Apologies, we’re a bit late with this weeks WIP Wednesday post, we got a bit side-tracked by the bank holiday weekend.
We’ll start with the honourable chairman Mark’s efforts, a Vietnam era LVTP-5 and a M-50 Ontos (above).
Next up we have a couple of offerings from Charlotte, she’s given her Spanish church a coating of sand, painting is next.
And a couple of characters from a game she’s developing “Folked Up”, the Pirate queen of Hispania: Inés de la Espada and her pet Octavio.
Inés is a Reaper sculpt and Octavio is scratch-built from earplugs.
Stephen’s gone off his painting, but he’s still got his modelling mojo running with this construction, called ‘Stairway To Heaven’. We’ll be seeing that in a Stargrave game at some point.
Regular editor Jeremey has been working on some cavalry, King Richard and his retinue, for the upcoming finale of the War of the Roses campaign, the battle of Bosworth (that’s him on the far right, with the gold armour, leading the charge from the rear).
Meanwhile Tony has take a break from his WW2 Belgian project to work on some terrain for a planned Lord of the Rings game, the Gates of Bree and the surrounding hedge
And, as something completely different, some 15mm Yenpalo Sci Fi vehicles and crew.
Going up a scale, Andy has been working on some Japanese Corporate Mercenaries, these are 25mm GZG figures that have been in Andy’s pile of shame for over a decade!.
And in case they need a bit of support, he’s also working on a War Bot from Alternative Armies, which would work in 6mm, 15mm or 25/28mm scales.
That’s all for this week, hopefully we’ll be back on time next week.
Andy is back with a round up of the Society’s members painting efforts.
We start with some Norman mounted crossbows from Stephen (above). He’s planning to field these against me in a Norman Conquest mini campaign later in the year.
Eric has been working on another car for Gaslands. Is that The Stig driving, or one of his cousins?
Felix has started work on some BAOR figures.
And Chairman Mark has finished his Vietnam USMC Recon team.
One we missed from last week, Marcus has been working on some Stargrave scenery.
Also on the scenery front, I have been working on a random selection of Lord of the Rings items.
And I’ve finished a couple of 3D prints from Brigade Models, a Ford Model T Armoured Car and a British 13pdr gun. The Ford is available from their website, but the 13pdr is a pre-production model so hasn’t quite made the website yet.
Tony has been making progress on his WW2 Belgians, first up, a Daimler Armoured Car. This is an IBG kit (the only plastic 1/72nd Daimler he could find) and it’s definitely not a quick build wargames model – it’s more like a miniature Tamiya kit with loads of tiny details. It has a fully detailed interior, although some of the parts once fitted would be impossible to see from any angle even with the hatches open, so all of that got left off.
And he’s also working on the 25pdr guns and tractors. And all the wheels!
Finally Peter M has been working on some 28mm Sci FI AFVs for the Hammer’s Slammers universe.
Another week and another roundup of MWS member’s efforts on the modelling and painting front.
First off we’ll take a look at a couple of offerings from Tony. Above we have a 6mm Hammer’s Slammers detachment – the Heliodorus Regiment who carry flamethrowers (not that they can be seen in this image) and ride around in big wheeled vehicles, with a few more bases of 6mm desert scenery. These are Brigade Models products, no surprise there!
Also from Tony we have progress on his late WW2 Belgians, a couple of 25 pdr guns, limbers and tractors, some 15cwt trucks for the motor rifle platoon, and a couple of scout cars. Tony says the green base coat looks nowhere near so pale in real life.
Next up some of Chairman Mark’s work, a Vietnam era USMC Recon Team.
Our main theme for this week is some Stargrave (other SF rules are available) markers, mostly for the Side Hustle option.
Marcus has built a Pylon from odds and ends.
A damaged robot/drone mainly for underwater games:
And finally from Marcus some Coral style scenery pieces.
Eric has built a pit marker, scratch built apart from the doors which are old 40k Rhino top hatches.
And some loot markers:
And I’ve also been working on some Side Hustle markers, although mine are commercial models rather than being scratch built. The Pylon and Pit are from Blotz, and the Robot from Alternative Armies.
I’ve also finished off a repair bot (Crooked Dice) and some sand worm type beasts, not sure where I got those.
Hopefully Jeremey will be back in charge next week.
Andy curates this week’s roundup of members painting and modelling activities.
We’ll start off with some offerings from Tony F this week, above we have the start on some Brigade Models 15mm Yenpalo infantry for Xenos Rampant. They comprise two units each of heavy infantry and light infantry/scouts, plus mortar and railgun teams. The scouts are on open order bases to reflect their Hard to Target rule, with the heavies in closer order. The weapons teams are based with two man crews, while the additional command figure allows the removal of single casualties.
Also from Tony are some 25 lbr guns for his 20mm WW2 Belgian project.
Next up we have some of Eric’s work, an Alien Bounty Hunter inspired by the recent Dead or Alive supplement for Stargrave. This is a Kroot Carnivore figure.
