Friday, 12 October 2018

A "No Fighting" month... Well, almost......

October has come.....

More Three Musketeer skirmishing, solo board game playing (mainly Camp Grizzly) and figure painting (more "Musketeer" bods - Cardinal's Guards, sundry civilian folk & mounted bods) and other displacement activity has distracted me  from my "Main Projects"  - and the weeks scamper by apace.



I have also been having a look at the "Two Hour Wargames" mechanisms (which keep being recommended to me by other solo players).  They appear (from reading rather than playing) to do what my "House Rules" do, but with "blinds" and different mechanisms, plus period/scenario/campaign chrome I am happy to work out for myself. Seem good for someone not already an "Old Solo Hand" (now THAT sounds worse than I intended).

I will have a play before venturing on a "review" (something I usually avoid - esp. when a rule set is particularly popular.. Rules are such a personal thang).

Meanwhile have been building up and training folk (plus getting kit together - a sword and a seax are "de-rusting" even as I type and a couple of scabbards made) for "The Battle of Hastings" reenactment at (appropriately) Battle Abbey (let's not get drawn into "It didn't Happen there" controversy...) this weekend.....

"Secret van", the red WagonR "Mary Poppins" is packed for Hastings - almost (HOW do you lose a kite shield in a room 8ft x 8ft...?)

Beer and provisions to buy, final check, pick up warrior & load his stuff, then off for a weekend to battle William the Bastard....!!! Godwinson!!!!!!



(Unless they make us change sides again.... In which case "Normandie..!!!" )
 
Assuming my fingers survive, more painting and playing will commence the week afterwards  - in theory the rest of the musketeer bods, some more medievals and my seriously delayed Romano-Judean project (which looks like being a Winter one now....).

Onwards and upwards... 

Wednesday, 26 September 2018

Bind The Lady..... An "Out of Scale" Adventure......

A Dip into 15mm.... 

Having been inspired by a re-viewing of the (to my mind superb) Richard Lester Musketeer movies and our re-enactment captain luring me into a couple of sessions of Osprey's "En Garde" I had a mind to get some musketeer figs for skirmishing...

Unfortunately 1/72 variants seem as thin on the ground to the point of being rare as hen's teeth (the Ultimate Ratio bods were considered, but seem to be hard to get hold of & would have needed conversions to get more guards etc.) and while there are some lovely 28mm & 40mm figs out there they (or rather their terrain features) are always a bit "too big" for me - esp. as I wanted some "Town Action" - for my table. This being the case I took a punt on some Blue Moon ("big" 15mm) figures on the basis that they weren't going to cost the earth and SHOULD work with my existing ikkle card houses.

Well, I have to say, I was impressed. The castings were well detailed, with minimal flash, full of character and (and this IS still Me typing this) fun to paint (!!!!). I've even ordered some more (but don't worry folks 1/72 is still my first love)..



Anyhoo; to the skirmish; as always, a backstory....

Les Trois Mousquetaires, having landed at a petite porte de peche, have the naughty Milady in custody. Their job, just as dawn is breaking, is to get from the riverside godown where they have hidden overnight to any of the three stables in the port. Once at a stable they can commandeer steeds and away, Hey, Ho for Gay Paree...... To help them they have d'Artagnan's servant, Planchet and his "mistress of the week", Christina.

Alas there are two flies in their consommé...

First: The Comte de Rochfort and a squad of the Cardinal's Guard have hit the port and are looking for our gallant desperadoes. Also with him are Chevrotin and Livarot; two of his undercover underlings.

Second: In order to stop the wily Milady from jumping ship on the way here she has been manacled. Good move - but before they can get her on a horse they're going to have to get to a blacksmith's and prise off the irons. This will take at least one move. Possibly longer.

Also, while she is manacled she doesn't move as fast (her dice throw movement factor is halved).

Also also: once the manacles are off she MUST remain within "poking with a rapier distance" of at least two musketeers in order to be considered "safe".

If in the charge of less than two flashing blades there is a risk she will use her womanly wiles (or at least her size 8, sharp-toed nadger-crunchers) in an attempt to get free; thus defeating the whole object of the exercise......



Rules:
My House Single Combat Variant - an amalgam of my standard hand to hand rules, tweaked with some ideas from En Garde.

Turn sequence; Move/shoot/special actions. Hand to hand. End move.

Movement: Standard movement 6cm plus 1x6D. Running 10cm + 1x6D.

Decisions: I play the Musketeers' side - who think as one (let's say responding to Athos shouting) except in very special circumstances, in which case a decision dice throw is made.

The "AI" plays the Cardinal's men, who will stay put until activated. They activate (throw per group per move till active) on a throw of 5 or 6 on a 6D. Once active they will patrol - direction decided by random dice if no indication of my bods' presence.

Rochefort is in command. He will give orders to attack if the Goodies are spotted by him.

He has two sergeants with his squad. If not actually within 6" of him - or if he is engaged - they may think for themselves (dice decision).

Otherwise basic Zombicide rules apply: Baddies go towards enemy in LoS or towards shouting/sounds of fighting (which carry 20cm) or gunshots (Livarot prefers pistols to swords), which carry across the whole town.

Fighting: Initiative/Priority as En Garde rules and attack/defend/ploy tokens are deployed by the fighters as per their standard rules. My "hits and damage table" is different.

