Work in Progress Wednesday

We start this week with a trio of miniatures from Stephen. Above we have a bunch of Droids. Stephen has long been after some non combat droids.

Next up he has painted up Tom, Dick and Harry the mountain trolls.

And to round off some dire wolves.

Now we move onto Marcus who has also been painting up some droids as well.

Meanwhile Phil has continued painting his small scale buildings.

Next up John L has painted up some knights, just the bases to do on these.

And last for this week Eric has made progress on his Mechs, I think there are at least eight more to go.

Quite a lot of progress this week and it looks like more to come.

Work in Progress Wednesday

Let’s get straight into this weeks eclectic mix. First up we have Mark J’s WW2 Brits ready for action.

They are followed by Phil’s collection of tiny 1/1000th buildings from Brigade Models. My guess is these are for next years society show game!

Now we move onto David P and the start of some Russian Cuirassiers.

Now we move on to, well I’m not entirely sure so I’ll let Marcus describe it in his own words “conversion of an old GZG recon pod with underslung cannon (a GZG Phalon starship) on an organic, retractable mount”

Tony F continues to assemble his Stargrave crew, apparently these are numbers 8 and 9, so just one more to go.

And lastly for this week Peter M has another of his expanding fleet of scratch built cloud ships. Just a few more crew to add to this one.

See you next week for more work in progress.

Barons at war

Stephen reports on a series of Barons War games played at a recent meeting.

We had a Barons’ War session recently.

We kept it small, with 500 point retinues, which meant we got three games in.

What’s nice about Barons’ War is the scenario content – there’s 15 different scenarios with 12 different deployment options. Which makes 180 different combinations. That’s not bad, eh?

Stand firm

We chose scenarios and deployments randomly.

Game 1

First up was #10 ‘Hidden Treasures’ with Deployment Map 3 (both opposite each other in the traditional way).

Deployment 3

In this scenario each player places 3 objectives. When a player controls an objective you roll a D6 and on a 6 you’ve found the treasure (all other objectives are then removed) and the winner is the one who has possession at the end of Turn 5.

Tony was using a mixed force of knights, sergeants, spearmen, and crossbowmen. He won initiative and, since he started in control of one of the objectives, rolled a dice and…nope, no treasure. This was the first time Tony had played Barons’ War, and it had been a while since I played, so it was very much a ‘get to know the rules’ game. He advanced his sergeants and his spearmen (being led by a sergeant commander).

Outlaws in the cabbage patch

My retinue was made up predominantly of outlaws. My archers also started in control of one of the objectives (in a cabbage patch) so I rolled a D6 and…I got a 6! The treasure was mine, now all I had to do was hold on to it for the rest of the game.

Both my archers and Tony’s crossbows were behind fences and hedges, and at long range to each other, so we stayed put and exchanged a bit of missile fire – the odd casualty but essentially harassment fire. I also engaged Tony’s knights with my archers as he moved into the centre. The rest of our units got stuck in with the melees  and by the end of turn 5 the treasure was still in the hands of my outlaws, so game 1 went to me.

Typical high street behaviour

Game 2

Second game was #6 ‘Tear It Down’ with Deployment Map 11 (in a kind of wedge shape).

Deployment 11

In this scenario the two players again placed 3 objectives each but the idea was that you had to burn your opponent’s objective by being in control of them. The first player to burn all their opponent’s objectives is the winner.

I was unlucky enough to get the red deployment zone, Tony got the blue zone.

This one went a bit catastrophic for me. In fact, the game lasted no more than 30 minutes (and could have been over sooner than that if I’d conceded sooner!).

Around the back of the barn

Again, Tony won initiative and his opening action was to shoot with his crossbowmen at a unit of my outlaws. It was long range and they caused a couple of casualties, meaning I had to make a Morale roll. Which I seriously fluffed and the outlaws went Broken and had to make a move away. Problem was, I’d deployed them quite close to the table edge, and so they routed off table having done exactly chuff all! Realising that my whole right flank, and probably centre, was now compromised (and I had two of my objectives there) I had to hurriedly plug the gap.  So I moved my knights around to delay Tony. He then charged my knights with his sergeants, which is fair enough (if he hadn’t charged me I was going to charge him). However, in Barons’ War if you roll a 10 it’s counted as a critical hit which can only be defended with a 10. My four knights got hit by four 10s! And I didn’t roll a single 10 for defence, which meant…off go the knights!