Continuing the Stargrave theme we have some Necrons:
And some Baby Bugs:
Finally we come to my meagre offerings. Firstly some simple markers for Lion Rampant, “Wall of Spears” and “Shieldwall”. Printed labels, PVA glue and some surplus cavalry “pill” bases.
I’ve finished off some Arab Light Cavalry (apart from their shields, which I can’t find!)
Jeremey’s otherwise engaged for the next couple of weeks, so compiling the WIP Wednesday roundup falls to Andy.
After helping Phil with basing figures for the WW2 game he and Tony put on at the Open Day, Phil’s youngest son decided he wanted to do some painting.
So as a start from him we have a GW wolf (above). He is now moving onto some Space Marines.
Marcus has been continuing work on a variety of projects, this week he has completed a couple of Pulp Figures.
Does the one on the left remind you of a character from a certain “motherly” film franchise?
Eric has started a new project, a 15mm force for Xenos Rampant, he’s assembled them, but no paint has been applied yet
I’ll finish off with some of my own work.
I’ve been experimenting with a home made wet palette (a Chinese takeaway container, thick kitchen towel and some greaseproof paper) and a vortex mixer.
The wet palette certainly keeps paint useable for a couple of days, and the vortex mixer seems to work well. We tried it out on some “problem” paints at the open day.
On to the figures, I’m nearing the end of the Arab Light Horse, just some washing and varnishing to do. And the shields. When I find them! Here are four of the twelve.
I’ve also been working on some Footsore slingers while I’ve been painting the Arab horse.
That’s all for this week, we’ll be back next Wednesday.
Andy completes the write up of the Crusades mini campaign.
First off, I must apologise to my fellow gamers, it has taken me far too long to complete this report.
Stephen and I continued the Five Battles Campaign from Lion Rampant Version 2. This time we were joined by two other members, joining Stephen with the Ayyubid Egyptians was club treasurer Mark, and joining me with the Frankish Settlers was new member Charlotte.
Photo credits: Charlotte, Stephen and Andy.
To recap the first day, we played three games, with my Pullani (Frankish Settlers) forces winning each battle. I had 3 victories and 23 Glory, Stephen had 3 defeats and -1 Glory. You can read about these games in a previous blog entry here.
The second day would comprise two more battles, the final battle using double size armies
When planning these games, we had prepared five warbands with differing points values for the five battles, and had assigned each warband to a battle before the campaign started. Stephen had used his larger warbands in the battles on the first day of the campaign, so would be at a disadvantage in the first game of day two.
Having won the final battle on day one, I got to choose the first battle on day two; I chose “The Road” and the die roll resulted in “The Convoy” scenario with Charlotte and I as the attacker (see part 1 for the battles that make up the campaign).
In this scenario the attacker has three convoy tokens that must be conveyed from one corner of the table to the opposite corner. For our game these comprised of a cart, a group of pious monks and a group of civilians. Each token had to be assigned to a unit, although more than one token could be assigned to the same unit. Escorting units were restricted to a maximum move of 6”. The convoy tokens have no effect in the game, other than marking the escorting units.
Stephen and Mark’s forces (Ayyubid Egyptian) comprised:
1 x Mounted Mamluks (Heavy Cavalry with Bows) Leader Blessed (Once per game, reroll any one full set of dice by any player) @ 7 points
3 x Mounted Turcomen (Wild Turk Light Cavalry) @ 4 points each
1 x Foot Ghilmen (Light Infantry with Javelins) @ 4 points
1 x Ahdath (Skirmishers) @ 2 points Total 25 points
Andy and Charlotte’s force (Frankish Settlers (Pullani))
1 x Knights (Elite Cavalry, Motivated), Leader Strongbow (Once per turn, unit within 12” automatically passes shoot activation) @ 8 points
2 x Sergeants (Heavy Cavalry) @ 4 points each
1 x Foot Sergeants (Heavy Infantry) @ 4 points
1 x Foot Yeomen (Light Infantry) @ 3 points
1 x Crossbowmen @ 4 points
2 x Skirmishers @ 2 points each Total 31 points
The scenario requires the attacker to deploy the units escorting the convoy tokens first in one corner of the table. The defender then deploys their forces, placing at least 4 points of units in each of the other three corners of the table.
We deployed our Foot Sergeants with the Monks and Civilians, and the Foot Yeomen with the Cart in the south east corner of the table, along with a unit of Skirmishers. We couldn’t fit anything else into the deployment area, so our remaining units would have to enter the table as a Move activation.
Andy’s convoy and escorts deploy (Andy)
Stephen and Mark deployed their main force of the Mamluks and two units of Mounted Turcomen in the North East corner.
Stephen’s main contingent (Andy)
In order to satisfy the requirements to deploy at least 4 points in each of the other two corners they deployed a unit of Mounted Turcomen in the South West corner
Stephen’s flanking force (Andy)
And their Ghilmen and Ahdath in a village in the North West corner (our exit point).
