Tuesday, October 7, 2025

Some 15mm walls from Flames of War (for Battlegroup)

The other day my local game store got a stash of old Flames of War boxes (and a bunch of old metal minis in appaling condition).  I snagged the box of old Gale Force 9 'Battlefield in a Box' walls.
 

As with most of the Gale Force 9 stuff it's pretty lifeless out of the box - despite being 'pre-painted' they often need some touching up to really blend with anything.  They feel very...stale?
 
So I slapped them down on some bases, slapped on a few washes/filters and then did the full basing routine.  I shaped them to kind of "clip on" to random buildings as a rear yard.
 




 

Saturday, October 4, 2025

Battle Report: Famine, Sword, & Fire (Assault on the Trading Post)

Finding myself with a free Saturday evening, I decided to play a follow-up game to the previous Battle Report.  This will continue the story of the Night Goblin incursion into the Border Princes area, raiding along the East Trail.

This game will be a 300 point game, fought on a 4'x4' table (this table size seems to suit games of 250-300 points fairly well.  Much larger and I'd suggest a larger table).
 
The scenario for this game is simple, it's a straight up fight.  Both armies are arriving from "off-table" (one of three deployment methods).
 Background:
As the mercenaries of Brivoli's Great Company withdrew from the initial counter with the Night Goblins, they sent word for aid from a nearby camp.  A fresh force of mercenaries was dispatched, arriving ad a trading post along the East Trail.  Long ago this trading post had been a walled fortification, but now it sat in disrepair, crumbling walls long surrendered to the weather.  The occupants had fled further west at sight of the smoke in the distance, all too familiar with the indications of foul raiders nearby.
 The Night Goblin horde had lost its leaders, but a weaker, novice shaman had taken control after killing a few other contenders.  They knew that simply following the road west would reward them with more villages and farmsteads to raze.
 
As a roiling thunderstorm threatened from the south, the two forces met at the trading post.
 
Forces:
As with last game, I wrote up two quick and relatively simple lists, this time at 300 points, a 50 point increase over last game.
 
Night Goblin Force:
 1x Company(8) of Regular Light Infantry (Wall of Spears, Fleet-Footed)
1x Company(8) of Regular Light Infantry (Shield Wall, Musician)
1x Company(8) of Regular Light Missile Infantry (Well-Armed, Pavises)
1x Regular Monster (Fearsome Charge, Troll Blood)
1x Regular Monster (Fearsome Charge, Troll Blood)
1x Company(5) Regular Beast Pack (Slaveing, Pack Hunters)
1x Veteran Hero (Spellcasting, Magic Mushrooms, War Horn)
1x Veteran Hero (Berserk, Backstabber, Poison)
 
Using some of the same blocks of infantry as last game, but I've switched up some traits for variety.  I've added some of the newly painted trolls and swapped out the shaman for a spare.  The second hero will represent the Night Goblin fanatic and is concealed within a unit of spearmen.  I amusingly drew a terible General, which seemed fitting for a novice new to command...
 
Mercenary Force:
1x Company(8) of Regular Light Infantry (Javelins, War Drums)
1x Company(8) of Regular Heavy Infantry (Brutal, Steadfast)
1x Company(5) of Regular Light Cavalry (Pursuit, Advance Patrol)
1x Company(5) of Regulat Light Missile Cavalry (Skirmishers, Pistoliers)
1x Regular Artillery (Mule Team, Volley Gun)
1x Elite Hero (Inspiring, War Horn, Grand Banner - Revered Standard, Stealthy)
 
The mercenary force is smaller, but a bit harder hitting, with speed on their side.  I don't know if this will cope with the mass of Night Goblin bodies, but a big brick of heavy infantry is really tough to shift.  The Elite hero is kitted out as a support character and will help units stay in the fight.  The artillery will suffer from line-of-sight issues (I made the table after writing the lists without considering them).  The mercenaries drew excellent commanders across the board, and had access to two Agent rolls before the game.
 
Agents:
 
Through the use of agents, the mercenary force recruited a small detachment of locals to assist in the fight and deployed some units ahead of the game.
 
Player Turn 1: Brivoli's Great Company
 
Winning the roll-off, the mercenary force began rolling to arrive on the table.  Using one of their agent results, I placed the artillery and the heavy infantry onto the table so they could activate first turn.  The artillery was dragged forward by its oxen, while the heavy infantry advanced quickly (well, as quickly as ogres are wont to...) down the right, toward the open field.
 The rest of the army, excluding one infantry unit arrived on the table - a huge result considering the mediocre quality of most units.  This was a solid advantage for the mercenaries.  If the Night Goblins fumble a few turns and arrive in strung out order, the mercenaries may be able to pounce before they can organize!
 
