Wars of the Roses: First Battle of St Albans – May 1455

Stephen embarks on a modest endeavour to refight the War of the Roses…

I decided that I would re-fight all the major battles of the Wars of the Roses (well, those listed on www.britishbattles.com) in order.

So first up is the First Battle of St Albans.

For rules I am using Basic Impetus, because these will be solo games and Basic Impetus provides a nice and simple game that lasts just about as long as you want it to. For anyone who might also be interested in having a go then here’s the order of battle I cobbled together for the game:

I went with a historical deployment, and after that the battle was mine.

So, the Yorkists had Salisbury on the left flank, Warwick in the middle, and York on the right. The Lancastrians had Somerset on the left, King Henry in the middle, and Clifford on the right. Although it’s clear the battle ended in the town, it’s unclear where it started. I went with the Lancastrians positioned on the edge of town and the Yorkists crossing the fields. The Lancastrians had barricades protecting the lanes, and I decided these would negate the Impetus bonus for any charge across them (in either direction).

There was no reason for the Lancastrians to move out from a defensive position (in fact, a lot of the battles during the war were assaults against prepared positions), so I let the Yorkists take initiative for the first couple of turns until they got within bow range. At that point it became important who had initiative each turn so then started dicing for it.

York led his nobles down Shropshire Lane toward the Lancastrian defences whilst Salisbury led his men down Sopwell Lane.

This left Warwick, who had the largest contingent, across the fields. The early rounds looked bad for the Yorkists. In fact, I was wondering how on earth they could win – the Lancastrian bow fire took out two Yorkist units before units met in combat.

The battlefield formed a natural funnel – the fenced lanes gave little room for manoeuvre, which meant any jockeying for position was down to Warwick. In fact, it would turn out this is where most of the action would take place.

Just a few turns in, and I thought I had been careless with York’s deployment. His archers went down, leaving the plate-armed nobles to push forward as quick as they could, all the while taking fire from the ensconced archers under Somerset. If they went down, then York would go with them and that would be that!

The same could be said for Salisbury, who got locked in an archery duel against Clifford. Warwick, in the middle, was also looking weak since he had lost units going in.

Yes, things were looking good for King Henry!

The Yorkists were not gaining anything by exchanging bowfire. This was partly because I forgot I had classified some of the Lancastrian archers as levy and was rolling for them as retinue quality. Oops.

Warwick needed support, because it was becoming clear that this was where the main battle would be – to punch through and nab the king. So levy spearmen were funnelled into the middle to support Warwick against any losses.

Down in Sopwell Lane things had stalled. Eventually, Salisbury decided to bring it to a head – he urged his billmen forward who swapped lines with the archers and forward they went. Clifford realised his archers would fair poorly against the bills, and he did likewise – pushing his billmen forward.

Meanwhile, along Shropshire Lane, the Duke of York’s dismounted nobles surged forward and smashed into Somerset’s line. If it went badly, then that would be the end of the battle. But York prevailed!

Although the Lancastrian archers had given good account of themselves, once Warwick’s billmen got stuck in things soon started to change. The archers soon fell under their blows, and so the King ordered forward his nobles.

But as the Lancastrian archers had rolled well in the initial turns, it was now the turn of Warwick’s troops to be blessed with good dice rolls.

The battle had really been fought in the middle, and when the Lancastrian nobles were cut down, then King Henry went with them!

It would be a Yorkist victory!

So that was my re-fight of First St Albans finished. I really didn’t see how the Yorkists could win. But once they got stuck in, then things started to turn around. In hindsight, the levy spearmen should have been deployed with Warwick in the first place, instead they lost several moves and had to manoeuvre into position where they could support Warwick’s assault.

We’ve All Done It!

A constant of all miniature wargamers has always been to come up with your own set of rules. Every gamer has either written a set of rules (unpublished of course!) or heavily modified a published set of rules (just to to improve it), although to be fair to the club a number of home grown rules are used on a regular basis.

Jeremey takes us through such a typical Wargamer project and what happened to it.

Back in 2009 I fancied getting into mass battle fantasy games. I’d played a bit of 2nd edition Warhammer in my youth but was in a period of preferring smaller scales. I picked up a copy of Warmaster but it didn’t really grab me, the movement section with 20 plus pages (slight exaggeration) explaining how to perform a wheeling movement, just looked very similar to many of the historical rule sets that put me of historical wargaming for years.

