God Wills It: A Lion Rampant Battle

Stephen gets a bit nostalgic…

The first historical wargames army I ever bought was a Crusader army. It’s always been a period of great interest to me, especially the later crusades of the thirteenth century.

I resisted buying a crusades army in 28mm because that meant I’d also have to get some Saracens and I just didn’t want to paint all that patterned cloth.

Then a while ago I was given a box of plastic Gripping Beast Arab infantry. They sat in a cupboard for a couple of months because I still didn’t have the will to paint all that fabric. Then I saw some pictures of other’s Saracen armies and I saw how they’d done them in plain white material. ‘That’s a good idea’, I thought. So that’s what I did, and decided I’d make the Ghulams a bit more colourful – representing wealthier troops able to buy expensive fabrics.

Being motivated to get these done, I motored through them. And this weekend I decided to have a game. I was going to play Saga, but it doesn’t play solo so well. So instead I went with Lion Rampant…

Forces Deployed

The two sides lined up opposite each other. Both had 24 points a side.

The Crusaders had two units of Templar knights (LR: Mounted Men at Arms), two units of Mounted Sergeants, and one of foot Crossbows.

I gave the Saracens two units of Ghulams (LR: Foot Men at Arms), two units of Ghazis (LR: Foot Yeomen, armed with short range missiles – javelins), and two units of Ahdath (LR: Bidowers).

I did a simple meeting scenario – both sides hacking at each other until one is gone.

I rolled for leader traits and got Vulnerable for the Crusaders (leader killed on a Lucky Blow of 2 or 3) and Lionheart (ironically) for the Saracen leader (meaning his unit could re-roll 2 failed hit dice).

The Saracens went first and they were lucky enough to activate all their units – moving up to occupy favourable terrain that would hamper the mounted crusaders. The Ahdath would be well placed in these areas of bad terrain, where they could lodge themselves in and shoot at the Crusader cavalry. The only solution to this would be the Crusader crossbows, so it would be worth the Saracens taking out the Crossbows as soon as possible.

Saracens Advance

The Crusaders were equally lucky, activating all their units. The Sergeants on the right went galloping past the village, the Crossbows moved up to get into range of the Ahdath hiding in the scrub, and the Knights also moved up.

One thing became obvious – there was a natural funnel to the battlefield between two areas of rough terrain. The Ghulams had moved up to block this gap, with the Ahdath either side with their bows to shoot at anything coming between them. The only thing the Crusaders could do was to advance as quickly as possible to minimise their exposure to the enemy arrows.

Getting Ready To Shoot

The Saracen Ghazis kept moving up to the Crossbows, desperate to engage and eliminate them – if they could it would make a Crusader victory difficult. The other unit of Ghazis, over by the village, decided to hurl their javelins at the approaching Sergeants, scoring enough hits to take one of them out. When it came to the Crusader’s turn they were more than ready to return the gesture. Although the Ghazis were approaching the Crossbows, it was obvious the Crossbows had to take a shot at the Ahdath in the scrub. Spanning their bows, they took aim, and…a devastating volley! The unit of Saracen skirmishers were devastated and routed off the table! Both units of Sergeants advanced – those on the left moved into the middle of the funnel to threaten the Ghulams, whilst those on the right put in their spurs and charged the other Ghazi unit.

Sergeants Charge In

Casualties were taken on both sides and the Ghazis were bounced back. But the Sergeants were now down to half strength which meant their combat effectiveness was also halved.

It was then over to the Saracens to go on the attack. On their activation they sent the Ghazis in to charge the crossbows.

Ghazis Rush The Crossbows

Improbably, the Crossbows prevailed! They didn’t take a single casualty and pushed back the Ghazis who failed their courage roll and were now battered. The other unit of Ghazis managed to rally, ready to block the Sergeants. The remaining unit of Ahdath drew their bows, trying to decide who to shoot at – the unit of Sergeants leading the attack through the funnel, or the unit of Knights who were coming in behind to mop up any remnants the Sergeants left behind.

In Go The Cavalry

Deciding that the Ghulams should be able to resist an attack by the Sergeants, the Ahdath took aim at the Knights and let fly. No effect this time.

Now it was over to the Crusaders. The Sergeants were in charge range of the Saracen leader, so decided to go for it and see if they could get a lucky hit. And they did! OK, so the Saracen leader didn’t go down, but a couple of his Ghulam bodyguards did and had to retreat. The Crossbows, knowing how lucky they’d just been in repelling the Ghazi charge, took aim and let rip. A good shot that took out a couple of the Ghazis. However, best of all, the Ghazis then failed their courage test. It was such a bad fail that they routed off the table.

Sergeants Charge The Saracen Leader

The Saracens had to go on the counter-charge. The Saracen leader ordered his men to charge and in they went against the Sergeants. But it happened again – the Sergeants came out on top. Sort of – no casualties on either side, but since the Saracens had charged and failed they had to retreat. The Ahdath had another go at the Knights, this time scoring a kill. And the Ghazi unit by the village threw more of their javelins at the Sergeants, taking another rider out and leaving them battered.

Templars and Ghulams

Things were coming to a head. The Sergeants, not believing their luck, charged the Saracen leader again. Not such a good result this time – the Sergeants took heavy loses and were pushed back, under half strength and battered! The first unit of Crusader Knights went in and charged the Ghulams. A fairly even result, meaning the Crusaders had to retreat. Had the Saracens managed to turn things around?

Back to the Saracens, and they spent most of their turn rallying units. The Ahdath once again took a shot and once again took out one of the Knights. They were starting to become a real pain.

So on the Crusader turn the Crossbows moved up so they could get in range of the other unit of Saracen skirmishers. The Crusader leader also decided to take part (remember, his leader trait would make him more susceptible to a lucky blow, so he’d been wise to keep out of it until needed). So the Crusader leader took command of his Knights and they charged one of the Ghulam units. Casualties were taken on both sides, and a Lucky Blow roll was made against the Crusader leader: double 6 – nowhere near!

Templar Leader Takes Control

On the Saracen turn I noticed the two leaders were near each other. There was only one thing for it – Leaders Challenge! The Crusader leader accepted. Into the middle they went and rolled for it.

Challenge Accepted

No hits for the Saracen leader, but the Crusader leader scored a hit, meaning the Saracen leader had been killed in personal combat! All the Saracen units now had to make courage rolls. Only the ex-leader’s unit failed, leaving them battered, but all the others passed. There were still enough Saracens left to make it worth fighting on, so I kept the battle going – despite losing their leader, could the Saracens still manage to win?

Well, maybe. But on the Crusaders’ turn the crossbows took a shot at the remaining unit of Ahdath in the rocks. Despite the extra protection, they still lost half their unit and fled. It was now looking extremely unlikely that the Saracens could win this one. All they really had left was a single unit of Ghazis. Well, there were the Ghulams, but both of those units were down to just two models each, so they’d lost their punch.

One Last Charge

Ultimately and inevitably, it would be a Crusader victory. The Crusader leader, emboldened by his victory with the Saracen leader in single combat, led his knights in repeated charges on the final unit of Ghazis. The Ghazis were steadily whittled down until they finally failed their courage test.

And that was it – a Crusader win.

The Saracens

What A (Grav) Tanker! (Part 2)

Marcus gives us the next instalment of his Sci FI adaption of What a Tanker!

I have continued to develop my WA(G)T ideas since the first outing and this is the third time on the table. Well actually on the floor again, but I did at least get to use the table for game 2.

I have introduced some changes, and there are more ideas to come. Firstly, I went back to the original Lardy allocation for the dice orders. On reflection I didn’t feel much was gained by that change.

Secondly, this time I added in a command group each. I tried this in the first game but adjusted how they worked this time.  For simplicity I gave both command groups four dice. The idea behind these is that they can (apart from making nice objectives for the enemy maybe…) use their dice to cancel enemy orders or supplement their own units die rolls. I played it that the command units needed to roll at least one 6 to use as a comms/data link. At first it was too easy to disrupt enemy shooting by allowing any dice rolled by a command unit to cancel an enemy order dice. This time I went for the following options:

      1. Cancel one enemy move dice or substitute a friendly unit dice
      2. Cancel or add an acquisition dice
      3. Add/Improve aim
      4. Add a shoot dice
      5. Add a defensive dice
      6. Comms/data link

I also added in missiles in both games. However, in the first game they didn’t work satisfactorily. In the second, well, you’ll see.

