30 Sep 2017

Impetvs Lancastrians and Western Romans


Up against Geoff in the first game of the draw. Up to now I've used mass
cavalry against defensive orientated armies. But they seem to struggle at
times. With the Lancastrian's possessing long range artillery and defenses
it allows them to set up and wait for the Romans to come to them.






















Romans went down the road of maximizing the 2/3s of the heavy foot being
VDU 6s. By the time you add light troops you have minimal cavalry. With
the enemy holding  a static position the cavalry's mobility is countered so
they are of limited use.












Skip six turns. Romans move from their deployment zone towards the 
enemy. Geoff sets up behind defenses and with his larger command on 
my more accessible left flank I decide to gang up on this. I use my 
smallest command to shield his smaller command. The biggest issue is 
getting into position without being worn down by his better archers.









Regrettably I use my skirmishers in the rough terrain but would have 
been better to have screened my troops getting them in without being 
decimated. Here the Roman right flank shadows his smaller command 
hopefully allowing for a miss match on the left.

 















One mistake was not setting up the middle command in line.
Thinking that movement through difficult terrain would have
been slower and disordered I opted for column to deploy. In
hindsight skirmishes could have helped cover the advance.
Attacking the Lancastrian's needed to match their support.
otherwise the combats were going to be mismatched.















Another issue was not moving wider with the left command
to gain an overlap, I was in a hurry so used the cavalry on
the flank. And was concerned that Geoff would redeploy
some of his units if I took to long.












Geoff's biggest issue was since he was camped in a corner
there was limited maneuverability left to him from the lack
of room.















Closup on the Lancastrians.

















Skirmishers were a little wasted in their deployment for the
Romans. But with the Lancastrian skirmishers also placed
poorly it balanced out. One of the good mechanics of
Impetvs is you have to set up blind to a limited degree. Only
being able to adjust your deployment gradually as both sides
deploy commands.






















 Timing the advance.


















One issue I find is when attacking someone else's command
from an angle I tend to not support my units as their's tend
to stay in line. But unlike the real thing we get chances to
improve tactics over time.





































The other key point is getting your troops into opportunity. One
balancing point was I payed for a genus commander and had too
commanders go up. Geoff had one go down.



















The battle was in the balance for quite a while, sometimes
a lack of being able to remove disorder's stopped the Romans
getting an advantage. The Lancastrian archers did well but his
was balanced out by the Roman's throwing reasonably well in
melee.













In the end the Roman's probably should have carried the flank
due to numbers. Tactics were fine but coordinating the attack
emphasized Geoff's experience over mine. This was quite telling
and at times his maneuvering outshone the Romans and gradually
the attack faltered.



















The fighting of the Roman's left wing command keep the final
outcome in doubt for most of the game. In the end we called
the game early as it was apparent the Lancastrian's weren't going
to break.














Quite an enjoyable game, and as usual I leave a little wiser
with the help of Geoff.








31 Aug 2017

Skirmish Rules

After playing a Song of Blades and Hero's I thought about implementing a set of rules that were fast play but allowed for factors to be entered into the combats that didn't overwhelm the results. The hard part was keeping it to favored six sided dice and making it free flowing. So first of all I considered throwing multiple dice but only counting the highest dice thrown.




Firstly gathering








4 Jul 2017

One for All!

Most gaming clubs have a split of larger battles and smaller skirmishes
taking place on their gaming tables.
Skirmish games have advantages. Less figure's, quicker games and often
a role playing element that you don't have in larger engagements. Where
you have, "so and so" did this. Or a hero emerges after winning five
combats while wounded. The role play aspect also allows humour and
personality onto the table. This is a good way of introducing members of
the role play gaming community to wargaming.




















One for All is one of the best. With a handful of Cardinals Guards, who
would ever want to play the good guys is beyond me, your ready to go.
The scenery is what makes these games. Often the ad lib style of play
rewards imagination and creates a fun session.




















Rather than go into in-depth details of game specifics below is a link to
Eureka's site where you can down load a free set of the rules and get an
idea of game play.

http://eurekamin.com.au/andoneforall.php




















The great advantage is here you can collect both sides, have non-playing
characters and cool scenery without breaking the budget or taking up all
your painting time. And best of all every game can have a different scenario.



3 Jun 2017

Song of Blades and Heros


If your looking for a fun quick play skirmish game, Song of Blades and Hero's is easy to pickup for newcomers and allows gaming with limited resources. Basically you throw one to three dice for your troops, activation up to those number of actions. If you fail the turn moves to the next player.
Combats are reasonable simple both sides throwing one die modified by factors like multiple figures ganging up on a defender and whether the character has been knocked down in the previous melee. Mark arranged the three player game so that we diced for order of play each turn which gave a fair and random nature to the game.