Like all Wargamers in this situation I naturally started writing a set of 10mm fantasy rules of my own, I went with units based on round bases with no need to worry about detailed facing and movement rules.

When writing rules I’ve always had a weakness in needing actual miniatures to test the game with. I hate testing just on paper or with stand in’s, so I  created two whole armies first!

picture of skeleton miniatures
Pendraken 10mm Skeletons painting up nicely

I decided to go with 10mm fantasy miniatures from Pendraken miniatures. Pendraken’s miniatures are cast individually which meant I could put them on a round base. Most other 10mm fantasy miniatures were cast on strips for 40mm wide bases. I used standard 40mm round bases and put 10 foot or 6 cavalry miniatures on each base. I was really pleased with the results but the first crack in the plan appeared as all the miniatures needed to be painted before putting them on the base and flocking the base was a pain to get between the miniatures.

Regardless I continued to torture myself and carried on creating two armies (Undead vs Barbarians).

picture of 10mm armies
The Barbarian army faces down the Undead hordes

Unlike a number of other rule sets I’ve written I did get to playtest this set which I called ‘Battle Fury’ (often referred to as Battle Furry!), it was a very simple ruleset with no unit facing so you just moved where you needed to. There were typical bonuses for combat based on charging and having multiple units ganging up on the enemy. Activation was done by players taking it in turns to move a unit. I also went with 10 sided dice as I’ve always found the range of a normal 6 sided dice does not offer enough variation. 

Picture of miniatures
Battle in full swing

Games of this type often suffer from needing lots of markers for activation, wounds etc. But I had the genius idea (in my opinion of course) of making flags for both sides that showed the number of hits the unit had remaining (see the skulls on the flags!). The rules had the units roll a number of dice based on the number of hits remaining so you could see at a glance how strong the enemy or your own units are.

Picture of miniatures
Fight between the Barbarian Mammoths, Skeleton Cavalry and a Skeleton Giant

The game worked fairly well on the playtest, the forces came out quite balanced and I got the kind of game I wanted with big beasts fighting it out and plenty of back and forth action allowing for tactical moves.

Picture of fighting miniatures
Barbarians and Skeletons in full Close Combat

This project taught me a lot about writing rules, having a clear idea of the kind of game I wanted from the start really helped. But it also taught me a lot about creating games and mistakes that can often be made.

The use of round bases for this scale hasn’t really been done and so the idea that wargamers would be willing to rebase their armies is unrealistic. However the round bases packed with figures looked good and better reflected warfare in an undisciplined world where armies just charged at each other and fought to the death. The flags that could be changed to reflect the hits of a unit felt like a good idea, but having to create enough to show the correct number of hits as units suffered damage became quite a challenge.

And so this project came to a halt and the miniatures are back in the pile of unfinished ideas (which is quite large if I’m honest), although after writing this I might revisit the flag idea for my WOTR army instead of the mini dice added to the base.

Building A 15mm ACW Ironclad

Stephen is inspired by a piece of balsa…

I had a spare bit of balsa planking I’d used for a previous project where a piece had been cut out of it that left the remainder with a prow-like curve at one end.

I just happened to see it and then a thought popped into my head: ‘that looks like the prow of an ironclad.’

And that’s how this project came to be.

The first decision I had to make was size. It was going to be a gaming model not a scale model. Assuming that 15mm is 1/110 scale that would mean a scale model would need to be about 2 feet long.

That wouldn’t be practical since this would be used in big battle games and ground scale comes in to play.

But it had to ‘look right’ next to a 15mm figure, as if a crew could actually get in it. So it couldn’t be too small either.

The bit of balsa I had was 25cm long. I got out a 15mm figure, put it next to it and…it looked about right.

The starting point and tools.

So that’s the scale I went with – the gamer’s favourite ‘looks right’ scale.

This proved to be a simple model to make, though some processes were repetitive.

I used Wills Scenics embossed plasticard for the wooden decking. With that done I then sanded the sides to make sure it was all nice and smooth.

Hull planking added

Next came the superstructure. This was built in thick card and then clad in plasticard.

Superstructure added.

