2026 Open Day photo round up

Andy shares a 2026 Open Day photo round up.

Yesterday the Society staged its Open Day, putting on half a dozen games.

Here are a few photos in, roughly, historical order

Barons War (13th Century)

Andy’s sergeants charge Stephen’s Lowlanders
The remnants of Andy’s Knights charge Stephen’s Burghers, while the crossbows and spearmen guard the livestock
Stephen’s knights charge through the village, Andy’s Crossbows in front of them and archers behind.
Andy’s spearmen close on Stephen’s Burghers
Stephen has fallen! Only one of his knights left.
Andy’s Sergeants vs Stephen’s Light Cavalry

Commando raid, WW2, 1940’s (0200 Hours Rules)

Somewhere on the coast of France…
… canoeists approach the U-boat.
A commando lays his charges
Fido has smelt something.
Turn out the Guard!

Vietnam (1960’s – 70’s) Charlie don’t Surf rules

Out in the ‘Nam
ACAVs advance down the road.
Dustoff on standby
The firebase

Technicals, somewhere in Africa, 1970’s – 80’s, home grown rules

Technicals parked up ready for their next game.

Apologies to David, I only got one photo of his game, if any are shared by other members I’ll update the post.

We now depart history for some more whimsical,and fantastical, games.

A Clash of Rhyfles, battles with the Quar.

Crusader Quar advance against…
… their opponents, the Principality Of Gwynt
Crusaders pass a fallen comrade
A Crusader Cook / Medic on the latest mechanical contraption rushes to the casualty’s aid.
The Principality Of Gwynt pluck counter

And finally, some Dragon Rampant.

A three way stand off? Ogre vs Dragon vs warriors
A selection of Chaotic troops
A fight over the village

That’s all for now. Our next open day will be in June next year, but if you fancy coming along to the club we meet between 10:00 and 17:00 on the second and fourth Saturdays of the month (only the first of these in December) at Linton Village Hall, Linton Hill (A229), Maidstone. The first two meetings attended are free for prospective members, and subs are prorated.

You can find more details and directions here.

A Most Ignoble Feud – Part 1

Andy reports on the first day of a Barons’ War mini campaign (with comments from Stephen)

Stephen and I arranged to play the Barons War “A Most Ignoble Feud” mini campaign. This comprises of three linked battles of 500 points, 750 points and 1000 points.

The campaign gives army lists for both commanders in each battle, it was written for edition 1 of the rules and we have moved on to edition 2 so we decided to create our own lists, to the original points values. In the original campaign one side has a number of militant monks in their force, so we kept that requirement, together with the requirement to have 10% of a retinue made up of Green troops.

Stephen’s force was led by Baron Stephen le Tookere, ably assisted by one of his retainers Willard of Wickham. Andy’s force was led by Sir Andrew Fitzroi, supported by his Sergeant at Arms and half-brother Geoffrey Fitzroi, which had the contingent of monks.

The reason for the enmity between Baron Stephen and Sir Andrew was an incident during a hunting party where the Baron accused Sir Andrew of trespassing on his lands, an accusation Sir Andrew firmly rejected.

Battle 1 The Ambush.

Objectives and Victory Conditions

Sir Andrew must fight off the ambushers and escape the battlefield via the board edge opposite their deployment zone, and scores VP based on the points values of all his Warriors that escape the battlefield, doubling the amount of any commanders.

Baron Stephen must try and kill all the opposition, and scores points values of the enemy Warriors his Retinue slays during the battle, doubling the value of any Commanders.

The scenario specifies that the game lasts 5 turns, with a sixth turn available if any unit has a chance of exiting the table. We considered that somewhat challenging considering the distance the defenders would have to move, 7 turns of normal movement for the slowest foot assuming no combat, so we amended that to 9 to 10 turns.

(Stephen: seems strange this wasn’t picked up in play testing. With just 5 turns to get off table they would have to Run for every activation and couldn’t stop to fight or shoot arrows. That’s extremely unlikely and wouldn’t make for a fun game. Hence we increased turns, which would still make it difficult for that ne’er-do-well poacher, Sir Andrew).

Baron Stephen’s Retinue

      • Baron Stephen (R) & 4 knights (R)
      • Willard of Wickham (R)(C) & 7 spears (G)
      • 5 Archers (R)
      • 4 Archers (R)

Sir Andrew’s Retinue

      • Sir Andrew (V) & 2 Knights (R)(Mounted) (C)
      • Geoffry & 3 Spearmen (R)(C)
      • 3 Mounted Sergeants
      • 4 Marksmen Sergeants (R), Crossbows
      • 3 Archers (R)
      • 5 Militant Monks (G)

(V) Veteran, (R) Regular, (G) Green and (C) Commander.

This scenario uses Deployment map D, forces deployed along opposite short edges of the table.

While escorting a group of monks from Yorkshire to Derbyshire Sir Andrew found the road blocked near the hamlet of Brookhill by a couple of abandoned carts, above the carts he could see the tips of spears, to the left of the road were two groups of archers, while on a hill to the far right he could see a group of knights flying Sir Stephen’s pennant.

(Stephen: I still don’t know why I put them there. It was pretty much the only open bit of terrain where I could use the might of a knightly charge).

Sir Andrew sent his mounted sergeants through the village to find a route around the ambush. The spearmen and crossbows advanced either side of the road, coming under fire from both of Baron Stephen’s groups of archers. Sir Andrew following so he could issue orders as needed. Sir Andrew’s monks and archers were deployed to the right, the archers advancing to the crest of a hill and the monks running as if for their lives towards a patch of woodland.

The Marksmen loosed quarrels as fast as they could, to paltry effect, one knight fell from his horse and an archer was brought down.

As the spearmen under Geoffrey advanced past the village they came under relentless archery, Geoffrey and two of his men fell leaving a single man, however his nerve held and he charged into one of the enemy archer groups despatching two of them and forcing them back.

Seeing the monks heading into the woods, Baron Stephen ordered his spearmen to leave the barricade and try to head them off

(Stephen: like anyone, I was determined those damned monks were not going to get off the table, even though I knew they probably weren’t worth many points and there were bigger fish to catch).

Baron Stephen and his bodyguard eventually came down from the hill, advancing towards the barricade.

Sir Andrew’s Mounted Sergeants moved swiftly through the woods, but lost one of their number to archery before they left the battlefield.

The monks ran from the wood and headed up the next hill, with the enemy spearmen chasing them. They almost made it but were caught and lost a brother to the vicious spearmen, fortunately on their next turn they were able to escape the field of battle.

