A brief picture album of the third meeting back, still operating under members only rules.
Four games in play today, in chronological order:
First up a FOG Ancients game by Colin & Paul, we only have one picture of this unfortunately.
Moving on to the 17th Century we had a FOG Renaissance game with Brett, Pete, John and Mark, the Scots involvement in the English Civil War.
Moving on a couple of Centuries we move to Mexico in the 1860’s, with the French Intervention played by Alan and Mike using Zouave II rules.
Finally we have a couple of games of Stargrave.
The first game was run by Stephen, with Eric, Marcus, Jeremey and Andy sending their crews to investigate Dr Moreau’s House of Pain.
We had to cut the first game short as Stephen had to leave, so we then played a second game which Jeremey had devised. As Andy’s crew had to disband after his Captain was killed in the first game he ran the second game enabling Jeremey to play.
A ship had crashed, leaving a trail of cargo and potential loot in its wake. Jeremey, Eric and Marcus’s crews came looking for loot, with indigenous interference run by Andy.
Last Saturday was the second meeting post lockdown. We are still operating with members only. Fewer games and members this time, perhaps because of the Bank Holiday weekend?
First up, a couple of games of Fields of Glory, Dominate Roman vs Selucid, report from Chairman John.
Mark’s Romans took to the battlefield against a very mixed force of Paul’s Seleucids. The Romans deployed their many legions in the centre to face off the Seleucid cataphracts, pikes and elephants.
With the full deployment revealed the Romans moved aggressively to take advantage with their skirmishes on the left flank. This resulted in successfully routing the enemy light foot off the table and capturing the enemy camp. However the Seleucids fought back attacking the rear of the Roman horse who were still sacking the camp. In the meantime on the other flank the Seleucid light foot seemed to be in excellent shooting form scoring hits in multiple rounds and routing the Hun cavalry.
The deciding battle should have been in the middle with the Seleucid caraphracts taking on the legions, but despite vicious fighting no overall victor emerged. At this point the Seleucids were declared the marginal victors due to their success on the flanks.
The second game was a repeat meeting, this time the Romans sat back and let the Seleucids come to them intending to not be aggressive on the flanks and risk losing their again. However the Hun cavalry again proved to be very vulnerable to shooting, with the cavalry and light horse on the other flank also suffering at the hands of some good dice rolling by the Seleucids. In the centre the cataphracts managed to manoeuvre to hit the Romans at their weakest point, eventually routing several battle groups, the Roman army withdraw just before it would break, a successful day of battle for the Seleucids.
The next table saw some Border Reiver action. Report by a different John.
I brought along Osprey’s En Garde! Ruleset, my collection of Outpost Reivers I’d purchased and painted many years ago and scratchbuilt terrain for Eric and Tony to try out the rules. We played on a 3 foot square mat. Whilst rule memory was hazy at times, we did manage to play two scenarios.
Scenario 1 – During a previous raid some of the stolen booty had to be hidden in a derelict Shepherd’s hut in Bewcastle Waste. Both gangs were desperate to recover the heavy chest containing cutlery and a wooden dinner service (yes, they would have been that desperate). We used the capture scenario from the En Garde! Rulebook. It was dark and raining, typical Reiver weather.
Both forces approached the hut with some figures dismounting so that they could enter the hut and grab the chest. Eric’s gang managed to score some hits using a Latch – a short range rapid fire crossbow as the skirmish developed around the hut.
With men down, Tony attempted a ride by lance charge on Eric’s Headman but unluckily failed and with that, Tony’s chances in the game faded.
Scenario 2 – Eric’s gang have kidnapped the lady love of Tony’s Headman’s son and locked her up in their fortified farmhouse. The scratchbuilt Bastle House is an accurate model of Gatehouse (North) Bastle in Tynedale. We used the Defence Scenario from the En Garde! Rulebook.
For this scenario, Tony had got some hired help as He would have to break into the Bastle. He decided to use the time honoured tactic of ‘Scumfishing’ applying fire to the door in order to smoke out the occupants.
