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’

RAVENFEAST – A review and playtest

Stephen offers a review and playtest of a free ruleset…

Ravenfeast is a free set of  skirmish rules for the Viking Age. I’ve had it some time and finally got around to having a test game over the weekend.

The rules and all its components can be downloaded for free from here:

Free Downloads – Ravenfeast

Mopping Up Stragglers

The game is designed for warbands of between 12 to 20 models, though claims to be scaleable and even has rules for Big Battle Ravenfeast inside. I’m not sure you’d want to go much over 30 models a side (depending on number of players), nor so convinced by the Big Battle rules (you replace individual models with multi-bases that just use the same stats and rules as is!).

For my test game I put together two identical warbands, each comprising a Jarl, two Huskarls, a Berserker, six Bondi with hand weapons, and three Bondi with bows. A total of 12 models per side.

The game designers say that Ravenfeast is meant to be an introductory wargame, and so included in the rules are hints and tips on how to paint models and build terrain. This did make me wonder if the game would be too simplistic and therefore a bit frustrating.

So was it?

In brief, no. It wasn’t. Well, yes, it was simple but that doesn’t mean simplistic nor does it mean the game didn’t provide a good experience.

Battle Commences

Game starts by making an Initiative roll (a D6). Low rolls are good in this game. The player scoring lowest wins the initiative and decides whether to go first or second in each phase. Then players take it in turns to complete each phase before moving on to the next – these are Rally, Movement, Missile, Melee, End of Turn.

Any models that failed a morale roll in the previous turn were marked with a Cowardly marker and may attempt to rally in the Rally phase. All tests are a single D6 roll, with one or two (really, that’s all) modifiers. If the result is equal or less than their Morale stat then they recover, otherwise they are removed from the game and counted as killed.

Movement is also straightforward. Each model has a move stat (in inches) with movement costing double across rough terrain. And the simple approach continues with Missile fire – roll a D6 equal to or less than Missile rating to score a hit. If there are any obstacles between the shooter and target then the target gets a D6 roll for each intervening item – a roll of 4+ means the missile hits an obstacle and the target is saved. But if it gets through then an Armour roll is made which is, again, a D6 roll equal to or less than the model’s armour rating. If hit and wounded then a Blood marker is put down. Wounded models are not removed until the End Phase (nice little tactical touch that).

A Lot Of Wounds Taken

Melee is simultaneous, with each combatant rolling a D6 equal to or less than melee stat. When hit a model makes an Armour roll like Missile firing and, if wounded, a Blood marker is put down. In melee there’s something called A Death Worthy Of A Song. This represents a particularly gruesome and bloody killing and models struck by such a blow receive a Raven token, which could adversely affect the morale of nearby friends.

What I liked about the game was that attempt to put a bit of flavour into it. It can make a lot of difference with simple games because it gives flavour and flair, and becomes something that creates stories and fun. Another such thing is the ability to put your troops into Shieldwall, this improves Armour, but impedes movement. Again, period flavour and tactics.

Form Into Shieldwall

In the End phase you remove any model with a Blood token. You also make Morale rolls for things such as death of a Leader or Hero, if you’ve lost half or more models, or for witnessing A Death Worthy Of A Song. Models that fail are given a Cowardly token and must make a flee move. This is also the time you check to see if there’s a winner (e.g. time limit, scenario objectives, etc).

Included in the game are stats for your Vikings, plus alternatives for Saxons. There’s also a points generator if you want to create your own Vikings or any other troops (for example, Normans). To round it off are three scenarios.

Shieldwalls Clash

From the website you can also download more scenarios as well as fantasy Norse additions. What I also got were a set of Rune Cards. These are a great idea. Each player is dealt one or two cards. Each has a special effect – it could affect one of your models, or it could give you an option to either affect your model or your opponent’s. Play it when you want to and once used it’s gone. There’s also something in there called Geld, which is money you gain from a scenario that you can spend on things like re-rolls or extra Rune Cards, or more berserkers or…well, whatever you agree between you. This could also be used as a scenario objective – grab the loot.

Rune Cards

In summary, I found Ravenfeast to be a cracking effort. They got a lot in there and it all adds something. Yes, it’s simple, but it still has flavour. Naturally, not everything is covered, but it’s not something that a group of friends couldn’t easily house-rule. It’s the kind of game where you could easily get in three or four games in a day and create a one-day mini-campaign. And since it’s free…well, what’s to argue with?

Jarl versus Jarl

A helping hand for a worthy cause.

Andy reports on  a model build for a good cause.

A few weeks ago, I had a call from my brother-in-law, Dominic, asking for help with an IBG Models 1:35th scale model of Bedford QLD truck.

First off, a bit of background: Dominic is a follower of Al Murray’s We Have Ways podcast, and regularly attends the We Have Ways Festivals. He is also a subscriber to the “Independent Company”, a Patreon group associated with the podcast, that was set up during the lockdowns to share live streams and other benefits.

Within the “Independent Company” are many modellers (of varying skill levels), who, at a previous festival, put on a display of 1:100th 3D printed models representing the entire Sherwood Rangers Yeomanry (SRY) AFVs, rear echelon vehicles etc.

The SRY were chosen as James Holland, who hosts the podcast with Al Murray, had edited the SRY’s CO Stanley Christopherson’s diaries and then wrote Brothers In Arms which was about their NW Europe Campaign in World War 2.