(Stephen: Sir Andrew won initiative meaning he got them within one move of being off table, otherwise I’d have caught up with them sooner)

In the centre Sir Andrew and his bodyguard advanced and charged a group of Baron Stephen’s archers, wiping them out for the loss of one of Sir Andrew’s knights.

Baron Stephen then committed himself and his three remaining knights, charging Sir Andrew and his pennant bearer. Sir Andrew won the first clash, but Baron Stephen charged again and, in the melee, both Baron Stephen and Sir Andrew fell.

As Sir Andrew had no commanders left to try to take over command the battle ended; the loyal retainers carrying their respective lords from the field of battle.

(Stephen: Willard of Wickham had loyally passed his Morale test and took control of the brave Baron’s forces, meaning they would fight on).

Determining the winner

Sir Andrew had managed to get two Mounted Sergeants (50 pts) and 4 Monks (44 pts) off the table for a total of 94 points.

Baron Stephen had injured Sir Andrew (116 pts) and killed Geoffrey (82 pts), a knight (34 pts), a mounted sergeant (25 pts), two spearmen (40 pts) and a Monk (11 pts) for a total of 308 points.

A major victory to Baron Stephen, but still only one campaign point!

The post-game injury rolls resulted in Baron Stephen suffering a Mangled Arm, meaning he can no longer carry a shield. Sir Andrew suffered a mangled leg, as written this would slow him down whether on foot or mounted, but we thought that as the horse would be doing all the hard work we changed that to slowing him down only if dismounted and reducing his points value by 1.

The astute among you will have noticed a distinct lack of photos from the first game. We were so engrossed in the game we forgot to take any!

Game 2 Burying the Hatchet. 750 points

Following the ambush on the remote Derbyshire road, the conflict between Sir Andrew and Baron Stephen escalated. Small clashes bled both sides, in a senseless waste of blood and treasure. Determined to settle things once and for all, the two lords agreed to meet on a stretch of open ground nestled in a meander of the river Don between Sheffield and Doncaster.

There would be no subtlety here, this was to be a straight up fight between the two aggrieved nobles’ retinues, with a duration of 8 turns.

(Stephen: Again, we extended game duration. Although on this occasion it was simply because we had the time and wanted to make full use of it).

Baron Stephen’s Retinue

      • Baron Stephen (R) & 5 knights (R)
      • Willard of Wickham (R)(C) & 6 spears (G)
      • Fulkes de Boutin (V)(C) & 3 Mounted sergeants
      • 4 Mounted sergeants
      • 5 Archers (R)
      • 5 Archers (R)

Sir Andrew’s Retinue

      • Sir Andrew (V) & 4 Knights (R)(Mounted) (C)
      • Geoffry & 4 Spearmen (R)(C)
      • 3 Mounted Sergeants
      • 6 Marksmen Sergeants (R), Crossbows
      • 8 Archers (R)

(V) Veteran, (R) Regular, (G) Green and (C) Commander.

This scenario uses Deployment map C, forces deployed along opposite long edges of the table.

Burying The Hatchet Battlefield

Baron Stephen arrayed his retinue with a group of Archers in a cornfield on his right flank, with the Baron himself nearby in a field of cabbages. To the Baron’s left was Fulkes de Boutin and his mounted sergeants.

Baron Stephen’s Archers, The Baron and his escort and Fulkes de Boutin’s Sergeants trampling the cabbages

In a small hamlet Willard of Wickham deployed with his spearmen, the second group of mounted sergeants and second group of Archers, the latter taking cover behind a wall.

The left flank

Sir Andrew’ Monks were on his left flank in another cornfield, opposite Baron Stephen’s archers, next to them were the mounted sergeants, and then the Marksmen Sergeants with crossbows.

Sir Andrew’s Marksmen, Mounted Sergeants and Militant Monks

Next came Sir Andrew and his bodyguard, and the archers, with Geoffrey and his 4 Spearmen on the right flank.

Sir Andrew’s loyal servant Geoffrey with Archers and Sir Andrew himself.

All were sheltered by a hedge lining the road that ran through the battlefield.

The battle started with a volley of quarrels from Sir Andrew’s crossbowmen aimed at Fulkes de Boutin’s mounted sergeants, the quarrels flew true and two sergeants were felled.

The Marksmen release their bolts

(Stephen: stern words were had with all the mounted sergeants once we got back to the castle. Suffice to say, they did not earn their keep that day).

This shattered Fulkes’ resolve and he and the remaining sergeant were broken, falling back towards the hamlet behind them.

Sir Andrew’s monks and mounted sergeants advanced towards the Baron’s archers in the cornfield, with one of the monks going to his heavenly reward courtesy of one of the Baron’s archers.

On the other flank the Baron’s second unit of archers loosed arrows at Sir Andrew’s knights, one falling to a lucky shaft.

Baron Stephen’s archers engage Sir Andrew’s spearmen

Andrew’s archers returned the compliment taking out one of the Baron’s Archers. The Baron’s mounted sergeants advanced to protect the archers.

Baron Stephen’s Sergeants advance…

Sir Andrew advanced his bodyguard to counter the Baron’s mounted sergeants.

In hindsight maybe it wasn’t such a good idea to advance

(Stephen: In fairness to these sergeants, I’m not entirely sure what made me advance them. I could see it was a dicey situation to put them in, but I think I just wanted to stir things up and see what Sir Andrew would do in response).

Fulkes de Boutin tried to rally his mounted sergeants, but failed miserably and they routed from the field of battle.

Sir Andrew and his knights charged the Baron’s other group of Mounted Sergeants.

… only to be charged by Sir Andrew

In the ensuing melee Sir Andrew killed two of the Baron’s sergeants and breaking the remainder  who fell back

Sergeants fall back after receiving a thrashing

Geoffrey and his spearmen crossed the road and entered the woods, coming under ineffectual fire from the Baron’s archers.

The Baron’s Knights advanced, only to be charged by Sir Andrew’s Mounted Sergeants, taking advantage of a split in the group due to the terrain.

Sergeants get ready to charge

Despite their numerical advantage Sir Andrew’s sergeants failed to cause any casualties.

(Stephen: my mind may be a bit fuzzy here, but I seem to recall killing off a couple of Sir Andrew’s sergeants and, what’s more, I have photographic evidence to prove it).

The monks advanced again, being shot at by the archers without loss.

Willard of Wickham’s spearmen advanced to counter Sir Andrew’s Knights

Willard of Wickham wonders whether he can do better than the Sergeants

My Marksmen shot at the Baron’s Knights, to no effect, who then charged my Mounted Sergeants, killing two and breaking the sole survivor.

