Sunday, 5 April 2026

WW2 Battle report British Vs Germans using 20mm figures and my own rules on a 2'x2' table

Introduction

Playtesting a variation of my WW2 rules.  Using a 2’x2’ board as I still don’t really have the room for the table tennis table (later this year I hope). This is actually the 3rd playing of this same scenario while I bedded down the rules.  No vehicles in this game.

Scenario

I have a scenario generator loosely based on Platoon Forward.

It is 1944 and a UK infantry force is attacking a German infantry force. The UK mission is exploiting a successful attack. The parent force has broken through enemy lines.  This force was held in reserve to exploit this breakthrough.

The terrain is mixed:

Key building | Open, road | Woods

Orchard | Brush | building

Crops | Hill |Crops

Primary Objective is the Key building.

Victory is to capture the primary objective. Lose if do not capture the objective.

Major Victory is achieved if capture objectives with minimal casualties. Minor Victory if capture objective but take major casualties.

The UK force enters at bottom right. The German force deploys in top two thirds of the board.

Troops

UK

The UK has regular morale for its six sections and one leader:

Company HQ (section + leader)

1st platoon 2  sections + 2” mortar

2nd platoon 2 sections

MMG platoon – 2 MMGs

1 Engineering section – engineers

5 units

German

The German has green morale for its six sections and one leader. One section is allocated as the reinforcement.

Company HQ (section +leader)

1st platoon – 2 sections

2nd platoon – 2 sections

3rd platoon – 1 section (reinforcements)

MMG section – 1 MMG

5 units

Map

Deployment

Rules

Slight departure from my normal set but mostly stays the same. 

Card activation – I use most of a card deck.  Draw a card, red an Allied unit activates, black an Axis unit.  Draw another card and activate a different unit if the same side.  Each side can activate up to 3 different units in a row, then ignore more cards for that side if the same colour as the last card.  Picture cards (I add a different amount for each side) counts as an activation but no unit is actually activated. 

1 section = 3 figures but for shooting roll only 1d6 per section, regardless of casualties. 1d6 may result in pin, suppress or 1 figure KO; target return fires on a natural 1.  Reduction is KO does not reduce firing power.  Think of it as morale tracking by figures and when hit zero figures no longer a viable unit.

Grids are used to determine movement and range.  I am using a 4” grid as the table is 24”x24” (so 6x6 grid) but in the next few months hope to get out a ½ table tennis table and play with 6” grids (so a 9x10 grid).  There is no real limit to units in a square – mainly used to simplify terrain and movement.  One square is about 80m across.

Game 1

Brits enter 1st platoon onto the table.  Germans react fire as Brits just moved into LOS and suppress a section.

Germans in ruined building fire on the entering Brits

Things heat up as the Brits bring on more units but the Germans manage to suppress another section while only receiving a pin.  The Vickers MMG did bugger all.

Germans managing hold the Brits at bay

The Vickers MMG then manages to force the Germans from the building, the Gruppe losing one figure in the process.  The forward British section advances into the building - the Germans behind the building fire on them and manage to pin them.

The Brits manage to force the Germans out and occupy the building

A few more back and forth and the Brits are forced out of the house and the Germans reoccupy.  The Vickers team is suppressed, as are other sections, and Brits are losing figures here and there.  And the German MG in the orchard is contributing to the British pain.  The British really need to bring on more units.

Not doing well at the house

And it gets worse.  Lots of bad dice rolling see the British lose a few sections and a Vickers.  They are forced back to the entry edge.

British doing really badly

It got even worse. The Brits failed rallies, the Germans in the ruined house passed every single one, even being green.  I gave up at this point.  The Germans have lost two figures, the British their force.

I decide to play again.

Reset – Game 2

The early stages see this game going very different.  The first few activations saw the Brits advance with the 1st platoon and the MMGs and manage to force the Germans from the house.  No suppressions or losses for the British.

British doing well this time

The British advance into the ruined house, fired on by the hidden Gruppe behind the house for no effect and the Brits return fire and force them to retreat.  They later try and rally and retreat even further!

The British at the house

The British move on the 2nd platoon. The German MG in the orchard devastate the Brits in the house (two 6’s result in two figures lost).

German MG opens fire

The British 2nd platoon advances onto the hill.  The German MG spots them and suppress one section but the other section manages to suppress the MG.

British on the hill engage with the MG

The British advance their Vickers team, the German MG unsuppresses but does little damage in a subsequent activation.  The 2 Vickers open up on the German MG and it routs.

German MG just before routing

The German Gruppe in the orchard fires at the British for no effect.  The Vickers then open up, suppressing them.  They subsequently attempt to rally but, being green, it is not so good and they retreat.  Down to 1 figure from 3.

