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

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

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

So first up is the First Battle of St Albans.

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

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

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

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

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

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

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

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

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

Yes, things were looking good for King Henry!

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

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

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

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

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

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

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

It would be a Yorkist victory!

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

Treasure Islands

John Lambert goes in search of treasure in the South China Seas.

Emperor Ming has sent his treasure fleet south laden with tea, ceramics, gold and fine silks. Bound for India, it is beset by a massive typhoon in the South China Seas close to Borneo. The resultant Tsunami, sweeps the fleets on to treacherous shores of an archipelago, the ships are crushed like matchwood. Ming orders Admiral Feng Shui to recover Gold treasure from the once mighty Treasure Ship the ‘Shandong Trader’. En route, Feng Shui enlists a local Proa to help with navigation and the search. As they approach the islands, Feng Shui is disturbed to find they have company. The black sails of Pirate Queen Li Chee in the ‘Sea Scorpion’, accompanied by a small pirate junk have been shadowing him for days and now it was a race against time.

In the first turn, both sides locate treasure on two of the islands. All this commotion triggered the ire of Head hunters in dugout canoes, which headed for the nearest vessel, the Proa.

(In the scenario, a roll of 5, 6 means treasure is successfully located. Headhunters are normally discovered on a search roll of 1. I added this extra element selecting the island of deployment randomly then location for deployment determined by a D10).

At the end of the first turn, the Headhunters are closing in on the Proa and the Imperial treasure. Li Chee prepares a cunning move seeking to stern rake the Imperial Flagship, whilst the second pirate junk will head for the bottom island.

In the morning light, Li Chee in a more manoeuvrable junk prepares a devastating Stern Rake.

The stern rake is not devastating!

(The white dice show the combat modifiers applied to the base combat factors. The red dice are the combat rolls. Li Chee needed to double Feng Shui or roll an even number on the red dice to cause damage).

This shows the Headhunters in hot pursuit of the Proa whilst the Pirate junk prepares to search the lower Island.

A Change in wind direction allows Feng Shui to close in on the pirate junk and fire.

(There were not enough activation dice to fire a broadside and the reinforced junk hull has prevented a doubling. The danger was not heeded!).

The Headhunters attempt to board the Proa and fail!

(The Proa has a combat value of 0 but it’s a 6:1 combat roll!)

A fatal error. Instead of sailing off the edge of the board and safety, the pirate junk is exposed to a stern rake which this time is devastating. Meanwhile, the tenacious Headhunters manage to board the Proa.

(The Junk is tripled. 3 damage [red dice for Feng Shui not shown] and a roll on the critical hit table [3, 3] means it begins to sink. The Proa takes one damage but is not captured by the Headhunters [another lucky 6!]).

The Proa decides to head off table and safety, the crazed Headhunters attack Feng Shui’s flagship to no avail, it’s just too powerful a target to attempt.

As a tropical squall closes in, Li Chee heads off to nurse a bruised ego, vowing revenge whilst Feng Shui has recovered some treasure. Will Feng Shui get that promotion He is after or will Li Chee get her revenge, stay tuned to the next instalment of ‘On Farthest Tides’.

(I’d played this scenario several times, each time giving a different result. The activation method and variation in wind direction during the game really make for exciting and unpredictable battles. The rules play smoothly and suit solo play well.)

We’ve All Done It!

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

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

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

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

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

picture of skeleton miniatures
Pendraken 10mm Skeletons painting up nicely

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

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

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

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

Picture of miniatures
Battle in full swing

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

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

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

Picture of fighting miniatures
Barbarians and Skeletons in full Close Combat

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

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

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

The Aftermath

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

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

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

View from the western edge.

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

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

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

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

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

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

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

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

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

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

The Fellowship

Andy completes his Journey through Middle Earth…

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

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

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

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

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

Aragorn

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

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

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

Legolas

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

Merry

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

Frodo

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

Sam

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

Pippin

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

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

Gollum (and his rock)

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

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

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

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

The Attack Drone at Zamatkya

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Allies of Gondor

Tony F paints some alternative Lord of the Rings figures.

When I first read The Lord of the Rings, many, many years ago, one of my favourite parts was the defence of Minas Tirith and the Battle of Pelennor Fields. The cavalry actions particularly grabbed my attention, including the charge of the Rohirrim, and the sortie led by Prince Imrahil of Dol Amroth (who sadly didn’t make it past Peter Jackson’s editing pencil in the films) to rescue Faramir and the defenders of Osgiliath. I painted up a box of Swan Knights of Dol Amroth for an Open Day game a couple of years ago, and I’ve always wanted to expand them into a full army.

