Wednesday, 6 November 2013

The Battle Continues

Turn 3
Encouraged by the angels demise the Orc Chieftain pushes forward with the attack (and rolls 5 command points). The two hordes of pilgrims that stalled in their charge against the Trollkin are cut off and vulnerable so the Trollkin charge them (I am assuming that that cost 1 cp for each unit as it is a charge rather than an advance). The fight was very one-sided and the Trollkins soon routed the pilgrims.

The Trollkin charge into the Pilgrim Hordes


I've decided to use default for the Trollkin, forcing the two pilgrim hordes to roll under 4 on d20's. Both fail (13 and 18) and are damaged and beaten back by 9 and 14 inches respectively, causing the latter to rout off the board completely while the former has 9 damage tokens placed on him. 

As the surviving pilgrims raced back the right flank Orc riders seized the opportunity and charged into the rear of the fleeing men, who fought bravely to protect their rear but they are no match. Not a hope really - the riders caused another damage token so the horde had to roll under 13 with ten dice...yeah right!

Riders charge into the rear of the pilgrim. No wonder Brother Equile throws his hands up in horror!

On the left flank two of the units of Orc riders charge into the remaining two pilgrim hordes causing more damage to them (both now have 5 damage dice on them) though they fight bravely on.

 
And the Orc Riders on the left flank charge into the remaining Pilgrim Hordes


Not disheartened by the minor setback, Abbot Crispin presses on with the attack. After all, just one saved soul is worth the martyrdom of millions (he is sure he has read that somewhere in the scriptures!)

The Crusaders get 11 cps which is going to keep them busy with their depleted numbers but now another pause while I put my son to bed. I hope to be back later today. OK I'm back but not for long.

The remaining pilgrim hordes continue the fight against the Orc Riders and have mixed results. One takes more damage and it is sufficient for it to be destroyed but the other manages to get the better of the orcs and throws them into disorder.

Meanwhile on the other flank the crossbowmen decide to take a shot at the Riders who are bearing down on them and perhaps their god is going to bless them after all as the flying bolts rip into the riders and their beasts (a natural 1!)

Sorry, Folks, I ran out of time today. We'll have to wait until next Thursday to discover if the Crusaders can make a miraculous comeback.

 

Let Battle Commence

Playing this solo, I used dice rolls to lay out the scenery which, as you can see, rather messed up the Nomadic Orcs's initial deployment. And I used RRtK's rules for deploying the troops, classing the Nomadic Orcs as a 'B' type - mainly mounted and fast - and the Crusaders as an 'A' type - heavily reliant on melee troops albeit they're rubbish pilgrims!

Rolling for who would move first, the Nomadic Orcs got the upper hand and for the first go, decided to live dangerously for the command roll - got the maximum 8 and that was even forgetting that I could roll more than one die (I must withdraw myself from HotT mode!)

The Initial Layout
  
Angels and Crossbowmen on the Left Flank
Pilgrim Hordes with Abbott Crispin and Brother Equile

 
More Pilgrim Hordes with Brother Germaline
 
Knights and Crossbowmen on the Right Flank
 
The Orc Right Flank
 
The Orc Centre with Trollkin, Chieftain and Orc Nobles
More Orc Riders on the Left Flank
 Turn 1
Deciding to take the initiative, the Orc Chieftain ordered a general advance
and riders moved forward at a furious pace with the units on both flanks seeking to get around the sides of their enemy.

I decided to  go dangerous with all the units and all scores were average or above (why can't I roll like this when I play my son?). Lastly I moved the Chieftain - 3!

Taken aback by the enthusiasm of his troops, the chieftain decided to play it a little more cautiously.

The Crusaders' turn and the command roll is also good - 11 (again I forgot to roll more than one die...grr). This could be a short game.

Encouraged to see the Orcs moving forward to embrace their holy enlightenment, the Abbot also proclaims a general advance and the pilgrims singing the latest battle hymn rush headlong towards the centre of the enemy.

The crossbowmen also move forward and let fly with their bolts at the flanking Orc riders, hopefully softening up their ranks for the angels and knights. The crossbowmen on the right flank miss their target (dangerous roll of 2) but those on the left flank hit their much closer enemy (only 5" so default will suffice) throwing one unit into disorder. Seeing their opportunity to swoop down upon the shaken enemy the angel host cry out with a loud voice and edge forward (tried a charge move and rolled two 2's!). Meanwhile the Abbot and monks, being men of peace, followed the angels' example and moved forward just enough to show that "we're all in this together" (rolled two 1's and a 4 - might go for default in the next turn).

Turn 2
I decided to try default for the Nomadic Orcs so 4 command points - rally the unit hit by the crossbows (2 points) and charge (2 points). That's that for this go!
 