I added in a wider selection of cards than in the original WAT game, to add some sci-fi flavour. Some were successful, although those relating to missiles need to be revised.

Finally, influenced by PSC’s “Red Alert” which I have written about previously, the biggest change in this iteration was the number of vehicles on the table (sorry, floor!) with a shift to multiple element units. Essentially these employed the same stats as used previously with a hit just removing one vehicle.

There were a few new or adjusted vehicles. The “attack boats” were a Callisto class boat, as seen in the previous game, but with a change to a missile launcher in place of the forward twin gun. It is a modular design (the turrets on the models are magnetised). The two smaller boats notionally have vertical launch cells under the bow cover. These still acted like one unit, although in retrospect I think I should have upped the defence value and/or the hits that could be taken, especially on the larger Ganymede.

Additional units:

Core Dice Max Attack Defence Movement
Attack Boats 6 Ganymede 8 missiles; Leda & Ersa 4 each 8 6
Pz 35 “Hornisse” 5 15 9 9
Command Units 4 0 8 7

The British started with 2 groups of 4 Chieftains, one of 4 Ferret’s and the naval group of Ganymede, Leda and Ersa plus the command group, see the header picture.

The NAU had 3 groups of 4 Wespe, 1 group of 4 Hornisse  and the command group.

The Hornisse models are envisaged as earlier models which have not been completely replaced by a later version, but are ideal for service in a riverine/swamp environment (maybe they should be better than grav vehicles over this kind of terrain. I always envisaged grav vehicles having more “mushy” responsiveness over wide stretches of water)

Ersa and Leda are also from GZG. The Hornisse is from the Osario from the Scotia range. As an objective I thought about both making this the command groups or taking the previous route; the British was to get the Callisto off the far river edge with the NAU needing to prevent this. In the end I went for just targeting the naval group and playing out a few turns.

Activation worked as previously, but I forgot about the “exploding 6’s” for hits. It seemed likely to be a more destructive game anyway…

Here is an “drone” shot of the initial set up:

With shots from the British perspective:

And the NAU positions:

Turn 1:

The NAU took the initiative moving the green Pz 37 unit up, seen at the bottom of the drone recce photo,  and the corresponding yellow unit to the top. The yellow unit benefited from a stealth card requiring an additional 2 acquisition dice. The British Ferrets activating next were unable to move, but prepped for future activation with the idea that they would designate targets for the missiles on the naval units if possible. The Ganymede group also moved up and were able to acquire and aim at the NAU yellow group having rolled three 6’s.

The cautious positioning continued since the British had no data link and the GBR yellow group were therefore unable to acquire the stealthed NAU yellows. No firing took place this turn.

Turn 2:

The NAU again gained the initiative (on exactly the same number of dice as the GBR), continuing a theme from the last game.

NAU command had rolled two 6 (one of which could be used as data link) and two “shoot” dice last turn. The dice rolled for the last turn continue to be available until a unit activates in the subsequent turn and rolls a new “hand” of dice.

The NAU orange “Hornisse” hover tanks moved forward in the centre, but were unable to find a target in line of sight. However, NAU blue had no such difficulty. Moving to acquire the naval group they launched a 15 dice attack. Despite the GBR side using a card for a D6 firer systems down, resulting in a reduction of only 1 attack dice to 14. A roll of 6655 didn’t seem too threatening, until the 8 defence dice yielded no blocks! A further desperate defensive systems card for the GBR took out one of the critical hits, but under the new rules either critical (6) or a double hit (55) would destroy a target. While the card saved the Ganymede the Ersa and Leda were destroyed.

In response the GBR yellow Chieftain unit moved out of cover and launch a retaliatory attack on the more exposed NAU yellow unit.  With 13 attack dice -1 for range attenuation, the Brits roll 666655. Despite playing an “All power to shields” card, the NAU rolls only a 65 against the incoming fire, seeing three of the four vehicles in the unit destroyed. The remaining vehicle rolled a test and stayed in the fight (D6 higher than the number of vehicles destroyed)

GBR orange Ferrets attack the “Hornisse” unit, having rolled 6543 (using the wild 6 as a 2 to acquire), but hits of 665 were all blocked . The Ganymede went into stealth mode with a card.

Both command units now activated successively and maintained comms/data links.

The turn concluded with a GBR Green Cheiftain attack on the exposed NAU yellow over the river with a 6555 on 13 dice. With only a defence of 4 the unit still blocked with 65 resulting in one tank destroyed.

Turn 3:

This proved to be the final round of a vicious confrontation.

The NAU maintained the initiative and their yellow unit used an extra command unit acquisition dice to make 3 allowing them to target the Ganymede in stealth mode. 15 dice resulted in a 66666. A defensive systems card d4 roll resulted in two of these being cancelled. The Ganymede’s defence dice only took out one of the remaining hits, resulting in a mighty explosion as the last two critical hits crashed home. BOOM!

The NAU red Hornisse unit rolls 65511. However, despite being unable to acquire or aim, using a “snapshot” card, they are able to make a reduced level attack. A ten dice attack results in an unlikely 66655. The green unit with all power switched to attack is unable to stop any of these critical hits, although a damage control card cancels the non-criticals.

NAU command rolls a 5321. Without a data link it cannot use any of these dice to support its units. NAU Green rolls 633322  continuing the paralysis on the NAU left flank as without a shoot order, they cannot get into the fight.

The GBR command group still has data link and the GBR yellow unit uses a command unit 2 to acquire NAU yellow. With a 13566 and the 2, the GBR unit can make two attacks using the wild 66 as 44 shoot orders.  A 66655 followed by 65555 leaves the NAU unit doomed, having only two for defence against each attack.

That effectively ended the action for the round and the game, with both sides more or less suffering equal damage and choosing to retire.

As alluded to earlier, the missile rules didn’t get tested and the cards need further development given the rule changes. Overall though, I like the changes; having the extra vehicles on the board “Red Alert” style and the command unit rules, although these could evolve further.  While the game was excessively destructive I think that was a function of the lack of defensive allocation and a need to restructure the cards  to reflect rule developments. The cards are a key thing to work on going forward.

However, missiles still need work. I am thinking of rolling one dice (probably a D6 but maybe others depending on missile characteristics) per missile and in the spirit of using the same dice in a different way, rolling the defence dice to block the specific number rolled (i.e. a defensive 6 would take out any attacking rolls of 6, a 2 would take out any attack rolls of 2 etc.)

I hope to develop the command group idea and use multiple groups (2/3 perhaps depending on the size of game).

I have an idea that I might do an Antarctic game going forward. I have a suitable shower curtain that I used as a mat for a club show game. However, I have no suitable vehicles or other terrain. In the interim I may break out my island terrain (a couple of pictures of which can be seen here) for the next game and hopefully some future blogs might cover painting vehicles (probably striping and re-painting old vehicles) in snow camo and creating some terrain.

Look out for further developments!

Night Raid on Qui Nhon

John reports on a follow up game to Treasure Islands, using Ganesha Games Galleys and Galleons rules and his scratch built junks.

Angry that she’d missed out on treasure from the wrecked ships, Li Chee the Pirate Queen shadowed Admiral Feng Shui from the islands to Qui Nhon in the South China Sea. Determined to exact revenge, she planned a night raid on the harbour at Qui Nhon (see picture above).

She hoped to capture one of the junks, avoiding the larger Treasure Ships and the Admiral’s Flagship. She’d also have to avoid the attentions of the fort guarding the harbour entrance.

Li Chee passes the fort guarding Qui Nhon Harbour

All Feng Shui’s ships were moored facing into the wind. Li Chee decided to go for the smallest Junk. This would make a fine pirate Junk to accompany her on further adventures and was bound to hold some treasure too.

In this scenario, Feng Shui can only activate when Li Chee performs a boarding or firing action.

The first activation. Li Chee rolls up to 3 activation dice requiring 2+ to take an action. The double 5 indicates a change in wind direction of one point clockwise.

