It's a question that constantly comes up - "Will _these figs_ look ok in the same unit with _these other figs_?" And it's a good question. There're significant issues with relative figure sizes that are obvious - some figures are just plain taller than others. UK seems to love 28mm figures, while US still has a lot of 25mm figures, e.g. Old Glory.
My opinion is that more important than height is the sculpting style. Bulk especially is more obvious than height as it catches the eye. Consider these 40mm scupts from Romanoff and Sash & Saber:
Of more visual impact than the height is the bulk of the figure. This is partly a sculptor's choice [therefore fall into "art" category for me] but also the Romanoff has longer legs / higher waist. Certainly people come in different shapes and sizes, but across a line the figures tend to be very consistent, usually from the same sculptor.
Consider the mix into a unit. This unit is from some time ago when I was pressed for both figures and time. I was throwing together some War of the Roses armies for Terry Gore's Medieval warfare, and I needed an 24-figure unit of 6 bases, 4 longbow and 2 men-at-arms. From a distance, they look fine. But closeup...
You can see that most of the men-at-arms are smaller, as well as having much smaller hands and faces than the archers behind them [not to mention the fact that they're from different periods - archers are 100YW and MaA are WoR]. The large hands and faces is to give the figures more features at a distance. Up close, they look like Charlie Brown with oven mitts!
The difference is even more obvious in the side view:
The bulk and size of the bowmen makes them look like at the least Heroic 28mm scale! They are from some unknown company to me, I think they're actually "fantasy figures" who were in a pack of 10 with the label "City Guard" or something. They remind me of Grenadier, but as there are two Grenadier figures supplying the comparison MaA I know it's not them! Notice that not even the greater bulk of the Grenadier MaA than Foundry or Old Glory helps them make up for the height distance, nor the large faces and hands. Who are these giants anyway? I've no idea, but here's another pic:
Anyone with info, shoot me a comment!
Anyway, sometimes, size [or bulk] really does matter. This unit just doesn't look right to me. Can I make the 40mm stuff work out together, I don't know. Chris' Sash & Saber style doesn't gel too well with the Romanoff in this shot.
Overall, I think that a unit based together needs some sort of internal integrity, more than just the paint scheme. As you can see above, a color scheme doesn't make the figures match up well.
Amazing what I find in my old boxes! Some of this battered old stuff should really get put on the market, I think.
Wednesday, January 20, 2016
Saturday, January 9, 2016
Combination Dark Ages / Early Medieval Rules
1,000 apologies! I thought I'd posted these and have been wrapped up in WWII and Star Wars skirmish [refer to my other blogs]. Instead, this latest version was sitting on my desk. The optional rules and army lists still need editing, but at least here are the rules for you to peruse and use. As always, if you'd like them in WORD just comment to me, I know the formatting gets a bit messed up.
Happy gaming in 2016!
Happy gaming in 2016!
DARK
AGE WARGAME RULES
Being a battle game for 1000 warriors a force
on a table as small as 3x3’, A.D. 500-1250.
GAME CONVENTIONS
0.1 Measuring may
be done freely. Inches are used here:
double or x 2.5 for cm as desired.
0.2 Grey Areas. Define a rule / measurement argument in
“either/or” terms and resolve it with a roll-off.
0.3 Scale is about 5-10 minutes of
time, some wasted; 6” = about 30m, or 1”= 5m, a 25mm fig = 20 men.
0.4 Units.
These represent 200 foot, 100 mounted or Lights in seven
types of common British Isles Warriors:
a. Heavies are foot with either
spear/shield for shieldwall formations or enough armor and other weapons that
they are able to fight and survive well.
They move slowly due to their gear and defensive posture. They may be known as huscarls, teulu, pedes, men-at-arms,
Swabians, foot knights, etc.
b. Foot are armed and fight effectively, like Heavies,
but have less armor and experience. They
may be using a shieldwall, just not as effectively. They might be called serjeants, levy,
militia, rising-out, etc.
c. Lights are hunters/raiders
with bows and knives, or javelin-armed freemen with small shields and short
swords. They harass with missiles,
preferably from difficult terrain, charging if they see an opportunity. Some are aggressive warriors with good
weapons fighting in a loose group.
d. Archers gather in larger groups
than Lights and shoot volleys. They’ve
enough missiles to endanger their targets and affect a battle. They avoid melee until they run out of
missiles.
e. Warband are wild fighters who
attack with speed and ferocity. Their
lack of armor and cohesion makes them vulnerable to casualties. Some are Raiders
who use terrain to advantage; others are Warriors
prepared to stand together on open ground fighting with determination.
f. Cavalry represent household
soldiers on small, unarmored horses who use their mobility to hurl missiles
with impunity until the enemy is weakened, then charge in to finish them
off. As professionals, some may have
larger horses, armor and helmets and be ready to fight hard in melee.
g. Knights are early milites with mail, shields, and not very
large horses. They charge aggressively
but their lack of cohesion and horse armor results in them being vulnerable to
casualties like Warband..