Stephen’s blocking force (Andy)
Prior to the first turn of the game the units escorting the convoy are allowed to attempt one move activation as a “head start”. Our Yeomen succeeded in their attempt and moved forward with the cart, but the Foot Sergeants refused to budge.
Our first turn was more successful, the first unit of Skirmishers and both escorting units succeeded in their moves, and we also managed to bring on both units of Mounted Sergeants, one on each flank. Our Crossbows and our Knights also made it onto the board. We deliberately kept our Leader’s Knights close behind the Crossbows to maximise the use of the leader’s Strongbow ability. The only unit that failed to come on was the second unit of Skirmishers.
Andy’s contingent advances, well, some of it! (Andy)
Stephen and Mark brought their Mamluks and Turcomen forward from the North East corner, to get in a position where they could block our path to the North West corner.
Stephen’s main force advance (Stephen)
In the North West corner, the Ghilmen found a wall to hide behind and the Ahdath occupied a building.
Stephen’s Ahdath occupy a building (Stephen)
I think Stephen wanted to use his only infantry units to block our exit from the table, but it did mean that in the early stages of the battle he would only have four units totalling 19 points to try and slow down our force of 31 points, or 24 points if you exclude the units escorting the convoy.
In our next couple of turns Charlotte and I concentrated on getting our units forwards, and didn’t advance the convoy escorts. We had a unit of Mounted Sergeants on each flank, with both the Crossbows and Skirmishers near to the Leader’s unit. Actually, looking at the photos I think we forgot to deploy the second unit of skirmishers!
Andy’s force spreads out (Andy)Stephen’s main force continued to advance ahead of us, with one unit of Turcomen lagging behind, and the lone unit of Turcomen advancing towards our left flank getting close enough to shoot at our Mounted Sergeants and inflicting a casualty.
On our Northwestern flank one of Stephen’s Turcomen units engaged our Mounted Sergeants, but with the help of our skirmisher’s shooting honours were even with both units being reduced to half strength.
Stephens main force skirmishes with Andy’s right flank, casualties on both sides. (Andy)
Meanwhile Stephen’s Mamluks came within range of our Crossbows, and with our Leader’s Strongbow ability guaranteeing a shooting activation each turn our quarrels took out a couple of figures, the Mamluks eventually came to blows with our left flank Mounted Sergeants, both sides taking casualties and falling to half strength but his Leader didn’t succumb to any lucky blows!
Stephen’s leader’s unit, or what’s left of it, and a unit of Turcomen (Andy)Remnants of Andy’s Left Flank face off against Stephen’s leader (Charlotte)
Meanwhile our convoy stayed back near the hill guarded by the Crossbows and Knights.
Stephen’s Turcomen closed on our Crossbows, and managed to kill one of them, but the Crossbows stayed firm and their return fire decimated the Turcomen.
Stephen’s Mamluks charged our Mounted Sergeants again, but this time his luck ran out and his leader fell.
One of the units of Turcomen got close enough to the Yeomen to shoot at them and caused a casualty, but they passed their Courage test.
Our Crossbowmen continued to shoot at anything that came within range, guaranteed by the Leader’s Strongbow ability and both the Mamluks and Turcomen were practically wiped out, only a couple of figures were left, allowing the convoy and escorts to advance off the hill.
The convoy advances, slowly (Charlotte)
The only functioning units Stephen and Mark had left were the Ghilmen and Ahdath in the village blocking the Pulanni’s exit. Although our Mounted Sergeants had been sorely damaged, our Crossbows and Skirmishers had only taken a few casualties and it was apparent that eventually we could position our Crossbows where they could shoot at the Ghilmen and Ahdath every turn from outside the range of their bows and javelins, and even with the benefit of cover they would eventually be whittled down, allowing us to escort the Convoy off the table.
So, at this point Stephen and Mark conceded the game.
Stephen and Mark made three boasts: “They will Cower before me” (3 Glory, failed). “They will Tremble before me” (2Glory, failed) and “My Arrows are Deadlier Than my Spears” (2 Glory, success). The failed Boasts cost 1 Glory each, so that made a total of zero Glory for the Ayyubids.
The Pullani only made two boasts, “They will Tremble before me” (2Glory, failed), and “I will Destroy more than I Lose” (2 Glory, success), making a total of 1 Glory to add to the 2 glory points per Convoy marker escorted off table. That gave the Pullani an additional 7 Glory.
After the fourth battle the Pullani had 4 victories and 30 Glory, the Ayyubid Egyptians had 4 defeats and -1 Glory.
The final battle.
From the outset of the campaign, we had agreed that the final battle would be a major clash using the Bloodbath scenario, and that each side would bring 50 points, split into two contingents, each with a leader. The two contingents did not have to have equal points.
On the Ayyubid Egyptian side the two contingents were:
Emir Mark al-Harris.