With regards the Attack/Defend tokens I decide how mine will be allocated. The AI draws their tokens randomly, ALWAYS placing them after I have made my decision - even if my figure has initiative.
Decisions AI re. Ploys are decided by a table.



Quick Example:

Billy Nomates (My guy. 3 CPs. Initiative bonus - 0, Fight Bonus 1), is in single combat with Popular Dick (AI character: 4CPs, Initiative - 1, Fight Bonus 1, Weapons Master).

They throw for initiative - unsurprisingly (given his bonus) Dick wins. However; he is an AI Character, so I have to lay my tokens down first anyway. I draw two Attack and one Defend token. I place my first token. I have chosen to attack.

I then randomly draw a token from Dick's token tub (of three Attack, two Defend and one Ploy tokens). Dick happens to draw a Ploy Token. I then draw another token from Dicks tub, because although I know he will try a ploy, I don't know if that will be Aggressive of Defensive. He draws an Aggressive one and decides to launch a Mighty Blow (allows an extra dice throw which allows him to swap that for an earlier throw). We are both attacking* so we BOTH throw two dice. I place two Attack tokens under his Ploy token, to remind me he will be using these to carry out his Ploy.



(*This is one of the departures from "En Garde", as I understand it. My "convention" is that if both figures intend to attack there is a flurry of aggressive play from BOTH sides, so that the "defender" is making reposts, rather then just fending off blows.)

I throw the dice. Dick gets a modified 9
(his Mighty Blow dice was a 2 - no use to him). I then add 2 to his dice as he has Initiative, bringing his total to 11. I get a modified 7; he wins by 4 . I consult the Hit Table. Billy is Shaken. He steps back 1cm and next round this move - if there is one - he loses his +1 Fight bonus.



Dick decides to follow-up (Dice decision 1-3 No, 4-6 Yes). He uses one of his two remaining tokens to move to close up. I decide to attack again (I still have one defensive token in hand) , as does he. This time, despite losing my fight bonus, I win - throwing a modified 11 to Dick's total of 7. it is Dick's turn to step back. I only have one CP left, so cannot both follow-up and fight. This ends this bout.

So, the scene is set. En avant.....!!

Initial moves: The musketeers send the neutral-looking Planchet and Christina to distract the guards by the riverside. Convincing the sergeant there to follow them (dice decision) they take the guards on a wild goose chase to the north, allowing the musketeers to scurry from cover.

All goes well for a couple of moves. Rochfort heads north east to scout around the stable at that corner of the town. The sergeant of the river patrol, convinced by Christina (tests every three moves) that she saw something suspicious behind the inn, seems to be leading his guys nicely away.



(Technical note: every three moves - assuming no external factors intervene - the goodies must test to see if they have kept the sergeant's attention and trust. Simple dice test - a dice per "persuader" a dice for the sergeant. If the sergeant's throw exceeds that of the two "neutrals" he is getting restless and will resume his duties - or if exceeding either dice by three or more will smell a rat and attempt an arrest. Christina adds 2 to her dice throw - 'cos she's pretty and cute, with big eyes...).


Unfortunately for me Chevrotin and Livarot get activated. Bad luck brings them towards where my lads are heading for the southernmost blacksmith's shop. They spot us, but luckily through a narrow alleyway. Aramis and d'Artagnan block this, while Athos and Porthos drag Milady to the blacksmiths.

There is a sharp fight at the alley entrance. Chevrotin, leading from the front, clashes with Aramis, but is forced back, wounded, onto his supports. At a disadvantage, skewered by Aramis, Chevrotin falls. Next move the good guys get Priority. d'Artagnan rushes into the alley, stabbing Livarot, but the villain gets a shot off before falling, wounding d'Artagnan in return. Luckily the rest of the Cardinal's men at the other end of the alley hesitate, but the shot has rung across the town. All of the Cardinal's minions head this way....


 

Up at the north end of the town the Guards with Planchet and Christina hear the shot and turn. With the initiative in their favour again my team take advantage. In the south we manage to get the shackles off Milady.

In the north Planchet and Christina test, and strike out (bottle & clog) at the backs of two of the guards - who have turnedtowards the gunshot; wounding one, before running off to he stable at the north east, from whence they make their escape.
The attacked guards chose between chasing this pair of following their sergeant. They dice to follow sarge. The net closes on the main party, as all of Rochfort's lads now head, at a run, towards the shot.



Things start getting messy. Taking advantage of the bottleneck Aramis and d'Artagnan should be in a good position to delay a goodly number of the enemy - but the sergeant of the riverside gang has other ideas, and runs his guys south to ouflank the bold pair. Athos and Porthos run Milady off towards the stables - but are spotted by Rochfort.

Now the fighting really starts: Aramis and d'Artagnan conduct a fighting retreat as the enemy swarm out of the alleway and round the building on the south side. One of the Cardinal's Guards falls, mortally wounded, but not before he has driven d'Artagnan back. Aramis wounds another guard, and forces him back, but the numbers will start telling soon. Meanwhile, Rochfort engages Athos at another bottleneck.


 

The wounded d'Artagnan runs back to help Porthos drag Milady to the horses, while Aramis and Athos fight a delaying action, but Rochfort runs Athos though, and he collapses. Decision time... Keep to the mission - and Abandon Athos - or place the whole plan in peril....? With Aramis in command there is no decision - La France has to come first... He runs to the next bottle point, preventing a swarm of enemies from heading stablewards...
Meanwhile: Planchet and Christina get to the north east stable - and fly to safety.....


