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.
John looks back at a Dragon Rampant Warband he built for a past club campaign…
Some time ago Stephen hosted a Dragon Rampant Campaign where my Da Vinci Condotta warband was narrowly beaten into second place by Tony Gibb’s army. With some WIP Wednesday painting articles centred on this ruleset, I thought I’d dust off the army and explain how I went about making it.
Prior to the campaign, we’d had a few trial games where my Dark Age force fared badly and I decided I’d have to change if I was going to be competitive. I’d never been a fantasy gamer so had no Orcs, Elves or Dwarves so decided to go with a human based theme at minimum cost.
I came up with the idea of a warband which would include some of Leonardo da Vinci’s war machines with some Italian Renaissance figures. Ludovico Sforza, Duke of Milan sponsored Leonardo who created a number of sketches of war machines and a TV programme entitled ‘Doing Da Vinci’ used these sketches to reproduce the machines. I thought with some plasticard to make the machines and a box of Perry Plastic Late Medieval Mercenaries and a box of Late Medieval Mounted Knights I could make a suitable warband.
The Leader had to be Ludovico Sforza himself leading a unit of knights.
These would be the shock melee unit, best used against damaged and disrupted units to deliver the ‘Coup de Grace’. I gave them an ability to prevent wild charges, they needed to be in control.
Next up I needed the Bulwark of the Warband and chose to make these Milanese Militia pikemen, which I painted with combinations of white, red and green hose. I needed to add a magic element and picked up a Sorceress at Cavalier. I found that Caterina Sforza (Ed: Ludovico’s illegitimate niece). was a noted Alchemist so she would have the ability to confuse an opponent’s unit, to heal a unit and to provide a long range powerbolt.
I needed more shooting potential and decided on a unit of scouts. For these I used Handgunners and gave them the invisible ability (due to gunsmoke). This meant they could only be targeted in melee or via magic. If I placed them in difficult ground they would be a handy irritant.
On to the machines.
My first build over a weekend was the Armoured Car. I mocked up the conical design using paper templates, then drew them out onto 20 thou Plastikard and scribed on the planking. I painted the planks individually then washed with brown mixed with Flow Enhancer, producing a wood grain effect. The vehicle is fitted with a number of small calibre guns to provide all round fire, for which I used plastic tubing. In ‘Doing Da Vinci’, the vehicle produced from the plans could move but firing all guns simultaneously would result in deafness for the crew. I decided mine would be propelled by captured Turkish Galley slaves. I gave the crew a fearful ability as I reasoned that they would be as afraid as their opponent of this machine. I mounted the model on a landscaped foiled cake base. This would prove to be a good flank guard.
The second build was an Airscrew. I wanted this to be like a Helicopter gunship, flying over a terrain item to deliver a lethal volley of crossbow bolts before retreating to safety. This proved to be a more difficult build as I had to get the sail pattern right. I found a ‘how to’ rubber band powered model video and plan on the internet and used this as a basis. The central spindle was plastic tube and the fighting platform was plasticard. The crew were modified Perry plastics. I gave them the fearful ability, who wouldn’t be scared, and added a sharpshooter ability to provide a lethal hit. The Airscrew fits onto a bolt on a cake stand base.
So this was my starter warband and as the campaign progressed I was able to add additional units.
I added a unit of Light infantry in which I mixed javelin armed troops with blade armed ones. I used Gripping Beast Dark age Infantry javelin figures cut off at the wrist and glued onto the arm of the Perry figures. I scratchbuilt the large oval shields from plastic card with a Milanese design and I repeated the white, red and green hose patterns I’d used on the Militia Pike.
Next I needed some Mercenaries. There would also be English Bills and Bows – Dogs of War that had survived the Wars of the Roses.
Finally, I added a unit of Elite Foot Knights, probably German Mercenaries.
The next machine I made was a 33 barrelled organ gun. On ‘Doing Da Vinci’ this machine really worked well with an 11 shot salvo firing shot the size of a tennis ball, with devastating effect.