1 x Mounted Mamluks (Heavy Cavalry with Bows) Leader @ 6 points
2 x Mounted Turcomen (Wild Turk Light Cavalry) @ 4 points each
2 x Foot Ghilmen (Light Infantry with Javelins) @ 4 points
1 x Ahdath (Skirmishers) @ 2 points Total 24 points
Emir Stephen a’t-Ucker
1 x Mounted Mamluks (Heavy Cavalry with Bows) Leader @ 8 points
Skills: Blessed (+2 points) and Strongbow (+1 points)
2 x Mounted Turcomen (Wild Turk Light Cavalry) @ 4 points each
1 x Hashishin (Warrior Infantry, Assassin) @ 5 points
2 x Ahdath (Skirmishers) @ 2 points each Total 25 points
Notice the sudden appearance of the Strongbow skill in both contingents?
The Pullani contingents were:
Count Andrew:
1 x Knights (Elite Cavalry, Motivated), Leader @ 9 points
Skills: Commanding (+2 points)
1 x Sergeants (Heavy Cavalry) @ 4 points each
1 x Foot Sergeants (Heavy Infantry) @ 4 points
1 x Archers @ 4 points
1 x Holy Characters @ 2 points
1 x Skirmishers @ 2 points Total 25 points
Holy Characters are a unit type from the Crusader States supplement, they are similar to Skirmishers, but with only a 6” move, no shooting capability and lacking all the Skirmisher’s special rules, they do however allow, once a turn, a partial re-roll of dice for units within 6”. Re-roll 2 dice if 12 were rolled, otherwise re-roll 1 die.
Countess Charlotte:
1 x Knights (Elite Cavalry, Motivated), Leader @ 8 points
Skills: Strongbow (+1 point)
1 x Sergeants (Heavy Cavalry) @ 4 points each
1 x Foot Sergeants (Heavy Infantry) @ 4 points
1 x Foot Yeomen (Light Infantry) @ 3 points
1 x Crossbowmen @ 4 points
1 x Skirmishers @ 2 points Total 25 points
Summary of Leader skills
Strongbow: Once per turn, one unit within 12” of Leader’s model automatically passes a shoot activation)
Commanding: Each turn may re-roll one failed Move, Attack or Shoot activation withing 12” of Leader’s model.
Insipid: The Leader does not give the usual +1 modifier to Courage tests to unis within 12” of Leader’s model
Blessed: Once per game, re-roll any one set of dice, rolled by any player.
Stephen included his Hashishin in his contingent again, this time their dastardly plan failed and the Assassin sent after Count Andrew met a grisly end.
There would be no subtlety about the final battle, no scenario objectives other than defeating the enemy.
On the Christian side Andy deployed his contingent on the right flank. Archers on the left of his front line, then the Foot Sergeants, Skirmishers on the hill and Mounted Sergeants on the right flank.
Andy’s Knights and Holy Characters (the monks) were kept in reserve.
Andy’s contingent, the monks are the Holy Characters (Andy)
Charlotte deployed on the left flank, she kept her Knights and Mounted Sergeants in the centre of her deployment, with the Foot Yeomen on her left and Foot Sergeants on her right. Her Skirmishers and Crossbows were deployed in front of her cavalry, both within 12” of her Leader, to make best use of her Strongbow ability.
Charlotte’s contingent (Andy)
Opposing us Stephen deployed opposite Charlotte, and Mark deployed opposite Andy. We didn’t take many pictures of the Ayyubid deployment, but here’s a close-up of Stephen’s Turcomen and Hashishin Ahdath,
Stephen’s Turcomen and Ahdath in the village (Stephen)
Mark wasted no time advancing his cavalry towards Andy’s troops, lots of mounted archers approaching!
Mark’s cavalry approach Andy’s troops (Charlotte)
The exchange of arrows was fairly one sided, with two of Mark’s attacking units taking casualties with no loss to Andy’s forces.
Andy & Mark’s contingents, latter has taken some casualties. (Andy)
On the other side of the battle, Stephen advanced his Ahdath and a unit of Turcomen towards a village, with his Leader’s Mamluks supporting them, while his Hashishin and other Turcomen unit failed to advance. Charlotte’s crossbows and Yeomen also entered the outskirts of the village, with the Knights and Sergeants following up.
Charlotte’s and Stephen’s contingents (Andy)
Back on the Christian right flank, Andy and Mark’s troops came to blows, Mark’s cavalry charged Andy’s Archers, and after the latter took 4 casualties, they failed a courage test with a very low roll and routed from the field. The same fate befell Andy’s Skirmishers.
Andy then committed his cavalry; the Knights drove off one of Mark’s Turcomen units and then charged Mark’s Leader’s unit. After a couple of rounds of combat Mark’s leader fell dead as his unit was wiped out, meanwhile Andy’s Mounted Sergeants forced back Mark’s other Turcomen unit.