Another German Gruppe is down to 1 figure and suppressed

The Vickers subsequently clears the orchard of a Gruppe.

The two German Gruppe in the woods adjacent to the leader roll to rally.  Both roll a 1 and so are both routed.  One Gruppe had one figure that was lost on a 1, the other had two figures, lost one but must retreat, which they did off the board.  Very, very unlucky.

The two Gruppe in the woods that rout

One Vickers moves onto the hill.  A British section moves into the ruined building but the German HQ fires on them and forces them to retreat. However, the Vickers on the hill takes out half (2 figures) of the German HQ and also moves the Vickers into the ruined building.

Ruined building and depleted German HQ

Lastly, the German reinforcements arrive to bolster up the target building but too late to make a difference.

German reinforcements arrive too late

The German HQ is down to one figure and then eliminated under the fire of two Vickers.

The German Commander just before routing

The Germans are down to two units of the original 5 and force morale sees the Germans retire from the field.

End

Verdict

The first game was really unlucky for the British, in the second the bad luck (though not as bad), fell to the Germans. For small games with limited units a few bad dice rolls can really change the game.  The game really revolved around the ruined house and to a lesser extent the orchards and hill.  It may have gone quite differently if the British had a different entry point.

The rules are very similar rules to previous games but the activation I feel is smother (using most of a card deck rather than a card per unit).  The older rules also had each figure rolling 1d6 and it was hard to limit casualties but also include suppression (as for 1d6 it would be per figure and that means lots of markers, lots more rallying and a slower game).  For these rules a section is 3 figures but only rolls 1d6 until all figures are eliminated.  This gave the game a flow of fire/suppress/rally that I quite liked.  More playing will see if it is still too slow.   Thumbs up so far as three playtests.  Required tweaking after the first two but the two games above saw no changes required to the rules. 

Friday, 27 March 2026

Battle of Ctesiphon, 363 AD using Ancients Battlelines Clash

Introduction

This is game 76 in play testing my ancient rules by replaying historical battles.   This current significant revision goes back to ABC version 2.5 from years ago (the one I played the most) It also combines the missile and melee table and units rout more easily than the original ABC. It is on a grid and still has reactions to enemy moves/combat results, so it solo friendly once again. I did away with disorder (so no markers on the table) and played about 20 games like that.  They were too fast!  So I made two changes: 1) every unit has 2 “hits” 2) a unit charged by a shock unit (mainly cavalry, and warbands Vs infantry) may be destroyed outright rather than hit. ABC is designed to finish in less than 30 minutes on a 2’x2’ or smaller table; currently using a 10x10 grid on 40cmx40cm table.

Battle of Ctesiphon, 363 AD

Battle of Julian’s invasion of Sassanian Persia fought outside the Persian capital.

Scenario source: Bill Banks Ancients.

Link(s):

Wikipedia: https://en.wikipedia.org/wiki/Battle_of_Ctesiphon_(363)

Troops

Romans, Julian

1 Leader

1 HC, Heavy Cavalry

1 MC, Medium Cavalry

1 LC, Light Cavalry

2 HI, Elite Heavy Infantry

1 LI, Light Infantry

1 BW, Bowmen

Breakpoint: 2

Sassanids, Merena

1 Leader

1 CAT, Cataphracts

1 ELE, Elephant

1 HC, Heavy Cavalry

1 LC, Light Cavalry

2 MI, Medium Infantry

1 BW, Bowmen

Breakpoint: 2.5

Deployment

Deployment, Romans on the left

Romans, Julian (left to right)

LC HC* LI HI+ HI+ BW MC

Sassanids, Merena (left to right)

EL BW KN* MI MI HC LC

* = leader; + = elite

Game

Julian advances obliquely with the centre infantry advancing and the left flank also advancing.  The Persian Heavy Cavalry opposing Julian charges Julian (Heavy Cavalry must do a mandatory change if enemy in range).  The Persian Heavy Cavalry is depleted and in the next round of combat they rout.  Julian advances into the vacated spot.

Julian forces opposing cavalry to charge

The Persian advance their centre and left flank.

Persians advance

The Roman right flank is weak and so continues to hold back.  The Roman infantry is slightly worse than the Cataphracts but otherwise they could take on any other Persian unit. The Roman’s split their centre infantry with the leftmost one advancing to attack the weak Persian infantry.  The rightmost stands to receive the charge of the Cataphracts in a later turn.

Julian and his heavy cavalry attack the Persian infantry but the latter stand fast and the Roman Heavy Cavalry is depleted.

Julian attacking the Persian infantry

The Persian cataphracts charge into the elite Roman heavy infantry.  The cataphracts are slightly better and plough right through the Romans (roll a 6).  The Persian left flank continues to advance.