Meanwhile if Eric’s Headman’s son could rush out and light the straw pile, this would alert the Land Sergeant and the Militia who would be duty bound to come to their aid (unless handsomely paid off by Tony). The son was ruthlessly put to the sword by one of Tony’s henchmen. Tony was unable to start a fire at the door and with time running out, brute force was brought into play. A fierce melee took place in the basement with Tony’s men just avoiding a bucket of night soil thrown down the chute above the door. The Headman’s son was able to rescue his sweetheart (the only girl in the village with her own teeth) in the nick of time or by the skin of his teeth.
So honours were even over the day. We had a couple of queries on the rules and will probably bring in house rules next time where our protagonists will encounter ‘Mad Meg’s Bairns’ a merciless band of cutthroat mercenaries and I’ll start looking at the possibility of a campaign.
Last, but by no means least, Tony and Andy tried out Dragon Rampant. Report by Andy
Tony wanted to try out Dragon Rampant using his Lord of the Rings Rohirrim troops, so we agreed on a 24 point game.
For our first Game Tony’s army was made up of :
1 x Elite Riders (Theoden and guard)
1 x Elite Foot (Royal Guard)
1 x Light Riders (Eomer and escorts)
1 x Light Foot with Mixed Weapons
1 x Light Foot.
I fielded a Goblin force with the following:
1 x Offensive Light Foot (Durburz and guards)
1 x Light Foot Wizardling (Shamen and Drummers)
2 x Light Foot with Mixed Weapons
2 x Scouts
Tony threw forward his cavalry, with the foot catching up as best they could.
Having the leader as a unit of Elite Riders had the drawback of the unit having the wild charge rule, so once within move distance of my forces he had to test to charge.
After a game of attrition, with both sides losing their leaders, the last unit of Rohan foot await the end.
For the second game we both expanded our armies, Tony added a unit of Bellicose Foot, using his Army of the Dead models, and another unit of Light Riders, lead by Eowyn. I added a couple of units of Light Riders (Orcs on Wargs). This took both armies to 32 points.
In this game my Wargs were often successful in evading Tony’s Light Rider charges, until they ran out of space.
Another game of attrition, at the end all that was left of Tony’s Rohirrim was Gamling, leader of the Royal Guard
For our third game we expanded the armies yet again. I added a unit of Venomous Giant Spiders (Lesser Warbeasts) at 7 points. Tony gave his Elite Riders the Level Headed upgrade, which removed the wild charge and made it easier to move. He also converted his Light Riders to Heavy Riders and added a third unit. For the last point he added a War Banner to the Elite Riders.
Theoden still getting ahead of the rest of the units.
Eowyn lead her unit to charge the Goblin Shamen, who surprisingly held them off.
Theoden about to fall to the Goblin King.
In all we easily got three games in at the meeting, and plan to try doing the Battle of the Pelennor Fields at a future meeting. Tony now has to work out how to portray the Mûmakil in Dragon Rampant.
After a gap of exactly 17 months the Society resumed meetings last weekend. For the time being meetings will be members-only, no visitors or prospective new members are allowed. That is being kept under review.
For the first meeting we had five games in progress; Ancients (6mm, Fields of Glory), Dark Ages (28mm, SAGA), WW2 (3mm, Rommel), Modern / Post Apocalypse (28mm, Zona Alfa) and Fantasy (28mm, Lord of the Rings).
Fields of Glory, by Mark.
This was the first outing for the Pontic army, who took on a late Republican Roman army, basically pike and cavalry vs well trained legionaries.
The first battle was a close run thing, the Pontic cavalry chased the Roman cavalry around the left flank before taking out two units, alas this was too little too late as the Romans swept around the right flank destroying all in their path, a close battle but the Romans won the day.
The second battle saw the Pontic forces consolidate their pike into one large block (24 bases) with two generals attached and rear support in the shape of offensive spearman. The intent was to take out two elite legions, however the Romans had other ideas and deftly avoided a full on battle taking out the supporting spearmen and eventually surrounding the pike block which spelt the end of things for the Pontic army.
A heavy defeat for the Pontics this time as the Romans showed that well drilled troops and some great tactics can win the day. Great to be back at the club, as for the Pontic army, there’s always next time!
