Several weekends ago WR and Daniel had an invited opportunity to play a Warhammer “The Great War” 1914 Marne scenario from David. Sort of fitting since the actual WWI started in earnest that same month 100 years ago. WR has never played WH “The Great War” (TGW) before but is experienced with the Warhammer Ancient Battles (WAB) and Clash of Empires (COE) game systems. So playing like an “ancients” player, the WWI German army I figured was in for a big shock but somehow seemed to work for the situation.
David and his son Sam have been collecting a small collection of 1914 era 28mm miniatures and been looking forward to a collection sized scenario game. David devised a meeting engagement action over some French ruined farms, a shallow river bridge and the BEF arriving to save the situation of the “plucky” French. WR cannot really go into or write about the TGW game rules or scenario as his inexperience with the game rules clearly showed during our scenario play. Overall the game was very interesting, close running and a true WWI bloodbath at conclusion.

German deployment and advance towards the French river outpost. Looks ancients like by WR’s starting setup.
German forces involved (WR and Sam as dice roller): The German roster basically was a weak battalion representation with attached Jaeger platoon and some support mortar and MG sections.
Battalion Commander Colonel with two soldiers and Battalion Major as his staff officer.
“A” and “B” Companies: Each company had one Captain with two soldier aides (flunkies) and three large full strength platoons. Each fielded platoon had 18 soldiers. Total of 57 soldiers per company.
Jaeger platoon Captain with four soldiers and one platoon of 18 jaegers.
Support sections had two MG sections (four crew each) and two light mortar sections (four crew each also). All told the Germans numbered 156 soldiers.
French forces involved (Daniel and David): A rostered detached Company with battalion staff encouraging the rear guard.
Battalion Commander Colonel with three soldiers.
“A” Company with Captain and three soldiers and three platoons. Each platoon had 11 soldiers. A MG section was attached. Total of 40 soldiers in the French company.
Arriving BEF forces (Daniel): Rostered weak English battalion with veteran Highlander platoon attached.
Battalion Commander Colonel with two soldiers.
“A” and “B” Companies: Each company had captain with two soldiers and three weak platoons. Each platoon had 9 soldiers. Total of 30 soldiers per company.
Highlander platoon of 9 soldiers. No support weapons. All told the Allies had 116 soldiers.
The soldier stats and equipment rating looked surprising like the Warhammer Ancient Battles (WAB) game. WR scanned the roster sheets and included them for viewing at summary below.

Starting positions of the French rearguard defending river bridge. Another French platoon in farmhouse off picture. WR must neutralize that MG post early on. Red trousers alert!

French pigeon view of the approaching German “gray wave.” Some fresh recruits from the painting table seen in black.
Scenario had eight turns with the classic WAB roll on the ninth turn for game turn extension if 1-3 rolled. If 4-6 rolled (d6) then scenario ended that last turn. Ancients anyone??? WR’s formations… linear and a bit loose but right at home for ancient open order infantry.
German platoons set up on the first 6″ of the tabletop board edge. From the right flank WR deployed the Jaeger platoon and staff, then two German platoons stacked up, another platoon alongside those two stacked platoons with the light mortars on the platoon linear ends. Moving leftward, the other German company had two platoons stacked up, then the MG sections deployed in line and finally the last German platoon on the left flank. All German battalion staff was positioned behind the light mortar supported platoon. (in the center). All platoon formations basically a linear loose order two rank formation. Germans have the opening first movement and turn for the scenario.
The French deployed two platoons in the river bridge ruins and the remaining platoon in the forward position farm-house. All BEF platoons march enter the tabletop along the dusty dirt road behind the French position.
Opening movement was a general rush forward with all platoons and staff. Marching on Paris and all that. Light mortars stayed behind and lobbed their shells on the French. Typical WAB… the WH scatter and direction die is needed! Direct hit on the French MG section. Daniel is rolling his eyes as he has never seen the “scatter die” in action before.
Recovering from the French MG section losses and pinned result, Daniel is looking posed for the French defense. Daniel’s first question for the game… where are my trenches or shovels? Red trousers? Must be special Follies Can-Can or urban camouflage uniform….as the mortar shells landed.
French rifle fire ripped into the German formation ranks at under twelve inches. Four soldier miniatures drop. WR learned there is no armor or shield saving throws…. only terrain saving throws if you hit the dirt and enjoy “crater living.” Also learned quickly that at 12″ or less the rifle fire effect is double dice throws. WR dodged a bad result with Daniel’s lousy dice throw.

