Showing posts with label Battle Reports. Show all posts
Showing posts with label Battle Reports. Show all posts

Wednesday, 27 May 2026

Song of Blades and Heroes - Dragon!

My youngest son was with me over the Bank Holiday weekend just gone so we decided to play a quick game of Song of Blades and Heroes. I was in the mood to try something a little different from normal so decided upon using a dragon figure I painted up several years ago to see how fielding a single big monster would affect the way the game plays.

My son used one of his old warbands again, and to make up the points I added a ghoul to the 268 point dragon to make my warband the 300 points required. To be honest I didn't really want to and it nearly cost me the game at one point.

The dragon and the ghoul...

268 points of dragon (and 32 points of ghoul)

The humans...

The barbarians

The humans won initiative and moved up to try to grab the magic item tokens before the dragon could do so. The dragon rolled three successes and due to its Long Move quickly landed on a token that turned out to be the treasure (a Belt of Strength - that could be used in the next game if we so choose). The ghoul followed on slowly to give support and maybe to carry the treasure off the board in case something went awry.


The humans moved up to attack the dragon in the hope that they could wrest the treasure from its steely talons.


The barbarians, not being susceptible to Terror, were able to charge the dragon and ghoul and give combat. Despite the huge advantage that the dragon had in combat it could only manage to push back one of its opponents this turn.


The following turn, however, this changed and the first of the barbarians fell to the dragon's magical abilities.


Over the next few turns the barbarians began to fall at a rate of one a turn. However, at one point the ghoul was killed and, as the dragon's army had reached 50% of its original size, had to take a Morale check. This got me worried as I only had to roll a single one on the three dice and the dragon would have to retreat a Long Move, which would have taken it off the board and granted victory to the humans. Luckily I didn't roll a one but it did make me ponder how to use small-sized armies in future.


The dragon steadily mopped up the barbarians until they had to take a Morale check for the loss of their leader. One or two retreated away (one off the board) and directly after that they took another Morale test for hitting 50% of army size due to the desertion. Two more ran away leaving just a couple of archers. One advanced to take on the dragon from a vantage point at the ford on the river - he was turned to steam by its breath weapon along with half the river. Somehow the last remaining archer avoided retreating despite the Gruesome Kill and tried his best to attack the dragon, but the Initiative roll for the next turn went in favour of the dragon and the archer was stomped on.


So, it was a victory to the dragon with the entire barbarian army being killed or routing.

Observations from this game:

  • During the entire game of 10 turns, I (the dragon) only won Initiative 3 times, and then not until the 7th turn!
  • Ganging up works, as does volley shooting (unfortunately not well enough to take down a dragon)
  • 268 points for one figure is a lot to spend, but it seemed to work
  • Keep to the middle of the board if you only have a few warriors on your side to prevent routing, especially with a Long Move figure

Going forward, I think a dragon should be a solitary creature - the ghoul nearly cost me the game. I also think at this level the game becomes a little unbalanced. Maybe the opposition needed to have more men or the values of the warriors against the dragon needed to be more heroic with Traits that negate some of the dragon's abilities (e.g. barbarians are immune to Terror, which really helped)?

My son was not upset at all by losing this game - he was happy to see how it played out as he wanted to find out how a dragon would fare too. I guess he will want to take a dragon next time we play.

Wednesday, 20 May 2026

Dragon Rampant : my first game

Over the last few days I was able to set up and play a game of Dragon Rampant Second Edition. This game was a play test for, hopefully, a forthcoming magazine article. I will not put too much detail into this post, other than to say I ran it and enjoyed playing the game.

I haven't put videos up on the blog yet, so here are a couple of very shaky run throughs (taken from my phone) of each army as a test of how this all works - I will take more time and care next time I try to shoot videos for the blog.

The "Goodies"


The "Baddies"


And, here is an overhead or two of the game before play started....


There are a lot of proxied miniatures in each unit, but I was able to cobble together enough to at least get the game played. That said, fun is the main criterion with all my gaming, so who cares if the figures are not what they are supposed to represent? It was the mechanics of the game that I was testing, and then the story behind the game that are the main points here.

My take aways from this are that the game played well, with a few surprises due to some dice roll effects. At least it told a story that can be put into some light prose for the article.

More details in the forthcoming magazine article hopefully.