The plasticard was incised using a compass to represent the iron cladding. This got really dull! It was only after I had stuck it all together that I suddenly realised I had forgot to add any rivet details. I thought about doing it retroactively, but then I thought about the amount of rivets I would need to do and thought, ‘sod that – this is a gaming model.’

Broadside gunports and more tools.

The funnels were made from styrene tubing with a bit of styrene wrapped around the top for where the stabilising wires were attached. Guide holes were drilled and they were glued in place.

Funnels added

The wheelhouse went through two versions. Some pictures show it with sloped sides, some with slab sides. The first version I did was sloped. But when it was glued in place it gave the whole model a modern ‘sports boat’ look with all those slopes. It just didn’t look right. So I took that off and made a new, square, one. The rest of the hull furniture was made from bits of styrene and chain from an old necklace.

Second attempt at the wheelhouse and deck furniture added

Then on to the paintjob.

I got this wrong as well.

I’ll confess I don’t know too much about ACW river ironclads. I remember from ages ago seeing an ironclad game where the hulls had been painted silver (presumably to represent the iron). If I’m honest, that always seemed wrong to me, but I just respected other’s knowledge.

So I painted my model with metallic sides.

It just looked wrong and too shiny. I thought the matt varnish would dull it down, which it did. But it still looked wrong.

Time for a quick bit of research. Sure enough, my instincts were correct – they weren’t left bare metal! Black, dark grey, and light grey seem to have been the preferred colours. Even sky blue!

I prepared myself that I might have to do a re-paint.

Before that, though, I thought I’d do an experiment – an all over black wash. That seems to have worked and saved me a re-paint. It now has a darker finish, the black wash has taken off the metallic look but left it with just enough to suggest wear and tear.

The finished model

No re-paint needed.

On the river

A Dark Ages Miscellany

After the scenery pieces Andy finds his inner animal.

I decided to do some figures that had come out of my painting pile but hadn’t been started yet.

These comprise a Viking warlord obtained from Colonel Bill (original manufacturer unknown), a Saxon Noble from Gripping Beast Plastics Saxon Thegn set and a couple of ladies from Belt Fed Miniatures, Gwendoline the Welsh Princess and Freyir the Norse Witch with her wolf companions. I also had another half dozen other wolves so decided to do these together.

In the picture above the two wolves on the right are those that came with Freyir. The three smaller wolves in the front rank are old Ral Partha figures; I don’t know who made the three larger wolves in the second rank.

All of the figures were started the same way, Halfords Grey primer undercoat, the humans then had skin base coated Brown Sand, as was Freyir’s hair. The skin was then painted with Medium Flesh Tone

First up is Freyir and her wolves. Her hair was Dry-brushed with Dark Sand, loin cloth and boots matt painted black, and then the loincloth dry-brushed London Grey.  The tunic and panels on the belt were painted Chocolate Brown and her staff Beige Brown. The boot tops and wrist bands were painted Khaki Grey and the staff skull and claws Pale Sand. Earrings and hair band (not visible in picture) were Silver.

The wolves were dry-brushed with Dark Grey and then Black Grey. Mouths were painted black, tongues Red and teeth Desk Tan.

The armour on the other three figures was painted black and dry-brushed Gun Metal Grey

Gwendoline has Black hair and Dark Sand tunic. Boots are Chocolate Brown and she has a Silver necklace, wrist bangles, belt and pommel.

The Saxon has a Black Red tunic, Flat Brown trousers and Buff leggings. Belts, beard and hair  are Chocolate Brown, and clock is German Camouflage Green.

The Viking has a Dark Grey tunic, Chocolate Brown belts and scabbard, Khaki Grey trousers and Flat Brown hair and beard. The figure didn’t have a weapon when I bought it, so I added an axe from the spares box, and a sword hilt from the GBP Plastic Saxons box to the empty scabbard.

All figures had appropriate coloured Army Painter washes.

Shields backs were painted black then dry-brushed Beige Brown, the faces were painted White. Gwendoline’s shield had a simple cross pattern in Flat Yellow and Red, while the other two had shield transfers from Little Big Man Studios. Shield rims were painted Japanese Uniform.

Finally all were given a matt spray varnish.

The Aftermath

Tony F tells the tale of a game that not even Phil could lose … or could he? Photos by Tony and Andy.