Leading German platoon approached the French fields. French platoon defending the farmhouse ruin with rifle fire. First German losses crumpled into the French soil.
German masses push froward as the French MG crew recovered from the surprisingly accurate German mortar shelling. French rifle fire picked off a few more distant Huns.

German “Black clad” platoon marched towards the French MG and platoons. Fresh craters dot the countryside. Light mortar shells land in the ruins.
Turn two has the German infantry mass walking across the French countryside towards Paris. WR’s “Huns” must cross the river bridge and control the ground beyond for German scenario win per the written orders. Light mortars lob shells into the French lines….. more French dead especially from a wicked blast in the open field.
Frenchmen fire into the onrushing field crop stomping Teutonic hordes. Soon the Germans sound the charge and disorderly mob crash into the farmhouse ruin. WR learned quickly that there is no defensive fire during the actual charge (assault segment movement) but normal firing within 12″ is doubled in the IGOYGO system. WR was lucky on the last turn losing only four soldiers without even realizing it.

Trumpeter sounds the charge!. The tired marching German platoon surged into the French held ruined farmstead.
Brutal bayonet work. French had “first attacks” since they occupied a defensive terrain or position. Daniel tossed d6 dice (hit then wound dice throws) for only one dead German. The German reply was double since they charged with bayonets (2x dice to hit). German bayonets found homes in five French bellies. WAB morale rules in play… the difference caused the French to rout after a failed morale check, and the German pursuit caught them. French platoon destroyed as German platoon consolidates their farmhouse position. WR paraded the first French prisoners to the rear to nearby cheering German soldiers.

Received token French rifle fire, the German infantry and bayonets cleared the ruins with French dead. French prisoner column marched to the rear.

Overall view of the game after two turns (out of 8 scheduled for scenario). Two two was deadly by the blood body markers.
French MG crew woke up and “sweep fired” upon the advancing German ranks. Four more soldier drop to French earth. The German platoon “linear phalanxes” march forward.
Note: Sweeping fire gives 3x d6 rolls per German unit in the cone arc. Sustained firing gives 8x d6 rolls to a specific platoon target. Also, at this stage of the war, if a platoon moves, they cannot fire their moving miniatures that turn.

Center German platoons raked by French “sweeping MG fire”. The marching goes on….including the German MG sections keeping pace.
Turn three has German mortar shells raining down on the French river bridge defenders. One shattered French platoon suffer more losses and cannot take it any more. They broke and rout across the bridge into oblivion.
Note: No trenches yet in 1914 open fields so hitting the dirt gives a 6 save roll only. Hit the dirt and you cannot fire in your next turn segment. Craters, if present, give a 5+ d6 save.

German mortar shells exploded in the French bridge ruins. As casualties mount the French company commander tried to hold his poilu as one platoon bolted for the bridge and rear.
French rifle fire dropped the occasional German soldier. Without concentrated fire the German human tide rolled forward and disdained the sissy terrain protection of hitting the ground or hiding in the craters. WR’s soldiers died standing up.
Another German platoon charged into the French ranks. As before at the farmhouse, the weak previous turn French fire didn’t stop the onrushing Germans. French bayonets stab one German soldier before his comrades, using their German bayonets, find Frenchmen. Hide your eyes…. many French dead lie on the ground as another French platoon was “bayoneted” from the battlefield. French defense has collapsed at the bridge with only their command staff groups remaining.

First German platoon, weaken by French rifle fire but their blood up, charged with their bayonets into the French bridge ruins.

French token resistance… German bayonets ripped apart the French infantry. Another French platoon destroyed.
Turn four has the German horde unstoppable. Three French platoons destroyed, routed away or prisoners. The French command staffs used their rifles and pistols to chip more Teutonic dead while defending their last positions at the bridge.
Note: Bayonet fighting (ie.. close assault action) roll d6 for hit (4+), then every hit is rolled again for wound / kill, a 4+ in most situations. No saving or armor save rolling. Classic WAB rules. So charging in with bayonet as the attacker gives 2x hit dice rolls for every surviving soldier miniature. Defending soldier attempt their hit / wound or kill rolls before the attacker but their rolling is not doubled for dice. So if they don’t remove a miniature coming in…. the attacker typically seems to roll over the defending platoon. Remember that firing within 12″ is double dice rolls so the defender’s best defense is to shoot down the attackers before bayonet charge. WR is learning fast this bayonet game.
Germans open turn five with two platoon charges to clear out the last of the French staff groups. Speed bumps on the way to the river bank as German bayonets cut down the senior Frenchmen. A sole French captain was seen firing his last pistol shots at the Germans before falling to the German bloodied bayonet rush.