Apart from Prince Imrahil and the Swan Knights, there are few other official figures available from Games Workshop for the fiefdom of Dol Amroth. There is a set of four Men at Arms with pikes, and some older metal foot knights, which don’t really match the new plastic mounted cavalry (which are much better than the old metal ones). Forgeworld also has a new set of very nice resin foot knights which are moderately pricey but are a better match for the new plastic knights.

A while back I came across pictures of another Dol Amroth army with lots of conventional looking warriors on foot. These turned out to be conversions from Gondor figures with new heads – after a brief bit of digging I found that the heads came from eBob Miniatures. So I bought 20 heads (at a very reasonable £1 for 4) and then set about getting some plastic men of Gondor from eBay. I won an auction for 17 already assembled figures – which then of course languished in a box in the hobby shed for over a year (I believe wargamers are like wine collectors – our purchases need to be laid down in a cool, dark place before they can be fully enjoyed).

Then lockdown happened. Unlike some people I was neither laid off nor furloughed (in fact I was one of those for whom lockdown was a very busy period), but there are still weekends, and since we couldn’t go out, the Dol Amroth idea was dusted off again. I started with the head swaps on the plastic figures. The existing heads were removed with a pair of side cutters and cleaned up with scalpel and files, before drilling a small hole with a pin vice for the peg at the bottom of each replacement head. The heads were superglued on, and then came some tedious filling with green stuff. I also had to resculpt hair on the back of some of the figures which had been damaged by the removal of the original heads. I also cut, scraped, filed and sanded off the sculpted-on White Tree motif on all of the shields, as I wanted to replace that with Dol Amroth symbols. I also created a standard bearer using a spare lance from the Knights box – I swapped the hand with a swordsman.

With the conversion work done, painting could begin. I mostly use Citadel paints of all types including shades, dry and the new contrast paints. I started with an undercoat of Halfords grey car primer, followed by spraying them with silver paint bought from the poundshop. I then gave them a black Nuln Oil wash followed by a drybrush of Necron Compound. This is a really quick and easy way to paint silver armoured figures en masse. I painted their tunics blue using a contrast paint (not sure which one, sorry) with a single highlight layer and their trousers with Black Templar (also a contrast colour). After this it was just details – faces, armour straps and belts, and some gold detailing on the helmets.

The shields were painted blue and them I applied some home-made decals; I’d found some suitable designs online which I resized and recoloured in Photoshop, and printed on white decal paper on a laser printer. I touched up the edges of the decals with paint to blend them in as much as possible.

Everything was then given a coat of Army Painter spray varnish, and the bases were finished off with a combination of flock and grass Tufts.

So my Dol Amroth force now had six mounted Knights and 17 warriors on foot. To this I added three Knights on foot and four pike-armed men at arms, all led by Prince Imrahil himself. the other figures were all painted in the same way as the other warriors, starting with their sprayed silver armour. As befits his status, I did spend a bit more time on their leader.

Overall it makes a solid 600-point force, and all from figures that had been in the unpainted pile for a while.

Virtual Pulp Alley

Marcus reports (virtually) over a recent (virtual) game.

I have probably played Pulp Alley more than any other game in the last couple of years. Narrative, fun, good for solo games or multiple players, it is a skirmish game with a figure count per player typically ranging between around 4 and 12. A scenario can be completed in around two to three hours depending significantly on the number of players involved.

Did I say skirmish? Well, more or less. There is plenty of scope for pulp action fisticuffs and spraying bullets around. What is less typical of skirmish type games is the influence of fortune cards, which players can use to challenge their opponents with perils, or indeed, perils will also occur as players try to resolve a series of plot points on the table. A game can sometimes focus a little less on combat and more on the plot. Scenarios are can veer very much toward mystery or crime investigation and even social situations. Imagine James Bond trying to provoke a villain, gather clues and be generally charming in a Casino and you will have the idea, only you have a group of characters working together to accomplish this. The characters have various skills set at a combination of levels. The required characteristics and skills are: Health, Brawl, Shoot, Dodge, Might, Finesse and Cunning. Depending on the quality of the character these skills will have dice numbering from one to four and dice types ranging between D4 and D12. A roll of 4 or more is a success, but sometimes multiple successes are required, including difficult tasks.

The initiative changes over the course of the game. The last person to win a plot point or a combat steals the initiative from the previous holder. This keeps the game constantly interactive.

What can you play with Pulp Alley and what miniatures do you use? Well, almost anything you can imagine! The rules are remarkably adaptable. If it forms part of the pulp genre; 30’s archaeologists versus Nazi’s, fantasy, science fiction, westerns or lost worlds, anything in between and more. The list just goes on…Figures are widely available and in particular I like Copplestone Castings and Pulp Miniatures, Hydra Miniatures and Sally 4th, the UK home of Pulp Alley.