Then someone, who we will call Al Murray, said “Wouldn’t it be great doing that Tank Regiment but BIGGER”.

So, a plan to do the same in 1:35th scale was born, and as an added incentive, this would be organised as a Fundraising effort for a charity close to Al Murray’s heart, Finlay’s Touch.

Finley was Al’s nephew, he developed a rare form of Leukaemia at 6 years old and had 3 stem cell transplants in under a year. Despite amazing care, he could not be cured and passed away on the 6th December 2021 aged 8

Link to Finlay’s Touch : https://finleystouch.org.uk/

So, back to the model.

Dominic had made a start on the kit, but came to the conclusion that he didn’t have the skills to finish it to the required standard. I wasn’t sure I would either, as I haven’t made a kit like this for decades, but as it was for a good cause I said I would take it on.

When I received the kit I had a good read through the instructions, and looked at what Dominic had done so far. I decided that this was definitely a kit for people who like sticking small parts together, why else would the rear axle be made up of at least three separate parts when it could have been moulded as a single piece? I also decided that I could split the build into four separate modules which could be worked on separately and then assembled at the end.

        1. The engine / chassis
        2. The cab
        3. The fuel tank and spare tyre rack
        4. The rear truck body.

Dominic had also bought some extras, in the form of a set of Revell Weathering powders and a Tamiya Jerry can kit to serve as the truck’s cargo. This had 6 oil drums, 9 German Jerrycans and 9 US Jerrycans. If these were to be seen this meant that the truck body had to be built open rather than using the optional closed tilt piece, and Dominic asked for the tilt supports to be included. He had made a start on the engine / chassis, fuel tank rack and cab, but hadn’t started on the truck body.

So, where to start?

The part Dominic was having most trouble with was the cab, so I thought I’d start there. First off, I fixed the seat backs to the cab base, and added in the gear sticks, hand brakes etc. One of the problems Dominic had was that he had primed a lot of the parts whilst still on the sprue, this meant that the surfaces that had to be glued together had a coat of paint that prevented the glue from doing its job, so I had to scrape back this paint to expose bare plastic before assembling the parts.

The cab interior

I continued with the cab, adding the back of the cab and mudguards, and more parts to the engine and chassis.

Cab and chassis

I added the left side panel and front of the cab, these had to be in place before I could add the steering wheel. I also built the rear of the truck and the cargo. These went together relatively easily and I did a dry fit of the cargo into the truck to see how much of the load bed would be occupied. I worked out that I could get 12 of the 18 jerrycans across the width of the load bay.

Cab interior painted and cargo dry fit

I went back and did some more work on the cab and chassis, adding the exhaust pipes and leaf springs to the latter, and painting the wheels and the inside of the cab.

A bit more done on the chassis

Regarding painting, Dominic had bought some enamel paints, and had painted some parts with them, however I hadn’t used enamels in years, and fortunately I had all but one of the Vallejo acrylic paints specified by the kit instructions so I decided to use those instead.

Vallejo Model Colour Vallejo Description
Black 70950 Black
Rust 70846 Mahogany Brown
Gunmetal 70863 Gunmetal Grey
Olive Drab 70889 Olive Brown
Light green 70942 Light Green

The only substitution I had to make was to use 70967 Olive Green instead of 70942 Light Green for the seats.

To make the painting of the cargo a little easier I glued the jerrycans into groups of 6 and 3 and temporarily glued these and the oil drums to some large lollipop sticks.

I then primed the cargo with Humbrol grey brush primer and the rear of the truck with Halfords grey spray primer, using masking tape to keep the area where the oil drums were to go bare. On the chassis I added the axles, engine and drive shafts and finished assembling the cab. I also painted the inside of the load bay.

Modules progressing

I added the wheels and a few last pieces to the chassis, added the cargo and tilt frame to the rear of the truck (10 separate pieces!) and finished painting the model.

The four modules finished, ready for assembly

Now for the final assembly, well almost. I would eventually need to varnish the model, I usually use spray varnish on my wargames figures, but I wasn’t sure how that would affect the clear plastic windows on the cab, so I decided that I would keep the cab separate and use brush varnish for the cab

So, I fitted the truck body and the fuel tank / spare tyre rack to the chassis and added some black camouflage to the model. I also added all the fiddley bits to the cab, headlights and sidelights, grab handles, door handles etc. I had a problem with one of the later, it sprang off my tweezers when I was trying to fit it and I couldn’t find it. Fortunately, I came up with a replacement. The Jerrycan kit had four buckets, I cut down one of the bucket handles to the right size and used that as a replacement door handle!

Chassis, truck body and spare wheel / fuel tank assembled.

The kit came with a set of transfers, but the organisers of the build had also commissioned some Sherwood Rangers specific tactical markings, these would be used to replace the tactical markings from the kit.

The transfers

When applying transfers to models, I put a coat of gloss varnish over the areas where the transfers are to go, this gives the underlying paint a smooth surface for the transfer to adhere to and prevents the “silvery” finish you can sometimes see with transfers applied to matt paints.

Once the transfers were dry, I gave the cab a coat of matt brush varnish and the rest of the truck a coat of spray varnish. Once that was dry, I fixed the cab to the chassis.

I made a couple of the buckets from the Tamiya Jerrycan kit, putting one in the back of the truck and hanging the second off the towing hook.