Li Chee slowly and silently passed by the fort and after several moves is in a position upwind of the smallest Junk ready to strike in a swift and deadly boarding action.

Li Chee’s crew have ‘Derring Do’. This reduces the combat value of both vessels to zero in the first boarding action of the game. They are intimidating so get a +1 modifier. The enemy Junk has a -2 modifier from the scenario and a further -1 being a Merchantman. The Junk is tripled and takes 3 damage. Ouch!

The hapless Junk attempts to cut the grapples and head away.

Two activations are sufficient to cut the grapples but the ‘1’ requires the ship to take an all at sea roll. A ‘3’ is reduced by 1 as Li Chee is a Dread Pirate. Li Chee decides to let the Junk continue. She will move in for the kill next turn.

All this commotion has alerted Feng Shui, who turns his junk which is in irons to a firing position.

In the next round of combat, Li Chee takes her prize – now to escape!

The captured junk is now manned by a prize crew and Feng Shui opens fire on it.

Feng Shui opens fire to no effect. The reinforced Junk hull proving invaluable.

As the pirate junks begin to pull away to safety, Feng Shui makes a boarding attempt on Li Chee’s junk. Li Chee is in great peril.

Boarding! Li Chee has an intimidating crew and gets +1 but Feng Shui has a higher combat value, high castles and Drilled Soldiers. The dice roll saves Li Chee but the Feng Shui’s veteran NCO rallies the troops.

It had been a lucky escape for Li Chee and using actions to cut the grapples and break free she was able to move away from Feng Shui, who was now in a bad position and would have to sail round the island or lose time in irons. The two pirate junks would now have to run the gauntlet of the fort.

The fort opens fire first on the captured junk.

The Junk is not doubled but the ‘6’ dice roll causes a point of damage.

And then on the Pirate Queen.

The fort fires on the Pirate Queen to no effect.

As the pirate Junks head for safety, the fort manages to fire on them again a longer range but fails to score a hit.

As the sun begins to rise in the east, Li Chee and her pirate crews make good their escape.

It had been a close-run thing but now, Li Chee had a second junk which she would repair and turn into a formidable fighting ship. Feng Shui was worried as he tried to get to grips with the Chilli Crab. The treacherous Straits of Malacca would have to be negotiated with their swirling currents and risk of ambush – things did not look good.

Appendix

This game was based on the cutting out scenario from the Galleys and Galleons rule book. Vessel and fort stats below:

Feng Shui’s flotilla:

Li Chee’s ship:

KONTRABAND – A ZONA ALFA EXPANSION

John gives a the low down on the Kontraband expansion for Zona Alfa, and a prize winning battle report on one of the scenarios from the book.  

John tells us “There’s a competition on the F/B page for battle reports. I sent a copy of the article to the rules author and I’ve won a copy of the rule book signed by the author and illustrator.”

Zona Alfa was published by Osprey in early 2020. It’s a skirmish game set in the Chernobyl exclusion zone where teams battle for salvage and hope to survive. I’d hoped to play it at the club, then along came the pandemic. The author supports the game well via the Stalker 7 website and solo or Coop rules were soon developed, where the player games against the zone itself rather than a physical opponent. I’ve posted 3 battle reports here and you can check out Guerrilla Miniature Games U Tube channel where a full 7 game campaign is played out. These rules are highly recommended.

Kontraband is an 80 page expansion to the Zona Alfa ruleset (which you will need to play Kontraband), available through Amazon as hardcopy or Wargames Vault as a pdf. It develops the ideas above to take the game in a different direction, recommending a play area of 3’ x 3’ and a crew of 4 veterans. It is set deep in the Exclusion Zone at high threat level so it’s worth playing through a few standard Zona Alfa games before diving in. Here’s what’s in the book.

Crew Members.

Crew members can either be Stalkers – good at combat or Scientists – good at technical tasks, a further option is to include a dog companion for which there are detailed rules and additional rules for Hazmat suits. Each crew member can have different equipment or skills so it’s worth spending the time to make them complementary.

Zone Setting.

The play area is populated with a recommended nine searchable locations (points of interest). The crew have to live off the land so these need to be searched for food, drink, ammo etc. to sustain the crew for the next game. There are 20 points of interest cards from which the 9 are randomly selected, shuffled and placed as an Incident Deck, the top card being revealed when a point of interest is searched. These cards are nearly all bad news and may spawn a zone hostile within close combat distance, dangerous plants or booby traps. There is a greater emphasis on melee combat than in Zona Alfa.

The objective of the game is to search Anomalies to retrieve artifacts (the recommended goal for a campaign being 12 artifacts). It is recommended that the play area for a game has 3 Anomalies to search. The rules for anomalies are fleshed out and there are options for different area effects if the anomaly search goes wrong – four ways to die. Models can be caught in a gravity force field, electrocuted, blasted or teleported away from the anomaly.

There is no game turn limit, the risk of staying in a dangerous area is handled by zone events. Starting on the second move, and becoming more likely with each subsequent move, there is a risk of a zone event, for example: an energy wave, vermin stampede, security patrol, angry mutant or anomaly movement to ruin your day.

New Stuff

This covers a better way of dealing with wounds than the original rule book, there are new weapons and accessories with better options for melee combat. Zone hostiles can be made more dangerous and the concept of fatigue and obsessions are introduced. In Zona Alfa, progression is covered from Rookie through to Veteran. In Kontraband, crew members can add sixth sense, extra toughness, and an additional skill after a number of survived missions.

Missions and Expeditions.

There are 6 separate mission ideas for pick- up games or to link together to form an expedition and a sample expedition of 5 missions in the rulebook. So whilst waiting for some new figures, I decided to try out the reconnaissance mission.

Here is the table layout with 9 POI (blank dice) and 3 anomalies (Spheres), the crew will enter at the bottom RH  corner. Their mission is to search the 4 POI at the corners as a minimum, destroying all Zone Hostiles and retrieving samples from any of the corner POI which contain a hazard. I selected a crew with 3 Stalkers and 1 Scientist.

Turn 1.

For the first turn the crew will check out the POI closest to their entry point, the abandoned farm equipment. Each crew member can have three actions per turn and it’s worth using one action “alert” to provide overwatch for the Searcher. The top card from the Incident deck is revealed.

Here the vermin swarm is spawned by using a D10. The dice roll number is the distance in inches/2 from the POI and the facing gives the direction. The Leader (Nimzo), with the steady hands skill and a red dot sight has one action before the swarm can charge into the nearest model and attack it. They are destroyed.

Had the incident card been a bandit ambush, it’s likely that one or more crew members would have been out of action on turn one, unless crew members are on alert to take pre-emptive action.

The Searcher (Ali) has the scrounger skill so can search the POI twice, He secures rations, water and ammo which the crew will need for the next mission – in the game you have to think about the future as well as the present.

Turn 2

At each turn after turn 1 a D10 is rolled. The die roll is added to the turn number and if the result is greater than 10, a zone event occurs the subsequent turn. No zone event for turn 3.

The crew head up the board and Sukova (a Scientist) is best equipped to search the anomaly, which she does.

Here, a skill roll of 8 would normally fail but Sukova is equipped with a Detector which gives her a +2 bonus and she recovers an artefact, which would count towards a campaign goal.

Turn 3

A zone event, an anomaly shift will take place at the start of turn 4. The crew move up to the top RH corner of the board to search the POI, next turn. This will not affect the crew as they will be out of range.

Turn 4

No zone event is rolled. Spassky (Bounty Hunter) checks the POI – not the best option. The card reveals a zone hazard ‘Spores and Spitters’. He survives one attack and retrieves a sample from the POI.

Turn 5

The zone event roll results in an Alpha Predator entering the board at the start of turn 6.

The crew move towards the POI at the top left hand corner of the board but reserve an alert action to use against the Predator when it enters the board. Where possible, they move into cover, this will give protection against the attacking Predator which has Ranged and Melee combat abilities

Turn 6

An area emission effect will arrive at the start of turn 7

The predator enters, this is a dangerous opponent with high armour value. Ruined buildings prevent a direct attack route and it is forced wide and after 3 movement actions it has none left to attack the crew. It’s the crew’s turn and Ali fires the grenade launcher and scores one wound. The Leader gives him an extra action to get into cover. Spassky with Steady hands and a Red Dot sight on his battle rifle fires at the predator. It takes 3 firing actions but the predator is downed. Spassky is stuck in the open.