Friday, 31 October 2025

SoBH Battle Report : Quest for a Magic Item

I had a second day working from home yesterday, so my lunch break was spent running another Song of Blades and Heroes battle with my youngest son. This battle was over much more quickly than the previous one, so we didn't have to take a break mid-point during the game to continue in the evening like last time.

We both decided to use the same forces as last time as we had become familiar with them (and it saved time by us not having to devise two new warbands). My son was the defender so he set up the board and then rolled the scenario - Quest for a Magic Item. We then placed the three magic item tokens (purple counters) by each of the terrain pieces and kicked off the game.

Starting set up - orcs to the left, humans to the right

We both moved up our forces as quickly as possible to try to gain the magic items. The human archers decided to have a bash at really long range (at a -4) and only just missed out by one point on killing one of my orc archers!

In the second turn, the orcs moved a few but then double-failed to activate. The humans managed to get into the woods and found that the magic item was located there. It was a magic sword (+2 Combat until a 1 is rolled). The orcs would now need to run full tilt to try to stop the archer getting off the table.

The humans find the magic sword

It was at this point that we forgot about the 2AP required for actually picking it up. The orcs managed a few triple activations and got closer to the archer with the magic sword, who was able to get within one move of the board edge and safety. The rest of the humans moved to block the orcs from trapping the archer.

The orcs advance rapidly to stop the archer with the magic sword

I was having a lot of luck with activation rolls, so my orcs advanced very quickly and managed to slay one of the human archers. The humans double-failed to get the archer off and had no other moves this turn.

Victory is in sight

The orcs managed to close the gap and would most likely have caught the archer next turn if only he would double-fail. He didn't and got off the board with the magical treasure.

The final result was a win for the humans.

Victory Points : 

Orcs = 1 point (1 for 25pts of kills)

Humans = 3 points (3pts for getting the magic item off the table)

Campaign total : Orcs = 7, Humans = 9

It was a fairly easy win for the humans, but if we had remembered the 2AP treasure pick up rule, it might have turned out differently.

 

Next game, now that we are becoming more familiar with the rules will be the start of a proper campaign hopefully. The humans will keep the sword as a reward and the orcs the treasure from last time. I will try to work out some campaign rules for treasures and reinforcements.

Tuesday, 28 October 2025

SoBH Battle Report : Treasure Hunt

This week is half-term week. Unfortunately, I was unable to get any time off work whilst my youngest son is over. However, we decided that we would try to play a game or two in the time we have available.

This lunchtime, and for a bit after work, we were able to put together a small game for Song of Blades and Heroes. My son had a bit more time available to ponder his plans than me, so he created a fresh human warband, whilst I used my already extant orc rabble.

Apologies for the picture quality - they were taken very quickly on my phone as I had limited gaming time to fit into my lunch break. Also, I didn't get time to take a picture at the end of each turn, so this is a brief summary of the skirmish.

The human warband (2 archers, 1 heavy infantryman, 5 barbarian warriors)

The orc rabble (3 archers, 1 orc warlord, 5 orcs)

My son set up the table, we rolled for a scenario (Treasure Hunt) and set to.

Starting positions - orcs had priority

The game didn't start out too well for me as the orcs refused to do what I wanted of them. I moved half of them up to try to get to the objective treasure token by the building, which worked, but ended up stringing the other half of them out with no force cohesion trying to get around the building to flank the humans. One of the archers failed to move for several turns and one of the rabble always failed the activation (I activated with 3 dice to get to the hilltop treasure token at the end of each turn and he failed every time).

The humans moved up nicely in a shield wall formation with archers on the flank who would try to get the treasure token in the forest and use the shield wall as cover for on the way back. They took a few pot shots at the orcs by the building but their arrows failed to find their marks, except for one (see below at the end of the post).

Turn 2 - The orcs reach the 1st treasure token

The orcs continued to fail their movement rolls but eventually got to the treasure token on turn 4. They were shot at all the time, but the humans failed to make any impact, especially when they failed to activate on the first roll of their turn 4. The treasure token turned out to be Fools Gold, so the orcs tried to head over to the second treasure in the woods as the humans seemed to be stalled. However, one was shot along the way, which left it open for a human archer to check out the token; it too turned out to be Fools Gold. The orc trying to climb the hill failed his activation yet again.

Turn 5 - the 1st treasure token turned out to be false

The orcs on their flank were slowly getting too close for comfort, so a couple of human warriors peeled off to deal with threat. They piled straight in and took out an orc warrior.

