Wars of the Roses – Blore Heath – Battle Report

This is the second battle report in our long standing campaign to re-fight the Wars of the Roses. Details can be found on the campaign page. Jeremey  takes us through the battle of Blore Heath.

Battle of Blore Heath
I had originally put this battle down with the Lancastrians as the defenders. Accounts of the battle have the Lancastrians arriving first and taking up a defensive position along a stream. The Yorkists then arrived and being outnumbered took up a defensive position in turn at which point the Lancastrians attacked. But my opponent Stephen put forward the arguement that the battle was essentially a Lancastrian attack and so that’s what we went for.
As with the first battle we had two guest commanders, this time Andy joined the Lancastrians while Tim joined the Yorkists. For this battle both sides had 750 points and we played using the Sword and Spear 2nd edition rules.

For the start of the battle I took up command of the Yorkist left while Tim took the right. This left me facing Andy across the stream and Tim facing Stephen. One of the house rules we had for this battle was that the Lancastrians had to have at least four units of cavalry, as that was a feature of the historical battle. In the end Stephen had six cavalry units of various types and kept them all under his command. The Yorkist forces were an even mix of archers and billmen distributed evenly between the commanders. The only difference being I also had some guns in the centre.

The start of the battle saw the Lancastrians waste no time in bringing forward their archers in the centre ground and cavalry on the Lancastrian left. Seeing this I pushed up my guns in the centre knowing they outranged the archers.

Being in keeping with the historical nature of the battle, Stephen decided to charge his cavalry straight across the river. Despite never having played Sword and Spear, Tim managed to put his archers into a good position to cover any attempts by the Lancastrians to cross the river. These made short work of the light cavalry before they could charge into contact.

In the centre it was a different story with the Lancastrian archers getting the upper hand. The Yorkist guns were the first outright casualty while the other archer units also took some damage. Due to this I moved my billmen and men at arms back from the river and out of range. This was immediately called out as a cowardly move by the Lancastrians.

As more Lancastrian cavalry approached the river. This time mounted men at arms, Tim encouraged by the ease at which the last attack was repelled moved some men at arms up in response to the treat.

On the Yorkist left flank I had positioned my cavalry as a diversionary tactic. I was hoping Andy would commit some of his units to counter the threat rather than strengthen the centre. But then having gained the initiative by quite a big margin Andy rolled the dice to see which of his units he could activate. The roll was a complete disaster leaving Andy with only one unit receiving an activation.

Seeing the lack of action on the Lancastrian right and because I was losing the archery duel in the centre I took the bold step of committing my cavalry across the river unopposed with the view of taking the battle to the Lancastrians.

As mentioned the Lancastrian archers were winning in the centre. Despite being Militia units they were outclassing my retinue archers. This led to more tactical (ahem) retreat moves from the Yorkist billmen units.

Meanwhile the Lancastrian right went from bad to worse. The Yorkist cavalry charged in against the opposing billmen with the resulting dice throws ending is a swift defeat for the billmen. In the above picture you can see the Yorkist dice roll (blue dice) versus the Lancastrian (yellow/red dice). Given the impact rule charging cavalry get such a roll saw the billmen destroyed rather than take a couple of wounds.

The second Yorkist cavalry unit did just as well (helped by having a 6 played as the activation giving a boost to the combat) meaning the original diversion of the cavalry ended up breaking through the Lancastrian right and able to turn and threaten the Lancastrian archers in the centre.

In contrast the Lancastrian mounted men at arms on the Lancastrian left failed to run down the Yorkist dismounted men at arms even with the support of the Lancastrian general and outnumbering them.

Luckily the lancastrian general survived the destruction of the cavalry unit they were attached to. Here we see Stephen “repositioning” his general in a backwards direction which the second cavalry unit fights on.

With potentially more cavalry on the way Tim started to move up more units in support, including his own cavalry.