Player Turn 1: Night Goblins
Oof.  Well, as feared the Night Goblins rolled to arrive and only brought on less than half of their force - a company of archers, a single troll and the not-so-tolerable shaman.  The only slight saving grace was that a full table quarter was forest.  This protected me slightly from enemy missile fire, and would allow my trolls and heroes to take advantage.  Fighting in dense terrain like a forest means increased lethality for both sides.  It would be risky to send mercenaries into the woods with the trolls lurking around.
 
Player Turn 2: Brivoli's Great Company
 
Having expended energy rushing to the battle, the mercenary force slowed and caught its breath as it entered the trading post.  Only a few units activated successfully.  The ogres on the right flank, moving briskly down the outside wall - toward the open fields where the goblin archers were spotted.  The Hero marched up the center road, bellowing commands.  The last infantry unit arrived on the table (the mercenary force now complete).  On the left, the unit of skirmish cavalry galloped toward the woods, preparing their long ornate pistols.


Player Turn 2: Night Goblins
 
Fair trade.  Many of the mercenaries had failed to activate, giving the goblin force a breather.  This time, ruddy red caps could be seen poking up from the wheat field.  One spearmen mob arrived (including the hero concealed within!), and the squigs bounded into the forest near the shaman.  The shaman hesitated to order anyone forward as I didn't want anyone caught advancing alone by quick human cavalry.  Next turn...just bide my time...
Player Turn 3: Brivoli's Great Company
 
The mercenaries had a good turn.  Using some buffs from my Hero, the whole army activated.  The ogres advanced further up the right - now sensing the goblins ahead in the wheat field.  Behind them the arab swordsmen hustled to catch up.  In the courtyard of the trading post the Hero commanded the volley gun forward (it would have to deploy in the gateway to have a line-of-sight lest it be pelted endlessly by indirect arrows all the game without being able to respond).  In the woods the skirmish cavalry crept forward, wary of the squigs ahead of them.  Behind them the arab cavalry galloped up to reinforce them.  


The game would likely come down to two "fields".  The infantry fight in the open, and a blood disaster in the forest.
 
Player Turn 3: Night Goblins
 
More pointed caps appeared amongst the wheat and chaff.  The other goblin spearmen unit had arrived, as well as the last troll who'd been lagging behind.  The shaman hiked his robes up and made for the archers, casting a spell to increase their activation - which they promptly failed.
In the forest the squigs were anxious to charge, and I decided that now was probably the time.  If I was lucky and the skirmish cavalry rolled poorly, I could catch them.  If not, the squigs would have to distract them for a turn or two.  The squigs activated...the skirmish cavalry retreated only 6", giving the squigs just enough reach to catch them!  They devoured two of the cavalry bases, a superb result.  Behind the squigs a greedy troll bounded through the forest, smelling blood.
 
Player Turn 4: Brivoli's Great Company
 
First blood to the damned goblins, eh?  The mercenaries turn didn't get much better.  Inside the compound the volley gun was deployed in the gatehouse, aiming down the road (with good view of goblins).  The hired mercenaries were positioned nearby to hope to counter anyone charging the gun.  The Hero moved toward the forest, suspecting things were about to go pear-shaped in a hurry.
On the right, the ogres shifted, waiting on the araby swordsmen to catch up.  Now the horde of goblins was growing, even the ogres didn't fancy 3:1 odds.
On the left in the forest the skirmish cavalry attempted to flee the squigs, but broke (rolling a 99%!).  They fled just as the araby horsemen formed a line, ready.  The squigs were strong in the woods against open-order enemies, but a block of formed cavalry might be a stretch for them.  It would keep the squigs from reaching the broken cavalry though which was great.

Player Turn 4: Night Goblins
 
Putting on my goblin cap...I wasn't terribly sad about the misfortune of the mercenaries.  The goblins had suffered no casualties and were all on the table and ready to advance.
 
The shaman muttered a spell.  Nothing happened.  He muttered it again, and still, nothing.  He tugged the parchment out to study the words again...
 
On the open field the two goblin spearmen units marched forward, gibbering like fools.  The volley gun crew watched, baffled as the goblin archers marched up the road, stopped, and instead of loosing a volley of their crudely shaped arrows...instead deployed large wicker shields.
 

