Society meeting 27th January

Andy presents a short round up of the games at the second meeting of the year.

Stephen and I started our Lion Rampant Five Battles campaign. We had planned to play two games today, but actually got through three games.

First Battle: Stephen’s Ayyubid Egyptians spread out
First Battle: Nearing the end
Second Battle: Andy’s Pullani brace themselves for the attack.
Third Battle: Andy’s Pullani defend the shrine

A full report on these battles will be posted soon.

Eric ran a Darkheim – En Garde! fantasy skirmish game pitting four factions against each other in a free for all.

Barbarians and Beastmen
Cultists approach the village
Fighting around the ruined chapel
The village

Paul put on a 3mm Eastern front game set in late 1943

Aerial view of the battlefield
Soviets bypass the town

 

German ambush from the woods
Aerial view of the town

Finally, David, Alan and Chris played a Star Wars Armada game.

Imperial Star Destroyers
Rebels press the attack
“They’re behind you!”

That’s all for this week.

The diary for this year’s meetings can be found here.

Second meeting back

Last Saturday was the second meeting post lockdown. We are still operating with members only. Fewer games and members this time, perhaps because of the Bank Holiday weekend?

First up, a couple of games of Fields of Glory, Dominate Roman vs Selucid, report from Chairman John.

Mark’s Romans took to the battlefield against a very mixed force of Paul’s Seleucids.  The Romans deployed their many legions in the centre to face off the Seleucid cataphracts, pikes and elephants.

With the full deployment revealed the Romans moved aggressively to take advantage with their skirmishes on the left flank.  This resulted in successfully routing the enemy light foot off the table and capturing the enemy camp.  However the Seleucids fought back attacking the rear of the Roman horse who were still sacking the camp.  In the meantime on the other flank the Seleucid light foot seemed to be in excellent shooting form scoring hits in multiple rounds and routing the Hun cavalry.

The deciding battle should have been in the middle with the Seleucid caraphracts taking on the legions, but despite vicious fighting no overall victor emerged.  At this point the Seleucids were declared the marginal victors due to their success on the flanks.

The second game was a repeat meeting, this time the Romans sat back and let the Seleucids come to them intending to not be aggressive on the flanks and risk losing their again.  However the Hun cavalry again proved to be very vulnerable to shooting, with the cavalry and light horse on the other flank also suffering at the hands of some good dice rolling by the Seleucids.  In the centre the cataphracts managed to manoeuvre to hit the Romans at their weakest point, eventually routing several battle groups, the Roman army withdraw just before it would break, a successful day of battle for the Seleucids.

The next table saw some Border Reiver action. Report by a different John.

I brought along Osprey’s En Garde!  Ruleset, my collection of Outpost Reivers I’d purchased and painted many years ago and scratchbuilt terrain for Eric and Tony to try out the rules. We played on a 3 foot square mat. Whilst rule memory was hazy at times, we did manage to play two scenarios.

Scenario 1 – During a previous raid some of the stolen booty had to be hidden in a derelict Shepherd’s hut in Bewcastle Waste. Both gangs were desperate to recover the heavy chest containing cutlery and a wooden dinner service (yes, they would have been that desperate). We used the capture scenario from the En Garde! Rulebook. It was dark and raining, typical Reiver weather.

Both forces approached the hut with some figures dismounting so that they could enter the hut and grab the chest. Eric’s gang managed to score some hits using a Latch – a short range rapid fire crossbow as the skirmish developed around the hut.

The skirmish around the hut.

With men down, Tony attempted a ride by lance charge on Eric’s Headman but unluckily failed and with that, Tony’s chances in the game faded.

Scenario 2 – Eric’s gang have kidnapped the lady love of Tony’s Headman’s son and locked her up in their fortified farmhouse.  The scratchbuilt Bastle House is an accurate model of Gatehouse (North) Bastle in Tynedale. We used the Defence Scenario from the En Garde! Rulebook.

