Tuesday, May 2, 2017

Raid! Again! (Song of Arthur)

Oh hey! Back to an old favorite - Song of Arthur & Merlin 'true skirmish' rules (by which I mean one mini = one man = one unit)! Set up the 'Raid' scenario (grab herds of sheep and escape off table!) using 5th century historical forces - terrain options a bit better than years past and I think a crowded board is more in flavor of the Song rule sets than open fields.


Just shy 300 points each side of Romano-British vs. Saxons.  The Romano-British are closer to the camera. You might notice there are more of them but that's because they are whispy city dwellers rather than husky Jutes and Angles and Saxons!


DID YOU KNOW? In addition to being strapping bucks handy with sword or shield, Saxons were also skilled sheep whisperers? Because they were! They corralled three herds of sheep and just ran those doggies to the nearest table edge like it weren't no thing at all!



These British dwellers in old Roman towns? You don't herd sheep a lot on geometric street patterns now do you? Lots of sheep following these weekend warriors for a turn, then wandering back off in the opposite direction to chomp some wildflowers. What's a Romano-British nobleman to do???


Conceded while the goings good and let those Jutes take those sheep for now, that's what!

Monday, April 24, 2017

Skirmish Saturday

We met up at Guardian Games on Saturday to play some pick-up games of SAGA and to try out Pikeman's Lament.  First up was a SAGA game of Danes vs. Crusaders. I was trying to run Harold Godwinson with my Danes and was experimenting with a strategy of using him as a strong point in a larger line, with 12 warriors and 12 levy on each flank of him and his brothers (which are treated as a hearthguard unit). The idea is to basically stand still and load up defensive abilities, and use the levy archers to shoot at the enemy until they feel compelled to attack.


Of course the scenario card we drew was for the defender (me) to deploy in the middle and be attacked on all sides until I was killed to the man!  I deployed in a rectangle shape since I had no idea from which side the Crusaders were coming, so my defensive line strategy was out the window.


What then followed was some of the laughably worst dice rolling by me ever. My Danes made a point to miss as many hits and saves as possible and models were removed in droves. In the first assault I lost uphands at least 20 figures. SAGA dice were similarly unfriendly (one rare the whole game!) so I was playing with partial to no board support.  Still, I was able to push the game to the fifth turn which was how many turns the Crusaders had to wipe the Danes out.

Up next was a trial run of Pikeman's Lament. Time was running late, so we just ran the generic "Ga Pa" straightforward fight scenario. Right off the bat, I noticed that, with the exception of the lone regimental gun, every unit enjoyed a 5+ (on a 2d6) roll to activate to move, but that the roll to shoot, even for generic musketeers, was 7+. I noticed this before but did not realize how it would affect game play. This really gave the game this curious frenetic energy where units can move very aggressively but will then completely stall out and not open fire at each other.


In this game the poor dice rolling epidemic continued. I have rarely been bitten by this bug, so I figured it was time to pay up for all the friendly results the dice have granted me so far.  Jokes about me needing to find a game where you need to roll a lot of 1s and 2s followed.


In the end I was left with a single musketeer unit, all his friends having fled the field. I caused one single opposing unit to break, and another fled on account of a bungled command roll, Woof!

Monday, March 20, 2017

Somewhere in Iberia (212 to 207 BC)

Hey, a Hail Caesar game!


Since this is a Carthage vs. Rome game, using armies in the style of the second Punic War, but not one of Hannibal's famous battles in Italy, it must therefore be one of the lesser known contests in Iberia (present day Spain) in the years 212 to 207 BC, right? Right!

This is a  four-player game with each player controlling two divisions (one infantry, the other cavalry or elephants and skirmishers).  Carthage and its allies/mercenaries had native Iberian medium infantry on its right with Celtic cavalry on its far right flank and elephants in the middle, Carthage's right was Libyan heavy infantry with Numidan light horse on far left flank.


The Romans were less varied (as they are) with infantry divisions in the middle and Roman or Italian cavalry out on the wings.

In a nutshell, the Carthage left and its opposing Roman right both failed to advance in a systematic way, while in the meantime the Iberians raced out in a head-long attack on the Roman left.
Given that the Iberians are medium infantry and the Romans are crack heavy infantry with boosted support values this should have been a rather futile assault.  But the Iberian dice were fortunate and the Roman dice not so much and the result was what ancient historians call "great slaughter."


"Great slaughter" and great many complicated rules situations with units ending up behind each other and flanking each other and just a big bad scrum and by the way just before the elephants finally got close enough to attack the entire Roman left broke and ran.



The aforementioned Carthage left and its opposing Roman right played out the string which saw the Roman cavalry collapse which triggered Roman army collapse.


But hey we didn't screw up any rules too bad although there had to be a lot of double checking.  These armies will be on a tabletop again soon!

