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 gathering of hosts. Show all posts
Showing posts with label gathering of hosts. Show all posts

Sunday, December 28, 2025

Midlanders! You Shall Not Pass

 ........< Coming very soon to this blog page > .....


...............


Tuesday, November 4, 2025

Warriors of Valdur!

"The Wild Woods Folk have broken the ancient pact!  You have sent them fleeing back to the woods, but is that enough?  Shall we not march and make them even more sorry that they broke their oaths? "

What say you?

"Vengence! March! March!"


To be continued....


Tuesday, February 6, 2024

They Shall Not Pass!

OOPS!  I just discovered that I did not finish this battle report from last June! Well, hopefully late is better than never. Good thing I have some pictures at least.

This game was a revenge attack from the Great Raid launched in the previous year against the Midlish Kingdom's Eastern Frontier. (See Fight at the Ford and the stop motion video report on the following clash).

This game followed a year later when the Midlands launched a revenge raid against the Valdurian province of the Northern Federation. In expectations of a counter raid, border guards were posted along the frontier to watch and raise the alarm if, or when, it came, and to hold until relieved. 

ALARM! SOUND THE HORNS! TO ARMS!

LIGHT THE BEACONS!

 The Northern Federation Horse Guards and some of the local Valdurian tribesmen were first to arrive.

The Valdurian light troops relied on ambush and missile fire to slow down the invaders until help  arrived.


After a fierce and bloody fight, the Black Knight, Captain of the Pass and Commander of the expedition, fell prisoner to the Captain of the Federation Horse Guards and the battle was over.


Legend has it that the ghosts of the fallen rise and fight amongst the woods and fields each year on the night of the anniversary of the battle.



Tuesday, June 20, 2023

The Watchers in the Pass

After last year's raid into the East Watch of the Midlands, the Federation had been waiting and watching for a response from the Midlands. In the woods at the mouth of the Black Pass, the Old Ones watched the roads that the Steel Men might take. Long before the Midlish riders emerged, the word had been passed. 


"Hurry! They are coming!"


 to be continued........

(Note: The archers in the wood are home cast Prince August orcs. I originally painted these weird, hairless, brutes a greenish hue but they never looked right to me. Yesterday I decided to fix them so repainted their flesh and added shaggy hair and beard. Now they fit in! )



Sunday, January 9, 2022

A Bit of Whimsy

 Today Rob (Sharp End  of the Brush blog) and I played a remote game to test the draft of the Gathering of Hosts rules. There were a few little hitches like a case of contradicting information appearing in two different  places having been missed during proofreading, situations which had yet to be covered or where a where something was lacking, and so on, but overall it had the sort of feel I wanted. A good start. 

Unfortunately, I haven't fixed my issues with using the webcam I bought so I once again used my phone and we were using Discord and on the mobile version, I couldn't figure out on the fly how to do screen shots, and hadn't lined up an alternate camera, so......no pics. Sorry. 

I was going to stage some photos afterword but in a sudden flash of silliness, I decided to try making a quick stop motion battle report video, My first attempt at first stop motion ever, and without proper preparation, like a script and a plan etc as well as some technical glitches such as thinking I had successfully hit pause but hadn't allowing the Friendly Giant's hand to appear)!  But it was fun. 

Here's part 1, the beginning. (The video turned into 3 because I twice hit stop instead of pause and I can't seem to use any of the software I have to edit videos.)


Part 2: Attack on the hill:



 

Part 3: The end.


I need to figure out how to use the equipment I have until I can get something better and sit down and plan it out with scripts etc rather than improvising but you never know, there could be some more and better animated battle videos in the future! 

Tuesday, September 24, 2019

The Battle of Argentium Bridge

To the scholars and Wisemen of the Midlands, it is a Mystery that there are still Free Lands in the West who live without a King and nobles. As the long columns of Knights, spearmen and archers marched west under the banner of the Earl of Cowcross, their armour glinting in the sun, there was no doubt in their minds that this time, the Free Lands would finally be brought to order so that noble and merchant alike could show the wealth that it could assuredly produce.
The advance guard scouts ahead, crossbows at the ready. 
There may have been young nobles in the column who smirked at the sight of the small clump of spearmen arrayed at the far side of the bridge to Argentium. The bridge had been built by some foreign emperor long ago and was a solid stone structure but it was in the middle of nowhere as far as the Midlanders could see. The cry went up to move the advance guard archers aside so that the Knights could sweep these churls aside. 