Truth is, that was pretty much the end of the game (my outlaw commander took control, so I could technically fight on but knew it was no hope). However, I just couldn’t let him win 3-0, so we played another turn and the other unit of outlaws then set fire to one of his objectives. At that point I conceded – at least I got one of his!

Someone is going to get hurt

Game 3

The third, and final deciding, game was #1 ‘Behind Enemy Lines’ with Deployment Map 4 (lined up opposite each other on short edges).

Deployment 4

In this scenario players place 1 objective each and the winner is the one who controls both objectives.

We both began by moving units up by Running, to make up the ground. Things slowed down once we got near each other as we tried to out manoeuvre each other. Both Tony’s crossbows and my archers were on the same flank. I decided to move my archers into the yard of an inn so they could use the fences for cover. These archers were led by an outlaw commander (a veteran, dispossessed, young nobleman – you know what I was thinking!) who used his multiple actions to order the archers to keep firing. They peppered Tony’s crossbowmen who promptly routed off the field. Good – I needed to get rid of them. This opened up the way to Tony’s objective and if I could get my archers there I would win.

Come out the house if you dare

Meanwhile, in the middle, Tony’s sergeant, led by his sergeant commander, engaged more of my outlaws and Broke them. And on the other flank I left my knights in control of my objective, with some spearmen hiding in the woods. Similarly, Tony was advancing on them with his knights and spearmen.

Next turn my archers double-timed to get to Tony’s objective. Realising how exposed the objective was he’d moved some sergeants up to take control of the objective, meaning I would have to fight for it after all. Well, I say ‘fight’ but what I intended to do was shoot more arrows at him.

Flashing blades

‘Intended’ is the important word there, because Tony won initiative next turn and, quite rightly, charged my archers with his sergeants. Fair enough, I expected that. But it went bad. A couple of casualties and, like the knights in the previous game, I rolled really badly for their morale, meaning they had to fall back. But, again, like the outlaws in the previous game, they were too close to the table edge and the flee move had them off the field!

I can hear them but I can’t see them

The game was decided in the fight for my objective. My knights were finally surrounded by Tony’s knights and spearmen. I counter-charged his knights and killed two of them! That took the smile off his face. But I was surrounded and every time I had to fall back I had nowhere to go, which meant I took an extra casualty. That quickly mounted up.

Result? Tony won the last game. But only just!

A clash of arms

 

Work in Progress Wednesday

This Wednesday we see two members doing the heavy lifting for this week.

We start with Tony F and some new 6mm Sci-Fi scenery. Next up Tony has also painted another member for his Stargrave Crew.

And now we have some terrain pieces for a Lord of the Rings game Tony is putting on in the new year.

Buckleberry Ferry and a house for farmer Maggots dogs, these are both scratchbuilt from coffee stirrers.

And some resin sign posts no doubt to be seen in Hobbiton.

And now we move onto Mark H who has finished painting his Korean war jets. Firstly some Sabres.

And some Migs. The aircraft are from Tumbling dice I believe.

And a nice close up of some of the the F86 Sabres.

See you next week.

Wars of the Roses – Battle of Hedgeley Moor – Battle Report

Battle number eight in our campaign was the little known Hedgeley Moor. Again this was another of those battles that in reality didn’t amount to much and saw one side flee the field after a brief melee. The setup for this battle was a straight forward open plain. We went with 800 points each side for this particular battle. The Lancastrians were commanded by Stephen as Somerset supported by Andy as Baron Ros. I commanded the Yorkists as the rightful King Edward IV and Eric joined us for the first time in the campaign. Their didn’t appear to be any other lords on the Yorkist side so I gave Eric the banners of Lord Falconberg.

With the Yorkists sitting on 5 victories to the Lancastrian’s 1 and only 6 more battles to go in the campaign this was crunch time for Lord Somerset’s ambitions.

Battle of Hedgeley Moor
Both sides drew up their armies in the normal fashion. But a surprise came from Stephen by again fielding a strong force of cavalry. I don’t know if this was part of still trying to exercise the demons given the poor showing of the Lancastrian mounted nobility in many of the previous battles, but their they were taking to the field again.

Stephen placed the mounted men at arms in the centre of his line while I placed my cavalry on the far left of the Yorkist flank, while Eric did the same with his lone unit of cavalry out on the right.

Winning initiative I advanced my army across the field. The line of cavalry in the centre facing my archers gave me no choice but to try and get some shots in as quickly as possible. If I waited for the cavalry I ran the risk of not getting a shot off before they arrived.