Turn 7

The Zone event roll results in another Alpha predator arriving. Things are not good for Spassky. He takes the full force of the Zone emission, he’s pinned and wounded and it takes all his actions to recover. Nimzo gives him an action to go on alert. The rest of the team move round to deal with the Predator when it enters.

Turn 8

The zone event roll brings up another zone emission at the start of the next turn.

The Predator enters, Ali fires a grenade which causes one wound, whilst Nimzo causes another. Spassky lobs a smoke grenade at the Predator which has to take a will check. It rolls a 10. This is an automatic pin and the will failure adds another. It will take 2 actions to remove the pinned counter but the Predator will still be able to attack Spassky once when it emerges from the smoke.

It’s a straight roll off, Spassky has the knife man skill and is armed with a Trench knife. Both adversaries roll a hit. Spassky could use his roll to parry the attack from the Predator but he’s a Bounty Hunter. Both take a wound and the Predator is destroyed.

Ali makes it to the thicket which holds the POI they must search for. Sukova manages to search a second anomaly and  grab an artefact before ducking into cover. Nimzo orders Spassky to seek cover under farm machinery. Nimzo joins him there to apply a med kit.

Turn 9

The zone event for the next turn is another Alfa Predator

This turn, the effect of the zone emission is negated because all crew members are in cover. Nimzo and Spassky go on alert whilst Sukova searches a POI, which reveals a mutant.

The mutant spawns 4 inches away from the POI and is downed by Spassky. Sukova retrieves some ‘hotload’ ammo for the crew.

Meanwhile Ali’s search triggers a Zone Hazard  – cobwebs.

Ali avoids the effect of the Zone Hazard, collecting a sample and retrieves a Lithium battery, Med Kit and heavy weapons reload. He will need this for the grenade launcher next mission.

Nimzo gives Ali an extra action so he can go on alert and get in position to attack the Predator the next turn

Turn 10

The zone event for move 11 is another zone emission.

The Predator enters but the crew are ready. Ali fires a grenade causing one wound and Spassky finishes it off with two shoot actions, the extra damage from his AS Val battle rifle proving crucial. In their move, the crew race towards the final POI that needs to be searched to complete the mission. They duck into cover to avoid the effect of the emission. Ali moves slower as he is slowed down by the heavy weapon.

Turn 11

The zone event for move 12 is the arrival of a Spetsnaz zone patrol

The zone emission has no effect and the crew continue towards the final POI. Spassky searches the POI – Marsh gas, if he fails the will check, he will fire at the nearest crew member! He passes and collects a sample having an action to clear the board. The rest of the crew follow, Ali needs to take a swig of Electric Juice to give him the extra action before the Zone Patrol enters.

The incident packed game had taken just over 90 minutes, a bit longer to make commentary notes and photos. I really enjoyed the game which adds extra detail to the Zona Alfa ruleset. I’ve played this scenario 4 times now, each game was different and challenging. I’d recommend this game to all players- whether you are a regular player or a sceptic who felt the original game wasn’t for them.

Reflections

Zona Alfa and Kontraband are well supported by the author who has answered any queries or clarification promptly. The Facebook page is an excellent and supportive source for the game, no bitchy point scorers on this site which is refreshing compared to other wargaming Facebook pages I subscribe to.

 

The Second Battle of St Albans – 17 February 1461

Stephen takes us through the return match of the Wars of the Roses that was the second battle of St Albans.

The Second St Albans has always struck me as one of those battles that no one’s heart was really in.
It’s more of a surprise battle that happened by accident.
Coming quickly on the heels of the battle of Mortimer’s Cross it had the Yorkists, led by Warwick, looking north expecting an attack.
Meanwhile, the Lancastrians, led by Somerset, were actually approaching from the south. The Yorkists had deployed in depth – most of the army looking north around the area of Normansland Common, with Warwick encamped at the village of Sandridge, and the artillery park (with King Henry) a mile or so south, just north of St Albans.
Scouts had reported to Warwick that Lancastrians had been seen approaching from the south at St Albans. Warwick had none of it. The Lancastrian vanguard marched into St Albans, sweeping aside the York pickets. Warwick still wouldn’t accept it.
On they marched, north, out of St Albans on the road heading for Sandridge. The Yorkist artillery had been dug in, but facing north! Urgent reports went back to Warwick – the Lancastrians are advancing from the south.
This time Warwick listened and sent out his own scouts to see how true it was. Meanwhile, the artillery was over-run and King Henry was given the chance to join the Lancastrian cause – unsurprisingly, he agreed.
It was only now that Warwick started funnelling troops south to face the approaching enemy army. The outcome was inevitable – the Yorkist army was routed.

The order of battle

Like all the other battles in this series it was gamed using Basic Impetus on a 3×2 foot board. The important aspect of this battle is that both sides had to continually feed troops in to the battlefield. The Lancastrians start with most present. The Yorkists have just their artillery, some handgunners, and Henry VI’s camp.
To represent troops entering the battlefield I decided that from Turn 3 onwards whichever side won the initiative could roll a second die – on a 4, 5, or 6 no more troops entered. On a 1, 2, or 3 that many units of their own troops could enter the table from their edge within 1 base-width of the road.
Here’s the initial deployment. North is to the right, south/St Albans is to the left.

Deployment

Initiative went to the Lancastrians for the first couple of turns, which allowed them to move up with speed and also meant that on Turn 3 they brought more troops on. This was as it should be, since the rest of the army was just 500m to the south coming through St Albans town, whereas the York army was a good couple of kilometres further north.
The artillery stayed still, waiting for the Lancastrian archers to come into range. The handgunners moved forward so they could start scoring hits sooner than later. However, neither side was rolling that well and what exchanges there were proved desultory. Nevertheless, the inevitable happened – the handgunners fell under the weight of the archers.

Handgunners light their fuses

More Lancastrian troops arrived and I was starting to wonder if the Yorkists would ever arrive and maybe they’d just march right across the battlefield unopposed.
The artillery opened up but it was more noise than effect. The archers concentrated their fire and that was that.

The artillery lets rip!

At this stage there were no Yorkist forces in the table!
Without much resistance the Lancastrians rolled into King Henry’s camp and they captured the King.

King Henry about to be captured

At this point it had all gone pretty much according to history.
Then the Yorkists stole initiative and they could bring on some troops – just the one unit this time, so I opted for the fully armoured men at arms. There they stood, that one unit looking toward St Albans, all alone, facing the entire Lancastrian army.
The men at arms moved forward, optimistically expecting more troops to arrive and wanting to make room for them.

York Men at Arms come to see what all the fuss is

This wasn’t misplaced optimism, and close on their heels came a couple of units of Yorkist longbowmen.
The Lancastrian army started to get a lick on and advanced quickly to hedge in the newly arrived York troops and make it difficult for them to manoeuvre into position.
The Yorkists knew there was nothing to be gained by staying still and so they pushed the men at arms forward – they had to get stuck in as quickly as possible to halt the Lancastrian advance and to strike a blow. The archers protected the flanks of the advancing men at arms and an arrow exchange between the two sides ensued.
Fortunately, more Yorkist troops now started to arrive – Warwick had clearly come to his senses!

Warwick’s Troops Finally Get On Table (on the right)

Up until now the Lancastrian army had been unscathed, but now they started taking casualties and wouldn’t be having it all their own way. Nevertheless they were also dishing it out. Those Yorkist men at arms became an arrow magnet and arrows fell heavily on them, but eventually they made their way forward and charged the Lancastrian bow line.
For what good it did them, though. Drained by the shower of arrows they were soon finished off by the archers but gave a good account of themselves in return.
Meanwhile, the Yorkist troops had moved forward to get the Lancastrian army in close range – there was nothing to lose and they had to hope that God (the dice) would be on their side and they could blast the Lancastrians.