SAGA, by Andy & Jeremey
We staged two games, both with 6 point armies. In the first game Jeremey had a Viking warband, comprising his Warlord, two units of six Hearthguard (3 pts) and three units of 8 Warriors (3pts). Against that Andy fielded an Anglo-Danish warband, comprising his Warlord, two units of six Hearthguard (3 pts), two units of 8 Warriors (2pts) and a unit of bow armed levy (1 pt).
Both sides deployed across a diagonal centreline, with each sides right flank extending past the opponents left flank.
As the warbands advanced Andy brought the units of Warriors and Hearthguard on his right flank round to try and out flank Jeremey’s left, and also pushed his levy forward taking a second activation (and a fatigue marker) in order to loose arrows at some Viking Warriors, to little effect. Jeremey responded by using the Viking Battle board ability Odin to exhaust the Levy, and promptly charged the Warriors in decimating the Archers.
That set the tone for the first game, with Andy dishing out Fatigue when he could, and Jeremey removing it and several of Andy’s warband in response. The battle culminated in Andy’s Warlord with a couple of Hearthguard taking a stand against the last of Jeremey’s Hearthguard, only to fall in ignominy.
In the second game both players changed their warbands.
Jeremey changed his army completely, going for a Anglo Saxon warband with three units of 16 Warriors* (2 pts each) in addition to his Warlord.
* (Ed: We got that wrong, maximum unit size is 12 figures, so it should have been 4 units of 12 Warriors).
The Anglo-Saxon battle board is markedly different from most to others, with abilities dependent more on the number of figures in a unit rather than their quality.
Andy retired his Levy archers and took an additional point of Warriors, splitting them between the two units to make 2 units of 12.
The armies advanced, clashing in a range of hills. Jeremey made good use of the abilities that reduce the number of attack dice available to their opponents. (Ed: Which would have been less effective with units of 12 rather than 16).
The battle raged back and forth with the Saxons keeping the upper hand while their unit sizes remained large. But similar to the first game the battle was hard fought, coming down to a fight with the Warlord. Although in the second battle Andy sent his Warlord to his doom against the last of Jeremey’s Saxon Fyrd, cutting down several before being overcome.
Counterattack at Deir el Tarfa, by Alan
In the summer of 1942, following its victory at Gazala, Panzerarmee Afrika pursued the British 8th army into Egypt. Rommel’s first attempt to break 8th Army’s lines failed in July, but by the end of August he was prepared to mount one last major offensive. German and Italian armor turned the Allied left flank almost 90 degrees and drove deep into Allied positions. On the evening of 31 August the 15th Panzer division began an assault on Alam-el-Halfa Ridge while the 21st Panzer division protected its exposed left flank.
The latter, however, suddenly found itself under counterattack by the British 22nd and 23rd armoured brigades. Eighth Army’s new commander, Bernard Montgomery, had held these units in reserve for precisely this contingency.
Our game focussed on the fight between the two British armoured brigades and 21st Panzer which was supported by elements of the Italian Littorio Division.
An initial advance by the British held most of 21st Panzer between the Deir el Tarfa and Deir el Agram ridges and an intense tank battle ensued. But the Italians swept around the British right flank and managed to seize one of the objectives. With the tank battle see-sawing between the British and German forces the Italian held objective became the key to the engagement. Despite several British counterattacks on the position the Italians held on.
The last British infantry assault almost succeeded but couldn’t quite take the position. So as night fell the engagement went to the Axis but with supplies running low they were forced to pull out overnight.
The game was played using the Rommel rule set by Sam Mustafa and using 3mm models from Oddzial Osmy.
Zona Alfa, by John and Tony
I decided to run a 4 mission mini campaign to introduce a new player (Tony) to the rules. Tony would have to recover salvage to generate funds to enable retirement from the zone whilst achieving the objectives from the mission. This is done by searching Hotspots of which there are five and the objective. A triggered Hotspot is guarded by Zone Hostiles, these can be of 6 types, the type and distance from the Hotspot being determine by Dice. Those Zone Hostiles with Melee capability head for the nearest member of the crew, those with ranged combat capability will head for cover then shoot at the nearest member of the crew. The missions were linked so that achieving an objective allows the player to proceed with the following mission.
