Saturday, 18 February 2017

19C - War of the Antipodes - Sydney Counterattack


This is a continuation of my 19C campaign describing a war between NSW and Victoria in the 1880's. I use my own rules for this. There is one more battle for this campaign before I move onto something else. For the last battle I am going to  use the FUBAR rules for VSF,

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Sydney Parliament House, the afternoon of the Victorian surprise attack. The Victorian airships have returned to Melbourne to load more forces. Victorian sailing ships have landed with supplies and more troops.

The Victorian commander was interrogating some of the captured NSW officers in the dining room of the NSW Parliament House. He was telling them how their resistance was useless and they should recognise this and join the Victorian army.

However, the one hole in his argument was the wreckage of the Victorian air ship smouldering outside on Macquarie Street. He told his prisoners that that was nothing and soon they would see even more amazing scenes as the Victorian Emus were landed from their ships.

The NSW officers asked him to explain and he told them how the machines were three stories high, armoured and carried two Gatling guns and an artillery gun. “You have nothing to match it!” he smirked at his prisoners.

Just then there was a dull thud from a long way away and soon one of the NSW officers pointed to the pressure waves in a cup of tea on the table. “They are coming!” he said to his colleagues.

“What is coming!” said the Victorian commander.

“Just some Kangaroos” smiled the officer. This was followed by some repeating thuds from far away and then some distant cheers. “Our forces are coming and soon we will be free!”

The Victorian Commander laughed. “They can cheer all they like. We know you are going to counterattack and we have already prepared our defences. Soon the Emus will land and nothing will be able to move us. The docks at Circular Quay are covered with our stores and supplies. We have emplaced our artillery in your forts. Sydney is ours and the sooner you all realise it the better for all of us.”

The opening situation:

Opening situation and plans.  Red for NSW and Blue for Victoria


NSW Plans.

NSW is going to counterattack through the Domain and then down to Circular Quay to destroy the Victorian stores and supplies there. They will also need to recapture Hyde Park Barracks and Parliament House to protect their flank.

They still have to defend the Sydney Town Hall but have used the militia forces for this with some artillery and one regular company in support.

Victorian Plans.

Victoria needs to defend against the NSW counter attack and also capture the Sydney Town Hall. If they can do this the NSW resistance will be ended.

 
Turn 1

NSW.
The force in the Domain advances into sight of the Victorian defences.
The Town Hall force prepares its defences.

Victoria.
The defenders gasp when they see the Kangaroos come into the open but hold their nerve and open fire damaging one of the Kangaroos.
The Town Hall assault force moves into positions.

Turn 1 in Domain


Turn 2
NSW
The Kangaroos open fire on the Victorians in the trenches and slaughter them and damage the Gatling gun. The NSW infantry move in support to assault the lines and the NSW lancers move round the flank.

Victoria
Their forces move to attack the Town Hall but the NSW defenders hold firm.
The EMUS and other reserves move to support the remaining defenders in the Domain.

End of Turn 2 in Domain

End of Turn 2 at Town Hall


Turn 3
NSW
The NSW infantry assault the Hyde Park Barracks but are pushed back by the Victorian defenders.
NSW infantry clear the trenches and a NSW company deploys to assault the Barracks from a different direction.

Victoria.
The assault on the Town Hall is repulsed.
In the Domain the Victorians redeploy their reserves to hold the line.

Turn 3 Domain NSW are through the Victorian trench line

Victorian assault on Sydney Town Hall



Turn 4
NSW
A second assault on the Barracks ends in a draw and the infantry remain locked in action.
The Kangaroos advance through the trenches and deploy on the other side.
The II Victorian Infantry company is destroyed
The I Victorian Infantry company assaulting the Town Hall is shredded by NSW Artillery fire.
The other Victorian infantry attacking the Town Hall also take casualties.

Victoria
The assault on the Town Hall is stalled with many casualties.
In the Domain the Victorian Cavalry charge the NSW Lancers but despite significant losses on both sides it is the Victorians who lose.
The Close Assault in the Barracks continues and NSW forces their way into the Barracks.

End of turn 4 in the Domain

End of turn 4 at Sydney Town Hall


Turn 5
NSW
NSW maul the remaining Victorian assault force attacking the Town Hall
NSW continue the Barracks Close Assault

Victoria.
The Victorian Infantry hold on in the Barracks.
The Victorian assault forces retreat from the Town Hall.