Death in the ruins. The valiant French commanders fight and died under the German bayonets. One sole French captain held off the German from his upstairs perch for a moment.

German rushed forward after clearing the ruins and touch the cool waters of the shallow river. Some English soldiers seen across the river.
Germans have secured their river bank. Now to cross and complete the German victory on the road to Paris. But wait…. khaki colored uniforms seen across the river and lining the hedge-walls… accurate rifle fire drops soldiers preparing to cross the bridge. The BEF have arrived in time to contest the river bridge.

What’s this? English soldiers arrive to contest the far riverbank. No time for a quick bath grumble the Teutonic horde. First rush left bodies on the bridge-way on turn five.
Reorganizing their strength, the German first platoon charged across the bridge and into the English ranks. Bitter bayonet fighting erupts as struggling bodies brawl or crumple to the ground. After taking losses, the German platoon destroyed the English platoon.
Welcome to France” taunt the Germans!

Charging across the bullet swept bridge, the first German platoon crashed into the startled English soldiers to start turn six.
Other German platoons start the slow wading process across the shallow river (1x d6 for movement distance). Some are lucky and almost cross in one movement bound while others just start the process with wet legs.
Basic open terrain infantry movement is 6″ per turn or assault charge. If you march or charge across any terrain feature, or use craters for defensive terrain then roll two d6 dice (jaegers roll three d6), the “highest” rolled number is the distance maximum you can move that turn from either dice throw. River movement is only one d6 dice roll to determine movement distance. For the light mortar or MG sections the dice are rolled (2x) for every attempted movement, including open terrain.

Overall view after turn six showing the pending bloodbath near the bridge. German platoons waded the shallow river as more platoons arrived to add to the growing carnage.
English reply…. bullets smack into the German soldiers standing in the river. Bodies seen floating face-first downriver as the German pass their morale. Additional English platoons ran forward (up the dirt road) to join in battle. There will be no time for firing their Lee-Enfield rifle so the grim sustained bayonet fighting is fought over this patch of French territory.

English rifle fire ripped into the wading German soldiers. Bodies drifted with the slow river flow. The unused German machine gun teams arrived to take up position along the riverbank.
Both sides primed for the scenario end game (turns seven and eight). Light mortar teams barely had the range to bombard the English behind the hedge-wall. First of many shells landed amidst the khaki uniforms. German platoons cross the river rolling good d6 movement rolls. or charged over the bloody bridge stones.

As mortar shells land in the English infantry, Teutonic horde (four platoons) rushed across the shallow river and the blood stained stone bridge. German commander occupied the French 2nd story ruins to watch.
German mortar shells exploded around the English soldiers. Several are hit as they see the Teutonic horde struggle up the riverbank or slip on the bloody bridge stones.
Trumpeters sounded from all directions. German covered pickelhaube soldiers surged into the English platoon formations. Four platoons attempt to defeat the English regulars.

The German platoon charges are sounded in the din of battle as mortar shells exploded. Vicious fighting ahead with rifle-butt, bullets and bayonets.
Note: For readers who don’t wish to stomach the sight of massed red body markers, WR recommends skipping to the summary section below. The next turns are extremely “red marker” heavy with entire platoons being wiped out, on both sides, every player turn. Utter bayonet ripping carnage are the only words to use while the brave English “unknown” Company captain tried to stem the German tide.
First the original bridge storming German platoon swing bayonets and riflebutt over the stone wall at the Highlanders. Several German soldiers are impaled on Highlander bayonets attempting to cross the low wall. Seeing a wall opening, another column of enraged Germans crash into the exposed Highlander right flank along the low wall. Their bayonets cut a Scot corpse pathway till the last Highlander defender sent running to the rear. Mortar shells exploding white-hot metal amidst English and German alike.

First bloody fight over the stone wall and gate ends with destroyed English platoon and German dead on the roadway.
While the carnage flows behind the frontmost English platoon, Captain “Unknown” steadied his soldiers lining the stone wall. Two German platoons, wet clothing dripping water, hurl themselves on the wall defenders. More impaled Germans but the bayonet tipped rush is too much for the outnumbered English soldiers. They died manning the wall to the end as Captain “Unknown” and his soldier aides beat back the German to their front.

German “column” crossed the river and joins in the assault on the foremost English platoon. German infantry broke into the rear from the previous melee.

