I've taken advantage of the absence of offspring and a sunny weekend to make some terrain.
Yes I know I should probably be painting soldiers, but, y'know sometimes you just gotta follow the muse.
Anyway I finished these two bits with big rocks on. The rocks are some yellow foam the builders left around when doing the extension. The rest is MDF and aquarium plants.
I guess this means it's time for another Adventures in Jimland trip for the Ballroom Expedition.
Or possibly that it's time to persuade the Sherwood Hucknall and Ilkeston Team to play some Triumph and Tragedy Darkest Africa style.
Or both.
Just in case anyone was wondering the images, words, crap jokes and all the other bits of content on these page remain my copyright. You don't have my permission to copy them or post them anywhere else on the web. This includes you Tango01 you thieving shitweasel.
Sunday, 31 July 2016
Friday, 29 July 2016
Of Gods and Mortals - Greeks v Spanish
With my kids away for a few weeks I have some more evenings when I'm not ferrying to and forth from swimming club and can instead get some games of soldiers in.
James and I haven't played a game for ages so this was too good an opportunity to pass up. He fancied a game of Of Gods and Mortals and having painted a Greek force only for the attention of the Gaming Heir to wander off I was more than happy to comply.
After exchanging small talk with James' charming daughter (subjects covered included castles, Wales, dolphins and dressing like a pirate) she was eventually persuaded it was bedtime and we could set up and get it on.
I took Hermes, eight naked Spartans, the Minotaur, Medusa, 6 archers and four centaurs.
James was itching to get some Spanish themed models on the table, so he took (and forgive me for not getting their names) a Portuguese Javelin god, three heroes - a beautiful woman, a fighty chap and a standard toting fellow - and then a unit of armoured infantry, thix thpanish thlingers and a small cavalry unit.
We scattered some lovely scenery about in a pleasing fashion, diced for the location of the fountain of youth and then deployed in the scatered fashion the rules demand.
Then we looked at each other and hesitantly tried to remember the rules...
Turn two and the huge Spanish god lumbered forward and lobbed javelins the size of telegraph poles at the archers, killing three.
Then we remembered the actual rules for killing stuff and put two models back. We weren't sure but decided Medusa probably had actually killed Juanita de las Tetas Grandes.
In my turn Hermes whizzed out and had a pop at the Portuguese Javelinist but to no avail.
I continued my advance whilst the Javelin god slaughtered the last of the archers.
The Spanish infantry, fearing the Minotaur would be too much for slinger to handle broke cover. The Minotaur bellowed a challenge and hurled himself into the fray.
Hermes decided to avenge his snake headed henchwoman but the result was another tie.
The Spanish infantry proved rather tougher than the Mino had imagined and he was cut down, leaving the infantry to close in on the centaurs.
The initial combat was a draw.
However Hermes, seeing no way out decided to take on the Spanish god once more, and despite prayers from the Spartans he lost and was banished from the mortal realm.
Unfortunately this was too much for the drunken centaurs who fled the field, taking me below break point and handing James the game.
That was good fun. I do like the Song Of... engine. It provides a fog of war effect without it being completely random - you can gamble or not - which makes for interesting decisions. The god/hero/mortal tiers and interactions add another interesting dimension to the core mechanics.
James an I were both pretty rusty, but had managed to remember most of it by the end.
Hoping for another game before the holidays are over.
Secondly what mythical beasts did the Spanish believe existed in this period? What's the Iberian equivalent of Medusa? If anyone has any suggestions leave them in the comments and I'll let James know.
James and I haven't played a game for ages so this was too good an opportunity to pass up. He fancied a game of Of Gods and Mortals and having painted a Greek force only for the attention of the Gaming Heir to wander off I was more than happy to comply.
After exchanging small talk with James' charming daughter (subjects covered included castles, Wales, dolphins and dressing like a pirate) she was eventually persuaded it was bedtime and we could set up and get it on.
I took Hermes, eight naked Spartans, the Minotaur, Medusa, 6 archers and four centaurs.
James was itching to get some Spanish themed models on the table, so he took (and forgive me for not getting their names) a Portuguese Javelin god, three heroes - a beautiful woman, a fighty chap and a standard toting fellow - and then a unit of armoured infantry, thix thpanish thlingers and a small cavalry unit.
We scattered some lovely scenery about in a pleasing fashion, diced for the location of the fountain of youth and then deployed in the scatered fashion the rules demand.
Then we looked at each other and hesitantly tried to remember the rules...
