A tad delayed, but here’s a photo round up of our first meeting of 2022. In addition to our AGM, we had a SAGA battle day, involving 8 players, a FOG Renaissance ECW game, a Lords of the Rings Game and some Spy-Fi action.
First up a SAGA-fest with Scots, Bretons, Welsh, Vikings and Anglo-Danes. In addition to some experienced SAGA players we had a couple of prospective members join in for their first games.
Moving on the the English Civil War, 15mm figures using Field of Gory rules.
Moving from history to fiction, Marcus had a try out of his underwater Spy-Fi rules.
And finally to Fantasy, a Lord of the Rings Strategy Battle Game.
Master builder Stephen takes us through the construction of his latest masterpiece.
I recently ordered a few bits from Scotia Grendel and one of the things I ordered was some standing stones.
It was a nice quick delivery.
I have a soft spot for these old resin scenics – reminds me of back in the early 90s when I started getting into gaming and our local shop stocked them.
What I liked about these pieces were the Saxon style carvings. You see, I like my fantasy couched a bit in history. Problem was that the Saxon carvings only appeared on one side of the top pieces. On the other side was a more literal, typical fantasy, depiction of a dragon.
And on one side of each of the uprights was an equally typical fantasy style arrow thingy.
I didn’t like that.
So what I decided to do was make a mould of the Saxon style dragon, cast it, and use it to replace the dragon I didn’t like.
I used some Oyumaru modelling compound (Ed: other suppliers are available) to make a mould of the Saxon dragon. I then used some of Wilko’s own-brand epoxy resin with a tiny blob of brown paint to cast it.
Once this had set I sanded the reverse side down and also sanded down the fantasy dragon on the actual resin piece. I then glued it in place and used some Miliput to blend it in.
With the arrows on the uprights I simply sanded them down and then skinned the surface with Miliput and stippled it to look like the stone effect.
I then turned my head to the base. I wanted it mounted on a rocky outcrop to make it look more dramatic. To keep it light I was going to use expanded polystyrene. However, that’s not the strongest material. So I made a sandwich of it, with a wooden base and a wooden top to which I could glue the resin so it would be more firmly attached to the wood rather than expanded polystyrene.
I used PVA glue to fix it all together and then put a couple of heavy books on it to keep it flat whilst the glue set. I left it a good 24 hours, because the glue takes longer to set on polystyrene.
When that had set it was time to glue the standing stones to it. A good dollop of superglue and the basic model was done. I then broke away the surplus expanded polystyrene in the shape of how I wanted the outcrop.
To make the model stronger and more resilient to knocks I decided I would skin the model in Miliput. I used the Standard grade, because that’s what I had to hand.
To create a stone-effect I used…a stone! Yup, went out into the garden, found a small stone with a suitable texture and after the Miliput had been smeared all over I pressed and smudged the stone into the putty.
The altar stone with sacrificial goat was a piece from…well, I honestly can’t remember. It’s been sitting in the bits bag for a long time waiting for a use. And now its time had come. I also thought about adding a couple of poles with skulls on them. Had a few ideas about that, but it wasn’t the time to add that just yet, so I could keep mulling on it.
Right then, the painting.
Look, stone is rarely grey. That’s not to say there’s no grey stones, but stones have a lot more to them than just grey. Stone painted grey with a black undercoat just looks too stark and is not what stone looks like. It’s as wrong as painting tree trunks brown – have a look at them, they are not the colour of chocolate!
My usual approach with painting stone is to start with a dark brown undercoat. This was no different. I used Humbrol Model Spray dark brown. There then followed a series of dry-brushings using browns and, yes, some grey as well!
Dark brown undercoat
With the painting done all that was left were the final touches. I revisited my skull-on-stick idea, but I toned it down. Instead of several I decided to keep it simple with just the one – made from a cocktail stick and skull from GW’s Box Of Skulls.
I used static grass in patches around the base. I kept it sparse on top of the rock because there wouldn’t be so much earth for the grass to grow in. I then added some clump foliage to represent weeds and things, paying attention to add it to nooks and crannies and also the area that may not be trodden on so much.