The almost finished model showing the cargo

Finally I used some Revell weathering paint (also supplied by Dominic) to add mud to the tyres, mudguards and the underside of the truck.

Rear view, with hanging bucket.

I had forgotten to add the rear-view mirrors before I took the photos above, another really fiddley bit, so these were the last thing to be added to the kit.

So, the kit was finished in time, and made its way to WeHaveWaysFestDrei over the weekend of 9th & 10th September to join all the other models that had been built, including  four models built by Al Murray: three Shermans including the SRY CO’s tank called Robin Hood and a Crusader AA tank..

The assembled regiment.

You can just make out the one I built in the right rear.

After the event the models were auctioned / raffled off to raise more money for Finlay’s Touch, so far raising £5,755.

If you are able, please make a donation to this worthy cause.

Link to the Just Giving Page Simon Errington is fundraising for Finley’s Touch (justgiving.com)

5 Parsecs – The Package

Club member Marcus reports on a solo game (with the editor’s apologies to Marcus  for the delay in getting this onto the blog).

As Pi in the Sky has blasted off from Palacco, we entered a new campaign turn. Firstly, space travel. I rolled a “It’s not supposed to make that sound…”.   Fortunately, Veyan rolled a success “but I know exactly what it is…just realign the phase couplers.” That could have been unfortunate, but instead the Pi arrived on Enout, a wild frontier world classed as dangerous.  Upkeep paid and ship debt increased to 22 Cr.

While Veyan and Pascal failed to attract any new patrons, Kell came up with a useful contact +1. Wellington traded for some basic supplies (-1 upkeep in turn 3). San (with a roll on the loot table) traded for…something interesting. A further roll identified this to be a military ship part; a 3Cr discount on the next ship component bought.  The crew already had a Patron mission lined up. This would be in a toxic environment (+1D6 roll + savvy when stunned or the character becomes a casualty). The mission: to deliver a package to the centre of the table, an abandoned facility. Unknown criminal elements have an interest.

I didn’t fancy setting up the opponents at one edge and posed some questions to players online. There are alternative deployment options in an expansion, but I opted to set up my own. I created my own random table and rolled for set up. The criminals in deployed in 3 groups utilizing a clock face method around the centre at roughly one, three, five, seven, nine and eleven o’clock. One group was also delayed in deploying.

The crew (pictured above) entered from the south – east corner. As luck would have it, the opposition deployed a group of two very close to them, with three on the diametrically opposite side of the board.

The table

The crew gain the initiative and Veyon, Pascal move into positions in the first phase.  Kel preps for snap fire, but no target manifests as no opposition appears immediately. The rest of the crew also move forward. In turn two both Pascal on the right and Nira and Wellington on the left seek to outflank an emerging threat amid the heavy jungle. Kel gets a close shot at Mant (a Rebel miniatures ant man) but misses, as does Veyon. Mant’s pal Worake (half worm, half snake) works its way forward.

Mant & Worake
Kell snipes at Mant & Worake

The third criminal group were now due to deploy. By chance they also deployed in close proximity to the crew in the south-east.

More antagonists deploy

In turn three Kell snipes unsuccessfully at Worake who shoots back at Kell, but he has the benefit of camo gear and blends into the jungle. Pascal spots the new intruders but in an exchange of fire goes down wounded.

Pascal is hit!
Standoff!

In turn 4, seemingly stung by the wound sustained by Pascal, the crew get their act together. Veyon targets Worake, hitting with a 5 and a damage roll of 6+1 puts Worake down. San similarly spots the newly arrived female gunslinger (Toogun) and despatches her and while her accomplice, Lazard (the lizard man) man responds, he misses. Veyon also gets a second shot and puts down Mant.

Kell gets a close-up shot using his blast pistol but misses even at close range. Wellington and Nira moved further up on the left concealing themselves in a grove of plants.

Nira & Wellington move up on the left

In turn 5 the crew got a good roll allowing Kel to aim and take a shot at Lazard. The opponents who deployed in the south-east are all put out of action. Meanwhile Nira and Wellington are hidden in the path of the remaining criminals and spring an ambush.

Ambush!

Nira scores a 6 to floor Hawk-man. One of the two remaining opponents, after squeezing off a couple of wild shots in the general direction of Nira, has already seen enough and decides to bug out on a morale roll. With only one opponent still in the game, Nira gains the benefit of a first-round action and with a well-aimed shot brings down the last of the opposition.

Delivery

While the crew successfully meet their contacts and deliver the package, what of Pascal?

Post Battle:

Despite the outcome of this battle this criminal enterprise clearly does not relish taking on the crew again as they don’t want to become rivals. The crew get paid 9 Cr. The crew also find a curious data stick which will provide them with a quest rumour. They also pick up another blast rifle.

Pascal’s injury initially proved to be nothing to serious, just a turn in sick-bay. However, I forgot about the toxic environment. Subsequently I remembered to roll this. Pascal failed forcing me to use a story point to keep him in the game. Pascal is after all an interesting character. I was reluctant to lose him. “That infection you picked up in the jungle gave us a scare Pascal.  We thought we had lost you…”

Naturally, everyone picked up experience points. We didn’t try any training or find any purchases worth making except…

Finally, campaign events: An alien merchant offers a strange artifact. How can we resist for 4 Cr? A quick roll on the loot table leads us to the rewards table and ship parts; roll for value: 1 Cr! Easy come easy go…

 

 

 

 

Work in Progress Wednesday 23rd August

Our usual WIP Wednesday editor is away this week, so Andy gets to put together this week’s round up of members efforts, and quite a variety we have for you.

