Thursday, January 31, 2019

Battle of Badon: Neil Thomas AMW & OHW #4, p.1

4-bases or 1-base, the tactics are the same - CHAAAARGE!!!

http://d.lib.rochester.edu/camelot/image/rhead-arthur-leading-the-charge-at-mount-badon

Having enjoyed playing some "Wargaming: An Introduction" WWII, I thought it'd be fun to play the 4-base ancient system in that book, which is presented in more detail in "Ancient and Medieval Warfare". One of my main interests was to see how the "feel" was with the Dark Ages period, which is covered in the AMW rules and indeed this battle is the battle report. Therefore we have the Britons, or Sub-Roman Britons, or perhaps "Post-Roman Britons" fighting the variant early Saxon list in the Anglo-Saxon list of the AMW book.


As NT's Badon battle report was similar to OHW #4 "Take the High Ground", I decided to play it straight up, but with fewer units. AMW uses eight Units with four bases, and OHW uses 6 Units of one base. As I have large 1-base Units, I spin the 4-base system and mark a base loss with a red dice, 1-3, and Hits with a Green dice, also 1-3 [at 4 Hits a base is lost so the red dice goes up one]. This works well but does put "dice clutter" on the table. Still, can't be helped.


The Savage Saxon Slaughterers - here compiled from various Units and periods, but "all you barbarians look alike to me" will have to do. All figs Old Glory from the "Somerled Saxon, Viking, Norman" line [HERE]: left are Goths, center are Welsh spearmen with Gothic archers in front, right are Anglo Saxons - all from OG's Dark Ages line, I believe. The Goths to left are elite Nobles, the rest are average "Peasant" warriors, the archers Light Infantry. All have a light armor save of 6+ except the Nobles are a 5+ save. Personally, I think the Archers should have nothing, but perhaps dodging counts as a save?



Arthur's Bold Bashers of Badon. Rear Unit is Gripping Beast Dark Age Late Romans, representing the Roman Remnant Infantry - they can form a shieldwall [gives 3+ save but they move very slow]. 
The rest of the figures are Old Glory 25s: three cavalry are Irish, Welsh Archers and Spearmen [from the medieval "Revenge" line] acting as Militia. 


The monastic is an old Grenadier fantasy figure, a cleric I believe, wielding a mace and a cross - he stands next to his sacred tree and spring, ready to heal the wounded and defend them from outrages if necessary!

Turn 1-2. Saxons advance [duh!]. Both Nobles to left, Warriors center, bowmen to the woods - the safest place for them to be in a cavalry-rich environment! Romans hold the hill with a Militia spearmen and a light infantry Archer Unit. Marching to the sound of the savage cries are the cavalry, followed by the Roman infantry. There's no road bonus for movement, which is unfortunate as these guys are a bit slow. Archers on hill inflict no less than 7 Hits on the Saxon Warriors, rolling like gang-busters as pictured below with a 100% hit rate on Turn 2! You need a 4+ to hit in these rules. Saxons pass morale with a 4+ [red dice] but turns out you only check for a stand loss during melee, not from shooting.



Turn 3. The Saxons charge home, Nobles against the Militia, Warriors against Light Infantry Bowmen.  oddly, only javelins can shoot at an enemy charging them - easy to change, but...why? Don't bows shoot faster and have more missiles on hand??


Left melee is pretty even. Welsh get 1 dice per base and a bonus dice per base first turn for being up hill. Warband start the same and get a bonus dice per base first turn for being Warband. Militia get three with one saved while the Saxons get two with one saved.


Right Melee: Welsh start with 4 dice, one per "base", and get a bonus dice per base first turn of melee due to being uphill. They get 4 Hits, Saxons roll save and miss all [needing a 6] so take 4 Hits and roll a 3 morale so lose another base, total two bases lost [and only one Hit left!]. The Saxons have 3 bases so start with 9 dice [3 per stand v. Light Infantry] and get 3 more for charging warband, total 12 attack dice. They get 7 Hits and the Archers save one for 6 Hits but roll a '1' morale for losing the base and lose another base.

