Sunday, March 6, 2016

Hold Your Ground AAR

After a surprising and lighting quick invasion of Enland by Kidslovian forces, the Kidslovian army stops to dig in to while it solidify it's hold.  Feeling embarrassed at the success and lack of preparedness Enland launches a major counter offensive with the urging of its western allies.

The Forces

  • 6 Tank companies 
    • 5 T-72A
    • 1 T-80
  • 4 BMP Mounted Infantry Units
  • 2 MI-24 Helos

  • 8 Tank Companies
    • 6 M60s
    • 2 M1A1s
  • 4 Bradley Mounted Infantry Units
  • 2 M113 Vulcan Support Units
  • A10 On standby
There were 3 Objectives that had to be retaken.  1 Major worth 2 VP and 2 Minor worth 1 VP each. The major was the large city in the center of the attack. One minor was two small towns off to the left and the other minor was a large hill to the right.   Enland had 20 turns to take the objectives.  At turn 10 if command felt it was needed they could call in a second wave attack consisting of 4 M60 units and 2 Bradley units.  If used the final tally of VP would be subtracted by 1 and there might be some political ramifications  for needing to use overwhelming force. To call in the A10 one of the 4 activation's i've allocated to both sides due to how many units there are, must be used.  on a roll of 5 or 6 on a D6 the A10 is placed and lights up the target with 2 Kill dice and 2 Shock dice. Also after feeling that there a tactical edge missing for maneuvering I added in that if a unit gets into a positions where it is shooting directly into the side of a enemy unit it gets a extra shock dice for the unexpected attack.  If it gets all they war around and shoots directly into the rear it also gets an extra kill dice for the generally weaker Armour found there.  I've also modified movement rates due to my board being smaller then i'd like.

The Kidslovian army digs in on the objectives.

Major Obj in the center

Hill 63

Secondary Obj

Enland prepares to push them out of their country.

To start off the game Enland Armour pushes straight toward hill 63 and pours fire into the dug in infantry to no success. They are just dug in to well. T-72s move up and fail to get any hits on the advancing tanks as do the BMP3s dug in with the infantry.  The T-80s move around the side and fire at some Bradley's  getting a Casualties result.

The next Enland turn is a scurry move and all forces move forward.

T-72s attempt to fire but miss their shots again. But the T-80 scores a Bail on one of the M1A1s and causes it to flee of the board.  And one of the Hinds rushes the center to head off the column moving up  the highway and kills the lead M60s

Enland gets a random event Moral Boost which I deemed to be able to bring the M1A1s back onto the board.  M60s readjust to the threat of the T-80s and miss their shots.   Enland command tries to raise the A-10 for the first time but fail to contact.  The other unit of M1A1s manage to land some shots and cause casualties to the T-80s while they were moving through the farm. And Bradely's Knock out some BMP3s.

The Hind near Hill 63 flies in and causes some casualties to the M1A1s.  One of the T-72s moves up to a postion were it is base to base with the knocked out bradelys and the knocked out T-80s. Which allows the T-80s to test to see if they are wiped out and captures the bradelys.  They also manage to shoot at some M60s causing them to bail.  The T-80 passing its roll is back in the fight. The T-72s way on the other flank by the small towns fires and misses at the advancing Enland tanks. However its sister company doesn't miss and obliterates the lead vehicles. 

On the next Enland turn the surviving M60s return fire but are too shaken up at their losses to manage any damage.  A unit of M113 Vulcans moves towards hill 63 to try and down the Hinds but they prove to be agile to be hit.  The M1A1 still in the game fires and kills one of the T-72 units. and the suriving bradley rushes forward and disembarks its infantry at the base of the hill.

Foul weather Random event started this turn so I played it that the Hinds had to land, and would stay landed until they were next activated.  and being on the ground made them attackable by all units at normal ground attack ranges.  The T-72s on the left by the small towns again fire at the surviving M60s but just can't seem to make a hit. The T-80 shoots at and manages to pin a unit of M1A1s.  One of the Infantry units charges down Hill 63 into the Enland infantry. 

Winning the assault they try to charge into the other unit of infantry but having lost the moment they are wiped out instead.

After another turn moving and shooting from both sides a unit of Bradelys moves forwards and drops its troops to prepare to assault the main objective.

The Kidslovian infantry disembark for what is sure to a bloody struggle.

However even more Enland infantry arrive to attack.

On Hill 63 the surviving Enland infantry go hunting in the woods to wipe out the BMPs

But fail in the task and killed. The bradelys pour fire into the woods and Kill the BMP units and move onto the objective

One of the Enland infantry units makes the charge into city and wins its assault and holds that objective.

BMPs move from the small town objectives to try and support the defense of the city and take the Bradelys bu surprise.

The A-10 is finally able to come on and makes the T-80s "Go away"

 Enland infantry charges into the woods taking out the BMPs and capturing the knocked out BMPs. Mean while Kidslovian infantry counter attack into the City and take it back.

Some T-72s try to kill off some M60s but miss.

So another unit of T-72s comes from behind to help and scores the kill

At this point its turn 10 and Enland opts to call in the reserves to ensure a crushing victory.

At this point Kidslovian forces are forced to withdraw or be wiped to the man in face of overwhelming forces.   

So I have to admit about halfway through typing this I kinda started to lose focus and made the descion to be a bit more brief in my description.   Im new to this and not much of a writer. So if you are reading these please let me know if you enjoy the longer  version of the turns or the more condensed highlights that was the second  half of this AAR.  Thank you and I hope you enjoy reading this as much as I enjoyed playing it. 

