First Society meeting of the year

Andy rounds up the first meeting of the year.

A good turn out for the Society’s first meeting of 2024, which included the Annual General Meeting, as well as half a dozen games.

The games staged were representative of the many periods and genes covered at the Society, consisting of historical, fictional, fantasy and sci-fi games.

Tony and Phil made a start with their “Quest of the Ringbearer” Middle-Earth campaign, playing out 4 scenarios of the journey from the Shire to Mount Doom.

Scenario 1 Farmer Maggot’s Crop

Farmer Maggot’s cottage
Starting positions for scenario 1. The hobbits by their stash (giant tomato), Grip, Fang and Wolf by the kennel and Farmer Maggot asleep in his cottage.
One of the Hobbits fends off Fang while the others gather cabbages

Scenario 2 – Short cuts make long delays

Pippin gets left behind as Frodo and Sam head for Gildor Inglorion. The Nazgul blunder their way through the woods
Sam has three Nazgul to face, Pippin has fallen and Frodo is nowhere to be seen.

Scenario 3 – Buckleberry Ferry

Starting positions for Scenario three, Three Nazgul spread out near the ferry, the Hobbits are in the trees near the top of the picture.
Stalemate, the sole surviving Nazgul (with 5 points of Will left) has crossed the Brandywine tying the ferry on the far side of the river. The four Hobbits have taken some damage and can’t face swimming the river with a Nazgul waiting for them.

A more detailed report on these scenarios will appear in due course.

Stephen staged a 15mm American Civil War game using Brigade Fire & Fury, ‘The Battle of Mansfield April 1864’

Union defenders on the hill
Union fall back as the Confederates take the hill
Last ditch Union defence
Confederates turn the flank

Alan put on a Pulp Alley game “The Castle of Terror”, teams from the Intelligence Agencies of various countries have been dispatched to investigate secret German activity at Schloß Weidergänger.

The teams approach the castle through the woods
The enemy of my enemy is not necessarily my friend
Russians investigate one of the huts
Sentries patrol, “Hast du etwas gehört, Fritz?”

Jeremey and Eric tried out –“Grimdark Future” from One Hour Wargames using their Space Marines and Robot collections.

Space Marines attack!
Part of the robot horde
Space Marines with air support
Space Marines take a beating

John staged a FoG Renaissance 15mm ECW game pitching Royalists vs Covenanters

Scots Covenanters defend the hill
Push of Pike
Cavalry clash on the wings
Kings’s Lifeguard of Foot supported by cavalry attack the Covenanters

And finally, David put on a 28mm Napoleonic Corps game, Russians vs Prussians using General d’Armee rules

Battle lines are formed
Cavalry clash while infantry hide in the woods.
Russian foot attack the Prussians in the woods
Attack on the Cross Roads

Well, that’s it for the round up of our first meeting.

The Society meets on the 2nd & 4th Saturdays of the month at Linton Village Hall. You can find our diary of games here.

For new members/visitors, we will always endeavour to find you a spot in a game if we can.

A year’s worth of gaming (Part 2)

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

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

July – Dragon Rampant

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

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

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

July – Stargrave – Jurassic Moon

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

August – Battle Star Galactica

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

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

August – Elf King Red

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

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

September – Sword and Spear – Battle of Hedgeley Moor

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

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

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

September – Starmada

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

October – SAGA – Battle of Hastings

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

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

October – Baron’s War

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

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

November – Sword and Spear – Battle of Hexham

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

November – Battletech Alpha Strike

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

December – Stargrave – There Ain’t No Sanity Clause

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

A suitably festive ending to the year!

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

 

A year’s worth of gaming (Part 1)

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

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

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

January – Sword and Spear – Mortimer’s Cross

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

February brought another couple of games at the club.

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

February – Charlie Don’t Surf

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

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

February – Baron’s War and Lion Rampant

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

March – Stargrave – The Warp Sextant

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

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

March – Sword and Spear – Second Battle of St Albans

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

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

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

April – Space:1889 – Mars

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

April – Fire & Fury – The Battle of Cedar Mountain

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

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

May – Sword & Spear – Towton

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

May – Full Thrust

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

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

June – Crossfire – WW2 Eastern Front

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

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

June – SAGA Crusades – The Road to Damascus

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

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

Stargrave: The Next Generation

Tony F recounts a tale of woe but also tells us of new beginnings…

Kal Gaden’s week had been… interesting. Ten days ago he was near rock bottom, down to his last credit and had sunk so low that he was even contemplating the unthinkable – selling his armour for food. Then a chance encounter with Jenin Hosvarn, captain of the freebooter vessel the Empyrean Drifter, threw him a lifeline. He signed up on the spot as a general service deckhand/dogsbody for what could only be described as a ‘variable’ salary – but at least he was going to be fed.