As the club is still unable to meet formally, a few of us met for some outdoor gaming in Phil’s back garden to throw a few dice for the first time since lockdown began. The chosen game was Games Workshop’s Middle Earth rules, The scenario, suggested by our host (and provider of tea and ice-creams), took place between the assault on Minas Tirith and the Battle of the Black Gate.

The Battle of Pelennor Fields is over; the armies of Mordor have been vanquished, defeated by the combined intervention of the Grey Company and the Rohirrim, and finally by the death of the Witch King. In the aftermath, the remnants of the Dark Lord’s forces were pursued from the scene by the combined armies of Men; Gondor, Rohan and the various fiefdoms of Dol Amroth, Lossarnach, Llamedon and others.

View from the western edge.

In our scenario, 500 points of Mordor forces (orcs, Uruks and a troll) are retreating through a small hamlet (in the book, the Pelennor is a fertile area of fields and farms, not the barren plain seen in the films). An equal size force from Dol Amroth are in hot pursuit and have begun to encircle the fleeing orcs. The orcs set up 1/3rd of the way from the Western edge, while the Dol Amroth forces deployed into three separate groups; a group of Knights led by Prince Imrahil on the northern edge, a group of Warriors and Men at Arms on foot on the southern edge and a small group of archers provided harassing fire from the west. The evil forces, being greater in number than the Dol Amroth troops, were split into three forces led by Andy (mostly a covering force of archers), Stephen (Uruk Hai and the troll) and Phil (Mordor orcs). Jeremey handled the Dol Amroth warriors, while Tony took the small group of archers and the knights (“you’ve played this before, you should know what to do with them…”). The Mordor forces were required to get 1/3rd of their troops off the table.

The battle naturally split into three combats; the covering force of orc archers spent much of the game exchanging remarkably ineffective bow fire with their Dol Amroth counterparts who slowly advanced on their barricade.

Jeremey’s main force of Dol Amroth warriors closed on Andy’s Mordor orcs in a small fenced-off area, and between them they spent most of the game performing what became known as the ‘Pelennor Two-Step’, inching forwards and backwards for most of the game.

In the centre, Stephen’s crack Uruk Hai seemed to be the ones selected to lead the retreat. They were engaged by a smaller group of warriors including some foot knights, which slowed their progress somewhat.

Andy offered to give some fire support – in the GW Middle Earth rules, only evil figures are permitted to fire into combats (the good side won’t risk hitting their own figures). Andy checked with his fellow orc that this was OK, but it seems that Stephen didn’t read the small print and realise that there was a chance that he could be hit! One dead Uruk later, it was decided that the experiment was was not to be repeated.

In the meantime, the formation dance teams carried on their pas des deux on the southern flank, with much two-ing and fro-ing and “After you, Claude”. It involved lots of jockeying for position with supporting spears and pikes in the second rank, much bluff and bluster and very little blood.

The archers slowly kept up their advance, pushing forward in bounds with three moving and three firing (until one got shot, then the numbers went all to pot).

The Knights meanwhile had sped down the northern flank, hoping to cut off the Uruks as they headed for the table edge – and it worked. Although the orcs tried to disperse, the Knights hit them hard – and with foot figures charged by cavalry being automatically knocked over, even those who survived an attack were delayed by a further turn as they got to their feet again.

Although the troll took a toll of several knights, the Prince himself took a hand and, with the aid of the horn blower (who led a charmed life), made sure that not enough orcs reached safety. By this time the dance had broken up, and the Dol Amroth archers reached their Mordor counterparts and their heavier armour proved decisive.

Phil’s evil minions don’t have a great record in our Middle Earth games. But this one involved retreating, so he should be good at that. But after five hours of hard fought combat, he still found himself on the wrong end of the stick…

The Fellowship

Andy completes his Journey through Middle Earth…

I think everyone who plays Lord of the Rings games probably has the fellowship, and I am no exception.

I’ve had these for quite a while, and having finally finished my LotR Dwarves, including Gimli, I thought it was time to paint the rest of them up.

The figures represent the Fellowship after leaving Rivendell; Gandalf has Glamdring, Aragorn has Andúril and Frodo has Sting and the Mithril coat, the latter presumably under his outer clothes.