Andy’s Holy Characters took the hill previously occupied by his Skirmishers, a touch of religious frenzy perhaps?
Andy’s contingent, his Archers and Skirmishers have routed, but the Ayyubids have also suffered losses (Andy)
On the other side of the battlefield, Charlotte’s and Stephen’s troops exchanged missiles, both Charlotte’s Crossbowmen and Skirmishers took a beating, being reduced to half strength and failing their courage tests and becoming battered, but one of Stephen’s Turcomen fled the field. One of Stephen’s Ahdath also fell to half strength, but were made of sterner stuff and passed their courage test. Each side also suffered slight losses to their mounted troops.
Charlotte’s crossbow and skirmishers reduced to half strength and battered. One of Stephen’s Ahdath reduced to half strength. (Andy)
Their battle continued, Charlotte’s missile troops rallied, but didn’t seem keen to get back into the fray. Her Yeomen drove off one of Stephen’s Turcomen units. Stephen had advanced his Hashishin, and Charlotte’s Knights charged them and battered them sending them falling back, however this left her Knights exposed to Stehen’s Mamluks and Turcomen.
Charlotte’s Knights advance as the skirmishers flee. (Andy)
Stephen’s Hashishin recovered their composure, but Stephen decided it was time for his leader to show his mettle, and brought his Mamluks forward to face Charlotte’s Knights, supported by a unit of Turcomen.
Stephen’s contingent commit against Charlotte (Stephen)
Charlotte brought her skirmishers back to support her Knights, taking up residence in some bad going and just in range of one of Stephen’s Ahdath, who took more casualties from the skirmishers and fled the field. Charlotte’s skirmishers then turned their attention to the Mamluks.
The final clash (Andy)
Finally, the Mamluks and the Knights came to blows, and eventually wiped each other out. Fortunately, Charlotte’s units all passed their subsequent courage test forced by the loss of the leader.
On the other flank, Andy’s Mounted Sergeants and Mark’s Turcomen came to blows, the Turcomen winning this battle and the Sergeants fled the field.
Andy’s Knights however made short work of the Mark’s other Turcomen unit, routing it.
By now both Mark and Stephen had lost their leaders and just over half their original points value, so were both forced to take Courage tests on their remaining units (although Andy was also close to that point as well). Several of their damaged units failed the courage tests and became battered.
At this point, with several battered units and both of their leaders now dead or having fled the field, Mark and Stephen conceded the final battle.
Totting up the losses the Ayyubids had lost 28 points of troops, 14 each for Mark and Stephen, while the Pullani had lost 18 points, 10 points of Andy’s contingent and 8 points of Charlotte’s.
This gave the Pullani 5 Glory for the victory, now on to the boasts.
Stephen’s boasts were: “They Will Tremble before me” (2 Glory, success). “My Arrows are Deadlier Than My Spears” (2 Glory, success) and “I shall Slay Their Leader” (3 Glory, failed). The successful boasts gave Stephen 4 Glory, but he lost one for the failed boast making a total of 3 Glory
Mark’s Boasts were: “We Shall Avenge Them” (2) (success), “My Arrows are Deadlier Than My Spears” (2) (failed) and “They Will Tremble before me” (2 Glory, failed). The successful boast gave Mark 2 Glory, but he lost one for each of the failed boast making a total of 0 Glory
The final battle gave a total of 3 Glory for the Ayyubids.
Andy made two boasts, “They will Tremble before me” (2Glory, success), and “I will Destroy more than I Lose” (2 Glory, failed), giving Andy a total of 1 Glory
Charlotte made only one boast, “I will make them run” (1 Glory, failed), so she ended up on -1 Glory
The final Glory tally for the Pullani was 5 for the victory, 1 for Andy’s boasts and -1 for Charlotte’s boasts, a net gain of 5 Glory
After the final battle the Pullani had 5 victories and 35 Glory, the Ayyubid Egyptians had 5 defeats and 2 Glory.
A conclusive campaign win for the Pullani!
Stephen wants revenge and has already issued a challenge, the same 5 battles campaign, but this time set during the Norman Conquest of England! We have put these in the diary for later in the year.
Boasts
For those not familiar with Lion Rampant, Boasts are additional objectives you can set for yourself in addition to the scenario objectives. The Boasts we used in these battles, and their success criteria and Glory value are as follows (failing to achieve a boasts costs 1 Glory, irrespective of its positive Glory value).
Boast
Criteria
Glory
I shall slay your Leader
Your Leader must kill the enemy Leader in a Challenge or Attack. Routing the enemy Leader does not count as a success. If the enemy Leader refuses your challenge and survives the game, you succeed but score only 1 Glory
3
I will destroy more units than I lose
Your Warband must rout/kill more enemy units than you lose (the actual number of models destroyed and their points value is not relevant).
2
My arrows are deadlier than my spears
Your Warband must rout/kill more individual models with Shooting than Attacks (put casualties in two separate piles!)