Archers lined the bank while the advance guard of Tunstall Tower Archers  pushed over the bridge and tripped an enemy ambush.
This was not the Earl's first campaign in the West though and he called forward The Council's Soothsayer and asked him to roll the Bones and see what the Powers Above said. With much chanting and a few puffs of fragrant smoke the Soothsayer studied the fall of the Bones and told the Earl to send his infantry against this lowly foe. 
The Tunstall archers were unable to withstand twice their numbers of fierce hillmen but they gave a good account of themselves. Perhaps if the Mercenary handgunners were less heavily armoured they would have been in time to aid them.
The fighting continued fiercely with losses on both sides but the frustrated spearmen could not intervene until the enemy gave way or only the dead bodies of the mercenaries lay between them.
With the Archers and Mercenaries out of the way, the Spears pushed over the bridge but the soft ground on either side stopped them from deploying until they pushed the enemy back a little farther.
The Hillmen fought bravely, falling back occasionally before charging wildly in again with javelins and heavy battle axes but the hedgehog of spears pushed slowly forward. Eventually the slaughter was too great and a horn sounded in the rear. In a flash the way was open as the remaining hillmen ran back through the marsh where the Midlish foot floundered when they pursued.  Now, only the knot of Spearmen barred the way.
Ar last the eager Sir John and his Black Company crossed over with the Earl himself close behind.
Supported by showers of arrows the Midlish knights spurred forward,  Even once the narrowest defile was passed though, there was only room for two companies. Heavy armour protected man and horse but the hedge of spearpoints made it difficult for them to reach their enemies. As charge followed charge, more spearmen fell but the shadows soon began to lengthen.

The sun is setting. 

Many a Westman lay dead on the field but even more Midlish soldiers lay with them. Even if this stubborn knot of spearmen was broken, this was not a good place for a Midlish army to camp for the night while to attempt to push on through the woods in the dark would be sheer folly.

The Earl ordered his trumpeter to sound the Retreat and led his household back over the bridge.

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 2 dice at 4  lengths if they do not move that turn, 
  • Horse Archers and Skirmishers may shoot 1 die at 2 lengths then move,
  • Artillery shoot 1 die at 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.



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.

Saturday, December 31, 2016

A Hasty Gathering

Another year ending and what have I done?

Well I haven't finished any of my expanded Elastolin armies but after long but periodic internal debate I called closure and forced myself to make a "final" decision which is to base them permanently rather than either sticking with the trial magnetic bases which just didn't feel satisfying or going back to single figure skirmish games and that has allowed me to finally make some progress.


Elastolin Romans repainted to better fit the image in my head.
A few shields left to finish.
Occasionally I feel like I should have an urge to  do more semi-roleplaying skirmish Prince Michael games but to be honest the ones I've done were more fun to write up than to play and the stories were basically built around the bare events of the game after the fact rather than having been part of the game as "should" have happened with a talented GM and a group of players.  It would be as easy to add the narrative to a Gathering of Hosts game.

More than any other period, my views on what Ancient Warriors should look like were formed early and deep. This illustration is from the Living World of History which I got for Christmas 1964 when I was 9.


That done I was planning on finishing any repainting and conversion work before basing but I was stalled and REALLY wanted to play and not with figures half stuck on scraps on cardboard. More than that, I'm not going to do complete repaints on any figures. Just some touch ups to help them all look like they belong and I can do that on the based figures since they aren't in tight formations. So, I gathered what cut bases I had, organized the Romans into units with similar shield shape and design, glued, sawdusted and applied a base coat of green. Over the winter I'll finish the last couple of stands which need conversion and painting from scratch and do the various touch ups but at least I have a basic force for small games.

The last Roman Hosting: 5x2 infantry, 1x2 archers, 1x2 Light Cavalry, 1x2 Heavy Cavalry, 1x2 Artillery. There are 2 Generals, 1 with the Heavy Cavalry, 1+ Eagle with an infantry unit.
Hmm could use some barbarian light infantry perhaps.

Now, the plan was/is 1 stand is a unit and no grid but......... it just so happened that the figures divided nicely into groups of 2x4 man bases each forming a distinct, recognizable   unit which just happens to fit the new 6" grid. Hmmm. This may take some thought  and experimentation.

A Barbarian Horde to follow.

Happy 2017 to all the oh so patient and amazingly persistent readers of the sporadic GofH blog!

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, May 4, 2016

Oh Dem Bones

Yesterday I decided that I needed a day to chill so I gave notice and retired to my room. I wanted to do a bit work on some figures or terrain but I also wanted to play a quick, simple game. It didn't take long to  decide that a fantasy game using some of the Elastolin 40's would fit my mood best despite the makeshift state of those armies.