All paints are Vallejo acrylics unless stated otherwise, and most colours were washed with the appropriate Army Painter tone.

All of the Fellowship were started in the same way. Gaps in the slotabases were filled with 4Ground base render; then a layer of sand & grit glued to the bases with PVA glue. Once dry they were undercoated with Halfords Grey Primer. The bases were painted a dark brown (USA Olive Drab) and dry-brushed London Grey. Faces and hands, and feet for the hobbits, were base coated Brown Sand, then top coated with Medium Flesh and washed with AP flesh tone.

Aragorn

Aragorn’s tunic is Light Brown, his Coat is Flat Green, trousers are Black and boots German Camouflage Black Brown. Belts are Chocolate Brown. The blanket roll over his shoulder is Dark Grey, and on his back are his bow, German Camouflage Medium Brown, quiver, Saddle Brown and another blanket roll, Khaki Grey. His hair is Flat Brown.

Boromir’s overcoat is Black, with Black Grey highlights on raised edges, his robe is Red. The small amount of mail visible is black with a Gunmetal Grey drybrush. His boots and vambraces are German Camouflage Medium Brown, belts German Camouflage Black Brown and hair Light Brown. The Horn of Gondor is Buff with the end Tan Yellow, with silver scroll work. His shield (slung on his back) is Black Red with Gunmetal boss and rim.

Gandalf the Grey has Light Grey tunic and London Grey robes, highlighted Light Grey. Belts are Dark Grey. His hat is Grey Blue. (Definitely a grey theme here). His staff is Beige Brown with an AP Crystal Blue tip. Glamdring is Silver. Hair and beard are Dark Sand.

Legolas

Legolas has a Golden Olive tunic, Light Grey trousers and Pale Greyblue sleeves. Quiver harness and vambraces are German Camouflage Medium Brown, quiver is Flat brown, the latter two lined Saddle Brown. Belts are also Saddle Brown. Boots are German Camouflage Black Brown and bow is Beige Brown. Hair is Dark Sand.

Merry

Merry has Black trousers, a Golden Yellow waistcoat with Bronze buttons and a Deep Green coat. His cloak is London Grey and his hair is Tan Yellow.

Frodo

Frodo has Black trousers, Light Brown waistcoat and Flat Brown coat and hair. His cloak is Luftwaffe Camouflage Green, and belts Chocolate Brown. His pack is Saddle Brown. Sting is painted Silver, with an AP Blue wash, my attempt to represent Sting’s blue glow in the presence of Orcs.

Sam

Samwise has London Grey trousers, with a Deck Tan shirt and a Flat Green coat. His cloak is Black Grey and belts and scabbard Saddle Brown. His hair is German Camouflage Orange Ochre, and on his back he has a pack painted Beige.

Pippin

Pippin also has Back trousers, Beige Brown waistcoat with an AP Crystal Blue jacket and Light Brown Scarf. His haversack is German Camouflage Beige and cloak Flat Red (and I’ve just noticed a little blue on the cloak so that will need touching up). He has Dark Sand Hair.

When I bought the figures off e-bay one of the lots contained a model of Gollum on his rock. So here he is:

Gollum (and his rock)

I started off painting the rock London Grey, with an AP Dark Tone Wash and Light Grey dry-brush. There were a few patches of what looks like moss on the rock, so these were painted with dots of Golden Yellow and Olive Green. Next came his skin; as I wanted him to look paler than the other Hobbits, I used a mixture of Pale Sand and Medium Flesh. Hair was black, eyes white and his loincloth German Camouflage Beige. As he is modelled with a snarling mouth, I painted his tongue Flat Red and teeth Deck Tan. His skin then got a wash of AP Skin tone.

All the figures bases were then flocked, for Gollum I added some flock to some of the flatter sections of the rock, and then tidied up the base edges with more Olive Drab.

Finally, the figures were all varnished with a matt spray.

So that’s the LOTR collection, Fellowship, Dwarves and Goblins completed.

Delving Deepest

Andy’s beard can now be tucked into his belt…

The last of the Dwarf collection are now complete including some odds and ends that won’t make up full Dragon Rampant units.

Originally there were 9 more Archers, but I picked up 3 more from e-bay to round out the Dragon Rampant unit to 12. There were also 6 Warriors with double handed axes, and 17 Rangers; 4 with longbow, 5 with throwing axes and 8 with double handed axes.