2
They will tremble before me!
At least two enemy units on the table must be Battered at any one time.
2
We Shall Avenge Them
Secretly choose one enemy unit, you must rout of kill it during the battle
2
I will make them run
One of your units must be the first to fail a Courage test
In the year AD1058 there was a Norse invasion of England. The Anglo Saxon Chronicle doesn’t have much to say about it, just ‘In this year came a pirate host from Norway; it is tedious to tell how it all happened.’
And that’s it.
So Eric and myself decided to refight this tedious invasion using Saga.
I created a matrix of games from The Book of Battles, the game moves on to the next fight depending on who wins each encounter. If you also fancy giving this a go then below is a copy of the matrix. You can work out what to do – who is attacking and defending should be apparent from the previous game and what works best to create a story.
Game Matrix
Eric had Vikings led by Sigvald Ironhand, and I had Anglo-Danes (the English) led by Edward Oswaldsson. We used Warlord Experience from The Book of Battles to have games with a bit of depth and also to help create a narrative flow.
Sigvald and his raiders
First game was Feasting & Pillaging. Three objectives were laid out (loot from the nearby church) with the Vikings trying to steal as much as they could and the English trying to take it away from them. We went with 6 points each. The English had three points of hearthguard, two points of warriors, and one of levy. The Vikings had two points of hearthguard, two of warriors, and two of levy.
Edward and his hearthguard
The English hearthguard massed on their right flank, with the levy and the warriors on the left intending to use some woods as cover. This was because the Vikings had put their bow-armed levy in the middle meaning that a lot of missile fire would meet anyone there. I think Sigvald was being a bit cautious to start with since his raiders didn’t make the most of their moves – coming forward only slowly. Meanwhile, Edward knew that speed was of the essence and so started double-timing his troops, huffing and puffing as they went, to try and secure the church valuables.
Vikings skulk behind the stones
The Vikings advanced through an area of standing stones (clearly this site had been of religious significance for centuries), which also slowed their advance. This allowed the English hearthguard to capture one of the objectives. However, in the centre the English warriors realised that if they were to stop the Vikings then they would have to expose themselves to some bowfire if they were to secure one of the objectives. So they made a dash for it! The bowfire came but no casualties were taken. The Vikings hadn’t been idle though. Their warriors came forward and they managed to capture the last of the objectives.
Vikings with the vestments
The English levy, hiding in the woods, were within striking distance of the Viking thieves. But they had a dilemma – they could stay where they were and loose their slings or they could rush out of the woods and charge the Vikings. If they were going to stop the Vikings then a flurry of sling bullets was unlikely to take them all out – clearly they were going to have to get stuck in!
Anglo-Dane levy make a charge
They made a valiant attempt. The Vikings took casualties but they also gave them out. The English levy lost this exchange and were pushed back. This gave the Vikings the chance to make off with the treasure. On the left Sigvald had moved his Vikings through the stones and saw Edward ordering his hearthguard to make off with the loot. Another unit of English hearthguard had moved to shield the laden hearthguard and took a round of bowfire on the chin. Ouch! Down went three hearthguard.
Go on lads, I’m right behind you
And that was it – game over. The English had managed to get two of the objectives off the table, whilst the Vikings were in control of just one. Victory points came out at 36 to the English and 32 to the Vikings. Edward gained 3 experience points and took the level 1 Exploration ability. Sigvald gained 2 experience points which wasn’t enough to gain any abilities.
So checking the game matrix we see that, with an Anglo-Dane win, we move on to the Ambush scenario. The Vikings, having only partial success with their raid on the church of St Hildaburga, are now trying to flee the scene. The English are going to see if they can cut them off, finish the job, and take back what’s been stolen (which includes some slaves!)
Viking slave traders
We had 4 points each in this game. The English took two points of hearthguard, one of warriors, and one of levy. The Vikings had one point of hearthguard, two points of warriors, and one point of levy. In this scenario all units start off-table and you have to choose when and where to bring them on. There are three units of baggage moving across the table and the aim is to capture the baggage.
The English went first and brought on about half their units. They came on roughly in the middle, the thought being that by the time they got to the road so would the baggage. Sigvald’s Vikings did similar. I then made my first mistake – I brought the rest of my units (mainly hearthguard) on at the far edge of the table. My thoughts were they could block the baggage if anything made its way through. Turned out this wouldn’t happen – both the Vikings and English would intercept the baggage in the middle, this meant I had put one of my units out of the game because they were too far away.
Viking hirdmen advancing
Eric had learnt something from the previous game – sometimes it pays to double move a unit and take the fatigue. Especially in the games we’d played so far, where speed and movement were important. So that’s what he did and soon took control of one of the baggage items. In the middle my levies stepped on to the road to block another of the baggage items. This is where I made another mistake. Because I decided to pull them back (still don’t know why) rather than leave them where they were so they could start peppering the Vikings with their slings. Thus taking another of my units out of the game!