Out on the Yorkist left flank I decided to try and goad Andy’s forces into action and to draw his attention away from the centre. Using a bonus dice for some extra movement the Currours set off across the field.

Eric got his force on the move and after a brief word of advice from me, sent his cavalry off to capture the hill on the right and start to threaten the Lancastrian left flank.

Eric rolled well for the first activation dice and was able to move up his entire front line of archers.

Much to my surprise the Lancastrian cavalry remained in place and so I risked moving my archers further away from the my infantry units, in trying to get some shots in on the cavalry. I gave my Crossbows a bonus dice to increase their movement rate and get into a firing position for next turn.

Having shown my hand Stephen decided to no longer wait and got his cavalry on the move. This meant initiative was going to be a crucial for the next turn. Either the Yorkists would get their shots off or the Lancastrian cavalry would charge in.

Thankfully the Yorkists won the initiative and so I made sure my archers would get an attack in. The crossbows went first and through poor marksmanship failed to score any hits and so I feared the worst when the cavalry charged in. Luckily the Lancastrians matched the crossbows lack of skill when it came to the melee with neither side managing to wound the other. With more cavalry approaching I went all out with more bonus dice but only managed a single wound against the mounted men at arms poised to charge.

Eric began an archery duel with Stephens forces while still managing to bring up some men at arms in support. The Lancastrians wary of the cavalry on the hill sent some billmen to secure their flank.

Having managed not to get ridden down by the cavalry on the first charge I quickly repositioned some of my uncommitted archers to fire at the cavalry that had not charged. The hasty volley wasn’t as effective as I’d hoped.

Seeing my archers engaged with the cavalry Andy began to move his own archers to threaten the Yorkist cavalry out on the left .

My archers were being worn down by the cavalry and a good use of some bonus dice saw the Yorkist frontline crumble.

After a few optimistic turns in which my archers managed to first blunt the Lancastrian charge and then hold their own in the following melee, they finally broke leaving a large gap. The crossbows also fell giving the Lancastrians the chance to plunge deeper into the Yorkists ranks and split the force in half.

With Andy’s archers on the move I went back to my original plan and got the Yorkist cavalry moving again. Seeing the cavalry move Andy seized the chance and gave his hand gunners a bunch of bonus dice to rake the Currours as they rode passed. Unfortunately they missed spectacularly.

But I wasn’t prepared to ignore the threat and so I charged the hand gunners with my spearmen. Little did I expect the gunners to be better at hand to hand combat than actually shooting. After a brief exchange and much to their embarrassment the spearmen were destroyed.

Meanwhile on the other side of the battlefield Eric was putting everyone else to shame, the Yorkists were winning the archery duel and his men at arms had got to within charging distance of the remaining Lancastrian archers.

The situation in the middle was still in the balance but the Lancastrian cavalry had failed to exploit the gaps. Two of the four mounted men at arms units had been destroyed, but only after taking out more of the Yorkist archers. But the value difference in those units had pushed the Lancastrians to their first break point.

With their morale lowered Eric pushed the advantage he had on the Lancastrian left flank. The Currours were holding but had failed to sweep the billmen aside. But the men at arms had dispatched the archers and were advancing on the remaining billmen.

In the centre I managed to get some militia billmen up to plug the gap, they were immediately charged by the Lancastrian cavalry but in a strange twist of fate both sides wiped each other out. Again this proved costly for the Lancastrians and when more Yorkist billmen destroyed the remaining cavalry unit it pushed the Lancastrians to their second break point.

With the Lancastrians a spent force Eric continued to press the fight with his cavalry and billmen, unfortunately both were fought to a draw with the Lancastrians saving a bit of pride.

For a straight fight this battle had a few crucial moments. I was surprised by the Lancastrian block of cavalry in the centre of the line. This was a real danger and despite the Yorkist archers not shooting the cavalry down as they charged, because they managed to hold against the initial contact, it gave time for the infantry to be brought up in support.

The Yorkist cavalry on their left flank achieved very little throughout the battle and so it was a blessing the Lancastrians did not pressure the Yorkist forces on that side. On the other side of the battlefield Eric’s first command could not have gone better. Despite not doing as well with his cavalry as hoped he only lost one unit of archers in the whole battle. This would play a pivotal role as the casualties from the centre brought the Yorkists within one point of their first break point.

The campaign is now 6-1 to the Yorkists with 6 battles remaining. It’s not impossible but the Lancastrians are really going to have to produce something special at the battle of Hexham.