Angered by the crossbowmen, the Orc riders rallied and charged into their attackers and this time it is the crossbowmen's turn to be disordered (4 & 7 v 11).

Orc Riders Chanrge into the Crossbowman
 
I managed to remember the multiple dice roll and scored 10 for the Crusaders' command points.

The crossbowmen, not too happy about getting into hand-to-hand combat, rally and quickly disengage (5 cp) shouting to the angels "We've softened them up. They're all yours for the taking!" as the host passes overhead. The angels need no more prompting and this time sweep in for the kill (just making it!)  
 
The Angelic Host sweeps in for the kill

The fighting is intense but not surprisingly the riders go under the furious onslaught from above. What is surprising is that the angels also are destroyed. Oh dear! The angels' 3d4 get 1,2 & 4 but the Orcs' 1d10 also gets a 1. I wasn't expecting that!

Meanwhile the pilgrims, wanting their moment of glory (or martyrdom) continue to rush forward against the enemy but perhaps shaken by the departure of their supernatural allies fail to engage. Unbelieveable - 2 inches away and for my charge I roll two 1's!
Two 1's!
The abbot and the monks sensing unease in the ranks advance a little quicker this time to bolster up the ranks.
The Situation after Turn 2
 There will now be a short interlude while I go and do the weekly shopping. :)






Saturday, 2 November 2013

Prepping for a Game of Mayhem

I've managed to paint and base enough generals and heroes for two armies for "Mayhem". And I've read through the rules several times and sent Brent Spivey, the writer, a number of questions to get some points clarified so I think that I'm ready to give the rules a go.

I quite like the idea from 2HW's Rally Round the King" of not having full control of the choice of units so I have created tables for the two armies creating a basic foundation for each of them of around 100 Crowns and then rolling dice for the other 100 crowns' worth.

So here goes....

Spring has sprung and it is time for campaigning to commence. In his private chapel Abbot Crispin the Third has been meditating upon the scriptures and interceding with his deity for guidance. With whom should he share the love of god this year?

In the "Gospel of St Justinian" (a very late addition to the scriptures and, no doubt, a likely source for another Dan Brown blockbuster) he reads, "I will draw my flock from other meadows" and he has an epiphany. That's it! His god doesn't just want humans to join his followers. His love is for everyone. And so Crispin proclaims a crusade to free all peoples from the tyranny of ignorance, starting with the orcs that wander the nearby Steppes of Hordaz.

His call is soon answered by two equally zealous monks, Brothers Germaline and Equile, who scour the parishes recruiting an army worthy of this holy quest - a mixture of professional warriors supported by masses of enthusiastic but unskilled pilgrims. And as the Abbot leads his army out they are joined by a host of angels - surely a sign that their god will bless this venture. 

Meanwhile, on the Steppes of Hordaz, the Wargs growl uneasily, troubled by the smell of incense wafting through the air. The Orc pickets spot the mass of white cloth and silver helms and send news to their chieftain, "Muster the riders!"

The Crusaders
Abbot Crispin (the General)
Leadership D12
Move D6
CQ D20
BAR D20
General
Cost 10 Crowns

Brother Germaline (Hero)
Move D6
CQ D20
BAR D20
Hero, Spear & Shield
Cost 15 Crowns

Brother Equile (Hero)
Move D6
CQ D20
BAR D20
Hero
Cost 11 Crowns

One Unit of Knights
Move D8
CQ D10
BAR D10
Cavalry, Heavy Armour, Lance, Shield
Cost 26 Crowns

Two Units of Crossbowmen
Move D6
CQ D12
BAR D12
Crossbowmen
Cost 16 Crowns

Four Units of Pilgrims
Move D6
CQ D20
BAR D20
Hordes
Cost 15 Crowns

One Unit of Lesser Angels
Move D12
CQ D6
BAR D6
Flyers, Steadfast, Terror
Cost 46 Crowns

The Nomadic Orcs
Orc Chieftain (General)
Leadership  D8
Move D8
CQ D10
BAR D12
Cavalry, General, Sword
Cost 21 Crowns

One Unit of Orcs Nobles
Move D8
CQ D10
BAR D12
Cavalry, Elite, Musician, Standard
Cost 21 Crowns

Seven Units of Orc Riders
Move D8
CQ D10
BAR D12
Cavalry
Cost 17 Crowns

Two Units of Trollkin Mercenaries
Move D6
CQ D8
BAR D10
Berserkers, Beat Back
Cost 25 Crowns

That's the forces organised. I am probably going to have to wait until Wednesday to start the battle (and take the photographs).

