Tuesday, July 25, 2017

Riders in the Pass! Light the Beacon!

When rumours of a new host gathering north of the mountains, Sir John Ravenswood, Captain of the Tower, sent word to the Earl, gathered such men as were at hand, and rode north to disperse them.

The Beacon is lit! Will anyone answer in time?

As the first Midlish scouts hove in view,  the mercenaries manning the border post at  Dunbeag blew the Horn and lit the Beacon to summon aid

Monday, July 24, 2017

Clearing Away the Cobwebs. (amended 26 Jul 2017)

As I prepared to dust off my Medieval/Fantasy forces, I started picturing an Old School game with traditional multi-stand units but then......well, then I looked at the shelf and was reminded that in 2015 I had rebased the figures as small single stand units that could be grouped temporarily.

OK that works too and I already have some table ready forces so I looked at the rules from 2015 and updated them.

2015 Ambush game.
Back of a Post(card) Rules.
(Note: Before the game set up I decided I'd rather use my brightly painted 6cm increment sticks than have to peer at inches on a tape and didn't really want to roll dice for movement after all. During the game I decided that melee needed to be clarified and made less deadly. This result is this summary of how the game was actually played.)

Groups. A Group is 1 stand or multiple stands which are touching and aligned.

Measuring. All measuring is in terms of lengths which are anything that works for you.  I usually use 3" with my 25's on 60mm bases.

Initiative. Draw a card each turn to see who goes first. Include chance cards if desired.

Sequence. Active side moves and/or shoots all units then resolves melee group by group.

Command. If group is not within 6 lengths of Commander must roll:
5,6 obey orders, 3,4 1/2 move no charge unless shock troops, 1,2 No Move.  -1 if Levy +1 If Elite/Veteran

Movement.
  • 2 lengths  for Infantry, Artillery or Wagons, 3 lengths for Light Infantry, Great Beasts or Heavy Cavalry, 4 lengths for Cavalry, 5 lengths for Light Cavalry.  
  • Charge to front only. A stand may not shoot and charge.
  • Single stands may move any direction and change facing. Groups may only wheel unless drilled.
  • Group within 1 length of front of enemy may only move towards it or retreat away from it. 
  • To form or reform a group, a designated guide stand must stand still. Pikes can form square if they don't move.
  • Woods etc lose 1 length if Infantry, 2 if any mounted. 
  • Skirmishers may move through others, cavalry may move through freindly skirmishers. 


Missile Fire.

  • Target must be to front except horse archers may fire to rear. 45 degree arc either side of ahead.
  • Shoot once per turn
  • Archers shoot 4  lengths if they do not move that turn, 
  • Horse Archers and Skirmishers may shoot 2 lengths then move,
  • Artillery shoot 8 lengths if they do not move that turn and are deployed. Takes a whole move to deploy or pack up mobile artillery.  
  • 5,6 hits Owner of group chooses where to put hit.
    +1 if artillery
    -1 vs cover or heavy. 
Melee.
  • Stands in contact roll vs enemy in contact with front. Hits go on opposing stand in contact. 
  • Roll 2 dice per stand 
  • add 1 die for each overlapping friend not itself in contact
  • add 1 die if shock troops charging or if any pursuing
  • lose 1 die if any but light infantry and skirmishers are in or charged through woods or over an  obstacle.
  • Each 5,6 hits
  • -1 per die vs enemy who is heavy or in cover or is spearmen being attacked from the front
  • +1 per die vs skirmishers or light 
  • Commander in contact rolls extra die but 1=wounded. Roll again 1=dead o/w out of action 1 turn.
After Melee.
  • Remove destroyed stands.
  • A stand still in contact that took more hits than it inflicted will recoil 1 length unless blocked. The opposing stand may follow up if they charged this player turn and must do so if Impetuous. 
Morale.
  • Strength. Hits are a mix of casualties, fatigue, fear etc. When a stand has taken as many hits as its strength it is removed. Light infantry and all Cavalry take 3 hits, other Infantry take 4 hits. 
       +1 hit if Heavy
       +1 hit if Elite/Veteran
       -1 hit if levy.
  • Rally. A Stand with 2 or more hits which is not within bow shot of enemy may Rally instead of moving. Roll 1 die 5,6 recovers 1 hit.
  • Commander Morale. Army losing 1/2 stands concedes unless scenario overrules. Scenario Objectives may be used to boost morale.



Saturday, July 22, 2017

The Earl will take the field!

As noted previously on my Game of the Month Blog, the proposed 40mm version of my Gathering of Hosts campaign has been officially binned. The Elastolins will be freed from their bases and go back to their proper place in Prince Valiant inspired  skirmishes.

The Earl of Cowcross will take the field again.
I'm also going to roll the rules back to multi-stand units rather than adhoc groups of individual elements. Might even put it back on the grid..........

Hopefully a game before the end of the month. Its been hot here, I'd like to feel the North Wind finally blow across my table.

The Northern Barbarians, do they really exist or are they the stuff of old folk tales?



Friday, April 28, 2017

A Man with Two Blogs is Never Sure

It was clear enough when I started this blog, it was about building the armies for a particular not precisely historical campaign. It has wandered a bit since then from everything pre horse and musket to nothing at all but as I continue to shrink my collections (they aren't projects since they have neither an endpoint, other than death or disability, nor a plan to get there.) I am once again dedicating this blog to just things relating to my fantasy/early medieval Kingdoms of the Five Winds setting. (Why 5 not 4? One day I may have an answer.)


Which still begs the question of whether this Portable Ancient Wargame test game using my Elastolin armies of the Five Kingdoms should have​ been posted here or not. Anyway if you like the Elastolins please check it out there!

Sunday, March 26, 2017

Turning Back Time

After much thought about what the objective is, reviewing of various past rules, rolling some dice and revisiting a stack of books from Montluc to Oman to Gush and on and on into the 21st Century,.........I decided to roll the clock back ten years and start with the original Rough  Wooing rules that Rob and I put together for 2005 and begin meddling again from that start point with the experience of a number of convention and club games under my belt amongst other things.

Turn 4 just getting underway.
So, essentially, the old card activation, the old variable length moves not rolling for every skirmisher stand, a simpler command control roll, simplified manoeuvres, improved (hopefully) combat and simplified morale.

Here is a link to the rough draft being tested.

I am considering this as a variant of the Gathering of Hosts so, if it works as intended, I will do a version for medieval fantasy battles using the ideas and mechanisms with different troop types.

Monday, March 20, 2017

De-radicalizing the Hosts

For a while now I've noted that my medieval/Renaissance troops rarely get off the shelf. I've been hoping that it was purely due to other commitments but at last as Huzzah approaches, I've had to admit to myself that, deep down, I'm not really happy with the way the rules have gone with generic everything, no units, vague, clinical language and so on.


Somewhere in France c1544.

So, after a single turn of a test game, I decided to stop and start over with something more conventional. Something with units  but with the old Rough Wooing variable moves and combat dice per stand.  The draft rules need a bit of work before posting, filling in blanks etc but the ensuing game was fun and felt right.

The fighting begins in earnest. 
(Which is to say before I kept forgetting to take pictures.)


Felt like another actually! I'll have another test game played and the rules posted by the weekend and hopefully a battle report.

Monday, January 9, 2017

Coming Soon, a new adventure

All is quiet at home. What is a Warrior Prince to do? 
Duke Stephen leads a British force to save the stronghold of Bellemont and meets an old enemy!
At last the call comes! Rome has been assailed by the hordes of Attla! Who will come to her aid?