I made the guns using plastic tubing. The design has a rotating centre section so that after firing, the barrels rotate for the next salvo. This was a complete plasticard scratch build and the crew come from Perry plastics, all mounted on a cd.
Finally, I made a War Chariot. Here, a geared mechanism controls rotating blades like a food processor. In ‘Doing Da Vinci’ this was another lethal weapon.
This was another complete scratchbuild and I decided to paint the horses and horse armour in black again mounted on a cd.
Well that’s it, though I’m still thinking of adding a unit of three Ornithopters as another scout unit.
Stephen gives us the breakdown (and pictures) of a flexible medieval force he’s been working on.
I’ve used lockdown to finish off and round out my armies rather than start new ones.
One of those is a collection that performs two functions – it can be an early Hundred Years War force or it can be a fantasy human army.
I thought I’d present it here in its fantasy form because over lockdown it’s the fantasy elements that I have finished off.
It’s in Dragon Rampant sized units and I’ve included details from those rules.
Sir Artos FitzUrsus
Sir Artos is the leader and a unit in his own right. There’s a foot and mounted version (with his mastiffs – Brutus, Cassius, and Victor). On foot I have him as an Elite Foot unit. Mounted he’s Elite Rider with the Level Headed upgrade.
Surrounding Sir Artos are his loyal knights. Some are household knights, some are lords of local manors, but all are loyal to their lord. I have two units of these – both foot and mounted versions. The mounted knights are Elite Riders and the foot knights are Elite Foot.
Hobilars and Currours
These are full time sergeants riding mounts given to them by their lords. In normal duties they patrol the borders and marches and are amongst the best horsemen around. They carry a mix of weapons – spears, swords, and crossbows. There’s two units of them and they are Heavy Riders with the mounted missiles upgrade.
The Cult of Flagellants
This band of religious fanatics are led by Brother Crowley. They are easily whipped into a frenzy, convert the unbelievers with their blades, and fight to the death. Always. They are a Bellicose Foot unit. Very bellicose.
The Yeomanry of the Shires
Independent landowners and wealthy farmers who are proud of their status and independence but also loyal to Sir Artos as tenant-in-chief. They carry longbows and all have some form of armour, whether a leather jack, a quilt gambeson or an old chain shirt. They are rated as Heavy Missiles.
The Company of St Mercure
These are actually mercenaries from the continent. They are professionals and all equipped with crossbows. As professional mercenaries they are well equipped and have a good level of armour protection as well. Such is their experience at scouting that they can be used as an advance party to check on enemy positions. They are classified as Heavy Missile troops but can be split up to form Scouts.
The back bone of the army! These troops form the main portion of the infantry and are always first in the fight or found holding the bridgehead against the savage hordes. The captains are the younger sons of noble families, and the rank and file are fit and strong men from the countryside willing to fight for their lord. They are Heavy Foot with the Offensive upgrade.
The Guild of Mages
Within Sir Artos’ lands is a prefectory of the Guild of Mages. The building is in free-hold but the surrounding lands and farms that support the prefectory are rented from Sir Artos. The order is run by Maxwell Crochety who goes everywhere mounted on a beaten old nag.
They are a unit of Light Foot with the Short Range Missile upgrade (to represent firebolt type spells) and also the full Spellcaster upgrade (it is a guild of mages after all!).
So that’s Sir Artos FitzUrsus and his troops. There’s quite a lot. I can either pick and choose specific units for a small battle or they can all come out for a bigger rumble.
Declare Sir Artos your liege lord and you shall live!
It is a very terrain intensive game and, if you go with the game setting, very game-specific terrain at that.
So I decided that I wouldn’t use the Felstad setting, preferring to make use of miniatures and terrain I already have to get some extra mileage out of them.
That means I use models and buildings from my large dark age/early medieval collection. So let’s call it ‘Darkgrave’, shall we?
For lockdown Osprey offered the Dark Alchemy campaign as a free download. (Ed: available as a pdf or e-book for £1.49 from Osprey at date of posting).
So this weekend I finally got around to playing it.