Tony’s first job was to pick a 4 person Veteran crew from my collection and kit them out ready for action.
Mission 1. Disaster at Kovgorod.
A patrol has been lost in the Exclusion Zone. The last signal has been tracked from their APC to Kovgorod so that’s where the crew are headed. As they approach the village, they spot the disabled APC but a pack of Zombies has beaten them to it attracted by the smell of Blood.
Tony did well in this game and was well on his way to the retirement fund target after just one game. What could possibly go wrong?
Mission 2. The Prisoner at Bunker C13
After completing the mission, the crew recover a map with a bunker highlighted. There were four dead bodies in the APC, the map revealed the location of the fifth member of the patrol. Here Tony got into trouble with Bandits. One party of Bandits had been triggered before the start of the mission and a second entered on table as Tony triggered a hotspot. Caught in a crossfire his Leader was killed early on the mission and when deciding to head for the objective, he found that these were also guarded by Bandits. Using smoke to blindside this group of Bandits, the crew were able to move out of Line of Sight, rescue the prisoner and make it out. The objective had been achieved but at a high price.
Mission 3. Road Block at Strabants Crossing
The Prisoner from the bunker had recovered and told the crew about a Laboratory hidden deep in the forest so after reequipping that’s where they were headed until they found the track blocked with a party of bandits lying in wait. This time they were dealt with clinically, as were a swarm of zombies headed for them.
A satchel charge was laid and the roadblock cleared at the second attempt. Another hotspot was triggered and a gaggle of ghouls were stopped in the nick of time. Things were heating up as another hotspot was triggered and a pack of wild mutant dogs clambered over the APC to attack one of the crew members stationed on its roof.
A desperate fight saw all dogs killed and as the PC was refuelled from the diesel tank, the crew were able to make good their escape.
Mission 4. The Hidden laboratory.
With no time to replenish the supplies, Tony’s crew appeared in good shape. The retirement fund had almost been achieved and now all that was needed was a top up and recovery of the drugs caches hidden in the lab – piece of cake, except at the start of each turn a D10 was rolled. If this result added to the turn number was more than 10 a zone event would occur the following move. The crew moved quickly to the lab and whilst the first zone event, a swarm of irradiated insects was easily avoided, the second – a zone security patrol was a different proposition and two of the crew were wounded in a protracted fire fight whilst the lab was being searched. With the security patrol eliminated and the drugs collected, it was time to head back to the APC, just as a terrifying Alpha Mutant entered the arena.
Unable to take on this monster one crew member bravely fought it as the rest of the crew fled. Finally succumbing to the vicious attacks of the Mutant, she had bought vital time for the rest of the crew as they just made it back to the APC before another Zone Patrol entered the area.
It had been a rollercoaster Zone Run with plenty of tactical decisions to make, with some jeopardy and the result hanging in the balance until the final stages of the final mission.
Lord of the Rings
Tony and Phil staged this game, they each sent reports, Tony’s first:
We played two Lord of the Rings games, both involving Mumaks. The first involved a group of Knights of Dol Amroth supported by some Gondorian archers attempting to take down a single beast. This all went horribly wrong for the good guys early on when Phil started shooting my knights from their saddles with archers from the howdah, much against the odds – he is not renowned for rolling sixes when it matters !
Prince Imrahil did his best to tackle the beast single-handedly but in the end was only ever one failed priority roll from being trampled, as he duly was…
The second game didn’t show any improvement (Ed.: If you can’t kill one Mumak in the first game then of course you should have two in the second game!)- this time we played a scenario in Ithilien (similar to a scene in the films) with Faramir’s Rangers ambushing an advancing group of Haradrim.
My plan was to wound the Mumaks, hope it panicked them (as happened on screen) and defeat them that way – trying to just pick them off with arrows was never going to work.
I managed to inflict some wounds on Eric’s overgrown pachyderm but it simply shrugged them off, and they simply marched on by, killing Denethor’s second son on the way.