The figures were based up in the same way as previous batches. The archers were painted in various shades of red, with boots, leather armour and belts various shades of brown. The axemen were the same, except the tunics were various shades of blue. Armour was painted Gunmetal Grey and washed with AP Dark tone wash.

And the final 3 “E-bay” archers.

Ranger’s tunics were various shades of grey, green and brown; armour in brown and cloaks were painted in greens or greys.

Both Warriors and Rangers skin had a base coat of Brown Sand followed by Medium Flesh Tone and a coat of Flesh Wash. Hair had Soft or Dark tone washes. Bases were then flocked, and the figures varnished with a matt spray varnish.

So, that’s the Dwarves finished. 148 figures, making a 90 point Dragon Rampant army, or around 1800 points in LOTR Strategy Battle Game.

The Attack Drone at Zamatkya

John Lambert enters the Forbidden zone in this solo Zona Alfa battle report

It was getting tough in Sector 27. The Federation had replaced unreliable Mercenary patrol Vigilantes with mechanised robots who didn’t need paying and in a sinister development areas of the zone were now patrolled by Kamov attack drones – pickings were slim, it kept Big Ilya awake at night. Rumours spread through his base that one of the drones had crash landed close to Zamatkya village. Ilya called up Cziscova ‘Czisco’. She had worked on development at Kamov and He thought if He could get hold of the flight control software, the drones could be jammed. Maybe the happy times would return.

Kovacs sat in the bar opposite Big Ilya and ‘Czisco’, He’d been bought a shot of Bison Grass vodka, things looked bad.

‘I need you to get a Software copy’ whispered Big Ilya, take ‘Czisco’. Nobody had said ‘No’ to an ex Cage Fighter.

Kovacs was a seasoned Zone veteran – act first, question later. His tactics were simple, eliminate the hostiles first, then scavenge and he had an ace scavenger, Ali – the thief of Baghdad. Little more than a kid, He’d survived by scavenging through the rubble before the shutters came down for good. Then there was Anasova ‘ice Queen’ the silent one, a deadly sniper from Riga, ever reliable. At the bar, He’d been taken by Czisco’s long legs and spray on denim but she never stopped prattling on, it was like a never ending hangover from cheap vodka.

They had arrived at the village in good time 35 minutes to act before a patrol drone returned, a weak sun failed to penetrate the greyness. Quickly, they identified their objective – the damaged drone in the centre but what was this? Howling mutant hounds from Hell with their sadistic Hound master Pavlov could be heard coming from a building to the west of the drone. They were guarding a hotspot. The crew would have to creep around an intervening hotspot to eliminate them. ‘Damn’ muttered Kovacs ‘This will slow us down’

Zamatkya village, with attack drone in centre and zone hostile hounds to the west
Ali moved into position and eliminated two hounds in good time

Then disaster! Both Czisco’s and Ice Queens guns jammed. There was only one thing for it. Kovacs lobbed a smoke grenade at hounds. He just didn’t want one of the crew mauled so early into the mission. He checked his watch 5 minutes gone, things weren’t going to plan and would get worse

That should stop an attack but attempts to destroy the remaining hounds were ineffective so the crew got into position for the smoke to clear. Ten minutes gone. As the smoke cleared Kovacs killed one hound before his gun jammed. Ice Queen’s gun jammed for a second time before Czisco despatched the other dogs – perhaps He’d been wrong about her all along mused Kovacs. This allowed Ali to search the building – 1250 salvage value and two red dot sights.

Fifteen minutes gone, time to head for the objective Ali tosses a bolt revealing two dangerous luminous venomous insect swarms.

Again Ice Queen’s gun jams. Ali destroys one of the swarms and then his gun jams also!

‘What the …’ snarled Kovacs, this was more than coincidence, running across open ground he blasted the remaining swarm as He and Czisco made it to the drone.

Twenty minutes gone, it was cutting it fine as it would take more than five minutes to remove the access panel, download the software then replace the panel. As the panel is removed, Kovacs orders Ali and Ice Queen to search the closest hotspot. Not ideal as Czisco’s Laptop crashes and they’ll have to spend longer at the drone!