Dark Alchemy is a 3-scenario campaign based around a raid on a large alchemical factory. Or, in my Darkgrave setting, a raid on the ruins of a large alchemical commune.
My warband is led by a druid (Witch, under Frostgrave options) called Rollo Magwitch and his apprentice, Eadberht Blackthorn.
I played the first two scenarios but forgot to take any pictures. Suffice to say that after a bit of plunder the group had grown familiar with each other, and identify any short comings. They’d made enough to pay the landlord of the Puking Pig Inn for permanent rooms as their home base.
So what follows is a report on the last of the campaign scenarios – The Spreading Flame, where they have to escape the ruins before they go up in flames!
The board was set up with ruins and undergrowth. Then the treasure tokens were placed. Then three fire tokens were placed, and then four fire-flingers – constructs that can move around shooting flames at interlopers. The warband has 10 rounds to collect as much treasure as possible and get off the board. After 10 rounds the place explodes in fire with anyone left onboard having to make a casualty roll.
For this scenario you are only allowed to take four warband members. I chose Rollo Magwitch, who teamed up Wilfred (a fyrd man), and then Edward (a slightly wealthier thane with great axe) teamed with Alfred (an archer) – meaning that each pair had a melee fighter and missile/spell user.
Edward and Alfred skirted around a ruined chapel where ahead they could see the glint of gold. However, they could also see the flickering of flames, so Alfred notched an arrow and let fly into a fire-flinger. Edward chose to duck into the ruins, hoping this would make it difficult for the fire-flinger – two targets instead of one – and maybe a chance to get around the side to either destroy the construct or make a nab for the treasure.
Rollo and Wilfred had made their way around the other side of the same ruined chapel. In front of them were the ruins of a large building, possibly a chapter house or something. Same thing – gold (a chalice) could be seen, but so could a fire-flinger. Trying the same tactics as Alfred and Edward, Rollo decided to see if he could hit the fire-flinger from distance by casting a Bone Dart spell. The spell didn’t go off, so Wilfred stepped forward to block the fire-flinger in case it moved up.
Alfred let off another arrow, scoring a hit, but doing little damage. Edward continued through the building, but had miscalculated how far away he was and found himself struck by a lick of flame from the fire-flinger. If he stayed where he was it would come to no good, so he pulled out his axe and charged into the construct.
The fire-flinger didn’t last long.
Rollo also had another go with his Bone Dart spell. This time he was more successful and a flurry of small shards of bone spewed from his hand and riddled the fire-flinger. A good hit, but not good enough. Wilfred then went forward, hoping that the damaged construct could easily be dispatched. Not so – the fire-flinger gave him a good burning!
Having destroyed the first fire-flinger, Edward then moved forward to grab the treasure, but lo and behold, another fire-flinger had come up. The blade of his axe had warmed up nicely now, and so emboldened he decided not to wait for Alfred’s bow fire and just waded in. This wouldn’t go so well – it didn’t take long for Edward to fall under the searing lashings of the fire-flinger and burnt and smouldering, down he went.
It is hard to say whether Rollo then showed wisdom or, perhaps, opportunism. With Wilfred engaged with the fire-flinger, this left the treasure – a large gold cross – free. Rollo cast his Leap spell, bounded the ruined walls, and grabbed the cross! As Wilfred continued his fight with the fire-flinger (a fight he would go on to win), Rollo (holding the treasure firmly) fled the ruins to safety.
Alfred, having seen Edward go down, drew his arrows and proceeded to pepper the second fire-flinger with arrows. When that did for the construct, he ran forward to see what state Edward was in. There was no movement. Time was of the essence. Maybe now Edward’s soul resided with God. The only honour he could was grab the treasure and make off with it, to make Edward’s sacrifice mean something (well, that’s what he would later claim).
Now it left Wilfred all on his own, with time ticking down. There were no fire-flingers around that he could see, so he was left with a dilemma – leave now and be safe, or go further into the ruins and see what he could find.
Curiosity got the better of him.