The result of the sergeants charge

(Stephen: Oh, maybe that was it then…).

Sir Andrew charged Willard of Wickham’s spearmen, killing two and forcing them back.

Geoffrey’s spearmen charged out of the woods, reaching the Baron’s archers hiding behind the wall, killing one and forcing them back.

The monks moved again towards the Baron’s other archers suffering one casualty.

The Baron charged his Knights at Sir Andrew’s crossbowmen, but just failed to make contact.

A nice juicy target for the crossbows, who failed to hit anyone!

The Baron issued a second order, and charged my crossbowmen, inflicting a casualty and forcing them back from the hedge.

The bloody battle for the trackway

(Stephen: I had to charge. My knights were in crossbow range and I knew that I could expect one or two flurries of bolts every turn unless I killed them. It wasn’t an enviable situation – the crossbows were behind a hedge and Sir Andrew and his knights were just a short way down the lane, but I had no choice).

Sir Andrew prepares to charge Baron Stephen as his Marksmen hold the hedgeline

Sir Andrew charged the Baron, with no effect. His archer’s shot at my Spearmen, to no avail.

Still have one order left

The monks finally were close enough to charge the Baron’s other archers in the cornfield, killing one of them and forcing them back.

My crossbowmen returned to the wall and shot at the Baron’s group, but inflicted no casualties. The Baron then charged again killing a crossbowman and forcing them back only to receive another flank charge from Sir Andrew’s knights, with two of the Baron’s men falling this time with no losses to Sir Andrew.

On the right flank Sir Andrew’s archers shot at Willard of Wickham’s spearmen, who were then charged by Geoffrey’s Spearmen, but no casualties were inflicted.

(Stephen: Good ol’ Willard. He’ll be receiving a promotion and some land for his sterling service).

The Baron turned his attention from the crossbowmen and charged Sir Andrew, but came off worse, losing a Knight and falling back, only for my Crossbows to shoot at them as they passed, sadly with no effect.

Baron Stephen and his shrinking bodyguard face up to Sir Andrew

On the right the Baron’s archers shot at Geoffrey’s Spearmen, killing one, the spearmen failed their morale test and broke.

Sir Andrew’s archers shot at Willard of Wickham and his men, killing one but their morale held and they charged Geoffrey’s broken Spearmen, killing one and routing them from the field, Geoffrey running with them.

(Stephen: Again, good ol’ Willard).

Geoffrey’s last stand.

We reached the last turn of the game.

The Monks charged the Baron’s archers again, killing another one and forcing them back. Sir Andrew’s archers shot at the Baron’s archers but missed.

Sir Andrew’s last Mounted Sergeant launched a last-minute charge at the Baron and his sole remaining companion, killing the latter and forcing the Baron back. The Baron then charged back in, but failed to cause a casualty, so fell back himself.

How dare he think he would be a match!

In a last desperate gamble, the remaining Marksmen Sergeants moved to their left, into a position where three of them could draw a line of sight to the Baron; Sir Andrew gave them a second order to shoot at the Baron; the shots fell true and the Baron fell from his horse clutching his eye.

(Stephen: you’ll notice how the cowardly Sir Andrew never had the courage to charge himself).

(Andy: I think Sir Andrew proved his mettle in several combats earlier in the game; and the Marksmen Sergeants needed to earn their pay!)

The victory conditions for this game were simple, based on the points value of the figures lost with commanders counted at double their cost.

Sir Andrew lost one Knight (34 pts) 2 Mounted Sergeants (50 pts), 4 Monks (48 pts), 2 Marksmen Sergeants (40 pts) and 4 Spearmen (80 pts), for a total of 252 points

Baron Stephen lost a total of 525 points.

(Stephen: I can’t remember exact loses. My mounted sergeants all fought poorly and I lost all of them – either killed or routed off table. In addition, the kind and friendly Baron le Tookere and his knights were also taken out. Plus dribs and drabs of archers and spearmen. What did for me was losing expensive troop types plus command groups, which is what made up the bulk of my loses).

This was a decisive win for Sir Andrew, gaining him one campaign point to bring the series to a tie at one point each. The campaign would be decided by the final battle “The Bad Neighbour” of 1000 points a side, to be fought another day.

Following the first two battles both nobles have been injured.

Sir Andrew

Mangled Leg: The noble isn’t as fast on their feet as they used to be. Reduce their Move stat on foot by 1, and their total points value by -1 (Modified from original).

Baron Stephen

Mangled Arm: The Baron has lost the use of his left arm until it properly heals. He can no longer equip shields

Missing Eye: Clipped by a crossbow bolt in the dying moments of the battle, bound up behind an eyepatch, the Baron takes on a distinctly piratical air. He will always act second if counterattacked.

Society Meeting 25th April 2026

Andy presents a taster of the games at the last meeting. Five, count them, five, games in progress!

Let’s have a look at them in historical order:

First up we have a mixed scale (6mm & 15mm) Field of Glory Game. Apologies to the players, I only took one photo of this.

Battle lines are drawn

Next up Stephen & Andy concluded their three game Barons War mini campaign. Totally unbiased reports of these games to follow.

Baron Stephen le Tookere’s troops prepare to defend the Trebuchet.
Sir Andrew’s troops close in on Baron Stephen le Tookere’s Trebuchet.
The Trebuchet burns! Sir Andrew’s mission accomplished.

Moving to more recent history, Chairman Mark ran a 28mm Chain of Command game, Operation Bluecoat, Normandy 1944.

The outskirts of a village in Normandy 1944.
The curse of a freshly painted model making its debut, KO’ed early in the game!
Churchills support the British advance

Next we had a game of AK47 Reloaded, more 15mm mayhem in 1970s San Guano. A rare outing for this ruleset at the Society.

Infantry take cover as an APC burns.
Militia defend the factory
Heavy Armour (for AK47)

And last, but by no means least, Tony & Jeremey tried out Grimdark Future Mass Battle rules with their collection of 15mm armies.

Jeremey’s forces deploy
Tony’s Jenpalo seize the junction
One of Jeremey’s tanks is about to get a surprise!
A clash in the Technoliths

That’s all for this time, next meeting is on the 9th of May, you can see Society diary here.

Society Meeting 28/03/2026

Andy presents a photo round up of this weekend’s games.

Peter M put on a multiplayer 25mm skirmish game set in the Indian Mutiny, 1857 ‘Don’t Lucknow’

No scenery in this game, the grey areas are roads and alleys, white are buildings.