With that done, the Temple Of The Wilds is complete.
As it was our first foray with the rules, we decided to keep our armies small and set the armies at 500-points.
There are few limits on force composition, but your units do have to comply with the following limitations:
All members of a unit must have the same weapons, equipment and grade, with the exception that in Command units the Commander can be armed and equipped differently.
At least 10% of the points must be spent on Green troops
No more than 50% of the points may be spent on Command units.
My force comprised:
Command Unit of a Mounted Lord, with Pennant, and 3 Mounted Knights (Regular, 126 points)
Command Unit of a Veteran Mounted Sergeant and 3 Mounted Sergeants (Regular, 110 points)
Unit of 6 Spearmen (Regular, 120 points)
Unit of 5 Crossbowmen (Regular, 90 points)
Unit of 6 Bowmen (Green, 54 points)
So, my force had the requisite 10% of Green troops (54 points) and just under 50% of Command units (236 points).
Stephen’s force comprised:
Command unit of a veteran foot Lord (Sir Owain of Bangor) with 6 regular foot knights (204 points)
Unit of 6 regular spearmen (120 points)
Unit of 6 regular archers (102 points)
Unit of 6 green spearmen (72 points)
In these rules players take turns in activating a unit, with some conditions requiring that a unit takes a compulsory action before any unit takes a voluntary action. Most units can only take one action themselves, plus one action passed to them by an eligible command unit. Units which take more than one action become Weary, which affects combat. Command units can have 2 or 3 actions, one of which must be an action by the command unit itself, the others could be command actions passed to other units. We had some confusion about whether a Command Unit can command itself. But we worked it out and got it right in the end – they can’t because they use their actions on themselves as normal actions or reactions rather than commands.
The rules have 15 scenarios and a dozen deployment options, giving an extremely good variety of potential scenarios – well done Footsore!
We randomly chose the scenario and terrain for our games.
In our first game we played scenario 14 Stop the Messenger, in this scenario one player has to assign a message to a unit, and get that unit and message off the opposite table edge within 5 turns (a sixth turn is allowed if that would allow the messenger unit to escape). For this game we used deployment map 9:
On our table a road ran down the central length with a number of buildings and fields to one side of the road and wooded areas on the other. In Barons War mounted units are not allowed to enter area terrain such as woods.
I won the die roll and elected to be the side with the message.
Stephen deployed his archers as far forward as he could, supported by his Green Spearmen. His Dismounted Knights were deployed to the Archer’s left, in the village area, and his Regular Spearmen deployed on his right flank.
I deployed my Spearmen on the road as far forward as I could within my deployment zone, immediately in front of Stephen’s bowmen. I placed my green bowmen on the village side of the road, and the crossbowmen on the wooded side. The Knights were on the road behind the Spearmen and the Mounted Sergeants (with the message) were behind the crossbowmen.
Due to deployment restrictions Stephen was able to deduce that the message was with either the Knights, Mounted Sergeants or Crossbowmen, so he knew where to focus his efforts.
Stephen won initiative on the first turn and loosed arrows at my Spearmen to little effect. (Stephen: not that I’m getting the excuses in or anything, but the dice rolling was a bit one-sided)
On my first activation I charged my Spearmen into Stephen’s bowmen killing a couple of them and forcing them back. Stephen’s foot Knights advanced and my bowmen loosed at them initially with their own action, and then for a second time when ordered to do so by the Mounted Lord. Initially we forgot to perform the morale tests to determine whether the receiving unit acted on the order given (it was our first game, Stephen: – and we continued to forget to do this all day, even after we realised we’d forgotten to do this!). Despite being wearied by the two actions the archers did cause some casualties on Stephen’s Knights. Both of us advanced our other units.