The battle in the centre came to an end with archery from Andy landing the final blow on my Yorkist archers that had already been suffering under Stephens. Despite all of my archer units being wiped out, in the last attacks I was able to make I did manage to destroy a couple of the Lancastrian militia archers that had caused so many problems.

However at this point in the battle the Lancastrians had suffered heavy loses and wer close to breaking. They only lost one unit in the first morale check, but with the Yorkist cavalry rampaging on their left flank, the Lancastrian cavalry being repulsed on thier right and with a distinct lack of targets in the centre, their options were limited.

Trying desperately to snatch victory from the jaws of defeat Stephen charged the last of his cavalry across the river and against Tim’s mounted men at arms that he had managed to get into position. The following melee of light cavalry versus mounted men at arms with another unit in support went as expected pusing the Lancastrian army over it’s break point and handing victory to the Yorkists.

Yorkist Loses
3 Units of Longbows (9 points)
1 Unit of Crossbows (3 points)
1 Unit of Spearmen (4 points)
1 Unit of Guns (2 points)
Total loses 18 points (Army morale 38 points)

Lancastrian Loses
2 Units of Mounted Men at Arms (8 points)
4 Units of Currours (16 points)
2 Units of Billmen (8 points)
2 Units of Militia Longbowmen (6 points)
2 Units of Welsh Longbowmen (6 points)
Total loses 44 points (Army morale 43 points)

Yorkist Victory

Society Meeting 23rd July 2022

A short roundup of the games at our last meeting.

Four periods/genres were staged at the last meeting.

First up, a couple of games of Field of Glory, using 6mm figures, Early Alans vs Selucids.

Stephen, Tony & Andy played three, three sided SAGA Age of Vikings games, using the Battle Royale scenario from the Book of Battles. Victory is normally decided by Survival points in this scenario, and that’s how we played the first game. In the second game we decided to use Slaughter points, and in the third reverted to Survival Points, but with 5 points for controlling the central objective (the building) and for each charge made.

The first three sided battle.
Stephen’s Hearthguard
Tony’s Vikings
Vikings and Scots clash
Tony’s Viking Warriors vs Andy’s Anglo Danish Hearthguard – battle joined!
Tony’s Viking Warriors – the aftermath, where did the Hearthguard go?
More Scots and Vikings

The first two games finished with the same result, Stephen won, Andy came second and Tony came third. The third game was a tie between Stephen and Andy, with Tony bringing up the rear.

Alan staged an Early WWII game using the I Ain’t Been Shot Mum! rules.

Germans advance through the woods
British Anti Tank Gun
German combined arms
German advance

Finally, Peter ran a 75mm Lord of the Rings skirmish game. This is a participation game set in the Mines of Moria, with players controlling one main character and one Hobbit each. They must buy time for the NPC Gandalf to cast a delaying/blocking spell on the escape route – before the Balrog turns-up! There will be a more in depth report on this game in the near future.

The initial onslaught, “They have a Cave Troll”
They had a Cave Troll!
Gandalf concentrating on his spell.
The Balrog arrives.

What a Tanker – Saturday 09/07/2022

One of our newer members, Eric, reports on a What a (Grav) Tanker game run by Marcus at a recent meeting.

Today I was fortunate enough to play a modified game of “What A Tanker“. Rather than use the original rules published by “Two Fat Lardies”, my opponent and host, Marcus, had adapted them for a sci-fi setting. I was advised from the off that it was a “beer and pretzels” game aimed at having fun and rolling dice rather than anything with any complex hardcore mechanics and depth. Marcus explained that what we were playing was still very much a work in progress and had only ever played in solo mode. There were kinks to iron out and rules to be tweaked, but what he has done with it so far worked well. I get the impression that it’s not meant to have the scope of some small-scale future skirmish games (e.g., Hammers Slammers) – troops and heavy weapons weren’t present in our game. Maybe that is something that will appear later as Marcus works on the rules.