Whew! Lots of dice!

Total damage Saxon Turn 3. Looks like there's about to be a hole in the center of the Saxon attack...didn't think the archers would do so well! Makes the cavalry seem even more menacing.


Welsh Turn 3, the big picture. Cavalry are coming along quickly, while the Roman Remnants plod down the road at 4" a turn. Saxons are pushing well on the hill and have a solid line across the board, even holding the woods. However, there's no reserve. 



Saxon Turn 4, the Nobles crash in on the flank of the Militia holding the hill.  With the original melee opponents, the Welsh inflict one Hit, the Saxons 4! But one is saved.

The flanking Nobles inflict another 6 Hits!

Militia fail morale and lose another base - they needed a 5+ and got a '4'.


Briton Turn 5. Cavalry advance down road, followed by Roman foot - their slow pace makes them unable to support the Cavalry who are in danger of being flanked if they charge too early. In the melee phase, the Nobles at the Militia front take 2 and lose a base but pass morale, needing a 3+, while flanking Nobles wipe out the Militia. Archers lose another base but pass morale with a '6'! Cavalry flank Nobles but only inflict 2 Hits.



Saxon Turn 5. Had to decide if a Unit could enter a gap over one base wide [the Unit is two bases wide by two deep] and it seemed odd not to let them thru a gap that size - it looks quite big! This is a good example of a mechanic absent from all NT rules - passing a gap. Anyway, I decide to let it happen and the Nobles charge through and get 5 Hits - very good rolling - but the Cavalry inflict back three Hits and pass morale. Saxons charge a Warrior at the Cavalry before them, knocking off a base. Coming back they only inflict one Hit, but they pass morale easily with a '6'.



Briton Turn 5. They retreat the Cavalry from Melee and form shieldwall with their Roman foot intending to advance them and grind down the Warriors with their superior 3+ Save v. 6+ Save. Archers finally kill the Warriors in front of them - beginning a heritage of elite light infantry? Pic also shows that during the Saxon Turn 5, the other Saxon Warrior headed to the hill to make an attack, while the Saxon Archers in the woods shot to no effect.

The two melees on the left grind on slowly.

Saxon Turn 6. Archers get a hit on the Roman shieldwall. Warriors continue to move against the Archers whose cheers of victory have dwindled to a low murmur as they see the fate in store for them, nearly surrounded by savage Saxons! Might be a move in this...Two left melees grind along. To far left, both the Cavalry and Nobles lose a Base...

...and must check morale. cavalry pass, Nobles don't! They lose another base. This was critical - if it had been the other way, the Nobles would have gained ground and tied up at 2-2 bases lost. As it is, with one dice per melee phase, their max is to inflict one Hit!


Briton Turn 6. Cavalry on hill fail morale and lose a base - but the Saxons do too.


Saxon Turn 7. The savage Saxon charge crushes the Archers. Bit disappointing b/c they inflicted 5 Hits and the Archers saved 2! Unfortunately, 3 Hits was all they had left.

In the center, the Warriors gamely charge the Roman shieldwall. Results are 2 Hits each.

Briton Turn 7. Saxons are struggling to gain the hill - they have a fresh unit on hand, however. This scenario  has always been a tough proposition for a melee period, shooting eras tend to favor the attacker as a lot of firepower can be brought to bear quickly. I flattened out the Saxon Warrior on the hill fighting the Cavalry - again no rule for it - but it looked better and I was definitely not allowing two Saxon Infantry to gang up sideways on the front of the Briton Cavalry!



Saxon Turn 8 [red dice]. The Archers emerge from the woods, leery of the Briton cavalry beyond the Roman shieldwall. Both Units roll poorly and inflict only one Hit, and both save - even the Saxons who needed a '6'! Another critical roll - had they failed, they'd have lost a base, and if they failed morale would have lost another, resulting in them only having 2 melee dice to 4 next turn, and with their Roman opponent having a much superior save!


Working left, the Warriors continue to move left, which is a good choice as the Nobles take their last Hit and flee the battle!