On the second turn my Spearmen charged Stephen’s bowmen killing a couple more but suffering a loss in return. (Stephen: it’s worth pointing out that in the game a roll of 10 by the attacker can only be defended by a roll of 10. All day Andy rolled lots of 10s and I didn’t…)
The crossbows had line of sight to one of Stephen’s units of Spearmen and loosed bolts at them. Stephen moved his Green Spearmen to support his Regulars, expecting I would send the Knights or Sergeants forward with the message. (Stephen: for the life of me I can’t think why I positioned my regular spearmen right at the back when all my other troops had been deployed forward. They spent the game trying to advance, from a distance, against Andy’s crossbows and demon dice-rolling. The inevitable happened)
On the third turn Stephen advanced his Foot Knights over a wall and hedge advancing on my Green Archers, who responded with a flight of arrows despatching another Knight.
Following another round of archery, the Knights failed their subsequent morale test and decided caution was the better part of valour, heading for the nearest table edge. (Stephen: OK, OK, they were Broken and had to flee).
The Mounted Sergeants and the Lord followed up the crossbows, urging them on.
On the next round Stephen’s Green Spearmen charged my Regular Spearmen, only to be thrown back with casualties and also failing their Morale test.
My crossbowmen advanced, with the Sergeants and Knights following.
On the fourth round my Crossbows moved out of the path of the Sergeants, only for them to be charged by Stephen’s Regular Spearmen, a crossbowman fell, but they forced the Spearmen back with the Spearmen becoming Broken.
With their path now clear the Mounted Sergeants surged forwards with a run action, moving 16” towards the table edge.
At this point Stephen conceded the game. (Stephen: no point in being a damned fool about it when you know you’ve lost). Although I couldn’t quite get the Sergeants off the table in the fifth round, Stephen had nothing close enough to stop them and I could invoke the sixth round and escape the table.
For our second game Stephen decided to tweak his army, removing the unit of 6 Green Spearmen and adding a unit of 8 Green Bowmen (both worth 72 points). I kept the same army.
Our second game was Scenario 8, Take and Hold. We designated the three objectives, one near the centre of the table and the others roughly equal distances from our base edges. The victory conditions for this scenario are that at the end of each of the first four rounds a player controlling an objective accrues one victory point. At beginning of the fifth and final round control of an objective gains the holder 3 points.
We chose deployment option 3, using the long edges as our deployment zones, each having one objective immediately under our control. We left the table layout pretty much as for the first game.
Stephen deployed his green archers in the middle of his deployment zone, opposite the central objective, with his regular archers to their right. (Stephen: I knew my two archer units would be in a strong position, able to take up a defensive stance behind a hedge, and then pepper Andy’s troops as they tried to capture the central objective). His lord and retinue of Knights deployed on a side road to the left, with his Spearmen further to the left among some farm buildings.
I deployed my Spearmen on one of the objectives, with the Lord to their right and the Crossbowmen further to the right. The Mounted Sergeants were roughly in the middle of the table, behind a wood separating them from the central objective, with my Green Bowmen to their left.
On the first turn I advanced my Crossbowmen to a wall at the side of the road and gave them a second action from the Lord to shoot at Stephen’s Spearmen, causing a casualty. My Sergeants advanced round the wood, but could not get quite close enough to claim victory points for the central objective. Stephen advanced his forces across the board.
On the second turn my Sergeants reached the central objective but Stephen’s archery forced my Mounted Sergeants back, (Stephen: see – I told you), so no points for me next turn. The Crossbowmen continued to pelt Stephen’s Spearmen forcing them back, but on the other flank my Green Bowmen were losing the duel with Stephen’s archers (Stephen: again, I told you so). Stephen managed to advance his central archers to the hedge separating the field from the road, and placing them within control distance of the central objective (the Celtic Cross).
On each of the first two rounds both of us claimed 1 VP each, so going into round 3 the score was 2 all.
At the beginning of the third round Stephen claimed points for both the central objective and the one nearest his baseline, taking a 1-point lead as I only received one VP.
Stephen’s foot knights advanced up the side road, and came within line of sight and range of my Lord, so I sent him and his escort charging forwards, only to lose the melee (Stephen: good old Sir Owain!) and be pushed back into my Spearmen pushing them off the objective I controlled. My Crossbowmen took a short move to get in a position where some of them could shoot at Stephen’s Knights, Shaking them and forcing them back down the side road.
On my left flank my Sergeants and Archers succumbed to Stephen’s archery (Stephen: yay!), leaving the left flank undefended.