In the forest the two trolls sat comfortably out of the charge range of the newly arrived arab cavalry, and the squigs sniffed about, unable to decide what to charge.
Player Turn 5: Brivoli's Great Company
 
The remaining skirmish cavalry drew to halt, stopping their flight as they sheltered behind the other cavalry.  In the courtyard the Hero bellowed an order and the volley gun begin rattling its lead projectiles down the road.  The Night Goblins shrieked as the volley splintered several of the pavises they had erected, but an angry eye from their commander kept them in order.
On the right, preparing for the inevitable clash, the araby swordsmen beat their war drum, inspiring both themselves and the nearby ogre for the impending fight.
On the left the araby cavalry charged into the squigs.  It wasn't ideal by any stretch (normal units suffer penalties fighting in dense terrain), but it was the only thing to do.  The squigs and cavalry each lost a base of models.
 
The Hero ran toward the forest, sensing trouble. He could see the trees swaying and knew something larger than a goblin was in the trees.
 
Player Turn 5: Night Goblins
 
The shaman cursed as he continued to mutter his magical incantations.  He chewed a large rot-cap mushroom and waved his hands angrily at the nearby goblin archers.  In response they loosed a large volley of arrows.  One of the volley gun crew collapsed, an arrow through his eye.  His spell had worked!  Or at least that's what he'd tell himself for now...
In the wheat field one of the spearmen mobs advanced quickly and with a shout, shifted into shield wall in front of the ogres.  The other spearmen unit declared a charge, but failed by 1"!  The ogres took advantage of this and counter-charged.  One of the ogres grabbed the goblin commander's head and popped it like a grapefruit.
In the forest the squigs lost more creatures as they fought viciously with the araby cavalry.  The cavalrymen's eyes went wide, spotting two trolls bounding through the forest, only meters away.  This was about to turn against them very quickly.
 
Player Turn 6: Brivoli's Great Company
 
The Hero ran forward, waving his revered standard (drawing a wavering token off the araby cavalry). Nearby the recovered pistol cavalry galloped forward, firing into the forest with no effect on the trolls.  The araby cavalry slaughtered another base of squigs but knew that next turn the trolls were very likely going to smash into them.
In the center of the table the volley gun fired poorly, jamming several times as the remaining crew tried desperately to shoot at the large hordes of goblins outside of the gate.
On the right the mercenaries caught a break.  With a high pitched warcry the araby swordsmen smashed into the goblins, breaking their formation (the goblins lost 'Wall of Spears' when this happened).  The ogres then smashed more goblins.
Player Turn 6: Night Goblins
 
Despite a few good results for the mercenaries, this turn felt like it would be almost decisive.
In the forest both trolls charged into the remaining araby cavalry, smashing several to death, while the rest fled, broken.  Smelling the blood in the air the squigs bounded after them, catching and devouring the rest much to the horror of the nearby mercenaries!
The goblin successes continued!  The archers drove the gun crew off of their treasured volley gun, removing it from the game.  In the large melee on the right side of the trading post the shield wall goblins marched into the ogres, barely phasing them.  However, with a blood-curdling cry the fanatic hero leapt from his concealment in the other spear unit, smashing into the ogres, taking two of them down and inflicting a shock token!
 It was all looking pretty good for the gobbos...
 
Player Turn 7: Brivoli's Great Company
 
Well...that sucked.  I tried to salvage what I could from the ruins of my force.  My skirmish cavalry fired pistols into the squigs, breaking them, and then galloped out of charge distance of the trolls.  Similarly the Hero fled back to the courtyard, staying many steps ahead of the troll threat.  I'd have to reinforce inside the walls and hook up with my other units.
On the right the ogres wounded and drove off the fanatic, while doing little else.  The araby swordsmen only barely harmed the remaining goblins.  It was looking dire.
 
Player Turn 7: Night Goblins

Well this was looking good for the goblins.  I could maybe wrap up the game - not on victory points, but I'd simply have the mercenaries concede defeat if the game continued to turn against them.
 
The squigs failed to rally and continued to bound toward their table edge.  The fanatic recovered, likely bad news for the ogres.  In the large fight, both spearmen units targeted the ogres, whittling them down slowly.
Sensing the quiet of the gatehouse, the archers stashed their pavises, drew their daggers and began heading toward the trading post.  There was loot to be had.
On the right one troll stood bashing a corpse into the ground with glee, while the other chased the attractive banner of the mercenary hero.  His instincts told him that something tasty was carrying the white and blue fabric attached to the pole.
 
Player Turn 8: Brivoli's Great Company
 
I would have to make something out of this turn, or it was probably a sad day for the mercenaries.
 