Forward he went, where he could see a gold chalice lying in the rubble of the ruins. Unfortunately, this also drew the attention of another fire flinger. If he was quick, though, he should be able to make it to the treasure and be off before the fire-flinger got near him. There would be no room for mistakes though.
And fortunately for Wilfred no mistakes were made. He got the treasure and then sped off after Rollo, with the fire-flinger’s flames shooting out after him.
Edward would count as still being in the ruins on turn 10, meaning that he would have to make a roll to see what happens – would he be killed or would he survive? I’m pleased to say he lived to tell the tale, but he had been badly wounded by the flames, and would have to miss a game, holed up in bed in the Puking Pig Inn until he had recovered (in game terms – he has to miss a game).
Rollo is now a level 7 witch (that may sound impressive, but levels are easy to gain in Frostgrave and you get small increases with each level. Level 7 is still very low in game terms). With the money he’s made he has managed to recruit a huscarl: Godwin. This should provide some good back bone to the warband.
Stephen gives us the lowdown on his latest painting project…
When Lockdown Part 1 kicked off I decided that I would not be buying loads of new miniatures since there was no knowing when we would be meeting again.
I bought some odds and sods to fill gaps in collections but wouldn’t be starting any new projects. And I’ve kept to that.
Just before Christmas I saw Conqueror Models’ range of 28mm dwarves. These were of the same style as the original Vendel Miniatures dwarves. There’s a good reason for that – same sculptor (Colin Patten). Years ago I bought a few of the Vendel dwarves and always intended on buying some more. Before I could do that Vendel stopped selling them and they just disappeared.
I was absolutely gutted.
I’ve always liked the idea of a dwarven army but hadn’t really liked the style of dwarves that have been available up until now – I’m really not a fan of that GW cartoon style where it’s all belly and no legs.
So seeing the Conqueror Models range I thought, ‘That’s it! That’s what I want!’
Having been stung by the Vendel range disappearing I decided that I wasn’t going to let this lot pass me by. And so, since Christmas was on the horizon and because I realised that, on balance, this year I had been a good boy, I decided that I would treat myself and buy myself lots of dwarves – enough for a whole army, just in case the same happened to these.
Since they were of the same style as the Vendel ones, and since I had some Vendel dwarves, I mixed them in with the units I bought.
I decided to build these in Dragon Rampant sized units. Although, given their ‘historical’ style in arms and armour, I think I will be tempted to use them with the Anglo Dane battleboard in Saga as well (yeah, I know there’s Saga Myth & Magic, but from what I’ve heard that falls in to the same trap as nearly all fantasy rules – lots of ‘special’ rules that are exceptions to the main rules and just tie it in knots).
Conqueror actually do unarmoured dwarven fyrd as well, but I didn’t get any of them. To my mind I wanted my dwarves to comprise predominantly heavy infantry in mail. I bought a few packs of the spearmen which, when mixed in with the Vendel models with hand weapons,, would give a good mix to the unit. I also chose to buy the thrusting spear poses (you can get them upright) because they make the unit look more dynamic. I did two units of 12 each having the same shield design and a war-banner.
Conqueror do armoured and unarmoured archers (we’ll come to them in a minute), but I went with crossbows to make two units of heavy missiles.
Then came the axemen. I swapped the axes that came with the models (because the axe head looked a little large) and used some spare Gripping Beast dane-axes I had. These axemen can be used in one of two ways – either two units of elite infantry or as a single unit of heavy infantry (with the Offensive Weapons upgrade).
And so on to the archers. I bought a pack of the unarmoured archers to use as dwarven scouts/rangers. And because of that I painted them in suitably earthy/green tones.
Leading this bunch are the heroes and commander. I did a couple of weapon swaps here. One of them came with a daneaxe but I decided that I would put in a spare two-handed sword for variety. Other spare Gripping Beast hand weapons were used on some of the others.
To round things out are a couple of beast units. First up is a pack of wolves (lesser warbeasts) and to scare the enemy is a Reaper Bones warbear (greater warbeasts).
