An Old Midlish Rhyme
The wind from the North sings of heroes of Olde
The wind from the East makes our blood run Cold
The wind from the South smells of Spices and Gold
But the wind from the West tells of warriors Bold.
Showing posts with label Prince Valiant. Show all posts
Showing posts with label Prince Valiant. Show all posts

Monday, January 15, 2018

Prince Valiant and The Relief of Castle Rampant (1)

Having played a first test game of Dragon Rampant, I figured it was time to try it with the Prince Valiant Elastolins.

Having recently de-based the figures the obvious course of action was to make up 6 and 12 figure units as per the rules. It didn't take long to figure out that eight 24 pt armies were going to call for something like 90 cavalry and  240 foot. I might be able to fill that roster if I get busy gluing and painting, and maybe cast up a few Prince August Vikings, but I don't really want to and that is A LOT of loose Elastolins bouncing around far from home.

Luckily I kept the bases and if this test game works it won't take much to restore them. I have trees that need washer bases anyway. The plan is to use 2 bases for each unit, 2 cavalry or scouts or 4 infantry per base with little dice to track hits. 
What the game might look like if no Huns show up.
I find it helpful to try new rules with a familiar scenario to see how the two mesh. Since I've been pondering a larger, more complex, multiplayer castle relief setting for the Huzzah game, I decided to try CS Grant's Wagon Train scenario from scenarios for wargames.

It seemed unlikely that the list of Grant units would smoothly translate into four commands each of 24 points so I wasn't really surprised when it did. I'm used to the unlikely happening!

Here are the 24 point factions:

Roman Castle Garrison:
(only the cavalry may leave the castle)
Heavy Riders: 4 pts
Heavy Riders with Bow: 5 pts
2 Light infantry, mixed bow and spear: 10 pts
1 Catapult (Heavy Missile): 5 pts

Allied Relief Force:
Comitatus: Disciplined Elite Riders: 8 pts
Heavy Riders: 4 pts
Scouts: 2 pts
2 Offensive Light Infantry: 10 pts

Hun Attackers:
Comitatus: Elite Riders with Bow: 8 pts
2 Light Horse: 8 pts
Scouts: 2 pts
Offensive Light Infantry Javelins: 6 pts

Rugii Attackers:
Comitatus: Armoured Bellicose foot: 6
2 Offensive Light Foot: 10
2 Light Archers: 8

Now to set up some Glory Points or whatever they are called, for control of wagons, dueling etc . With multiple players I intend to let people give points to other players and strike up deals in the spirit of the times.

Sunday, June 12, 2016

Re-Gathering of Hosts

When a month went by without me being able to talk myself into playing another game or even painting or basing any figures for this high priority project I knew I had a problem. I decided to review my objectives and revisit the rules once again since I really wasn't sure where they were headed. Uncertainty is the death of enthusiasm.



Inside the walls of Nulpartium the anxious garrison watches a vital convoy under assault.

The primary goal was something new which would be suitable for a convention setting where there would be 6 or 8 players, each with up to a dozen units, who would be given a 5 minute briefing and a QRS and then thrown into battle. Past experience tells me that this can work, even with novice gamers, if the rules are simple and clear. A quick review confirmed my suspicion that I had been wandering away from straight forward.

A secondary goal was to develop something that a gamer in the 70's might have cobbled together bssed on published rules with the provisio that it had to work with single unit stands regardless of the number of figures. That pretty much left me working with Morschauser's Shock Period rules despite my own experience back then all being WRG and Featherstone. I'm sure there are other possible sources of inspiration but I'd as soon work with what I am already familiar with.

The last couple of drafts had wandered so far from Morschauser's rules that the inspiration was no longer recognizable. I got out my copy and started over.


A replay of the ol' wagon train. Romans under attack by Germanic allies of the Huns.
The first thing I did was to review the very bloody melee rules to look at the odds and whether converting the both die result to a tie would help or if there was at least a way to use his factors and simplicity. I managed the last two by turning the melee rating into the number of dice to be rolled and using his shooting dice scores for melee as well.