0.5) Bows are missiles propelled
by a device, such as a bows, slings, and the new light crossbow.
0.6) Javelins are
missiles thrown by a person, including throwing spears, javelins, hand axes and
darts.
0.7) Figures & Basing. 4-6 inch frontage per Unit. Two 60mm WRG/DBA 25mm bases or three 40mm
wide 15mm bases work. I use 5”x 2.5”
bases, with 3-5 figs for cavalry and Lights, and 10-12 for infantry.
0.8) Base Depth [BD] should
be ½ of the width or frontage. Ergo, my BD is 2.5”, while WRG BD is 6cm.
0.9)
Dice. Use
six-sided dice, either with 1-6 [D6] or for averaged results a D5, aka an “average
dice”, with pips of 2, 3, 3, 4, 4, 5, eliminating 1 & 6. This option is indicated by the use of “Dx”
for 1 dice rolled in the rules. I prefer
the D5 as less frustrating and rewarding tactics more than luck. Pick one to use for all rolls in a game. 0.11)
Line of Sight. LoS is measured
from a Unit's front center point to the center of a fully visible side
of the Target Unit Base: Front, Left, Right or Rear, and requires a space
>BD through which to trace it. It is
blocked by anything apparently taller than figure height of the figures, e.g. hills,
woods and Units, but may still be traced over them if the shooting Unit is on a
height clearly taller than the obstruction – whether Unit or terrain – and
there’s a gap of 1 BD between the target and obstruction.
·
Units may trace a LoS 4” into and out of Area
terrain such as woods and hills [plateau effect] but not through two
sides. Units at the edge of Area terrain
have unobstructed LoS.
·
Units must have LoS to shoot or charge enemy Units
at the time of the shot or charge.
0.12) Front, Flank & Rear. These are measured from Unit corners, 45°
arcs off the front, rear or each base side. The LoS measurement line [above] also shows if a target Unit is
in the Front, Flank or Rear Facing.
Play Sequence. A
full turn has each player taking four phases:
Attacker [player
A]: 1) Shooting, 2) Movement, 3) Melee, 4) Routs and Rallies
Defender
[player D]: 1) Shooting,
2) Movement, 3) Melee, 4) Routs and Rallies
1) SHOOTING
1.1 Shooting Basics. Missile
Units may shoot with these restrictions:
a. Range is 18” for bows, 6” for javelins,
measured per LoS above.
b. Skirmish Bows may Turn and shoot, but
can’t move in the Movement Phase.
c. Archers may not Turn and can’t move in
the Movement Phase if they Shoot.
d. Javelins shoot on the move during the Movement
Phase.
e. Fulfilling the restrictions on LoS, shooting
into a melee is permitted.
A flank may not be
fired upon if the Target Unit has a friendly Unit corner within one BD of the
flank, measuring from the front to front and / or rear to rear corners.
1.2 Calculating Shots. Roll a Dx, - 2 if the Unit is Lights, -1 if Archers or armed with javelins. This gives the number of Hits against the
Target Unit, modified as follows:
a. Terrain. Units defending woods, village,
camp or walls halve Hits [round up].
b. Shieldwall or Armored. Heavies use a shieldwall formation
or have good armor and large shields: they halve Hits [round up] from shooting
at their front or flank sides.
c. Unshielded or unprepared. Double Hits from Units shooting at a Rear side.
d.
Stacked Modifiers. The max defensive benefit any Unit may
receive is ¼ Hits [1/2x1/2]. Quartering
is still rounded up. Note that a halving and a doubling cancel
each other out.
1.3 Shooting Limits. Warriors only carried about 2-3 javelins or a
dozen arrows, so a Unit gets three shots, regardless of effectiveness. Mark
these with white dice counting down.
2) MOVEMENT
2.1
Movement Basics. Players sequentially move their Units along a
straight line any part of the total distance rolled in inches. Categories and dice rolled are:
Class
1. Heavies, Foot, Archers move 1Dx, +2” alternative: 2” + Dx
Class
2. Warband, Lights move 2Dx, +2” 6” + Dx
Class
3. Cavalry, Knights move 3Dx, +2” 10”+ Dx
It is usually helpful to leave gaps of
about 1/2 -1” between friendly Units to facilitateTurns.
2.2
Turns. Units rotate on their center or
center-front up to 180°. Turns are not measured but are movement. If the Unit contacts friendly Unit(s) while
turning, ignore this as long as the Unit ends its move clear of all Units and
the “overlap” is less than about an inch.
Dice off if it appears marginal.
a.
Warband,
Heavies, Archers, Foot, Knights, may Turn once, at the start OR end of
their move.
b.
Lights or Cavalry may Turn twice, once at the start AND
once at the end of their move.
c.
Any Unit in Melee contact with Unit(s), none on
its front, may turn and contact one with its Front. The Unit turns a full
90° or 180° and
enemy Unit bases are adjusted to maintain contact. If this
is too much trouble, just mark the side to which the Unit is attacking as its
“Front”, and rotate when space allows.
