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.

Thursday, January 10, 2019

Behind the Black Tower.


This post has a few technical notes and explanation for the battle report called 


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For background please refer to  the Legendary Lands Glimpsed Through the Mists of Time.  This campaign has been more or less on hold for several years despite the occasional game and new unit but I feel the urge to get back to refurbishing old figures, adding a few newer recasts, harmonizing basing and polishing rules, and background material.

The figures are OS25mm, a mix of my original (now vintage) figures from the 1970's, some newer recasts and all sorts of strays that have found a place.


The defenders were led by the Earl of Cowcross, Warden of the West March in the Midlands with a mobile reaction force of cavalry and archers assisted by the Captain of the Black Tower, sometimes called the Black Knight,  with his garrison and the veteran local border levies.

Reaction force.
1 Knights w Commander
3 Lancers
2 Archers

Local Levies
1 Spearmen with Commander
1 Archer

Tower Garrison
1 Knights w Commander.
1 Mounted Crossbow
1 Foot Crossbow
1 Artillery

The raiders were led by Duke Bedwyr.

Main Body
2  Dalish Lancers with Commander
4 Herdsmen Horse Archers

Valdurians 
(*Trivia: The Valdurians are amongst the 45 year old veterans  and their leader was once my least fortunate General, ever.  Luckily one of my most fortunate leaders will be returning to service as soon as he can be given a new prosthetic sword hand.)

2 Light Lancers
2 Tribesmen inc Leader

Train
1 Commander
1 Dalish Archer
1 Mercenary Archer
3 carts or equivalent with guards.

The raiders, under the command of Duke Bedwyr may exit the Western table edge (left on the pictures) or the pass (far end of the table) however the baggage train may only exit through the pass.

The rules are the latest version of Gathering of Hosts. This is a set of home grown rules developed from Rough Wooing, a Morschauser inspired set of 16thC rules developed by Rob Dean and I in 2002. Each stand is a unit, with units being grouped into "Battles" each assigned to a card. Turn sequence is determined by shuffling the deck then pulling one at a time with that group of units resolving moving, shooting and combat before the next card is drawn. Movement is variable length.

A "Battle" that loses over 1/2 of its stands is essentially out of the battle.  When one side concedes or runs out of "battle"s the game is over.


After much experimentation I am now happy with the basic form of the rules and need to work on adding more details, troop types and so on not to mention explanations.


Tuesday, January 8, 2019

Turn and Turn About

In response to the Midlish raid over the mountains, (see here) the Northern Federation  eventually mounted a series of retaliatory raids.
 Valdurian Scouts approaching the Black Tower.
(Artist's Impression)
Slipping raiders across the long border was rarely difficult. Getting them home was harder, getting them home with loot harder again!

A Midlish relief column approaches the Black Tower from the south as the Northern raiders appear on their way home.

What happens next? We'll know soon enough.

Sunday, June 17, 2018

Fire burn and cauldron bubble.

Bet you weren't expecting this to appear on Gathering of Hosts:



A few years ago this vignette was one of several RAFM sets that I couldn't resist as long as I was ordering... something or other. Now they are painted.

Haven't decided yet if they should be gloss varnished and added to the People of the Forests host or not.

Friday, May 25, 2018

The Dragon Host in Battle

As I feared, after 2 multi-player games and having watched a multi-player Viking vs Saxon  Lion Rampant game, the rules weren't as bad as they appeared in my solo games. I'm not tempted to adopt them but I'd be willing to play if the occasion presented itself.


My Men of the Sea gave a good account of themselves but the poor Black Cauldron force were pushed aside and demolished by heavy cavalry on both games. Their deadliest enemy!


Right!  1/72nd fantasy interlude over, time to brush the dust off some 25mm's.

Sunday, May 13, 2018

A Magic Cauldron is no match for a Good Blade

Today I took a short break to blood my 1/72nd Dragon Rampant armies.


Given that I'm  still pretty green at this, I just did an equal points encounter on random ground. A toss of the die indicated that the Lord of the Black Cauldron was the Attacker. He himself was rated as an Elite Foot Minor Magic user with the Dragon's Breath, Heal Thyself (aka "back in the cauldron buddy") and Befuddle them spells. His army consisted of a unit of Scouts, a unit of Heavy Horse, a unit of Bellicose foot (led by a Chieftain in a chariot)  and a unit of undead Cauldron warriors, Bellicose foot (which I just realized were supposed to be Elite foot, slow and reluctant to die. Damn!). Their plan was to send the cavalry forward up the right with an attack en echelon while the magician used dragon's breath to protect his army from catapult fire until they got into range.

The enemy under the Sea King, himself Heavy foot, were the men of the sea with a unit of scouts, a unit of Giants (Elite Foot), 2 units of light spearmen with short range missiles and a catapult (Heavy Missiles). Their plan was to make as tight a shieldwall as possible while pounding the enemy with BIG rocks.

About turn 4, just before I realized that I'd forgotten the 3 inch "no go" zone around each unit. No wonder the armies were so hesitant to advance! All of the Celts have advanced at least once in 4 turns while only 2 of the Saxon types have.
After a shaky start the armies started to get together. The magician's first attempt at Dragon's breath was a small puff of mist which didn't stop the catapult from nailing a few zombies. The second attempt was better but the Zombies were already dashing ahead full speed regardless.

The Giants and their little friends see off the first wave of Cauldron warriors.

The wild tribesmen rushed in and then rushed back out even faster, those Giants are TOUGH!   A second attack by the Zombies ended with the last standing giant sending the last standing Zombie running back to the Cauldron to jump in and hide. Apparently even fearless undead aren't happy with a morale result of -4.
With 2 units out of it, it was the cavalry's turn and after all, this was only a handful of light foot, what had they been baulking at? The spearpoints and Shieldwall apparently. After handily repelling the cavalry charge  the spearmen followed up with a barrage of javelins and arrows at the retreating cavalry and the game was over.

So there we are. I think I am starting to get a handle on these silly rules and can see how some one well versed in the system could develop various valid game tactics (as opposed to ones inspired  by either fiction or history).

My 2nd star of the game (after the Giants). It rattled the Wizard a little by squashing one of his acolytes and squished a few zombies in between attacks thus hastening their return to the nether world.
The catapult came with my Marx Knights and Vikings set and with a new elastic in place showed itself still capable of throwing a missile across the room.

Luckily, after next Saturday's game, which I hope is exciting and fun for all who take part, it won't be any of my business!