Turn 6 - the melee begins in earnest

The next turn saw the orcs cut down in great numbers, including a couple of Gruesome Kills. The orc leader did, however, manage to kill the human heavy infantryman for a slight bit of retaliation. All the orcs retreated towards their base edge, and one of the orcs left the board (rolled a triple 1). This took the orcs below the fifty percent mark so a Morale check was carried out which meant further retreats.

Turn 7 - the orcs take a battering

This actually panned out well for the orcs as it returned them to very close to their board edge and the final treasure token on the hill. The humans, thinking that their adversaries would get away with the treasure, ran pell-mell after the orcs - you would not believe how many triple activations happened over the next few turns for the humans.

Turns 8 & 9 - the orcs go after the treasure - the humans chase them down

Turn 10 - the orc leader grabs the treasure

The orcs, having grabbed the treasure headed towards their board edge, but the humans closed in on all sides trying to cut them off. Again, triple activations all round whilst the orcs barely managed single activations. However, at turn 12 the luck began to run out; a double-fail on their second roll stopped the human advance.

The final turn began with an orc triple activation which got both the leader and the archer off the board with the treasure.

Turn 13 - The orcs leave the table with the treasure

The final result was a Draw.

Victory Points : 

Orcs = 6 points (5 for the Treasure, 1 for 25pts of kills)

Humans = 6 points (150pts of kills - if 2 more points value of orcs had been killed, victory would have gone to the humans - i.e. if the archer was a warrior that was left, then the humans would have won)

It was a close run game to begin with, but then the tide suddenly turned and a whole swatch of orcs got Gruesome Killed in one turn leading to all but two of the orcs leaving the table. The orcs were on the back foot then (with lots of poor activation rolls to add to their woes - so many 1s), but the humans' luck ran out on the 12th turn and moved to the orcs to get them home with the treasure on the 13th turn.

 

We encountered a weird thing that we could not find covered by the rules - an archery attack led to an orc  rolling a 1 with a -1 penalty = 0. The human archer rolled a 3 with a -2 penalty = 1. The rules state that a Kill needs the attacker to double the defender's score. Unfortunately, any value above 0 is infinite - so was this a hit, a Kill or a Gruesome Kill? We decided that as the scores were so low we would just count this as a hit. If the scores were higher, we decided that a difference of 2 would mean a Kill and a 3+ would mean a Gruesome Kill.

Monday, 25 August 2025

Midgard : Scenario 3 : None Shall Pass

Today I was able to play the third encounter between the Romans and the Britons in my Midgard : Britannia campaign - None Shall Pass. Again, it was played solo, using some predetermined tactics that I have acquired as the other games have progressed - I have learned a lot from my previous mistakes.

The British army for scenario 3 (97/209=306pts):

  • Bellicus 3 (47pts)
  • Maviloduus 2 (32pts)
  • Catuarus 1 (18pts)
  • 1x Warriors 3 (22pts)
  • 3x Warriors 2 (51pts)
  • 1x Female Warriors (16pts)
  • 1x Mounted Warriors (16pts)
  • 2x Skyclad (32pts)
  • 2x Archers (30pts)
  • 2x Slingers (20pts)
  • 1x Hounds (22pts)

The Roman army for scenario 3 (85/121=206pts):

  • Lucius Valerius Corvus 3 (43pts)
  • Gaia Pomponia Thrax 2 (21pts)
  • Marius Pollux 2 (21pts)
  • 2x Legionaries (68pts)
  • 1x Auxiliary Archers (29pts)
  • 1x Auxiliary Spearmen (24pts)

The playing area remains at 6' by 3', and the deployments mentioned in the rule book still just about worked.

Starting positions

The scenario dictates that the smaller force be the defenders (the retreating Romans will be trying to stop the Britons' advance by holding the two river crossings). If they can hold out until nightfall then the defenders will stand a chance of escaping into the darkness. The Romans are therefore classed as the defenders and the Britons the attackers.

For this game I had to source a few new items: I bought some river sections that still need painting, and created a few more bases for the newly introduced troop types - Roman auxiliary spears and Celtic mounted warriors and hounds (didn't get time to finish this base as I was torn on dog type to use - I plumped for the wolfhounds in the end as their bases fit in with the movement trays I had available). I already had the extra figures required for this scenario, but needed to undercoat a few in order to begin painting them for future battles (who knows, maybe the final battle will be with fully painted armies and terrain?).

