Saturday 27 April 2024

WARHAMMER: TOR HELETHION CAMPAIGN - GAME 1 - FIRST BORDER PATROL

My planned long-term Warhammer narrative campaign can finally begin. The two (three) armies are painted (and fully rebased), final units complete (OK, bits still to do, you never actually seem to finish), but good enough to start. I’m still learning the new rules, so the first game would be small, unambitious, using the old rules for a Border Patrol, basically, a 500 pt game with restrictions on characters and unit sizes. I’ve included the old rules below, and they work just fine with the Old World.

Story-wise… the winters seas calming, the Dark Elves have sent their first scouting forces ahead to the Isle of Tor Helethion, to gather intel on the lay of the land and the High Elf forces hold it. These small patrols land from their swift corsair ships at night and make their way inland. The High Elves, ever watchful for such Dark Elf nuisance raids, discover the location of one such patrol and hunt it down, with their tracking Shadow Warriors and own light cavalry patrols. This game is that clash (and another chance to get the rules straight). A short battle, along a 4 x 3 tabletop.

The Dark Elf patrol, led by their ‘Master of the Dark Riders’ Ullas (a master), commanding these first scout forces. I don’t have any Shades, who are made for this scouting work, so Ullas currently has none at his command yet (if I can find some models I like I’ll be adding a unit).

The High Elf are commanded by Raelyn ‘the Archer’, the captain of the island’s Shadow Warrior garrison. A Noble, he leads here, and may well be a returning character in the campaign (if he survives).

The Dark Elves are intercepted as they investigate an ancient Elven monolith, which are scattered across the island, keeping the chaotic winds of magic in check. No wizards in this game, so no effect from it.  

The tabletop:

4x3, hill with ancient magical monolith on top of it, rocky ground, gorse thicket, rock tor (impassable)
Dark Elves the far end, High Elves near.

The selected forces:

In the battle, the light cavalry immediately clashed on the High Elf left, with the Dark Riders repeater crossbows cutting down Ellyrian Reavers, then firing and fleeing from their charge. On the other flank, the Shadow Warriors, deploying via ‘Scout’ into the rocky ground, launch longbow volleys at the corsairs and the crossbowmen on the hill, inflicting damage. Even-stevens…

Units and their general movement.

On Turn 3, Raelyn arrives from ‘Ambush’, behind the Corsairs and his Reaver Bow cuts down 3 more corsairs, who are having a bad day already. The Dark Riders fight off the Reavers weak charge, win and the last Reaver champion flees, but escapes their pursuit. Repeater crossbow fire cuts down more Reavers in the centre. on the hills slope, leaving just one to charge, alone at the crossbows, who flee… a mistake, as they are caught by his swift-striding elven steed and scattered or cut-down! Things take a turn for the worse for the dark-kindred when Raelyn targets their leader and his reaver bow, and with elvish accuracy, shoots Ullas from his horse. The corsair, what’s left of them, reach the rocky ground, charge through it and bring the dangerous Shadow Warriors to a sword fight, which, the Corsairs then just lose, and fall back in good order into the rocks again. Rock cover be damned, another close range volley from the veteran skirmishers bows, born to this work, destroys the last corsairs, so much for sea-dragon cloaks … and that is it .. the Dark Elves concede, just a 3 crossbowmen and 4 Dark Riders left… they have cut down all the Ellyrian Reavers, but the Shadow Warriors and their sniper-boss rule this field today. High Elf win...

The winner of this short game would gain the advantage in the next battle, of being able to pick the table edge and +1 to their roll to take the first turn. The High Elves have out-scouted their enemies and, when the Dark Elves make a move, they will be ready. That 1,000 point game comes next. 

Shadow Warriors in the rocky ground, cutting down crosbowmen and corsairs at range,
but looking cool!
Dark Riders face off the flank Reavers, and defeat them.


The Reavers charge, but narrowly lose the fight to the Dark Riders.

The Harbinger flees and outpaces his pursuit.

Raelyn the Archer arrived behind the corsairs on the High Elf right, and takes aim, to do his thing.  