Briton Turn 8 [blue dice]. Left Cavalry swing into the Saxon Nobles on the hill - fight the objective! Another rule mechanic problem - can the Cavalry charge into the Gap? It is over a base wide. They should be able to since I let the Saxons do it.

In the event, I choose not to as the Nobles on the hill only have one Hit left and are flanked. 
Nobles take two Hits and are destroyed.

Saxon Turn 9. The Warriors shifting left have a rule mechanic dilemma. They can certainly reach either Unit, but that to left seems more "forward", so seems right choice.
They slam in and get a great roll - 6/8 Hits, and if the Britons hadn't passed morale the Unit would've been finished, pretty much. In reply the Cavalry inflict...1 Hit.


On the right flank, the Saxon light infantry Archers charge. They start with one dice per base like most, but are doubled for a flank attack and roll 5/8 Hits! Fortunately for the Roman infantry, they make 4/5 of the saves, and pass morale on a 3+


Briton Turn 9. The Cavalry again need mechanical guidance, and one wonders if they should hit the front or flank of the Archers. 
As they start in the front 45 degree arc of the Target, I call it as "Front" and they get 3 dice per base against Light Infantry, anyway. Still, it is a constant reminder that "rule mechanics shape tactics", or if not present, they "don't shape anything".

On the left, Briton cavalry charge the Saxon Warrior flank, of course. However, they have only one base left, so are maxed out at 2 dice attacking, or 2 Hits a turn at the most. But, I must've been distracted, and I let them roll 4 dice, plus a bonus 4 dice, missing entirely the fact that they were mostly trashed. This is one problem with this type of game...lots of little things to remember.

End result, this Saxon warband is beat up, but shouldn't be.
Meanwhile, on the right, the Cavalry inflict 6 Hits on the Archers, who also fail morale and lose another base. At least I got the calculations correct!

Saxon Turn 10. In the melee phase, the Saxon Warriors are wiped out. Again, the calculation is wrong - there should be four dice, 2 from the cavalry in front, and 1, doubled, for the one on the flank. Meanwhile, the Cavalry take out the Archers and I concede for the Saxons, for whom victory seemed in doubt, anyway.

This was a fun game, and the taking of pics and notes probably doubled the time and reduced the focus of just playing it out. In other words, I think I'd have been fine if I wasn't trying to document this for posterity!

I think the drama of rolling morale is fun, as well as the various stages of combat. While GW uses these aged mechanics in their rules, also, it is simpler here and gives a good balance of "feel" with acceptable speed [altho not the fastest mechanics - OHW is much faster]. So it depends on what you want.

The movement rules make the Units more sluggish so it feels like a bigger scale game. More like 1000 foot or 500 Cavalry and Lights per base, instead of the hundreds of my take on OHW.

Overall, I think these rules have a place in the pantheon, but will demand a re-write with a bunch of mechanics worked out in some detail as circumstances warrant. 

Given that you will have to finish writing the rules, I think these are a good but not great set. They are pretty quick to play and have some fun special rules without being overwhelmed by special rules. NT found that balance, anyway. So "it all depends", but I recommend picking up this book and tinkering away with the rules to have some fun game nights, and they are good for solo play also.

This AAR was a lot of work, so altho I did a replay of this, it will have to be a bit more streamlined. I hope that some of the explanation of mechanics is useful for people who want to play these rules, especially newer wargamers. Stay tuned for "Badon II"!

Friday, December 21, 2018

Crug Mawr AD1136: One-Hour Wargames #16 p2

As promised and predicted, here's the re-play on my last battle. 

This is actually the 6th time I played, as the first two I was getting back into the rules and trying some tactics that didn't always work out. The great thing about this OHW philosophy or approach is that I have the time to knock out several games and try several different tactics and approaches despite a busy life. It's also fun, not draining!

Below, Anglo-Norman Deployment. I'm trying a new tactic for FitzMartin - screen the right with the Crossbows, weight the left and lead an advance with Knights supported by Flemish Serjeants in the center and Freemen on the far flank. I definitely need to keep the support Units closer to the Knights! The Welsh are too canny to be caught unsupported, and their superior firepower makes it very hard for the Anglo-Normans to sit back and wait.