York Men At Arms Finally Get Stuck In

This tactic wasn’t lost on the Lancastrians though. Recognising that each side had a 50/50 chance of success in a bow exchange they decided to swing the odds in their favour and advanced their men at arms and billmen through their lines and charge into the York archers.

Lancastrian Infantry Charge Through The Archers

And it was a tactic that paid off.
The weight of the fresh Lancastrian melee troops fell upon the Yorkist archers and the combat was brief but decisive – the day would go to Lancaster!

Previous entries in Stephen’s War of the Roses battles:

 

The 3 S’s: Stargrave, Space: 1999 and Serenity

Andy tells a story of repurposing an Eagle…

With the announcement of the release of Stargrave last year one of our members suggested that as a lockdown project those interested might like to kitbash or scratchbuild a shuttle or spaceship and paint up a 15mm crew for the game, with a target date of early 2021 when we hoped we might be able to resume meetings. The due date was of course extended.

A long time ago in a galaxy far, far away…

Actually, no, it was in the 1970’s in Rochester, I bought and made up an Airfix Space 1999 Eagle Transporter. Said model has followed me around various student lodgings, digs, flats and finally my current home.

So, I had a search in the loft and found the Eagle. It’s not had very much use, but at one point I completely repainted it into a non-cannon scheme.

Eagle as found

I noticed that the thruster units were missing, I have a vague recollection that I removed them for the last repaint, and put them in a ziplock bag somewhere. Exactly where I don’t recall, hopefully they will turn up at some point.

Having found the model I decided I didn’t want to do a full strip and repaint, but I wasn’t that keen on the colour scheme I had used for the doors on the cargo pod or cockpit.

I decided to just touch up the grey and repaint the cargo pod and cockpit panels. I started off by giving the doors and the cockpit panels a couple of coats of Foundation White. Once dry I then repainted the doors and panels with Fluorescent Orange, with some black lining. The instrument panels at the top of the doors were painted Gunmetal Grey.

I also decided that the main engine nozzles need a touch-up, matt black inside and Gunmetal Grey outside. I also repainted the black panels on the cockpit section. I suspect my decision to use a grey and orange scheme may have been influenced by old Royal Navy SAR helicopters.

I had a rummage through my spare transfer box and found quite a few sheets from some Hasegawa 1:72nd scalexe UH-1D Helicopters I’d built for Vietnam games. This gave me a load of duplicate registration numbers, plus some Japanese Kanji characters. I gloss varnished the areas I to which I was going to place the transfers, added some 5-digit numbers to the front and sides, and larger two-digit numbers to the sides and top surfaces. I also added a Kanji block to the sides of the cargo pod, these actually read Rikujōjieitai or “Japan Ground Self Defence Force”. The reasons for adding some Kanji characters will become clearer later.

Eagle repainted

While I was working on the Eagle and posting WIP pictures on the MWS groups.io discussion page a debate arose about whether I should give the Eagle some weapons. There were arguments in favour and against, some of which were quite passionate.

I decided to try and have the best of both worlds, and make the guns detachable. Looking at the Eagle the spinal lattice work had gaps of approximately one inch. I thought I could make some inserts to fit this lattice to hold the guns.

I started by cutting some 25mm square sections of 5mm foamboard, then trimming about 2 mm off each edge of one of the cardboard faces and the underlying foam. This needs to be done carefully so as not to cut through the second face. This results in a roughly 21mm square “plug” with a 25mm square upper face. I made two of these.

Left to right: 25mm square foamboard, markings for the edge cuts, the roughly 21mm square plug with 25mm upper face.

I obtained a selection of spare guns from Brigade’s 15mm Accessories range, and made two gun packs, one fixed gun firing forward using a Triple Powergun and one with four Remote Weapons Mounts, think of some small Vulcan Phalanx systems.

I painted the guns Gunmetal grey and the body of the pack as close a match to the Eagle’s grey as I could mix. I then gave the guns a liberal coat of Army Painter Dark Tone wash.

Eagle Guns (L to R) Chin gun from a Kirin walker, Triple Powergun, Remote Weapon Mount

These gun packs just push fit into the spinal lattice, the foam is flexible enough to deform as they fit into place and expand again to hold them solid. The separate twin turret just fits into a recess in the cockpit section.

Eagle guns mounted

Now onto the crew.

A while ago I was tempted by a couple of GZG figure packs that bore an uncanny resemblance to the cast of a certain 2000’s Sci Fi TV show and film. Shiny. So, these would become the crew of the Eagle.

I mounted these on some 16mm diameter washers, built up the bases with Polyfilla and undercoated them with grey primer.

I found a few pictures of the cast on the web and used those as inspiration for the colour scheme, or as close as I could get with the mostly Valljeo paints I had available. The bases were then finished off with basetex and the figures varnished.

Three of the cast had duplicate figures, either different clothing and / or weapons, so I painted the second version in slightly different colours so that they could be used as different characters if required.

Left to right: two versions each of the Captain, Enforcer and First Mate.

The other six members of the crew only had a single casting each:

Left to right: Telepathic teenage ninja girl and her brother the Doctor; Pilot (husband of the First Mate), Engineer, Shepherd (sort of a priest) and Courtesan.

Oh, and the use of the Kanji script on the Eagle? In the TV show the characters speak a mixture of American English and Mandarin (the latter usually mild profanities) and the latter also appears in company names and logos, the Kanji decals were the closest I had to Mandarin.

I originally thought that the Airfix kit was 1:72nd scale, but if so, the crew would have to be contortionists to fit in the cockpit.

Off to Google. There’s quite a few websites dedicated to Space: 1999. I found one website that states that the Eagle is 76 feet (23.16m) long which, given the model length of 300mm nose to engine nozzles, would make the kit  approximately 1:77th scale; another  compares the Airfix kit to the different Eagle models used in the TV series, which were not necessarily consistent with each other.

This suggests that the Airfix model is likely to be closer to 1:96th scale. I could probably start some arguments if I started making pronouncements that 15mm = 1:100 scale (personally I reckon it’s closer to 1:120), but the bottom line is I think that the Eagle looks OK next to 15mm figures, and the crew could get into the cockpit without scraping their heads on the ceiling.

Unarmed Eagle and crew

Wherever you have protagonists you need antagonists. As far as I could see GZG didn’t do any of the TV show’s “baddies”, the Alliance, so I went elsewhere.

Brigade models do some Uniformed Starship Crew and some Tank Crew in helmets. I got a pack of each. Unfortunately, the bases on these were too small to glue directly to the washers, so I had to cut some suitably sized cardboard fillers to bridge the gap. These figures got a generic mid grey uniform with some red and silver highlights here and there. Depending on your viewpoint these are the heroes of justice, or the lackeys of the oppressive state.

Alliance Officers: The Commander (2nd left) and her Lieutenants.
Alliance Grunts

These chaps don’t have a ship of their own, but I do have a vehicle, a Brigade Javelot scout car, for them.

Grunts and car

It might be a bit tight for all 8 of them in there, so I might need to get them more transport!

Stephen’s Stargrave Crew

Stephen enthuses about Stargrave and describes a couple of crews he has put together.

Image backdrops are used under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License from Deviant Art user Moodyblue https://www.deviantart.com/moodyblue

I’m really excited about Stargrave.

I can see myself wanting to play it loads (mind you, there’s loads of other games I want to play as well – currently undergoing bad Saga withdrawal symptoms).

Lucky for me, I have enough figures and scenery to get started with Stargrave, no need to paint before play, etc.

So what I have here is an introduction to two crews I have put together.

The first group are a party of scavengers from the Candolorian system. They are led by Elias Dante, captain of The Devastator, and a rogue who has been one side of the galaxy to the other. With Elias is Imjin Tik-tok, a Tuncoul and experienced tekker who looks after Elias’ droids.

Captain Elias and Imjin

The droids themselves are TT-1B and CLN-T 35TWD. 1B is an old sentry bot who’s had his software updated. CLN-T is of unknown origin.

TT-1B and CLN-T 35TWD

The rest of the crew are made up of Mackenzie Talian, Quill Raiker, and Murch Nagu. Mac and Quill have known each other for years and have worked on many heists and smuggling jobs. Murch is a Thecan and a heavy trooper from the wars.