Then he takes aim at Ullas on the distant hill, and excellent shooting strike the enemy from his saddle, a turning point in this ambush.

The last Reaver charges... a forlorn hope, hoping to die gloriously, but no, he scatters the crossbowmen, a hero!

Just 3 Corsairs finally charge the Shadow Warriors, and lose the fight (I forgot they have hatred and could re-roll their attacks - doh!, learning the game error!.


Having fallen back from the fight, the rocks won't save them either, mercilessly shot down.


The old Border Patrol rules... which we used here (except we allowed characters to spend a bit more, 135 pts actually). 



Wednesday 10 April 2024

The Old World - Dark Elves

Hot on the heels of the High Elves, their black-hearted kin... and the second army for my planned TOW narrative campaign. The army was bought as two job lots off Ebay, and so it was more you 'get what you get' situation, vis units and the actual models. I have since added a few units that were missing, like the Cold One Knights, the Lord on his Black Dragon (wyvern, winged fell beast, whatever you want to call it - a design I much prefer to the old black dragon, and cooly, in flight) and the massive Hydra...

Painting work began on this army in 2020 as a pandemic project, as something to fight my high elves, but stalled out and all my painting time was given over entirely to Napoleonics. It was waited in the box for a few years, some units done, some mostly done, some still in bits or sprayed black, until the release of the Old World. This inspired me to dig them out and see what work still needed completing to get them into fighting shape, not too much it turned out. That's been the last six week's project ... finishing units and re-basing everything. It still isn't done. I have two more Sorceress' on order, one to mount a dark steed, and a Beastlord on Manticore being 3D printed (very very slowly). I also need some Shades... this army seriously lacks scouts and skirmishers... I'll get to them eventually, for now they are on the wish-list, and models is an issue.What to use?

The Army of Zar Nadun is about ready for some first engagements though. The 'Invasion of Tor Helethion' campaign is almost ready to begin... the mighty Black Arc has set sail for Ulthuan's shore... corsair vessels are about to unload their bloodthirsty crews onto the island's shores. First games will be a test/learn the rules deal... so we'll keep it small, maybe a border patrol clash at 500 pts, with scouts, fast cavalry, light infantry only... the first recce troops meeting before the main combat forces arrive and escalate the Dark Elf attacks...we'll see... one army left to complete, the daemonic allies.

Dreadlord on his, erm... 'black dragon'... he'll be the overall commander of the invasion force.

Other heroes, Sorceress, BSB, Noble (or alternative Dreadlord) and assassin.
More wizards required, and on the way...

An old model, but still good... the Throne of Blood and Hag Queen.
Mine will have to be immobile on the battlefield as a house rule.

Core units. 20 Spearmen. 


20 more Spears, might use them as one big block of 40....

12 Crossbows

10 Crossbows


10 more Crossbows... again, actual usage/deployment flexible.

6 Dark Riders, currently the army's only scouts... busy guys...


24 Witch Elves, banner is the mutilated corpse of a High Elf...

28 Corsairs, as light infantry, these will have to be in the vanguard of this invasion,
maybe in smaller units for harassing missions.


The heavy hitters, 9 Cold One Knights, full command.
One model (helmetless one) can be another Noble if required.

The support, first Cold One chariot.

Second Cold One chariot.

Hydra... got to have one, perhaps two...


Not technically in the army list, but who cares, I have one (and no rider for it), so
it'll be another war beast... Manticore and beastmaster... fits fine to me...
don't know why it ain't an obvious option.


Repeater bolt thrower battery.

Taken as Allies, 9 chaos warhounds, and two beastmasters to drive them on.
Expendable...very expendable... Back in the day, Dark Elves could take warhounds as part
of their menagerie. That menagerie of beast seems a bit limited these days...
more gribbly monsters!! Taking a Beastlord should unlock all manner of foul things from the deep places of the world...