Stephen & Andy started a Barons War mini campaign, “A Most Ignoble Feud.”

Colin & Paul ran a 2mm Strength & Honour game, Late Republican Roman vs Pontic

David P ran a 28mm GdA2 Napoleonics game, Saxons vs Prussians

Eric put on a Classic Battletech game.

That’s all for now.

A year’s worth of gaming (Part 2)

Club member Stephen reviews the games he has played at Maidstone Wargames Society this year. This is part 2 of the article covering July to December. If you missed part 1 it can be found here.

The first meeting after the Open Day can be an important one because it would be the first ‘true’ impression of a club day for anyone returning after the Open Day. We do try to have a few games going and it’s important that games are open to any new member to help them feel included and part of the club. I had a game of Dragon Rampant with Andy.

July – Dragon Rampant

We got in two games. Andy was using his goblins, and I used two new armies – elves in the first game and dwarves in the second. And Andy won both games. Not just won, but won quite convincingly. That’s the thing with new armies – it takes time. You have to get to know each other, trust each other, respect each other. Just like any relationship.

At the end of July came more sci-fi. Another game of Stargrave – Jurassic Moon! I’m sure you can work out the inspiration for that one. Films, TV, and books all provide an endless resource for Stargrave games. Yet again, another sci fi game in my decision to do more sci fi during the year.

In this game Tony’s captain would get killed by a pack of velociraptors, meaning Tony lost his crew and will have to start all over again. Meanwhile, Eric kept throwing grenades at everything. We also used the Side Hustle cards, which provided a great new element to the game.

July – Stargrave – Jurassic Moon

We are now two-thirds of the way through this gaming year, and another sci fi game for me – Battlestar Galactica by Ares Games. This uses the same game engine as other games such as X-Wing. The game was run by Alan, so fulfilled two briefs for the year’s gaming – play more sci fi, and play more games run by other people. Best of all, though, was the chance to game with club members I seldom game with. Alan umpired with Dave and myself taking the Cylons and Pete S and Chris taking the humans. I don’t wish to gloat, but suffice to say that Dave and myself had a very rewarding day!

August – Battle Star Galactica

And then on to a bit of fantasy – Elf King Red. This is a free download set of rules by Rick Priestly. In brief, the game is based around an elf civil war, with each player taking control of a different ‘Circle’ of elves. It’s one of those games with just a few miniatures per player – a leader (or Thane in the rules) accompanied by six companions. Just seven figures per side!

We had a four player game – Andy, Tony F, Phil, and myself. We played two different scenarios (we agreed that each player must devise a scenario, but obviously never played them all). Andy’s scenario involved hunting down a rampant werewolf whilst mine was all about taking control of a temple in the wilderness.

August – Elf King Red

It proved to be a nice fun game. These sort of things always work best with some kind of scenario driven game. There’s a few holes in the rules, which is OK (they’re free, after all), especially if you’re a group of friends and playing the game in the spirit of fun. We certainly coped with any hiccups and any uncertainties were easily resolved. EKR will make a great one-day session of linked scenarios.

It had been a little while, but the first meeting in September was back to our Wars of the Roses campaign – Battle of Hedgeley Moor. This was an encounter I was unfamiliar with, with newly crowned King Edward sending an embassy to the Scots only to be ambushed by the Lancastrians.

September – Sword and Spear – Battle of Hedgeley Moor

You know what, it’s just not fair! I really thought I was going to win this one, it was looking good at one point. But did I? No. You can read the full report here: Wars of the Roses – Battle of Hedgeley Moor – Battle Report – Maidstone Wargames Society (brigademodels.co.uk)

A closer game this time, so I suppose some things are improving.

The second meeting in September was supposed to be Rebels & Patriots but Andy had to pull out at the last minute, so I grabbed some spaceships and we had a game of Starmada instead. Like Full Thrust this is a space fleet game, but it’s quicker and dirtier than Full Thrust and can handle large fleet battles better. We played three games. The first was a simple meeting encounter so we could all remind ourselves of the rules. The grey fleet won this so we decided the next battle would be an attempt to take control of a mining facility. The green fleet repelled them this time and so we moved on to the last game – a chance for the greens to consolidate their position. But the greys won again. We decided this represented a minor victory for the greys. They hadn’t managed to take control of the mining facilities but had done enough to press the greens for trading benefits.

September – Starmada

The first meeting in October was on the 14th, which meant only one thing: HASTINGS! A few years ago we’d re-fought the battle so what we did was have a special Saga day based on the Norman Invasion. Norman and Anglo-Dane armies only.

October – SAGA – Battle of Hastings

The four of us decided to play multi-player games. Each player would keep track of victory points throughout the day and the player with the highest total would be declared winner. The day went to Tim with his Anglo-Danes with Jeremey, also using Anglo-Danes, in a very close second. It seems English resistance to the Normans is alive and well.

Since we meet in such a large hall I often wonder why we don’t do more one-on-one games. There’s enough room. So at the second meeting in October Tony G and myself had a few games of Barons War. This was Tony’s first time, so we kept it small. As such, we got in three games. Barons War provides a really good section on scenarios, which always benefits skirmish games. I won the first, then Tony won the second, which left a third deciding game. It went to Tony! The more I play Barons War the more I enjoy it. Like many rules it’s not always as clear as it could be – though not as bad as some rules out there. But as you play it the more sense it makes. A very enjoyable session.

October – Baron’s War

Right then. So, November. And another ding-dong in our Wars of the Rose campaign.

This was the Battle of Hexham and marked a turning point in the war. Not only was it a turning point in the actual war but it was also a turning point (hopefully) in our campaign. Rather than give details here you can instead read about the remarkable events here.

November – Sword and Spear – Battle of Hexham

The penultimate game of the year was a bit of a 90s throwback – Battletech! This game ticked two boxes for my year’s gaming: more sci fi AND play other’s games as well. Back in the day I used to play a lot of Battletech (and Silent Death). This was Eric’s game and we played a version of Battletech called Alpha Strike which, to be honest with you, bears no resemblance to the original game at all. Which is not a bad thing. Battletech was a very 90s set of rules and I’m not sure I have the stomach for it any more. But Eric had done the right thing by introducing us to Alpha Strike because it is a much more streamlined, playable, and therefore enjoyable game. Splendid fun. And check out Eric’s fantastically painted mechs. When I used to play I would go for lurid colours (I remember doing one in purple and yellow). I much prefer Eric’s muted colours.