Turn 1. Welsh spread out to the right. FitzMartin pushes hard up the middle, but the Freemen immediately fall way behind [poor move roll]. I still want to shatter the two Archer Units directly to the front, but the flanks are looking pretty vulnerable...


Turn 3 start. I shifted the attacked to the right so as to get my Freemen support sooner. This left the left Welsh Archer and Teulu free to maneuver, they are now trashing my Crossbowmen! The Flemish are fighting against the odds, and unfortunately are rolling poorly in their attack, as are my knights! I really need both these units to trash their opponent quickly, so my force can fight at more even odds.


Turn 3 end. The Knights drive the Teulu to the brink of death, but are destroyed by Archers firing into their rear while the Teulu and Owain fight valiantly from the front! The Flemish are fighting at 3-1 and have attacked poorly against the Welsh Bowmen.


Turn 4. The Welsh show they know how to miss! Six attacks, no hits at all.

Not to be out-done, the Flemish then miss completely, continuing an appalling performance on the attack - rubber swords for crowd control??

Meanwhile, at top right the Teulu have taken on the Freemen - they can't win and should have moved back to rally instead. But where is the valor and glory in that??

Turns 5-6. The Welsh team rolls loads of hits, inflicting 5/6 dice rolled, and pushing the Flemish to 11 Hits, at which point they flee the battlefield. The other Welsh Teulu rolled way short and weren't able to help their Lord, Owain in his fight against the Freemen. Consequently, he was forced to retreat after a bold fight pushing the Freemen up to 5 Hits. He just couldn't seal the deal - the Freemen actually rolled poorly.


Well, another loss for FitzMartin. I either need to re-think the scenario, or re-think the tactics, or just plain roll better for the Anglo-Normans! I'll try to give it a go soon.

Gratifyingly, the rules worked very well and I was approaching them with a fresh, critical eye, not having played them in some time. Gets my medieval flowing!

Wednesday, December 19, 2018

Crug Mawr AD1136: One-Hour Wargames #16 "Advance Guard" p1

Got the below book from the UK. Shipped it was still a decent price, under $10 I think. 


Covers topics you would expect, but in better detail than you'd think. For a book aimed at tourism, it is actually very good. As a wargame book, it is better than most. With little evidence to work with, Mr. James does a good job coming up with a reasonable hypothesis for where and how the battle was fought. His knowledge and conjecture on the Welsh use of a "longbow" is one place place he ventures into very weak speculation.


Nice pic of the Crug Mawr, "Big Hill" from the Welsh point of view. Seems steeper than discussed in the book, but may just be the camera angle. Anglo-Norman forces deployed on the hill, in the opinion of the author, and the larger Welsh force advanced down the road..


Welsh forces in grey to top right, Anglo-Normans to left of them in white blocks, light grey circle is the Crug Mawr. Mr. James theorizes that the Welsh "longbows" drove off Flemish infantry in front, to which Fitz Martin responded with a knightly charge, that was affected by bowfire enough that it failed and the knights veered off to their right [down in pic] and their retreat precipitated a panicky retreat by the rest of the army in the second image. They retreated back to Cardigan pursued by the victorious Welsh, whereupon the panic resulted in the bridge becoming overloaded and collapsing, with many English drowning.


And now to battle! Below, a small hill representing the summit of Crug Mawr, with the rest of the table being the "gentle" slope towards the Welsh. In retrospect, I should have given FitzMartin an uphill advantage all across the table. Something to try next time.


FitzMartin has a Freeman [OHW Levy], a Knight with FitzMartin and his standard attached, a Flemish Serjeants [OHW Men-at-Arms] and a Bowman [OHW Archers]. Plan is for the Bowmen to soften up the knights charge, who will be supported by the Flemish on the left and Freemen on the Right. Behind them, a monk mans the sacred spring of St. Swiven, praying its healing power bless the wounded.
Note: all types are identical to the OHW rules in their relative values, altho my rules are different in many ways - for one thing, the mechanics are finished up! I also use the 3d6 method and a few other nuances.