Fighty Spanish Hero and some infantry in the rocks
Thlingers preparing the thling thtones
Buff Spartans in the buff
The big Bull lad lurks by a ruin
Hermes swoops in
Greek archers lurk in the olive grove
We each of us remembered some of it and so the game began a little hesitantly. My centaurs turned out to be drunk. Oh good.
However over on my left Medusa slithered forward, drew back her bow and swiftly dispatched the Spanish Beauty.
Hermes meanwhile shot out of cover and smacked into the Spanish in the rocks. Unfortunately the combat was a draw and he whizzed back to his starting spot.
Then we remembered the actual rules for killing stuff and put two models back. We weren't sure but decided Medusa probably had actually killed Juanita de las Tetas Grandes.
In my turn Hermes whizzed out and had a pop at the Portuguese Javelinist but to no avail.
Candygram for Mongo, candygram for Mongo
Flush with success Medusa slithered out toward the slingers, but copped a rock to the snakes and fell over. Missing no opportunity the Spanish fighty lad, Juan Punch leaped off his rock and sliced off her head.
The Spanish infantry, fearing the Minotaur would be too much for slinger to handle broke cover. The Minotaur bellowed a challenge and hurled himself into the fray.
Hermes decided to avenge his snake headed henchwoman but the result was another tie.
The Spanish infantry proved rather tougher than the Mino had imagined and he was cut down, leaving the infantry to close in on the centaurs.
The initial combat was a draw.
However Hermes, seeing no way out decided to take on the Spanish god once more, and despite prayers from the Spartans he lost and was banished from the mortal realm.
Unfortunately this was too much for the drunken centaurs who fled the field, taking me below break point and handing James the game.
That was good fun. I do like the Song Of... engine. It provides a fog of war effect without it being completely random - you can gamble or not - which makes for interesting decisions. The god/hero/mortal tiers and interactions add another interesting dimension to the core mechanics.
James an I were both pretty rusty, but had managed to remember most of it by the end.
Hoping for another game before the holidays are over.
A couple of questions.
What's the advantage of Close Order? All it seems to be is a series of negatives (harder to move, penalty for flank charge) with no bonus we can see. Given the scale of the game there's no need for a close order formation so we couldn't understand what purpose it served.Secondly what mythical beasts did the Spanish believe existed in this period? What's the Iberian equivalent of Medusa? If anyone has any suggestions leave them in the comments and I'll let James know.
Monday, 25 July 2016
Dark Age One Hour Wargames AAR
A few weeks ago I bought Neil Thomas' book One Hour Wargames.
Primarily because it contains 30 scenarios and for the eight or so quid (it's gone up a bit) I spent on the book I was hoping to get some inspiration for some games.
I was also, I think, just wanting to spend some money on myself.
I didn't really buy the book with expectation of playing any games using the rules.
However a prolonged gaming drought and a warm summer evening combined and I decided to give the rules a try The book contains some solo play tips and I had six units each of 10mm Saxons and Romans sat near the paint table so all was set.
First job was to set up. And here was my first departure from the rules. One Hour Wargames is designed for a 3ft square table with units occupying a 4-6 inch frontage and movement measured in inches.
As I was using 10mm models on 4cm bases I decided to switch cm for inches (and even cut myself two wee measuring sticks from a BBQ skewer). However a 36cm square table would have been tiny. So I opted for 2ft square instead.
The rules advocate basic terrain and layout (we're all too busy, apparently - I may return to this in a later post) and I remained true to this, using a plain felt cloth, a simple old Citadel hill and marking the road with some strips of masking tape. Not terribly aesthetically pleasing, but functional.
The solo rules make use of chance cards, one is played for each side per turn. 1/3 have no effect (though as I had no archers that turned into nearly half) and the other add minor benefits (such as gain some wounds back) or inconveniences (some units can't move, for instance).
The game began with one of the Saxon units taking five hits before anything else happened. On the other side, part of the Roman war machine failed to leave the start line.
A couple of turns into the game and the Saxon centre has had an extra move via the chance cards and raced ahead,
So far the Romans have occupied the hill and the Saxons the crossroads, which are the two objectives for the game. Hold them both and you win.
Outmaneuvered, at this point the lone Saxon unit charges home.
Combat is a simple dice roll, only the active player gets to make attacks. Warband get an attack bonus, shieldwall reduces hits. It's a bit Rock/Paper/Scissors
In the Roman turn hits start to come back on the Saxon unit whilst the second Roman unit cuts off the support.
On the other flank the Saxons take advantage of a chance card to double move a unit into the side of the Romans. Unfortunately they roll low and the chance goes begging.