First up is Felix, who has gone into WWII overdrive with some more US Airborne (see above), some Italians and some Germans.

Next up is Chairman Mark, making progress with his Sikorsky H-34 “Choctaw” helicopter from the Vietnam war.

Also in Vietnam is Stephen who is dipping his toe into a new period, but dropping to 15mm /1:100th scale. This is just testing the water for a 2024 project.

Meanwhile, Treasurer Mark is staying in South East Asia, but taking to the Korean skies with some Sabres and Migs.

Webmaster Tony has finished off some more Stargrave figures for his new crew, some of these may have been seen before as WIP in previous posts but the chap front left is new (Han Dee, another Diehard miniature).

And finally my contribution for this week. I’ve finished the Celtos Sidhe for the Elf King Red game, no photo as all that was left to do was varnish them. I thought I’d do a few more to make up a Dragon Rampant force, so I’ve got another 11 started, only cleaned up and based so far.

And, a bit of a change for me. I’ve taken over building a 1/35 Bedford QLD for my brother in law, who needs it in about 3 weeks time for something, not sure what.

Well, that’s all for this week, back to the usual management for next week.

Judge Dredd Battle Report – Attack the Block!

Club chairman Mark J reports:

On Saturday the 13th May meeting Mark H, Tim, Eric and I played Warlord Games Judge Dredd skirmish, we used 28mm figures and terrain depicting Mega City 1, including the famous Rowdy Yates block.

The infamous Rowdy Yates Block

The aim of the game was to take Rowdy Yates, there were four teams:

      • Justice, including Dredd (no creep messes with my home!)
      • Muties
      • City Def
      • Block Gang ‘Reasonable Approach’ (Albert Einstein Block)

City Def are located at Rowdy Yates, they are well armed with a sniper and rocket launcher, ready to take out anyone trying to take their block. The muties move in first dashing for one of the ground floor doors, there are fresh norms in there ripe and juicy for a cursed earth BBQ!

The Reasonable Approach Block Gang move in from the east, using the terrain as cover hoping to get in close with their sawn-off stump guns, they wave their reasonable banners as they move in shouting ‘we support the law’, ‘be reasonable’ and of course ‘e = mc2’!

The Reasonable Approach Block Gang

Justice next, coming in from the south; no one is fooling veteran street judge Milo who promptly shoots down one of Reasonable Approach, the gang immediately change their banners to ‘we hate the law!’. Meanwhile City Def start to pick off the muties on the ground floor, ‘supported’ by cadet judge Bow, city def attempt to fry some muties with a grenade but take out the young judge, game over for baby justice!

Rowdy Yates Tower , ground floor.

No way these muties are going down easy and street judge Bell takes a serious a hit after messing with a mutie packing a heavy spit gun. City Def buggs out to the second floor setting up an ambush for the muties, who are still pilling into Rowdy yates ground floor and heading for the lift and some tasty norms!

Dredd arrives on his Law Master ‘I am the Law!’, he’s not too happy that is old home is being attacked and he promptly jumps of his bike and heads for the front door his Lawgiver MkII at the ready. Reasonable approach keeps pushing from the east, taking out a mutie but taking some hits too. Dredd’s bike heads around Rowdy Yates and promptly dispatches justice taking out a mutie and a passing citizen! The not too happy muties head towards the lift at Rowdy Yates hoping to take out some norms.

City def unleash a rocket on Reasonable Approaching taking out one of the gang and exploding some fuel laden barrels. Seeing this, veteran Judge Milo moves to support Dredd and promptly runs into Judge Death who’s been lurking next to an add pod; a heart squeezing moment for Milo! Death also takes out rookie judge Reed and moves towards Rowdy Yates and Dredd ‘the ssentenccce isss death’.

The fight is getting hot in Rowdy Yates, city def wait on the second floor around the lift hoping to take out some muties. The muties oblige by coming up to the second floor, city def fire as the muties arrive but to no effect. One of city def is carrying a can of Boing and sprays the first mutie encasing him in an impenetrable plastic sphere! The second mutie roles out his buddy and heads back to the first floor. While all of this is going on, Reasonable Approach take out Dredd’s Lawmaster by exploding some chem waste. Dredd’s not happy and bursts into the ground floor of his old pad taking out two muties, he takes three hits but shrugs them off.

Death heads towards Dredd, seeing him from the corner of his eye Dredd spins around and fires a hotshot round at Death, nothing doing! Dredd rushes out of the building and attacks Death with his day stick and a culinary laser he happened to have tucked in his boot!

Judge Dredd and Judge Death

A mutie heads back up the lift, licking his lips in anticipation of some fresh norm meat. As he arrives on the second-floor, city def throw in a hi ex grenade, BOOM! The mutie manages to throw himself to the floor and the explosion comes right back at city def frying three of them but they remain standing and take out the mutie.

Dredd and Death proceed to knock lumps off each other but no-one’s winning the fight, Reasonable Approach move in close to Rowdy Yates and city Def seeing this, move back to the ground floor; singed but still in the fight. Seeing Dredd and Death fighting it out, the city def Boing guy moves in to help Dredd and manages to encase Death in Boing!