2.3 An Initiative Move may
be made in lieu of the above movement rates by any Unit. It is a Dx in any direction, with no base
corner exceeding the amount rolled. A melee
contact may be made [cf 2.8.b].
2.4 Interpenetration. Only Lights
through any friendly Unit, and vice-versa.
The moving Unit must roll enough on its move dice to entirely clear the
stationary Unit’s base.
2.5 Moving and Shooting. Any
Unit with javelins may take a Moving
Shot before or after their Move [Move included Turns]. Skirmish
bows and Archers may not Move if they shot.
2.6 Movement Restrictions.
Units may within a BD or moving into a BD of an enemy Unit may only do so if
they use Initiative movement or are charging that Unit. The BD is measured from any point including
the corners of the enemy Unit.
2.7 Terrain.
There are
two terrain types, Linear and Area.
Linear are 6-12” long x 1-3” wide.
Area are 6-12” per side or diameter.
Move decorative building or tree models as needed to position Units. Units count as Defending terrain [and get
protection] if they are within area terrain, or lining the edge of area or
linear terrain.
a.
Hills. Area. Defensive bonus when “uphill” of melee opponent,
only one Unit can be uphill. Define before game according to the
appearance of the hill as modeled - only one Unit can be “uphill”!
b.
Woods, Brush, Marsh, Camp or Village. Area. Only Lights & Raiders enter, -4”
movement penalty.
c.
Lakes & Rivers. Impassible Area and Linear respectively.
Units may cross at a bridge or ford.
d.
Walls, Ditch, Ford. Linear. No movement
effect but defensive bonus.
e.
Roads. Linear. Units get a 4” bonus moving
forward following a road and not Charging.
2.8 Charging.
Charge moves end with the Unit in Contact with an enemy
Unit. Bow Units may not charge enemy Units until they are out of
missiles.
a.
Eligible Target Units must have any part of their base
within the Charging Unit’s Front arc and in LoS, and the LoS distance between
the two Units must be less than the movement amount rolled.
b.
Initiative Moves may make contact out of the Front
arc, but still need LoS and to roll higher than the distance between the
contacting Front corner or side and the target Unit.
c.
Contact is then made by moving along the
shortest legal move from the Charging Unit’s Front Facing along the LoS,
maximizing the amount of edge to edge Contact, if any, and minimizing any gap
using all available movement to do so.
It then stops moving.
d.
A Flank contact is when the two units are in Front side
to Flank side contact with no gaps. A
charging Unit whose front Corner touches a Flank side may melee that Flank, but
with no Flank bonus.
e.
Protected Flank. A
Flank may not be contacted if the Target Unit has a friendly Unit within one BD
of that Flank, measuring from the front to front and/or rear to rear corners.
f.
Rear contact is when even a corner of the charging Unit
touches any part of the Rear side, regardless of any remaining gap between the
Units.
g.
Contact may be made by only one attacking
Unit per facing; front, rear and each flank.
There is no additional free movement to achieve fully
aligned edge-to-edge contact.
3) MELEE
3.1 One-Sided Melee.
Units only inflict casualties during their own player turn. Melee
includes lulls in action as both sides rest up, catch breath and exchange nasty
looks and remarks in close proximity.
3.2 Resolving Melee. Roll a Dx for the Unit, giving +2 for
Knights, +1 for Warriors, -1 for any javelin armed Units, and -2 for Lights-bow. The final result is the Hits against the
Target Unit, modified as follows:
a. Terrain. Units uphill or defending woods / river bank / gully / wall halve Hits
[round up]. Defending means that the
Unit is within and/or lining the edge of Area terrain, or behind Linear terrain.
b. Shieldwall or Armored. Heavies Units halve Hits [rounded up].
c. Unshielded or Unprepared. Double Hits by Units attacking on
the flank or rear facing.
d. Stacked Modifiers. The max defensive benefit any Unit may receive is ¼ Hits [1/2x1/2]. Quartering is still rounded up. Note
that a halving and a doubling cancel each other out.
There is no dividing of the Hits a Unit inflicts
upon multiple Units attacking it [one enemy Unit may attack each facing; front,
rear and either flank, for four total Units]. Units only fight melee
combats to their Front, attacking a single enemy Unit in contact with their Front
Facing. Melee concludes with the elimination of Units.
3.3 Facing Attackers. Units in melee turn to face attackers if they don’t have anyone
on their Front. Use a marker to denote which side is acting as their Front if
it’s too much trouble to adjust Units. [see
2.2 Turns].
4)
ROUTS AND RALLIES
a.
Units eligible to rally off Hits due to an Advanced or Optional
Rule does so now.
b. Any Unit with 15 or more Hits is removed from
the table.
Units that didn’t Shoot, Move or Melee rally off 1-2
Hits: roll Dx with odd=1 and even=2 Hits removed. Units that have passed five Hits may not
rally to below five Hits. This represents fatigue and casualties that
cannot be recovered during the typical
10-15 turn battle.
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