Welsh host. Archers of Ceredigion to the front [these rated same as the opposing crossbows, making up any difference in numbers and rate of fire and some possibly more powerful "long bows", perhaps really "longer bows" in the hands of the more skillful]. 

Behind are two Units of Gwynedd Freemen each flanked by a Unit of Mounted Serjeants [OHW Cavalry], the personal followers or "Teulu" of Owain. They can also throw javelins like light cavalry. To the right is Owain Gwynedd and his standard [a stand-in, of course]. He gives a +1 to Rally attempts with the standard, and has a dice in melee of the same value as the unit to which he's attached. FitzMartin does the same for his side.


Turn 1. Welsh are now properly deployed and have the Initiative [IN]. Their archers proceed to shower the mercenary crossbowmen with arrows [at least they are standing in shade now...] getting 1 Hit and 3 Hits. As one Unit got three Hits in one shot, the crossbows now have a Permanent Hit [yellow]. A PH reduces the number of Hits a Unit may rally off, keeping it closer to the break point of 7.

All Units are canted slightly to the flank to make their movement to battle positions easier. As all Units in this game only get one Turn [which can precede or follow movement], it is better to save the turn for the end of the Move if you are approaching the enemy.

Turn 1 - end. Welsh cavalry move to flanks, with their Freemen moving up to support them, albeit somewhat slower [as Moves are partially diced, one can't always be certain of final positions - this adds welcome friction and tactical challenge to the game]. English take advantage of moving second to shift all their forces right, hoping to gain a local advantage before the two left Welsh Units can re-position. Might work...


Turn 2. Woah! Change that to "should work" as the English seize the IN by beating the Welsh roll by 2 or more! English will now have the first Actions Phase. I see a charge...

...and a general advance. Unfortunately for the English, the Knights roll a bit low, inflicting only two Hits as FitzMartin misses. His infantry rush to support him in his bold venture.


Turn 2 Welsh. Right archers shower the knights with arrows, inflicting three Hits [dice are doubled due to shooting into the Rear Side. Welsh cavalry underperform despite the presence of Owain Himself! Left archers send crossbowmen packing with a little help from the javelins of the left Teulu. The Welsh firepower is 5 Hits from their Army a turn, v. 1.5 Hits a turn from the English, and they are starting to make this advantage felt.

Welsh turn 2 end. The Freemen jump in against the knights, doubtless to help their leader. They put two more Hits on, but don't destroy the knights. Still, this is a good example of the downside of gaining an advantage - the Knights have gotten themselves into trouble by outrunning their supports! But the Welsh shooting makes it hard to sit back instead.


Turn 3, English hold the IN. They fight desperately, the Knights putting 3 Hits [so a PH] on Owain's Teulu, and the Freemen take 2 Hits. Unfortunately, the English Freemen don't make it into contact. Note that there is no flank advantage against these small, somewhat disorderly formations - only a bonus against the Rear Side in shooting and melee.


To no avail. Welsh Turn 3 sees the Knights flee; the Flemings and foot hold the field.


Turn 4, the Welsh seize the IN back! The Flemish are attacked on all sides and showered with arrows [Bowmen can shoot into a melee as long as they have Line of Sight] as the Teulu retreat to rally off some Hits. Anglo-Norman hopes are evaporating quickly...

...and are shattered when the Freemen roll a '1' and can only move 3.5", not enough for contact against the Welsh Freemen! Can it get any worse??

Turn 5, the Flemish rout, surrounded and with arrows sticking out of them like porcupines.

The English Freemen get stuck in, but the combination of Welsh infantry and horse quickly has them fighting against the odds. Still, the dice COULD fail the Welsh!


Turn 6, Owain rides back into the fray, unwilling to accept losses to his professional fighters of Gwynedd. Still, the English are fighting well, and the Welsh...are underperforming, doubtless due to fatigue. Bowmen are now hopelessly out of position.


Finally on Turn 7, the English are not just broken, but handsomely slaughtered as no less than 7 Hits are inflicted on them in one go! The yellow dice should be Red, actually.