The two armies are divided into three contingents each, but not as strictly as in the previous game...

Briton contingents...
Right wing: Maviloduus, Mounted Warriors, Female Warriors, Hounds, 2x Slingers
Centre: Bellicus, 1x Warriors 3, 3x Warriors 2
Left wing: Catuarus, 2x Skyclad, 2x Archers 

The Britons advancing on the river crossings

Roman contingents...
Left crossing: Marius PolluxLegionaries
Right crossing: Lucius Valerius, Legionaries
Reserve: Gaia Pomponia, Auxiliary Archers and Auxiliary Spears

The Romans defending the two fords

After the quick rescue of Gaia Pomponia from the clutches of Bellicus's warriors, Lucius Valerius headed over the river to collect any stragglers left at the camp that was situated there. He managed to get to the fortified camp in good time, catching up with his baggage train along the way. The two auxiliary units stationed at the camp were in good shape and alert to his arrival; the legionary centurion, Marius Pollux, who was in command, had been keeping the camp in good defensible order.

After a quick debrief, Lucius Valerius ordered his wounded be attended to and that everyone was given a hot meal before bedding down for the night. As Marius Pollux's troops were fresh, they kept watch.

A few more stragglers arrived at the camp during the course of the evening, but the whole process was being watched by scouts from Bellicus's army, who reported back to their chieftain until it was too dark to do so.

Bellicus, after calling a halt to the chase of the routed Roman force, advanced in triumph to one of the main villages just south of the fortified Roman camp. He knew that based on his recent victory, he could recruit a whole host of warriors in order to destroy the small Roman force that was left. He knew that even with the extra auxiliary units from the camp, he would still outnumber the Roman force and would eliminate them at the river crossing the following day.

Unfortunately for Bellicus, the Roman prefect got the drop on him, and had prepared his men for an early escape knowing that the British chieftain would want to attack the depleted Roman cohort as soon as he could. Throughout the night Lucius Valerius tried to make the camp appear as though it was asleep and licking its wounds, but in silence the prefect had got his men ready, armed and supplied before they left the camp in flames just before sun-up. The British warband arrived early at the burning camp, but the Romans had already gone. Bellicus's scouts told him that the Romans only had a few hours' start on him.

Bellicus surmised that the Romans would take the main route directly to the crossing and be able to cross very quickly. However, the river was swollen from heavy rains in the north which also made some of the ground boggy, which slowed the Roman waggon train. As soon as the waggons had cleared the ford, the British outriders arrived.

Valerius quickly ordered his remaining units to about-face and defend the two crossings so that the waggon train that held their supplies and wounded could get as far away as possible. With Fortuna's blessings, he could delay them long enough so that the wounded could reach the next fortified watch tower. It would take the waggon train all day to get to the watch tower, provided that it was not ambushed along the way. Valerius and his men would have to sell their lives dearly in order for the waggons to reach safety.

The route to the 3rd battle

It was an hour before the rest of Bellicus's force arrived at the fords. He quickly arranged his battle lines and advanced upon the small Roman contingent. "This should be an easy victory," he thought.

For this game, both armies start with the same Reputation score - for the Romans (the much smaller force), what would be more glorious than being able to hold up the enemy at this critical point? The game runs for six turns, and ends with the coming of night and the ability for any survivors to steal away from the confrontation.

Turn 1 (Reputation B9, R9):

Bellicus, hungry for a swift victory, yelled abuse and insults at his adversaries along with the rest of his men. After several minutes of taunting, the hubbub died down and Bellicus challenged Lucius Valerius to a single combat - winner takes all. If the Romans won, then Bellicus's army would allow the rag-tag unit to pass unmolested, along with all others along the way, back to Roman lines. If Bellicus won, then the Romans must leave all of their weapons and promise to never return to this territory again. Lucius Valerius stuck to standard Roman protocol and refused the challenge despite the loss of face this entailed.

Bellicus ordered his army forward and they made for the Roman lines in quick time. The only response from the Roman defence was a quick volley of arrows directed at the fast approaching hounds, but only a few arrows found their mark, not stopping their rapid advance.