Yorkist Loses
1 Unit of Militia Billmen (4 points)
4 Units of Longbows (12 points)
1 Unit of Crossbows (3 points)
2 Units of Currours (8 points)
1 Unit of Spearmen (3 points)
Total loses 30 points (Army break point 46)

Lancastrian Loses
4 Units of Mounted Men at Arms (16 points)
3 Units of Billmen (12 points)
5 Units of Longbows (15 points)
Total loses 43 points (Army break point 38)

Yorkist Victory

Work in Progress Wednesday

It’s a rather autumnal Wednesday here so a good reason to stay in and get painting. We start this week with Eric and a whole load of Mechs being painted up for a game in next month.

Next up and Stephen has painted his frost giant.

Following that and Marcus has been painting up some Explorer Corps troopers from Star Schlock

And last but by no means least this week Peter M has created another scratchbuilt cloudship.

See you next Wednesday.

Work in Progress Wednesday

We start this week with another impressive scratchbuilt Cloudship of Mars from Peter M. Some of you will have been lucky enough to see this in action at the recent SELWG wargames show.

Next up and Tim has been frantically painting up some Dane Axes for a Saga game at the society.

He’s also been working on some ‘juggernauts with exalted champions’ whatever they are supposed to be.

Stephen on the other hand ha started on some fantasy monsters, outrageously mounted on Hex bases which he claims are coming back into fashion.

Now we turn to the Korean War and Mark H has been working on some jets.

And last but by no means least Tony F has been putting the finishing touches to some 6mm scenery for an upcoming game of Battletech.

That’s it for this week but I know there are more Cloudships and Mechs coming for next week.

The (Roman) Empire Strikes Back

A ‘Massed’ 28mm Skirmish Game Report, by Peter Merritt

Background

Somewhere in Germany, © 1st century AD, after the Battle of the Teutoburg Forest….

The original idea behind the game was how to stage an increasingly large-scale ‘skirmish’ using quite a few very nice early imperial 28mm figures which I had acquired via eBay. Although it started off as 1:1 scale, the idea (and collection) soon grew so that we could actually stage larger conflicts but still retain some of the unique tactical flavour associated with each very different side. To achieve this in a fast, playable form, I turned once again to a fabulous old hybrid board/figure game, “Star Wars Epic Duels” by Hasbro (see links at the end).

THE GAME SYSTEM

The key features of this design are that each player controls a small team, with one main character (say, Darth Vader), plus one or two little helpers (Stormtroopers in Vader’s case). Normal movement is fairly standard, although some variability is introduced by means of a die roll. However, the design really scores because teams also get a dedicated pack of cards which are used for both combat and any unique ‘special abilities’ – such an elegant, simple way to reflect widely varying attributes, and without resorting to thick books of charts and +/- tables!

Although the original Star Wars game was very 1:1 oriented scale-wise (and thus fitted extremely well with early LOTR games featuring the Fellowship), I have also adapted the concept in the past to much larger affairs, with masses of Orcs, Wargs etc vs varying amounts of opposition from the Riders of Rohan. Whilst having so many figures would render a normal ‘skirmish’ unmanageable, by nominating so-many groups per player turn this can both speed-up the playing cycle and reflect the rather hap-hazard nature of combat before the advent of truly drilled and ordered units in the later gunpowder era. But to retain an element of massed if not co-ordinated movement, a simple movement rule addition allows an ‘active’ unit to also drag along a number of those adjacent groups, sometimes more so if enhanced by a special card.

I really cannot stress how much the use of such dedicated card packs adds so much to the ‘period flavour’ of the game, hopefully reflecting the different combat options and other unique actions of the various Roman forces – legionaries, auxiliaries and stirrup-less cavalry – vs the massed ranks of fearsome tribesmen.

Roman Cavalry

For example, the Barbarians can gain advantage by deliberately sacrificing figures in massed attacks or an ‘active’ leader dragging one or more adjacent ones with him (at some personal risk).

Barbarian Druid and Warriors

On the other side, the Legion ability to reorganise and their close-in pilum-throwing are deadly. Whilst your immediate choice of tactics may always be affected by the cards in your hand, like any ‘real’ historical combat, victory will go to the side which can maximise their peculiar advantages whilst exploiting the weaknesses of the enemy.