 
In the alleyway alongside the stable it is a single, again, musketeer in a face-off with Rochford. The Comte in on form today - Aramis is disarmed, and has to run back towards the alleyway alongside the stable. At his warning, Porthos and Milady, already mounted, ride off . Pausing only to throw his sword to Aramis, d'Artagnan swings into the saddle and follows - their prisoner is the priority now...

As Porthos and d'Artagnan look back they see a furious Rochfort being driven back down he narrow alleyway by a swirling blade - the sword of d'Artagnan in the fist of Aramis, before the sea mist closes around them, and they head for Paris..... Victory - of sorts......



Meanwhile, back that the alleway, and with the Cardinal's Guards mustering behind him, Rochefort grimly gestures with his rapier: "Will you yield your sword, musketeer?"

As the sound of the hoof-beats is swallowed by the mist, Aramis smiles "Not MY sword, Monsieur, so why not...? Meanwhile, could I trouble you for the cost of a breakfast - and a bandage for my unlucky friend.....?"


Sunday, 2 September 2018

The What-t'-'el of Battling Street.....

How NOT to control a Crowd..... Or Boudi and GSP get stuck-in......

In my last post I mentioned an experiment from last year (also posted on the FB Ancient & Med. and Solo Groups) reworking the Battle of Watling Street.
I don't propose setting out a Bat Rep. (I did that over a series of days in those groups), but here are some more details on the mechanics I used; with some additional notes and reflections.....
Basically this was a solo Command & Control challenge with me standing in for Boudica. (Why am I humming, to Boney M's Rapsutin,"Boo Boo Boudica, Norfolk’s somewhat cross mama...."? ). There were major issues for me to cope with:

First the nature of the forces at my disposal; their abilities and tolerance of discipline, command & control.

Bousi's force is a tribal army, made up of disparate tribes, themselves made up of disparate septs/clans/kinship groups and all (potentially) with disparate motives/motivation and objectives (from vengeance, looting or just out for the craic). Despite my hopes and plans there will be a tendency for this amateur hotchpotch of an army to just fling itself Celtic-style, possibly bit by bit, at the organised, disciplined enemy (a la Culloden etc.).



My job, if we were to have a cat in hell’s chance of getting anywhere, was to utilise what forces I had in a coordinated manner, using our strengths to best advantage. Ideally I wanted to get my skirmishers & chariots to harry and draw the enemy from their position of strength, then swarm with my numbers to swamp them.


As well as the control aspect, also working against me was the fact that the tribes that made up my force (Iceni, Trinovantes, Corieltauvi and a few Catuvellauni renegades) have, by the time of the Revolt, been officially disarmed/at peace under the (enforced) Pax Romana for over a decade. By 60AD we are NOT talking Silures & wild tribes regularly raiding & rustling from their neighbours.... Like practically everyone else south of the Trent & east of the Severn my guys were seriously NOT experienced, wild tribal warriors....

What this means in practice is that while my folk would be enthusiastic and physically fit (and presumably used to hunting, settling local issues with their fists, animal slaughter etc.) my army only recently started out as a mob of untrained, unbloodied farmhands & artisans with an smear of actually quite inexperienced "warrior" class bods in charge (and even if a guy was a fit, experienced warrior "Back in the Day" he has been Pax Romana'd for seventeen years, not likely to have held a weapon in action for 13 years and is now a nearly 50yo, out-of-practice arthritic from damp Norfolk. Jeez - he sounds worse than ME...). This means we will mainly be looking to the wholly inexperienced teens & twenties to carry the cause....

Some of my "non warrior class" troops will have acted as back-up in the storming at Colchester etc. and taken part in the subsequent massacres.
Some may have helped in the destruction of part of the 9th Leg. & its supports. But the nearest to actual “warriors” with recent, extended combat experience at my disposal will be the odd renegade/bandit and any members of the amateur upper classes who MAY have bothered to maintain levels of training and weapon use in the preceding decade (or may not) and/or have been off messing about outside the "settled zone" (i.e. the ones who presumably will have been the shock forces/doing most of the fighting in those fights my army has had thus far). 




My force therefore consisted of:

A small force of chariot and horse "elite".

5% guys with body protection, helm and shield: the social elite.

10% 2nd rate Front-line "warriors": with the kit (helm and shield) and experience and social clout to be at the front.

20% 3rd rate wanna-be warriors; with at least one piece of protective kit (helm or shield and a proper weapon.

The rest 4th rate - some with shield all with spear, club or pointy stick.

Aside from from my core of "warriors/bandits-come-good" and the above, the rest are just partially tooled-up (thanks to all the second hand looted stuff) "rioters".
What I am saying is that, basically, I didn't have an "army" in any meaningful sense of the word. I had an armed mob....


Then there are the Romans.... 


 


They ALL have shield, body protection, helm and top of the range killing tools.

They DO know what they are doing.

They HAVE trained.