Flipping through Thomas's One Hour Wargame I selected Number 27: Disordered Defence. Despite being inspired by Shiloh it takes place on an empty table apart from a crossroad as objective. I added some low hills and then scattered a few bits of vegetation around with the result looking rather like an arid uninhabited plain on the North-Eastern frontier of the Midlands. The caravan trails didn't meet at the right spot so I cast my eyes about for a suitable marker. Last year, my friend Lawrence, who made the Balloons for me, bought himself a 3d printer. He brought some samples to a group game last fall and I couldn't resist asking for one of the enlarged orange plastic dragon skull keyring tags (OK probably considered a Dinosaur skull by most). At the time I wasn't sure exactly how I would fit it in but it looked like it had potential. Yesterday I decided that with a lick of paint it would look just the thing for an objective marker in the desolate wastelands of the frontier.
Stand-To for man and monster as dawn and the enemy approach.
(the lighting was too dark on one side and too light on the other for the poor smartphone to handle)
I had wanted to delay playing more games with the Elastolin's until I got them sorted and based with names and back stories established and so on but the need was great so I persisted.  I'm a bit embarrassed to admit it but I am yet again looking at my table as I contemplate renovations to take advantage of changes in life. One attractive alternative that arose last year but wasn't practical then was to have a smaller permanent table with a larger surface for full games. It is practical now so the question is whether to keep the existing table with an option to expand temporarily to 6'x5' or go down to a more convenient 4'x4' with a 4'x6' extension. To test the 4'x4' I walled off the last foot of table and expanded the 3'x3' OHW map to fit a 4'x4' area. On the suggested 3'x3' table. two of my 60mm stands fit within lower end of the 4" to 6"  unit frontage recommended by Thomas giving me at most 12 units. On the larger table 3 stands fit with the upper end adjusted for a larger table allowing me 18 units and a bit more depth to the game. The armies themselves are planned to be about 36 stands for full scenarios. Since I was using adjoc forces assembled from various armies I didn't have enough clearly marked command stands so did not use the optional command rules.

The situation then was this. The Great King of the East (TBD) has sent a force of wild barbarians (name?) backed by fierce lizard men (name?) to seize the famous skull of the dragon Pryntahd, a creature of ancient myth and legend. Attached to the skull is a large golden ring said to have once held a magical ruby which, if restored, would bring the dragon back to life and obedience. Getting wind of the Great King's plan, the King of the Midlands has sent the Earl of Belmont to drive off the intruders.

On table, the Barbarian Earl Helgin has deployed his force carelessly while he awaits the arrival of the Wizard. 3 companies of tribesmen hold an insignificant rise to his front left, 2 companies of archers and his single company of horsemen hold the front right while his bodyguard and the lizardmen camp back by the skull itself.  He expects the Wizard to arrive soon with 6 companies of horse archers, a company of Crabhan and Blaug the Terrible.

The Earl, almost as thoughtlessly diced for his deployment and placed 6 companies on his left, 2 each of swordsmen, bows and handgunners, a cannon and 2 stands of pikemen in the centre (one freshly painted)  and himself with 3 companies of knights on the right.  

(Note I included the Wizard (name TBD) and the Enchantress as I was thinking of including some magic but ended up with my hands full and they defaulted to mere window dressing)

I started off with the rules as used for the Atilla game in April. Three turns in and it was clear that the combination of scenario, units chosen and rules was not working for me. Since I liked the forces chosen I decided to revisit the rules, something I'll cover in a separate post. I reset and all went well except that almost all of the few crappy pictures that I did take got accidentally deleted.

The game began with an unprecedented successful bombardment of the Lizardmen by the artillery. If you want a dull, predictable solo game, don't rely on dice!  The 2 on 1 assault by the Midlish left had some tense moments but those dice interfered again and eventually the barbarian right was cleared away with the loss of only one Midlish stand. On the right the Knights stormed up the hill into the barbarian shieldwall. In the aborted game they had obliterated it without breaking a sweat, this time there was plenty of blood spilled before the shieldwall was dispersed.  The fight between the Lizardmen and pikemen was fierce and it was only the casualties carried over from the bombardment that tipped the day in favour of the Midlands. Helgin did his best to hold the Skull by himself (well, with his hearthguard actually) but was surrounded and shot down. So far, so good. Then the 2nd wave appeared.

The mid-point of the game. Helgin was disposed of as the reinforcements appeared. Now the Midlanders brace for the counter attack.

The horse archers were down right annoying and scary. On the Midland left, there were enough foot archers to make it an even fight but on the right there was nothing to answer them with and no one fast enough to catch them. Nothing to do but endure and be thankful for armour, or die. 

At last, in the centre, came Blaug and the Crabhen. Poor Blaug his tummy is larger than his wings so he only got to hop at heavy cavalry speed and I didn't give him the aerial target benefit. I did let him breathe fire and have lots of melee dice and top endurance. He just couldn't bring himself to hurt people though, or remember to cover his tummy when shot at. The scenario as most OHW scenarios calls for armies to fight to the last man but old habits die hard and I called the game when Blaug rolled over on his back and the Eastern hordes hit their normal breakpoint. 

(I did go back this evening and play out the last few turns but neither side was destroyed and the Midlanders still held the objective so nothing was changed.