Bastle House modelled on Gatehouse (North) Bastle in Tynedale

For this scenario, Tony had got some hired help as He would have to break into the Bastle. He decided to use the time honoured tactic of ‘Scumfishing’ applying fire to the door in order to smoke out the occupants.

Trying to fire the door to the Bastel House

Meanwhile if Eric’s Headman’s son could rush out and light the straw pile, this would alert the Land Sergeant and the Militia who would be duty bound to come to their aid (unless handsomely paid off by Tony). The son was ruthlessly put to the sword by one of Tony’s henchmen. Tony was unable to start a fire at the door and with time running out, brute force was brought into play. A fierce melee took place in the basement with Tony’s men just avoiding a bucket of night soil thrown down the chute above the door. The Headman’s son was able to rescue his sweetheart (the only girl in the village with her own teeth) in the nick of time or by the skin of his teeth.

So honours were even over the day. We had a couple of queries on the rules and will probably bring in house rules next time where our protagonists will encounter ‘Mad Meg’s Bairns’ a merciless band of cutthroat mercenaries and I’ll start looking at the possibility of a campaign.

Last, but by no means least, Tony and Andy tried out Dragon Rampant. Report by Andy

Tony wanted to try out Dragon Rampant using his Lord of the Rings Rohirrim troops, so we agreed on a 24 point game.

For our first Game Tony’s army was made up of :

      • 1 x Elite Riders (Theoden and guard)
      • 1 x Elite Foot (Royal Guard)
      • 1 x Light Riders (Eomer and escorts)
      • 1 x Light Foot with Mixed Weapons
      • 1 x Light Foot.

I fielded a Goblin force with the following:

      • 1 x Offensive Light Foot (Durburz and guards)
      • 1 x Light Foot Wizardling (Shamen and Drummers)
      • 2 x Light Foot with Mixed Weapons
      • 2 x Scouts
Armies deployed for the first game (one unit of Goblin Scouts out of picture on the left flank)

Tony threw forward his cavalry, with the foot catching up as best they could.

Theoden leads his guard forward.

Having the leader as a unit of Elite Riders had the drawback of the unit having the wild charge rule, so once within move distance of my forces he had to test to charge.

Goblin Light Foot prepare to receive a charge
Rohan infantry enter the village

After a game of attrition, with both sides losing their leaders, the last unit of Rohan foot await the end.

The last unit of Rohan foot await the end.

For the second game we both expanded our armies, Tony added a unit of Bellicose Foot, using his Army of the Dead models, and another unit of Light Riders, lead by Eowyn. I added a couple of units of Light Riders (Orcs on Wargs). This took both armies to 32 points.

In this game my Wargs were often successful in evading Tony’s Light Rider charges, until they ran out of space.

Another game of attrition, at the end all that was left of Tony’s Rohirrim was Gamling, leader of the Royal Guard

Gamling’s last stand

For our third game we expanded the armies yet again. I added a unit of Venomous Giant Spiders (Lesser Warbeasts) at 7 points. Tony gave his Elite Riders the Level Headed upgrade, which removed the wild charge and made it easier to move. He also converted his Light Riders to Heavy Riders and added a third unit. For the last point he added a War Banner to the Elite Riders.

The expanded armies deployed
Theoden charging the Warg riders

Theoden still getting ahead of the rest of the units.

Eowyn leads the charge

Eowyn lead her unit to charge the Goblin Shamen, who surprisingly held them off.

Clash of leaders

Theoden about to fall to the Goblin King.

In all we easily got three games in at the meeting, and plan to try doing the Battle of the Pelennor Fields at a future meeting. Tony now has to work out how to portray the Mûmakil in Dragon Rampant.

Richie Pays a visit

John reports on A Border Reiver Skirmish using En Garde Rules…

Introduction

I’d always been interested in this period since before I started wargaming. Picking up  George MacDonald Fraser’s book ‘The Steel Bonnets’ fired my enthusiasm , I started with modified Redoubt figures and scratch built some buildings and it became a club game for 2002. I sold off figures and buildings to purchase a collection of Outpost figures which promptly gathered dust. The advent of Osprey En Garde rules and finding I have links to two Border Reiver families sparked the flame again.