Bayonet fighting was brutal! Another English platoon destroyed by the onrushing Teutonic horde. English captain and his staff are almost surrounded and fight revolver and bayonet against the Germans.
The Germans have broken the English front line and consolidated their temporary win. English Captain “Unknown”, still holding his ground surrounded by the Teutonic hordes, is heard shouting and firing his revolver till the short barrel is hot.

1st half of turn seven in the books. Many dead and wounded litter the bridge area as the Germans consolidated their win. The action still is heating up.
Two can play the bayonet game says Daniel…. English platoons marched up along the dirt road and charged from the nearby ruins. Lowering their seventeen inch bayonets, save the valiant English Captain is their war cry (according to Daniel).

English counterattacked with their bayonets and BEF élan. None of the “sissy” rifle fire stuff. Carnage and body count grows amidst the field and stone walls.
Like a rugby game gone mad with long knives, the blood slaughter carries into the German platoons. Three Teutonic platoons disappeared from the German battalion strength roll. The fourth German platoon remains locked in bitter combat with Captain “Unknown” and his soldier aides. Any survivors were lucky to be matched towards the English rear as prisoners.
The picture below shows 25 red casualty markers from just the English turn and counterattack. Just in half game turn here on the western front.

This time the German leave platoons dead or wounded on the battlefield. Three platoons wiped out with German prisoners marched to the rear. Meanwhile the brave English captain holds his ground with his aide calmly loading his revolver.

Turn seven ends with the situation totally a mess. One turn of regular scenario play left… can the German control the far river bank to win the scenario.
Turn eight should end the scenario unless extra scenario turn(s) are rolled for. A rolled 1-3 (d6) grants one more turn. So both sides had to figure that turn eight could be the last turn for scenario unless the dice gods want more red markers.
German turn first. Their light mortars tried to range-in on the English platoons but fell short. Mortar shells exploded in the German ranks for one platoon near the river. The other mortar section tries to bombard the English in the open field but lands directly on Captain “Unknown’s” position. He was unharmed along with his two soldier aides but the German platoon nearby suffered losses from friendly fire. German MG crews had a clear enemy platoon target across the river. Both MG sections opened fire with their 16 dice worth of firepower…. half the English platoon simply was cut apart with only four survivors. Captain “Unknown’s” nearby “rally to me lads” call isn’t heeded as the English platoon decamp from the battlefield.

First the mortar bombardment…but the range-in falls short (both times) and shells exploded in English and German formations alike. Daniel’s fingers count possible German mortar shell casualties.

Rifle fire, pistol fire, machine guns, bayonets, mortar shelling, wet uniforms… it’s all here at the bridge as losses skyrocket. Seeing the dead bodies across the river, German reserve platoons tippy toe across the shallow river.

Close up of David’s painted miniatures being rapidly removed from the tabletop by vicious bayonet fighting.

Another English platoon broke and ran from the cross river German machine gun bullets. English captain “Unknown” calmly asking his aide to reload his revolver again.
Shaking off the surprise German mortar bombardment, two German platoons charged into the English counterattack force. We have seen this before…. brawling, bayonet chest sticking causes the loss of the two English platoons for some German widowed families. Again Captain “Unknown” has shot down German soldiers at his feet but one of his aides “bought the farm” holding his back. “Another revolver reload” shouted the Captain.

One English platoon destroyed, another reduced to a few miniatures, German platoons crippled by losses and captain “Unknown” calmly fires his revolver into the Teutonic mob around him.
Briefly the smoke of battle parts to see the situation… two weaken German platoons on the western riverbank. One English platoon is left plus the 2nd Captain, his soldier aides and the old man Colonel himself.

English reserve platoon and the battalion commanders advanced. With pistols firing, the German suffer light losses. Captain “Unknown” still alive!
Daniel goes for the scenario draw. Defeat the two German platoons on this side of the river and hope the scenario ends before turn nine. Last English platoon charged forward into the melee. One Captain and his soldier aides joined in the charge while the Colonel opened fire with his revolver. Captain “Unknown” and aide make their last stand holding off the German platoon surrounding their position.
The fighting is bitter and to the death…. bayonet lunge was countered or found a home, revolver firing at point-blank range, bare knuckle and knives. Finally the two German platoons broke from heavy losses and rout across the river. The staggered English platoon and commanders rally near the bridge.

The blood flow lessens due to the reduced number of living soldiers. Still German dead pile up on English bayonets. Captain “Unknown” dispatched another German soldier while dodging the German long bloodied bayonets.
German high Command want this bridge. Will there be a turn nine for them to succeed? The d6 is rolled…. a two. Another turn in the scenario. English morale drops a bit knowing the Teutonic horde, much diminished, is coming for their position.