They know the guys standing either side of them as comrades. They eat, share a tent, drink, bicker, train and fight together. Each man knows the guy next to him is a proven fighting soldier - and not just thick cousin Aodhan, your noisy boss who thinks he's Caractacus just 'cos he's got his dad's helmet - and that guy from down the river who tried it on with your sister, can't even manage a hoe properly and only has that ex-legionary sword because he has longer legs than you and got to it first....
I need to control my "mob". The Romans will act based on their Plan, IMP & the card deck.
Anyhoo, that was my "Problem". What I wanted was something to try to "replicate" the problems of commanding such a force. Now to the conventions/rules I used.



Technical:

Basic rules are my standard Activate/Move/Fight rules; an amalgam of SP and Dux Brit. Units are activated by command figures, who are themselves activated as per standard SP conventions. However, there are, for this game, some specific "tweaks"....
Shooting rules are a tweak on SP type system with saving throws based on armour/protective gear. Chariots are moving javelin platforms & staff cars... All skirmishers will avoid fisticuffs where possible...

Combat bonuses: higher quality/experienced troops get an extra dice when fighting lower quality troops (as SP).
Saving Throws:
Basically if you have a big shield or a helmet or one other form of protection which you haven't trained with (e.g a looted maille shirt) you have a chance to turn a kill to a "shock" on a throw of "6" on a 6D.

If you have both, or good body protection that you are used to your chances improve (5-6).

What this means is the that least protected bods get killed off quickest.




If you are a fully trained Legionary with helm, lorica and big shield (and, boy, having worn about 8 different types of helmet the IstC AD Roman one is, for my money, the best helm I've ever worn - and the lorica seg. an amazing piece of kit) your chances rise to a throw of 4-6.  OK, the shock effect can build-up for the Romans, but if I have a double ranked trained-up cohort with full command still in place I allow centurions who still have all their back up (signaller & standard) to double their "shock removal" abilities (justified by "rank-swapping" training, relief of wounded front-liners and unit coherence effects).


When a chariot is hit by missile fire I dice to see if occupants or horses/ponies are targeted. If the horses; I ignore the shock aspects but a horse kill wrecks the chariot. If the fighting crewman dies the driver can go get refilled. If the driver is hit it is assumed the warrior takes over the driving, so ditto.
If both; the chariot is assumed to run off the field uncontrolled.


Roman troops employing the old "One-Two" of pilum & charge home get a first rush bonus of +1 to their charge/fisticuffs dice throw. They can also form "Cohort Wedge", which increases their "punch" (+2) and penetration power in a charge (it is assumed that, like my re-enactment group, the Romans trained NOT to telegraph to the enemy that they are going wedge charge, and thus allow for counter-measures - which is silly -  but change formation on the trot, just before charging home).

Otherwise shield wall and most other combat is a DuxBrit/SP1 amalgam, but any close combat rules could be applied.


 


Activation: 

All of my (Iceni, Catuvellauni, Trinovanti and Corieltauvi) Big Men tokens go in the Tub and activate as standard SP rules. 

Roman Big Man Activation tokens are only added to the tub/pack when the Romans are activated by the Event Cards. Until then Roman units will work on "automatic" pending a stimulus - e.g the horse and foot skirmishers stand their ground & shoot/return shot at/with enemy in range, but withdraw in the face of close-combat troops as soon as these get within their charge range. All skirmish units with officer figures will automatically use those officers to prioritise the removal of shock rather than add to fire-power WITHOUT needing Activation until their tokens go in the Tub as a result of an Event Card.
 

Legion and Auxiliary close-combat units will all hold position pending an Event Card Decision or an enemy close-combat unit approaching within "pilum n' charge range.
The Big Men tokens for affected units will be added to the tub/deck. All units with officer figures will automatically use those officers to prioritise the removal of shock rather than add to pilum fire-power WITHOUT needing Activation until their tokens go in the Tub as a result of an Event Card.




Boudi and the "Big Men":
My commander (Ms. B.of Norfolk) has six "let's call them "Command Points" (CPs) per move. When activated she can use them for moving herself about the field (6" +1x6d per CP expended), activating units, rallying or for bossing folk about within her command range as usual SP practice.... 


However, she can also "lend" Command Points to any of her Iceni  "I want to call them officers but this ain't a real army so lets settle for Respected Shouty Fellers" (RSFs aka Iceni Big Men with one inherent CP) within her Command radius, allowing them to act on her behalf that move (call it delegating along the command chain/passing orders). Once passed CPs these RSFs can do anything SHE can do re. trying to activate, rally, inspire or otherwise kick into line her recalcitrant command if passed some of her CPs. They do NOT need to be individually activated to do this.

They also each come with one inherent "Command point" of their own for Shock/Rally/Inspire purposes if activated by SP card/token (but these are not used for Activation of units; only Boudi can do that) - any CPs added by Boudi are a bonus in addition to this.

They can also "telegraph" Boudi's CPs along a line of RSFs, but at a 1 CP cost per signal passed (i.e. if they pass on an "message" they use their inherent CP in order to do so).


However, the RSFs are all Iceni (they represent the gaggle of advisors, old-timers who have seen action and gallant Icenian noble blades). While they can shout at their own kin, who will (roughly) do as they are told, but each other tribal contingent has it's own Big Men/RDFs who, while they will be prepared to take a direct order from Boudi (She is, after all, a persuasive, forceful, bit scary, possible manifestation of Andrasta.. With BIG hair....) they will need to be "persuaded" by any of the Iceni RDFs passing an order from her - i.e they will not take kindly to being ordered about (Activated) by any old Spot-bellied, Norfolk Swampcrawler....