Four days later the ship left port for his first assignment, on a distant moon many parsecs into the next sector of space, with everyone in good spirits. The regular crew consisted of the captain, his reptilian first mate Budfodo and the other two deckhands, Whibirt and Scogill. The former was also the ship’s medic, and his colleague was supposedly tech-savvy, a bit of a hacker. Kal assumed that he spent most of his time keeping B6C5, the ship’s ancient robo-pilot, and the captain’s aging cyber-dog Lucifer in working order. They also had a five-man guard detachment onboard from the local security agency – big burly goons clad in bright orange plasteel armour and toting carbines. Allegedly Budfodo was a bit of a dab-hand with his huge repeating plasma cannon (in a quiet moment, Whibirt told him that the giant alien had shot nine men on their last mission), while Pervol, the taciturn minigun-wielding guard, had single-handedly taken down a tentacled sea beast on a waterworld six months back. So no-one was worried about their safety.

And then they landed – and Kal had never seen such a fiasco. They disembarked into a dense jungle, where you could barely see the guy five paces in front of you. All around he could hear the cries and screeches of the local fauna, along with the heavy footsteps of something that was obviously really BIG. Then they suddenly came across the Big Thing – a genetically engineered monstrosity bred from the DNA of a long extinct giant reptile. No one seemed to know how to deal with it, so instead everyone just froze. After what seemed an eternity they skirted round it, and it wandered off back into the dense undergrowth in search of something a bit more lively.

Then they stumbled upon an old bunker covered in vines and creepers, decrepit but still sealed. Step forward Scogill, the tech “expert”, who made such a bantha’s ear of cracking the lock that in the end Kal just did it for him! Without a word of thanks (probably too embarrassed), Scogill stepped past him and straightaway tripped some ancient motion detector, setting off a self-destruct alarm. Fortunately the detonator circuits had long since expired and this one turned out to be a dud, but not before everyone had bolted in a rather unedifying spectacle.

Then came the one thing they did get right. Captain Hosvarn had struck a deal with the elders of a local village to get rid of a tentacled beast that had made its home in their water supply. The security detail this time managed to do their thing and get a grenade into the well. And as a bonus, at the same time they upset several other crews who’d been squabbling over the loot around the area (Hosvarn’s crew should have been there too, but they’d spent their time running from giant herbivores and antiquated alarm systems and missed out on any bounty).

So job done, after a fashion – time to return to the Drifter. Except that on the way back they stumbled upon a trio of vicious saurian critters, no bigger than dogs, but with very sharp teeth. The security detail utterly failed to do what they were hired for, the Captain tried to fend them off with an alien plasma pistol he’d found – but that misfired, and in the end it was Kal’s pistols and Budfodo’s cannon that did for the creatures. But Hosvarn had been badly hurt, and expired on the return flight despite the ministrations of the medic.

Thus ended Kal Gaden’s brief tenure aboard the Empyrian Drifter – with Captain Hosvarn gone, the crew dispersed to the four corners of the galaxy and he was once again out on his ear…

So that was the tale of woe for my Stargrave crew’s final mission. It really was the first mission for my new crew member Kal Gaden, and he really was witness to an utter disaster. Although I learnt some valuable lessons (don’t put your captain at the front, even if he does have a fancy plasma pistol) it was not my finest hour, and I’ve had to start again with a new crew since my first mate hadn’t reached a high enough level to take over. I decided to start from scratch with new figures since just recycling and renaming the old ones didn’t feel enough of a fresh start. Kal is a Diehard Miniatures figure who bears a passing resemblance to characters from a certain sci-fi franchise – and I decided to build the team around him. I took the plunge and bought Diehard’s two Elite Bounty Hunter packs, which are very good deals compared to buying the figures individually, plus “Nub Nub, Dark Apprentice“, also definitely not derived from the same franchise. This gave me enough for a 10-figure crew plus a couple of spares.