The games ends there, Dredd’s still standing but the rest of justice are dead, the muties are in bad shape but have caused a heap of chaos, Reasonable Approach are a few down but in the building. City def are a little charred but hold their block! A great game with many laughs and sticky moments, just as it should be in the Big Meg.

Mark H double checking his stats

Society Meeting 13th May 2023

A short round up of games played at our last meeting.

The usual FOG suspects staged a 6mm game, Mid Republican Roman vs Later Selucid.

Mark ran a 28mm Judge Dredd game, with virulent scenery, you may need your sunglasses.

Close up of the tower block

Jeremey and Stephen continued their refight of the War of the Roses, this time recreating Towton.

Each were “assisted” by two sub commanders this time, on the Lancastrian side with Stephen were Andy and Tony G, with Tony F and Peter joining the Yorkist commander, Jeremey.

Andy & Tony F both switched sides since the last campaign game (not unusual in the War of the Roses). There will be a full report on this game written up by the victorious commander.

Armies deployed, Yorkist on the left, Lancastrian on the right
Yorkist Centre
More Yorkists
Stephen’s victorious Border Horse.
A truly dismal roll by the Lancastrian’s French crossbowmen, three 1s
Lancastrian centre, what’s left of it.
The Lancastrian dead. Units with red dice were Andy’s, blue dice were Tony G’s and black dice were Stephen’s

 

MWS at Salute 50

A small contingent from the society braved the roads (and rails) to Excel last weekend to stage Peter’s Fallujah 2004 game at Salute 50.

A view from one end of the Salute 50 hall to the other, MWS were at the far right end in this photo.

The premise of the game is that a USMC platoon have been tasked with clearing an area of Fallujah, sweeping through buildings to clear them of insurgents. The three participants each control one of the platoon’s squads, and depending on the draw of Fog of War cards may have additional assets to aid them in their mission, for example, helicopters, an M1 Abrams tank, a LAV-25 APC, a sniper team or a Navy Corpsman.

Games are intended to last an hour to an hour and fifteen minutes, and use a simplified version of Ambush Alley’s Force on Force rules. Figures are from Elhiem Figures Modern range, civilian vehicles from Matchbox or similar and buildings and terrain scratch-built by Society member Peter.

Peter and John explaining the finer points of the rules to the three volunteers.

Here are a few more photos of the game in action:

We were very pleased to be awarded a prize by the South London Warlords: “Best 10 – 18mm game”.

The game’s mastermind, Peter, receiving the award.

The trophy

Congratulations to Peter for creating an award winning game, and thanks to all members who have helped run the game at shows this year.

The game’s next appearance is at Broadside on June 10th.

Ill met by moonlight

A fresh look at Border Reivers by society member John.

Above – The Dead Pool – Curst Eckie comes a cropper

Introduction

As many of you know this subject is dear to my heart since reading “Steel Bonnets” by George MacDonald Fraser, the Flashman novelist – a cracking read. It stimulated me to wargame this period when I first joined the club and the game featured as a club game shortly after. Here’s a brief historical introduction for those who are unfamiliar with the period.

The Border Reiver is a unique figure in British history. Starting in the late Middle Ages incursions from both sides of the England/ Scotland border and the method of inheritance where the land was shared between all the sons led to a situation where it was difficult to maintain a living in the area. Livestock breeding became the mainstay of life and through it, cattle rustling and the attendant protection racket (Blackmail) became widespread. It should be noted that these activities were not exclusively English/ Scottish affairs and there was much inter marriage across the border making policing more difficult. These activities reached a peak in the 16th century and were brought to an abrupt end when James I and VI came to the English throne.

I had been unhappy with all the rulesets I’d tried as I didn’t think they captured the small-scale skirmishes I was keen to game. Spurred on by finding I have probable genetic links to two Reiver families through my Mother’s Ulster roots, I decided to write my own rules. Reiving reached a peak in the mid to late sixteenth century and it is this period that is the subject of these rules.

Design Goals

Before starting out, I set some design goals

Scale – These rules are not about large private armies but focus on the family units where the head of the house could be served a dish of spurs when the larder was empty and there were mouths to feed. I thought about 20 figures in total on a 3ft playing surface which fitted my collection of old 28mm figures and accurate scratch built fortified farm houses known as Bastles.

Table set up, the quiet before the storm at Gatehouse North Bastle

Style – I felt strongly that the games had to be scenario led. It wasn’t about eliminating the Opponent’s force but achieving the scenario objective. In fact, in the Reiver world eliminating the Opponent’s force could lead to a noose or provoke a feud (scenarios and rules for feuds are included). To this end I have outlines for nearly twenty different scenarios and there is scope to link scenarios for a club day. I hope at some stage to add a campaign system.

Mechanics

Characters – I gave individual Reivers a status Elite, Veteran, Borderer and Farmer/Levy. According to status, reivers would have a number of skills. For each mission a Leader would pick a gang with skills specific for that mission. Combat skills are included so a player has to choose between a mixture of combat skills and mission specific skills before starting. Leaders get a Leader skill automatically; they can issue orders to other members of the gang and rally them. Leaders can allocate one of their skill points to be Inspired. They have a larger command radius and rally models more easily. I am also working on a series of traits to flesh out the characters further. In a small-scale skirmish, this character development seems important.