Here are the army lists used if you care for such things... 

CARTHAGE

Libyan heavy infantry x2 @ 29pts each: 58pts
Allied medium infantry x1 @23pts: 23pts
Iberian medium infantry x2 @23pts each: 46pts
Allied light infantry w/ javelins x1 @20pts: 20pts
Baleric slinger skirmishers x2 @13 pts: 26pts
Numidian light cavalry x3 @19pts each: 57pts
Gallic medium cavalry x1 @ 28pts: 28pts
Elephants x3 @ 23pts:  69pts
TOTAL: 327 points

ROMANS

Hastati/Princepes heavy infantry x6 @ 23pts: 138pts
Triari heavy infantry x2 @ 28pts: 56pts
Skirmisher x2 @ 11pts each: 22pts
Roman medium cavalry x3 @ 19pts each: 57pts
Allied medium cavalry x2  @ 19pts each: 38pts
TOTAL: 311 points

Monday, March 6, 2017

Punic Wars 1/72s


Four years ago I built up and painted opposing Roman and Carthaginian Punic War armies in 20mm plastics (all by HAT Industrie).  However, I was subsequently plagued by indecision as to a ruleset and a basing system to use for them, so they mostly sat, fully painted, in boxes in the basement.  The initial idea was to use Warlord Games' Hail Caesar! rules, and I even acquired the book and the first volume of army lists for this purpose. Some version of DBA was also a candidate, and likewise I purchase the most recent version of those rules.  Subsequently having actually played DBA 3.0 a few times last year I can say I don't particularly care those rules.

More recently, an artists' supply store opened in walking distance of my house and aside from easy access to brushes and painting supplies they also carry brass rod (spears! pikes!) and basswood sheets in various widths, both very reasonably priced. Armed with my trusty razor saw, I can now base any army on 3mm wood bases very inexpensively.  Now both Roman and Carthaginian armies are fully based on 20mm wide bases (yeah the cavalry and elephants should be on slightly wider bases but whatever) and ready to rock!  Don't look too closely at them, because they are very much the product of my painting process from four years ago!

Coming to a tabletop soon!
Carthaginians.







Romans (Republic era).






Monday, February 27, 2017

Pikeman's Lament




I received my copy of Pikeman's Lament in the mail and looked it over. Of course, I had an eye towards how close 'Pikes Rampant!', my homebrewed variant of Lion Rampant, was to Pikeman's Lament.  The answer is... sorta?  Some quick impressions...



·         There is now a 1" zone of control with friendly units instead of 3" like in LR, although the 3"  is maintained for enemy units (this is what I 'house-ruled' in my Clontarf game just a few weeks ago!)

·        A unit receives a +1 to activation result if within 12" of commander. This is funny to me because since new LR players recall that its a +1 for morale checks if the commander within 12", and they always assume that it's a +1 for activations as well (and are then disappointed). Since people just intuitively believe that the rule must be +1 for morale and activations its nice that this set has added this in.

·        On top of that, pretty much all the move activation scores needed are 5+ (in LR a 6+ was more typical).  The percentage chance of rolling 5+ on 2d6 is 83%. If leader is within 12" that's a 4+ and odds go to 92%. So moving should now be statistically much easier.

·        The better move scores appear countered by more difficult attack or shooting activation scores needed. Lots of 6+ and even 7+ out there (72% and 58% respectively).

·        There's some fun new stuff where you role on a blunder table if you role double sixes on an activation and roll on a "something good happens" if you roll snake eyes.

·         My galloper/trotter 'Pikes Rampant' variant rules were not too far off from what they did.

·        Their pikemen rules make pikes more dynamic (they form 'close order' and their attack and defense 'to hit' #s increase by my 'Pikes Rampant' variant, which was really just a "moving shieldwall, butwith pikes".

·         My cannon rules were way overpowered. New rules are very sensible.  Shorter range and a lot of punch (hits on a 4+) but needs a 8+ to shoot! (42%)

·         Some of the scenarios look neat. I like the assault on an outer redoubt one a lot and will probably make some "earthworks" terrain pieces for that one!



[blurry pictures are from a 'Pikes Rampant' playtest in June of last year]

Monday, February 6, 2017

Somewhere in 9th Century Ireland

We pooled our collections and ran a six-player Irish vs. viking Lion Rampant game at Guardian Games (very roughly based on the battle of Clontarf in 1014, if only in that it involved Irish and vikings).  Each side had about 18-20 points of units and a little over 100 figures. The 3" proximity rule for friendly units was reduced to 1" but retained for enemy units.  The first side to slay or route over half of the opposing sides' figures was the winner.  Each player had the 'commanding' rule for their leader, and could re-roll one missed activation per turn if the unit was within 12".  I believe all players were able to move all their units in their turn except the miserably unlucky Irish right, which stood rock-solid still for two consecutive turns.