However, as my last action of the turn I managed to charge my Spearmen into Stephen’s Bowmen holding the central objective forcing them back and taking it back under control. (Stephen: I knew my control of the central objective was tentative – it was controlled by my weakest troops (the green archers) and wouldn’t stand up to a charge).
At the start of the fourth round, I got the extra VP for controlling the central objective tying the score at 5 all.
My Lord charged forwards again, taking advantage of Stephen’s Knights Shaken status and forcing them further back down the side road. My Crossbowmen moved back to the wall and finally sent Stephen’s Spearmen running from the table.
At the beginning of round 5 I controlled two objectives, netting 6 VP, while Stephen only had 1, gaining 3, the score was now 11-8 in my favour.
The last round was a bit of an anti-climax, Stephen had nothing he could use to retake the central objective, I couldn’t reach the objective he controlled and my Crossbowmen had no targets, so the turn ended with a final score of 13-9 to me.
I’ll leave the final words to Stephen:
I enjoyed playing Barons’ War a great deal. We used 500 point armies because it was a first game, but I think we’ll ramp it up to 1000 points next time, split between two players per side. That’ll give a game with more depth and ebb and flow.
During our game we frequently referred to the rules. It didn’t always need it, we were just being conscientious that we were doing things right from the start. We had a few rules queries that we couldn’t find answers to on the day, though I think we did it right in the end. Having time to go through the rulebook that evening we found the answers to our questions, so it’s all in there. I also pinged a couple of queries to Andy Hobday and he replied very promptly (well done Andy!) – he confirmed that what we’d done was right.
I can see future games moving along nice and quickly with minimal reference to the rules. A decent roster sheet with special abilities on it will help, and a re-worked QRF will also assist (the one that comes with the book is 4 pages long! But I reckon there’s a lot of things on it that will become second nature and wouldn’t be needed, so I am sure we can get it down to a more manageable 2 sides).
I enjoyed it a lot. It scratches my 13th century itch (and the 13th century is my favourite period and what my entire education history is focussed on).
Club member Jeremey takes us through building and painting his modern take on the classic earth Elemental.
While I certainly wouldn’t consider myself to be a professional sculptor, I have made a number of miniatures over the years. This miniature, the Concremental came out of an idea to create a modern version of the very familiar Earth Elemental. I was lucky enough for this miniature to be cast and so here is my attempt to paint it.
The miniature is currently being sold by Fenris Games and comes in several parts as shown. Therefore the first thing to do was to glue the parts together. The miniature is made of resin but I found superglue worked very well in sticking it together.
The miniature fit quite well on a 50mm round base and I stuck the spare bits of concrete that came with the miniature to the base.
I then added some milliput to the base to provide a texture to match the miniature.
Once the milliput was dry I sprayed the whole thing with Halfords grey primer. It was at this point that I first thought how on earth I was going to paint it. After all, concrete is grey so do I just put a black wash over the miniature and leave it at that or do something else.
I decided to try something different and painted the various concrete blocks in different shades of grey. I then dry brushed the miniature with lighter shades, before finally adding a very watered down black wash.
I then painted the traffic light pole silver and the steel reinforced bars as rusted metal. The traffic lights I did in yellow, I didn’t actually sculpt the traffic lights and they are clearly in the American style that I’ve seen in yellow.
Once all that was done I felt the miniature needed something else, so thinking the miniature would be made of modern street materials I painted road markings on the flat parts of the miniature.
The miniature started to look much better with the markings but they were too clean and bright, to remedy this I actually took a file to the whole miniature to distress the markings. This worked really well and gave the whole model a nice worn look.
Now all I need to do is find a game to put the Concremental in.
Andy’s short roundup of games at this weekend’s meeting.
First up Stephen and I tried out Barons War rules for the first time. As it was our first outing we decided to go small, and had 500 point armies. We managed two games in around 5 hours, with much referring to the rules. All in all we thought the rules worked quite well.
Meanwhile Jeremey and Tony were playing a War of the Roses game using Sword and Spear.