Activation – I did not believe an I go/you go approach was the right so went for a card driven method with an End of Turn card. Reivers were known by nicknames so individually named cards was just right and I decided the End of Turn card should be denoted by a weather condition – Torrential downpour for day actions and Full Moon for night actions. This would mean that some characters do not get to activate.  Other cards would cover changes in weather (affecting visibility movement and ranged combat), a key feature of Reiver actions was stealth and forces would mainly start on hidden markers reflecting their sneaky activities.

Hidden counters
A selection of cards.

Sleet shows the adverse effects when drawn. Scumfished (smoking out a building’s occupants) has a turn counter until the effect is triggered

Forces of law and order, weather and End of Turn cards
Character cards

Actions – an activated model has up to three actions, this will be reduced depending on weather, wounds or if carrying out a specific action. Some actions require a success roll on two D6, if the model has the relevant skill, it rolls an extra D6 and takes the best two results.

Combat – I reasoned that close combat between two opponents with similar capabilities and well armoured would favour the defender and their armour. Those models with close combat skills get to roll additional dice and pick the best roll. For ranged combat, models get to roll additional dice and select the best roll too, following the same principle. Those models which are severely wounded reroll to see if the model is killed. The method ensures that models stick around for longer, so the game does not come to a premature conclusion.

Morale – This is tested at two levels, each model receives a morale marker each time something bad happens such as failing a skill check when climbing a ladder and hence falling off, when a model stumbles during movement or after combat and when wounded. It’s the Leader’s role to get the figures to “snap to it” . If the morale markers are not removed, the individual model has to check and may quit the field. If the model is involved in close combat, these morale markers negatively affect the modified dice roll and the model is more likely to receive a severe wound.

I have put in a force morale check as well. A point can be reached where the number of casualties or the amount of bad luck suffered causes the whole gang to retreat or quit the field.

Encounters at Night – it’s more than just the reduced visibility, I’ve added getting lost as a risk for those models which move out of command radius and a risk of attacking models on the same side by use of a “Scotch Mist” card.

More cards – Red Mist puts models in Feud mode

Forces of Law and Order – These are represented by two leaders, an area Lawman and his Deputy. They command a group of Garrison Levy who can only act under command and a Houndsman with dangerous dogs.

Play Testing

I’d like to thank Tony G, Tim, Bob, Jon and Alex for their helping in trying out the rules. So far the games appear to have gone well though there is quite a bit to do still and Alex gave some good ideas to help streamline game play and some suggestions to use for the campaign section as these are developed. Thanks to Tony G for helping with the garrison activation (yes, you were right about ranged combat so I have toned this down) There is still a lot to do so I’ll be carrying out more play testing so if you fancy trying something very different, please let me know.

Below are a selection of photos from play testing so far.

Dastardly Halls make off with the cattle.
Fire to the Door! A pre requisite of Scumfishing- smoking inhabitants out of a Bastle
Stowlugs apprehended
Bull is ironically gored

Lion Rampant and Baron’s War

Stephen and Andy report on a comparison of two Medieval rulesets.

We decided to try fighting the same scenario with two sets of Medieval Wargames rules, Lion Rampant 2nd edition and Baron’s War 2nd edition. We would keep the armies as similar as possible in the two games, subject to the requirements of the respective rules.

We based our scenario on the Baron’s War scenario 10 Hidden Treasures and Lion Rampant Scenario 12 The Taxman Cometh.

In Hidden Treasures the players take turns to place six objectives on the table, if a player has a unit in contact with an objective at the start of the turn, they roll a D6, on a 6 that objective is revealed to be the treasure and the other objectives are removed. Who ever controls the treasure at the end of the fifth turn wins the game.

For the Lion Rampant version, we kept the same number of objectives and score to reveal the treasure, but in keeping with the Lion Rampant Glory system we decided that if the player controlling the treasure took the treasure off table he would receive 5 Glory, but only 3 Glory if the treasure was under his control but still on table at the end of the game, plus or minus Glory from Boasts.

We set the terrain up with a small village in the centre of the table, with a couple of fenced fields nearby, with some hills and woods on the flanks. We would keep the same terrain for both games.

Lion Rampant

First off Andy describes the Lion Rampant game.

Andy’s warband comprised:

    • 1 x Elite Cavalry, Motivated (with Commanding trait) @ 7 points
    • 1 x Heavy Cavalry @ 4 points
    • 1 x Heavy Infantry @ 4 points
    • 1 x Light Infantry @ 3 points
    • 1 x Crossbows @ 4 points
    • 1 x Skirmishers @ 2 points

Stephen’s warband comprised:

    • 1 x Elite cavalry with leader (with Commanding trait) @ 6 points
    • 1 x Flemish Heavy Infantry @ 4 points
    • 2 x Skirmishers with bows @ 4 points
    • 1 x Genoese Crossbows with pavises @ 6 points
    • 1 x German mercenaries (Warriors) @ 4 points

Stephen won the die roll to determine Attacker / Defender and took on the nominal Attacker roll, the deployment mechanism we used was that the defender deployed any 1- or 2-point units, followed by the attacker doing the same, then repeating the sequence for 3- or 4-point units and finally units costing 5 or more units. The end of the game would be determined b either one player getting the treasure off table, or once there were five or fewer units on the table a die roll at the start of each turn of less than the number of units left on table.