Then something bad happened that was out of my control – I rolled my Saga dice and the result meant I would be unable to activate my warriors (sorry, can’t remember what symbol I needed). I had one of the helmets so went for the Activation Pool, rolled them, and…they all came up the same as well! This meant that I could not move the warriors who I intended to charge the Vikings carrying the baggage. I did move up the hearthguard and Edward though.
And on Eric’s turn he did what any man of honour would do – sent in Sigvald so we had a warlord versus warlord scrap!
Trial by combat
This did not go well. Sigvald had 12 combat dice and Edward was on 10. That’s even enough and with the warlord’s ability to turn hits into fatigue I expected us both to come out of this alive but with a few cuts.
But no.
Edward got two hits on Sigvald. But Sigvald got ten hits on Edward, of which eight went through!
That’s a dead warlord.
At the end of the game it was 21 Victory Points to the English and 34 to the Vikings. A convincing win. Edward gained 2 experience points and Sigvald gained 3 and took the level 1 Tenacity ability.
Seems quiet enough for the time being
So we move on to our last game – Guard The Loot.
The Vikings, having escaped the English ambush, are now nearly home and dry. All they need to do is get their plunder aboard the boats and off they go.
The rules of this scenario mean that each player places 3 objective markers. At the end of the game you get Victory Points based on how many you control – those placed by your opponent are worth more than ones placed by yourself.
We had 5 points each. The English (now led by Edward’s son, Gyrth Edwardson) had three points of hearthguard, one of warriors, and one of levy. The Vikings had two points of hearthguard, two of warriors, and one of levy.
I made a slight mistake in my deployment. There were six objectives on the table but I only had five units. This meant it would be impossible for me to control all six objectives, but if I’m honest, I reckon that would be hard to achieve anyway. So not that bad.
We’d set up with a river running across the table with a bridge in the middle. This was slightly on my side. Normally you roll for how passable the river is at the beginning of the game but we decided we’d roll for it when a unit reaches the river. We decided we’d roll separately for the river either side of the bridge.
Vikings secure control of the booze
Both the Vikings and English soon gained control of two objectives each. The Viking warriors found some crates in the woods and Sigvald and his hearthguard found some more near a hill. The English levies took control of some cargo beside the river but rather than cross to another piece of loot just the other side of the river they chose to stay where they were so they could shoot at any Vikings that tried to claim it. Edward and his hearthguard soon took control of some barrels. The fight was going to be for the remaining loot. I had placed one of the loot tokens on the bridge which, being on my side of the table, meant I should be able to grab it. However, due to the scores I knew I had to push it and gain as much loot as possible and, ideally, the ones Eric had placed (worth more Victory Points) if I was to win the day.
So what do we do now
I pushed a unit of hearthguard and warriors toward the bridge. The intention was that the hearthguard would cross over where they could make a grab for one of the other pieces of loot and the warriors would come up to control the loot on the bridge. With Edward controlling one piece of loot I decided the other unit of hearthguard would cross the river to ultimately attack the Vikings with the loot in the woods. I let Eric roll for the river. Impassable! Yup, a steep, slippery, bank and deep, fast-flowing, rapids made it impassable. So I made the decision to double-time them to the bridge where I could launch an attack on the Viking side of the river. Meanwhile Eric moved a unit of hearthguard to control the loot by the river. The English levies opened up with their slings but…nothing!
Here we go! Here we go!
Now things hotted up! The first unit of English hearthguard crossed the bridge and made for the Vikings in the woods. Eric did the brave thing and backed up. And the Viking levies opened up with their bows. I used the Shieldwall ability to raise armour to 6 and thought that would be enough to stop the arrows. But no – three casualties caused! I then moved the warriors on the bridge along the banks of the river (and behind a hill to protect them from any arrows) so I could contest control of the loot there. This meant Eric only had control of two loot tokens whilst I had control of three, and the possibility of taking control of a fourth. Would that be enough to win the day?
Give us back our barrels
On the last turn Eric decided to go for it. Realising the difficult position he was in it was clearly an all or nothing situation. He counter-attacked on the bridge, meaning the English lost control of the loot token there, and then he brought up a unit of hearthguard to charge the warriors who were threatening control of the loot by the river. In this fight it went the Viking way – no Viking losses but two dead English warriors. This meant the warriors had to withdraw and therefore the Vikings would regain control of that loot token.
And that was the end of the game. The Vikings had just managed to snatch victory from the jaws of defeat – they had three loot tokens worth 9 Victory Points and the English had control of just two loot tokens worth 6 Victory Points. A close one.
But final Victory points for the day came to 63 for the English and 75 for the Vikings. A narrow Viking win. They had got away with some loot but not as much as they could have.
Jeremey is a bit under the weather this week, so WIP round up duties fall to me.
It’s been a fairly active week for Society members.
First up we have club chairman Mark’s continuing work on his 28mm Vietnam project. Above we have a Riverine Patrol Boat, still WIP, and below a finished ACAV and SEAL boat.