Mackenzie, Quill, and Murch

Next up is Madam Sholay, a psionicist and owner of The Monsoon – a converted Hauler class light freighter. First mate on The Monsoon is a biomorph called Shoggoth, who never strays far from Sholay’s side.

Madam Sholay and Shoggoth

The crew of The Monsoon is made up of ex-military personnel. There’s Aidan Kenver and Yammet de la Cruz, a pair of advance party pathfinders.

Aidan and Yammet

And rounding off the group are Mallias Bygrove and Zanford Schneider, two snipers who have a long list of kills to their names.

Mallias and Zanford
The crew of the Monsoon

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

 

What a (Grav)Tanker!

Marcus presents a Sci Fi rules adaption and game report…

Ever since I picked up “What a Tanker” (WAT) from Two Fat Lardies I have been thinking about a sci-fi adaptation. I have always felt something lacking in the various large-scale sci-fi sets I have played. Ground Zero’s Dirtside Two was the first, and is probably still my favourite, but none quite deliver what I want. This may have more to do with my personal tastes than any merit in the various rule sets I have tried.

I have been playing WAT with my children using sci-fi vehicles as my 15mm World War Two western desert tanks have languished un-painted for years. The boys really like this game and we have played it a few times with around three vehicles a side. The time now seemed right to try out my sci-fi ideas.

My inspirations for this version stem from two sources. Firstly, Jon Tuffley’s “Full Thrust” source book “More Thrust” which contains the first rules for the Sa’vasku aliens. From the first time I read them I was intrigued by these. They feature a simple system of power allocation based on a number of dice rolled for the size/power plant of these “living bio-ships”. Perhaps because my first exposure to Sci-Fi was “Star Trek”, the idea of switching power between the three core systems; attack, defence and movement resonates strongly with me.

Secondly, “Silent Death” a system for space fighter combat by Iron Crown Enterprises utilizes a system in which the same dice are read in different ways to determine hits and resolve damage.

I set up a very rough proof of concept game based on these “back of a postcard” ideas. One minor difference was to change the roles allocated to the dice in the WAT “hand”. I didn’t want 6 to be wild; rolls of multiple sixes would be increasingly powerful. I opted for the following:

        1. Wild
        2. Acquire target
        3. Aim
        4. Shoot
        5. Reload
        6. Move

For Sci-Fi games, I am not sure reload is the right option, but for the moment I left it in.

Vehicle stats:

For my previous games, I just chose the stats from particular WW2 and assigned them to Sci-Fi models. This time each vehicle would have a max level of power that could be used by each system with a +/- “free” bonus. The concept was that the bonus applied as soon as any power is allocated to that system. In fact, I somehow ended up playing it that the bonus applied only when the maximum allocation was applied. Special characteristics can also be added, but in this game, I only assigned one.

British:

Core Dice Max Attack Defence Movement
“Callisto” Gunboat 6 15 (+5 bonus) 8 6
Chieftain 5 13 (+2 bonus) 7 11
Ferret* 4 8 5 (-1) 15 (+3)

*Manoeuvrable. Doesn’t pay for turns

New Aryan Union (Sci-Fi Nazi’s):

Core Dice Max Attack Defence Movement
Pz. 37 “Wespe” 6 15 (+2 bonus) 10 (+2) 10

The British started with 3 Chieftains, 2 Ferrets and the Callisto.

The British forces, the Chieftains follow up Callisto flanked by the Ferrets.

The NAU with 2 sections of three Wespen.

The NAU Pz 37 Wespen

The notional objective for the British was to get the Callisto off the far river edge. The NAU needed to prevent this.

To decide activation order I used a set of dice, one for each vehicle on each side. All vehicles were marked with a coloured sticker which corresponded to a dice. Each side rolled its individually coloured dice to determine precedence. In the spirit of reading the same die in two different ways. I added up each sides dice. This determined initiative. In the case of any draw (e.g., vehicles on both sides rolling 6’s) the side with the initiative would move first (or defer, although I didn’t choose to use this option in the game)

As I was using a simplified system, the defence dice were considered energy shield which had the same effectiveness from any angle. I would probably develop this along the lines of Full Thrust and say that due to drive mechanics, the rear cannot be as effectively shielded, but not this time.

Vehicles were considered to be able to take up to half their core dice value in critical hits (6’s), although I didn’t give critical hits specific locations/effects this time in aid of simplicity. More than half the core value in critical hits destroys the vehicle. A hit of 5 would just reduce the current core dice level. 5’s could be repaired but not 6’s. In addition, any 6 rolled could “explode”. Each was re-rolled to see if a further 6 resulted. If so, a further roll would be required, and so on.

Firing within 6 hexes resulted in a close-range bonus of +1 to each die rolled.

The mat I used for this game was a present bought for me a couple of years ago. Unfortunately, I haven’t previously used it as my table isn’t big enough. Today it was pressed (apologies that it wasn’t pressed beforehand, and you can see the fold lines. It was an impromptu game!) into service on my eldest son’s bedroom floor while he was at school. It is from Tiny Wargames. I hoped it would be a useful generic mat for air games either around the Pacific or Far East. I also had half an eye on games like this where I could use my gunboats.

A note on the models. They are a bit vintage. The Callisto is from GZG (slightly modified with a turret from Ral Partha which has again been converted from a single to dual cannon). The other vehicles are all from grav versions of miniatures from Scotia Micro Models sci-fi range. The Chieftains are Abrams 4000 (SF0022); Ferrets are Merkava 4000s (SF0031) with Bradley 4000 turrets (SF0049). The Wespen are Challenger 4000s (SF0028). The stands were home made many years ago. I usually use clear Lego or clear acrylic bases now.

A drone shot over the delta at the start of the game.

A drone shot over the delta at the start of the game. British forces on the left, NAU on the right.

And from the British perspective.

The British Ferrets leading the Chieftains and Callisto

Turn 1:

The NAU took the initiative and on their third activation “red” Wespe opened fire on the British orange Ferret achieving a 665, however, these were all blocked by defensive die rolls. Subsequently the “Callisto” opened fire on the white Pz37. A 66665 from 20 destroyed the target. However, the NAU hit back with the green Pz37 destroying the British blue Ferret.

Blue Ferret destroyed

NAU orange gets a 6555 on British red Chieftain, of which two are blocked leaving 2 hits. The NAU blue Wespe gets a very big roll of 30 (665544), but with no acquisition or aim dice it is not worth much except to power a solid defence. By contrast, British yellow Cheiftain rolls a 66111. With 3 wild dice, and a total of just 15 energy points, the Brit can post Att: 9 Def: 4 Move: 2. Those 9 dice yielded a 66665. Despite a defensive roll of what would normally be a respectable 6555, NAU blue loses 3 core dice.

At the end of turn one it’s about even. Only the Brits have lost a vehicle but also have one damaged, while NAU have two damaged.

Situation at the end of turn 1

Turn 2:

Early on neither NAU orange Wespe nor the “Callisto” make significant actions despite big rolls. British green Cheiftain then gets four hits on the red Pz37 with a 6655, but these are all blocked. This then launches a fierce attack on the British red Chieftain with a 6665. The Chieftain can’t block any and explodes into an incandescent ball of gas. Neither NAU green nor yellow can engage a target, but the little orange Ferret moves within 6 hexes of a target to get a bonus of +1 per dice and 6655 for 4 hits, but these are all blocked! The yellow Chieftain inflicts 2 hits on the yellow Pz37 to wrap up the turn, although NAU blue Wespe manages to repair a core die at the end.

The turn ends with another loss for the Brits; now down to a Ferret and 2 Chieftains plus the “Callisto”. The NAU have taken damage though, but it isn’t enough when some of that is being repaired. It’s not over yet though.

Situation at the end of turn 2

Turn 3:

The green Wespe is blocked from targeting the British yellow Chieftain and turns on the orange Ferret: A roll of 555211 gives two wilds allowing an acquisition, aim and shot. With an attack of 17 (max dice of 15 plus 2) the NAU gunner gets a statistic busting 66666555. The target can only block a 6/5. BOOM! Another Brit gone. NAU Wespe blue now acquires and aims at the “Callisto”, but can’t open fire. It is a similar story for The British green Cheiftain. NAU red inflicts a 66555 on the British yellow Chieftain. It blocks 2 hits but leaves the 2 crits and another hit!