Meanwhile Ali throws a bolt at the hotspot which reveals a mutant – looks like He’d taken a heavy dose of radiation when searching an anomaly.

Ice Queen took aim and this time the mutant was despatched instantly – phew! Ali searched the area diligently but only came away with 350 worth of salvage.

With thirty minutes approaching there was no time to search any other hotspots and it was time to get out before the patrol drone turned up. Whilst the objective had been achieved, Kovacs was no nearer to retiring to that Black Sea Dacha. He thought the ammo He’d recently bought had caused the jams. Time to visit the Dealer and ask Him if He feels lucky.

The Battle Of Nether Dunny

Stephen reports on a rare lockdown game, suitably socially distanced and held in Phil’s back garden in the September sunshine.

The year is 1263AD and the barons, led by Simon de Montfort, are in revolt against Henry III.

During the chaos, the lord of Nether Dunny has been killed, leaving the manor up for grabs. Taking advantage of the confusion, four chancers have made their way to the village to take ownership for themselves.

They are:

Sir Jeremey – the scourge of London city. Noted for his drinking, wenching, and gambling. He’s left the city to let the heat cool off.

Sir Andrew le Roi – the youngest son of a French knight out for loot and plunder and to take advantage of the civil war.

Sir Phillip fitz – from a respectable shire family, this wayward son was thrown out for getting up to no good and squandering the family inheritance.

Sir Antoine le Franc – of mysterious, and doubtless dubious, background this French knight goes everywhere with his loyal squire, Luc Brecon, and everywhere they go they leave their bills unpaid.

The first game was a simple all-vs-all so everyone could get familiar with the rules (we were playing Osprey’s ‘Outremer’).

The objective was simple – the one with the most left standing after 8 turns would be winner.

Sir Jeremey at the bottom, Sir Andrew at the top, Sir Antoine to the left, and Sir Phillip on the right

Sir Jeremey boldly stepped forth calling his men forward and getting them to advance down the road. Rowan Windrush sneakily made off through the woods.

Sir Jeremey leads his men (from the rear) on a gentle stroll along the lanes

Sir Phillip and his men stomped through the vegetable patch of the local farmer, unconcerned for the poor family’s livelihood. Others skulked around the back of the farmhouse.

Meanwhile Sir Andrew made his way through the woods and sent his crossbowmen forward to use the cover of the stone wall surrounding the farm and take up position where they could take pot shots at Sir Phillip’s men.

Sir Antoine led his men down another road with the woods hiding him and his men from Sir Andrew and Sir Jeremey.

Poor Sir Antoine was to have a tough game – his men didn’t seem to know how to use their crossbows properly and Sir Antoine himself had clearly forgotten to sharpen his sword.

Sir Andrew gave the order to let fly their quarrels, and Pasquier and Remon took aim at Sir Phillip’s men. They caused no damage. Sir Jeremey and his men still carried on sauntering down the road, seemingly in no rush to get to where the action was. Peter Ashdown, a young serf from Sir Phillip’s household, climbed up the walls of the farmhouse to take position on an upstairs balcony where he would have a good view across the field with his bow.

Sir Phillip’s archers take up position

Finally, Sir Antoine and Sir Andrew’s forces came to blows.

The fight starts – Sir Andrew and Sir Antoine’s men clash

The road junction outside the farm would be the focus for the combat. Both Sir Antoine and Sir Andrew steadily fed troops in with crossbowmen trying to pick off stragglers. Sir Phillip continued to lead his men around the back of the farm and they would soon be in the fight as well. Meanwhile, Sir Jeremey and his men continued their casual stroll along the lanes, happy to let the others fight it out. Although Sir Jeremey claimed it was Peter Ashdown’s advantageous position overlooking the lane with his bow that was the source of his caution. Peter was finally taken down by Jean Paul using the cover of the stone wall to pick him off.

The two squires, Henry and Luc, come to blows

In the end the only knight left standing was Sir Phillip. All the others had taken wounds. For this reason Sir Phillip was declared winner and took control as lord of Nether Dunny manor.

The carnage is coming to an end

Sir Antoine had a difficult game. At some point all the others had taken a pop at him and this coupled with some lacklustre dice rolling meant all his men were taken down and took wounds.