On the right flank the araby swordsmen killed several goblin spearmen and broke the unit.  The ogres were in a deadlock with the shield wall'ed goblins.
On the left, in sheer desperation the pistolier cavalry advanced, firing into the troll with no effect.  The Hero grimaced and charged, unlikely to win against a monster the size of the troll.  While he stabbed the troll once, the troll responded, inflicting two of the hero's three wounds.
 
Player Turn 8: Night Goblins
 
Out of fairness, I gave myself one turn to clean up some mercenaries.  As much as I enjoy a good comeback story - it was looking rather dire for the mercenaries.
The troll facing the hero inflicted a mortal wound.  As he stumbled away, one of the cavalry fled upon seeing his general collapse.
In the larger melee the rejuvenated fanatic hurled himself into the ogres once more, killing another, but this time wrapping the chain around his own neck in the process.  The ogres, shocked by the sheer violence of the goblins were broken by the unwavering shield walled spearmen.  The araby watched as the proud ogres fled past them.
At this point I called the game.  While it would have gone on for another hour, chasing units around the table, it was a clear Night Goblin victory this time!
 
End Result:
A fairly lopsided victory.  The Night Goblins lost only a handful of spearmen bases, most of their squigs and a few wounds inflicted upon a troll.
 
The mercenaries had a full strength swordsmen unit left, and the volunteer levy that had joined them at the start of the game.  A resounding Night Goblin victory indeed.
 
 
 
 
 
 
 

Wednesday, September 24, 2025

Some bits and bobs for the gobs...

Received a package of 3D printed extras for my Night Goblins today...and so I put them together, primed and painted them up, as you do.
 
These actually look better in person, which may be something with my newer phone's camera...but I'll cope.
 


 

Friday, September 19, 2025

Battle Report: Famine, Sword, & Fire (Raid Along the East Trail)

This is a small narrative game of Famine, Sword, & Fire played solo to showcase some elements of how the game works.  This will not be an exhaustive explanation of game mechanics, but simply a narrative report.
 
Scenario: Raid Along the East Trail

A force of Night Goblins raids a distant farmstead on the eastern fringes of the Border Princes.  Mercenaries from Brivoli's Great Company (currently patrolling the region due to the prior season's increase in goblin raids) respond, hoping to save the farm and the workers. 
The Night Goblin force will begin off-table, entering on the west table edge, while the initial defenders of the farmstead will begin on-table within 6" of the farmhouse.  All remaining mercenary units will arrive as reinforcements, entering from the east table edge.
 
The Night Goblin force will gain victory points for the following: Destroying the farmhouse (+3), destroying the large shed (+2), destroying the small shed (+1), destroying a peasant mob or enemy unit (+1, each).
 
The mercenaries do not gain victory points in this scenario, they simply must prevent the Night Goblin army from scoring nine victory points.
 
Each structure has been assigned a target number and wound value for the scenario. 
The Forces

The Night Goblin force consists of 250-points, with the following units:
 
1x Company(8) Regular Light Infantry (Wall of Spears, Torches)
1x Company(8) Regular Light Infantry (Wall of Spears, Torches)
1x Company(5) Regular Light Missile Infantry (Skirmishers, Woodsmen)
1x Company(5) Regular Light Missile Infantry (Skirmishers, Woodsmen)
1x Company(5) Regular Beast Pack (Slavering, Pack Hunters)
1x Veteran Hero (Spellcasting - Sorcery, Master of Magicks, Stealthy)
1x Veteran Hero (Berserk, Quick March, Cruel) 
For this small introductory style game, I took some simple units.  I started with two core blocks of Night Goblin spearmen, equipped with torches to help them destroy the farm's structures more easily.  I took two smaller companies of Night Goblin archers.  I gave them traits which would help them sit in the trees and pelt enemies without being exposed to enemy return fire.  I took one beast pack with traits to help it eat the enemy peasant mobs more quickly.  I finished up with two heroes, one a Night Goblin shaman, and the other a sword-wielding maniac.  I nominated the Night Goblin shaman as my army's general.
 
The mercenary force was split into two groups.  Group A would begin on the table (near the farmhouse) while Group B would be arriving as reinforcements.  This meant the initial group would have to fight off the Night Goblins for a couple of turns before the reinforcements began to show up, unless I took fast units such as light cavalry, etc.
 
Group A consisted of:
 
3x Peasant Mob(4) - no traits.  These units were free for the scenario.
1x Detachment(4) Regular Light Infantry (Backstabbers, Ancient Grudge)
1x Detachment(4) Regular Light Infantry (Backstabbers, Ancient Grudge)
1x Veteran Hero (Overseer, Inspiring, Extra Armour) 
Having only a small force on the table initially I went for aggressive traits, including ancient grudges which I put on the two large Night Goblin spearmen units (one unit had a grudge against each).  Backstabbers gives me bonus dice against an enemy unit which is already fighting a friendly unit.  With so many detachments on the table, this made sense.
 