Gebro, the Mystic first mate

Let’s not beat around the bush – they’re Mandalorians in everything but name. In the series they come in all sorts of colours, so I had fun painting them in a variety of schemes. I found a Mandalorian name generator online which was very helpful in giving them all unique monikers and the crew began to come together.

In Stargrave terms, my captain (Garo Braven) is a Veteran – it seemed the closest fit. I made Nub-Nub (tentatively named Gebro) my first mate and a Mystic, complete with suitable powers to try and reproduce his fledgling Force abilities (including Void Blade for his lightsabre).

The make-up of the rest of the crew was dictated by how many credits you get to create a new outfit – not enough to set all of them up as I would really like, so some will have to be upgraded as and when I can earn some cash! I tried to at least pick soldier types that had the correct weapons, so apart from three specialists (a Gunfighter, Gunner and Sniper) the others are either Troopers if they have a rifle, or Runners or Recruits if it’s a pistol.

Following the release of the latest supplement, Bold Endeavour, which brought each crew’s ship more into the game, they also need a ride. Obviously this had to be some version of the Razorcrest, and after some searching I came up with two options – the Star Wars Micro Galaxy one, a smaller, fairly detailed and pretty accurate model, or the Hasbro Mission Fleet version, a more toy-like option that wasn’t so exact but was just about the right size for 32mm figures given the Razorcrest’s stated length of 80′. In the end I went for the former, as the more in-scale toy version was possibly a bit too big for the average gaming table at ~18″ long. The smaller model looks better and is still big enough to be a slightly cramped 10-person shuttle craft.


So that’s the new crew of the newly-named Cepheid Variable – their first mission will commence just after this post is published, so wish them luck!

Barons at war

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

We had a Barons’ War session recently.

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

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

Stand firm

We chose scenarios and deployments randomly.

Game 1

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

Deployment 3

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

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

Outlaws in the cabbage patch

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

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

Typical high street behaviour

Game 2

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

Deployment 11

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

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

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

Around the back of the barn

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

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

Someone is going to get hurt

Game 3

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

Deployment 4

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

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

Come out the house if you dare

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

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

Flashing blades

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

I can hear them but I can’t see them

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

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

A clash of arms

 

The (Roman) Empire Strikes Back

A ‘Massed’ 28mm Skirmish Game Report, by Peter Merritt

Background

Somewhere in Germany, © 1st century AD, after the Battle of the Teutoburg Forest….

The original idea behind the game was how to stage an increasingly large-scale ‘skirmish’ using quite a few very nice early imperial 28mm figures which I had acquired via eBay. Although it started off as 1:1 scale, the idea (and collection) soon grew so that we could actually stage larger conflicts but still retain some of the unique tactical flavour associated with each very different side. To achieve this in a fast, playable form, I turned once again to a fabulous old hybrid board/figure game, “Star Wars Epic Duels” by Hasbro (see links at the end).

THE GAME SYSTEM

The key features of this design are that each player controls a small team, with one main character (say, Darth Vader), plus one or two little helpers (Stormtroopers in Vader’s case). Normal movement is fairly standard, although some variability is introduced by means of a die roll. However, the design really scores because teams also get a dedicated pack of cards which are used for both combat and any unique ‘special abilities’ – such an elegant, simple way to reflect widely varying attributes, and without resorting to thick books of charts and +/- tables!

Although the original Star Wars game was very 1:1 oriented scale-wise (and thus fitted extremely well with early LOTR games featuring the Fellowship), I have also adapted the concept in the past to much larger affairs, with masses of Orcs, Wargs etc vs varying amounts of opposition from the Riders of Rohan. Whilst having so many figures would render a normal ‘skirmish’ unmanageable, by nominating so-many groups per player turn this can both speed-up the playing cycle and reflect the rather hap-hazard nature of combat before the advent of truly drilled and ordered units in the later gunpowder era. But to retain an element of massed if not co-ordinated movement, a simple movement rule addition allows an ‘active’ unit to also drag along a number of those adjacent groups, sometimes more so if enhanced by a special card.

I really cannot stress how much the use of such dedicated card packs adds so much to the ‘period flavour’ of the game, hopefully reflecting the different combat options and other unique actions of the various Roman forces – legionaries, auxiliaries and stirrup-less cavalry – vs the massed ranks of fearsome tribesmen.

Roman Cavalry

For example, the Barbarians can gain advantage by deliberately sacrificing figures in massed attacks or an ‘active’ leader dragging one or more adjacent ones with him (at some personal risk).