The Border Reivers occupy a unique position in British history. Before the Union of England and Scotland, the area between the nations was effectively a buffer state with it’s own set of rules. Over population and depredations from either nation took its toll. Cattle rustling, kidnap and blackmail ( in its original sense a protection racket) became commonplace. Fortified buildings, the simplest being a two storey Bastle house, of which there are more than 900, provided some shelter from Reivers who became very skilled in their craft and earned them the reputation of being the finest light horsemen in Europe.

En Garde is an Osprey blue book set of rules for small scale swashbuckling skirmish games for about 20 figures maximum. Each figure has a stat line which provides its rank which can range from peasant to Headman. The higher the rank, the more capable the figure. Each figure has a combat pool (cp) for hand to hand combat. When this takes place, the figure is allocated a number of chits for either attack or defence, which allow the figure to use ploys such as riposte and feint to give a sword fight feel. The higher the cp value, the more attack or defence options for the figure. Each figure has an initiative value which is a dice roll modifier to determine which gets the first hit in. Fight and Shoot stats give modifiers to the attack and AR is an armour protection value. Finally, higher ranked figures can add attributes for example beguiling means that an opponent is less likely to attack the figure, afraid of the consequences. All these features allow the player to develop the character of a figure. A bit like role playing.

The Game

Set up

This scenario is set in the late 16th century Border between Scotland and England about 8 miles east of Carlisle. Richie Graham of Brackenhill (Brackenhill Tower still stands and is a successful self-catering holiday retreat) runs a successful blackmail business. The Bells of Gilsland have failed to make payment and Richie and the blackmailers decide to teach them a lesson. Richie sits in the top three all-time Border bad guys and he’s accompanied by Thomas ‘The Merchant’ Hetherington (possible distant relative of the author) who collected blackmail payments on his behalf.

Forces

 

Terrain

Bastle house with Barnkin wall containing cattle in the centre of a 3’ square board. One boulder close to the bastle, two patches of Heather in the corners and a Long house with fencing containing sheep.

Time and Weather

Weather – a 6 is rolled which is wind and rain. Line of sight reduced to 24” and all shooting has a -1 modifier

Time of day – a 3 is rolled which is dusk. Line of sight reduced to 18”

Typical conditions for a border raid!

The Bell reivers, Willie Red Cloak’s wife and young son (both classed as peasant) are in the Bastle. Two peasants are in the Long House

Move 1

The Bells win initiative and Jamie fires through the window at the leading Graham. He rolls 4 and 2. +1 for skill, – 1 for weather, – 1 >12” away. Gives a score of 5. He needs more than 6 to cause a wound so it’s a fail. Willie runs to take cover behind the Barnkin wall. There is not enough room for all the gang so Richie does an ordered run into the cover provided by the heather.

Move 2

The Bells win initiative. Jamie concentrates his aim on the Barnkin gate. Bell’s son is sent to light the warning beacon beside the bastle. Richie orders a group move and the Grahams run around the Barnkin wall.

Move 3

The Grahams win the initiative and continue to run around the Barnkin wall. As they pass the gate, Jamie Bell fires at Wat. He rolls a 9 +1 for aimed shot, +1 for skill – 1 for weather -1 for the gate – 2 for distance gives a score of 7 A hit is scored but the armour saves Wat.

Move 4

The son is in serious danger but the Bells win the initiative. The boy gets back inside the Bastle and the drawbar is slammed shut behind the door. The Grahams prepare “Fire to the Door”. They are going to smoke out the Bells, this tactic was known as “scum fishing”.