A note on painting scheme here: These were done to be the opposite of my high elves. So where they are in clean sea colours of white, aqua blues, light blues and silver, these are: black, dark purples, dark blues, metallic black and metallic blue. I also like my dark elves' skin blue, just because its different to other elves... and all hair is white (unless you're a witch elf with snakes/tendrils for hair, which are green). Ruthless, cold-hearted evilness bleaches your hair...
















Tuesday 2 April 2024

The Old World – High Elves

Work is complete on re-basing and reworking (and adding a couple of new units) to my Warhammer High Elf army. This is all in preparation for my planned narrative campaign, and one side of the two army collections is complete. Dark Elves are getting there... the invasion is coming...

I don't see this as a single army, it's a collection from which armies will be picked, and I plan to try and avoid just 2,000 points, line-up and fight games... but let the narrative generate the games and include various scenarios, like border patrols, ambushes, maybe even a siege assault if I can. This will give the game's context...as part of a story that they are also creating. Heroes will have names, live and die, gain experience, etc. Here is the full collection, ready for action now.

I need to add a Phoenix (looking forward to painting that) and another mounted wizard (both ordered, but not arrived yet from Last Sword). They will come, but back to re-basing Dark Elves...

Prince on griffon

Dragon-Mage (on resin 3-D printed dragon)

Prince on (huge) dragon (old Macfarlane vinyl model)

Other various heroes, BSB and wizard


8 Silver Helms

28 Sea Guard

28 Sea Guard
28 more Sea Guard

8 Ellyrian Reavers

8 more Ellyrian Reavers

15 Shadow Warriors (adopted Middle-Earth rangers)

20 Swordmasters

20 more Swordmasters


Giant (sea) Eagles

Repeater Bolt Thrower battery

Thursday 28 March 2024

Action at Qadr El Dabah, '42, with Battlegroup:Torch

Part two of our desert trilogy series, 1942 and a Gazala Line game, British armour vs a DAK/Italian combo in a Flanking Force meeting engagement, at 750 points per side. We rolled a random tabletop (using the Tobruk book), with just 3 pieces of terrain: an small area of rocks, a low hillock and the tomb/mausoleum (ruined fortress replacement).

Here’s my force;

Brit Armour ’42

FHQ Dingo        20    3-r    senior off, mortar spotter
Dorchester        20    1-i    comms

M3 Grant Troop    130    9-r    officer
Crusader II Troop    93    9-r    officer
Crusader II        34    3-r    

Motor Rifle Platoon    85    9-r    6 men, 3 x 7 men + trucks

Forward Observer    20    1-r    artillery spotter, 2 men + bren
25 pdr             50    2-r    quad + loader team
25 pdr             50    2-r    quad + loader team
3” mortar battery    54    0    off-table

Humber II        33    1-r    scout, mortar spotter
Humber II        33    1-r    scout, mortar spotter
Rifle patrol        20    2-r    7 men + truck, scout
Sniper            10    1-v    sniper scout

Recovery truck    11    1-r    repair,recovery
Supply trucks x2    16    2-i    resupply

Portee 2 pdr        14    2-r

Counter-battery     10    0    3+
PRTP            20    0
Timed 4.5” barrage    25    0    4 x guns


The game opened with both sides getting on, as it always does in the meeting engagements, and the Brits were faster. Seizing three of the four objectives early, but with a Humber armoured car breaking down due to ‘Wear and Tear’… later the recovery truck (back, by popular demand - and overall usefulness) would get it rolling again (old Bob with his trusty spanner was busy again). The Germans (leading, Italian assault guns behind) tried to land their timed artillery strike at the tomb, but it was stopped by a counter-battery fire (hurrah!). First long shots exchanged, as usual, not much doing, a few pins but it was obvious the gun-power wasn’t a match for the armour here…a lot of glancing shots in this game (but I like that, extends the tank on tank duel).

The Brits moved their Crsuadesr up towards the rocks to meet the advancing German armour head-on, whilst the M3s supported with fire from the right and moved towards the last objective (low hill), held by a recce 8-rad, pinned by 75mm HE fire. If we could grab it, then it would be a quick win. But it didn’t work, one M3 was hit by 150mm IDF fire (a lurking Bison), and KO’d, the other broke down, immobilised (again)… so plan thwarted.