November – Battletech Alpha Strike

And so on to my final game of the year. And yet more sci fi. Another game of Stargrave, but this time with a festive feel – I called the game ‘There Ain’t No Sanity Clause’ (full credit goes to The Damned for that). Santa Claus has been kidnapped by hordes of psycho-penguins and the players must spread festive goodwill to release him.

December – Stargrave – There Ain’t No Sanity Clause

Five players took part. They had two goals – as well as collecting loot tokens they also had to collect clues that tell them what they have to do to release Santa. The culmination of the game was a group rendition of We Wish You A Happy Christmas. In addition, if the players give back captured loot tokens to Santa (the loot were presents for all the good boys and girls) then they would receive double experience for those tokens.

A suitably festive ending to the year!

So those were the games I played at the club during 2023. I did well on my pledge to play more sci fi, but not so well when it came to playing other’s games (though I did do that more than usual – so not too bad). You know what, I don’t think I played a duff game all year. I thoroughly enjoyed every game. This is the advantage with being a club member – the variety of games and the quality. I’m going to continue with my determination to join in other games during 2024.

 

A year’s worth of gaming (Part 1)

Club member Stephen reviews the games he has played at Maidstone Wargames Society this year. This is part 1 of the article covering January to June.

This article is a review of all the different games I’ve played over 2023 just to see, and remind myself, of the variety of games I’ve done. At the beginning of the year I made two decisions – play more sci fi, and play more games that other people put on (my general attitude is ‘I paid for these models and took the time to paint them so I want to use them!’ which means I generally put on a game at most meetings). So this year I wanted to mix things up.

The first game of the year was at the club meeting on January 28th. This was a game of Sword & Spear and part of a campaign (which started in 2022) to re-fight the Wars of the Roses with Jeremey.

January – Sword and Spear – Mortimer’s Cross

I love playing Sword & Spear. I do. But I don’t seem to be any good at it. In all the games I’ve ever played of S&S I think I’ve only ever won twice. Surely it can’t be my superior tactics, that seems to be beyond reproach, right? This game was a re-fight of Mortimer’s Cross (you can find the full, and gloating, write-up here: Wars of the Roses – Battle of Mortimers Cross – Battle Report – Maidstone Wargames Society (brigademodels.co.uk)). As is traditional with S&S, I lost. But you know what, I couldn’t care less because the games are always a lot of fun with plenty of pre-game trash talk and goading, and each game has a story. Playing in good company always helps as well. I’d willingly keep on losing so long as I keep on enjoying it.

February brought another couple of games at the club.

First up was a new game to me – Charlie Don’t Surf by Two Fat Lardies. I find TFL games a bit marmite. I’ve played Chain of Command – loved it. I’ve played What A Tanker – didn’t like it. And this was the first time for CDS. And I loved that as well. The game and models are all Pete S’s, and he’s done a blinding job on them. They are 10mm Pendraken models (I think) and it has just the right look for Vietnam.

February – Charlie Don’t Surf

We’re used to seeing 20mm and 28mm Vietnam games which focus on platoon actions. But Vietnam was bigger than that – often brigade sized actions with the company as the manoeuvre unit. And 10mm captures that perfectly. I had command of the armoured platoon. We put Mark J (newly appointed club chairman) to prove his mettle in command so he took company HQ. The game was a victory for the US side!

The second game in February was planned to be a Barons’ War game with Andy. But in the week leading up I suggested to Andy we could do a ‘compare and contrast’ and have a game of both Lion Rampant and Barons’ War to see how the two handle the same period. You can read a summary of our findings here (Lion Rampant and Baron’s War – Maidstone Wargames Society (brigademodels.co.uk)).

February – Baron’s War and Lion Rampant

First club meeting in March was a Stargrave game. I said I wanted to play more sci fi in 2023 and this was the first sci fi of the year. I found the original scenario online and tweaked it to be what I wanted it to be. Stargrave is a great toolbox of a game – you can make it what you want it to be. This game had both an overland and underground part, which was new for us.

March – Stargrave – The Warp Sextant

I prefer running Stargrave as an umpire, like a RPG. You get a different kind of pleasure as umpire because it’s about providing challenges and running the NPCs/monsters and hopefully providing an enjoyable scenario. Well, for me anyway. In this game Eric’s crew had fought hard to get to the bunker where the Warp Sextant was hidden. But coming out he found Tony F’s crew waiting outside, guns pointed at the entrance. A brief exchange of fire and it was Tony who made off with the treasure. Poor Eric.

End of March it was another chance to lose at Sword & Spear – Second Battle of St Albans. In this campaign I have the Lancastrians which means the onus is on me to win in battles where the Lancastrians came out on top. Such as Second St Albans.

March – Sword and Spear – Second Battle of St Albans

Again, rather than go into details here, anyone wanting to know more about this game can read the battle report (Wars of the Roses – 2nd Battle of St Albans – Battle Report – Maidstone Wargames Society (brigademodels.co.uk)). Suffice to say, it was business as usual! Tony joined me again on the Lancastrian side. I was feeling good about this one, felt I was due a win. And the early part of the game was looking good – the local militia archers engaged the Yorkist artillery and eliminated them for no loss! Yup, first blood to Lancaster. And then it steadily went downhill. Never mind.

More sci fi in April! This time it was Pete M’s Space 1889 game. A different kind of sci fi – Victorian rather than futuristic. The stand out thing were Pete’s scratchbuilt aeronefs, and we spent a bit of time playing ‘guess what bits have been used for the models’. Truly outstanding.

We played two games. I was on the human side for both games, and both games were very close. And Jeremey got a leathering in both games with his colleagues leaving him to do all the work. Excellent game.

April – Space:1889 – Mars

The end of April was Salute and this coincided with a club meeting day. Naturally, it was going to be a quiet meeting with a fair few members at Salute. I ran an American Civil War game (battle of Cedar Mountain) using brigade Fire & Fury.

April – Fire & Fury – The Battle of Cedar Mountain

The Union army is in a difficult position for this battle – making an attack against a much larger Confederate army. John R took control of the Union troops and did a good job – but his artillery ran out of ammo early in the game and he never had the time or opportunity to replenish them. This left him conducting a fighting retreat, and he made a good job of it, slowing down the Confederates.

First game in May was another in our Wars of the Roses campaign – the battle of Towton. Like all the others…I lost. Now, I’m not just saying this, but the dice rolling on our side was pretty poor, compared to the other side rolling really well. No, no! Stop that! It’s true on this occasion. To read more about this game you can check out the blog post (Wars of the Roses – Battle of Towton – Battle Report – Maidstone Wargames Society (brigademodels.co.uk))

May – Sword & Spear – Towton

Next was another sci fi game – Full Thrust. Jeremey and Tony were running the game which meant only one thing: vector movement. My fluffy little head struggles with that and prefers the cinematic movement option.