Persuasion is simple; Throw a 1x6D for the Icenian RSF and add all of Boudi's CPs he has been lent/has in hand (but only the unexpended ones) to the dice. Then throw a 1x6D for the non-Icenian Big Man/RSF - adding 1 to the dice for each unit of HIS tribe currently routing or pursuing/following up. If the Icenian's throw is higher the non-Icenean RSF is activated/commanded as if by Boudi herself for that move. If his score is higher he will remain unpersuaded. If Boudi passes more CPs to her RSF next move he can have another go. 





The Event Card Packs: 

 
I will have my plans; meanwhile there is a set of random cards which will dictate what the various parts of my force (and, to a lesser extent, the enemy) will be trying to do "'cos they want to" and without orders (see below).
Rather than actually making cards this time I am using a standard playing card deck, well shuffled....

Each move, before I begin Boudicca's command moves, I throw a 6d die.

If a 5 or 6 is thrown I throw another die.

1-2 = draw 1 card. 3-4 = draw 2 cards. 5-6 = draw three cards.

Card results:

Hearts;

 
Cards 2-3: All of the Catuvellauni close combat troops will spontaneously advance towards the enemy. It is assumed that the
Catuvellauni "Better in Battle" bods who have turned up are anti-Roman die-hards, some of Cractacus's old comrades and those recalling the days when THEY ruled the roost in Southern Britain. It is assumed that their commanders understand the importance of coordinated action.
 
Cards 4-7: Trinovanti close combat troops will spontaneously advance towards the enemy. The Trinovantes have been Romanised/de-militarised for decades. They are not a military bunch and their behaviour will reflect this. For them This will might mean they make and an incremental, independent advance in 3rds rather than as a mass (So: lowest number card = one 3rd of them advance, 2nd lowest card two 3rds. Thereafter all the tribesmen advance). Nearest warriors to the enemy always advance first - they will be the best armed/of highest status.

Cards 8-10 = Corieltauvi as Trinovantes.


Diamonds:

Iceni only. An incremental advance in 10ths. (rounded up) of close combat troops towards the enemy.

Dice to discover the sub-units involved (throw 1x6d. If 5 or 6 thrown the unit advances), starting with the troops furthest from Boudicca. Always start with the troops nearest to the enemy in each unit block (i.e the best armed/most "noble", as above).



 


Clubs: 
 
The British skirmishers only:

2: Skirmishers panic. Any in front of the army will scuttle back until out of range of any enemy skirmishers/if within 24" of visible enemy cavalry.

3-5: Skirmishers will NOT engage without inspiration/orders. If being shot at will retire to the front line of the close combat troops.

5-8: Skirmishers will press the nearest enemy with shot, advancing if out of range.

9-10: Skirmishers will press to close range of nearest enemy.

Spades:

2-3: Roman skirmishers pull back to behind the Roman battle line.
Appropriate Big Man tokens go in the Tub.

4-6: Roman skirmishers press to close range.
Appropriate Big Man tokens go in the Tub.

7-8: Roman Auxiliary flank troops charge nearest enemy (1x6d: 1-2 = Roman left. 3-4 Roman right. 5-6 = both flanks.). Appropriate Big Man tokens go in the Tub.

9: Legions advance (as one) to close (measured, approach to pilum range, throw & charge) OR Romans regain control of an uncontrolled charge and halt.
Appropriate Big Man tokens go in the Tub.
 
10: Legions uncontrolled charge... The sight of all those heads of their mates and desecrated standards we've been waving at them and the irritation from our skirmishers has got them riled. Trampling their centurions, losing all order, they rush to contact....
Appropriate Big Man tokens go in the Tub.



Colour cards:

Jacks: British only. Adjacent units follow/conform to any reacting neighbours.

Queen: British only. Spontaneous General advance.

King: British only. Bloody hell, they're doing what I want.... Whole army will conform to any single order by Boudica (uses all CPs that move). These are the ONLY cards that can be held over to another move if desired. All other cards must be played at once. Up to 4 Kings can he held, and played at will.

Joker: British only. Spontaneous Panic in one unit. Dice for location.

Aces:

Hearts: British only. An Allied tribe panics en mass. (1x6d: 1-2 = Trinovantes. 3-4 Corieltauvi . 5-6 = Catuvellauni )

Diamonds: British only. Elements of Iceni potentially panic. Start with nearest troops furthest from enemy & work forward. Throw 1x6d per unit. Throw of 1 or less & unit panics. Take 1 from the dice for every 5 shock points. Take 1 from the dice for every adjacent panicking unit.

Clubs: Roman General Advance to contact (measured) OR Romans regain control of an uncontrolled charge.
Appropriate Big Man tokens go in the Tub.
Spades: Roman General Advance to contact- rapid, in cohort wedge OR Romans regain control of an uncontrolled charge.
Appropriate Big Man tokens go in the Tub.



Conclusion:

It was a fun exercise, and epic battle (click on the pics to make 'em big) - and a
"typical Me" Solo Game.. Fairness" and predictability got defenestrated - and it kept me guessing (and swearing) from start to finish.. Chess this aint....

If anyone has any ideas or comments - all welcome as always.



Friday, 24 August 2018

Hash-ups I have Known.......