That’s my dwarven army done. I can muster about 50 odd points (in Dragon Rampant terms) which means I can have a dwarven civil war or put together a single large dwarven host for a big smack up.
I love these Conqueror dwarves. Stylistically it’s just what I was looking for. They’ve been a real pleasure to paint as well – not too many fussy extra bits, nice areas to add a few designs to, and good poses. Definitely painter’s models. I’ve finally got the dwarf collection I’ve always wanted. It’s my army d’jour.
Andy reports on a game of Dragon Rampant organised by Jeremey to follow our AGM, played in an MS Teams meeting. With observations and comments from Stephen and Jeremey.
Jeremey organised the forces and set the terrain, and arranged 3 different cameras to show the battlefield. Having to provide both armies allowed him to use his Celtos undead army and his completely scratch built Rock and Wood army.
The combatants were Stephen, with Mother Nature’s Finest lead by a Rock Lord; and Andy, with the Army of Darkness commanded by a Necromancer. Both sides totalled 35 points.
Mother Nature’s Finest
The Rock Lord: Greater Warbeasts, Cunning, Mystical Armour. (10 pts)
Rock Trolls: Lesser Warbeasts.(4 Pts)
Mini Ents: Lesser Warbeasts, Cunning. (6 pts)
Light Rockmen: Light Foot (3pts)
2 x Heavy Rockmen: Heavy Foot, Offensive. (6 points each)
We decided that Jeremey would roll unit activation and courage tests, but that the generals would roll their attack and defence dice (Jeremey – we also decided that Andy and Steven were not allowed to moan about my dice rolling!). (Andy – Oh no we didn’t!)
Once the Armies were deployed the two Generals rolled for their Traits. Stephen’s 3D6 scored 13, lucky for him, this gave a result of Boneshaker, allowing him to automatically pass one Attack order per turn. Andy (or should I say Jeremey rolling on Andy’s behalf!) only scored 5, making his Necromancer Cowardly, no Attack orders for him. Well, there’s a certain narrative logic there.
After rolling for first turn Andy ordered his unit of Flesh Eaters (on the left flank) to advance to outflank Stephen’s Heavy Rockmen, needing a 5 or more on 2D6. It was not to be, sadly Jeremey rolled low and the Flesh Eater went nowhere. End of Andy’s first turn.
On Stephen’s turn all his movement activation rolls were successful (thanks Jeremey) and he advanced on a broad front.
On Andy’s next turn he managed to advance a unit of Skeleton Sicklemen on the right flank to occupy a hill in front of Stephen’s Rock Trolls, but then failed the next activation. Back to Stephen.
Stephen’s Mini Ents (otherwise known as ‘Bonsais’) were now within movement range of Andy’s Zombies and were required to take a Wild Charge test, which they passed, so steamed in to the Zombies killing (?) 8 of the 12. The Zombies promptly failed their Courage test despite the proximity of the Necromancer, scoring less than 1, so they promptly routed of the board. Ta Jeremey.
On Andy’s next turn the Mini Ents were now within Andy’s Wraiths move distance and following a Wild Charge Test the Wraiths went in, turning two Ents into kindling and causing the Ents to also catastrophically fail their courage test. One unit down on each side.
On Stephen’s next turn his Rock Trolls were now within move distance of Andy’s Skeleton Sicklemen occupying the hill, they were obliged to take a Wild Charge test, which they passed and went in. One casualty on each side, both passed their courage tests and had taken equal losses, so the Rock Trolls bounced back leaving the Sicklemen controlling the hill. This would be replayed a couple of times, with the Rock Trolls throwing themselves at the Sicklemen and bouncing back until eventually they forced the Sicklemen back off the hill. The Rock Trolls followed up and eventually both sides had taken enough casualties for both to fail their courage tests and rout.
On the opposite flank, Stephen had advanced his Rock Lord to within Andy’s Flesh Eater’s move distance so they also had to take a Wild Charge test, which they failed and stayed rooted to the spot. Andy did manage to get his Skeleton Spearmen to form up in Shieldwall, expecting to be charged by the Rock Lord.