The main fighting ‘hot-spot’ built-up around the rocks, tanks firing away but both found their guns not up to the enemy armour (Semoventas proved tough for my 2 pdr guns, but also found the Crusaders tough back), so it would be extend fight, lots of pinning. My own timed strike was badly placed and hit open desert (one pinned SP gun was all it scored). A timed Stuka strike on the tomb also rolled very badly and missed, or failed to pin anything and resulted in zippo… so much for off-table IDF in this game.

In the centre my 25 pdr battery had deployed, like horse-artillery, and was unleashing a lot of suppressing HE… but found itself out ranged by the single K-18 100mm gun at the far table edde. It was firing back (loader team active too) and pinning my gunners at 68” range (it has 70”). Damn, there was little I could do about it, but get repeatedly shelled and pinned. My 25 pdrs were, for now, out of game.

Until, at turn 7, the dust cloud arrived. Suddenly all the ranges and long range fire was finished. We’d have to close in again (point of the rule really). The 25 pdr battery unpinned, limbered up, and rolled forward to redeploy, did so, and in a fusillade of fire instantly KO’d a Panzer II and a Panzer 1, both looking to take out the gun crews. In return, a Panzer III KO’d a Crusader (fluke) and then a Semoventa rolled 2 x 6s and KO’d another (massive fluke!). The tank battle was turning to the Axis… trouble.

But, my stalwart Matador recovery truck did amazing work (huge fluke), and got both running again, before being ruthlessly targeted as too annoying to live… and got shot-up (being a truck in the front lines is a short life expectancy). Two Semoventas were abandoned by their crews (pinned, then hit again), and the Panzer IIs retreated to rearm, covered by the clouds.

It was a stalemate, neither was doing much damage, the chit stacks building slowly (mostly from unpinning). It was a long game now… but we kept at it. I lost the centre objective when the infantry section holding it were machine gunned by Italian troops in the rocks, who in turn were hit by Humber BESA fire and cut-down. A Panzer III came back and took the objective for the Axis. The annoying Bison then scored another direct hit with its IDF and KO’d a 25 pdr gun, then a Humber AC was destroyed by tank fire (hanging around in tank fight wasn’t a great idea, should have pulled back). That was just enough to push the Brits to their breakpoint… we’d duked it out in a close(ish) game, but the DAK and allies were still securely within their BR total. A win for the Axis… for a while we both thought we just couldn’t do enough damage to actually end this game… so much firing, missing and glancing off armour. His Bison did sterling work as a single IDF gun (it had a dedicated spotter team and supply truck) and my MotM? The recovery truck, fixed an armoured car and 2 tanks… hero. Bob and his spanner will be back. Oh, and I totally forgot I had a PRTP, that might have helped vs the Bison and K-18's fire... command confusion in action...

Qadr Al Dabah, Brits advancing past the tomb towards the rocks. DAK form their lines and also push towards the rocks.

Initial deployment, with recce armoured cars on the flank.


First overwatch firing position

Arrival of the big guns...

M3s advance on the right, trading long range AP fire.

Deployed with loader teams, ready to hammer out HE suppression, the horse artillery...

DAK and Italian armour roll on, towards the rocks.

British infantry claim the central objective, but are wiped out by fire soon after.

Busy recovery truck gets to the immobilised Humber AC.

Crusaders face-up the Axis armour and trade ineffective fire.

Semoventa assault guns join the Pz IIIs in the duel with the Crusaders.

Direct hit from IDF from the Bison, 150mm shells KO's the first M3.

Dust cloud cover means the tanks have to close in to engage.

Recovery truck fixes the Crusader and it's rolling again.

DAK light tanks arrive in the centre, and take 25 pdr fire. Both would be KO'd by it. 

A desert oddity, trial Panzer Selbfahrlafette II (75mm SP gun on half track). 2 were made and lost in North Africa. Here, it's a proxy Marder, and was eventually KO'd by a 37mm AP round.