Fellow club member Alan set up this game over Zoom. While a degree of social interaction is lost over Zoom, it certainly played smoothly. I would have no hesitation in recommending Zoom as a tool for playing games like this. Perhaps the more limited social interaction actually sped up the game.
Alan set up two scenarios set in the late 30’s in the arctic. He deployed a team of Nazi’s (“I hate these guy’s…”) under Dr. Stalhelm, a dastardly figure in uniform and a fully enclosed face mask. I fielded a team of “stiff upper lip” Brits from the Long Range Arctic Survey Group (LRASG). This group had the perk of specialists 3 of the leaders skills were reduced by a die level to improve the other members of the party in one skill by one dice type. I had a couple of unusually tough academics, the Leader, Professor MacInnes accompanied by Dr. Kennedy with two military types and a couple of Inuit guides.

The Crash Site
Some unusual rumours of strange lights in the sky have been emanating from sources in the arctic circle. The LRASG have been dispatched to investigate. Aided by two local guides, Kallik and Allatok, the team approach a site of possible significance…

The table is difficult going, meaning that characters cannot move more than six inches without taking a challenge. There are four separate groups of wreckage distributed around the centre of the table. Due to some seismic activity, the wreckage is perilous and requires an automatic challenge. During the first couple of turns, the figures approach the wreckage from opposite directions in the swirling snow which limits visibility. MacInnes reaches one wreckage site but Alan plays a challenge card and MacInnes cannot manage the 3 Cunning or Finesse required and tumbles into a crevasse. However, he passed the resulting health check, so no damage done. Meanwhile the first Nazi minions reach some wreckage, but can’t seem to explore without experiencing serious hazards which prevent the search.

On turn three, MacInnes successfully negotiates the wreckage and locates a plot point a short distance away. The Inuit’s move toward the Nazi’s while the rest of the LRASG spread out between the two closest wreckage sites. The Nazi’s continue a very unsuccessful search and Stalhelm has to jump away from a peril. The Inuit’s move in on them. One of the Nazi’s, Weber exchanges fire with Allatok.

MacInnes keeps working on the plot point on turn four. He successfully negotiates the treacherous ground and shifting visibility. With one success in recovering some clue from the snows. He is loosening it from the ice… At another site, Dr. Kennedy gets a bit disorientated in the swirling snow. Nearby while the Nazi’s continue with a frustrating search, Allatok and Webber exchange fire again and both are hit. They fail health checks and are out of the scenario injured. Another Nazi, Schneider, opens fire on one of the LRASG’s military types, Lt. Baylis.

Turn 5 and MacInnes keeps working to free the clue from the ice. Suddenly, he takes a hit from Nazi gunfire and is stunned. Baylis fires back to no effect. Meanwhile Dr. Kennedy finds his way back to the wreckage, makes a search and finds a perilous area: the ice shifts under the wreckage which is in danger of falling through into a lake below. However, Lt. Booth, (the Brits other military type) successfully locates a plot point himself. Muller shoots Kallik who fires back, but he goes down too. Baylis shoots Schneider, but he dodges.

On turn 6 MacInnes gets the final successes and frees the clue from the ice. A cache of “Top Secret” documents! Schmidt now attempts a plot point and successfully discovers an injured crewman. With that first success, Alan becomes Director (initiative), deciding the turn order. Booth and Fischer exchange fire. Baylis brings down Schneider who is out of the game, after failing a recovery roll, while MacInnes and Stahlhelm exchange fire. Elsewhere, Kennedy successfully deals with the plot point and discovers: an experimental bomb sight. Booth closes with Muller and gets into a punch up, but Booth gets knocked out cold (quite literally).

At this point the two sides disengage as the wreckage shifts and slips below the icy surface of a frozen lake. A success for the Brits who recover two plot points to the Nazi’s one. They collect two Gear points as a result: Some smoke grenades which Dr. Kennedy carries and Gadget X, carried by Mac Innes, which automatically allows passing one plot point instead of rolling.

A Secret Nazi Base…Where Else?

Scenario 2 saw the LRASG tasked with recovering the aircraft’s inventor and destroying the Nazi base. Approaching from some woods the Brits use the trees to mask their approach and their smoke grenades in turn two to reach the gate, despatching the sentry. The base remains oblivious. However, it all kicks off in turn three when MacInnes is forced to shoot a guard dog which attacks them and Baylis shoots his sentry/handler. They move toward a group of huts while Booth and Dr. Kennedy move along the fence to discover a plot point. The alerted Nazi’s get out of a truck and move toward the huts in turn 4.