As Blaug sinks to the ground the Evil, nameless, Wizard arises to confront the Enchantress. They exchange dramatic words then, realizing spells were not in play, the Wizard vanished in a puff of smoke and the game was over. 


My next post will include comments on the respective strengths and weaknesses of the two competing turn sequences and on the revised combat system which draws inspiration from my new 19th Century rules as well (hopefully)  as pictures of a refight using the move, move, all shoot, all melee sequence with the revised melee table.

Sunday, April 3, 2016

A New Host Gathers

This post is largely a repeat of today's post on my Battle Game of the Month blog. For those who don't follow that blog, I recently took delivery of a big box full of veteran ancient and medieval Elastolin 4cm figures. Enough figures that I can pursue a Gathering of Hosts fantasy campaign using them. Today I played a test game.
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Somewhere in Gaul a detachment of Roman frontier infantry found themselves rousted from their nice warm quarters and marched off to a bridge which stood in between the walled city of Nulpartium and a Gathering Horde of Barbarians.
A Horde of Huns approaches at a mad gallop. Elastolin 4cm Huns. 
Since I was thinking about rules anyway and Rob and I still haven't had time to discuss more detail on what is wanted for the planned co-hosted fantasy massed battle game tentatively scheduled for Fall In, I opened the box. Recent games crossed with this week's putterings led me to make one big change and some small ones. The big change was to go back to a more Featherstonian play sequence with initiative then A moves, B moves, both shoot and both melee. The small change was largely a matter of adjusting combat details to make them less fussy after the last set of games. The updated minimalist rules summary can be found here. (click)
More Elastolin 4cm figures, Romans this time. Both pictures are a mix of my existing collection and some of the new-to-me veterans. Any multiple bases are temporary. Still stymied by the continuing fuzzies but looks like some of the battle shots may be better.
That's it for today. A brief battle report of the overall best Gathering of Hosts game yet will appear on the Gathering of Hosts blog tomorrow. Then, win or lose, the Huns will move on to the siege of Nulpartium.

Sunday, January 24, 2016

Revisiting Rules Requirements

Last week Rob and I finally managed to coordinate a chat about our fantasy massed battle project aimed at a convention game later this year (if all goes well). We appear to be in sync about the goal and about not being particularly happy about how the current rules draft fits the aim.

 
Dragon's Eye view of a test setup. The Midlish infantry hold a gap against a much larger Turanian army. 

The basic requirements are that:
- each 60mm wide base  is a "unit" and that there must be no firm connection between the number of figures and what it is,
- it has to also accomodate individual characters (heroes, magicians etc) in addition to characters which are part of a base,
- it has to be quick to learn (as in minutes) and quick to play esp in a multi-player convention setting,
- record keeping and tracking things like whether or not a unit moved has to be minimal due to the convention setting,
- as far as possible mechanisms should be ones that were in use by wargamers by the 1970's.


While I was pondering old school techniques and trying not to copy newer rule systems it occurred to me that I have to think more about fantasy novel battle descriptions from books available during the 70's and less about historical research. Oh! Not one of my strong points really, some refresher reading needed probably, and of course it would be best to pick just one reference but that's not an option either.  I need to be more universal in approach.

We started off with a Morchauser base because of the stand=unit concept but I am now leaning heavily towards Featherstonian saving throws and some sort of combat result beyond  "dead or not dead", possibly a push back or morale throw for a group of units. I also want to tame missile fire a bit though saving throws might help there.  I'd also like to incorporate Featherstone's roll for 1st move system but I've come to realize that that really benefits from mutual shooting and melee phases.

Then there is the whole monsters and magic aspect and trying to keep the agreed upon bits of that. Work, work, work...........
And here comes the cavalry!

So no battle report or decisions, just having fun trying to sort an ongoing muddle.

Tuesday, August 25, 2015

A Smaller Gathering

For those who don't follow my main blog, I have decided to downsize my permanent table in order to make room for a work table.  Before I decide on a final size I have been playing some short test games. Today I tried a 25mm Gathering of Hosts game on a 40"x56" table using 2" lengths for moving and shooting.

The last tale of the Westmen was their rescue of a captured priestess. Obviously the ensuing negotiations did not go well since we find a force of Westmen holding a gap between a forest and some broken ground against the Earl of Cowcross. Both armies had 18 units or 1/2 the planned maximum.

Early on. The Midlish archers and cannon have already hammered the Westmen spear blocks.
After the last game I was happy leaving most troop types to factor their armour into their melee effectiveness, only noting especially well armoured heavy troops such as knights on foot or riding barded horses etc. After this game I'm still happy with that.

The 2 things I still wasn't happy with was the new rule to encourage cavalry to rally back and carry out multiple charges rather than getting stuck in a scrum like heavy infantry and the pikes/spear rules which did nothing to encourage traditional phalanx/schiltron etc blocks.