Saturday, March 5, 2016

Dead Walk Again AAR

So yesterday I tried out some rules I found on called Dead Walk Again.  They were only a few pages long and seemed easy enough to learn so I decided to give them a try to see if I preferred them over ATZ:FO which i'm still getting the hang of. I got to play one game by myself and then my roommate joined me for the second game.    I don't have many pictures as the first game was...... unfortunately short.  And the second one I was focused on making sure my roommate was having fun.

The objective of the game was to cross the table and get to the helicopter pad.  Seemingly simply enough.  Now the rules say to not initially place more then 3x the number of survivors of zombies on the board.  So I listened to it and placed exactly 3x the number of survivors as zombies on the board.  If your familar with ATZ:FO then you know most things only have a chance of attracting more zombies.  In this game you roll 2D6 at the start of each turn. If either is a six then two new zombies are placed on a random board edge. And every time a weapon is fired it places a zombie 8in out from the location and every zombie is now making its way to that exact spot.  So here are the pictures of the the first game.
Our three survivors From left to right, Rick, Ryan, and Zach

 So zach lets off with  a pistol shot right off the bat and knocks down a zombie as the group rushes forward.
The gunshots attract many zombies into the area
 probably less then a foot from the starting area the survivors get bogged down in close combat.

The wounds start to pile on tot he living

And one

By one

They are dragged down underneath the horde.
So the first game ended up by being horribly swarmed.  In our second game my roommate took control of Ryan and Zach. And at first made a stealthy approach around the side of the board but Rick lagged behind and started collecting a bunch of followers.  Ryan stopped to help cover Rick with a SMG and Zach kept going forward to try and loot some buildings.    Ryan ended up getting cornered and got ripped to shreds.  Rick kept going for the helicopter and Zach kept trying to loot buildings which got him cornered and killed.

All in all fun games although we agreed that if we were to use the rules again they would need some tweaking to be more enjoyable.  I'm going to be reading up some more into ATZ:FO  to try that again with the new terrain.  But i'll probably do some more of my 3mm war first.  Have a great day.

Monday, February 29, 2016


So i've had alot of positive comments about my buildings i've made.  And it occurred to me that with this new terrain I made I could play some games that were not really within in the scope of the terrain I had.  And at the top of the list is some sort of zombie game.  I've heard alot of good things said about All Things Zombies: Final Fade Out. Which i will try out but i've also been looking at some simple rules called Dead Walk Again I found on So expect to see AARs from one of those systems once I figure out which one I prefer. So after making this realization last night I came home from work and painted up 25 zombies and 5 more survivors.   I still have a whole 30 box of zombies to assemble possibly a 3rd somewhere. I honestly can't remember if I purchased a third one.  Also I have a box of the male survivors and a box of female survivors all from Wargames Factory now in partner ship with Warlord who are producing what looks to be a interesting zombie skirmish game.   So first up are my zombies who I admit I may have gone overboard with the blood effects but I have no regrets.  Its the zombie Apocalypse not arts and crafts time!

And our survivors so far.  There are many more assembled but they take more time to paint as i'm not trying to mass produce them.  

Hope you enjoyed!

Saturday, February 27, 2016

The Invasion Begins AAR

Today to the complete shock to Enland, Kidslovian Armour and troops poured over the border in what was apparently an undefended pocket.  Defense forces scrambled to put up a blocking force at the first major city in the path of the invading army

So today I finished painting up a big batch of my Pact forces so I read the rules to 5Core Brigade Commander and decided to get my first game in. And it was really enjoyable. I don't know if it was just the dice rolling or the difference in the scale and pace of the game but  it felt was more fast paced and way more deadly then the 5Core Skirmish I played.

The Enlandians holding the surrounding area
 Due the suprise of that attack the Kidslovian attackers got to have an extra activation through out the  game with the manged to never lose. And that made a big diffrence.

Kidslovian Helo pushes up and starts putting fire into the trees
Kidslovian T-72's push down the highway and fire a punishing barrage of HE into the city putting some of the defenders out of action right away.

A company of Enland M1A1s  rushes to suppor the defence and also scores an out of action result on the lead T-72s.

The surviving T-72s fire back and kill the M1A1s in a huge upset to the defenders.

But when the out of action T-72s attempted to activate and made their status roll it turned out that there were too many casualties and the unit was pulled  On the other flank a unit of M60's bailed and pulled all the way back into the forest.

Kidslovian Armour Advances across the board

More rocket fire causes a  Out of Action

Some AA Vulcan mounted M113s roll up to deal with the Helo

Tank fire causes a hasty retreat

Chalk up another good roll to the Hind

ATGM fire from the town forces the T-72s back as BMP3s rush forward
 Thanks to a random even the Kidslovian forces get a unit of Infantry.... allll the way in the back.

"We're helping!"

Another unit is found to be combat ineffective when checked
 By this time two units of BMP3s and rolled up on the town and let out a bunch of Infantry. This was the point where the extra activation really helped. I was able to move the two units up and drop the infantry. When I was then able to have two units assault into the city.  The first unit was beaten back and killed off. The second one manged to push the defenders out of the town and into their graves.

The Vulcans were given an out of action result and when checked by a friendly unit were found to be destroyed as well.  All but ensuring free reign of the Hind for the rest of the game.


After a counter attack was unable to to be formed due to everyone being dead the Enland forces pulled back and the Kidslovians consolidated their postion.

I hope you enjoy the battle report because I rather enjoyed the game. Alot more then I thought I was going to in all honesty.  So i'm excited to do the next game already.