Finally, Phil’s somewhat shorter report:
“Phil in shock double LOTR victories”
It should be noted that Phil deliberately stomped on a couple of his own spearman to get to the Dol Amroth chaps.
The club held a second ‘virtual meeting’ last weekend, with solo games, and even a socially distanced garden game of FoG. Over to the players…
Stephen – Solo SAGA
Stephen had a game of SAGA – the Prized Possessions scenario. Edward Oswaldson (Anglo Danes) had been tasked by the earl to escort the local bishop and his possessions. Meanwhile, a boat load of Norse Gaels from Dublin led by Ragnall Svendsson had been raiding in the area. The Anglo Danes won. They managed to get the wagons off the table, though the bishop himself didn’t quite get off and the game ended with the bishop looking at a very irate Norse Gael warlord…
Marcus – Galactic Heroes
Marcus took on his sons; never a good move… The game was going well but match abandoned after an 90 mins due to unforeseen circumstances. Just as well, he was the rebel scum entering bottom left, trying to get a droid to the ship (top right) he’d lost two characters already to the eldest son. Youngest son was preparing an ambush should he make it through…
Alan Kirk – Verdun 1916
Alan played a solo learning game of Verdun 1916: Steel Inferno using the first scenario which covers the initial German attack.
Mark J, John Legg, Bret – FoG in the Garden
Mark’s Roman Dominate army had its first outing in his back garden and were truly smashed by the Sassanids…twice!
And finally, Eric played a couple of wargames-based video games (Total War and Dark Future – there are videos !
New(ish) member Mark2 shows us how he paints his little fellas…
I’ve recently started playing Field of Glory at the club and decided to purchase a 6mm late Roman Army, never owned a Roman army but I have dabbled with late western Roman reenactment and enjoy this period. After consulting the FoG ‘Legions Triumphant’ army list, I picked a Dominate army (3rd to 5th century). Bought my figures from Baccus, they have a good range of late Roman and allies to pick from, the whole army cost around £90. Bases where purchased from Warbases and I used a mixture of Citadel and Vallejo paints, plus the Baccus basing kit.
Baccus figures are pretty chunky for 6mm and have quite a bit of detail, after consulting with some experienced 6mm painters at the club I decided to start with a black undercoat and work up from this, dry brushing light/bold colours to accentuate the detail, finally picking out detail such as weapons, helmets and banners. It’s important to use lighter or bolder colours at this scale, without this figures tend to look like a dark blob on the table. The black undercoat acts as shade/black line effect. The trick here is to ’trick’ the eye, with the aim of producing hopefully decent looking figures on a tabletop battlefield.
These figures are Baccus late roman with helm, I’m using them for my Auxilia palatina. In a Dominate army these troops were usually deployed as medium infantry but where also used as heavy infantry. I believe this was to fill gaps in the legions which were becoming a little more scarce during this time. I’ll be basing the auxilia on a FoG 15mm medium infantry base (40x30mm) but will pack the troops together in the style of heavy infantry. The figures come in fours and I use 16 per base, two lines of eight, that’s about as many as you can get across a stand this size using Baccus.
These figures where tacked to temporary painting bases, I usually permanently base before painting if I can, but didn’t fancy painting these guys when they are so closely packed together. I tack using a small blob of super glue as it’s easy to break off when you’re ready to base.
I base coat using a black acrylic spray, I find cheaper car sprays work well with metal figures, not to be used with plastics. It’s a messy job, but you can cover a whole army fairly quickly. I tend to undercoat in chunks, usually around 4 units at a time.
I begin by dry brushing the main colour, for the auxilia it’s their tunic, which I have painted using Citadel Lothern Blue, a bright powder like blue. I chose this colour as I have seen artists impressions using blue and it plausible that it may have been used. I dry brush with one of my 0 size brushes that has seen better days, you can purchase dry brushes but they tend to be on the large size and you need a relatively small brush for this scale. Dry brushing involves removing moisture from the brush by sweeping it across some kitchen role or the like and then lightly brushing across the area you want to paint, at a 45 degree angle if possible. This technique highlights raised detail and leaves recessed areas darker, giving a fairly good and realistic contrast, I find it works really well at this scale. I don’t tend to dry brush at larger scales as I prefer to wash and layer, however this is a quick and effective way to paint 6mm armies. You need to be careful not to contaminate other parts of the figure, such as the spear, shield and forearms, but this is relatively easy with some steady sweeps of your brush, any miss-haps can be blacked over.