The cavalry rule should reflect traditional tactics based on the shock impact of cavalry and their vulnerability if mobbed by infantry in a melee so should be built into the rules rather than being the player's choice. For these rules, it also needs to be simple, straight forward and not require markers or a good memory. The 2 leading contenders were to explore the idea of introducing a melee resolution rule that includes pushbacks or to just rule that cavalry that attack and don't destroy their enemy immediately fallback facing the enemy. It worked well and easily to give the right sort of result.

The spearmen were harder, they have a slight degree of protection against cavalry but are otherwise just slow light infantry that can't handle bad terrain and they have no more reason than any other unit to huddle in mobs. I decided to borrow and adapt a support rule I played with in the gridded GofH. The simpler version I tried here was to allow spear units of the same Division which are touching and aligned to shift hits from unit to unit. This makes the spear phalanx somewhat clumsy as it tries to maintain formation but makes a block of them hard to eliminate. When they do finally reach their limit with all or most at 3 hits, they break in a rush. Just right.
Mid-game. The Westfolk cavalry have won the fight on the flank, b6t the first assault by the Wildmen has been repulsed with heavy losses and reserves on both sides have been committed.
The armies were as follows:
Generals have 2 SP, other commanders 1, no magic or special abilities were used. All commanders were marked by flags except the Lion Queen who was a last minute addition to make up numbers.
Midlands
Left or Imperial Division.
3 x pikes 1 inc Imperial Tribune
2 x heavy cavalry
1 x artillery

Center or Main Battle.
Earl of Cowcross, general and household knights on barded horses
2 x heavy cavalry
3 x archers

Right or Van
Lord Ravenwood with Black Company, heavily armored knights (barded horses)
1 x crossbows
3 x spearmen
1 x mounted crossbows

Westfolk
Right
The Hill Lord with bodyguard of light infantry
3 light infantry
1 archer
3 light cavalry

Centre
Red Captain with spearmen
2 spearmen

Left
Gold Captain with spearmen
1 spearmen
1 archers

Reserve
Lion Queen, General with Body Guard
Gurt Hairie Beastie
2 light cavalry.
End Game. After pulling back behind the hill to shelter from the Midlish archers and draw them forward, the Westmen Spears supported by Tha Gurt Hairy Beastie counter attacked and drove back or slaughtered the archers and the Knights that tried to save them. A final desperate charge by the Wild folk led by the Lion Queen herself broke the left hand Midlish Division and won the day even though the Queen's escort was wiped out and she herself slightly wounded. 

Most of the Westfolk center and right, inc the general, were down to 1 hit by the end so it was darned close despite losses of 8 units and a leader vs 4. Most of the remaining Midlish units were in good shape as was the small Westmen left. Possibly a retirement by the Imperial pikes and an assault by the remaining heavy cavalry would have been wise but the pikemen defeated the first attack so handily that the general might have gotten a bit cocky, or maybe he just didn't think of it. 

Next step, a Gathering of the Nothern Confederates.

Tuesday, June 23, 2015

The Earl of Belmont goes Waltzing With a Bear

I was thinking of writing a proper battle report on Saturday's game but to my dismay I seem to have only taken 2 sets of photos and having had a busy weekend of gaming, rules tinkering and video watching, the details are a bit vague.
A reprise from the previous post.
The scenario is #4 from CS Grant's Programmed Scenarios. I decided to run the Northmen as a programmed enemy. Their mission was to delay the enemy without taking heavy losses. A die roll decided that they could lose at most 3 units. I played the Midlanders myself with the mission of breaking through as quickly as possibly with victory to be decided by post game consensus rather than any nice clearcut predetermined conditions. (hate it when he does that!)

After rolling for deployment options for the Northmen I selected all the light and missile troops for the left flank backed by a few bands of infantry.  (gotta get casting armored vikings and saxons!)

A closer look at the hill just before the Lancers charge.
The first few turns saw some cautious manouvring and the occasional exchange of arrows. I wasn't keen to throw away my advance guards just yet and Helgin had rolled a passive defence. At last the main body arrived and I sent the lads in. 

Fortune was not favouring archery today and time being short, I sent in the lancers. To my chagrin my men rolled high when hitting and low on armour saves so that the centaurs and archers that I expected to slaughter, despite the hill, were hurt but lived to retreat while I lost 1 stand and most of the second. As heavier troops moved up, the enemy fell back all along the line which was fine by me. 

The bickering amongst the light troops continued as the Earl pressed forward and eventually the enemy was down 2 stands. Behind the line the Lady Vivian tended to the wounded by staring seductively into their eyes and muttering phrases in a strange tongue while they continued to die in droves. 