The original Lardies concept is a one-to-one ratio with multiple players fielding one tank each, and in an ideal situation you would have more than two players. However, Marcus’ adaption allows for two players with an increased unit count and the ability to scale up/down players/tanks if desired. As this was essentially a play test, we had several tanks each to command and the rules would be fluid and subject to change as we went.

We used 15mm tanks – the main battle tanks (MTB’s) were a combination of Old Crow miniatures tank chassis with Brigade Models Rapier MBT turrets.

The wheeled, light tanks were Ground Zero Games Paladin II models.

To add to the atmosphere (and create interruption for lines of site), there was some truly brilliant scratch-built scenery supported by alien flora, which looked suspiciously like plastic home aquarium plants (something that was used in Marcus’ sub aqua game). You can have a house point if you can figure out what the basis is for the 15mm buildings.

The rules were quite simple and easy to pick up. Each tank generates a dice pool which in turn is used to generate power that is allocated to different functions – movement, firing, shields, repair and so forth. This provided a level of complexity which meant that it wasn’t just rolling dice and saying “BANG! Your tank’s been destroyed”. Management of the power available to you is an important factor in making effective use of your tank and how it operates. The dice rolled at the beginning of each activation also determine what actions you can perform, with a wildcard number being available (should you generate one) which could be used to facilitate any one of the other functions. For example, you might generate the numbers needed to acquire a target, aim, fire and reload, but not necessarily move. Clearly this is a hindrance if your enemy has snuck behind that abandoned generator shed with the annoying graffiti, and you can’t get a clear shot. This is where the wildcard can be used to perform any of the prescribed game actions. At this point, you would logically trade it for the opportunity to move your tank to get a better shot. The same can be said for any of the other actions that you might need to perform. The wildcard number can also be used to repair non-critical damage.

Unlike other games that rely on a move -> shoot -> melee formula that you don’t normally deviate from, you can issue the commands for your tank in any order you choose. Instead of moving, aiming and firing, if you’ve already acquired your target and have line of sight, you could fire, then move away and reload. This of course, all depends on the previously mentioned power that you have generated via the dice pool and how you have pre-assigned it to different functions.

Let battle commence!, Game 1.

For our game, I was given command of three Paladin II wheeled units whereas Marcus had two heavy/MBT’s. Whilst the heavier tanks looked like they had the edge, we were in fact quite well balanced by me having three units to his two.

We deployed either end of the table with the intention of getting close enough to acquire each other as a target and then aim and fire. All the time, lines of sight were hampered by the local vegetation and buildings, making it tricky to get a bead on one other without exposing ourselves to a barrage of shells/lasers/railgun rounds.

After a while of getting used to the rules (for my benefit) we managed to engage in combat with one of my Paladins taking a couple of hits from Marcus’ MBT. Damage comes in two forms: critical and non-critical. Both types strip you of dice from your pool. If you were to have five dice in your pool and you took two hits; on your next activation, the dice pool would be reduced from five to three. Critical hits can’t be recovered from; these represent non repairable damage, but non-critical ones can. In your next activation round if you generate a wildcard result, it can be traded to remove one non-critical hit, thus restoring a die to your pool. Without those dice it’s a lot tougher to generate the actions you want and provide the power for them each turn.

After several turns of skulking through the undergrowth I finally managed to get into position and land a good couple of solid hits on one of Marcus’s MBT’s. He fired on me but with power management points applied to the shields, I successfully negated any damage he would have caused. The subsequent turn, I trundled into a kill position and finished off the already crippled MBT. This awarded me a special card which could be used in that game or saved and carried over to a future skirmish.

As it looked like our game would turn into one of cat and mouse between Marcus’s remaining tank and my Paladins, we decided to end it there.

The red Paladin takes down Marcus’ MBT, drawing the first game to a close

As there was still time on the clock, we decided to play a second game.