Well, this was a tough battle for FitzMartin, but I really thought he had a chance despite his crossbows getting wiped out when he seized the IN. Unfortunately, he outran his supports and the Welsh had thought ahead to have theirs close at hand [typical problem with knights, keeping them supported...]. I was happy to get back into the field with this game and get the Welsh on the table!

Tune in tomorrow for Game 2!

Wednesday, November 21, 2018

Vendel Dwarves - gratuitous pics

Come and Take them!
Vendel Dwarves / Dwerrows in all their glory. Altho they are not as naturalistic and dynamic as the Perry sculpts for GW, they mix up well in formation and will look good on a uni-base like my other Dark Ages figs. Obviously, these will be heavy infantry!

I was feeling a bit of regret at tearing them off their individual bases, but seeing them now I do think they will look a lot better on one base, just like my other 25mm figs. There are more than enough for a dense base, even leaving off the King, his standard and a couple of the fanciest fellows to be heroes.

The King and his Standard Bearer. The green with red highlights is not for Christmas - they are naturally sympathetic colors from the color wheel, a piece of insight I learned perusing various Citadel sites, like 'Eavy Metal. Much as I dislike the company and their games, they did have a lot of great artistry in both sculpts and paint jobs. Shame their business model has made them out to be jerks, erhm, sorry, "wankers".

Above shields are a mix of 15mm Greek shield transfers and Micron Pen hand work.

Cultural Note: "It may be observed that in this book [LoTR] as in The Hobbit the form dwarves is used, although the dictionaries tell us that the plural of dwarf is dwarfs. It should be dwarrows (or dwerrows), if singular and plural had each gone its own way down the years, as have man and men, or goose and geese."  J.R.R.Tolkein
I'm ready to call them Dwerrows, at some point when it won't throw everyone off.

Vendel Norse Dwarves
images from: http://marbles.frothersunite.com/Dwarf_Army_showcase.html

I think my work is pretty comparable to that above!

The above shields are almost entirely brush for the beige and green, brown or red Micron pens for the finer work. The inspiration for the patters is mainly from Saxon and Tolkein Dwarf illustrations, e.g. their columns and other architectural details.


King of the Hill is important...especially if you're short, and well, own a hill or two.


GW LOTR Dwarf rangers fight amidst the ruins of manling civilization.


Closeup - the hair is especially well done, I believe these are Perry sculpts.

I do look forward to painting more of these, and also more of the Gripping Beast sculpts that Colin did. Sure, if pressed, I'd have to say that the LoTR/GW work the Perry Bros did is a level or two up on the sculpting ladder. However, there is something to be said for "style".
Vendel's Dwarven Fyrd
Ditto with these fellows, of which I've a bunch. ,

The Vendel Dwarf force has 14 warriors [bondi?] 5 Carls, the King and his Standard painted. Additionally, unpainted in the bag [below] are another 21 armored warrior bondi, and 16 Fyrd, plus 6 more of the GW archers and two GW Heroes [plus a couple of Gimlis in various poses]. While there isn't a perfect mesh of GW and Vendel, I have to use the LoTR heroes no matter what, due to their movie likenesses and excellent sculpting.


I will have to paint up these "Fird" in the colors of the "There and Back Again" dwarves!


The total force will come in at 5 Units: 1 Housecarl, 2 Thegn / Fyrd, 2 archer units [Brigans, but superior due to armor and swords]. They'll need one ally, which will most likely be some Manlings from a nearby trading town...somewhere. Most likely Welsh spearmen.

Next time - cracking them off the bases and mounting them!

Tuesday, November 6, 2018

Dark Ages and Lord of the Rings...

...Two great tastes that taste great together!
Just like some of our favorite Halloween candy.
A match made in.... Wait a minute, where's Chuck Norris? | HEY, YOU GOT YOUR CHOCOLATE IN MY PEANUT BUTTER WELL, YOU GOT PEANUT BUTTER ON MY CHOCOLATE | image tagged in memes,vladimir putin,donald trump,chuck norris,reese's | made w/ Imgflip meme maker
Well, had no idea it was a Putin-Trump level concern...https://imgflip.com/tag/reese%27s?sort=latest

It's no secret that LOTR is strongly based in the Dark Ages of history, especially that of Anglo-Saxon England. Rather than the elaborate themes of the High Middle Ages such as Camelot, pageantry of the joust, etc, it's from an earlier, simpler time, when mere survival was more an issue and a strong monarchy neither assumed nor looked upon as "good".
Related image
Third Age or Dark Age? Hard to tell, really.