Turn 1 : The Britons advance

Turn 2 (Rep B9, R8):

The slings and arrows from the British skirmishers had little effect against the heavy armour of the Roman legionaries holding the fords, and neither did the rapid assault by the mounted warriors, who were wiped out to a man in the swift running waters and treacherous footing of the shallows.

The Roman archers also failed to find their mark against the fast approaching skyclad Celtic warriors. 

Turn 2 : Bellicus's troops assault Valerius's position

British losses = 1 unit mounted warriors

Turn 3 (Rep B7, R8):

The Britons kept up the assault, by taking the fight to the enemy, but found the combination of rough ground and heavily armoured troops a stern challenge. Again, Valerius ignored a direct challenge costing him reputation, but his troops did the talking for him as the legionaries cut down a unit of skyclad warriors, although not without taking a few casualties themselves. The Roman left flank also fared well with the legionaries there dispatching all of the Celtic war hounds.

Turn 3 : The battle begins in earnest

British losses = 1 unit hounds, 1 unit skyclad

Romans gain 2 Rep as both fords still held by them, but lose 1 Rep due to challenge

Turn 4 (Rep B6, R9):

British slings and arrows failed to take out the Roman archers in support of the rest of the army, but the determination of Bellicus's army to eliminate the hated Romans drove them onto a fated victory. The push from the Celtic female warriors drove the Romans back on the British right flank, clearing the ford for any who would follow, but no-one was there as they were busy trying to eliminate Valerius on the left flank.

Catuarus and more of the skyclad warriors following him fell to the swords of the Romans, but not without them causing many casualties on the other side, including a deft wound to Valerius himself. The British slingers in the centre forced the Roman archers to step back under a hail of stone and lead shot.

Turn 4 : The meat grinder

British losses = Catuarus, 1 unit slingers, 1 unit skyclad

Romans gain 1 Rep as one of the fords still held by them, but again lost Rep due to challenges unmet

Turn 5 (Rep B4, R8):

The Roman left recovered somewhat with the annihilation of the frenzied unit of British women. The ford was left to Maviloduus and his bodyguard to defend, but they were pushed back by the numbers still available to the Romans there. Today was certainly a good day for the Celtic champion to call upon the Favour of the Gods. 

In the centre, the Roman archers were pushed back under the sling stone and arrow storms aimed at them, but Gaia Pomponia's bravery returned them to the fray every time they retreated. 

Spurred on by the injury to Valerius, the British noble elite warriors pressed further into the ford. Again Valerius ignored the challenge from Bellicus. The British leader, was now becoming angry with the Roman leader's perceived cowardice and called his men forward for one more push. At last, Bellicus's Legendary sword came into play, and Valerius was pushed back to the reserve unit of auxilia milites when his century of legionaries were finally destroyed.

The counter-attack by Lucius Valerius's fresh spearmen surprised Bellicus and his household troops as the nobles were cut down to a man, but not without Lucius Valerius going down in the melee with a somewhat unremarkable death as he became Food for the Ravens

This was the signal for the rest of the Roman contingent to pull out and try to stem the flow of losses that were rapidly piling up. They had almost made it to dusk, but the death of the prefect was the final nail. The death of the Roman leader and his first century of legionaries led to much celebration by Bellicus and his army that they ignored the retreating Romans and instead concentrated on violating the body of their hated enemy commander.

Turn 5 : Lucius Valerius Corvus falls

British losses = Catuarus, 1 unit slingers, 1 unit skyclad, 1 unit warriors (3)

Roman losses = Lucius Valerius Corvus, 1 unit legionaries

The Britons gained several Rep for leadership during this round 

Final Tally (Rep B4, R-2):

The final Reputation tally difference was 6 in favour of the Britons - a Mighty Victory (2 points in campaign terms)

Bellicus finally saw the defeat of his hated enemy, Lucius Valerius, who had outwitted him at every turn except the last.