My orc raiding party started in the middle of one board edge with the men on the left flank and skeletons on my right flank. I decided to split the command, as this would be suicidal, and carnage was our aim.





















Marks army of undead approached singing, "knick knack paddy whack give a dog a bone" obviously Irish undead.
Men, boring men
A stray dog who after several minutes of discussion we settled on, "the dog" as a title.
After many years of inactivity my orc figures finally had a  chance to prove that they were worth more than a cameo with Sam the cat in a previous post.
Military songs about bones aren't a good idea when there is one around.
Time to slaughter the humans.
We are gonna kick arse, Azhug yells as he leads the attack.
I like necrophilia but I'd rather my partner had a bit of flesh for padding.
Seems that the humans take large posts into battle, odd custom.

Sadly Azhug is reduced to a red puddle and suddenly things aren't so rosey for Sunuguk and Ugghar. But we press on
On the right flank the bone people have a liking for ganging up on the orcs. While my strongest orc, "Harag" seems to be hanging back from combat.
Sunuguk joins Azhug as a red puddle and things are looking desperate for Ugghar.


The men realizing the undead are the biggest threat send half their force in what looks to be a temporary truce with their historical foes the orcs
Seems that the skeletons have capture the men ram.
The stray dog called, "The Dog" has  a passion for bone people and starts causing havoc.
Ugghar is being molested. Literally if they were trying to kill him he would be dead by now.
Grok goes down on one knee but somehow manages to avoid the sickle the nearest Skeleton is swinging at him.
Dramatic attacks from the men take down two skeletons in gruesome fashion. The remaining skeletons throw on the "witness gruesome death table" but only  smirk at their friends deaths.
Ugghar after knocking one human to the ground makes a run for it minus his underwear.
"The Dog" completes the massacre killing the remaining skeleton.
Things seem fairly well matched.
Another human goes down as Grok gets back to his feet and pokes his sword  into the warriors heart. Actually his back but that sounded cowardly.
Seems the Dog is bored with gnawing the dead. And attaches himself to the nearest mans leg and starts ******* *** (R18).


Harag the largest most fearsome and least clothed orc finally makes an appearance. He distracts one of the humans in a most lewd fashion while Grok stabs another human to death from behind. 
With the two prone men killed, one by Harag in obscene fashion and the other torn gruesomely to pieces by "the Dog". The remaining men decide to flee. Grok, Harag, Brurbagand and Ugghar decide not to waste the opportunity in front of them. And take, "The Dog" to the beach. No animals were hurt in the making of this blog. Tragically, "The Dog" was swept away by a large wave. At this time he is sadly still not been found.


31 May 2017

Saga Normans v Vikings


Mark brought along his nice Viking figures for me to use . In return I lent him my partially painted Normans which seemed like a fair swap. Reversing the armies gives you a nice understanding of the problems your own army imposes and their weaknesses. We set up on the first scenario in the book. One I favour for the Normans as it doesn't tie you to any objectives and relys solely on either killing the opposing warlord or going for a points decision.



















Mark went with the almost obligatory unit of bow and added the crossbow. This caters to the missile advantages while the warriors with crossbow added a saga dice to the mix. He then maximized the Cavalry into two units of double sized heath guard which packs quite a punch. The only negative is he dropped one saga dice from his allotment.

I went with two units of warriors twelve strong shielding two smaller heathguard units. As I thought he may try to pick of the advancing units and withdrawal I also opted for one bow unit in a position to cut off his retreat.

Mark set up reasonable close to the middle of the board on my left flank. I felt the best option was to rush him and rely on the superior melee and fatigue options the Vikings so I set up as close to him as I could as I also had the first move.




















Closing withing striking distance I also saved several key dice on the battle board that would allow me re rolls to gain eight saga dice for the next turn. Mark fired off his bow decimating one of the large units of warriors with six casualties. He then charged in his cavalry to mixed results. Taking out the remaining warriors but also suffering a few Heathguard as casualties.This added fatigue to most of my units but as Vikings this was easily countered. My counter charge wiped out his cavalry causing his crossbowmen to take a fatigue.




















I went for broke realizing If I could take out his crossbows not only would it lower his saga dice to three but would also put a fatigue on his Warlord and remaining mounted Heathguard. I ended up having to do two separate attacks to take out the crossbows. This caused two problems. One after taking the initial casualties his remaining troops were two far away to cause fatigue once they were wiped out. Secondly it left my Warlord exposed and with only a couple of Warriors as protection Mark charged in with the final heathguard unit. 




















My warlord was chopped to pieces. With hindsight a unit of berserkas instead of bows could have come in handy and would have enables a larger unit of heathguard, but with the mobility of the Normans that wasn't really an option. And a little bit of luck with the attack on the crossbows could have made everything much closer. An enjoyable game. Where on the way home in the car I could make out faint mocking taunts from my Normans  in the back seat.