Persian cataphracts attacking the Roman infantry

The remaining Roman heavy infantry charges the Persian infantry but they remain locked in melee. Julian’s Heavy Cavalry routs their opposing Persian infantry and advances into the other Persian infantry. Amazingly the Persian infantry survives its round of melee (rolled a 6).

Persian infantry attacked from two sides

The Cataphracts attack the Roman bowmen (the bowmen can turn to face) that shoot and force the Cataphracts to stand off (i.e. no melee).

Bowmen Vs the Cataphracts in a standoff

The Persian left flank advances.  The Persian bowmen are in range of the roman bowmen that turn to face the Persians (the Roman bowmen are not in melee with the cataphracts so turn to face the missiles).  Mutual shooting occurs that see the Persian bowmen depleted.  Next turn the Roman bowmen are depleted by shooting.

Bowmen shooting at each other

The Roman light infantry advance to the Persian bowmen and the latter turn to face.  Mutual missiles fly and the already depleted Persian bowmen are routed.

Roman light infantry about to rout the Persian bows

The Roman heavy infantry take out the medium infantry.

Persian medium infantry routed

The Persians have only two non-light units left and flee.  The Romans have won!

End

Verdict

The Persian need to be aggressive on their left flank to win.  I think they should have withdrawn the centre so it would last an extra turn and give the left flank a chance to break the army.

A great outing for the 2 hits variation.  I do like that the game lasts longer.  I feel there is a bit more tactics, or a least a more interesting narrative from the longer game.  It is not much longer in time to play.  For now, this version of rules gets a big tick.  Of course, I said that about the last few versions as well 😊  At least I am still happy with using 1d6 for all resolutions that has been there since the beginning!

Sunday, 4 January 2026

Battle of Argentoratum, 357 AD using Ancients Battlelines Clash

Introduction

This is game 75 in play testing my ancient rules by replaying historical battles.  My last few games was using a revision of my own Ancient Battlelines Clash rules and I do like them.  This current significant revision goes back to ABC version 2.5 from years ago (the one I played the most) and does away with disorder, so no markers on the table.  It also combines the missile and melee table and units rout more easily than the original ABC. It is on a grid and still has reactions to enemy moves/combat results, so it solo friendly once again. I have played this version about 10 times already with Chariot period armies and it has worked fine, just some minor tweaks and clarifications added. ABC is designed to finish in less than 30 minutes on a 2’x2’ or smaller table; currently using a 10x10 grid on 40cmx40cm table.

Battle of Argentoratum, 357 AD

Julian repels a Gothic barbarian invasion.

Scenario source: Bill Banks Ancients, Peter Sides Ancient Historical Battles Volume 1.

Link(s):

Wikipedia: https://en.wikipedia.org/wiki/Battle_of_Strasbourg

Troops

Julian (Rome)

*p


1 LDR, 1 KN (Cataphracts), 1 LC, 2 HI (Legions) with one elite, 2 MI (Auxilia) with 1 elite.

Breakpoint: 2.5

Chnodomar, Chief of the Allemani


1 LDR, 6WB (Warbands)

Breakpoint: 3

Scenario

Map: Open with a wood in Chnodomar right flank deployment zone (1/3 in from deployment edge) and 2BW wide.

Special rules: None.

Deployment


Julian (Rome): MI MI+ (1BW gap) HI+ HI (1BW gap) KN* LC

Chnodomar, Chief of the Allemani: WB (1BW gap) WB WB* WB WB (1BW gap) WB (in the woods).

BW=basewidth or 1 square

Game

The warbands advance, except the unit in the woods that was going a bit slow.  Julian responds by advancing centre and right flank.  The Auxilia at the woods also is being a bit slow (i.e. failed to activate).

First moves

The warbands continue to advance, except the unit in the woods that is still finding it slow going.  The Auxilia move right to protect the centre.  The Cataphracts charge the warband while the light cavalry also advances for support if required.  The Cataphracts, unsurprisingly, rout the warbands and advance.

The Cataphracts making short work of that flank

The warbands advance into the legions. One routs, the other is still in melee.  In the subsequent melee (in the Roman turn) the remaining Legions unit routs.

Warbands Vs Legions

Julian and his Cataphracts move to assist in the now collapsed centre.

Some warbands charge the Auxilia but they stand fast.

Warbands Vs Auxilia with the Cataphracts closing in

An Auxilia is subsequently destroyed and the Cataphracts hit the warbands, the latter routing

Cataphracts Vs a warband

The Romans have reached their breakpoint and flee the battle.  It was a close game.  Could have easily see defeat for the Goths.

End

Verdict

A short simple, straightforward game.  Fairly equal sides could easily see one or the other win.  In this case, history was not repeated.  I did play one more turn that saw another Roman unit routed, definitely a Goth win this time.  It took me a week to get around to playing this after setting it up (other things got priority).  It was fairly quick, I should have just played it earlier!  And no changes to the rules.