Next I ditched all the excess fidgety bits I had added about formations and low level tactics. I also ditched the new sequence of play and went back to move and/or shoot on your turn with a joint melee phase at the end. I kept the initiative roll since I like it and it goes back at least as far as Featherstone.
Just when all looked bleak with Barbarians amidst the Bullocks, the Tribune sacrificed himself to save the last wagon. By a freak of the dice the Barbarian chieftain was slain on the farside of the hill at the same time. When the dust settled both armies were shaken and could no longer shoot or attack. Only the city garrison was unaffected, including the unit of cavalry which had ridden out to save the convoy. One cart has been ransacked, another was abandoned when the driver panicked but can now be rescued while the 3rd was indeed saved by the Tribune since the Huns, who were about to slay the driver and pillage it, also panicked when their Chieftain fell.
The end result of this was a cracking little Wagon Train game that had me on the edge of my seat  until the whole thing was upturned and reversed at the last minute. I am stoked now to get back to painting and basing and to play some more games.

The Version 7 draft is now posted click here  or use the link to the left.

Wednesday, April 6, 2016

The Hun is at the Bridge

OK its not Monday but you never know when the plague will hit. Today I am able to sit up again and feel like I might live out the week after all.

Once again I find myself apologizing for the quality of the photos. Neither the added light, cleaning the lens, trying to get the tripod at a usable height nor playing with settings helped. Seems unlikely that the camera would forget how it used to do it so it must be me or the environment. Back to the drawing board. Luckily a score or more of poor and unusable digital photos cost nothing but time and helpfully they will at least give some sense of the flow of the game.

Given the toy soldier level of accuracy of the Elastolin 4cm figures and the variety of periods represented I was tempted to set the game in a fantasy setting but will settle for a Comic Book Gaul while resisting the temptation to do the footwork to turn this into a Prince Michael scenario. There are essentially 4 armies involved including the allies on either side. This represents just over 1/2 the total available for the final battle.


Somewhere around Turn 6 The Barbarian allies  have arrived and an advance party of Huns has crossed the river and forced the Romans to redeploy unit after unit away from the bridge to block them.  Casualties from missile fire have been fairly high. The little strips of road on the river indicate fords.   

Defending. The Romans. Under the Overall General Aentithus:  6 heavy infantry, 2 archers, 1 light shock cavalry. Off table Allied reinforcements under their Captain: Deeahdeer. 5 units of heavy shock cavalry (knights). The Romans stopped at the farm and after collecting taxes inquired about fords along the river and were told there were none.

Attacking. The Huns under King Akala: 3 elite light cavalry horse archers, 3 horse archers and 3 allied light shock cavalry under their very minor and forgettable chieftain. Off table was a body of Barbarian Allies (Vikings mostly)  under their Captain said to be the reknown Helgin himself, along with 8 shock light infantry and 2 archer units. Not having inside info the Huns were allowed to search for fords one base width at a time with a 5,6 indicating a fordable spot. Apparently the river was low because they found more than they could use.


Cue dramatic music and some caustic comments by the farmer's wife. (A Prince August viking homecast and the only non-Elastolin on the table) as the Cavalry rides on to the rescue. Sort of. 
Once the Romans had been drawn left the Huns suddenly rode farther to their left to outflank the bridge guard leaving the allied light cavalry to pin them until the Barbarian Horde could wade the river and engage. Of course if these hadn't kept failing their out of command roll a different approach might have been used. 

The Romans were having to scramble and counter march with their poor cavalry pelting from flank to flank several times but their allies rolled low and arrived in the nick of time. The Barbarians had to rush their attack, leaving a few units behind in the river to follow at best speed while the formed battleline attacked. 

Moments before the big clash. 
The infantry battle was epic with much carnage and with reserves well needed to pulg the gaps that appeared. The heavy cavalry charge was somewhat less epic and between arrows and melee the lighter enemy did more damage than they took. The charge of the 2nd group to arrive went slightly better but with 12 of 15 turns played I wasn't sure that the Romans could hold out until the end let alone drive the Huns back over the river. 

Since they were losing the arrow battle across the river on the other flank the Romans advanced a unit of heavy infantry across the river to force the horse archers back. The light cavalry were moved up to support them against the threat of encirclement but it felt like a risky move. 

Then it happened. The allied Barbarian chief went down!
While the cavalry struggled, the Roman infantry in their armour pushed forward hacking at the barbarians and eventually the barbarian chieftain's bodyguard went down. This called for a morale check of all of his followers within reach. six units. One warband rolled a 5 and stood, one archer rolled a 3 and fellback in good order, and four, (count'em: four!) units rolled 1's or 2's and fled the field in despair at the fall of their hero.  This put the Hun army at 1 less than its break point and a general advance on the next turn took them over it.

The world was saved for another week at least!