The peasant mobs are generally garbage, but they're free bodies...and who doesn't want to defend their own farmstead against evil goblins?  The Hero took Overseer which lets him boost the activation of nearby peasant mobs, and Inspiring to help the other detachments.
 
Group B consisted of:
 
1x Company(5) Veteran Light Missile Infantry (Well-Armed, Quick March, Piercing)
1x Detachment(4) Veteran Light Missile Infantry (Firelocks, Well-Armed, Pavises)
1x Company(5) Regular Light Cavalry (Skirmishers, Javelins)
1x Veteran Mounted Hero (Extra Armour, War Horn, Campaign Veteran) - General
1x Courier (assigned to General) 
This group was all speed and missile attacks.  The Light Cavalry have a Reinforcement value of two, so they'll start rolling to arrive on Turn 2, meaning the farmstead won't be outnumbered too long.  Two small units of veteran missile troops with a variety of traits would give me some stand-off shooting.  The general was a simple Veteran Mounted Hero with a war horn to activate friendly units nearby automatically - if only once per game.  My last few points were spent on a courier - a one-time-use item which lets me activate one unit automatically without testing.
 
Commanders & Agents
 
After designing the forces, I rolled for each unit's Command and Loyalty values - and then drew my armies commanders.  Commanders can boost or penalize units, and provide additional traits or benefits.  From this several units gained additional traits, and the Night Goblins received two agents; a Spy and a Mystic, while the mercenaries received a Spy.
 
Agents are off-table elements which impact the game, and are rolled prior to the start of the game.
 
The Night Goblins rolled for their agents and receives mystical omens, allowing them to inflict penalty dice on their opponent during the game - and a bribe which reduced the command and loyalty of a detachment defending the farmstead.
 
The mercenary spy likewise bribed one of the Night Goblin spearmen units, reducing its values.

Deployment
 
Group A from the mercenaries was deployed within 6" of the farmhouse itself.  Five detachments and the one Hero leading them.  The Night Goblins begin off-table, but take the first player turn. 
Player Turn 1: Night Goblins 
Beginning off-table, the Night Goblins began rolling to arrive on the table.  Amusingly the whole army arrived, excluding their general, the shaman.  One unit of spearmen had gained the Vanguard trait from their Commander and thus began on the table, breaking into open order to advance off the road and through the woods - the big storage shed in sight. 
Player Turn 1: Brivoli's Great Company 
Slightly disheartened to see the majority of the Night Goblins appearing on the table in the first turn, the mercenaries went about their business.
 
The Veteran Hero and one peasant mob were situated inside the small wall of the farmhouse, giving them some cover from enemy missile fire and a good vantage point.  The two detachments of light infantry moved forward, ready to face the Night Goblins which vastly outnumbered them.  One peasant mob even move forward, anxious (or terrified) to help.
 
Player Turn 2: Night Goblins 
Seeing the farm was not abandoned, the Night Goblins began gibbering with excitement.   Any remaining doubts faded when the wayward general arrived, hiking up his robes as he pushed through the wheat field.
 
On the left flank of the Night Goblins the first archers emerged into the edge of the tree line, loosing a volley of barbed arrows at the peasant mob on the farmhouse balcony.  The peasants screamed as several dropped to the ground, dead...and the mob took a Shock token from the fear.
 
Nearby the first unit of spearmen was hopping over the fence and, spotting the large shed nearby, decided to forego forming up and simply charged wildly at it - torches waving.  The stunned mercenaries nearby watched as the goblins set the shed alight and smashed at it with spear and fist, removing 2/3 of its wounds.  (I chose to pursue victory points over sound tactics...)
 
The Night Goblin hero scuttled forward in the woods, watching gleefully the destruction before him.
 
The other unit of archers was too busy arguing amongst themselves to advance.  The spearmen and the pack of ferocious squigs, however, marched forward anxious, hearing the sounds of destruction.
 
Player Turn 2: Brivoli's Great Company 
At the start of Turn 2, Group B units started to become available.  I rolled for both the Light Cavalry and my general, but only the Light Cavalry appeared on the table edge.
 
Nearby...catastrophe struck. 
The detachment near the Night Goblins who were busily demolishing the large shed...refused to move, even using the Inspiring rule from the nearby Hero.  The specter of fighting actual goblins froze them in place.  The other detachment also froze upon spotting the foe.  Even the peasants in the farmhouse refused to move.  In all, only one peasant mob advanced.  The Hero himself left the safety of the farmhouse and moved down into the field, drawing his sword.
 