Game Two

This time Steve and James joined me, so we had a Paladin each, while Tony joined Marcus controlling one of the two MBT’s. The scenery set up remained the same and the deployment as was as the last time, with both teams starting at opposite ends.

James took the left flank, Steve, the right and I went down the middle. Tony had managed to work his MBT into a spot where he could snipe on me and stripped away a couple of dice worth of power which made my next activation extremely difficult. It wasn’t long into the game though before we had our first casualty, me! Trying to shield myself next to a building did no good and a second round of firing from Tony reduced my tank to a burning wreck without me even getting a shot off.

Smoke billows from the blue Paladin after receiving catastrophic damage from Tony’s MBT

Meanwhile Steve moved up the right-hand side of the table exchanging fire with Marcus whilst James tried to outmanoeuvre Tony. Steve took some hits which would have meant he was seriously compromised but managed to recover all the damage he had suffered (including any critical hits) with the help of a special play card. Unfortunately, he subsequently succumbed to fire from Marcus, meaning the MBT’s were in a superior position and dominating the battle, leaving just James to try and slug it out with the two MBT’s on his own.

Steve attempts to take the right flank – Marcus’ MBT is just out of shot

James, still on the flank, his Paladin now damaged and functioning at 80% capacity, managed to get into position which gave him a clear shot at Tony. A hail of fire destroyed Tony’s tank, while Marcus looked for a firing solution against James. Marcus fired, but the shells glanced harmlessly off the Paladin thanks to some wise use of power management to his shield. With only Marcus left and in a clear line of site, James reciprocated Marcus’ salvo after winning initiative. The hits were enough to cause some non-critical damage but with the help of a special play card earned from taking out Tony, James’ shells found a chink in Marcus’s armour and truly ended the battle with a bang and winning the game.

James’ Paladin makes its way up the left flank

I’ve deliberately neglected to include some of the rules that were used – for brevity’s sake and because it’s Marcus’ project it’s undoubtedly subject to change.

I can say in all honesty, I look forward to Marcus getting the rules fully realised and written up as this makes for a great pick-up game, with more subtle complexities than would first appear. With the planned revisions that he has this has all the markings of being a great little game. It’s certainly made me want to buy some 15 mm sci-fi tanks now!

OPEN DAY 2022 – CROSSFIRE

John (well, one of our Johns, we’ve got a few) reports on the Spanish Civil War games he ran at our recent open day.

Crossfire is an innovative ruleset for World War 2 concentrating on infantry actions for Company level. There are no fixed game turns and no rulers, the player with initiative moves squads (bases) from terrain item to terrain item. As the squad moves, it can be subjected to reactive fire from the opponent and if suppressed the initiative is transferred to the opponent. Small arms range is anywhere on the playing area so doesn’t need to be measured.

The game is terrain intensive and true to form the pieces were ready at the 11th hour.

During lockdown a series of mini scenarios had been published on Stephen’s Bagalan website based on a 2ft square board, each scenario lasting about an hour and Open Day seemed an ideal opportunity to try out the rules. I’d last played Crossfire in 2005 and having painted some Peter Pig Spanish Civil War figures was keen to give the rules another go.

Each scenario begins with the same forces:

Defender
One platoon – three rifle squads, a platoon commander, a heavy machine gun, a small on-table mortar and a sniper. There is a forward observation officer for an off-table mortar and a minefield. The defender deploys his troops hidden.

Attacker
Two platoons – each of three rifle squads and a platoon commander, plus a heavy machine gun, an Engineer rifle squad, a small on-table mortar and a forward officer for an off-table infantry gun. The attacker deploys on table and starts with initiative.

During the day we managed to play three scenarios, so how would two relative beginners get on?

Scenario 1 The Woods
The attacker used 6 fire missions from the off table infantry gun to lay smoke screens which prevented the defender targeting a platoon which was used to attack the defender in the flank. The further use of smoke and close assault eliminated outnumbered squads. It proved to be a convincing win for the attacker though the defender was hampered by the placement of the minefield and some unfortunate dice rolls.