Move 5

The Bells win initiative and a group move is ordered for the armed Bells to descend the ladder into the Barnkin and take on the Grahams directly. This is overheard by the Grahams and a group move is ordered to the gate with Jock of the Peartree (crack shot) in the lead. He waits by the gate looking for a target. Thomas (The Merchant Hetherington) waits by the ground floor door to make sure the smoke builds up. Screams from inside the Bastle alert the two peasants in the long house who move, just out of view towards Thomas.

Move 6

The Bells win initiative and move towards the Barnkin gate. Its slippery, the cows are in the way so only a short move is possible. Jock of the Peartree fires his latch and rolls a double 1! The latch bolt is stuck and Jock will have to spend a move clearing the latch to fire again. Wat attempts to climb over the wall but fails his dexterity roll and falls, grazing his shins.

Move 7

The Grahams win initiative. Archie fires at Davy. He rolls 6 and 6  = 12 – 1 for weather = 11 – 6 = 5 a hit has been scored. Davy’s armour is 1 plus 1 for the shield = 2. Final wound score = 3. A light wound. Willie Bell opens the gate and moves into combat with Wat.  Willie’s combat pool is DDDA (where D is defence, A is attack) in Case Richie attacks. He rolls 8 + 4 for his fight ability = 12. Wat defends his combat pool is DD. He rolls 6 + 2 for his fight ability. A wound is caused to Wat but his armour saves 2 and it’s a light wound. Richie attacks Willie with a combat pool of ADDD He rolls 10 + 4 fight ability gives a total score of 14. Willie rolls a 5 from 2 dice attempting a parry and using one of his remaining defence chits,  +4 for fight ability = 9. A difference of 5. Willie has an armour of 3 giving a wound score of 2 a light wound. There are no more attack chits available so combat ends for the turn.

Move 8

The Grahams win initiative. Jock fires at Davy. He rolls 11 + 2 for sharpshooter -1 for weather -6 = 6. A wound has been caused. Davy has an armour of 2 which gives a final score of 4 a Grievous wound. When this is combined with the light wound he is killed. Because Willie has a light wound, Richie has the initiative and launches an attack and goes for the subdue option. If he can kidnap Willie Bell, He could get a ransom and the outstanding blackmail payments. Willie uses his Weapon Master attribute to attempt a riposte.

On two dice Richie rolls 7, not great. Willie only rolls 1, a difference of 6. Willie already has a light wound so his combat factor is reduced to 3 a difference of 7. A subdue attack is a -1 modifier and Willies armour is 3. A final score of 3 another light wound. Two light wounds become one grievous wound and Willie is subdued.

It looks grim for the Bells now. Ritchie has his dagger at Willie’s throat and a retreat would be covered by the two latchmen. Meanwhile at the Bastle door, Thomas the Merchant is fighting off the two farm hands. His combat pool is ADD He attacks one of the farm hands whose combat pool is D. He rolls 8 with two dice plus a combat factor of 3 = 11. The Farmhand rolls 10 with two dice but with no armour, a hit is scored. The farmhand is stunned. The second farmhand attacks He rolls 5 from two dice but Thomas only manages 2 from two dice. His fight skill of 3 saves the day and as there are no attack chits left combat ends for the turn.

The Bells now need to take a morale test they need to roll under 7 on a modified roll of two dice. They roll 3 and pass.

Move 9

The initiative roll is tied but the Grahams have a higher initiative leader now so win the initiative. Thomas goes on the offensive with AAA in his combat pool against the farmhands. He attacks the unwounded farmhand and rolls 11 The Farmhand Combat pool D rolls 4 from two dice and dies. Thomas then attacks the remaining farmhand who is already wounded. Thomas rolls 5 + 3 for fight = 8. The farmhand rolls 6 – 1 fight value for already wounded. It’s a second light wound and this now becomes grievous.

It’s all over and the Grahams win the day. It’s going to be a long hard winter for the Bells!

We’ve played a few games at the club and it’s a game I’m keen to bring back once we are allowed to meet again. I’m keen to run a mini campaign involving two feuding families a group of outlaws known as ‘Mad Meg’s Bairns’ and the Hebburn garrison (complete with sleuth hounds).