At this point I asked myself if Infantry should get Shieldwall when attacked from the side/rear. Logically I thought no, but given the simple nature of the rules and the Rock/Paper/Scissors nature of the match-ups I wasn't sure. Flank attacks double the hits, so losing shieldwall as well would be a double whammy.
In the end I diced for it - Shieldwall stayed.
On the other side the lone unit of Romans found itself in combat with two units.
Again the rules weren't explicit about whether a unit facing two enemies gets to do damage to both units. I decided not and directed all attacks at the flanking unit as they were the bigger threat. Maybe I should have just split the attack results between both units.
The result of the flank attack was quite devastating and the Romans were destroyed.
Meanwhile the other Roman units, realising that their defensive strength meant they should attack had left the hill and piled into the Saxons.
Over by the crossroads the previously flanked unit turned to face their opponents and the fight ground on.
The flanked Saxons managed to destroy their opponents to the front, but the hits were beginning to mount.
Units can take 15 hits before they are destroyed. This meant a lot of aesthetically displeasing dice on the table, but I'm not sure how else to record them without resort to mass book-keeping
Victorious Saxons now began to mob the Roman spearmen by the hill and got in a rear charge against another unit.
Another Roman unit was wiped out but in return a second Saxon unit was eliminated.
And a sudden swing from the unit by the crossroads ran down a third unit of Saxons.
At this point a chance card meant the Roman unit on the crossroads was able to move twice, throw themselves on the flank of the embattled Saxon unit and wipe them out. Leaving two units of Romans in possession of the crossroads.
The remaining roman spears by the hill retreated onto the hill and prepared to meet the Saxon charge.
They only had three wound left but with hill and shieldwall advantages they'd be difficult to finish off.
In the end I decided to send just one unit of Saxons to kill them off whilst the other made a desperate dash for the crossroads.
A unit of Roman spears marched out to meet the charging Saxon mob.
Eventually the warband managed to cut down the Romans and claim the hill.
However their brethren were unable to reach the crossroads as night fell and the game ended in a draw.
It was quite a balanced game, with the result unclear until the final turn or two.
It was nice to get the 10mm toys out again, and now I want to paint some more.
I think only having one troop type each made it a bit one dimensional, it's already a very basic and simple game, so only using a portion of the troops available didn't help.
It was a harmless diversion for an hour or so.
I might have a few more games if I paint some other models up.
There's no C&C or morale so everyone always does what's asked and fights to the death - which is pleasingly old school in the sense that's how I remember my first games of Warhammer.
I can't imagine ever playing it with my usual wargames opponents - we're never so time poor we've only got an hour and in two hours you can play a game of Warhammer or SAGA or Lion Rampant.
So it's likely to be only solo games, or quick games against one of the offspring and TBH if I'm playing this period solo unless I've only got an hour or so I'll dig out Dux Bellorum - which gives a more nuanced (though longer) game.
All that said, I didn't buy it for the rules and I'm glad I've tried them out.
Primarily because it contains 30 scenarios and for the eight or so quid (it's gone up a bit) I spent on the book I was hoping to get some inspiration for some games.
I was also, I think, just wanting to spend some money on myself.
I didn't really buy the book with expectation of playing any games using the rules.
However a prolonged gaming drought and a warm summer evening combined and I decided to give the rules a try The book contains some solo play tips and I had six units each of 10mm Saxons and Romans sat near the paint table so all was set.
First job was to set up. And here was my first departure from the rules. One Hour Wargames is designed for a 3ft square table with units occupying a 4-6 inch frontage and movement measured in inches.
As I was using 10mm models on 4cm bases I decided to switch cm for inches (and even cut myself two wee measuring sticks from a BBQ skewer). However a 36cm square table would have been tiny. So I opted for 2ft square instead.
The rules advocate basic terrain and layout (we're all too busy, apparently - I may return to this in a later post) and I remained true to this, using a plain felt cloth, a simple old Citadel hill and marking the road with some strips of masking tape. Not terribly aesthetically pleasing, but functional.
The table in all it's visually stimulating glory
The scenarios call for six units per side. You are supposed to dice for the various troop types. However all I had were six units of Saxons and VI units of Romans. Looking at the descriptions of troop types in the rules Warband fits my idea of early Saxon Warriors and Infantry (with their shieldwall rule) my idea of Late Roman infantry. So that's what I used, six of each.
I set up the Saxons and then diced for the position of the Romans. Ironically they exactly mirrored my set-up, so three units faced one another on the Saxon left, heading for the hill, 2 units each started on the road, ready to march for the crossroads and a unit each "floated" in the centre.