Game 2 was a team game. Sir Jeremey had thrown in his lot with Sir Phillip in return for free board and lodging for himself and his retinue. This left the two Frenchmen, Sir Andrew and Sir Antoine, to join forces. The erstwhile opponents had formed an uneasy alliance, evident by the fact they deployed away from each other – allies only in name.

Now that Sir Phillip had taken control of the manor he had to keep hold of the manor’s wealth and assets. The previous lord had left his goods under the safeguarding of the parish priest. Six objectives were placed in and around the church. The defenders (Sir Phillip and Sir Jeremey) had to protect them and the attackers (Sir Antoine and Sir Andrew) had to loot them!

Sir Phillip commands from the church hill

Full credit to Sir Antoine. Though bedevilled by bad luck he led from the front and never shirked his knightly obligations. He led his men on an assault of the church yard walls and soon made a breach and got into the church compound. Sir Andrew was more cautious – moving up through the woods and using the cover of the trees to snipe with his crossbowmen.

Sir Andrew’s men take cover in the woods whilst Sir Jeremey’s men keep behind the church wall

Sir Jeremey was down in the lower yard, by the church barn, organising his troops for the attack of the Frenchmen.

Sir Antoine and Sir Jeremey face each other off

Sir Phillip took a more lordly position, up on the church hill, with his squire, Henry Wilton, and his archers. Once the French crossbow bolts started whizzing around (one of which felled Henry and another couple embedded themselves in Sir Phillip’s shield) Sir Phillip tactfully came off the hill and down into the lower yard where the French had got over the wall and were engaged in melee with the English defenders.

Once more, Sir Antoine would have a difficult time, on this occasion falling under the blows of Simon Miller’s weighty plancon. Even Sir Phillip dirtied his hands and got involved in the fighting this time! Truly the lord of the manor.

Sir Andrew and Sir Jeremey also exchanged blows – with Sir Jeremey finally going down (not without help from Rogier).

In the distance Sir Jeremey and Sir Andrew fight whilst Sir Phillip takes his position amongst the sheep

By the end of the game, the Frenchmen had managed to loot two of the six objectives. This meant that Sir Phillip kept hold of the manor and most of its wealth, though those wily Frenchmen would not go home empty handed.

In Outremer when someone is Taken Down they are not necessarily dead. Taken Down means they have taken enough wounds that they are out of the game. Once the game is over a roll is made to see what wound they have suffered. After the first game most wounds were little more than flesh wounds (though several of Sir Andrew’s retinue went into the second game with a limp, and Sir Antoine and some of his men had taken serious wounds). Evrart Courtier was the only one actually killed.

Proof! Sir Phillip (with the eagle on his shield) did get involved in the melee

During game 2 young Henry Wilton, Sir Phillip’s loyal squire, had taken a bad wound from a crossbow bolt. He would need constant, and expensive, medical attention – money that would be difficult to find in Sir Phillip’s depleted coffers. But Sir Phillip was a good man and kept his squire on. Although it did happen that two days later Henry was found face down in the village pond. Drowned. It was assumed a terrible accident had taken place, although the priest who prepared his body did notice a wound to the back of Henry’s head. But as Sir Phillip explained, this probably happened when he slipped and fell, banging his head, before rolling into the pond…

Andy also took some photos, which we’ve added as a gallery below.

Delving Deeper

Andy continues his metamorphosis into a dwarf. He already has the beard, but I swear he’s getting shorter…

The third batch of Dwarves are now completed. Only 18 in this batch. All unit references are for Dragon Rampant.
• A unit of Light Archers (12 figures) in various shades of green tunics (above).

• Half a dozen Dwarf Rangers, 3 with longbow and three with throwing axes. These are enough for a unit of Scouts.

The figures were glued to their slottabases and any gaps in the base filled. A layer of sand & grit was stuck to the bases with PVA glue. The figures were undercoated with matt black and the bases painted a dark brown (USA Olive Drab) and drybrushed London Grey.

The archers were painted in various shades of green, with boots, leather armour and belts various shades of brown. Armour was painted Gunmetal Grey and washed with AP Dark tone wash. Ranger’s tunics were various shades of green; cloaks were painted in greens or greys. Skin had a coat of Flesh Wash and hair Soft or Dark tone washes.

Bases were then flocked, and the figures varnished with a matt spray varnish.