Eventually the knights caught up with the Northmen hearthguard and crashed into them, on the first round their armour helped but the infantry survived to fallback into the stream. The knights followed up wiping out 1 band and nearly taking the 2nd but the number of hits received in return was shocking. Perhaps it was the muddy streambank but the 3+ armour save was not enough to save the Earl's Pensioners, they were wiped out!  Helgin had also lost a stand though and would lose the game if he lost another.  The Earl joined the remaing lancers and  pressed forward into the stream.

That's when it appeared, the Great Bear! Rumbling forward he crashed into the lancers midstream. 4 dice, 4 hits, 4 armour saves for 4,5,6 and not a single save! Now it was the Earl's turn to roll for the 2 excess hits but his armour was strong. He was left alone with an enemy unit however (the Bear being a unit rather than a character) so had to dice to avoid capture. I'm not sure yet if the bear is a trained beast with a handler, enchanted, or an intelligent ally but I'm pretty sure you don't want to be captured by it!

The moment of drama as Mahan Mohr slays the Earl's horse with one swipe of his great paw, trapping the Earl underneath.
It seemed almost inevitable. Now what to do with the army commander captured? I rechecked the rules and remembered that I had included one of the example house rules from Morschauser. If the General is lost, roll for each unit with equal chances to fight on, fallback, or flee the field. Apparently the Earl's men loved him but not enough to die trying to rescue him. They fled the field in droves. Delay? Hell! Helgin held the pass!

What can I say? Fast, furious, some tricky tactical challenges to think about, some "shouldn't have done that" moments and never as predictable as one would expect. Now I need a big stack of 60mm squares of 1/4" mdf.

(Edited to correct Westfolk to Northmen)

Saturday, June 20, 2015

Helgin Holds the Hills

Or tries to.

Sneak Preview


Scenario 4 from Programmed Scenarios.


NORTH FOLK
UnitHits MoveMeleeFlankRangeSaveSpecial
Earl Helgin 2343-5General
Angus Mohr2352-4
UNITS
Mathan Mor4452-5Not slowed by woods
Centaurs444226
Sea Folk4342-5
Farm Folk4333-6Hedgehog: spears count as cover in melee
Woodsmen4431-6
Archers442166

THE KING's ARMY
UnitHits MoveMeleeFlankRangeSaveSpecial
Earl of Belmont1553-3General
Vivian142265Heal, Obscure,Confound,Stealth,Guile
UNITS
Knights4553-3
Lancers4553-4
Huns464226
Swordsmen4343-5
City Bands4333-6Hedgehog: Pikes count as cover in melee
Archers442166
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Tuesday, June 16, 2015

Warriors and Witches

Gathering of Hosts might be a massed combat or Battle game but what tale of legendary battles is complete without heroes, leaders, mages and various specialist characters? 
On Sunday Rob hosted a game to test out his proposed character rules. Essentially each character is given 1 or more special rules which can be used boost a unit he/she is with, or a list of spells where appropriate which may each be used once. This worked fairly well but I would like to incorporate some of the sort of combat effects I am used to for commanders. So here are some proposed character rules.
Still on the outside of the Tiger. 

Proposed Character Rules for Gathering of Hosts.

  1. Characters may be of 2 types: integral or independent. An integral character is based with  a unit, may not leave it and may not influence other units.If the unit is destroyed, he is destroyed as well. Independent characters may move from unit to unit or act on their own and may use their influence on any unit they have joined or at such distance as is specified for their ability.