Legions advance with skirmisher support

Each turn consists of two phases per player, movement then two actions (Romans can do in any order, Barbies guys must move then do one action). Normal movement uses a grid or in this case 4” hex cloth and a die roll to generate movement points; however, some ‘special moves’ via certain cards are also possible, such as reorganising all adjacent bases adjacent to a standard-bearer, or signalling an ambush! Play alternates in a random manner between one Roman then one Barbie group (hex), so it can be that not everyone is quite in the right place at the right time. This has had interesting effects in multi-player games, as the ‘current’ player can choose which groups to ‘activate’ – including any previously organised by a colleague! Finally, once a group has been activated and finished it can only thereafter defend itself until either (a) all players have moved, or (b) the current player uses their turn to ‘rally’ their forces rather than move/fight, removing 1d3 active markers from units/groups. This was especially useful in the game as it allowed for maintaining a degree of offensive.

Combat was computed by hex vs hex, with a small list of +/- factors. Factors were either ‘straight’ card numbers or ‘specials’ which could seriously affect your day. Things like ‘arrow shower’ or ‘pilum charge’ will be long-remembered… Hits were then converted to actual kills (removing a base), or ‘disorder’. The latter sounds easy but units with too much disorder were then increasingly rendered ineffective and vulnerable to a follow-up assault – thus the advantage of having a 2nd wave or reserve handy to blow-away that otherwise formidable unit.

As we had long departed the original 1:1 skirmish idea, the figures were organised with four figures per base for the regular Legion or close-order Auxiliaries, and single-figure ‘clouds’ for skirmishers. Roman heavy units/groups were normally 4-6x bases, which fitted very nicely in a 4” hex! To me, this looked about right for a typical 80 to 90 man century. For the Barbarians, many of the figures I had were already on massed bases, so 2-3 of these constituted a ‘unit’ in one hex. Especially nice were the chariot units which their creator had turned into mini dioramas – the sort of thing which makes our toy soldier games a real pleasure, especially as you’re getting hammered into the ground.

Speaking of the games….

HOW DID IT GO?

 In the end I had two players fool- I mean, kind and raring to give this experimental version of the system a go, so I thought that they would be best deployed together as the Roman forces with me running a large but disorganised Barbarian opposition (this also fits my style of generalship). I had long decided on an overall plan (“Ok, men – go get ‘em!”), which as sole umpire made it easy for me to both control events and make a hopefully convincing ‘fist’ of a tough time.

Opening shot of initial deployments, with beautiful chariots to the fore!

The scenario, such as it was, had a Roman punitive column probing the territory of the German tribes near the frontier of Gaul, trying to establish if another major incursion was being prepared. As such, Eric and Mark were suitably impressed by the initial set-up with the Romans marching on and suddenly facing an edge-to-edge arc of extremely unfriendly-looking tribesmen.

The hairy barbarian battle line

However, although it certainly had the appearance of a tidal wave of terror about to engulf them, they gradually began to discern one of the key differences between the armies – the Roman organisation meant that units acted (fairly) smoothly in concert, whereas the Barbarian units were much more, ah, ‘individualistic’ let’s say, requiring frantic interventions by leaders to get any sort of co-ordinated action!

Early-on the chariot units thundered in from each flank, creating some wobbly moments for the Roman generals as they overran some outlying auxiliary units and routed a cavalry force which had scouted slightly too far ahead.

Roman Cavalry on their way to a messy end

These chariot units – especially using their rapid speed and special attacks – surprised everyone (including me!), and ended their initial run threatening the flanks of two Legionary units in the centre.

Chariots and escort

With no support to hand, however, the chariot attacks tended to run out of steam as they approached the main line, and as primarily offensive units, Eric quickly marshalled enough counter-force to ensure that they soon took so much disorder that they effectively fell apart. This was repeated on the Roman right flank by Mark, although the chariots here came in in waves (mainly due to terrain, not my planning), and thus caused a few sweaty turns as Mark’s forces had to keep an eye on their own flanks. The downside for the Barbarian efforts was that the sweeping to and fro of chariots tended to block some warband units from advancing together (not that there was much risk of this as it turned out!).

Barbarian centre begins its ‘lunge to destiny’ (ignoring the left flank)

By now the Roman players were getting into both the system and the specific opportunities afforded by each card in the deck, so tactics and plans started to get more ‘subtle’ (as befits the early Empire?!). So it was that what should have been the main Barbie ‘follow-up’ punch by the full weight of centre warbands quickly disintegrated into a hap-hazard race towards the solidifying Roman line! True, several auxiliary units were overwhelmed or brushed aside, but the Legion, with a few awkward moments, held their ground and developed a really nasty-looking right-hook…

As the Roman centre and left hold, the Roman right advance begins to advance…

As the central slog developed and the Barbarian flanks signally failed to get their act together (the chieftain/leaders were a might busy at this point, making some awful activation rolls or, err, dying at really inconvenient moments), it was then that two key factors began to sway the tide of battle:

    • The Roman generals co-operated in using the ‘pause to rally/re-organise’ option for units which had already been active.
    • These ‘reorganised’ units were then quickly thrown-in with support from those ‘brushed-aside’ auxiliaries in two-front attacks, converting disordered units into panicking mobs heading for the forest!