Once I’ve completed the main colour I move on to the ‘large’ peripheries, in this case the shield (Vallejo Scarlet). Note that I am not dry brushing here but applying colour to the front of the shield leaving the middle and rear black, the same technique is also used with the spear (Vallejo Beige Brown), helmet (Citadel Mithril Silver) and flesh (Vallejo Flat Flesh), more on this in a moment.
Fourth picture – helmet, spear.
Before moving on the next stage, now is a good time to check for any contamination, such as tunic colour on flesh or weapon areas by touching up with some black, this sounds fiddly but it’s worth doing and doesn’t take long at all. I spend about 5 minutes per unit, the auxilia have eight stands with 16 figures on each so it gives you an idea of what I mean by not taking up much time.
I now move on to the flesh, hands and face in the case of these figures. As I mentioned above, Baccus are quite detailed for 6mm, so need a little care and attention when doing the Faces. I use a three spot method, one at the mid-top of the face and two below, left and right, this creates a face rather than a flesh coloured blob (at least that’s the theory). I’ve found the Baccus figures do have different faces, some work well with three dots others are better with two, this can only be about casting variations. Remember the effect works at battlefield level, on the table top, not close up. Next is to add any metal colours, I used Citadel Mithril Silver for the helmets, spear tips and shield boss. Gold (Vallejo Brass) for the standard, instrument and helms for the officer, musician and standard bearer. I use the same technique described above, making sure to pick out highlights and leave those in shade black. After this it’s the spear poles and then onto shield detail (see below). I also apply paint to the leggings at this point (Vallejo Pale Sand).
I’ve chosen to add a pattern to the shield, I’ve done this as it adds a little more detail to the figures and helps to catch the eye, really important at this scale. I’ve used Vallejo white, note that there are two units both with differing patterns. I’ve done this based on research carried out about the period, which indicates that Roman armies of this time were subject to more barbarian influence.
Finally the base materials are applied, basing is important at all scales, for 6mm it’s really important as it helps to bring your units to life. Again, brighter colours should be used for same reasons described above. I’ve chosen to use the Baccus basing system, which involves applying fine grade sand using PVA glue, washing the sand with a light brown ink and then dry brushing three progressively lighter sand colours over the dry wash. Don’t worry about hiding the figures’ stands at the moment, this comes next. Once the dry brushing is complete, you add the grass, this is done using a small plastic device called an Uff Puff. It’s best described as a plastic bellows, which you fill with grass and then apply the grass over the base, this means that the grass is more likely to stand up, and less likely to lie flat or clump. So, water down a little PVA apply around the figures’ base and hey presto you have some grass and no step showing from the figures’ base. Finally I paint the edges of the base Citadel Moot Green. I’ve also included some of my archers and cavalry, these were done without using temporary panting bases and there’s more space between these figures. I have also added grass between each figure. So that’s it, I hope this has been helpful, I am also working on a 6mm Spanish Peninsular army and hope to share some photos of these in the not too distant future.
I downloaded Basic Impetus yonks ago, when it was available as a free download.
Unfortunately it’s no longer available as a freebie because the publishers subsequently brought out a separate edition because it proved so popular as a game in its own right and not just as a stepping stone on to the full Impetus rules. After my recent game I think I may buy the bells-and-whistles published version because Basic Impetus is a great game.
I went with Romans, invading the Germans. The battlefield was set up with a river going across the middle, some woods either side of the river on one flank and an area of rocky ground on the other. The Romans lined up with their auxiliaries facing the wood, the cavalry and legionaries in the middle, and the artillery and archers on the left. Similarly, the Germans also lined up with their warbands in the middle. On their left they put their cavalry and some of their skirmisher archers, and on their right they had the rest of their skirmishers. The Roman tactic was to use their archers and artillery to engage the Germans.