Kennedy and Booth successfully locate a plot point and pass it: a wire cut hole in the perimeter fence. Someone else has already broken in! both teams converge on a stack of supply crates. Fischer and Muller push toward a plane on the airfield while Schmidt and Booth exchange fire in the location of the huts and crates. Both shrug off hits.

MacInnes discovers explosives already on the crates and lighting the fuse, sprints away. A new plot point appears in a hut near the gate. Stalhelm. Fischer attempts to deal with a bomb on the fuel drums near the plane, but fails.

Fischer suffers a peril on turn 7, possibly electrocuted as he tries, inexpertly, to deal with the booby-trapped explosives on the plane. Fischer goes down! Meanwhile MacInnes and the Nazi scum exchange furious fire, but the Nazi’s pass 3 hits! Muller is trying to disarm another bomb in the corner of the far corner of the airfield, at a fuel dump. About to attempt it he suffers misfortune as Marcus plays a fortune card and Muller falls, failing his health check.

Fischer recovers in turn 8 to disarm the bomb on the plane, but unfortunately for the Nazi’s Muller again fails a peril and a health check. Fischer however gets up and removes the explosives from the plane. MacInnes blazes away at Schmidt, who goes down and joins Bush and Kennedy in cover close to the gate. Kennedy moves to the plot point near the gate and passes it; the inventor! Dr. Stalhelm lurks in the proximity…but Booth engages him in fisticuffs.

In the final turn, Booth manages to land a blow on Dr. Stalhelm and rushes to the gate. Both MacInnes and Dr. Kennedy both open-up on Dr. Stalhelm and also escape. While the Nazi’s try to deal with the explosives, they detonate, destroying most of the Nazi’s secret lair.

So, as the credits roll the Brits return from a successful mission, with the Nazi’s vanquished again; which is how it should be. Inevitably since Alan rolled some appalling dice and Lt. Booth passed more recovery checks than he had any right to. An enjoyable mini campaign all organized by Alan with some great scenery and miniatures, all played very entertainingly via this new-fangled thingy; Zoom…Bang! Bang!

Air War Germany 1944 – Session 4

Me 110G-4s scramble

Our Treasurer has just realised that he had omitted to write up the fourth session of our campaign from the end of last year – still better late than never!

This session began with an attack by the Me110s of 3.NJG5, which had just infiltrated the tail of the bomber stream as it left Berlin.  The Me110s weaved backwards and forwards across the bomber stream using their on-board radar to detect and attack targets.  John La was first onto the score sheet, detecting ‘Q for Queenie’.  He missed the target on the first pass, but sent the bomber down on his second.

As the bombers headed off to the northwest, 3.NJG5 stuck with them and continued their attack. Three bombers went down in quick succession, the first, ‘O for Oboe’ to John, then ‘P for Peter’ to Andy and finally ‘N for Nab’ by Marcus in his first combat.  However, the bombers then struck back, as first Steve took damage and was forced to break off in an attack on ‘M for Mother’, then worse still Marcus was shot down by ‘L for Love’.

Lancaster MkI/IIIs of B Flight, 460 Squadron RAAF. Letters ‘J Jig’ to ‘Q Queen’

Now another Me-110 unit, 4.NJG3 of Steve’s 2.Jagddivision was able to infiltrate the bomber stream.  However, their attack got off to a poor start as the alert gunners of ‘K for King’ shot down John’s attacking fighter.

The bombers were now re-crossing the German defensive radar line and the Me-110s of 3.NJG3 were successfully vectored in to attack from their overwatch positions.

At this point we ran out of time for the day, leaving the raid to be concluded in a fifth and final session, which will be a catch up to bring all players up to 2 sessions played.

At the end of session 4 the points scored were as follows:

Andy (4JD)                        +1             +1 for Lancaster shot down

Steve (2JD)                        +1            +1 for GCI Intercept, +1 for tame boar                                                                                  infitration, -1 for fighter damaged

John La (7JD)                       0             +2 for Lancasters shot down, -2 for fighter                                                                     shot down

Marcus (3JD)                     -1             +1 for Lancaster shot down. -2 for fighter                                                                        shot down

Tony (1JD)                             –           Unable to fly

That leaves the individual League table so far as follows, with Steve just passing Dave at the top of league table, as he has shot down more bombers (4 to Dave’s 3).  1 JD keep their lead in the team competition with 11 points:

Steve (2JD)                      +6         2 sessions played (4 bombers downed)

Dave (1JD)                        +6         2 sessions played (3 bombers downed)

Tony (1JD)                       +5        1 session played

Mike (2JD)                       +3           2 sessions played

Chairman John (3JD)  +2.5        2 sessions played

John L (7JD)                      +1           2 sessions played

Marcus (3JD)                     -1           1 session played

Andy (4JD)                        -1.5       2 sessions played

Bob (4JD)                          -2             1 session played

Chris (7JD)                       -3.5           2 sessions played

Dim Sum’s First Foray

John Lambert plays with his junks.