Elsewhere in the hall six of our Field of Glory players (John, Peter, Brett, Paul, Mark and Colin) fought out a tournament. Final results to be confirmed…
The Society has been busy this weekend jut passed, a small contingent ventured to ExCeL for the delayed Salute 2020 (or 2021?) whilst others attended the normal society meeting. First up, Salute. Andy’s thoughts with pictures by John, Mark and Andy.
Five of the membership, John, Brian, Mark, Marcus and Andy, attended Salute putting on Marcus’ Pulp participation game “Biggles and the Island at the Top of the World“.
The theme for the show was the Battle of Britain. The 2020 show was intended to commemorate the 80th anniversary of the battle. Centrally displayed in the hall were a replica Spitfire and Hurricane, with some RAF reenactors making an appearance after the photo was taken.
I got the impression that Salute hired more of ExCeL than usual, to space us out more, although I also understand there were fewer games and traders scheduled to attend than in “normal” years; and there were a few “no shows” in both categories.
In Marcus’ game Biggles is searching a lost Artic island for a missing Professor and the strange artefacts he was studying.
His party discover a secret labyrinth, with ever changing chambers and passages.
However he was not alone, a party of Nazis with unworldly weapons were also trying to recover the Professor.
The Russians had also sent an NKVD team to prevent the Nazis securing their objective.
And finally, a lost tribe of Vikings were hellbent on preventing anyone from leaving the island with the Ragnarok Stones, the phenomena the Professor had been studying.
We ran several games throughout the day, with up to four members of the public taking control of one of the four parties.
A selection of photos from the games:
We are pleased to announce that the game won the Jim Clarke Memorial Award for the Best Science Fiction / Fantasy game at Salute.
Meanwhile, back at the regular Society meeting, other members were running a series of games. Photos courtesy of Mark J and Stephen.
First off Mark J and Pete ran a game of Fields of Glory, pitching Mark’s Hundred Years War English against Pete’s Hungarians.
The first battle was won by the English, the Hungarian Knights couldn’t cope with longbows and stakes. The Hungarians won the second battle by focusing on the men at arms and drawing the longbow fire away from the knights. So, honours even.
Alan ran a Star Wars X-Wing game.
And finally Stephen ran a Stargrave game – A Hive of Scum and Villainy:
Stephen reports on a recent Sci Fi solo game using Black Ops
Since it was a wet weekend I thought I just fancied a game of something. Since I hadn’t played Black Ops for a while I thought that’s what I’d do.
I went with a simple meeting engagement. Each side had 100 points each. The human squad had two fireteams of five men – in the first was the leader, heavy weapons support, a technical expert, and two troopers. In the second was another heavy weapons support, a sniper, and three troopers. The droids had three fireteams of five, each consisting of a heavy weapon support and four troopers.
The idea behind the scenario is that the droid army has captured a human communications station and the human squad has to go in, recapture it, and get it online. They have seven turns to do that and get to safety.
Black Ops is a card activation system. Each troop type has two cards in the deck and when they are drawn a model can take one action (e.g. the human Specialist card is drawn – the technical expert and sniper can each take an action). In addition, the leader gets a bonus third card which can be used to activate a third time or he can order a model within 6” to take a third action. Simple enough.
On the first turn it seemed like there were only droid cards in the deck, all the droids had taken one action, and the droid troopers had taken their second, before one of the human cards came up. This allowed the droids to make a quick advance and move up to halfway across the board (I was using my smaller 2’x3’ board). This put the humans on a back foot, particularly the sniper (private Urek Ricci) who I had wanted to move up to an advantageous position but this was now denied because the droids, ZX81 and CPC464, had moved so far forward.
The human leader, Sergeant Waylan Gomez, led his team up through some cargo containers. Urek Ricci advanced on another position and took a quick snapshot with his rifle at ZX81 – he missed. I’d made the terrain nice and close, to eliminate too many long-range avenues of fire that could dominate, so models had to move carefully to ensure they couldn’t be seen. The droids well and truly moved into the comms relay station area and crossed it safely to cover the approach of the humans.