Plenty of descriptions from the book make it clear that Gondor probably has more to do with Late Rome or Byzantium than Richard the Lionhearted, even though there are some visits and references to "Easterlings" who fight with Mumaks or Oliphaunts. The films emphasize this with lots of fighting on foot except for the Lombards, erm, Rohirrim, who certainly add dash to the battle for Minas Tirith, and actually in the second and third films in general:
Related image
The Franks probably saw this soon after the Lombards crossed the Alps...

With "Sound Officer's Call!" Steve on a 10mm Warhammer Fantasy painting streak, and the development of my own "Spear to the Strife: Fast-play Medieval Rules" pretty much done, it is time to think of the figures, armies, hobby projects and plans to move things along. With it is my - admittedly reluctant - thinking that it is time to divest myself of 28mm Heroic Fantasy Armies and focus on 25mm Armies, and along with that move to also focus more on LOTR as a fantasy genre than the icky-sticky Warhammer Fantasy world [which also has some of the most annoying rules ever].

This is a bit tough b/c the WH figs are big, boldly sculpted, and I've a shed-load of them. It is especially tough since many are painted. I'm considering an intermediate step whereby I switch to skirmishing with heroic 28mm fantasy, for which there are Legions of rule sets and options, and it'd keep the painting / sculpting / crafty side of things going. But do I really need two parallel projects? Also, LOTR offers a wider audience due to the movies, than WH Fantasy. Plus, WHF 8th / 9th or Age of Sigmar are pretty dead / unattractive rule sets. I can play Kings of War with my 25mm stuff, on the very bases on which I have them now [and which are featured in these posts HERE].

Adding even MORE complexity to the situation is that there's really THREE different size/style issues at play, since nearly all my dwarves [dwarrows or dwerrows if you want to get even more Tolkien-y] are from the venerable Vendel line. These sculpts by  Colin Patten are in a bulky, old-school style that itself invokes what Tolkien would've expected from a LOTR line of figures. They remind me a bit of the Grenadier figs I had growing up, but are have cleaner lines which also gives them a bit of a stylized appearance.
Vendel Norse Dwarves
images from: http://marbles.frothersunite.com/Dwarf_Army_showcase.html
Vendel's Dwarven Fyrd
Colin's work lives on in many lines of figures by Gripping Beast, and now he continues his dwarf line at Conqueror Models and he himself can be found HERE at his website. In addition to his LOTR inspired dwarfs, I do have a bunch of his Gripping Beast, including a unit of Dark Age infantry inspired by the pretty adequate Winter King books.

The main aesthetic issue is that there's three completely different styles at play here: realistic 28mm sculpts, largely by the Perry Bros, 28mm Heroic by various GW sculptors [including the Perry Bros again!] and the Old Glory 25s sculpted by Dave Allsop [I think] which are dynamic and sculpted to game / paint with, in that important features are exaggerated for ease of painting and viewing from three feet away.

and a bit closer up...

Old Glory are some of my favorite "battle scale" miniatures in that they look great on the gaming table and are easy to work with, plus very reasonably priced.

Below, the movie realism of LOTR, granted, not a great photo, but you can see that the Cave Troll came out quite well, and close to the movie appearance.


Do these scales mix well? Kinda sorta. Patten's work is fine with Old Glory in terms of bulk and style. The 28mm LOTR figs are proportional to real life, so the faces and hands look small [but are correctly sized for a human, not sure about the goblins...] and the LOTR mixes best with itself, IMHO. On the table, the units do look a bit different, but it isn't a big deal. The easiest way to pursue would be to paint up the Patten and Old Glory items first, but I've also gotten some other plastics by Conquest, Fireforge and Wargames Factory [Warlord] in the mix. So maybe it is hopeless and I'm just overthinking the whole thing??