As it became clear that the central assault had failed and the core Legionary units had only been ‘dented’, with no sign of a pincer move from the flanks I thought it time that the tribesmen would consider they’d done enough for today and head home for some serious bardic singing and drinking, thus ending the battle.

AFTERWORD

 I think I’m correct in saying that the players, once they had mastered the system and individual cards, certainly seemed to enjoy themselves – which is a great end point for any game! Both players – not normal ancients types – seemed to like the idea that the system and cards were so tailored to that specific period and the armies concerned, rather than a ‘generic’ set spanning many hundreds of years which required the player’s experience to supply the realism. As I understand it, dear old Bob O’Brian (one of the key developers of WRG rules) only used to play strictly historical games – no Yorkists vs Egyptians etc.

As the designer I was also pleased with how ‘balanced’ the overall game was, both in terms of forces deployed, and my extremely amateur development of the various cards. It also validated the concept that the core system was so amenable to other ‘asymmetric’ situations, now covering subjects from Star Wars, Lord of the Rings, Roman Empire and (soon) Seven Samurai. A truly classic system, in my view.

Finally, the fact that my lightweight design had at least as much to do with a reading of Tacitus and Agricola than it did to a rewatching of ‘Carry On Cleo’ was not lost on the players, with one card allowing a bonus action for anyone who could name the actors playing certain supporting roles in that fabulous film…

My tremendous thanks, as ever, to a fabulous bunch of guys at the Maidstone club.

CREDITS

Rules and Card Decks:

As with almost all my games the rules are home-grown stuff and, as such, possible to extend or amend as you wish (the mark of a good product/system in my view). Hopefully these will appear on the blog site ‘real soon now’. If not, come along to the club and try it some time!

Original game:

Details of the original HASBRO “Star Wars Epic Duels” by Craig Van Ness (with assistance from Rob Daviau) can be found here:

https://boardgamegeek.com/boardgame/3284/star-wars-epic-duels

 Figures:

Thanks to the advent of so many superb plastic 28mm ranges, the web (eBay etc) is now awash with old and 2nd hand extremely units which can be had for quite reasonable amounts. And if, like me, you can barely paint the side of a house, many of said units come pre-painted. If you prefer the ‘look and feel’ of massed forces, however, the core system is quite happy as (like a boardgame) it is base-oriented, so you can put shed-loads of 15, 10, 6 or even 2mm strips on said bases.

Other previous outings:

    • ‘One Ring’ (Weathertop or Amon Sul): 4+ Ring Wraiths vs pre-Fellowship
    • ‘Fords of Isen’: ambush of Prince Theodred by massed Orcs & Wargs
    • ‘Pelennor Fields’: the charge of the Rohan cavalry vs besiegers, including 1/24th Mumakil!
    • ‘Mines of Moria’ down in the claustrophobic setting with 1:1 Fellowship trying to escape Bernard the Balrog!

(for more pics and other rules, see here: http://www.werelords.com/games2.htm )

There is a great fan-following on the net as well (for this and the original Star Trek game), with lots of suggestions for other card deck, scenarios etc.

BTW, I am also in the process of using the wonderful character-specific card system for such diverse topics as:

    • ‘Seven Samurai’ (final battle in the village); objective for the bandits is to kill as many peasants as possible as these represent the resilience / surrender level, thus making it a challenge for the deadly, professional samurai to protect them!
    • ‘Ranks of Bronze’ is based on the fab David Drake book of the same name in which a captured Roman Legion is sold to aliens! These creatures then deploy the Legion on various worlds which they wish to exploit but are forbidden by the Galactic Council to use any technology higher than the locals! By creating card decks for the alien races, a very interesting mini-campaign can thus be created.
    • ‘The Four Musketeers’ will see a return to fully back to 1:1 ratio, as we can now have card decks specific to the main characters, as well as more generic decks for thugs, mercenaries or of course the Cardinal’s Guard (boo, hiss…..).
    • Really Super Heroes is another 1:1 scale effort, this time featuring the various comic-book heroes and villains such as Batman etc. We may not stretch to Superman, as any character who can alter time and spin the planet around is a bit out of the ‘biff!’, ‘pow!’ league…

 Stay tuned to this blog……

Work in Progress Wednesday

Welcome to Work in Progress Wednesday. This week we start with Mark J and some WWII Brits. Felix has also been painting up some British infantry.