Romans prepare to occupy the hill
Whilst two more units prepare to march up the nice, straight Roman road
Where similar numbers of Saxons await them
The solo rules make use of chance cards, one is played for each side per turn. 1/3 have no effect (though as I had no archers that turned into nearly half) and the other add minor benefits (such as gain some wounds back) or inconveniences (some units can't move, for instance).
The game began with one of the Saxon units taking five hits before anything else happened. On the other side, part of the Roman war machine failed to leave the start line.
A couple of turns into the game and the Saxon centre has had an extra move via the chance cards and raced ahead,
So far the Romans have occupied the hill and the Saxons the crossroads, which are the two objectives for the game. Hold them both and you win.
The Saxon warriors push out onto the flank.
And the Romans turn to meet them.
At around this point I began to realise I'd not thought things through. Although the Warband troops get a combat advantage it's more than negated by the shieldwall of the Romans. So although you might think it should be the Saxons racing headlong forwards its actually best for the Romans to push ahead and restrict Saxon options. The Saxons have to get flank and rear attacks to make inroads
Outmaneuvered, at this point the lone Saxon unit charges home.
Combat is a simple dice roll, only the active player gets to make attacks. Warband get an attack bonus, shieldwall reduces hits. It's a bit Rock/Paper/Scissors
In the Roman turn hits start to come back on the Saxon unit whilst the second Roman unit cuts off the support.
On the other flank the Saxons take advantage of a chance card to double move a unit into the side of the Romans. Unfortunately they roll low and the chance goes begging.
At this point I asked myself if Infantry should get Shieldwall when attacked from the side/rear. Logically I thought no, but given the simple nature of the rules and the Rock/Paper/Scissors nature of the match-ups I wasn't sure. Flank attacks double the hits, so losing shieldwall as well would be a double whammy.
In the end I diced for it - Shieldwall stayed.
On the other side the lone unit of Romans found itself in combat with two units.
Again the rules weren't explicit about whether a unit facing two enemies gets to do damage to both units. I decided not and directed all attacks at the flanking unit as they were the bigger threat. Maybe I should have just split the attack results between both units.
The result of the flank attack was quite devastating and the Romans were destroyed.
Meanwhile the other Roman units, realising that their defensive strength meant they should attack had left the hill and piled into the Saxons.
Over by the crossroads the previously flanked unit turned to face their opponents and the fight ground on.
The flanked Saxons managed to destroy their opponents to the front, but the hits were beginning to mount.
Units can take 15 hits before they are destroyed. This meant a lot of aesthetically displeasing dice on the table, but I'm not sure how else to record them without resort to mass book-keeping
Victorious Saxons now began to mob the Roman spearmen by the hill and got in a rear charge against another unit.
Another Roman unit was wiped out but in return a second Saxon unit was eliminated.
And a sudden swing from the unit by the crossroads ran down a third unit of Saxons.
At this point a chance card meant the Roman unit on the crossroads was able to move twice, throw themselves on the flank of the embattled Saxon unit and wipe them out. Leaving two units of Romans in possession of the crossroads.
The remaining roman spears by the hill retreated onto the hill and prepared to meet the Saxon charge.
They only had three wound left but with hill and shieldwall advantages they'd be difficult to finish off.
In the end I decided to send just one unit of Saxons to kill them off whilst the other made a desperate dash for the crossroads.
A unit of Roman spears marched out to meet the charging Saxon mob.
Eventually the warband managed to cut down the Romans and claim the hill.
However their brethren were unable to reach the crossroads as night fell and the game ended in a draw.
So what did I think?
Well it lasted about an hour, as advertised, and will get faster - by the end I didn't need to check anything, except the chance card results.It was quite a balanced game, with the result unclear until the final turn or two.
It was nice to get the 10mm toys out again, and now I want to paint some more.
I think only having one troop type each made it a bit one dimensional, it's already a very basic and simple game, so only using a portion of the troops available didn't help.
It was a harmless diversion for an hour or so.
I might have a few more games if I paint some other models up.
There's no C&C or morale so everyone always does what's asked and fights to the death - which is pleasingly old school in the sense that's how I remember my first games of Warhammer.
I can't imagine ever playing it with my usual wargames opponents - we're never so time poor we've only got an hour and in two hours you can play a game of Warhammer or SAGA or Lion Rampant.
So it's likely to be only solo games, or quick games against one of the offspring and TBH if I'm playing this period solo unless I've only got an hour or so I'll dig out Dux Bellorum - which gives a more nuanced (though longer) game.
All that said, I didn't buy it for the rules and I'm glad I've tried them out.
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