 

This game lasted five of the six turns allowed. Again, it was a very bloody affair, but the Britons managed to pull-off a Mighty Victory, to even the campaign score with the Romans. Again, there were a number of take-aways from this battle: 

  • The Roman tactics were quite sound
    • Deploy the strongest units at the fords so as not to incur too much damage from the funnelled British troops
    • Use missile troops to weaken approaching enemy units
    • Use the spare infantry unit as a reserve in case of a break though by the enemy
    • Warriors with javelins proved their worth but I used them far too late in the game 
  •  The British tactics also worked once under way
    • Use Agile troops so they are not hampered by the rough ground of the fords in order to soften up the enemy before the heavy troops move in
    • Use missile weapons for the same purpose and to keep enemy archers under pressure throughout the encounter
    • Use overpowering odds at the choke points to feed the meat grinder in the hope of slowly diminishing the enemy units
    • Use heavy warriors with high ranking leaders to follow up Agile troops
    • Using the support functions of friendly units to reduce casualty counts 
    • Warriors with javelins proved their worth throughout the game 
  •  Mistakes
    • The Britons should have positioned their missile troops in the centre to get more to bear each round
    • The right flank was a lot weaker than the left flank of the British forces. One or two more warrior units may have kept the Romans from counter attacking and maybe saved the female warriors

The British took a lot of casualties again, but it allowed them to win the battle. I thought that this was going to be a meat grinder affair, and the British tactics worked very well knowing that. I loaded the left flank on purpose in the hope that it would fall (taking their leader with it) whilst the centre and right flank were engaged. This would then allow a flanking manoeuvre to mop up the rest of the Romans. It very nearly worked.

Next game will require a lot more reinforcements. I will post an aftermath blog in the next day or so to sum up what happened and what needs to be done going forward.

Campaign Score: Romans 3 Britons 3

Thursday, 21 August 2025

Midgard : Scenario 3 : None Shall Pass : prelude

Well, it has been a long time since I made any progress on my Midgard : Britannia campaign. Lots of real life has got in the way recently, so large tabletop battles have had to take a bit of a back seat. Now that there is a Bank Holiday coming up at the end of this month in the UK (actually next Monday), I should be able to find the time to run the third battle in the campaign - None Shall Pass

I have a couple of days to prepare and put into order the game set up and the miniatures and scenery required for the scenario. In addition to putting together the physical requirements of the game, I also need to work on the story of the Roman advance to the next encampment/watch tower. I also need to update the map if I can, but I am having issues with my current image processor - I used to be able to use Photoshop (albeit a very old version that I purchased many moons ago) to a reasonable level of competency, but that version is now, alas, not compatible with Windows 11 and I just cannot get it to load on my latest PC.

Roman soldier - public domain image

For this scenario, the armies are not evenly matched as prescribed by the scenario. It sees the Romans protecting their rear from a larger force of Britons at a pair of river crossings. Each army is made up from the survivors of the previous encounter plus any reinforcements rolled up in the aftermath. There are a few new types of unit to contend with that should make the game more interesting from a narrative perspective at least.

The Britons' army for scenario 3 (97/209=306pts):

  • Bellicus 3 (47pts)
  • Maviloduus 2 (32pts)
  • Catuarus 1 (18pts)
  • 1x Warriors 3 (22pts)
  • 3x Warriors 2 (51pts)
  • 1x Female Warriors (16pts)
  • 1x Mounted Warriors (16pts)
  • 2x Skyclad (32pts)
  • 2x Archers (30pts)
  • 2x Slingers (20pts)
  • 1x Hounds (22pts)

The Roman army for scenario 3 (85/121=206pts):

  • Lucius Valerius Corvus 3 (43pts)
  • Gaia Pomponia Thrax 2 (21pts)
  • Marius Pollux 2 (21pts) 
  • 1x Legionaries (34pts)
  • 1x Auxiliary Archers (29pts)
  • 1x Auxiliary Spearmen (24pts)
  • 1x Legionaries (-1St) (34pts)

It is quite strange how the numbers of the antagonists (by points value) on both sides in this campaign so far have added up to the correct amounts to play the scenarios in the rule book. I daresay that after this battle things may go a little differently, but for now I am pleased with the campaign's progress.

The next post on Midgard should see a write up of the game similar to what has gone before. Until then.

Thursday, 14 August 2025

Song of Blades and Heroes - Battle Report 3

Last night we managed to get together for the final round of this mini-campaign. So far, the Orcs of the Red Eye had managed to push the human villagers away from their village. A band of elves saw this as an affront to their standing and forced the orcs to run away with their tails between their legs. Budlak, the orc leader, felt ashamed to be beaten by one measly elf, so he returned to the village to sort the situation out once and for all.

Orcs of the Red Eye (302 pts)...