In the woods conclusion

Scenario 2 The Hill
This was a much closer game where the attacker got bogged down and made some poor tactical choices. The two woods closest to the hill were selected as jumping off points. In the rules there is a tactic called ‘recon by fire’ where the attacker fires at a terrain item hoping to flush out hidden defenders. Failure to employ this meant that the two attacking platoons got bogged down with pins and suppressions. The attacker hesitated to eliminate a revealed forward observer and paid the penalty when one of the platoon commanders was killed. The attacking platoons were recovered under smoke before the hill was finally taken. Again, better placement of the minefield would have proved costly for the attacker.

The hill conclusion

Scenario 3 The Town
This was over very quickly and immediately afterward we wondered whether the scenario was unbalanced.

For this scenario the attacker had checked out ‘recon by fire’ and used this tactic to great effect. The forward officer for the off table mortar was quickly located along with a supporting squad. Under cover of smoke the church where they were hidden was assaulted and they were eliminated. The defender’s on table mortar suppressed one squad but was itself eliminated when the initiative changed. Hidden squads and empty buildings were identified by ‘recon by fire’ then assaulted under cover of smoke. Short and brutal. In retrospect, the defender had deployed his forward observation officer in an exposed location and it’s early elimination made the game easier for the attacker. Perhaps the defender should have deployed the minefield in front of this building to slow the advance.

The town conclusion

Conclusions
The game has a good flow where the players have to think about tactical options as the game unfolds and by the end of the third game we had a good grasp of the infantry rules. It appeared to be easier for the attacker and it would be good to replay these scenarios with different ideas for defender deployment. The game proved interesting to other club members and I’m sure that further reinforcements from Peter Pig will appear in coming months.

 

Society Meeting 9th July 2022

A tad late, but here’s a short pictorial round up of the games staged at our last meeting.

Stephen and Tony G ran a game of Sword & Spear (Romans and Germans) in 15mm.

Paul also ran an Ancients game, using his own rules for 3mm figures.

 

And finally, Marcus and Eric played a game of Marcus Sci Fi adaption of What a Tanker, using 15mm tanks. There will be an article by Eric on this game shortly.

Society Meeting 11/06/2022

A bit later than planned, but here’s a brief photo roundup of the games staged at our meeting on June 11th.

Field of Glory, 6mm Ancients.

Sword & Spear (15mm) – Wars of the Roses

Star Wars Armada

Work in Progress Wednesday

Jeremey has briefly been sidelined, so Tony F takes over the WIP Wednesday reins this week.

The club’s gone relatively quiet lately – obviously everyone’s efforts went into the jubilee ! However, there has still been some progress – Mark J has employed his magnifying glass for his 6mm Saxons (above), then broke out the electron microscope for some 2mm Antonine for Strength and Honour, which are based on perspex.

Warbases’ 2mm Roman Legion (Mark J)

Marcus meanwhile has been working on some 28mm Spy-fi and 15mm Sci-fi miniatures.

The initial stages of some 28mm Spy-fi from Marcus (who, like Bond, seems to have an eye for the ladies !).
15mm Sci-fi from Marcus – mostly Brigade Models but with the odd interloper.

Jeremey has been converting a Copplestone figure to act as his Stargrave crew’s first mate.

Jeremey has named this image ‘Avon’ – a nod to the Blake’s 7 character perhaps ?

And finally, something from me – these were missed from the last WIP Wednesday post (about which I’m not bitter at all…) but since I’m in charge this week, I’m putting them in. First, it’s more additions to my Middle Earth armies – half-a-dozen elf spearmen to accompany the cavalry I painted a few weeks ago.