The humans had to get a move on. Private Yan Obrand, with his M77 plasma gun, saw the droids Dragon 32 and HP85 moving around the back of the comms relay. He let rip, but missed. He then took a second burst and this time both droids went down! First kill to the humans. Urek also had a go with his sniper rifle at the droids in the station compound, this time with a steady hand and good rest for his weapon. But he missed again! Close to Urek was private Cove Longstern and he moved up to put some suppressive fire down. The droids responded by moving an entire squad against Ricci and Longstern. They opened up but failed to hit anything. Sergeant Gomez with specialist Sorel Marsden and private Dorian Zenward continued to sidle through the containers trying to find a way to the relay station.
Again, Urek Ricci took a shot and again he missed! Some sniper he was turning out to be. That would be his last shot though, because ZX81 returned fire and he went down. Two of the droids moved up to occupy his position where they would be able to make a flanking attack on the rest of the human squad. Private Longstern gave fire and a droid went down. But then C64 took a shot and it was bad news for Cove Longstern – it was the end of his game.
The droids sought to consolidate their position and see if they could exploit the flank they’d opened up. More droids moved up. Another pair of droids, one armed with a heavy kinetic lance, tried to counter the advance of Yan, Sorel Marsden, and Dorian Zenward. These three had advanced to the side of the comms station, but were waiting for the right moment to break cover and make a dash for the doors. Sergeant Gomez took private Uriah West to shore up the weakened flank left vulnerable after Ricci and Longstern had been taken down.
With not much time left it was obvious the humans had to get a move on. It was already looking extremely unlikely they would have time to re-enable the relay station and get off board so if they were to they would have to get moving. With that in mind, Yan, Sorel, and Dorian moved up to the station. Immediately the droids opened up and took Dorian Zenward out. But on their second activation Yan put down some suppressive fire and Marsden managed to unlock the station and get it back online. First part of the mission complete!
Last turn syndrome – go for it! So the station was working but could they get away? It pretty much happened how you think it would – the humans made a dash for the table edge and the droids opened up where they could.
In the end none of the humans escaped. The station had been reactivated but they hadn’t quite got away. Human loses were four models, and droid loses were six – so a pretty even ratio. The humans could claim a partial success.
Stephen reports on a game of SAGA: Age of Crusades fought at a recent meeting, with occasional comments from his opponent, Andy, the editor. For those whose schoolboy Latin is a little rusty, the title translates as “But give glory to your name”…
Sir Fulkes LaMont was awakened early by the wailing of the muzzerain. He calmly threw aside the tent flap, the sun still low and it’s warm glow lighting up the sky like molten metal. There was no breeze. Nothing. Just the call to prayers carried across the still air. Sir Fulkes looked out to the silhouette of the distant city walls, the tall towers of the mosques rising above all, and the cries of the muzzerain carrying far…
It’s been the best part of 18 months since I have had a game of Saga. During The Great Plague I painted a Saracen army and since we agreed we’d have a game of Saga at the club, it was time for them to whet their blades.
Andy took the Saracens and I had the Templars (Milites Christi in Saga: Age of Crusades terms). We went with 5 points each. The Saracen force was entirely mounted and had a warlord, three points of Ghulams (hearthguard) and two points of Ghazis with composite bows (warriors). The Templars had a mounted warlord with three points of mounted knights (hearthguard), one point of crossbows (warriors) and one point of foot sergeants (warriors).
The table was set up and then, using the Book of Battles, we made a roll for deployment (Confusion), Duration (Cautious), Special Rules (A Dash of Nostalgia), and Victory Conditions (Overrun).
So, Andy took first move. And forward the Saracens went. He took quite a wild move on my right flank, obviously trying to outflank the crossbows, and maybe come around the back. (Andy: I was trying to draw one or two of Stephen’s units off to counter the Ghazis leaving him weaker in the centre). On my turn I put the crossbows on top of the hill where they could have a good field of fire. The knights went forward, and I repositioned the warlord behind some rocks – a defensive position until I could see what Andy intended on doing (Andy: Leading from the back eh?).