Warchief Budlak Q 3+ C 4 Leader Tough (100 pts)

5 x Orc warriors  Q 4+ C 3 (115 pts)

3 x Orc archers Q4+ C 3 Shooter - Medium (87 pts) 

Orcs of the Red Eye

Since the previous game, Budlak managed to recruit two more archers to refill his ranks (basically I kept the same force composition for this game too). 

Defenders of the Realm - a mixed Human and Elf warband (295 pts)...

1 x Elf warrior  Q 2+ C 3 (38 pts)

1 x Elf archer  Q 2+ C 3 Shooter - Long (55 pts)

5 x Human Heavy Infantry  Q 4+ C 4 Short Move (130 pts)

1 x Human Light Infantry  Q 3+ C 2 Shooter - Medium (28 pts)

1 x Human Archer  Q 3+ C 2 Shooter - Medium (44 pts) 

Defenders of the Realm

To keep things "realistic" the remaining human and elf forces combined and added five extra human troops to swell their numbers. 

Again, this was just a straight fight to the bitter end - the winner finally keeps hold of the village. The orcs seemed to have the upper hand in both of the previous battles (apart from the devastation caused by the final gruesome kill in the second scenario), but would this time prove any different? The orcs gained the initiative so went first...

Starting positions

Turn 1

The orc warriors advanced rapidly towards the village, scenting a swift victory over the man flesh who they so easily defeated previously - the orc archers seemed to be a bit more cautious. The humans and elves (Defenders) advanced more slowly to meet the threat

Turn 1

Turn 2

When the elf warrior from their previous encounter came into view, the orc bluster ran out (rolled the dreaded double-one on my second activation) as Budlak caught sight of the elf that had caused his warband to flee. The human/elf archers let fly their arrows but all missed. The allies continued their cautious advance

Turn 2

Turn 3

Most of the orcs failed to advance (failed almost every activation roll) and the Defenders closed into combat. More archery failed to find its mark on the orc ranks

Turn 3

Turn 4

The sight of the heroic elf must have really affected Budlak as his forces again failed to advance into combat (double-one again, this time on the first activation!). The Defenders advanced further but all the combat ended without casualties. Again, the human and elf archers missed their targets

Turn 4

Turn 5

This is where the game began to warm up considerably (but typically I forgot to take photos at the end of each turn due to the excitement).

Budlak finally came out of his stupor and dispatched the troublesome elf. The melee around the farmhouse saw the humans retaliate for the loss of the elf by killing an orc warrior, but emboldened by his previous success against the elf warrior, Budlak killed again; this time a human warrior (O 8, HE 7)

Turn 6

Due to the pressure of numbers brought to bear, the orcs were forced to retreat from the combat, losing another of their warriors (O 7, HE 7)

Turn 7

The orcs finally brought their archers to bear from the other side of the building (it took a long time to get them there due to so many activation failures), causing the humans to huddle up closer after another of their number was felled by archery, but the defenders' bows kept the orcs at a safe enough distance for now.

Finally, the Defenders got a break through. Budlak found himself isolated and was cut down where he stood. This caused a few of the orcs to flee (Morale check on loss of leader), and then, seeing their comrades flee, most of the rest of the warband also broke away (Morale check for the warband dropping below half numbers), leaving just two solitary orcs on the battlefield. Seeing their fellow raiders killed or running away, and being only a tiny distance away from the board edges themselves (due to them also fleeing but not quite far enough to leave the battlefield), they decided that they would flee too (O 0, HE 6)

Turn 7

Well, that was a tidy bashing the orcs got there - again their poor Quality showed - Morale checks have been the bane of the orcs this campaign. This time the fighting was quite a way from the board edges but the orcs failed on multiple counts so all except two left the board - another massive collapse like last time.

The two double-ones during the game also did not help the orc cause, and neither did the fact that we got the movement allowances for the human heavy infantry wrong (they were moved a lot faster than they should have done). The orcs had pretty awful dice-rolls throughout the entire game; almost always when an outcome relied upon at least half-decent rolls - so many 1s flew from my dice hand during this game - at one point there were 6 failed activations in one turn! That said, the orcs lost and the human/elf alliance won not only the scenario, but also the campaign.

So, overall, the human/elf alliance was victorious over the orcs of the Red Eye. I really enjoyed the min-campaign, as did my son. He prefers this game now to Middle Earth Strategy Battle Game. I spent a lot of the time whilst playing what my son's options were at each juncture. Next game, I will let him fly solo, as he seems to have mastered the intricacies of the rules now.