Player Turn 3: Night Goblins 
Spurred on by the pure cowardice of the enemy...the Night Goblins rampaged forward.
 
The goblins hacking and burning the large shed suddenly realized there were humans only paces away.  They screamed, formed into Wall of Spears and charged.  Doubling the mercenaries, they inflicted two combat tokens, but suffered one in return.  One base of mercenaries was dispatched while the humans managed to shatter the formation of the Night Goblins! 
Watching this calamity unfold the Night Goblin hero selfishly ran full speed, jump kicking the burning timbers of the large shed.  It collapsed in a burst of sparks and ash.  The Night Goblins scored 2 victory points...only seven more to win. 
The archers nearby were so captivated by the fire and embers that they did nothing.
 
The other archer unit also continued to squabble, despite the jeers of their general nearby.
 
The remaining spearmen unit formed into Wall of Spears and marched forward.  The shaman grinned, summoning dark sorceries - casting 'Wall of Flame' on the unit so that it could not be charged in the following enemy turn. 
Seeing the wily peasant mob prepring to assault his goblins the shaman whistled and pointed.  With a squelching roar the beast pack hurtled across the table (using one of their two sprint tokens) to run straight into the unsuspecting peasants.
 
The squigs devoured three of the four peasant bases, and then broke the final base - it fled a full 12" toward its table edge, terrified and with a Shock for good measure!  The peasants inflicted one token on the beast pack, but it did not affect the squigs. 
It had been a tremendously solid turn for the Night Goblins and the scenario was rapidly going their way.  They had scored 3/9 victory points. 
Player Turn 3: Brivoli's Great Company
Things were looking dire as the turn began.  The general failed to arrive, again!  The remaining two infantry units would not start rolling to arrive until turn four.
 
The good news was that the last peasant rallied, removing one of the three Night Goblin victory points.

One detachment of light infantry activated and charged into the vicious squig pack.  In a fierce scrap, both units took two tokens, but the squigs lost two bases - while the infantry took wavering tokens and passed a loyalty test.  It was looking slightly better. 
With the squigs distracted the Hero attempted to charge into the mass of Night Goblin spearmen.  The Hero drew his sword, diving into the chaotic mass of goblins, cutting down several.  He removed two bases and inflicted a wavering token on the unit, taking only one wound in return (Heroes possess three wounds).
 
Now that the goblins were distracted by another unit, the detachment of light infantry could make use of their Backstabbers trait...and the fact that they goblins had broken formation...and their ancient grudge!  Despite both units rolling a fistful of dice...the Night Goblins did nothing, and the mercenaries only caused a loyaly test.  Quite a dud result!
 
One peasant mob advanced, furious at the destruction of their property.
 
Behind them, the newly arrived light cavalry took a moment to survey the battlefield, hesitant to charge without their general's orders.
 
Player Turn 4: Night Goblins

With the failure of more mercenaries to arrive, it was time to crush these puny farmers.
 
The second large unit of spearmen marched in Wall of Spears, crushing into the detachment which had just slain several of the squigs.  With a fearsome crush, the detachment of light infantry broke, fleeing in the face of so many goblins.  Next stop, farmhouse!
 
On the other side of the table, one of the Night Goblin archer units pelted nearby peasants with bows.  The peasants took several wavering tokens and a Shock token.  Taking advantage of this, the Night Goblin hero charged, screaming and butched more of them - breaking the peasant unit.
In the center the shattered Night Goblin spearmen struggled against the surprisingly nimble mercenary Hero.  Unscathed he inflicted two tokens on the unit, including beheading their unit commander!  Who was this guy?  The shaman grimaced and unleashed a Death Bolt spell at the whirling human mercenary. Nothing!  What protected this foolish human?
 
After the mercenaries fled the beast pack of squigs bolted after a fleeing peasant, devouring it and wiping out the unit.  5/9 victory points already!
 
Believe it or not the second unit of archers failed to activate for a third turn in a row.  The discussion or argument was surely heated.
 
Player Turn 4: Brivoli's Great Company

Short of a miracle it didn't look too great for the mercenaries or the farmers they had expected to save.

The fleeing light infantry detachment rallied, despite being next to an angry pack of squigs (probably a bad idea...). The fleeing peasants did not rally, continuing to run.
On the east table edge, good news at least.  The general had arrived, fashionaly late, but he'd brought two units of veteran missile troops with him.  Next turn the shooting could begin.  He nodded to the worried light cavalry commander who finally stood in his stirrups and pointed to the goblin menace.
 