May – Full Thrust

A mixed bag of results. The first game was two opposed fleets with an asteroid field cutting the table in two – Tony F and myself using some of Brigade’s German ships, and Jeremey and Tony G using some of Jeremey’s scratch built (out of false nails) ships. Tony and myself came out on top in that one. We then played a couple of one ship per player games (first was cruisers, second was destroyers) and the alien nail ships won those games.

Along came flaming June and I decided not to attend Broadside since I was trying to restrict spending and if you go to a show you have to buy something, eh? John Lambert and myself had a game of Crossfire. We played this quite a bit a few years ago but then it fell by the wayside. The models for this game were from my collection – WW2 eastern front.

June – Crossfire – WW2 Eastern Front

The scenario was a late war one – Russian advance through Poland with the Germans on the retreat. Naturally, we were re-learning the rules, but it steadily came back to us. MUST ensure we play more of this one.

June 24th was the club Open Day. My game was a Saga: Crusades games. We played two scenarios, I had Saracens and Andy had Milites Christi. Saracens carried the day and won both games. I love Saga. It’s just the right game for me.

June – SAGA Crusades – The Road to Damascus

You can read more about the Open Day here: Review of 2023 Open Day – Maidstone Wargames Society (brigademodels.co.uk)

That concludes part 1 of the review of 2023, part 2 will be published in a couple of weeks.

Barons at war

Stephen reports on a series of Barons War games played at a recent meeting.

We had a Barons’ War session recently.

We kept it small, with 500 point retinues, which meant we got three games in.

What’s nice about Barons’ War is the scenario content – there’s 15 different scenarios with 12 different deployment options. Which makes 180 different combinations. That’s not bad, eh?

Stand firm

We chose scenarios and deployments randomly.

Game 1

First up was #10 ‘Hidden Treasures’ with Deployment Map 3 (both opposite each other in the traditional way).

Deployment 3

In this scenario each player places 3 objectives. When a player controls an objective you roll a D6 and on a 6 you’ve found the treasure (all other objectives are then removed) and the winner is the one who has possession at the end of Turn 5.

Tony was using a mixed force of knights, sergeants, spearmen, and crossbowmen. He won initiative and, since he started in control of one of the objectives, rolled a dice and…nope, no treasure. This was the first time Tony had played Barons’ War, and it had been a while since I played, so it was very much a ‘get to know the rules’ game. He advanced his sergeants and his spearmen (being led by a sergeant commander).

Outlaws in the cabbage patch

My retinue was made up predominantly of outlaws. My archers also started in control of one of the objectives (in a cabbage patch) so I rolled a D6 and…I got a 6! The treasure was mine, now all I had to do was hold on to it for the rest of the game.

Both my archers and Tony’s crossbows were behind fences and hedges, and at long range to each other, so we stayed put and exchanged a bit of missile fire – the odd casualty but essentially harassment fire. I also engaged Tony’s knights with my archers as he moved into the centre. The rest of our units got stuck in with the melees  and by the end of turn 5 the treasure was still in the hands of my outlaws, so game 1 went to me.

Typical high street behaviour

Game 2

Second game was #6 ‘Tear It Down’ with Deployment Map 11 (in a kind of wedge shape).

Deployment 11

In this scenario the two players again placed 3 objectives each but the idea was that you had to burn your opponent’s objective by being in control of them. The first player to burn all their opponent’s objectives is the winner.

I was unlucky enough to get the red deployment zone, Tony got the blue zone.

This one went a bit catastrophic for me. In fact, the game lasted no more than 30 minutes (and could have been over sooner than that if I’d conceded sooner!).

Around the back of the barn

Again, Tony won initiative and his opening action was to shoot with his crossbowmen at a unit of my outlaws. It was long range and they caused a couple of casualties, meaning I had to make a Morale roll. Which I seriously fluffed and the outlaws went Broken and had to make a move away. Problem was, I’d deployed them quite close to the table edge, and so they routed off table having done exactly chuff all! Realising that my whole right flank, and probably centre, was now compromised (and I had two of my objectives there) I had to hurriedly plug the gap.  So I moved my knights around to delay Tony. He then charged my knights with his sergeants, which is fair enough (if he hadn’t charged me I was going to charge him). However, in Barons’ War if you roll a 10 it’s counted as a critical hit which can only be defended with a 10. My four knights got hit by four 10s! And I didn’t roll a single 10 for defence, which meant…off go the knights!

Truth is, that was pretty much the end of the game (my outlaw commander took control, so I could technically fight on but knew it was no hope). However, I just couldn’t let him win 3-0, so we played another turn and the other unit of outlaws then set fire to one of his objectives. At that point I conceded – at least I got one of his!

Someone is going to get hurt

Game 3

The third, and final deciding, game was #1 ‘Behind Enemy Lines’ with Deployment Map 4 (lined up opposite each other on short edges).

Deployment 4

In this scenario players place 1 objective each and the winner is the one who controls both objectives.

We both began by moving units up by Running, to make up the ground. Things slowed down once we got near each other as we tried to out manoeuvre each other. Both Tony’s crossbows and my archers were on the same flank. I decided to move my archers into the yard of an inn so they could use the fences for cover. These archers were led by an outlaw commander (a veteran, dispossessed, young nobleman – you know what I was thinking!) who used his multiple actions to order the archers to keep firing. They peppered Tony’s crossbowmen who promptly routed off the field. Good – I needed to get rid of them. This opened up the way to Tony’s objective and if I could get my archers there I would win.

Come out the house if you dare

Meanwhile, in the middle, Tony’s sergeant, led by his sergeant commander, engaged more of my outlaws and Broke them. And on the other flank I left my knights in control of my objective, with some spearmen hiding in the woods. Similarly, Tony was advancing on them with his knights and spearmen.

Next turn my archers double-timed to get to Tony’s objective. Realising how exposed the objective was he’d moved some sergeants up to take control of the objective, meaning I would have to fight for it after all. Well, I say ‘fight’ but what I intended to do was shoot more arrows at him.

Flashing blades

‘Intended’ is the important word there, because Tony won initiative next turn and, quite rightly, charged my archers with his sergeants. Fair enough, I expected that. But it went bad. A couple of casualties and, like the knights in the previous game, I rolled really badly for their morale, meaning they had to fall back. But, again, like the outlaws in the previous game, they were too close to the table edge and the flee move had them off the field!