One of Stephen’s Heavy Rockmen (AC/DC or Van Halen?) units then charged Andy’s Skeleton Spearmen, who managed to beat them back. Andy then charged his Wraiths into the Heavy Rockmen causing a few casualties on each side, but both passed their courage tests.
Stephen then sent the Heavy Rockmen back into the Wraiths, this time both units failed their courage tests and routed from the table.
The Rock Lord finally charged into the Flesh Eaters, causing enough casualties for them to fail their Courage test and flee the field.
As the battle drew to a conclusion Andy only had his Necromancer on the table, whereas Stephen has both his Rock Lord and Light Rockmen (Heart and Bon Jovi fans).
Totalling up the losses, and comparing successful Quests, gave a Stephen a total of 10 Glory, and Andy -2 Glory as none of his Quests were achieved. A decisive victory to the forces of Nature.
The Necromancer will skulk back to his lair and set about reanimating another army.
The view from the other side of the hill (or Stephen’s viewpoint):
The final Glory totals don’t reflect how close the game was – for most of the game it looked like Andy the Necromancer would win. I often had to use my units in pairs, sending in one unit to soften the enemy up and then sending in another to finish things off. Both Andy and myself were cursed with Jeremey’s bloody woeful dice rolling for Courage tests (Jeremey – we agreed not to moan about my dice rolling) (Andy – No we didn’t). Andy was also beleaguered with poor Activation rolls at the start, which allowed me to advance on him and put him on the defensive (he seemed to spend most of his time forming Wall of Spears – probably needed to increase the armour of his skeletons).
Playing via Teams worked OK. There’s always going to be compromises – some of them could be seen as fog of war. The fact that Dragon Rampant is a simple game and we all knew the rules helped. Ultimately, it was a good opportunity to play soldiers with friends, no matter what the results were.
Jeremey – for this game I deliberately picked a ruleset we knew, went for a small battlefield and only one unit had any ranged attacks. This was all to allow the game to flow with the players only able to see the battlefield from the camera views.
Jeremey discovers one of his previous projects that he never told anyone about.
After playing a number of Lord of the Rings games down the club, I kept seeing pictures of the official Ent miniature in the rules and thought it looked far to cartoonish compared to the rest of the miniatures. I also saw the price of it and that got me thinking.
So on my travels I started collecting sticks that had fallen from the local trees. I only wanted the sticks that had already come off the tree as these were dry and unlikely to change over time.
When collecting the sticks I tried to find ones that had natural bends in them to represent joints and movement in the figure. First task though was to wash the collected sticks, this was important because I’d picked them up from the ground. A good scrub with soapy water and an old toothbrush did the trick and didn’t rehydrate the wood.
To stick things together I used the trusty hot glue gun. If I did this project over I would drill holes and pin the sticks together for extra strength. But the glue gun worked well enough.
The arms came next but I had to work out how to create a head for the Ent. I decided early on not to go for something like a carved face or small pieces of wood to act as eyes, nose etc. I thought that would end up looking like Mr Potato Head.
In the end I made a medieval style helmet from pices of bark I had also collected. The bark also worked for armour plates on some of the joints and as fingers on the hands. That was the basic figure done but it didn’t look enough like a tree and so I started stcking smaller branches to the back of the figure. I arranged these like a normal tree looks and made sure they extended above the head of the Ent. This also helped to strengthen the joints of the figure by having these additional branches stuck to the joints.
Finally I added some of that scenic lichen railway modellers use to make trees. The final model stands about a foot tall which isn’t bad considering it cost next to nothing to produce, and even if I do say so myself it looks better than the official one.
The club is definitely slowing down production as we approach the Christmas Holidays. And quite right given this year, although I suspect a few hobby related presents might see a resurgence in the new year.
First up Mark has made more progress with his Panzers.
And out of the blue mark also mentioned starting to slap some paint on a hundred years war project.
Steve shared this picture of a dwarven force on the painting table, but there was no mention of last weeks 6mm sci-fi force. After saying he had nothing to paint it seems Steve is queuing the projects up.