I scouted around for a suitable set of rules for Chinese Junk Warfare. I wanted a set that would allow ship v ship action during the age of Discovery in the Far East. I saw that a set of Solo play instructions were available for the Galleys and Galleons ruleset and so took the plunge. After three play test games, I’m glad I did. They fit the bill well and whilst they may not appeal to purists they appear suitable for other theatres. As they are quick play, with a minimum of reference tables you could easily play large scale encounters such as Galley battles in the Mediterranean, Armada battles or pirate adventures in the Caribbean prior to Line of Battle tactics.

Play Area and Measurement
The rules are designed for 2ft, 3ft, 4ft square table options. All ranges and movement distances are measured using measuring sticks scaled to the play area.

Vessel Stats
There are example stats for 36 different vessels in the rulebook and 27 individual special rules you can use to build your own ships using a downloadable fleet builder to tailor your own designs and calculate a points value for the vessel. Each vessel has two common stats these are Quality (Q) and combat (C). C can never be more than Q+1. The lower the Q value, the easier it is to activate a vessel and it is likely to carry out more actions in a turn though this is likely to be disadvantaged in combat compared to a larger vessels which are likely to have less actions in a turn though the use of the special rules can add combat bonuses so for example a Race Built Galleon may have a Q value of 2 and a C value of 3, add trained Gun crew and Master Gunner special rules and you have a tough customer though this comes at a point cost. Points costs re used to provide a balanced game.

Activations
To start with three ‘white’ dice are rolled for a designated vessel and compared to the Q value. Any roll equal to or over the Q value allows an action. All sailing ships get a movement action but if they fail to succeed any activations rolls, they continue on the current setting even if they sail over the edge of the world or into shallows. These vessels which have the Razee special rule have been lightened and can move an additional short move – good for chasing down an opponent. All movement distances are based on the type of rig – Square Rig, Galleon Rig or Lateen Rig and attitude to wind. Other special rules include Yare which allow an additional change of direction and shortening sail – important to avoid those rocks. When a player fails to activate a vessel or completes his turn, initiative passes to the opponent.

Combat
This is a straight D6 roll with C value added and any other combat bonuses depending on gunnery or boarding action. Additional actions allocated to combat can boost these too or are required to deliver a stern rake broadside and during boarding, so timing of a boarding attempt is critical. When a vessel is damaged, it has to roll on the critical hit table (2 x D6)

Effect of damage.
If vessel is damaged, usually by combat a ‘white’ dice is replaced by a ‘red’ dice. If a 1 is rolled on the ‘red’ dice, bad things happen. Of course, you don’t need to roll a ‘red’ dice but your actions are limited. Quite neat.

Scenarios and campaign rules
There are five scenarios of which I’ll use four in my games and simple campaign rules for a Mercantile or Pirate player. There is also a section on Fantasy beasts – a Kraken and Leviathan which have some appeal. One of the drivers for me was the Korean film ‘Pirates’ where a huge whale swallows the royal seal of the Emperor and the ‘plot’ centres on it’s retrieval.

Playtest
I pitted Dim Sum’s Pirate ship against a Merchantman using the introductory pursuit scenario.

Dim Sum’s Junk : Q3, C2 lateen rigged, reinforced hull
Merchantman : Q4, C3 lateen rigged, reinforced hull, Chaser Guns (360o), Merchantman (not so good at firing or boarding actions).

In this scenario, the defender Merchantman sets the play area and wind direction with terrain items to bog down the pursuer. The objective for the Merchantman is to cross the play area diagonally. The pursuer can select one of the other three corners to deploy on and starts with the initiative.

Dim Sum choose to broad reach around the shallows and get at the Merchantman as soon as possible. Dim Sum’s lower combat value and reinforced hulls would make damaging the Merchantman difficult. When activation dice are rolled and there is a double, the wind changes direction. Mid table both ships traded desultory boardsides at long range to no effect but in the final third, Dim Sum managed to get three successful actions and was able to move into position to deliver a stern rake broadside at close range.

The Merchantman had been doubled , taking a damage and having to roll on the Critical Damage table, 2 D6 (avoiding an 11 or 12)

Oh Dear! The Merchantman’s magazine has exploded and Dim Sum had his first victim.