Barbarian Druid and Warriors

On the other side, the Legion ability to reorganise and their close-in pilum-throwing are deadly. Whilst your immediate choice of tactics may always be affected by the cards in your hand, like any ‘real’ historical combat, victory will go to the side which can maximise their peculiar advantages whilst exploiting the weaknesses of the enemy.

Legions advance with skirmisher support

Each turn consists of two phases per player, movement then two actions (Romans can do in any order, Barbies guys must move then do one action). Normal movement uses a grid or in this case 4” hex cloth and a die roll to generate movement points; however, some ‘special moves’ via certain cards are also possible, such as reorganising all adjacent bases adjacent to a standard-bearer, or signalling an ambush! Play alternates in a random manner between one Roman then one Barbie group (hex), so it can be that not everyone is quite in the right place at the right time. This has had interesting effects in multi-player games, as the ‘current’ player can choose which groups to ‘activate’ – including any previously organised by a colleague! Finally, once a group has been activated and finished it can only thereafter defend itself until either (a) all players have moved, or (b) the current player uses their turn to ‘rally’ their forces rather than move/fight, removing 1d3 active markers from units/groups. This was especially useful in the game as it allowed for maintaining a degree of offensive.

Combat was computed by hex vs hex, with a small list of +/- factors. Factors were either ‘straight’ card numbers or ‘specials’ which could seriously affect your day. Things like ‘arrow shower’ or ‘pilum charge’ will be long-remembered… Hits were then converted to actual kills (removing a base), or ‘disorder’. The latter sounds easy but units with too much disorder were then increasingly rendered ineffective and vulnerable to a follow-up assault – thus the advantage of having a 2nd wave or reserve handy to blow-away that otherwise formidable unit.

As we had long departed the original 1:1 skirmish idea, the figures were organised with four figures per base for the regular Legion or close-order Auxiliaries, and single-figure ‘clouds’ for skirmishers. Roman heavy units/groups were normally 4-6x bases, which fitted very nicely in a 4” hex! To me, this looked about right for a typical 80 to 90 man century. For the Barbarians, many of the figures I had were already on massed bases, so 2-3 of these constituted a ‘unit’ in one hex. Especially nice were the chariot units which their creator had turned into mini dioramas – the sort of thing which makes our toy soldier games a real pleasure, especially as you’re getting hammered into the ground.

Speaking of the games….

HOW DID IT GO?

 In the end I had two players fool- I mean, kind and raring to give this experimental version of the system a go, so I thought that they would be best deployed together as the Roman forces with me running a large but disorganised Barbarian opposition (this also fits my style of generalship). I had long decided on an overall plan (“Ok, men – go get ‘em!”), which as sole umpire made it easy for me to both control events and make a hopefully convincing ‘fist’ of a tough time.

Opening shot of initial deployments, with beautiful chariots to the fore!

The scenario, such as it was, had a Roman punitive column probing the territory of the German tribes near the frontier of Gaul, trying to establish if another major incursion was being prepared. As such, Eric and Mark were suitably impressed by the initial set-up with the Romans marching on and suddenly facing an edge-to-edge arc of extremely unfriendly-looking tribesmen.

The hairy barbarian battle line

However, although it certainly had the appearance of a tidal wave of terror about to engulf them, they gradually began to discern one of the key differences between the armies – the Roman organisation meant that units acted (fairly) smoothly in concert, whereas the Barbarian units were much more, ah, ‘individualistic’ let’s say, requiring frantic interventions by leaders to get any sort of co-ordinated action!

Early-on the chariot units thundered in from each flank, creating some wobbly moments for the Roman generals as they overran some outlying auxiliary units and routed a cavalry force which had scouted slightly too far ahead.

Roman Cavalry on their way to a messy end

These chariot units – especially using their rapid speed and special attacks – surprised everyone (including me!), and ended their initial run threatening the flanks of two Legionary units in the centre.

Chariots and escort

With no support to hand, however, the chariot attacks tended to run out of steam as they approached the main line, and as primarily offensive units, Eric quickly marshalled enough counter-force to ensure that they soon took so much disorder that they effectively fell apart. This was repeated on the Roman right flank by Mark, although the chariots here came in in waves (mainly due to terrain, not my planning), and thus caused a few sweaty turns as Mark’s forces had to keep an eye on their own flanks. The downside for the Barbarian efforts was that the sweeping to and fro of chariots tended to block some warband units from advancing together (not that there was much risk of this as it turned out!).