The game involved next-to-none ranged weaponry (the vikings has one bow unit classed as mixed-weapons yeomen) and one mounted unit (the Irish had some mounted sergeants), Othrewise it was loads of shieldwall warriors (foot sergeants) with a few fierce foot and some expert warriors mixed in. Leader units were reduced model foot men at arms.

For a game that consisted exclusively of medium infantry with little else, it was surprising how much tactical planning the players (myself included) put into play, while in the end everything just ended up being sloppy melee which accelerated towards the end as both sides came in striking distance of hitting the breakpoint of the other side.

The Irish carried the day in the end when a relatively healthy Viking warrior unit broke and routed. However the winning blow was dealt by the aforementioned Irish right which was finally advancing into melee, so there you go, see? It all works out in the end. Total play time was about two hours. 







Friday, February 3, 2017

Border Clash - Northumberland, early 1644


We played a Pike & Shotte English Civil War game on Friday, featuring 539 points of Scots Covenanter vs. 531 of Royalists.

NOTES:
*There is no "frame gun" profile in the P&S rulebook.  Classed as a light gun, but figured that two frame guns could be a "unit".
*Royalists had to muster up twelve "old school" (early '80s Garrison figs, I think) painted-by-someone-else ECW cavalry to get 6 units of cavalry.
*Scots Lancers are armed with lances.  The 'Lance' special rule (!) says that when you charge or counter charge, enemy must make any resulting morale save (i.e. saving throw) at -1 if cavalry and -2 if infantry!  Note that average infantry morale is 4+ so infantry's gonna need to toss 6s to shrug off Lancer hits!
ORDERS OF BATTLE:
Covenanters
Overall commander: 40pts
Battalia of Horse:
Cavalry Commander: 40pts
4 lancer units @38 each = 152 pts
Two Battalias of Foote:
Infantry commander: 40pts
2 pike unit @34pts = 68pts
4 musketeer units @27pts each = 108pts
Battery of Ordnance:
Artillery Commander: 40pts
2 light guns @ 17pts each = 34pts
1 frame gun unit (consisting of 2 frame guns, count entire unit as one light gun?) @ 17pts
TOTAL: 499 points
Royalists
Overall commander: 40pts
Two Battalias of Horse:
Cavalry Commander: 40pts
6 cavalry units @41 each, -2 each for Galloper rule (must countercharge, must making sweeping advance, move 12" instead of 9"), so @39s pts each =  234pts
Battalia of Foote:
Infantry commander: 40pts
1 pike unit @34pts
2 musketeer units @27pts each = 54pts
1 Commanded Shotte unit @34pts
Battery of Ordnance:
Artillery Commander: 40pts
2 light guns @ 17pts each = 34pts
1 medium gun @ 21 pts  
TOTAL: 491 points
We diced to see if overall commanders were exceptional or unexceptional at all.  A '1' meant command rating was lowered to 7, and a '6' meant it was raised to 9.  The Royalists diced lucky and were commanded by a dashing dapper brilliant cavalier with a  9 command rating.
The board was kept simple, with no buildings, bordered by some hills to the "south" and some woods to the "north, and a shallow river running through the middle (counting as an obstacle to cross, deduct 3" from movement to cross). We diced to see who went first and the Scots Covenanters won and immediately commenced a game of who would blink first. 
Both sides moved their lines forward a bit and exchanged some rudimentary long-range artillery fire but generally waited to see who would commit first, which turned out to be the Royalist left, where Royalist cavaliers advanced on the Scottish left, which was unprotected by the Scottish lancers who were on the other side of the field. The first squadron of cavaliers' charge came up short, however, and was broken by hailshot.

Meanwhile, the mass of Scots lancers began to move behind their own infantry. The Royalist cavalry on the Royalist left continued their assault and overran a Scots falconet crew, then turned and charged a unit of musketeers.  The resulting melee lasted an impressive 3 rounds but effectively tied up the entire Scots' left.  Concurrently, the Scots' lancers charged en masse at the Royalist foote but came up short and were shot to pieces, then counter charged by the other battalia of Royalist horse, who preceded to route the entirely of the lancers piecemeal.

On the Scottish left, the unit of musketeers finally succumbed to the cavaliers' onslaught.  Left with two units pike and 3 shotte, and almost all already a little bloodied, and faced with Royalist cavalry closing in on both flanks, the Scots decided to yield the field and call the game in favor of the Royalists.





ERRATA:

Some melee involving cavalry was not done correct per the rules.  There were several "draw" results and the rules say in a draw situation the cavalry unit must make a retire move and the combatants do not stay "locked" like infantry do.  This could have altered the outcome of the musketeer-cavalry fight on the Scottish left.

Additionally, if a unit is broken in melee, any supporting units of the broken unit must also take a break test.  This was not done during the game.