Tuesday, 15 October 2013

Recruiting Again

Well, I've had a good read of Bombshell Games' "Mayhem" fantasy mass battle wargame rules and I have to say that I do like the look of them. They just give that little bit more opportunity than "Hordes of the Things" and "Rally Round the King" to tinker with your units so that you can create the type of troops exactly as you imagine. And thankfully Mayhem, while suggesting base-sizes, allows you to use units as already based for other games (both HoTT and RRtK use bases with 40mm frontages for 15mm figures).

The one problem is that both Mayhem and RRtK require heroes, generals and sorcerers to be based individually and preferably on round bases.

Queue a fortunate find on eBay:-



There's enough individual figures here to create a number of characters for several of my armies as well as bolster up a couple of them (RRtK needs more units than the average HoTT one).

And I've sold off my 15mm scifi stuff also thanks to eBay so I have some "pocket money" to fill the gaps in my armies' leadership. And I've got a few days annual coming up so hopefully I'll get some painting done too. Who knows...I might even get a game!!!!

Isn't life (and God) good!

Wednesday, 2 October 2013

Still in the Land of the Living

Like so many others, I been failing to keep up this blog. Sorry for that.

But I have been doing some painting, modelling and reading though sadly no gaming for quite some time.

In fact the only game I've played is a try out of the "Pulp Alley" Rules with some British Bobbies seeking to foil the plans of an evil cult. I know that a of people are raving about the rules but they didn't really work for me. I think that I am going to revert to using Two Hour Wargames' "Larger than Life" though I might take some ideas from other rules to flesh them out a bit.


 
Painting-wise, I have been gradually dealing with my lead mountain of 10mm fantasy and pulp and the three Pendraken resin ruins that I bought at Colours 2011. They paint up really well and give me a more urban setting for pulp games. And I almost forgot that I also painted most of a 15mm Hobbit Army for HoTT (I'll add some pictures to my gallery soon). I have only had the figures for about a decade so not bad, huh! I just need to paint up a few rangers and convert a barrel wagon so that it has a hobbit on top and then the army will be complete.


And I have also been doing some scratch-building of a fantasy village, using a cardboard tube, some plastic tubing and an old towelling sock. I'm really pleased how they turned out though I haven't quite decided who would live in such buildings.



My lack of gaming (and blog updating) has also convinced me that I need to hone down my interests to restrict myself so that I paint, model and read less and game more. So I am soon going to be selling off all my 15mm scifi (figures and scenery) on eBay and focus all my attentions on fantasy gaming - 15mm for large battles with HoTT if I play my son (when he's back from uni) or Rally Round the King and/or Mayhem for solo gaming and 10mm for skirmishing and dungeon crawling using Warrior Heroes - and perhaps the occasional 10mm pulp game.

Of course, like many wargamers, I have made myself similar promises before but I hope that this time I will stick to it. Watch this space.


Monday, 29 April 2013

A Little Help Would Be Much Appreciated

Hi All

Sorry, I haven't written for ages.

Any way, my son, Michael, is currently in the middle of seeking to break the world record for drumming along with 16 others at Nexus Trust in Coventry. They started at 9.00am BST on Saturday, 27th April  and hope to finish at 9.00am on Tuesday, 30th April. Yes 72 hour - ruddy mad!

Nexus have set up a live feed on Facebook so people can send words of encouragement to them.
I appreciate that you don't know him (or me reall for that matter) but I am sure that they would value any words of encouragement.

The link is https://www.facebook.com/nexusragweek

Cheers

Hugh

Thursday, 14 February 2013

Oh, I Do I Love Pendraken Miniatures!

Sorry it's been rather quiet recently but I've been gradually working my way through my 10mm lead mountain (as well as adding to it) and nearly getting rid of all my 28mm stuff.

So why the subtitle?

Well, three reasons.

Firstly Pendraken Figures are ready good figures.

Secondly they are great fun to convert with just a little bit of Pro-Create, a pair of clippers and a file or two. The three scientists below are all conversions from their SCW and  WW2 ranges as is the Rocketeer.



The plain-clothes officer is another conversion (same guy as the Rocketeer), the inspector in the flat cap is just a repaint job of a SCW guy and the three constables are as they come.


The old guy on the left is from their recent WW2 Refugee packet but just shouted out "Professor Quatermass" etc.
The guy on the right is a jolly good chap who has had a cloak and face mask added in an attempt to make him look like The Shadow albeit with a shotgun rather than pistols.


And thrdly, the guys at Pendraken are so ruddy helpful and obliging. Their packs are extremely reasonable any way but they are more than happy to send individual figures and chop and change to suit your needs.
I have just sent what I thought was a pretty awkward request - a couple of complete packs but all the others were 5 of this, 10 of that, the crew of that but without the mortar, one of them, several of them but with x amount of officers. Hey presto! In less than two weeks they all arrived just as requested.
So thank you, Pendraken Miniatures!