What I noticed was that Andy had shifted his warlord forward, just ahead of the rest of his army. I’m sure Andy will claim that’s because he was bold and daring, but I reckon it was because he wasn’t concentrating. (Andy: I’d like to claim that too, but Stephen was right). This was too good a target to ignore, so Sir Fulkes ordered his knights to charge and in they went!
Fortunately for the Saracen emir he had a unit of Ghulams nearby, which is just as well because otherwise he would have ended up dead! Instead, those bold warriors laid down their lives for their leader. Badly shaken, badly beaten, and badly fatigued, the Saracen warlord boldly fled to the rear of the table, as far away as he could get from the knights.
Now, one should keep in mind that we’d never played Age of Crusades before and not only that, but we seldom, if ever, use mounted troops in previous games of Saga. That, added to the fact that it had been a long time since playing, meant there was some learning to do. Andy’s Ghazis also had composite bows, which activate differently to regular bows. (Andy: These units have free Shooting activations, but cannot do two such actions consecutively). So there were some inevitable teething problems. From my perspective I felt that Andy, initially anyway, was using his Ghazis like regular fighting troops. Although as the game progressed he seemed to get the hang of using them to skirmish – dashing in, loosing their arrows, then off again. (Andy: I was trying to combine Shooting and Movement, took me a few turns to get it right).
The Ghazis on my right moved within crossbow range and took a salvo for their troubles. Not too damaging, but enough to make him start to think about the Saracen battleboard properly. Meanwhile, on my left where the other unit of Ghazis were, they started harrying my spearmen. Still can’t think what made me take dismounted warriors when I had the option to have them mounted. Oh well. They were always going to be out of their depth and prone to attacks from all the fast moving cavalry around them.
Realising the game was going to be won or lost in the centre, I pushed my two units of knights forward. This would mean I might get outflanked on both sides – my hope was the crossbows would tie Andy down on the right and the spearmen would hold him off on the left. I was partly right.
We had an almighty clash in the centre. My knights had gone forward. I’d combined my three points of hearthguard into two units of six, whilst Andy had kept his three points in three units of four. One of those had been decimated whilst saving the skin of the Saracen warlord. But now the other two units took it in turns to charge my knights. Andy came out slightly on top of that one (he lost four models, I lost five). And then I sent my spearmen in, trying to take the heat off the knights. But that didn’t go too well for them (Andy: I managed to follow up a Shooting attack by the Ghazis with a subsequent charge from the Ghulams).
So we had a five turn game limit. Along came turn five and, to be honest, it was looking fairly even to me. You normally expect your opponent to throw everything at you on the last turn but Andy was surprisingly restrained. (Andy: I’ll blame my SAGA dice).
‘I’ll show him,’ I thought. I loaded up my battleboard so my few remaining knights could charge in to his unit of Ghazis. It went alright – the Orison ability of the Templars saved their skins, and sent some of the Saracens packing.
And that was it. Game over. We totted up points and the final result was…5 points to the Saracens, and 11 points to the Templars.
A quick round up of the games at the recent club meeting, four scales, four periods.
First up, a 15mm War of the Roses game between Stephen & Tony (Lancastran) and Jeremey and Andy (Yorkist) using Sword and Spear second edition rules.
Jeremey added some flavour with some random event cards, one to be drawn by each player. The four used in this game were:
Jeremey will write up the game, so I won’t go into detail on how the cards were used here.
Next up Mark, David and Alan fought a battle in the War of the Spanish Succession using Mark’s 6mm collection and his own rules.
Moving on several centuries, we come to 2004, Fallujah, using Force on Force rules. This 20mm collection was put together during the lockdown by Peter, this is its first outing at the club. Peter was joined by John, Brett, Colin and the other Mark.
And finally we move into the near future, with an excursion into Zona Alfa. John (another one) took Eric through the rules with a series of short scenarios using his 28mm collection.
Andy tells the story of the Fenris mission from a different perspective.
Following the limited success of the first mission to Denides, Captain Ash de Vere set about recruiting replacements for the losses incurred, Eric Olsen, the First Mate and Sam Fleet, a pathfinder had both died during the mission.