Next up Phil has been working on yet more trees.

After lots of questions from the membership Phil provided more details on the trees which are scaled down 3D prints that he has flocked.

Next up Tony F has painted up another Die Hard miniature for his Stargrave Crew.

Now we have Stephen scratching an itch by painting up some ECW units. We’re not sure if this is leading to a full army at this stage.

And finally for this week Eric has assembled some more gangs, this time some savages.

See you next week.

After-Action Report 26th August: ‘Square Bashing’ 6mm Franco-Prussian War

Club member Peter reports on a game that he ran at the society recently.

You know how it is – you collect all these armies, have great fun and lots of memorable actions – and then one day you realise that the last time you played this fab little game was the turn of the century! So, post-retirement I have been dusting-off a variety of games and systems which deserve wider exposure – and ‘Square Bashing’ is certainly one of them…

The System/Rules

Briefly, ‘Square Bashing’ was developed by good old 15mm manufacturer Peter Pig and some associates and is a sort of boardgame/tabletop ‘hybrid’ which allows for fast yet accurate handling of large formations, beyond the capability of most other rules. It achieves this by using markers on a normal wargame table to denote squares, roughly 25-30cm on a side. Units are made up of so many bases but orders/activation, movement and combat are by ‘square’. Movement in march mode is relatively fast, but once ‘deployed’ things slow down – a lot! Thus, it encourages thinking at the true Corps and Army level, as it takes precious time to deploy and then re-orient units in the field. Speaking of which…

The game also has a fiendishly simple but vital initiative and ‘battle clock’ control on game length, whereby the loser of the initiative roll each turn can choose to either go first or move the countdown clock on by whichever of the two dice scores they choose. Thus, can asymmetric forces fight on more equal terms, as the large force cannot simply sit back and grind an opponent down but has to ‘get on with it’ before nightfall or some other key event. More on this aspect later…

The system has been used very successfully for WW1, Russian Civil War – and now mid-19thC battles. It was the latter in which I had some input, and to demo the system it seemed the most appropriate -so……

The Game

The game was based on a real encounter during the opening phase of the Franco-Prussian War, when the initial French assaults had been thrown back in some confusion and the German States were seeking to force the nearest French army back into the fortified zone of the city of Metz. Whilst this was too strong to assault and the Germans lacked any giant siege guns, having 150,000 extra ‘guests’ for lunch would overwhelm the supplies held there and, eventually, force their capitulation.

The game was therefore set-up as follows:

      • The table was roughly 9×6 squares, each representing about 0.75Km a side. It consisted of rolling, low hills, dotted with farms and light woods with the odd dense bit of forest.
      • Two French Corps would deploy anywhere in the first three rows, with orders to keep any German units away from their base edge. Just off table behind them, however, was the main French escape route, with progress of other units denoted by very slow-moving wagon markers – or so it seemed to the players!
      • The three German Corps were allowed to enter anywhere on their baseline, but there had to be at least one square gap between corps (or risk massive traffic jams). Their orders were to simply push ahead and ‘slam the door’ on Metz. The only complication was that the three Corps were from two different armies, Prussian III Army and the Bavarian contingent. I had little to do by way of briefing to add a little ‘healthy competition’ between the different commands…

So yep, five complete Corps, plus reinforcements, on the table in one afternoon’s play!

The initial French deployment was extremely ‘sparse’ – worryingly so, until I noticed that they were only using 1x Corps! Somewhat happier when the available units doubled in size, they were slightly more chastened by (a) the ground scale, which meant that their ‘old fashioned’ artillery could not support everywhere if grouped too heavily; and (b) the unending stream of Germans now marching onto the table…

Prussians begin to arrive as French ‘beef-up’ their extended front line

I won’t give a blow-by-blow account, if only because I was too busy to observe the minutiae of turns. Essentially, a dramatic cavalry thrust by the French on their extreme left was almost immediately destroyed by a combined-arms Bavarian group attempting a right-hook. The French were a little worried about a follow-through here, but this was closed-off by the adjacent French infantry division left-facing and thus threatening any attempt to exploit.