The experiments that went wrong….

Still the fighting season (Dover Castle t'other week, Battle of Bosworth last weekend, Hever Castle this weekend coming) therefore bruises, cuts and abrasions in place of gameplaying/BatReps or painting, so a little musing on past Solo failures.....

As an inveterate tweaker & dabbler I will often experiment with concepts and methods in ways only suitable for inflicting on oneself (one of the many the advantages - or pitfalls - of Solo play).  From the large scale (the “Battle of Watling Street” debacle) to the relatively tiny (RPG or hunting/chase/robbery/rescue games) they are always fun - if not always successful first time around..

Below is a précis of some of the ones that “need further work”… 



"The You’ll do it My Way Fiasco”:

A RPG adventure concept, wherein I was trying to play as the  “Dungeon Master”, rather than “Adventurer”: setting out my dungeon, deploying clues, secret doors, obstructions, guardians etc. in order to manipulate a group of adventurers so as to get them where I wanted them to be (i.e. outta my face with minimal loss to my minions and maximum embarrassment to the “Heroes”..).


Unfortunately, in actual trials the Adventuresome parties did NOT cooperate: proving to be...:

Too stupid, unobservant or slack to discover my carefully placed clues.

Too blind to stop themselves walking blithely into trap-filled corridors..

Too cautious to follow my carefully briefed “chase me” sentries.

Too suicidal when confronted with a fight – e.g. throwing themselves against superior forces etc. etc.

Although driven from my lair with bloody noses, the Adventurers were NOT steered into doing what I wanted… They almost seemed to have minds of their own, dammit…. 

I said DON'T answer the door.........


Also, once my dungeon had been designed & set up my only “job” was running my minions around as bait or into “blocking positions” (and occasionally combat I wanted to avoid), so that my role (apart from throwing dice to see what the Adventurers would do) was quite limited and (as I should have foreseen) passive….

An interesting reversal of the usual Solo Dungeon Crawl,  but not interesting enough to repeat.


The “No Throne Left Unturned Stalemate":

The peasants are revolting (not); wherein a peasant army was supposed to give me headaches by throwing themselves against my defences, while I deployed my tiny band of tooled-up professionals to defend my little Tower of Strength against their waves of active assailants. Basically a test of my abilities to plug gaps with minimal resources  (think “The Warlord”… Or “Zulu” with peasants & polearms in place of impis with iklwa).

Except they wouldn’t….  They stood, and stared, and “tested”, but neither the desire for social justice, vengeance and loot, nor revolutionary spirit, nor inspirational leaders could tempt them into throwing themselves against my crossbows and castellations.. Even sending a Forlorn Hope out to provoke them was a waste of time (the bovine peasantry stood & stared..).  
As a
jaquerie it was a total sell - and when the relieving party arrives the serfs just did a runner ("Scarper lads, it's the rozzers...")

"The Seven Sherwooders Situation":


Build a medieval Merrie Englande" village. Place peasants terrified of rampaging Routiers due to return to, well, rampage again... Advertise "Servile population of a collection of hovels at risk of general massacre and attendant horrors seek suicidal volunteers to die to protect their chickens, pig and daughters from murderous marauders. All the parsnip pottage you can eat. .  Please apply to etc.etc. "


An everyday story of down-trodden folk....


Add seven of Sherwood's Finest.

Use "Preparation Points" to deploy - do I train and organise the peasantry or get them to build defences - or a bit of both...? Do I set ambushes.  This bit was fun.......

Cue the bad guys (controlled by dice driven tactical decision table). Three times they decided "Oh what the hell, just rush 'em". Departure of villagers in panic. Death of the "heroes".....

I used the same principles for a larger game; more outlaws and the assailants being the Bishop of Huntingdon's enforcers. Who turned up en-mass.... With (event card) reinforcements in the form of Prince John and a right Royal Retinue of professional killers.... THAT ended badly.....


"Thaaaasands of them...."
 

I think I set the bar too high for myself with that one.....

"The Watling Street WTF!!!":


This was a “Crowd Control” experiment, in which, acting as Celtic C. in C.

I had to coordinate my card-controlled polyglot army of disparate Celtic tribes and their bolshie Big Men; getting them to draw the enemy Romans into MY kind of fight – avoiding a “charge, get pilumed, get charged and get broken piecemeal” approach – skirmishing, drawing them down to the flat and flanking, before overwhelming the legions with my superior numbers...  I didn’t expect to actually win, but the point was to test my organising skills….  With all of my “near enough” Celts & Romans on the field this was as Epic as I get.

Things began well enough, with my skirmishers and chariotry peppering the passive Romans. The Tiber Boys were expected to be pretty static in their good defensive position; presumably “hoping” to draw me into THEIR kind of fight. There WERE options for actions on their part, to keep me off balance, but the odds were that they would be “sensible”.

As might be reasonably expected their skirmishers engaged (“So, trying to provoke me into YOUR kind of bash eh..?”). My cavalry responded against orders, and got battered for their trouble, but nothing drastic. Then….. Oh, oh…..



"Here they come; shiny as shiny and thick as planks..."