End of Turn 5 in the Domain

End of Turn 5 at Sydney Town Hall



Turn 6
NSW
Retake the Barracks
In the Domain NSW Kangaroos destroy an EMU and the Victorian Cavalry.

Victoria
Return fire on the Kangaroos and one is destroyed as well as two infantry bases.
The forces at the Town Hall retreat so not to be outflanked.

End of turn 6 in Domain

End of Turn 6 at Town Hall - NSW advances



Turn 7.
NSW
2 more EMUS are destroyed and the Victorian Infantry in Parliament House lose 2 stands.

Victoria
Retreats on all fronts. There is little left to stop the NSW forces.

The hope of a Victorian victory lies destroyed in the Domain 


Turn 8
NSW Advances
Victoria retreats

NSW is advancing


Turn 9
NSW forces are repulsed in their advance down Pitt Street
This is too little and too late. Elsewhere NSW is surging forward.

Victoria
The artillery in Fort Macquarie open fire but do little damage to a Roo.

Turn 9 Victoria hold back some NSW militia troops but elsewhere NSW is unopposed


Turn 10.
NSW has gained the docks and will destroy or capture the Victorian supplies. The Victorian attack on Sydney has been destroyed with significant losses.

NSW has won!!

Photo in the Sydney newspapers the next day showed the capture of the Victorian trenches.



Thursday, 19 January 2017

Wizards Council’s Undead Army.

The wizards have many strange and dangerous powers.

The production of their Thaumo-magical Weapons of Mass Death from the strange luminescent ores and metals quarried for them from the deepest mines by the dwarves are only one of the many evil things they make.

Another evil is the Wizards Council’s Necromancer Humane Society (NHS) who raise the dead. While the other wizards are not too keen on talking to the dead, mainly because there might be some awkward meetings with people they have killed, the Necromancers are always the first to be called when the Wizards need an army.

This time the Necromancers have raised the dead of an old human army who were slaughtered when attacking the Orcs in a long forgotten war. Well forgotten by the humans, the Orcs still celebrate the battle’s anniversary each year with a great feast. Just like they did the night of the original battle.

The Necromancers’ army is built around the great wizards who bring it back from the dead as well as a great hero. The undead army is composed of swords and bows plus a team of minor Deaths who keep the undead under control.


When the dwarves saw the army they asked the Wizards why there were no horses, “the humans are mad for horses when they fight” said the dwarves. The Wizards just shrugged and said that there weren’t any intact horses there when they raised the bones of the army. The Orcs said, “There is good eating on a horse”, and left it at that.

The Wizards' Undead Army

Bow Skeletons

Minor Deaths - swords - to keep the undead under control

Undead swords

An undead Hero - needs two minor deaths to control him

Necromancer Wizard

Necromancer Wizard General


Thursday, 15 December 2016

Goblin Army

The goblin army varies with the distance from their origin.

When the great wizard Fourbytwo created them they had very little civilised experience. But over hundreds of years of wars with humans they have become quite 'civilised' and make sure that those Goblins sent out to do battle in the furthest reaches of their realm are mostly inexperienced and unprepared while the wise ones stay safely in core of the realm.

This means that on the outer reaches of the goblin realm the armies will be mostly hordes with a few bows or spears. But as the invaders come closer to the goblins birthplace the armies become much more sophisticated and deadly.


The full goblin army

Goblin spears - perfect for dealing with Knights

Goblin Artillery - the dwarves said they could never copy their guns - but it seems the Goblins could and made them bigger and better

The Goblin General with the core of the army - axemen

Goblin bowmen - ready for  a Knight out 

Goblin Wizard - self taught from searching through the tower of Fourbytwo and the experience of his less successful brethren

One of the Goblins allies, Mono - rescued from a Knights' castle when he was just a babe, he is very loyal to his Goblin bros.

A rouge wizard - who helps the Goblins when it suits him and who is not afraid of a little genetic manipulation for recreational purposes.

Goblin flyers from the mountain regions of the island - ready to do battle with the dwarf flyers - legend says that they made a pact with an ancient dragon but this is dismissed by the Wizards Council as an old man's tale.

A Goblin Horde army. Not the strongest but certainly scary

A close-up of a horde unit - Nigel is third from left in the fourth row

More hordes - there are never enough

Horde General 

Goblins Bows - a nasty surprise for the Knights hiding behind a horde

Goblin axemen - a nasty surprise for everyone