On the main Bavarian front, the French reinforced an advanced village/farm complex at a key crossroads which they proceeded to hold against several Bavarian assaults until literally blown-away at game end by massed batteries, themselves taking long-range hits by infantry fire. The French stand had, however, blocked any advance in this sector, as per orders.

French left Corps throws back Bavarian assault in confusion, but is starting to be by-passed…

In the centre-right, the Prussians were feeling their way forwards whilst deploying stronger formations in their rear. An early probe on their left against a large farm complex was bounced in short order by some Algerian Legionnaires and a Light Infantry unit. However, long-range bombardment and a full divisional assault eventually carried this position and was threatening the French extreme right until a timely reinforcement galloped on in the shape of a Guard Heavy Cavalry division (to add some ‘tone’ to an otherwise unseemly brawl by foot-plodders).

The centre was initially a see-saw with no major advantage going to either side, despite the mounting casualties. However, when the main Prussian assault finally got under way the close-range firepower of the Dreyse rifles, plus long-range artillery support by rifled pieces finally blew a gaping hole in the French centre, through which one of the reserve cavalry brigades poured. These galloped over the low hills to see a most unusual sight – strung-out before them in the distance were a long column of French army vehicles and assorted support units!

French reserve cavalry (foreground) on their way to destiny…

While this information was relayed to the commanders in the rear and tired infantry units summoned to exploit the position, minds were soon brought back to the current battle as they looked to their left down upon the gaily deployed French Cuirassier Division – facing the other way. As the clock reached game-end, the French cavalry were thrown into almost complete disorder when hit in the flank downhill, at least one French commander choosing to die here on the field, safe in the knowledge that some of the army, at least, had escaped the vice closing on Metz….

Final moves – French right is finally destroyed as the Guard Cavalry arrives (not Prussians on hill to their flank!)

After game observations

All players very quickly got to grips with the system, and I was pleased to see how feverish conversations soon focused more on high level plans re bunging one or two divisions in here, how many brigades to place there, grand battery vs close support etc, possible terrain restrictions on exploitation and so on.

It was also salutary to see how reserves now played a key role, as although units fought well for a while, they soon lost their initial ‘edge’, then went to ineffectual despite several apparently holding ground. This is what happened to the Bavarians on the German right and the French in their centre-right. Once the Prussian reserves arrived, the previously successful French were stretched too thin and quickly dissolved – but not before buying vital time, which was the point! Gosh, commanders following higher orders – whatever next?!

Forces

The Prussian Corps were ‘square’ formations – 2x regiments per brigade, 2x brigades per division, 2x divisions per Corps. The French were similar except that these particular Corps had three divisions apiece. However…… Prussian forces had two important tactical advantages – their infantry at close range got a key bonus (Dreyse rifles being ‘slam-fired’), and their artillery was more numerous and had greater range (just). Lower-level leaders were more prevalent (not ‘better’, just more effective), and so individual units were slightly more flexible (elite divisional light infantry could be attached to brigades). Cavalry were still a threat as while they fared badly against infantry etc in stand-up fights (the French left were ‘vaporized’ in turn two!), they could also fall suddenly on disorganized units or a flank and create chaos out of all proportion to their numbers.

The French ‘advantages’ were not really of much use – their infantry rifles could fire two squares, and did seriously harass the Bavarian Grand Battery. Their prodding of the Prussian centre however may have simply stirred-up the ant’s nest which then lunged forward! But what of the famous Mitrailleuse machineguns? Well, they had to deploy with the artillery (as per doctrine), so missed-out on supporting the infantry fire-fights. On the few occasions where the enemy came to them (‘’Fortress Norfolk’ on the French left), the Bavarians soon saw their effectiveness……

The Clock

This feature as already discussed was central to the scenario design. It’s fair to say that the French were first to realise that ‘all’ they had to do was allow time for the sluggish Army wagon trains to exit left – terrain, losses did not really matter. The Prussians were slower to pick up on this, understandably focusing on the detail of battle. However, as they got closer to the French rear edge and could discern no form of counter-plan, it very quickly dawned on them what game the French were playing, and they went over from considered progress to major punches, sometimes surrendering the initiative for the turn to the French in order to adjust the clock by the smallest amount! This was very successful, as the French – on the overall defence – rarely needed the initiative anyway, although a couple of Bavarian brigades might dispute this plan!

My thanks to all for a great trip down memory lane (and for loans of scenery).

Prussian:              Pete S, Paul L

Bavarian (almost Prussian):          David P

French:                 Mark N and ‘Bob’