In any event, the priority of work will be:

  1.  Magic rules. We need Warhammer Fantasy WAAAGH! and Schools of Magic for Steve's 10mm Armies as that should play up soon. I'd like to work on LOTR magic type rules, also, from the excellent [if complex] LoTR Fantasy Battles game.
  2. Basing my 25mm Dark Ages stuff, and to start re-basing LOTR and my 20+ Vendel Dwarves into a Unit [of which I have 40 more to paint, incidentally]. This will get me playing Fantasy "Spear to the Strife" fantasy on my own.
  3. Finishing up my Anglo-Saxons who are NEARLY DONE and offer the most unique and challenging force for SttS - all Infantry, much of it heavy Sergeants.
  4. Painting up more Vendel Dwarfs, Old Glory skirmishers, and Dark Age Gripping Beast. Not to mention some plastics I've been slavering to do for ages! I especially need heroes to be finished up and based for the game.
Soooo, let's see what I manage to get to next!

Friday, October 19, 2018

Circle your wagons! War Wagons in One-Hour Wargames

Sure, go ahead and charge your knights into this!
1312217506061

The use of wagons in battles has occured in many periods of history. Here, I want to put forward some ideas of how to incorporate these difficult to use but possibly effective weapons into One-Hour Wargames and its many spin-offs [like mine!]. This is meant to be a pretty quick post on how to express these in the game rules, and possible variations through history, not an exhaustive investigation of the design issues.

Generally, the number of wagons represented by a Unit will depend on the scale of your OHW, but given an effective crossbow range of 12", we can say that a 5" unit is probably composed of about 5-15 wagons.

Heavy War Wagon, e.g. Hussite
These may be mobile, and for all practical purposes, are armored. However, once engaged they can't maneuver much. I'd count them as armored for shooting and melee, but immobile for a OHW. Therefore they will be less useful in games where the set up area is less advanced onto the board. I'm OK with that. I'd also allow them to shoot but only at d6-2 since they are not a mass of shooters, but rather a scattered bunch of shooters in cover, e.g. skirmishers. I'd also say that Cavalry can't charge them, but they can't charge at all! To summarize
  • Armored
  • Immobile
  • Shoot d6-2
  • Can't charge, can't be charged by Cavalry
  • no flank or rear benefits or penalties

Wagon Lager
Rather than being war wagons, these are regular wagons being used as a stockade, e.g. by Goths at Adrianople. I'd give them "integral" infantry. I'd say that they'd be the similar as above, but without any shooting ability. As the wagons aren't walled and armored [they are transport wagons] one may want to make them vulnerable to flank and rear attacks as normal. As their function is more akin to a wall than a "tank", perhaps they would only count as armored against melee attacks, not shooting, as many Soldiers wouldn't be able to get a good benefit from them as cover. Furthermore, the armor of the infantry manning them would have to be taken into account, and ancient armies weren't very likely to be fully armored, except for Roman Legions, of course. So to summarize:
  • Armored [v. melee only?]
  • Immobile
  • Can't charge, can't be charged by Cavalry
Medieval Carraccio
These are a standard mounted on a single wagon with an elite guard, not so much a unit of several wagons. As such, I'd say they are nothing more than a heavy infantry Unit, counting as Armored. The "Armored" status takes into account both the better equipment of the defenders and their higher morale defending the Carraccio when attacked. One could make them move a bit slower, and if you use Rally rules [like I do] they could rally better.

For some of the scenarios, these armies would have some real disadvantages. I still think it'd be an interesting scenario challenge to make these work, and I have to say that I'm tempted to modify some of my medieval transport wagons and try them out - I could put on some removable fighting walls made out of balsa wood.

There are some nice models knocking around, including with the Perry Brothers. However, I'd be tempted to check out the 3D printing world, as this should do pretty well in plastic. Definitely a project for another time, but I got to thinking about chariots, elephants and camels, and this seemed like a natural progression.

LMK what you think!