German high command watched the brawl and hope to win the fighting with their two reserve platoons. Push on to Paris! Will there be a turn nine? The die roll…… Yes another scenario turn.
Here they come…. All pickelhaube infantry are charged forward across the body laden river. Jaeger and regular German platoons impacted the last English platoon. Another platoon sought out the valiant English Captain “Unknown” and his aide. The German Company commander charged the English Colonel’s position. This looked like the end for the BEF.

German reserve platoons charged into the waving English lines. Destroy the BEF! It’s down to pistol armed commander vs. commander on the road to Paris. Captain “Unknown” was surrounded again.
The fighting was brief… The English platoon died in place. The English colonel and German Company commander exchanged dead soldier aides. Captain “Unknown” fires off his last six round revolver volley into the faces of the German platoon. His aide is skewered by multiple German bayonets. Brave and valiant Captain “Unknown” revolver fires the last shot… moments later he was killed by a German soldier.

While English platoons crumpled and disappear from the English army roster, their commanders beat back the Teutonic mob for the moment in time. Captain “Unknown’s” aide is killed.
Future generations will pass by a small worn roadside war monument. The deeds of Captain “Unknown” will be hard to read from the old stonework. Captured English colonel was escorted to the rear and placed into some nearby German staff car, looted French champagne on ice and friendly “old soldier” German commendation on the valiant BEF’s action today.

The end…. Captain “Unknown” was killed and the future “war monument to his name and deeds” placed in the field. English colonel surrounded and disarmed seen standing on the road to Paris.
“On to Paris” shouted the Germans. Forming their battered ranks, the two remaining German platoons, along with the Jaeger platoon, marched toward Paris. The light mortar and MG sections followed their singing comrades along the dusty road.

English colonel was led away to German captivity for the war. German surviving platoons formed up to continue their march to Paris.

End of the battle. German platoons marched off the tabletop and the French countryside became quiet again… except for the sounds of wounded soldiers from all nationalities.
Summary: Well, that was a different game. Neither side had the opportunity to set up a proper firing defense or zones of fire etc. Just march, then charge, then crossed bayonets for the game win it seemed. Bayonet charges removed entire platoons from the tabletop each turn. Not so different from WR’s ancient gaming. Only fired the German MG sections once during the entire game but they did remove an English platoon from their concentrated firepower. The light mortar sections won the early battle with the French platoons near the river bridge, especially pinning down the French MG section at the crossroad which saved many German infantrymen no doubt. Daniel could have fired his English platoons and dropped Germans everywhere but the time delay wasn’t his to play. He had to advance forward and contest the bridge position so bayonets ruled.
In the end the French company and staff was destroyed, the BEF battalion was removed from the Flanders theater of operations and the Germans lost four platoons (out of seven) and suffered light losses in two others. Only with the 50/50 scenario end determination die roll for additional turn play did the Germans win the scenario. Otherwise the BEF would have been contesting the riverbank (end of turn eight) and the scenario a drawn result.
Thank you David and Sam for the interesting game. Next time maybe some trench action if we can round-up some trench sections and craters.
The TGW rosters for both sides are below and in file (.pdf) format.
Scenario rosters as (.pdf) file: WWI Marne scenario rosters

Warhammer OOP The Great War rulebook. The supplement book “Over the Top” is part of the Warhammer TGW system.
Cheers from the warren… and marching on Paris somewhat as WR actually is riding in the champagne stocked staff car. Being “Head Rabbit” rank has it privileges.
WR
WWI, very cool! Looks like it was lots ‘o fun. Thank you for the AAR’s Andy
Bloodbath it was Andy. Ancient (WR’s) formations and tactics with modern firepower. I at one point just arming the soldiers with short spears would have been the same with all the bayonet action. Wild game and nail chomping to the end.
Interesting report. Not my rules or period but seems like an awful lot of bayonet work for WW1!
I played like an ancient’s general. Lowered the spears aka bayonets and charged. Was an enjoyable game and very different from my typical slow moving ancient games. I figure tying that tactic against prepared trenches in 1915+ era games will have my furry tail handed to me or worse… “cooked rabbit” on the menu tonight.
M
P.s> I have recently finished my re-indexing of Wargamerabbit blog articles and posts with a category pull down menu format. Makes it a bit easier to find material.
M
Great looking game, love the minis and the buildings!
I will mention to David next time I see him for his miniatures and terrain. I just provided the base boards and a/c room with food /drinks. Thanks for stopping in the warren Phil. More games to post up this week (Barkmann’s Corner FOW game).
M aka WR