Barbarian centre begins its ‘lunge to destiny’ (ignoring the left flank)

By now the Roman players were getting into both the system and the specific opportunities afforded by each card in the deck, so tactics and plans started to get more ‘subtle’ (as befits the early Empire?!). So it was that what should have been the main Barbie ‘follow-up’ punch by the full weight of centre warbands quickly disintegrated into a hap-hazard race towards the solidifying Roman line! True, several auxiliary units were overwhelmed or brushed aside, but the Legion, with a few awkward moments, held their ground and developed a really nasty-looking right-hook…

As the Roman centre and left hold, the Roman right advance begins to advance…

As the central slog developed and the Barbarian flanks signally failed to get their act together (the chieftain/leaders were a might busy at this point, making some awful activation rolls or, err, dying at really inconvenient moments), it was then that two key factors began to sway the tide of battle:

    • The Roman generals co-operated in using the ‘pause to rally/re-organise’ option for units which had already been active.
    • These ‘reorganised’ units were then quickly thrown-in with support from those ‘brushed-aside’ auxiliaries in two-front attacks, converting disordered units into panicking mobs heading for the forest!

As it became clear that the central assault had failed and the core Legionary units had only been ‘dented’, with no sign of a pincer move from the flanks I thought it time that the tribesmen would consider they’d done enough for today and head home for some serious bardic singing and drinking, thus ending the battle.

AFTERWORD

 I think I’m correct in saying that the players, once they had mastered the system and individual cards, certainly seemed to enjoy themselves – which is a great end point for any game! Both players – not normal ancients types – seemed to like the idea that the system and cards were so tailored to that specific period and the armies concerned, rather than a ‘generic’ set spanning many hundreds of years which required the player’s experience to supply the realism. As I understand it, dear old Bob O’Brian (one of the key developers of WRG rules) only used to play strictly historical games – no Yorkists vs Egyptians etc.

As the designer I was also pleased with how ‘balanced’ the overall game was, both in terms of forces deployed, and my extremely amateur development of the various cards. It also validated the concept that the core system was so amenable to other ‘asymmetric’ situations, now covering subjects from Star Wars, Lord of the Rings, Roman Empire and (soon) Seven Samurai. A truly classic system, in my view.

Finally, the fact that my lightweight design had at least as much to do with a reading of Tacitus and Agricola than it did to a rewatching of ‘Carry On Cleo’ was not lost on the players, with one card allowing a bonus action for anyone who could name the actors playing certain supporting roles in that fabulous film…

My tremendous thanks, as ever, to a fabulous bunch of guys at the Maidstone club.

CREDITS

Rules and Card Decks:

As with almost all my games the rules are home-grown stuff and, as such, possible to extend or amend as you wish (the mark of a good product/system in my view). Hopefully these will appear on the blog site ‘real soon now’. If not, come along to the club and try it some time!

Original game:

Details of the original HASBRO “Star Wars Epic Duels” by Craig Van Ness (with assistance from Rob Daviau) can be found here:

https://boardgamegeek.com/boardgame/3284/star-wars-epic-duels

 Figures:

Thanks to the advent of so many superb plastic 28mm ranges, the web (eBay etc) is now awash with old and 2nd hand extremely units which can be had for quite reasonable amounts. And if, like me, you can barely paint the side of a house, many of said units come pre-painted. If you prefer the ‘look and feel’ of massed forces, however, the core system is quite happy as (like a boardgame) it is base-oriented, so you can put shed-loads of 15, 10, 6 or even 2mm strips on said bases.

Other previous outings:

    • ‘One Ring’ (Weathertop or Amon Sul): 4+ Ring Wraiths vs pre-Fellowship
    • ‘Fords of Isen’: ambush of Prince Theodred by massed Orcs & Wargs
    • ‘Pelennor Fields’: the charge of the Rohan cavalry vs besiegers, including 1/24th Mumakil!
    • ‘Mines of Moria’ down in the claustrophobic setting with 1:1 Fellowship trying to escape Bernard the Balrog!

(for more pics and other rules, see here: http://www.werelords.com/games2.htm )

There is a great fan-following on the net as well (for this and the original Star Trek game), with lots of suggestions for other card deck, scenarios etc.