28mm Vietnam
For the opposition, Mark’s son has painted up some “Charlie”.
Vietnamese
Staying in Vietnam, but going down to 15mm, we have some of Stephen’s work.
15mm ACAVs and M114
For a bit of relaxation after the rigours of salute, Tony took a stone elemental that Jeremey sculpted, he did a simple basecoat-wash-drybrush-drybrush again job on it then filled in the etched runes.
Stone Elemental
Charlotte has been working on some terrain bits (and models) for Project Z and other games. A couple of billboards
Entertainment in the Zombie AgeYour Country Needs You!
And some modular road sections (complete with dodgy council line painting and potholes).
Modular road (complete with dodgy council line painting and potholes).
Peter has been kit-bashing some more Victorian Sci Fi Martian Cloudships, first up the Long Range Assault Carrier, H.M.S. Whirlwind, intended to deploy Royal Marine and Redcoat landing parties.
HMS Whirlwind readies mixed Royal Marine and Redcoat landing parties
Also recently launched from the Martian shipyards are the smaller ‘V’ Class of Cloudship, the Martian Torpedo Boat (or MTB):
‘V’ Class Martian Torpedo Boat (or MTB) HMS Valiant, Victor and Vulcan
Andy has finally got some painting mojo back, and has been working on a Salute purchase, some more figures for his Mexican Adventure forces.
Additions to Andy’s Mexican forces. Purchased and painted in less than 2 weeks!
Finally Marcus has been working on some air support for his Mant (ant-man) Army for Xenos Rampant (or other Sci Fi games)
Marcus’ VTOL
That’s all for this week, hopefully Jeremey will be back in charge next week.
Jeremey is otherwise engaged this week, so compiling the WIP Wednesday round up falls to Andy.
Mark J has finished another section of WW2 British Infantry (picture above) and is working on a couple of support units and an M10 Tank Destroyer.
Mark’s British Support and M10
And Felix has built a Sherman ‘Easy 8’ he purchased from Cavalier and started work on some civilians and a TV/Film crew for Vietnam games.
Felix’s Sherman M4A3E8Felix’s Vietnamese civilians, livestock and a film crew
Stephen splashed out on some medieval models at Cavalier and has made a start on them.
Stephen’s Tent and Trebuchet
Eric has been working on some scenery from Battle Of Osgiliarth, and is summoning up the courage/fortitude to attempt the actual figures themselves
Eric’s Ruins of OsgiliathEric’s Ruins of Osgiliath
Tony F has got back to his 20mm derelict farmyard after a bit of a hiatus. The corner behind the right hand shed will become a small garden with flowers and an apple tree once the glue under the lawn is dry. It needs some sacks and barrels to add a bit of clutter, then he thinks it’ll be there.
Tonys FarmTony’s Farm close up
David has started work on some Caissons for his Napoleonic collection.
David’s Napoleonic Caissons
Finally, Marcus continues with his Stargrave and Pulp Alley figures. The larger sandy coloured figure will be a power armoured robot.
Andy rounds up a busy weekend for the Society. Photos by Andy unless stated otherwise, header photo by Stephen.
Last weekend saw both a Society meeting and our annual trip to the Cavalier Wargames show run by Tunbridge Wells Wargames Society.
Only three games at the meeting on Saturday, perhaps due to some members only being able to get out on one of the days.
First up, David ran a Napoleonic Corps game using General d’Armee rules and figures from his collection. This was a popular game with half a dozen members partaking.
Eric ran a Judge Dredd RPG, only a couple of photos of this one I’m afraid.
Judge Dredd RPGJudge Dredd Bar room Brawl
Finally on Saturday Andy and Stephen finished off their Lion Rampant Five Battles campaign, joined this time by Treasurer Mark and new member Charlotte.
Game one.
This was a Convoy mission, the Christians had to escort three “baggage” markers diagonally across the table, a cart, some monks and some civilians. The Muslim forces had to stop them.
Much reduced cavalry face off (Charlotte)Andy’s convoy and escorts (Charlotte)Egyptian Light Cavalry (Charlotte)
Game 2. This was to be our “Big Battle”, with two commands on each side. Here the objective was simply to defeat the opposition.
Andy’s warbandAndy’s Warband (Charlotte)Charlotte’s and Stephen’s warbandsStephen’s view point (Stephen)
We will post a write up of the final games in the campaign in the near future.
CAVALIER
On Sunday half a dozen or so members travelled to Tonbridge for Cavalier.
The Society’s game for this year was masterminded and built by Phil, and was a 3D representation of a map game published in the 1977 Warlord Comic Summer Special portraying a Luftwaffe raid on Southern England during the Battle of Britain.
Phil’s board, 560 individually marked squares!Airfields and ammunition dumps are three of the targets for the LuftwaffeA close up of the townA copy of the original game can just be seen at the bottom of the photo
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