Turn 1. Stephen got off to a good start, advancing all his units except his Elite cavalry, I responded by advancing my Heavy Cavalry to contact one of the objectives but ground to a halt when my Heavy Infantry refused to move.

Turn 2. Stephen continued his advance on the objectives, with one of his Skirmisher units on his left flank contacting one of the objectives. I rolled for the objective my Heavy Cavalry had contacted last turn, with no success, so decided to move my Heavy Cavalry on towards Stephen’s Skirmishers and their objective. I then moved my Heavy Foot towards the first objective, and my other units towards other objectives.

Turn 3. Stephen’s Skirmishers rolled for the objective they had contacted and it came up a 6 the treasure had been found! At this point all the other objectives were removed. Stephen immediately pulled his Skirmishers back and started to move his other units towards his left flank. My Heavy Cavalry were just about close enough to Stephen’s skirmishers with the treasure that I could try to charge them, hoping they would fail their probable Evade reaction. Unfortunately for me Stephen succeeded in evading, his archery taking out one of my riders, and his evade move took him just too far away for me to contact him, my Cavalry then failed their courage test and fell back. To add insult to injury, my next activation to shoot with my Skirmishers at his Elite Cavalry failed, ending my turn.

Turn 4. Stephen continued to pull his treasure carrying Skirmishers back towards his table edge, while he brought his Elite Cavalry across to cover them, and advanced his Heavy Foot through the central village towards my Light Foot. This time I managed to activate all my units, rallying my Heavy Cavalry, putting my Light Foot into Wall of Spears anticipating an attack by Stephen’s Heavy Foot, advancing my Crossbows down the side of the village hoping to be able to shoot at his Elite Cavalry in a later turn, and moving my Elite Cavalry towards my right flank.

Andy’s Elite Cavalry halted by a flimsy fence.

Turn 5, Stephen continued to pull back his Skirmishers with the treasure, with his Elite Cavalry getting closer to support them, as were Stephen’s Crossbows. I advanced my Heavy Cavalry towards his Skirmishers, and my Elite Cavalry through one of the fields, but my Crossbows failed in their shooting attempt.

Turn 6 was short, Stephen’s Crossbows and my Heavy Cavalry both failing their activation attempts.

Turn 7 saw Stephen issue a challenge to my Leader, a duel must be fought! Had I refused the challenge all my units would have had to take a courage test due to my Leader’s cowardice. Honour would not allow that, so forth my Leader went. The Duel consisted of three dice each, scoring hits on a 5 or 6, if one Leader scores more hits than the other the loser dies! The duel was anticlimactic, one hit each resulting in a draw, both leaders returned to their units, their honour upheld. Stephen’s German Mercenaries charge my Skirmishers on my left, the Skirmishers evaded, causing a casualty on the Germans, and ending up too far away to be contacted. The Germans passed their courage test, but on my subsequent turn my Skirmishers shot again, causing two more casualties and a courage test which the Germans promptly failed catastrophically, causing them to rout from the field. My Heavy Cavalry charged Stephen’s Crossbows, I won the ensuing melee and the Crossbows failed their courage test becoming battered.

Turn 8 saw Stephen’s Crossbowmen fail their Rally test, but he then went on the offensive, his Heavy Infantry charged my Light Infantry, beating my lighter troops, who then failed their courage test becoming battered

Andy’s Light Foot fall back battered (red marker) from Stephen’s Heavy Foot

Stephen’s Knights then charged my Heavy Cavalry with the fight again going in Stephen’s favour and my Cavalry failing their courage tests and also becoming battered.

Andy’s Heavy Cavalry battered and down to a single figure as Stephen’s Knights look on and Andy’s Heavy Foot advance slowly through a ploughed field.

On my turn both my Heavy Cavalry and Light Infantry failed their Rally tests, the Heavy Cavalry so badly that they fled the field.

Turn 9, Stephen rallied his crossbowmen and got the Treasure bearers off table, ending the game.

So, on to the accounting, Stephen received 5 Glory for getting the treasure off the field of battle, he also succeeded in all three boasts he made:

    • “They shall tremble before me”, 2 of my units battered at the same time, worth 2 Glory.
    • “I shall drive them back into the sea”, make one unit retreat off table, worth 1 Glory.
    • “I shall challenge their leader to a duel”, self-explanatory, worth 1 Glory.

On the other hands, I made two boasts, both of which I failed to achieve, so scoring -1 Glory each:

    • “They shall tremble before me”, see above.
    • “I shall destroy more units than I lose”, worth 2 Glory.

Final scores: Stephen 9 Glory, Andy -2 Glory. A decisive victory to Stephen.

Apologies for the lack of photos of this game, I got too tied up in fighting the battle to take pictures.

Baron’s War

Stephen takes over with the account of the Baron’s War game.

We put our retinues together to mirror the Lion Rampant equivalents, but under the army composition rules of Barons’ War – so not identical, but as good as.