I can hear them but I can’t see them

The game was decided in the fight for my objective. My knights were finally surrounded by Tony’s knights and spearmen. I counter-charged his knights and killed two of them! That took the smile off his face. But I was surrounded and every time I had to fall back I had nowhere to go, which meant I took an extra casualty. That quickly mounted up.

Result? Tony won the last game. But only just!

A clash of arms

 

Lion Rampant and Baron’s War

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

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

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

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

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

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

Lion Rampant

First off Andy describes the Lion Rampant game.

Andy’s warband comprised:

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

Stephen’s warband comprised:

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

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

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

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

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

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

Andy’s Elite Cavalry halted by a flimsy fence.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Baron’s War

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

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

Stephen’s Retinue:

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

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

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

Unit:   6 x Veteran Bowmen

Unit:   10 x Green Crossbows

Andy’s Retinue:

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

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

Unit:   4 x Regular Mounted Sergeants

Unit:   6 x Regular Crossbowmen

Unit:   5 x Green Spearmen

Unit:   5 x Green Spearmen

Unit:   6 x Green Bowmen

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

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

Off to war we go

Anyway, let’s get on with the game.

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

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

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

Venison tonight lads!

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

Ready, aim…

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

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

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

The knights square up

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

Such an ignoble ending

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

Let’s rumble!

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

Back to Andy for his thoughts on the two rulesets.

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

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

Society Meeting 22nd January 2022

Back to the normal schedule, a short roundup of games at the last meeting…

Firstly, our second game of Barons War, this time a 1500 point a side affair with Jeremey & Stephen facing up to John & Andy

Opening positions.
John’s crossbows await the onslaught of Jeremey’s troops.
Stephen’s Lord all on his own.
Near the end.

One of our regular Field of Glory games, Italian Condotta vs Late Hungarian in 6mm.

The FOG battlefield
Serried ranks of Knights
Knights outflank Light Cavalry

Another 6mm game, Napoleonic Peninsula with a British, Portuguese and Spanish force attacking a French held town.

Allied forces approach the French positions. Where are the rest of the French?
View from the French lines
The Spanish prepare to advance
Battle in full swing
The Allies take the town
Close up of an Allied Brigade

And finally, Alan ran a Sudan game in 28mm using Sharp Practice.

The head of the British relief column enters the “empty” battlefield
The first of the British
Mhadist reserves await their turn.
Mahdist leader and escort
Mhadists outflank the cavalry

The Barons’ War

Andy reports on a recent game, with snippets from Stephen:

At the second meeting in November Stephen and I tried out Footsore Miniature’s Barons’ War rules for the first time.

As it was our first foray with the rules, we decided to keep our armies small and set the armies at 500-points.

There are few limits on force composition, but your units do have to comply with the following limitations:

      • All members of a unit must have the same weapons, equipment and grade, with the exception that in Command units the Commander can be armed and equipped differently.
      • At least 10% of the points must be spent on Green troops
      • No more than 50% of the points may be spent on Command units.

My force comprised:

      • Command Unit of a Mounted Lord, with Pennant, and 3 Mounted Knights (Regular, 126 points)
      • Command Unit of a Veteran Mounted Sergeant and 3 Mounted Sergeants (Regular, 110 points)
      • Unit of 6 Spearmen (Regular, 120 points)
      • Unit of 5 Crossbowmen (Regular, 90 points)
      • Unit of 6 Bowmen (Green, 54 points)

So, my force had the requisite 10% of Green troops (54 points) and just under 50% of Command units (236 points).

Stephen’s force comprised:

      • Command unit of a veteran foot Lord (Sir Owain of Bangor) with 6 regular foot knights (204 points)
      • Unit of 6 regular spearmen (120 points)
      • Unit of 6 regular archers (102 points)
      • Unit of 6 green spearmen (72 points)

In these rules players take turns in activating a unit, with some conditions requiring that a unit takes a compulsory action before any unit takes a voluntary action. Most units can only take one action themselves, plus one action passed to them by an eligible command unit. Units which take more than one action become Weary, which affects combat. Command units can have 2 or 3 actions, one of which must be an action by the command unit itself, the others could be command actions passed to other units. We had some confusion about whether a Command Unit can command itself. But we worked it out and got it right in the end – they can’t because they use their actions on themselves as normal actions or reactions rather than commands.

The rules have 15 scenarios and a dozen deployment options, giving an extremely good variety of potential scenarios – well done Footsore!

We randomly chose the scenario and terrain for our games.

In our first game we played scenario 14 Stop the Messenger, in this scenario one player has to assign a message to a unit, and get that unit and message off the opposite table edge within 5 turns (a sixth turn is allowed if that would allow the messenger unit to escape). For this game we used deployment map 9:

Deployment 9

On our table a road ran down the central length with a number of buildings and fields to one side of the road and wooded areas on the other. In Barons War mounted units are not allowed to enter area terrain such as woods.

I won the die roll and elected to be the side with the message.

Stephen deployed his archers as far forward as he could, supported by his Green Spearmen. His Dismounted Knights were deployed to the Archer’s left, in the village area, and his Regular Spearmen deployed on his right flank.

I deployed my Spearmen on the road as far forward as I could within my deployment zone, immediately in front of Stephen’s bowmen. I placed my green bowmen on the village side of the road, and the crossbowmen on the wooded side. The Knights were on the road behind the Spearmen and the Mounted Sergeants (with the message) were behind the crossbowmen.

Due to deployment restrictions Stephen was able to deduce that the message was with either the Knights, Mounted Sergeants or Crossbowmen, so he knew where to focus his efforts.

Stephen won initiative on the first turn and loosed arrows at my Spearmen to little effect. (Stephen: not that I’m getting the excuses in or anything, but the dice rolling was a bit one-sided)

On my first activation I charged my Spearmen into Stephen’s bowmen killing a couple of them and forcing them back. Stephen’s foot Knights advanced and my bowmen loosed at them initially with their own action, and then for a second time when ordered to do so by the Mounted Lord. Initially we forgot to perform the morale tests to determine whether the receiving unit acted on the order given (it was our first game, Stephen: – and we continued to forget to do this all day, even after we realised we’d forgotten to do this!). Despite being wearied by the two actions the archers did cause some casualties on Stephen’s Knights. Both of us advanced our other units.