The first order of business was to recruit a new First Mate, by a stroke of fate the best candidate Ash could find was also called Eric, Eric Bamburgh. After some reflection Ash decided the crew really ought to have the services of a medic, and fortunately the new first mate knew of a good man called Dan McIntyre who was looking for a new berth.
As the two new crewmen were settling in Patina dZuk, one of the Runners Ash had engaged for the last mission, popped in and asked Ash if he could stump up 20 credits to get her the kit needed to become a Chisler. As there was just enough credit remaining after hiring Dan, Ash agreed.
So, with the crew back up to full strength Ash set about looking for a new mission to bolster the funds. An information broker Ash knew, Germy, had heard some rumours that Fenris, site of one of the major battles in the Robot Wars, was awash with loot and knew of potential buyers for any physical loot that Ash could find. What Germy didn’t say was how many robots remained active on the surface of Fenris…
Ash and Eric tried to lay some groundwork for the mission, Ash tried his usual sources for some high impact ammunition, but none was to be found. Eric tried greasing some palms to get possible rival crews to look the other way at an opportune moment, but there were no takers.
As Ash set the shuttle down on Fenris he briefed his crew. He would lead one team with Charlie, Jen and Patina. Eric would lead a second team with Skel, Honu and Offler. Bren, who hadn’t fully recovered from the injuries sustained on Denides, and the new medic Dan would be the reserve.
As the teams approached the ruins of a town movement could be seen, several of the Fenris incident robots were moving around the town.
In addition, more than one other crew were in the town, no doubt searching for the same loot Ash was after.
Ash led his team towards Tony’s crew, an ex-military group judging by their uniforms, activating his Energy Shield as he moved through the ruins.
Ash’s team took up positions behind some rocks while Patina got out her lock picks and set to opening a promising looking crate. Success, unlocked!
As Patina checked the contents of the crate she came under fire from Tony’s crew, presumably trying to take her out so they could steal the loot.
Ash and the rest of the team returned fire at Tony’s crew, giving the wounded Patina the chance to fall back with the loot behind some rocks to take her out of the line of fire. Ash told Patina to get back to the Troubadour with the loot as fast as she could; he and the rest of the team would cover her retreat.
In the ensuing firefight Jen was knocked down, and as Ash and Charlie were both hit before they pulled back. As did Tony’s crew, perhaps they realised they weren’t going to be able to catch Patina.
Meanwhile, Eric’s team had moved into a different part of the ruins searching for more loot.
As they advanced a clanking sound was heard behind them, one of the Fenris Robots had appeared from the ruins and opened fire, wounding Skel.
Bren and Dan came to Skel’s aid, Bren taking out the robot, and Dan treating Skel’s injuries.
Honu took up a position to guard the right flank, hunkering down amid the ruins. Good job too as another Robot moved up, firing on and wounding Honu. In returning fire Honu managed to put the Robot down.
While Honu dealt with the robot, Eric and Offler advanced through the ruins, finding another crate.
As they examined the crate they came under fire from Stephen’s crew, who seemed to be concentrating their fire on Offler. She was knocked down, and after returning fire Eric pulled back to some cover, with Bren coming up to support.
For some unknown reason the crew that had shot Offler then fell back, giving Eric the chance to go back and unlock the loot.
With Bren and Honu covering, Eric grabbed the loot and headed back toward the ship, only for yet another robot to appear! Luckily for the crew the combined fire of Bren, Honu and Eric managed to take down the robot, although Bren’s carbine jammed part way through the firefight.
With the robot down Eric’s team made good their escape, with Eric wondering why they had been robot magnets.
Once the Troubadour had left orbit, Dan took Jen and Offler into the sick bay to treat their wounds. Jen was remarkably uninjured after all, it must have been just a glancing blow, but Offler was in worse condition. Dan managed to patch her up, but she would not be back to full strength for a while.
Back at the Grand Market, Ash decided not to fence the loot through Germy, he hadn’t forgiven Germy for the bad intel on the robots. After some haggling, he found buyers for the Trade Goods and Alien Artefact they had recovered, netting 250 and 400 credits respectively. Ash would have to think on how to spend the hard-earned credits.
The crew gained 135 experience from the mission, enabling Eric to advance a level.