BTW, I am also in the process of using the wonderful character-specific card system for such diverse topics as:

    • ‘Seven Samurai’ (final battle in the village); objective for the bandits is to kill as many peasants as possible as these represent the resilience / surrender level, thus making it a challenge for the deadly, professional samurai to protect them!
    • ‘Ranks of Bronze’ is based on the fab David Drake book of the same name in which a captured Roman Legion is sold to aliens! These creatures then deploy the Legion on various worlds which they wish to exploit but are forbidden by the Galactic Council to use any technology higher than the locals! By creating card decks for the alien races, a very interesting mini-campaign can thus be created.
    • ‘The Four Musketeers’ will see a return to fully back to 1:1 ratio, as we can now have card decks specific to the main characters, as well as more generic decks for thugs, mercenaries or of course the Cardinal’s Guard (boo, hiss…..).
    • Really Super Heroes is another 1:1 scale effort, this time featuring the various comic-book heroes and villains such as Batman etc. We may not stretch to Superman, as any character who can alter time and spin the planet around is a bit out of the ‘biff!’, ‘pow!’ league…

 Stay tuned to this blog……

Judge Dredd Battle Report – Attack the Block!

Club chairman Mark J reports:

On Saturday the 13th May meeting Mark H, Tim, Eric and I played Warlord Games Judge Dredd skirmish, we used 28mm figures and terrain depicting Mega City 1, including the famous Rowdy Yates block.

The infamous Rowdy Yates Block

The aim of the game was to take Rowdy Yates, there were four teams:

      • Justice, including Dredd (no creep messes with my home!)
      • Muties
      • City Def
      • Block Gang ‘Reasonable Approach’ (Albert Einstein Block)

City Def are located at Rowdy Yates, they are well armed with a sniper and rocket launcher, ready to take out anyone trying to take their block. The muties move in first dashing for one of the ground floor doors, there are fresh norms in there ripe and juicy for a cursed earth BBQ!

The Reasonable Approach Block Gang move in from the east, using the terrain as cover hoping to get in close with their sawn-off stump guns, they wave their reasonable banners as they move in shouting ‘we support the law’, ‘be reasonable’ and of course ‘e = mc2’!

The Reasonable Approach Block Gang

Justice next, coming in from the south; no one is fooling veteran street judge Milo who promptly shoots down one of Reasonable Approach, the gang immediately change their banners to ‘we hate the law!’. Meanwhile City Def start to pick off the muties on the ground floor, ‘supported’ by cadet judge Bow, city def attempt to fry some muties with a grenade but take out the young judge, game over for baby justice!

Rowdy Yates Tower , ground floor.

No way these muties are going down easy and street judge Bell takes a serious a hit after messing with a mutie packing a heavy spit gun. City Def buggs out to the second floor setting up an ambush for the muties, who are still pilling into Rowdy yates ground floor and heading for the lift and some tasty norms!

Dredd arrives on his Law Master ‘I am the Law!’, he’s not too happy that is old home is being attacked and he promptly jumps of his bike and heads for the front door his Lawgiver MkII at the ready. Reasonable approach keeps pushing from the east, taking out a mutie but taking some hits too. Dredd’s bike heads around Rowdy Yates and promptly dispatches justice taking out a mutie and a passing citizen! The not too happy muties head towards the lift at Rowdy Yates hoping to take out some norms.

City def unleash a rocket on Reasonable Approaching taking out one of the gang and exploding some fuel laden barrels. Seeing this, veteran Judge Milo moves to support Dredd and promptly runs into Judge Death who’s been lurking next to an add pod; a heart squeezing moment for Milo! Death also takes out rookie judge Reed and moves towards Rowdy Yates and Dredd ‘the ssentenccce isss death’.

The fight is getting hot in Rowdy Yates, city def wait on the second floor around the lift hoping to take out some muties. The muties oblige by coming up to the second floor, city def fire as the muties arrive but to no effect. One of city def is carrying a can of Boing and sprays the first mutie encasing him in an impenetrable plastic sphere! The second mutie roles out his buddy and heads back to the first floor. While all of this is going on, Reasonable Approach take out Dredd’s Lawmaster by exploding some chem waste. Dredd’s not happy and bursts into the ground floor of his old pad taking out two muties, he takes three hits but shrugs them off.