On the second turn my Spearmen charged Stephen’s bowmen killing a couple more but suffering a loss in return. (Stephen: it’s worth pointing out that in the game a roll of 10 by the attacker can only be defended by a roll of 10. All day Andy rolled lots of 10s and I didn’t…)

The crossbows had line of sight to one of Stephen’s units of Spearmen and loosed bolts at them. Stephen moved his Green Spearmen to support his Regulars, expecting I would send the Knights or Sergeants forward with the message. (Stephen: for the life of me I can’t think why I positioned my regular spearmen right at the back when all my other troops had been deployed forward. They spent the game trying to advance, from a distance, against Andy’s crossbows and demon dice-rolling. The inevitable happened)

Andy’s spearmen force back Stephen’s archers

On the third turn Stephen advanced his Foot Knights over a wall and hedge advancing on my Green Archers, who responded with a flight of arrows despatching another Knight.

Andy’s green bowmen thinning out Stephen’s Welsh Knights

Following another round of archery, the Knights failed their subsequent morale test and decided caution was the better part of valour, heading for the nearest table edge. (Stephen: OK, OK, they were Broken and had to flee).

Stephen’s Welsh Knights run from the field.

The Mounted Sergeants and the Lord followed up the crossbows, urging them on.

Knights and sergeants urge the crossbows forward

On the next round Stephen’s Green Spearmen charged my Regular Spearmen, only to be thrown back with casualties and also failing their Morale test.

Spearmen charge each other

My crossbowmen advanced, with the Sergeants and Knights following.

English knights skulking around the back

On the fourth round my Crossbows moved out of the path of the Sergeants, only for them to be charged by Stephen’s Regular Spearmen, a crossbowman fell, but they forced the Spearmen back with the Spearmen becoming Broken.

With their path now clear the Mounted Sergeants surged forwards with a run action, moving 16” towards the table edge.

At this point Stephen conceded the game. (Stephen: no point in being a damned fool about it when you know you’ve lost). Although I couldn’t quite get the Sergeants off the table in the fifth round, Stephen had nothing close enough to stop them and I could invoke the sixth round and escape the table.

For our second game Stephen decided to tweak his army, removing the unit of 6 Green Spearmen and adding a unit of 8 Green Bowmen (both worth 72 points). I kept the same army.

Our second game was Scenario 8, Take and Hold. We designated the three objectives, one near the centre of the table and the others roughly equal distances from our base edges. The victory conditions for this scenario are that at the end of each of the first four rounds a player controlling an objective accrues one victory point. At beginning of the fifth and final round control of an objective gains the holder 3 points.

We chose deployment option 3, using the long edges as our deployment zones, each having one objective immediately under our control. We left the table layout pretty much as for the first game.

Deployment 3

Stephen deployed his green archers in the middle of his deployment zone, opposite the central objective, with his regular archers to their right. (Stephen: I knew my two archer units would be in a strong position, able to take up a defensive stance behind a hedge, and then pepper Andy’s troops as they tried to capture the central objective). His lord and retinue of Knights deployed on a side road to the left, with his Spearmen further to the left among some farm buildings.

I deployed my Spearmen on one of the objectives, with the Lord to their right and the Crossbowmen further to the right. The Mounted Sergeants were roughly in the middle of the table, behind a wood separating them from the central objective, with my Green Bowmen to their left.

On the first turn I advanced my Crossbowmen to a wall at the side of the road and gave them a second action from the Lord to shoot at Stephen’s Spearmen, causing a casualty. My Sergeants advanced round the wood, but could not get quite close enough to claim victory points for the central objective. Stephen advanced his forces across the board.

On the second turn my Sergeants reached the central objective but Stephen’s archery forced my Mounted Sergeants back, (Stephen: see – I told you), so no points for me next turn. The Crossbowmen continued to pelt Stephen’s Spearmen forcing them back, but on the other flank my Green Bowmen were losing the duel with Stephen’s archers (Stephen: again, I told you so). Stephen managed to advance his central archers to the hedge separating the field from the road, and placing them within control distance of the central objective (the Celtic Cross).

Welsh archers draw bows to shoot Andy

On each of the first two rounds both of us claimed 1 VP each, so going into round 3 the score was 2 all.

At the beginning of the third round Stephen claimed points for both the central objective and the one nearest his baseline, taking a 1-point lead as I only received one VP.

Stephen’s foot knights advanced up the side road, and came within line of sight and range of my Lord, so I sent him and his escort charging forwards, only to lose the melee (Stephen: good old Sir Owain!) and be pushed back into my Spearmen pushing them off the objective I controlled. My Crossbowmen took a short move to get in a position where some of them could shoot at Stephen’s Knights, Shaking them and forcing them back down the side road.

On my left flank my Sergeants and Archers succumbed to Stephen’s archery (Stephen: yay!), leaving the left flank undefended.

However, as my last action of the turn I managed to charge my Spearmen into Stephen’s Bowmen holding the central objective forcing them back and taking it back under control. (Stephen: I knew my control of the central objective was tentative – it was controlled by my weakest troops (the green archers) and wouldn’t stand up to a charge).

At the start of the fourth round, I got the extra VP for controlling the central objective tying the score at 5 all.

My Lord charged forwards again, taking advantage of Stephen’s Knights Shaken status and forcing them further back down the side road. My Crossbowmen moved back to the wall and finally sent Stephen’s Spearmen running from the table.

At the beginning of round 5 I controlled two objectives, netting 6 VP, while Stephen only had 1, gaining 3, the score was now 11-8 in my favour.

The last round was a bit of an anti-climax, Stephen had nothing he could use to retake the central objective, I couldn’t reach the objective he controlled and my Crossbowmen had no targets, so the turn ended with a final score of 13-9 to me.

I’ll leave the final words to Stephen:

I enjoyed playing Barons’ War a great deal. We used 500 point armies because it was a first game, but I think we’ll ramp it up to 1000 points next time, split between two players per side. That’ll give a game with more depth and ebb and flow.

During our game we frequently referred to the rules. It didn’t always need it, we were just being conscientious that we were doing things right from the start. We had a few rules queries that we couldn’t find answers to on the day, though I think we did it right in the end. Having time to go through the rulebook that evening we found the answers to our questions, so it’s all in there. I also pinged a couple of queries to Andy Hobday and he replied very promptly (well done Andy!) – he confirmed that what we’d done was right.

I can see future games moving along nice and quickly with minimal reference to the rules. A decent roster sheet with special abilities on it will help, and a re-worked QRF will also assist (the one that comes with the book is 4 pages long! But I reckon there’s a lot of things on it that will become second nature and wouldn’t be needed, so I am sure we can get it down to a more manageable 2 sides).

I enjoyed it a lot. It scratches my 13th century itch (and the 13th century is my favourite period and what my entire education history is focussed on).