British Yellow Chieftain takes damage

“Callisto” now gets to respond with a 665421. The wild is used as a 3 to aim with a shot of a maximum 20 dice (15 max allocation +5 bonus; it’s a twin turret!)  But the 666555 are all blocked by the maximum 12 defensive dice.

As the turn ends there is finally something to cheer for the Brits. Yellow Cheiftain, already having an acquisition and aim on his NAU opposite, adds an additional aim for a bonus. A 15 dice attack results in an astonishing 666666 5555. 6 defensive dice just aren’t going to be enough…BOOM!

NAU Yellow Wespe brews up

Turn 4:

Despite the earth-shaking destruction of NAU yellow Wespe, things are slowly deteriorating for the Brits.  As turn four begins NAU orange, having previously acquired the Brit yellow Chieftain rolled a hand of 533311. Using both wild dice as 4’s allowed a shoot, reload, shoot action. Amazingly, of the 20 dice rolled resulting in 6666 5555, only one 5 wasn’t blocked for one damage on the Brit. And now Callisto responded in kind. Having previously acquired the orange aggressor a 655443 allowed another double shot, but this time at 20 each. Of the 66 5555555 resulting hits, only two were blocked for another titanic explosion!

For a moment it seemed like the Brits could claw their way back into the fight as NAU greens attack on the Callisto is blocked and red can’t get a shot. However, NAU blue rolls up a 543221. This means that blue can acquire, aim, shoot, reload and shoot again with the wild die as an additional 4. Two crashing volleys later, although the Callisto blocked 7 hits, 2 criticals and another hit landed.

Turn 5:

With the Callisto damaged and the initiative never having left the NAU, the red Wespe weighed in with a 655443, and having already acquired and aimed last turn the inevitable double shot resounded across the turgid green waters. Callisto was able to block the only two hits from the first volley and generate a repair, but hope turned to despair for the Brits when the second round of fire resulted in 666 5555. Could Callisto’s 8 defence dice hold up? BOOM! That would be a no.

Callisto is hit and destroyed.

I think that was a very interesting and quite exciting test of the basic mechanics of this variation on the Lardy rules. There are some things I might like to add; Range attenuation for the powerguns. I was thinking maybe reducing the power by one for each increment of range beyond the power level (i.e., Attack power 17. At 18 range the power would reduce by 1. At 19 by 2.) Also, WAT has some cards which are awarded for on table success. I didn’t use them this time but this feature could be used to add sci-fi flavour. Finally, Full Thrust utilises a capacitor where some power, probably equivalent to core dice level, can be held over to the next turn.

I remain unsure about the reload option, but less so. It worked quite well in the game, and I saw it each attack not as a single shot, but as a volley, which would fit in with automatic reloads. So, the reload is less actually reloading than preparation to fire another fusillade.

The three surviving NAU Pz 37 Wespen

As I failed to clearly define in my own mind whether vehicles could take half their core dice value or need to take more than half, this was an error on my part that impacted on the game. Deciding at the point in turn 1 where the NAU blue took 3 hits that it would survive (that hits should exceed half the core dice level) weighed significantly in the NAU’s favour.

The game came in around the three-hour mark, but then I was having to work it out as I went along and write it up, while moving about on the floor instead of a table. Overall, I was very pleased with how this variation on the rules worked. Maybe another test soon. Hopefully on a table…

Da Vinci Condotta

John La looks back at a Dragon Rampant Warband he built for a past club campaign…

Some time ago Stephen hosted a Dragon Rampant Campaign where my Da Vinci Condotta warband was narrowly beaten into second place by Tony G army. With some WIP Wednesday painting articles centred on this ruleset, I thought I’d dust off the army and explain how I went about making it.

Prior to the campaign, we’d had a few trial games where my Dark Age force fared badly and I decided I’d have to change if I was going to be competitive. I’d never been a fantasy gamer so had no Orcs, Elves or Dwarves so decided to go with a human based theme at minimum cost.

Research

I came up with the idea of a warband which would include some of Leonardo da Vinci’s war machines with some Italian Renaissance figures. Ludovico Sforza, Duke of Milan sponsored Leonardo who created a number of sketches of war machines and a TV programme entitled ‘Doing Da Vinci’ used these sketches to reproduce the machines. I thought with some plasticard to make the machines and a box of Perry Plastic Late Medieval Mercenaries and a box of Late Medieval Mounted Knights I could make a suitable warband.

Humans

The Leader had to be Ludovico Sforza himself leading a unit of knights.

Elite riders

These would be the shock melee unit, best used against damaged and disrupted units to deliver the ‘Coup de Grace’. I gave them an ability to prevent wild charges, they needed to be in control.

Next up I needed the Bulwark of the Warband and chose to make these Milanese Militia pikemen, which I painted with combinations of white, red and green hose. I needed to add a magic element and picked up a Sorceress at Cavalier. I found that Caterina Sforza (Ed: Ludovico’s illegitimate niece). was a noted Alchemist so she would have the ability to confuse an opponent’s unit, to heal a unit and to provide a long range powerbolt.

Heavy foot with Wizardling

I needed more shooting potential and decided on a unit of scouts. For these I used Handgunners and gave them the invisible ability (due to gunsmoke). This meant they could only be targeted in melee or via magic. If I placed them in difficult ground they would be a handy irritant.

Scouts

On to the machines.

My first build over a weekend was the Armoured Car. I mocked up the conical design using paper templates, then drew them out onto 20 thou Plastikard and scribed on the planking. I painted the planks individually then washed with brown mixed with Flow Enhancer, producing a wood grain effect. The vehicle is fitted with a number of small calibre guns to provide all round fire, for which I used plastic tubing. In ‘Doing Da Vinci’, the vehicle produced from the plans could move but firing all guns simultaneously would result in deafness for the crew. I decided mine would be propelled by captured Turkish Galley slaves. I gave the crew a fearful ability as I reasoned that they would be as afraid as their opponent of this machine. I mounted the model on a landscaped foiled cake base. This would prove to be a good flank guard.

Heavy riders with missiles

The second build was an Airscrew. I wanted this to be like a Helicopter gunship, flying over a terrain item to deliver a lethal volley of crossbow bolts before retreating to safety. This proved to be a more difficult build as I had to get the sail pattern right. I found a ‘how to’ rubber band powered model video and plan on the internet and used this as a basis. The central spindle was plastic tube and the fighting platform was plasticard. The crew were modified Perry plastics. I gave them the fearful ability, who wouldn’t be scared, and added a sharpshooter ability to provide a lethal hit. The Airscrew fits onto a bolt on a cake stand base.

Light Riders Flyers

So this was my starter warband and as the campaign progressed I was able to add additional units.

Human Reinforcements

I added a unit of Light infantry in which I mixed javelin armed troops with blade armed ones. I used Gripping Beast Dark age Infantry javelin figures cut off at the wrist and glued onto the arm of the Perry figures. I scratchbuilt the large oval shields from plastic card with a Milanese design and I repeated the white, red and green hose patterns I’d used on the Militia Pike.

Light Foot

Next I needed some Mercenaries. There would also be English Bills and Bows – Dogs of War that had survived the Wars of the Roses.

English Bills
English Bows

Finally, I added a unit of Elite Foot Knights, probably German Mercenaries.

German Knights

More Machines

The next machine I made was a 33 barrelled organ gun. On ‘Doing Da Vinci’ this machine really worked well with an 11 shot salvo firing shot the size of a tennis ball, with devastating effect.

Organ Gun

I made the guns using plastic tubing. The design has a rotating centre section so that after firing, the barrels rotate for the next salvo. This was a complete plasticard scratch build and the crew come from Perry plastics, all mounted on a cd.

Finally, I made a War Chariot. Here, a geared mechanism controls rotating blades like a food processor. In ‘Doing Da Vinci’ this was another lethal weapon.

Assault Chariot

This was another complete scratchbuild and I decided to paint the horses and horse armour in black again mounted on a cd.

Well that’s it, though I’m still thinking of adding a unit of three Ornithopters as another scout unit.