Tuesday, 12 August 2025

Song of Blades and Heroes - Battle Report 2

We had a quiet Sunday this weekend just gone, so we pulled out the Song of Blades and Heroes rule book again for a rematch. This time, I kept my victorious orcs and #2 Son decided to go for an elven warband - this time his points values were more accurate.

Orcs of the Red Eye (302 pts)...

Warchief Budlak Q 3+ C 4 Leader Tough (100 pts)

5 x Orc warriors  Q 4+ C 3 (115 pts)

3 x Orc archers Q4+ C 3 Shooter - Medium (87 pts) 

The orcs of the Red Eye

Defenders of the Realm - Elf warband (298 pts)...

4 x Elf warriors  Q 2+ C 3 (152 pts)

2 x Elf archers  Q 2+ C 3 Shooter - Long (110 pts)

1 x Wood Elf warrior  Q 3+ C 3 Forester (36 pts) 

The elf warband

We decided that this skirmish would be the second part of an ongoing mini-story (we are hoping to get one more game in later on this week to conclude the saga). After the rather one-sided affair between the humans and orcs last time out, a small scouting band of elves decided that the humans needed to get their village back and the orcs needed to be put back in their place to restore the natural order (and restore the buffer zone the human village afforded the local elf settlement).

We chose to play a straight up fight again as the scenario we rolled just didn't quite meet what we wanted to play. We diced for who was to be the defender and who was to go first. The orc faction was the defending force, so set up the table, the elves chose which side to enter from, the defenders set up first and then the elves rolled the best initiative so went first.

Starting Positions

Turn 1

Both sides advanced across the battleground of the local village. The elves did not hold back in their efforts to close into combat with the orcs and reclaim the village from them

Turn 1

Turn 2

There followed an ineffective exchange of arrows, and close combat was joined (one wood elf versus two orcs)

Turn 2

Turn 3

This turn ended up being a bit of a disaster for the elves; the elves advanced but the dreaded double-one was rolled half-way through the process, so play turned over to the orcs whereby the wood elf was easily downed by the two orcs he was in combat with (O 9, E 6)

Turn 3

Turn 4

The combat began to coalesce on the village side of the board. The elves managed to inflict a gruesome kill on one of the orc archers which caused another orc archer to retreat away from the combat. The orcs retaliated by ganging up on a single elf spearman and hacked him down (O 8, E 5)

Turn 4

Turn 5

The elves managed to kill another orc archer but the tide really turned with another double-one being rolled. This meant that the orcs could really go on the rampage; they killed a further two elves and a Morale check caused a further elf to retreat off the board. What with the final elf archer being laid prone and the final elf spearman being isolated it should have been a small matter of mopping them up one at a time (O 7, E 2)

Turn 5

Turn 6

Unfortunately for the orcs, this was not to be. In a fit of rage at seeing his comrades being slaughtered, the final elf spearman managed a gruesome kill on the last orc archer which led to the entire orc warband fleeing from the board (O 0, E 2)

The orcs flee

Again, this proved to be a very one-sided affair right until the very final roll of the dice by the elves. The gruesome kill and the subsequent Morale checks meant that all of the orcs fled. I tried to roll for my leader first, because if he passed the test, then his Leadership trait would have added +1 to the other's dice rolls; he failed and so did the rest. Even if some of the orcs had passed, they would have had to have taken a second Morale check for the loss of their leader, and then a third Morale check if their numbers dropped below half. They didn't stand a chance at Q 4+. Lesson learned for the future - do not fight too close to the board's edge just in case a morale check looms.

My son was beginning to get side-tracked towards the end of the game as he was upset at how badly the elves had fought and how badly his dice rolls were. I managed to entice him back for the final turn (I asked him if he wanted to surrender but he said "No") and everything changed on the one combat dice roll. I felt a little underwhelmed at how defeat was snatched so easily from the jaws of victory, but happy for my son as he now knew that games can change direction on literally one dice roll.

We will try to play one more game later on this week to round out the mini-campaign. I will keep the same orc force (just need to work out two replacements for actual kills) as they return for one final attempt to wrest the village away from the humans, and my son will take the remaining humans and elves (2 of each) and add to them to make up a full sized force. As the score is one-all, then this will be the decider.