Friday, 26 December 2025

Battle of Mursa, 351 AD using Ancients Battlelines Clash

Introduction

This is game 74 in play testing my ancient rules by replaying historical battles.  My last few games was using a revision of my own Ancient Battlelines Clash rules and I do like them.  I felt I had strayed a bit too far from what I was really looking for.  This current revision goes back to ABC version 2.5 from years ago (the one I played the most) and then updates it with all the learnings from the last year on.  It differs from ABC 2.5, but similar to recent versions, as does away with disorder, so no markers on the table.  It combines the missile and melee table and units rout more easily than the original ABC. It is on a grid and still has reactions to enemy moves/combat results (unlike recent versions), so it solo friendly once again. I have played this version about ten times already with Chariot period armies and it has worked fine, just some minor tweaks and clarifications added. ABC is designed to finish in less than 30 minutes on a 2’x2’ or smaller table; currently using a 10x10 grid on 40cmx40cm table.

Battle of Mursa, 351 AD

The Eastern Roman Empire vs. Western Roman Empire.

Scenario source: Peter Sides Ancient Historical Battles Volume 2.

Link(s):

Wikipedia: https://en.wikipedia.org/wiki/Battle_of_Mursa_Major

Troops

Romans (Constantius)


1 LDR, 2 KN (Cataphracts), 1 MC, 1 LC, 1 HI (legions), 2 MI (Auxilia), 1 LA.

Breakpoint: 3

Romans (Magnentius)


1 LDR, 3 MC, 2 LC, 2 HI (legions), 2 MI (Auxilia), 1 LA.

Breakpoint: 3.5

Scenario

Map: A hill 2BW (basewidths) wide on Magentius right flank to Constantius baseline.  On hill aligned with Magnentius deployment is a 1BW stadium (town).

Special rules: Ambush is known to Constantius

Deployment

Constantius on the left, Magnentius on the right.

Deployment (left to right):

Romans (Constantius):

KN MC HI HI MI KN* LC.  1 MI and 1 LA in front of the Stadium.

Romans (Magnentius):

LC MC MC MI HI MI MC* LC.  1 HI in stadium, LA in front of battleline HI.

Game

Constantius advances the right flank cavalry to the right to attack that flank.

The centre advances to provide support for both flanks.  The left flank advances.  The archers and Auxilia advance to hopefully engage with the infantry in the “ambush”.  Missiles fail to dislodge the stadium infantry.

Constantius advances

The Magnentius light archers in the centre fires on the Auxilia and it is routed.  This leaves a hole in Constantius’s centre.

Light archers routs the Constantius medium infantry

Magnentius advances his right flank as the Light Cavalry may be able to rout the knights and Magnentius has a better chance against the directly opposing Medium Cavalry.  The Light Cavalry rout and Magnentius (and cavalry) is locked in melee with the opposing cavalry.

Magnentius right flank cavalry attack

The Magnentius Light archers move to fire at the Constantius Legions but fail to do anything.  But the Legions is at least prevented from advancing.

The Magnentius centre advances and the left flank Light Cavalry moves in front of the heavier cavalry to protect the latter.

Magnentius centre and left flank manoeuvring

Constantius charges in to Magnentius left flank hoping to disrupt it enough that can turn to face the remaining opposition as required. 

Constantius right flank cavalry charges in

Constantius Light Cavalry routed but Magnentius Medium Cavalry is routed.

Constantius centre Legions charges the Light archers.  Anything but a 1 (that will rout the Legions).  Rolled a 1.  Constantius Legions routed.  This is bad.

The Legions charges the Light archers but is routed

Magnentius Medium Cavalry Vs Constantius Medium Cavalry is indecisive but the Cataphracts flank attack Magnentius Medium Cavalry, and his cavalry is routed.

Cataphracts flanking Magnentius

Stadium missile firing inconclusive.

The centre Light archers must turn to face the Cataphracts, does so but is routed in a subsequent melee after the missiles fail to do anything (not surprising Vs Cataphracts).

Light archers Vs Cataphracts

The Cataphracts then proceed to rout the Legions, the Auxilia but then is routed themselves by the Magnentius Light Cavalry.

Cataphracts Vs Legions


Cataphracts Vs Auxilia


Cataphracts Vs Light Cavalry (the Light Cavalry wins!)

Both sides have reached their army breakpoint but Magnentius has lost more and so Constantius wins!

End

Verdict

I did not think Constantius was going to win this one – there was too much facing him, although “point-wise” they were about equal. The Cataphracts ruled the field in this one.  The rules are also working quite well. My hope was realised that the playtest games (with ancient middle east armies) would also translate fine into these later period games.  No issues or clarifications required.  A few more games and I may even put them onto the ABC webpage.