Showing posts with label 3mm. Show all posts
Showing posts with label 3mm. Show all posts

Monday, 12 May 2025

Strength & Honour Heraklea Pyrrhic v Republican Roman

A Strength & Honour game against Pete using the new Conquest supplement to play the battle of Heraklea  between Pyrrhus' Epirot army and Lavainus commanding the Republican Romans. The Roman's aim was to cross the Siris river in the face of the Epirot army using a flank marching force of cavalry to hopefully outflank the enemy.

The Epirots deploy to defend the ford (which counts as open ground to cross, the rest of the river is difficult to cross):


Epirot skirmishers cross the river to delay the Romans:

A Roman Legion attempts to clear them away:

Remarkably the skirmishers repulse the Legion. Another Legion heads for the ford but is faced off by the Epirot cavalry while a Phalanx takes on a third Legion that has crossed the river:

Epirot cavalry are forced back:

Two Legions are now across the river but are somewhat isolated:

The Roman flanking cavalry arrive on the right but are faced off by the Epirot elephants:

The battle ends with some Romans across the river but the rest being held by Phalanx units:

Great fun and the 3mm armies really look like armies rather than the normal handful of figures! The result was a win to Pete's Romans who had got the required three units across the river. All the units are very versatile and could be used to represent most of the armies in the Conquest supplement so hopefully we will get some more games in, perhaps following the entire campaign of Pyyrhus!



Tuesday, 28 May 2019

Rommel Breakthrough 8th Army v Afrika Corps

As Mark had traveled down from Nottingham to play we thought we should make the most of the day and played a second game, this time with Rommel. Mark chose to attack with the Afrika Corps and we went for the Breakthrough scenario.

The British got very few terrain choices resulting in a fairly open field with two of the German objectives being in the open and two in cover:

The German's quickly capture the furthest forward objective in the open that the British chose not to defend but were slow to develop their attack on the other objectives:

The British repulse the various German attacks without much danger, aided by a raid on the German lines of communication by a small force of Crusader tanks which drew off some of the German force to deal with them:

Further German attacks fail to make any impression on the British defenders:

The British take some damage but are replaced by fresh reserves:

The slow pace of the German attacks has whittled away the day and with night about to fall the Germans have failed to break through the British lines:

This was only Mark's second Rommel game after a long break and it really showed how Rommel has a steep learning curve.

Having played so many games against Andy I think I now have a good idea of how to achieve your objectives in Rommel and how to make the best use of your forces. Mark's attack developed too slowly and concentrated on an objective on a hill that would be hard to capture especially as the Afrika Corps list we used was weighted more towards armor than infantry.

We then played again with the same forces and scenario, having learned some lessons from the first game the Afrika Corps did much better, managing to capture a second objective for a while though losing it to a British counter-attack before time ran out. I've not used the 3mm WW2 armies for a while and it was nice to get them into action again.

Monday, 3 September 2018

Rommel - Breakout Scenario

Andy and I played another game in our series of Mid War Western Desert scenarios using Rommel, this time we chose 'Breakout' with me as the Germans attempting to break out and Andy as the British trying to stop me.

I chose a strong Pz KG with some attached Tigers and two weaker Pz KG one with PzIII's and one with PzIV's. Andy chose to start with an Infantry Brigade with attached Valentines and an Armoured Brigade of mixed Grant's and Sherman's with another Armoured Brigade of Crusaders as reinforcements.

The German plan was to rush forward with the strong Pz KG and the other Pz KG with PzIV's while holding back the weakest Pz KG to try to keep open a line of communication between the breakout force and the German supply centre. The British deployed the mixed Sherman and Grant Brigade on my right and the Infantry Brigade on my left.

The Germans made good progress initially, almost getting to the objective and establishing a strong position to capture it.

In response the British formed a cordon behind the breakout force isolating it from their supply line and advancing on the flanks of the breakout.

Combat then broke out on both flanks with the Germans attempting to defend the Panzer Grenadiers heading to the objective and the British trying to stave in the German flanks. On the left flank the combats went badly for the Germans who started taking losses, on the right the British struggled to make an impact.


While this combat continued the reserve Pz KG attempted to open a line of communication to the breakout force but failed to achieve a viable supply line.

The Germans then managed to take the objective and formed a defensive line to defend it while syphoning off some units to achieve the requirement to get at least 7 units off the battlefield by night time.

The German's now needed to hold out against the British attacks which were given new impetus by the arrival of the Crusader Armoured Brigade to boost their numbers.

Several more German units have either been eliminated or left the battlefield leaving just the Panzer Grenadiers holding the objective and an area of soft sand nearby. The few remaining German tanks are quickly mopped up by the British but, as darkness finally falls, the British can't dislodge the Grenadiers and the battle ends.

This was another great game in our series of Rommel scenarios with the Africa Korps and 8th Army, Rommel really makes you think like an army commander to achieve your objective or stop the enemy achieving theirs. This was the second time we played this scenario, in the first I sent all the German's forward immediately and abandoned my line of supply which gave me more troops to defend the objective but really drained my options by being isolated all the time. The Germans did win the first one but it was very close compared to this one. My plan to hold back one Pz KG to try to keep the troops on the objective supplied failed to do what I had hoped but may have drawn off more of Andy's force to throw them back so perhaps it did work just not the way I anticipated! From Andy's point of view I think that, as ever, it is hard attacking the elite Afrika Korps with lower strength units and generally worse armour. Andy did destroy a large number of the German tanks for not that many losses of his own and perhaps would have been better off not placing a hill on the objective which made it very hard to dislodge my infantry once they took it.

We've now played all the scenarios with Mid-War armies. The rules have really shown that the British, Germans and Italians all have their different strengths and weaknesses. The British have a good Op's board and are strong when defending especially when they can add some Sherman's to improve the quality of their armour. The Germans are probably more balanced between attack and defence especially when their tanks are generally better but are expensive and fewer in numbers as a result. As for the Italians they can really help bulk up a German army especially when defending when the static poor Italian infantry can hold a lot of ground for little points cost. It would be interesting to see how they do on their own which we have not tried yet.

Next we intend to move back in time to the Early war in the desert, it looks even more challenging for the British with their unreliable tanks against the Germans and perhaps the Italians without their Teutonic overlords!