round. 


Fighting Man Banner: this is Harold’s personal standard. Harold’s own unit of Huscarls may re-roll failed Morale Saves once every turn. 


Fyrd re-enforcements: (may only happen a maximum of 3 times. 

At the start of each of their turns, the Saxon Commander must throw a d6. On a score of 6 an extra unit of Fyrd enters the board along the London Road. The Anglo Saxon player may decide which division the new Fyrd unit moves to join. 


One in the Eye: At the end of each turn the Saxon commander throws 2xd6. On a score of double six, one randomly selected command figure may have been injured/killed by an arrow in the eye. Randomly select any leader figure from either side whose division has been targeted this turn and throw for missile damage as usual. 


Harold Godwinson, Ld: 9, FV: 3 plus his Fighting man Banner. Leads his own unit of Huscarls.

1x unit of Huscarls

2x units of Thegns

2x units of Fyrd

1x unit of skirmishers with bow


Leofwine: Ld: 8, FV: 2 leads his own unit of Huscarls

1x unit of Huscarls

2x units of Thegns

2x units of Fyrd

1x Militia unit: large unit. 

1x unit of skirmishers with bow


Gyrth: Ld: 8, FV: 2 leads his own unit of Huscarls

1x unit of Huscarls

2x units of Thegns

2x units of Fyrd

1x unit of skirmishers with javelin



Charlie and Nigel took control of the Normans leaving Ian to play the role of Harold Godwinson and also Leofwyn whilst I controlled Gyrth's division and tried to remember all the special rules.

King Harold and William the Bastard have a friendly chat before the battle. 

The Normans are eager to get going. 

Overview of deployment. 

Tallifer rides forth and after two rounds slays a Saxon champion. 
Tallifer then charged the Saxon line but was cut down with no effect. 

The Normans now advance, apart from Charlie's knights on the Norman right who decided to withdraw???

The Saxons feeling confident on their hill. 

King Harold surveys the battle just before the two sides clash. 

William stays back, watching the battle unfold. 
He had sent his two flanking divisions forward, holding his own troops back apart from the missile troops. 

The Norman light cavalry attack the Saxon skirmishers in the rough ground and disperse them.

The Norman shooting had been causing quite a lot of damage to the Saxon Shield wall, it was time to send in the knights, and they were very tough!

Many warriors were slain on both sides. 

After much heavy fighting Harold's brother Gyrth was slain, his division then broke and the Saxon left flank was open. With Charlie also doing well with the Breton division on the other flank, forcing their way on the hill and Leofwine's units being destroyed and pushed back the battle was going the Norman's way when we had to call time. Another tow or three turns would certainly have seen a Norman victory with just Harold left isolated in the centre of the hill virtually surrounded by Normans. 

We all really enjoyed the game, Hail Caesar certainly gives fast, fun games. We also learnt a few things. If we were to play this scenario again we would probably limit the number of rounds of shooting for the Normans; afterall they did run out of missiles in the actual battle. We also learnt that Norman Knights are tough, even when you are a unit of Saxons in shieldwall, well supported and in shieldwall! When Nigel though 9 melee dice and two dice for hus leader and scored 11 hits I knew I was in for a tough day. Only one extra unit of Saxon Fyrd managed to arrive and that was the only special rule that the dice managed to trigger so in a refight I perhaps need to make them a touch easier to happen.






























 


















The Battle of the Greenspyke, a 15mm game of Fantastic Battles.

Battle of the Greenspyke.  A 1500 point per side battle.  Ian's triumphant Denizens of Dingly Dell marched deeper into elf lands. Once a...