Stephen’s Retinue:

Unit:   1 x Veteran Lord Commander (mounted), 5 x Regular Knights (mounted)

Unit:   1 x Veteran Serjeant Commander, 5 x Regular Serjeants

Unit:   1 x Veteran Serjeant Commander, 5 x Regular Serjeants

Unit:   6 x Veteran Bowmen

Unit:   10 x Green Crossbows

Andy’s Retinue:

Unit:   1 x Veteran Lord Commander (mounted), 3 x Regular Knights (mounted)

Unit:   1 x Veteran Serjeant Commander, 5 x Regular Spearmen

Unit:   4 x Regular Mounted Sergeants

Unit:   6 x Regular Crossbowmen

Unit:   5 x Green Spearmen

Unit:   5 x Green Spearmen

Unit:   6 x Green Bowmen

So, same scenario – find the hidden treasure and get off with it.

The main point of these games was to compare the rules. For Barons’ War a unit has one activation, but that can be improved to two, or maybe three, if you have a commander attached to the unit (and a commander can also give extra orders to other units). And in Baron’s War players alternate activation of units. This means there is a fundamental tactical difference between the rules – in Lion Rampant you are thinking about what you are going to do now. That’s also the case in Barons’ War (BW for short), but in BW you are also thinking about what your opponent is going to do in the same round, so you have to think about which unit is best to activate, whether to hold activations back for later (in BW your can do a reaction to your opponent’s action), and how the round will develop so you can exploit it. It’s a bit like Saga in that respect – knowing when to unleash everything and when to hold something back for later.

Off to war we go

Anyway, let’s get on with the game.

We rolled for deployment, as per BW rules. Andy was the ‘red’ side and could deploy in the middle, which he did and meant he was already in control of a couple of objective markers.

Andy’s skirmishers about to search an objective while his Crossbowmen look for targets
Andy’s light foot gather round two more objectives, while his Cavalry trot off

I had the flanks to deploy on, not quite in control of any objectives, but no more than a move away.

Venison tonight lads!

Turn one, and Andy searched the objectives, but no hidden treasure was found. My veteran archers on a small rise took aim and let fly at a group of mounted serjeants – two went down to the deadly fire and first blood went to me.

Ready, aim…

Andy then passed a couple of activations, so I took advantage of this to move units up to take control of a pair of objectives. My crossbowmen (only inexperienced green troops – in BW at least 10% of your army has to be made up of green troops) let rip at Andy’s archers hiding beside a pig-pen. Two were taken down, he failed his morale check and they were broken. However, Andy then returned the gesture, fired back with his crossbows, and three of my troops went down and were also broken. Oh well, eh?

On the second turn my spearmen on the left searched the objective marker and lo and behold, what do they find – treasure! Yup, more church vestments. Funnily enough, the treasure in the Lion Rampant game was found in more or less the exact same spot!

The chase was now on. On Turn three I started to move my spearmen toward the table edge. And this is where the tactical nature of BW may have a slight edge over Lion Rampant, because at the start of the turn both sides roll for initiative to see who goes first. But also (and like Lion Rampant) you have to do compulsory morale checks before moving on to ‘new’ activations. Which means you can’t necessarily guarantee you will move those troops you need to move before your opponent. This builds in tension, tactics, and what makes for an exciting game. In turn three I also did what I think may have been a rash move – my knights charged Andy’s spearmen. Knights do though, eh? That’s why they’re knights. OK, so I demolished and shocked his infantry, but I’d also put myself in charge range of his knights and I had no reactions left.

The knights square up

Andy did what he ought to do – his knights charged mine. It did not go how I would have liked. It took a couple of rounds, but my knights eventually succumbed.

Such an ignoble ending

This also left the game in balance. Because at the end of turn five (the duration of the scenario) I had achieved the scenario objective – find the hidden treasure and get away with it. However, Andy had also achieved the general game-end criteria – kill your opponent’s commander (and none of your other commanders pass a morale check to take control). So, who won? We’ll have to leave that one to the chroniclers.

Let’s rumble!

Final thoughts. For me, it is hard to choose between the two because they are so different. Lion Rampant is a quick pick-up game that anyone can jump into and get the hang of in just a turn or two. There is a lot of merit in that. BW requires a little bit of pre-planning (working out and putting together a suitable retinue), but it’s also a more tactical game which means it will take longer for a newcomer to pick up and appreciate the subtleties. No, not more complex, but more subtle. Of course, that’s not to say there are no tactics to Lion Rampant (there are!) but Lion Rampant does lack the depth of BW. Personally, I couldn’t choose between the two. Lucky me that I don’t have to. There is a place for both depending on what you are after for a game – sometimes I want that simplicity and quick ‘pick-up’ nature, sometimes I want a more challenging and thoughtful game. Lucky me that I have both on my bookshelf and can choose depending on my whim. If you are interested in medieval wargames then I’d suggest you have them both as well, because I can’t pick one over the other.

Back to Andy for his thoughts on the two rulesets.

I should open by saying I have played Lion Rampant, and other rulesets in the same family, for many years and am very familiar with them, whereas I have only played Baron’s War once or twice before. This may have an impact on my assessment of the two sets of rules. Both sets of rules have a small-ish number of unit types to start with, and both allow you to upgrade / configure units but Baron’s War has more variety in the options you can apply, and a couple of limitations on force composition, a minimum of 10% of your points must be spent on Green troops, and no more than 50% of your force can be used for units with attached commanders. Lion Rampant has fewer, simpler, upgrade options, and no mandatory requirements for force composition.

I would say that Lion Rampant is the easier game to pick up, but Baron’s War can probably give you more variety in force composition. It’s a “horses for courses” kind of situation, and there is room in my gaming calendar for both rulesets.