“General Advance” sounded from the other side of the field and the whole enemy shooting match came down the hill at me at speed….. While my general scurried around trying to organise things the serried ranks of legionaries pushed onwards, squeezing out my chariots & skirmishers and making my life thoroughly difficult…. Instead of organising an attack on the flanks I was managing shaken and disorganised bodies of men,  trying to preserve my centre – while my “Big Men” did exactly what I didn’t want; launching penny-packet attacks and generally getting bloody noses for their pains.

Things went pear-shaped very quickly. My bods were getting shaken and pushed back wherever the Romans came to grips, my best warriors were already down and some units were having to be rallied. The Latinistas were suffering from their rash attack in places (mainly shock) but things were going badly for me. A local success on my far left by an over-confident Big Man only ended up presenting an open flank “Target of Opportunity” to the enemy cavalry. They charged, he broke – and the drop in my Army Moral triggered a route…..

Best laid plans etc.   I will try this “Crowd Control” experiment again (and write it up properly at some stage). 

_______________________________________________________________


Well, those are the most interesting fiascoes (fiasci?). When time becomes available I will be delving into more projects and BatReps. Meanwhile; the Battle-Wagon is packed (my "Mary Poppins's Carpet bag of a small car - a Suzuki WagonR;- if a vehicle can't take an eight and a half foot spear it's no good to me) and it's off to do a three day Pirate show at Hever... "Arrrrrs" are NOT obligatory.....


"WTH..?"

Tuesday, 14 August 2018

The Table's ALIVE...!!!!!

Or, " How I run a "Live" environment..This being the middle of the "fighting season" I have been kit-bashing and being bashed the last few weeks (20+ new bruises, cuts and abrasions - and one suspected chipped bone - since the beginning of last month. THAT'LL teach me to dress for comfort in the heat. Or not....) at home n' abroad, so that in between reenacting and working I haven't progressed anything new.

That being so I thought I'd set out a few tips & ideas on how I work a "Live Environment" to enliven small skirmishes. Some of these will have been seen on previous posts.... 




The premise, for those not used to the idea, is that the table is not an inert, sterile battlefield, like a chess board, but part of the game itself. There may be hazards, inconveniences, bonuses and neutral "things" to add colour and variety (and frustration) to the game play. Some of these phenomena will be represented on the table by means of figures, tokens, buildings or markers. Some will be off table, waiting to come on (or not, as chance dictates). Some may be "Event table" driven. Players of Sharp Practice 1 will likely be aware of this concept already.

In general terms I set out a table, decide how complex the environment will be and what will trigger the effects. For example; in the recent "Pig  Rescue" post there were dogs and herdboys to be avoided, in the "Hunt" game potential outlaws, civilians of different types, wildlife, traffic and the lure of drink to contend with. Below are just some thoughts and processes which I use for my Robin Hood scenarios, but which can be adapted to any period skirmish...


Figures (No Event Cards/tables needed).

Damsel in Distress:
"Help, Sir Knight. Help!" - King Richard, The Sheriff of Nottingham, Robin Hood, Alan a Dale, Gary & Graham and any of the Minor Knights passing within 6" must test. A 1-3 means that they, and any units they commanded that move, are now "stuck" to the Damsel, who will move randomly across the board as an element of  "traffic". This may include leaving the board altogether. Maid Marion, Friar Tuck and Sir Guy of Gisbourne can, if approaching the damsel, "free the "trapped" Personality. 



Black Knight: "You shall not pass": Any named Personality passing within 3" must make a morale check. If test is failed Personality and any accompanying unit must recoil and avoid passing within 6" of the figure for the rest of the game (note; unit does not suffer any shock - simply follows recoiling personality). If test is passed Personality must engage in single combat and defeat the Black Knight four times.  If personality is defeated he/she is not killed but must recoil/avoid further contact for the rest of the game as above. Figure is removed if killed - does not respawn. Unnamed/unled units ignore this figure.

Patsy: "It's only a model": Ammunition and water replenished without penalty.




Plague doctor: "Say "Aaaagh...": Every unit passing within 3" must check. 1-2 unit halts for 1 turn. 2-3 unit recoils 1 turn (random direction) and loses 1x6d figures (do not count as casualties for VP purposes). 5-8 no effect. 


Wench: "Love for Sale" Every unit passing within 3" must test. Throw 1x6d (minus accompanying Personality/personalities). If this exceeds the level of the Personality the unit halts for duration of the turn and "gathers round" the figure. The unit moves on next turn, but loses one figure. Loss does not count as casualties for VP purposes. 

Huckster: "Roll up, Roll up":  Every unit passing within 6" must test with 1x6d. If that thrown exceeds the Personality level the units halts for duration of the turn and "gathers round" the figure . At the end of the turn throw again 2x6d. Two 5's, 5+6 or two 6's and a fight breaks out; 1 unit figure v the huckster. Hand to hand without any charge bonus. Huckster killed counts on the Robinometer 1x6d.Figure removed if killed - does not respawn.  If no fight; next turn throw 1xd6 (minus accompanying Personality/personalities) - any throw/result above 2 and the unit remains in place for another turn.



Travelling Players: "The play's the thing": Every unit passing within 6" must halt for duration of the turn and "gather round" the players. Next turn throw 1xd6 (minus accompanying Personality/personalities). Any throw/result above 2 and the unit remains in place for another turn. 

Jester: "Here's a funny thing.." Every unit passing within 6" must halt for duration of the turn and "gather round" the figure if 1x6d exceeds Personality level. Next turn throw 1xd6 (minus accompanying Personality/personalities). Any throw/result above 2 and the unit remains in place for another turn. 