Six Rivendell elf spearmen

Next is my take on Radagast the Brown – it’s not either of the official GW figures which are rather expensive, but a Conquest Miniatures hedge witch. I added a bird from an OOP Celtos figure which is positioned as if the wizard is talking to it, painted up as a falcon.

Talking to the birds…

And to round things off, another small piece of 6mm desert terrain, an oasis made from 3mm Foamex, a sand/paint/PVA texture, cheap palm trees from eBay and clear PVA for the water.

Water, water everywhere.

Society Meeting 14/05/2022

In addition to the Stargrave game previously reported, there were two other games run at this meeting, both using rulesets new to the Society from from Two Fat Lardies .

First up the 6mm Ancients players tried out the Strength and Honour rules with a couple of games involving Roman and Pontic armies.

Our members collections are primarily based for Field of Glory / DBM, so for this trial game Perspex bases were used to reflect the bases sizes in Strength & Honour.

The left of the Roman Battle Line
Pontics on the left, Romans on the right
Roman Legions form up
Pontic pike phalanxes
Pontic scythed chariot supported by cavalry and clibanarii
View from the Roman lines
Pontic phalanxes with skirmisher supports
Clash of cavalry, Pontic Clibanarii against lighter Roman cavalry
Infantry lines get into the fray

The first game was a narrow Pontic victory, the second was a Roman walkover.

Some members are also building some armies in 2mm for these rules on the regulation bases, here’s a Roman legion arrayed in the triplex acies:

Trial basing for 2mm figures.

The second game to feature a new ruleset was an early WW2 game using “O” Group rules. This featured a British advance on German positions, and ended in a German victory as the British failed to inflict enough damage on the Germans.

The battlefield in the lull before the storm
German officer giving orders
Two Matilda II tanks advance
German Pak 36
German Pak 36
British infantry advance
Matilda IIs with infantry support
Germans take cover behind the hedge.
British infantry also take cover
German heavy weapons, le.IG 18 75mm Infantry Support Gun in the forground. Pak 36 in the background

Finally, a few pictures from the Stargrave game that didn’t make the game report.

Tony’s crew advance
A cyber enhanced critter, the bane of Andy’s crew
Andy’s sniper takes position to cover the flank

Work In Progress Wednesday

A tad late today, sorry folks, but here’s the latest update on member’s painting.

First off, Stephen is painting up some sample packs to test the waters on a couple of projects he’s been umming and ahhing about for the last year or so.

Above you can see some 15mm ECW Scots from Peter Pig.

He’s also trying to find his WW2 mojo, he’s undecided on figure size, but wants to focus on infantry actions rather than tanks.

First off we have some Warlord Games 28mm Late war British infantry, a recent free sprue from one of the wargames magazines.

WW2 British

And changing size, some Russians based up for Crossfire, also from Peter Pig.

WW2 Russians, for Crossfire

Eric continues to work on some Games Workshop figures, a chaos marauder and cultist:

Chaos Marauder & Cultist.
Chaos Marauder & Cultist

Mark has been working on his 6mm Saxon 1809 army, Ist Corp division Generallieutenant Polentz, brigade Generalmajor Lecog, Prinze Celement, von Low and von Cerrini regiments. Basic uniform colour and regimental facings done, flesh, weapon, knapsack and bases to do, you can see the rest of the division in the background including some cuirassiers

Saxon 1st Corp, division Generallieutenant Polentz

That’s all folks, we’ll be back next week.

Are These The Droids You’re Looking For?

Over the last 12 months or so Phil and I have been assembling a variety of figures and vehicles – mostly repurposed toys – aimed at playing Star Wars games in 15mm (many of them have turned up in WIP Wednesday posts).

The Christmas meeting seemed like the ideal time to give them their debut, so I put together a simple scenario. I’d been unsure about what rules to use – I had a copy of the classic West End Games Star Wars miniatures rules as one option and another idea was to modify Games Workshop’s Middle Earth rules since they deal with heroes very effectively (using the magic rules to represent The Force). But I had an idea when I lined up some figures during painting – all of the figures were in squads of ten, which happens to be the same size as a crew in Stargrave. We’ve played a number of games since those were released, including during lockdowns when the club was unable to meet, so everyone was familiar with them which made them the ideal choice.