    (Note: although this is a battle game there is no fixed scale, units might be a score of men or 100 or 500. In a big battle an independent character might represent a main character with sidekicks, hearthguard, acolytes etc or just be a really BIG DAMNED HERO! )
  2.  Stats. Each character must have a set of stats defined at the start of a game. These may be recorded on a card for each character or be collected on a reference sheet. They will each have the same stats as a unit: movement, armour etc but will also have a list of special abilities. If these abilities are not standard ones from the rules then they need to be explained. Each character normally has 1 strength point but exceptional characters may have 2.
  3. Characters and Units. If a character is an integral  part of a unit he may not leave it otherwise they are treated as any other character. A character may pass through freindly units and vice versa but if they end the move touching then the character has joined the unit. A character may not join more than 1 unit per turn.  A character who is joined to a unit may move away during normal movement or may move with the unit. When joined to a unit a character may use their special abilities and must fight in melee. If a character is joined to a unit which is destroyed by enemy shooting or in melee, any excess hits will go against the character (and may be saved). If after all melee is resolved a character is still alive and is in contact with an enemy then each side rolls a die. If the enemy roll is higher the character is overwhelmed and captured otherwise it may immediately move away.
  4. Magic: Magicians (witches etc etc) are given a list of spells that they are capable of performing. Powerful spells should be limited to 1 use each but a magician may have more than 1 copy of the spell. Lesser spells may be used as often as desired but only once per turn.  A magician may not move and cast a spell and may not cast a spell if in melee. Spells have the same range as bows. Here are some sample spells, other spells may be added by a GM or by agreement before a game and these may be changed or ommitted: 
    1. Restore. (single use) The magician selects a unit and throws 4 dice. For each 5,6 1 lost strength point is recovered. 
    2. Ward: (single use) The magician rolls 1 d6/2 The result is how long the spell lasts. While in effect the unit adds 1 to their saving throw.
    3. Hurry. (single use) The magician rolls 1 d6/2 The result is how long the spell lasts. While the spell is in effect the unit moves double. 
    4. Frenzy. (single use) The magician rolls 1d6/2. The result is how long the spell lasts. While the spell is in effect the unit receives a +1 to its Melee Power but this may never be more than 5.
    5. Summon. (single use) The magician rolls 1d6. On a score of 4,5,6 a monster is called into play (must be pre arranged).   
    6. Heal: (multiple use) The magician rolls 1 die per strength point and for each 5,6 rolled 1 lost strength point is recovered.
    7. Obscure (multiple use) The magician rolls 1 die per strength point. On a roll of 5,6 the target unit is enveloped in mist and counts as in cover to enemy shooting and melee (note note cumulative with actual cover)
    8. Hasten. (multiple use) The magician rolls 1 die per strength point and for each 5,6 rolled the unit may add 1 extra movement increment. 
    9. Rage (multiple use) The magician rolls 1 die per strength point and for each 5,6 rolled the unit rolls 1 extra die in combat.
    10. Confound (multiple use)The magician rolls 1 die per strength point and if any 5 or 6 is rolled the target unit loses 1 increment of movement on its next turn and will fight and shoot with 1 die less than normal on this turn and on its turn.
  5. Special abilities. Characters may have special abilities which may be applied to a unit that the character has joined only while he is joined. Others only apply to the character. Here are some examples, others may be added by a GM or by agreement before a game and these need not be used: 
    1. Inspire. The unit gains 1 increment of movement.
    2. Cunning. The unit adds 1 to its Melee Power but this may never exceed 5.
    3. Prepared. The unit adds 1 to its armour save.
    4. Stealth. The character may pass through any enemy unit and may force an opposing character to accept a challenge.
    5. Guile. The character may wear a disguise and join an enemy unit. Each side rolls a die. If the unit rolls higher than the ruse fails and the character must resolve melee with the unit and if he lives must roll for capture as usual otherwise the ruse works and the character may then move the unit. He may not attack with the unit but may retreat and will prevent it from shooting or attacking. If the character stays with the unit then the roll off must be repeated each turn.  
    6. Strategem. The melee power of any enemy attacking the unit in melee is reduced by 1 but never to less than 1.
  6. Challenges. If  characters are joined to units which are opposing each other in melee then on his turn a character can challenge an opponent to single combat. The 2 characters then fight one round of melee against each other before the unit's fight. If they survive they may fight again as normal with their unit. If a character declines combat then he may not fight in melee or use any special abilities. If the unit is destroyed the character may be killed or captured as normal.
  7. Army Morale. Characters do not count when establishing army Morale but when they are lost they count against it.

Tuesday, June 2, 2015

Tested at the Pass

After Sunday's game I was all hepped up and excited and ready to write a narrative with some background on characters and situation but duties called then yesterday was a game day in town and an absorbing WWII game and... well the moment has passed so here is a shorter more direct report on the game.

My goal, beyond having fun,  was twofold: test some new rules and test the rules in a smaller, scenario driven, game.  Spoiler alert: Full marks on both points.

The convoy escort has beaten off the first attacks and advanced but a new assault is gathering.

The scenario was a mix of the general idea of an old teaser ambush with some terrain  laid down as much according to instinct and the pieces on hand as to any vague plan of a narrow valley between hills and river. I then chose 12 units per side plus a victory objective from which arose a back story.

In the Midlands, rumours of dark dealings and a new threat from the West are circulating. The King has "requested", Sir Daniel, Purveyor of Truths to leave his lair and venture forth in person to get to the bottom of things and return with proof. After adventures not recorded he and a force are returning with a captured Lion Priestess in hand. They have only to pass through the Shadow Vale and across the Stone Bridge to reach the safety of the Midlands.