Death heads towards Dredd, seeing him from the corner of his eye Dredd spins around and fires a hotshot round at Death, nothing doing! Dredd rushes out of the building and attacks Death with his day stick and a culinary laser he happened to have tucked in his boot!

Judge Dredd and Judge Death

A mutie heads back up the lift, licking his lips in anticipation of some fresh norm meat. As he arrives on the second-floor, city def throw in a hi ex grenade, BOOM! The mutie manages to throw himself to the floor and the explosion comes right back at city def frying three of them but they remain standing and take out the mutie.

Dredd and Death proceed to knock lumps off each other but no-one’s winning the fight, Reasonable Approach move in close to Rowdy Yates and city Def seeing this, move back to the ground floor; singed but still in the fight. Seeing Dredd and Death fighting it out, the city def Boing guy moves in to help Dredd and manages to encase Death in Boing!

The games ends there, Dredd’s still standing but the rest of justice are dead, the muties are in bad shape but have caused a heap of chaos, Reasonable Approach are a few down but in the building. City def are a little charred but hold their block! A great game with many laughs and sticky moments, just as it should be in the Big Meg.

Mark H double checking his stats

Society Meeting 13th May 2023

A short round up of games played at our last meeting.

The usual FOG suspects staged a 6mm game, Mid Republican Roman vs Later Selucid.

Mark ran a 28mm Judge Dredd game, with virulent scenery, you may need your sunglasses.

Close up of the tower block

Jeremey and Stephen continued their refight of the War of the Roses, this time recreating Towton.

Each were “assisted” by two sub commanders this time, on the Lancastrian side with Stephen were Andy and Tony G, with Tony F and Peter joining the Yorkist commander, Jeremey.

Andy & Tony F both switched sides since the last campaign game (not unusual in the War of the Roses). There will be a full report on this game written up by the victorious commander.

Armies deployed, Yorkist on the left, Lancastrian on the right
Yorkist Centre
More Yorkists
Stephen’s victorious Border Horse.
A truly dismal roll by the Lancastrian’s French crossbowmen, three 1s
Lancastrian centre, what’s left of it.
The Lancastrian dead. Units with red dice were Andy’s, blue dice were Tony G’s and black dice were Stephen’s

 

Ill met by moonlight

A fresh look at Border Reivers by society member John.

Above – The Dead Pool – Curst Eckie comes a cropper

Introduction

As many of you know this subject is dear to my heart since reading “Steel Bonnets” by George MacDonald Fraser, the Flashman novelist – a cracking read. It stimulated me to wargame this period when I first joined the club and the game featured as a club game shortly after. Here’s a brief historical introduction for those who are unfamiliar with the period.

The Border Reiver is a unique figure in British history. Starting in the late Middle Ages incursions from both sides of the England/ Scotland border and the method of inheritance where the land was shared between all the sons led to a situation where it was difficult to maintain a living in the area. Livestock breeding became the mainstay of life and through it, cattle rustling and the attendant protection racket (Blackmail) became widespread. It should be noted that these activities were not exclusively English/ Scottish affairs and there was much inter marriage across the border making policing more difficult. These activities reached a peak in the 16th century and were brought to an abrupt end when James I and VI came to the English throne.

I had been unhappy with all the rulesets I’d tried as I didn’t think they captured the small-scale skirmishes I was keen to game. Spurred on by finding I have probable genetic links to two Reiver families through my Mother’s Ulster roots, I decided to write my own rules. Reiving reached a peak in the mid to late sixteenth century and it is this period that is the subject of these rules.

Design Goals

Before starting out, I set some design goals

Scale – These rules are not about large private armies but focus on the family units where the head of the house could be served a dish of spurs when the larder was empty and there were mouths to feed. I thought about 20 figures in total on a 3ft playing surface which fitted my collection of old 28mm figures and accurate scratch built fortified farm houses known as Bastles.

Table set up, the quiet before the storm at Gatehouse North Bastle

Style – I felt strongly that the games had to be scenario led. It wasn’t about eliminating the Opponent’s force but achieving the scenario objective. In fact, in the Reiver world eliminating the Opponent’s force could lead to a noose or provoke a feud (scenarios and rules for feuds are included). To this end I have outlines for nearly twenty different scenarios and there is scope to link scenarios for a club day. I hope at some stage to add a campaign system.