To be sure, I spent my only courier on the Light Cavalry and they declared a charge against the long Night Goblin hero.  I burned a sprint token just to be sure I had the range and discharged my pistols (represented by the Javelins trait) as I galloped in.  The Night Goblin took two wounds from the pistols and a third when his head was chopped off in the charge.  Progress.
In the chaotic fight near the shed, the mercenary infantry managed to slay more Night Goblins while gaining a Champion of their own! (a rare combat result).  The mercenary Hero similarly suffered a wound, but chopped down more goblins, quickly turning the fight.
The remaining peasants watched on in fear from the safety of the farmhouse. 
 
Player Turn 5: Night Goblins
 
Seeing the arrival of more humans on the horizon, the shaman began to panic.  Wherefor had these men such mettle?  He spat and waved his arms excitedly, urging on his diminutive brothers.
In the center, the remaining large company of Night Goblins smashed into the back of the beleaguered mercenary infantry.  They took shock, and still gained inspiration from the fight, unwilling to break.  They grimaced at the Hero fighting alongside them and the Champion who had emerged...and then the squigs attacked.
The squigs pounced into the backs of the infantry, biting their necks and loins viciously.  The infantry unit finally broke, but being unable to flee, was destroyed.  The Hero watched in horror as the remaining Night Goblins turned on him, sticking him in the gut with several spears.  Finally the mercenaries near the shed had been dispatched.  It only took the entire goblin army.
At the back of the table the goblin archers failed to activate a FOURTH time.  The shaman was so irate he didn't even do anything this turn.
 
The remaining goblin archer unit loosed arrows at the swiftly galloping mercenary cavalry to little effect.
 
It had been a rough turn, but the Night Goblins found themselves sitting on 6/9 victory points.  So close!
 
Player Turn 5: Brivoli's Great Company
 
Losses were mounting.
On the general's left the Araby missile infantry advanced, loosing harmless arrows at the distant goblins.  He advanced next to the farmhouse, as he watched the stubborn dwarfs moving slowly.  On his right the light cavalry discharged their last pistol shots into the squigs (slaying one), and then charged into the battered goblin spearmen, slaying one base and breaking the unit.  It was going to be a close run thing...
 
Player Turn 6: Night Goblins
 
The Night Goblin shaman tugged his robe down over his head and screamed into it.  Down the road the broken Night Goblin spearmen fled across the fence and off the table.  He heard the archers behind him finally agreeing "what colour wheat is" as they started moving.  He reminded himself to curse the unit commander in his sleep...
 
Desperate for more food the squigs bounded after a small group of peasants.  To their surprise the peasants fought back angrily and none were slain.
Knowing full well that the light cavalry would run away if charged, the remaining block of Night Goblin spearmen ran down one of the remaining mercenary infantry detachments, and prepared to face off with the newly arrived archers and dwarf gunners.
 
Player Turn 6: Brivoli's Great Company
 
He was called 'il bastardo grigio' by his men, "the grey bastard".  Not many men even knew his real name.  They just knew he was as dour and miserable a sonuvabitch as they'd ever served under.  He never moved without purpose.  Today his purpose as simple.  He drew his war horn and blew into it fiercely (providing himself and all friendly units with inspiration tokens).
 
He drew his sword and charged headlong into the nearby squigs, skewering all the remaining beasts, much to the peasant's delight.
At the other end of the table the Night Goblin shaman felt the earth under his feet shaking.  He tugged his hood back up and his eyes bulged out of his head.  The human light cavalry came bursting through the trees, hacking at him.  He even took a horse hoof to his big nose, breaking it instantly.  He screamed for help.
The large body of Night Goblins came under missile fire from the Araby infantry, but noticed that the dwarfs remained silent (insulted that the Araby had taken the initiative to attack greenskins before they did).
 
Player Turn 7: Night Goblins
 
The shaman whipped his staff around frantically trying to fend off the mercenary cavalry.  He ducked a spear point and rolled in the mud under a fence.  "Save me you fools!" he screamed at the nearby archers who were watching with some measure of amusement.
The archers were too busy laughing the shaman to even loose an arrow in anger (yes, they failed the activate a FIFTH time...rolling nothing but 90's+ all game).  The other archers in the woodline scrambled over but only loosed a hapless volley.
In the center of the table, the large Night Goblin company realized they needed to burn down the farmhouse marched at it, hoping to clear the peasant mob and set it alight.  They successfully slew two of the three bases of peasants, but not enough!
 
Player Turn 7: Brivoli's Great Company
 
The remaining peasants in the farmhouse attempted to flee from the Night Goblins, but instead broke (putting the Night Goblins on 7/9 victory points!)
 