The rearguard cavalry is moving up to counter attack.Casualty figures and looters mark lost units.
MIDLISH FORCES
The convoy enters the table as follows:
Scouts: 1 x light armoured cavalry crossbows
Main Body:
Tunstall Lancers 1 x Armoured shock cavalry
Tunstall Archers: 1 x Light armoured. archers
Pikes: 2 x armoured pikemen.
Guardians of Truth: 1 x Heavily Armoured Shock Infantry
Sir Daniel and escort: Character General
Captive in cart with light armoured escort.
 Wagon
Border Archers: 1 x Light Armoured Archers
Pikes: 2 x armoured pikemen.
Longbottom Lancers:  1 x armoured shock cavalry

Rearguard: Border Horse 1x light armoured shock cavalry

WESTFOLK
The Westfolk forces are all hidden in ambush. Rather than use my usual cards and blinds option or the hidden map deployment I would use in a 2 player game, I tried something new. Each turn I rolled 2 dice. A 6 meant a cavalry unit, 4,or 5 an infantry unit. These are drawn from a list of available units, if none of the appropriate type are available none appear. For each unit I rolled 2 dice. If Red was higher the Lion Queen could place the unit anywhere on table not visible to the enemy and not yet searched by them. If Blue was higher the unit had to be placed in one of the not yet cleared ambush locations closest to the enemy and must shoot or attack if possible or advance full speed on the turn of placement if not. The system worked well to provide a reasonable ambush that was a surprise to both sides but especially to the ambushed as there was no eyeing of cards as possible danger spots, every hill and wood was a danger.  

The list was:
Lion Queen. Character and General with Special unit. Attributes not defined yet so treated as shock cavalry able to move through woods with magical protection equal to armour.
The Assasasin. character not yet defined so treated as light infantry but with attack of 5 and magical protection equal to armour. (didn't get into action)
3 x Light Cavalry, lightly armoured (shield)
3 x light infantry archers, unarmoured but counting as light due to camoflage
4 x light infantry, lightly armoured.

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The scene from a different angle.
(oops I thought this was a later picture but its here now)

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Early on a series of impetuous ambushes by archers and light cavalry inflicted some heavy damage by shooting and by flanking attacks on isolated units. Only 1 unit was destroyed early on but shielding the ones with 1 hit left while trying to cover the convoy became a real headache for Sir Daniel. As more light infantry appeared and the attackers got anxious to score kills or grab the hostage before the rest of the heavy troops could come up led to some possibly rash atacks not backed up by luck. Soon casualties were even and the ambushers were using their speed to retreat to safe havens from which to watch for an opening while keeping up a thin shower of arrows. The convoy plodded forward in all round defence minus 1/2 the cavalry which had chased after some light infantry, been ambushed, rescued by more cavalry, and then caught the retreating enemy just short of cover and rode them down. At this point, both sides were down a couple of units but Sir Daniel had either to push forward or else retreat quickly hoping for a draw. A die roll chose the aggresive go for a win. With battered and lost units on both sides it hung in the balance, if the flanking cavalry could come up behind the ambusher's cavalry in the open, like a hammer against the anvil of the convoy, all would be good. Instead the third archer finally appeared and shot down the last Tunstall lancer, who failed his armour save, and the Midlish force went under strength and was no longer allowed to attack or shoot (not that there were any archers left).  They tried to retreat but the swift moving light infantry soon surrounded them. There was no hope but to negotiate, hand over the priestess alive in exchange for free passage. I gave Sir Daniel a chance to use the persuasion of his secret knowledge on the Lion Queen (opposed die roll) and it worked. He handed her over and was allowed to depart. A Westfolk victory in their eyes if some what diminished by the sight of their enemy retreating unmolested but a continuing story for Sir Daniel.

The game hangs in the balance. Both armies are only a few units away from losing morale and have multiple wounded units.

______________________________________________________________________________

As mentioned above I was very pleased with how the rules worked with the armour save. With as few as 12 units per side, and a scenario, an engaging battle was fought lasting longer than the earlier, larger, straight encounters, possibly 2 hours and somewhere between 20 and 30 turns. A large battle should still go fast but with a bit more depth than before.

I hadn't been happy with my trial horse archer rule or the shoot only before move and lack of difference in archers types so I tried introducing light and massed archers on horse and foot and let light ones move and shoot but with 2 dice while the massed one could do either. The move and shoot with 1/2 dice worked fine, the other not so much and anyway, looking at the figures I realized that unless my old Minifig Picts were some sort of stealth snipers, they were really just an unarmoured version of the lightly armoured English archer figures they were fighting. For massed archers I had really been thinking Persian Sparabara and the like. In the end I decided to just let any archer move and shoot with 1/2 dice and I'll worry about special units later. One I'm puzzling over is my 2 stands of "lances" which contain a mix of lancers and mounted crossbowmen. Possibly a special unit stat with 2 dice of shock and 2 of archers. But that's a question for later.

In case anyone is wondering about the increased flank value instead of a hedgehog, the pikes are more like Swiss with a mix of pikes and halberds and ready to form square at the drop of a hat without orders from above.
The bridge is in sight. The rearguard cavalry is swiftly advancing on the rear of the enemy cavalry but then archers pop up in the scrub along the river and the Tunstall Lances go down and with them the army's morale.  

More work on characters and magic is next I think. Not to mention more rebasing, painting and playing.

The deal is struck. Safe release of the prisoner for freedom to go.