The risk was the Germans would take up position along the river, meaning it would cause disruption to the Romans as they crossed. So the Romans chose to use the archers and artillery to draw the Germans across the river rather than just sit there taking all the hits. The Germans put most of their skirmishers on their left flank, to make their way through the woods and outflank the Romans. Both sides initially held their cavalry back to act as a reserve unit to exploit gaps.
The Germans did indeed move up to the river and take position along it. This was an understandable and obvious tactic. The Roman auxiliaries moved up using the woods as cover, trying to shield themselves from the German skirmishers. This was fine, but as soon as they cleared the woods and moved up to the river they would be exposed, and the German archers opened fire. The Romans were trying a similar tactic on the other flank – their archers moved up and engaged the German archers that had taken up position in some rocks, and the artillery fired at long range in an attempt to disrupt the German battle line. Neither had any effect (something that would continue throughout the game).
The Germans did indeed move up to the river and take position along it. This was an understandable and obvious tactic. The Roman auxiliaries moved up using the woods as cover, trying to shield themselves from the German skirmishers. This was fine, but as soon as they cleared the woods and moved up to the river they would be exposed, and the German archers opened fire.
The Romans were trying a similar tactic on the other flank – their archers moved up and engaged the German archers that had taken up position in some rocks, and the artillery fired at long range in an attempt to disrupt the German battle line. Neither had any effect (something that would continue throughout the game). The Roman artillery and archers continued their firing but were having little effect. Fortunately, neither were the German archers.
The auxiliaries had made good progress against the Germans – having advanced across the river and pushed their opposition back. It had come at a price, though, and the auxiliaries had taken damage in securing this bridgehead. Now it was up to the legionaries. With initiative finally going the Roman way, the legions splashed across the river and charged against the Germans! A shoving match ensued, with the Germans counter-attacking. But the Romans were winning and steadily pushing the Germans back.
There now came the chance for the auxiliaries to show their worth once more. Although they had taken damage and were no longer fresh, all that stood in front of them were the German cavalry, commanded by their general. If the auxiliaires could eliminate the cavalry and general then victory would go to the Romans. Fortunately, the cavalry had also taken some damage, but it had rallied and was no longer disrupted. Nevertheless, the auxiliaries formed up and they charged against them.
This would prove to be the decisive melee. In went the auxiliaries and they managed to destroy the German cavalry and with it the German general. Final victory went to the Romans who, though many of their units had taken damage, had not lost a single unit.
The first meeting of the year is when we hold our AGM – we try to keep it brief, and no more formal than is absolutely necessary. It’s generally a good meeting since we get more attendees than normal and this more games are put on. So rather than dwell on the thrills of the treasurer’s report on the club’s finances (healthy, by the way), here’s a gallery of the gaming highlights of the day.
Photos by Tony Francis and Andy King
During the AGM, John Legg collected the trophy for last year’s Field of Glory tournament from Paul Lymath, the 2018 winner.
Alan Kirk hosted a large 1940 Chain of Command game.
Tony Francis and Jeremey Claridge put on a Celtos game (but didn’t play in it themselves…)
Instead, they both took part in some aerial combat over the Sinai desert in 1956
As always, there was a Field of Glory game going on – the first of the 2020 tournament
And Jon Roche and John Lambert took to the seas in some ancient galleys
I needed another eight figures for a Dux Bellorum game at the club recently, so dug into my boxes of Gripping Beast plastics for suitable figures. I decided to split them half and half, four armed with spears and the rest with sword or axe. These figures are made up of four parts: the body including left arm, right arm with a number of weapon options, head and shield.
They were assembled and painted these up in about a week; black undercoat, followed by shades of grey and brown for the tunics and trousers. A variety of hair colours were used. The paints are mostly Vallejo acrylics, with the odd bottle of Army Painter used. Once dry the figures were treated with appropriate shading paints from Army Painter.
The shields were painted white, and Little Big Man Studios transfers applied. All then given a coat of matt varnish