Once they fled, however, the Araby archers and dwarf gunners opened fire, inflicting casualties and wavering tokens on the large unit of Night Goblins.
Back at the road, the shaman died cursing at the nearby goblin archers who watched him being rode down by the light cavalry.  Behind the other Night Goblin archers an angry form appeared, hurtling through the wheat field.  The grey bastard had lost his temper.
Player Turn 8:  Night Goblins
 
Despite the death of the shaman, the Night Goblins were tantalizingly close...just a few more kills, or burning down the farmhouse would do it!
 
Ignoring the enemy guns and arrows, the Night Goblin regiment set the farmhouse on fire, destroying 2/4 wounds.  Along the road, the goblin archers loosed their wicked arrows at the mercenary cavalry but to little affect.
 
Player Turn 8: Brivoli's Great Company
 
The goblins had nearly won, but the mercenaries just needed a few rolls to stop them.
 
The bad news was that the fleeing peasants ran off the table, securing the victory point for the Night Goblins (holding at 7/9!). 
 
Seeing the goblins setting fire to the farmhouse the Araby archers and dwarfs both charged into the goblins, taking wounds, but trying to tie them up (the Night Goblins cannot attack the structure while engaged with enemy units).
The grey bastard charged into one band of Night Goblin archers, being shot and stabbed to death in the process, but inflicting four tokens (nearly breaking the unit).  The light cavalry charged into the other Night Goblin archer unit and inflicted four tokens as well, slaughtering 4/5 bases in a phenomenal charge.

Player Turn 9: Night Goblins
 
Even playing solo, this game was stressing me out.

The remaining Night Goblin archer tried to fight back against the light cavalry, but accomplished nothing.  They also failed to kill him!  In the woods nearby the other unit of archers eyed the farmhouse which was burning, but they were hesitant to move out of the woods.
In the center the Night Goblin spearmen inflicted tokens but no losses on the dwarf gunners, anxious to defend themselves.  It would take too long to fight off the infantry - the cavalry would surely return for them!
 
Player Turn 9: Brivoli's Great Company
 
Things were getting suitably desperate.  The light cavalry - despite being unable to kill a final base of Night Goblin archers had to withdraw from combat.  If they didn't get back to the farmhouse soon, the goblin spearmen there would kill off the mercenaries and set the building ablaze.
In the melee at the farmhouse two bases of Araby archers were slain, with little impact on the Night Goblins.  Spotting the other Night Gobin archer unit, the remaining peasants advanced, anxious to protect what was left of their homestead.
 
Player Turn 10: Night Goblins
 
This small, introductory 250 point game was officially ridiculous.
The last Night Goblin archer base - in complete shock of the flight of the light cavalry - steadily aimed and loosed an arrow, sticking one of the cavalry through the neck, killing him.  The other Night Goblin archers emerged, showering the light cavalry with missiles as well, inflicting another wavering token on the unit.  The Night Goblins at the farm house slew yet more Araby infantry, anxious to resume razing the stubborn house.
 
Player Turn 10: Brivoli's Great Company
 
The light cavalry failed to activate.  In this, the most key moment of the game...nothing.  The Araby infantry were slain, pushing the Night Goblin victory points to 8/9.
 
In a last desperate hope the dwarf gunners withdrew from combat successfully, simply hoping that next turn the Night Goblins would not inflict enough damage to burn down the house.  This would give the mercenaries one more chance to shoot and charge the final goblin unit (if we ignore the pesky archer units!).
Player Turn 11: Night Goblins
 
This was it.  The dice roll to win the damn game, finally. 
 
The Night Goblins had five dice to roll a total of 16.  Success.  The farmhouse turned into a pyre, and collapsed on its remaining timbers.  The Night Goblins scored their 9th and final victory point, winning the game.
The Outcome:
 
A narrow Night Goblin victory.  The models remaining for each side:
One unit of six Night Goblin Light Infantry with a Champion.
One unit of one Night Goblin Light Missile Infantry
One unit of four Night Goblin Light Missiel Infantry.
 
One unit of four Mercenary Light Cavalry.
One unit of four Mercenary Light Missile Infantry with a Champion.
One unit of two peasants. 
 
The Night Goblins scored:
+2 VPs for destroying the large shed.
+1 VP for slaying a peasant mob.
+1 VP for slaying a Light Infantry detachment.
+1 VP for slaying a peasant mob.
+1 VP for slaying a Light Infantry detachment.
+1 VP for slaying a Light Missile company.
+1 VP for slaying a Mounted Hero
+3 VP for burning down the farmhouse.