Mechanics

Characters – I gave individual Reivers a status Elite, Veteran, Borderer and Farmer/Levy. According to status, reivers would have a number of skills. For each mission a Leader would pick a gang with skills specific for that mission. Combat skills are included so a player has to choose between a mixture of combat skills and mission specific skills before starting. Leaders get a Leader skill automatically; they can issue orders to other members of the gang and rally them. Leaders can allocate one of their skill points to be Inspired. They have a larger command radius and rally models more easily. I am also working on a series of traits to flesh out the characters further. In a small-scale skirmish, this character development seems important.

Activation – I did not believe an I go/you go approach was the right so went for a card driven method with an End of Turn card. Reivers were known by nicknames so individually named cards was just right and I decided the End of Turn card should be denoted by a weather condition – Torrential downpour for day actions and Full Moon for night actions. This would mean that some characters do not get to activate.  Other cards would cover changes in weather (affecting visibility movement and ranged combat), a key feature of Reiver actions was stealth and forces would mainly start on hidden markers reflecting their sneaky activities.

Hidden counters
A selection of cards.

Sleet shows the adverse effects when drawn. Scumfished (smoking out a building’s occupants) has a turn counter until the effect is triggered

Forces of law and order, weather and End of Turn cards
Character cards

Actions – an activated model has up to three actions, this will be reduced depending on weather, wounds or if carrying out a specific action. Some actions require a success roll on two D6, if the model has the relevant skill, it rolls an extra D6 and takes the best two results.

Combat – I reasoned that close combat between two opponents with similar capabilities and well armoured would favour the defender and their armour. Those models with close combat skills get to roll additional dice and pick the best roll. For ranged combat, models get to roll additional dice and select the best roll too, following the same principle. Those models which are severely wounded reroll to see if the model is killed. The method ensures that models stick around for longer, so the game does not come to a premature conclusion.

Morale – This is tested at two levels, each model receives a morale marker each time something bad happens such as failing a skill check when climbing a ladder and hence falling off, when a model stumbles during movement or after combat and when wounded. It’s the Leader’s role to get the figures to “snap to it” . If the morale markers are not removed, the individual model has to check and may quit the field. If the model is involved in close combat, these morale markers negatively affect the modified dice roll and the model is more likely to receive a severe wound.

I have put in a force morale check as well. A point can be reached where the number of casualties or the amount of bad luck suffered causes the whole gang to retreat or quit the field.

Encounters at Night – it’s more than just the reduced visibility, I’ve added getting lost as a risk for those models which move out of command radius and a risk of attacking models on the same side by use of a “Scotch Mist” card.

More cards – Red Mist puts models in Feud mode

Forces of Law and Order – These are represented by two leaders, an area Lawman and his Deputy. They command a group of Garrison Levy who can only act under command and a Houndsman with dangerous dogs.

Play Testing

I’d like to thank Tony G, Tim, Bob, Jon and Alex for their helping in trying out the rules. So far the games appear to have gone well though there is quite a bit to do still and Alex gave some good ideas to help streamline game play and some suggestions to use for the campaign section as these are developed. Thanks to Tony G for helping with the garrison activation (yes, you were right about ranged combat so I have toned this down) There is still a lot to do so I’ll be carrying out more play testing so if you fancy trying something very different, please let me know.

Below are a selection of photos from play testing so far.

Dastardly Halls make off with the cattle.
Fire to the Door! A pre requisite of Scumfishing- smoking inhabitants out of a Bastle
Stowlugs apprehended
Bull is ironically gored

Lion Rampant and Baron’s War

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

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

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

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

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

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

Lion Rampant

First off Andy describes the Lion Rampant game.

Andy’s warband comprised:

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

Stephen’s warband comprised:

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

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

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

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

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

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

Andy’s Elite Cavalry halted by a flimsy fence.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Baron’s War

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

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

Stephen’s Retinue:

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

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

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

Unit:   6 x Veteran Bowmen

Unit:   10 x Green Crossbows

Andy’s Retinue:

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

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

Unit:   4 x Regular Mounted Sergeants

Unit:   6 x Regular Crossbowmen

Unit:   5 x Green Spearmen

Unit:   5 x Green Spearmen

Unit:   6 x Green Bowmen

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

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

Off to war we go

Anyway, let’s get on with the game.

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

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

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

Venison tonight lads!

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

Ready, aim…

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

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

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

The knights square up

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

Such an ignoble ending

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

Let’s rumble!

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

Back to Andy for his thoughts on the two rulesets.

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

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