Figures
All of the figures in this game were from Highlander Studios in the US. For the five players we had two squads of Rebel troopers, two of Imperial stormtroopers and one of Jawas. There were also a few figures from the hero packs, including the droids and a couple of smugglers. The Jawas’ Ronto beast was a Galoob action fleet toy.

Buildings and Scenery
All of the buildings were put together by Phil from the Brigade Models 15mm Desert and Advanced Buildings ranges. The various walls and clutter around the buildings were also by Brigade. Some of the scatter terrain came from Debris of War. The desert mat came from Tiny Wargames.

Vehicles
The vehicles are sourced from a variety of toys and model kits. The Imperial stormtroopers flew in on a Galoob shuttle while the Rebels used a Revell U-Wing. The droids’ escape pod was also from Galoob, along with the skiff. The Falcon was another toy, it’s actually the wrong version (it’s from Solo and has the square radar) but I wasn’t too fussed about that, after all it looks like what it’s supposed to be, besides being much cheaper than any alternative I could find ! Luke’s landspeeder was a diecast model sourced from eBay, unfortunately I can’t remember the brand name. All of them came pre-painted, so were just given a wash of thinned black-brown acrylic mixed with Johnson’s floor polish, followed by a coat of Army Painter spray varnish – it’s amazing how this simple technique turns a toy into a scale model.

Scenario

Click for a larger version

The game is set at the start of the original Star Wars:A New Hope movie. R2-D2 and C-3PO have been ejected in an escape pod over Tatooine to keep them out of Imperial clutches, but here the story changes slightly. The Tantive IV has somehow evaded capture and has now despatched a shuttle full of Rebel troopers in a desperate bid to recover them. The Imperial Star Destroyer also spotted the pod, and sent down their own landing party to investigate. Both craft came down a short distance apart on the outskirts of Mos Eisley.

The game was intended for five players – two Rebels, two Imperials and myself playing the Jawas while also acting as a vaguely impartial umpire.

The players needed to search the buildings to find the droids – but there were other things in the buildings besides Artoo and Threepio. Each building had a random set of inhabitants, including Rebel sympathisers, Imperial loyalists and a pair of smugglers – plus the droids of course. Although I randomly rolled each time one of the buildings was searched, things were ‘fixed’ so that the droids would be in the last building to be searched.

The Rebels came out of the traps much more quickly than the stormtroopers – their lightly armoured figures moved slightly faster – and began searching the first buildings straightaway. They uncovered a pair of Imperial loyalists in the first building but made short work of them. However, nearby firing upset the Ronto which stampeded, and one Rebel squad ended up in a firefight with some Jawas (which inevitably ended badly for the locals).

The Imperials slow-but-steady approach saw them unearthing some Rebel sympathisers, whose appearance was brief as they disappeared under a hail of fire. The two forces were by now engaging each other, and the slightly better armour and longer-ranged weapons of the Stormtroopers began to be significant. They unearthed a pair of Sabacc-playing smugglers – Han and Chewie made a dash for the Falcon (obviously wishing to avoid any ‘Imperial entanglements’) but Han was immediately gunned down as they tried to cross the square. Chewie’s bowcaster dealt out some measure of revenge, but eventually the Wookie went down too.

By now the Rebels were searching the last building, and found the two droids. All they had to do was return them to their U-Wing and get off planet. However, they had taken more losses than the Imperials in getting to this point and numbers began to tell. One by one the Rebels were picked off by the steadily advancing line of Stormtroopers, until there was one Rebel trooper left. He got the droids virtually to the U-Wing’s ramp but fell at the final hurdle, allowing the Empire to snatch victory at the last.

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