Richie Pays a visit

John reports on A Border Reiver Skirmish using En Garde Rules…

Introduction

I’d always been interested in this period since before I started wargaming. Picking up  George MacDonald Fraser’s book ‘The Steel Bonnets’ fired my enthusiasm , I started with modified Redoubt figures and scratch built some buildings and it became a club game for 2002. I sold off figures and buildings to purchase a collection of Outpost figures which promptly gathered dust. The advent of Osprey En Garde rules and finding I have links to two Border Reiver families sparked the flame again.

The Border Reivers occupy a unique position in British history. Before the Union of England and Scotland, the area between the nations was effectively a buffer state with it’s own set of rules. Over population and depredations from either nation took its toll. Cattle rustling, kidnap and blackmail ( in its original sense a protection racket) became commonplace. Fortified buildings, the simplest being a two storey Bastle house, of which there are more than 900, provided some shelter from Reivers who became very skilled in their craft and earned them the reputation of being the finest light horsemen in Europe.

En Garde is an Osprey blue book set of rules for small scale swashbuckling skirmish games for about 20 figures maximum. Each figure has a stat line which provides its rank which can range from peasant to Headman. The higher the rank, the more capable the figure. Each figure has a combat pool (cp) for hand to hand combat. When this takes place, the figure is allocated a number of chits for either attack or defence, which allow the figure to use ploys such as riposte and feint to give a sword fight feel. The higher the cp value, the more attack or defence options for the figure. Each figure has an initiative value which is a dice roll modifier to determine which gets the first hit in. Fight and Shoot stats give modifiers to the attack and AR is an armour protection value. Finally, higher ranked figures can add attributes for example beguiling means that an opponent is less likely to attack the figure, afraid of the consequences. All these features allow the player to develop the character of a figure. A bit like role playing.

The Game

Set up

This scenario is set in the late 16th century Border between Scotland and England about 8 miles east of Carlisle. Richie Graham of Brackenhill (Brackenhill Tower still stands and is a successful self-catering holiday retreat) runs a successful blackmail business. The Bells of Gilsland have failed to make payment and Richie and the blackmailers decide to teach them a lesson. Richie sits in the top three all-time Border bad guys and he’s accompanied by Thomas ‘The Merchant’ Hetherington (possible distant relative of the author) who collected blackmail payments on his behalf.

Forces

 

Terrain

Bastle house with Barnkin wall containing cattle in the centre of a 3’ square board. One boulder close to the bastle, two patches of Heather in the corners and a Long house with fencing containing sheep.

Time and Weather

Weather – a 6 is rolled which is wind and rain. Line of sight reduced to 24” and all shooting has a -1 modifier

Time of day – a 3 is rolled which is dusk. Line of sight reduced to 18”

Typical conditions for a border raid!

The Bell reivers, Willie Red Cloak’s wife and young son (both classed as peasant) are in the Bastle. Two peasants are in the Long House

Move 1

The Bells win initiative and Jamie fires through the window at the leading Graham. He rolls 4 and 2. +1 for skill, – 1 for weather, – 1 >12” away. Gives a score of 5. He needs more than 6 to cause a wound so it’s a fail. Willie runs to take cover behind the Barnkin wall. There is not enough room for all the gang so Richie does an ordered run into the cover provided by the heather.

Move 2

The Bells win initiative. Jamie concentrates his aim on the Barnkin gate. Bell’s son is sent to light the warning beacon beside the bastle. Richie orders a group move and the Grahams run around the Barnkin wall.

Move 3

The Grahams win the initiative and continue to run around the Barnkin wall. As they pass the gate, Jamie Bell fires at Wat. He rolls a 9 +1 for aimed shot, +1 for skill – 1 for weather -1 for the gate – 2 for distance gives a score of 7 A hit is scored but the armour saves Wat.

Move 4

The son is in serious danger but the Bells win the initiative. The boy gets back inside the Bastle and the drawbar is slammed shut behind the door. The Grahams prepare “Fire to the Door”. They are going to smoke out the Bells, this tactic was known as “scum fishing”.

Move 5

The Bells win initiative and a group move is ordered for the armed Bells to descend the ladder into the Barnkin and take on the Grahams directly. This is overheard by the Grahams and a group move is ordered to the gate with Jock of the Peartree (crack shot) in the lead. He waits by the gate looking for a target. Thomas (The Merchant Hetherington) waits by the ground floor door to make sure the smoke builds up. Screams from inside the Bastle alert the two peasants in the long house who move, just out of view towards Thomas.

Move 6

The Bells win initiative and move towards the Barnkin gate. Its slippery, the cows are in the way so only a short move is possible. Jock of the Peartree fires his latch and rolls a double 1! The latch bolt is stuck and Jock will have to spend a move clearing the latch to fire again. Wat attempts to climb over the wall but fails his dexterity roll and falls, grazing his shins.

Move 7

The Grahams win initiative. Archie fires at Davy. He rolls 6 and 6  = 12 – 1 for weather = 11 – 6 = 5 a hit has been scored. Davy’s armour is 1 plus 1 for the shield = 2. Final wound score = 3. A light wound. Willie Bell opens the gate and moves into combat with Wat.  Willie’s combat pool is DDDA (where D is defence, A is attack) in Case Richie attacks. He rolls 8 + 4 for his fight ability = 12. Wat defends his combat pool is DD. He rolls 6 + 2 for his fight ability. A wound is caused to Wat but his armour saves 2 and it’s a light wound. Richie attacks Willie with a combat pool of ADDD He rolls 10 + 4 fight ability gives a total score of 14. Willie rolls a 5 from 2 dice attempting a parry and using one of his remaining defence chits,  +4 for fight ability = 9. A difference of 5. Willie has an armour of 3 giving a wound score of 2 a light wound. There are no more attack chits available so combat ends for the turn.

Move 8

The Grahams win initiative. Jock fires at Davy. He rolls 11 + 2 for sharpshooter -1 for weather -6 = 6. A wound has been caused. Davy has an armour of 2 which gives a final score of 4 a Grievous wound. When this is combined with the light wound he is killed. Because Willie has a light wound, Richie has the initiative and launches an attack and goes for the subdue option. If he can kidnap Willie Bell, He could get a ransom and the outstanding blackmail payments. Willie uses his Weapon Master attribute to attempt a riposte.

On two dice Richie rolls 7, not great. Willie only rolls 1, a difference of 6. Willie already has a light wound so his combat factor is reduced to 3 a difference of 7. A subdue attack is a -1 modifier and Willies armour is 3. A final score of 3 another light wound. Two light wounds become one grievous wound and Willie is subdued.

It looks grim for the Bells now. Ritchie has his dagger at Willie’s throat and a retreat would be covered by the two latchmen. Meanwhile at the Bastle door, Thomas the Merchant is fighting off the two farm hands. His combat pool is ADD He attacks one of the farm hands whose combat pool is D. He rolls 8 with two dice plus a combat factor of 3 = 11. The Farmhand rolls 10 with two dice but with no armour, a hit is scored. The farmhand is stunned. The second farmhand attacks He rolls 5 from two dice but Thomas only manages 2 from two dice. His fight skill of 3 saves the day and as there are no attack chits left combat ends for the turn.

The Bells now need to take a morale test they need to roll under 7 on a modified roll of two dice. They roll 3 and pass.

Move 9

The initiative roll is tied but the Grahams have a higher initiative leader now so win the initiative. Thomas goes on the offensive with AAA in his combat pool against the farmhands. He attacks the unwounded farmhand and rolls 11 The Farmhand Combat pool D rolls 4 from two dice and dies. Thomas then attacks the remaining farmhand who is already wounded. Thomas rolls 5 + 3 for fight = 8. The farmhand rolls 6 – 1 fight value for already wounded. It’s a second light wound and this now becomes grievous.

It’s all over and the Grahams win the day. It’s going to be a long hard winter for the Bells!

We’ve played a few games at the club and it’s a game I’m keen to bring back once we are allowed to meet again. I’m keen to run a mini campaign involving two feuding families a group of outlaws known as ‘Mad Meg’s Bairns’ and the Hebburn garrison (complete with sleuth hounds).