Children:
"Mister... Mister....." Any unit wanting to pass through must test. Throw 1x6d (minus accompanying Personality/personalities).  A throw of 1-4 and the unit must make a detour around the figures, not passing within 3" of it OR halt one turn. If forced to detour in a street/bounded by impassable terrain a failing unit must either halt & retry next turn, or retrace its steps. If unit passes the test and marches through throw 1x6d. This counts against the owning player on the Robinometer 1x6D.



Once the unit has passed children will throw stones. Count as slings but close range only. Stoned unit must dice for each figure hit as usual shooting rules.  "6" kills. "5" results in 1 point of shock, "1" and the figure chases the children (moves 1xaveD) or shoots if missile troop.  Children always recoil from hand to hand (+2 to dice). Any child casualty from shooting counts 3 x 1x6D on the Robinometer. Child casualties do not respawn.

Crowd: "Make way!!" Any unit wanting to pass through must test. Throw 1x6d (minus accompanying Personality/personalities).  A throw of 1-4 and the unit must make a detour around the figure, not passing within 3" of it OR halt one turn. If forced to detour in a street/bounded by impassable terrain unit must either halt & retry next turn, or retrace its steps.



If the unit passes the test and marches through the crowd throw 1x6d; this counts against the owning player on the Robinometer. Then throw again 2x6d. On a two of 5's, 5+6 or two 6's a Brawl breaks out as per Brawl rules....   Any crowd figures killed count on the Robinometer 1x6d each. Once unit has moved on crowd respawns on throw of 5-6. If in a street/bounded by impassable terrain a defeated unit must recoil & retry next turn, or retrace its steps.

Beggars: "Alms for an old crusader.." Any unit wanting to pass within 3" must test. Throw 1x6d.  A throw of 1-4 and the unit must make a detour around the figure, not passing within 3" of it.  If forced to detour in a street/bounded by impassable terrain unit must either halt & retry next turn, or retrace its steps.


Herder: "Angry, Angry Herdsman": If passing within 3" of any herd of sheep, goats or cattle throw 1x 6d. 1or 2 and the herd moves away from the unit (random direction 3x6d) and is replaced on the spot it previously occupied by the angry, angry herdsman and two herd boys with slings. They will shoot at the unit while it is in range. They will retreat from any hand to hand attack as per normal evasion rules but otherwise do not move. Any herdsman figures killed by counter fire/hand to hand count negative on the Robinometer 1x6d each. Once the offending unit has moved out of range they vanish, to respawn if herd is activated again. They will respawn at the new herd location even if killed in the first encounter.
 



Barkeep/wenches/cook:
"Fill yer turnshoes.." Every unit passing within 6" must halt for duration of the turn and "gather round" the figure. Next turn throw 1xd6 (minus accompanying Personality/personalities). Any throw/result above 2 and the unit remains in place for another turn. Each turn held in place the unit loses one figure. does not count as casualties for VP purposes

"Barrel o' beer: "Rolling drunk" Every unit passing within 3" must halt for duration of the turn and "gather round" the figure. Throw 1/6d. These figures are removed for the the duration of the game (drunk). They do not count as casualties for VP purposes . Figure is removed once activated.

Merchant/market: "Stalled by a stall": Every unit passing within 6" must test. Throw 1x6d (minus accompanying Personality/personalities). If this exceeds the level of the Personality the unit must halt for duration of the turn and "gather round" the figure. Next turn throw 1xd6 (minus accompanying Personality/personalities). Any throw/result above 2 and the unit remains in place for another turn.




Naughty ladies: "Hello Boys..." Every unit passing within 6" must halt for duration of the turn and "gather round" the figures. Next turn throw 1xd6 (minus accompanying Personality/personalities). Any throw/result above 3 and the unit remains in place for another turn.



Gallows: "Hanging around" Every unit passing within 6" must throw 1xd6 (minus accompanying Personality/personalities). Any throw/result above 2 and the unit halts for duration of the turn and "gathers round" the gallows.



Priest/shrine: "Holy smoke". Every unit passing within 6" must throw 1xd6 (minus accompanying Personality/personalities). Any throw/result above 2 and the unit halts for duration of the turn and "gathers round" the figure. If unit passes the test and marches on throw 1x6d. This counts against the owning player on the Robinometer 1x6d. 

Deer: "Chasing the wild deer" Every horsed unit passing within 6" of deer must throw 1xd6 (minus accompanying Personality/personalities). Any throw/result above 2 and the unit loses 1x6d figures chasing the deer, which move off randomly till exiting the table. Figures exit with wildlife. Every Outlaw unit passing within 3" of deer must throw 1xd6 (minus accompanying Personality/personalities). Any throw/result above 2 and the unit loses 1x6d figures chasing the deer, which move off randomly till exiting the table. Figures exit with wildlife. Do not count for Victory points.




Farmer/s:
"Get off moi land"  Any unit wanting to pass through sown farmland where there are farmers must test. Throw 1x6d (minus accompanying Personality/personalities).  A throw of 1-4 and the unit must make a detour around the figure, not passing within 3" of it OR halt one turn, testing again next turn. If forced to detour in a street/bounded by impassable terrain unit must either halt & retry next turn, or retrace its steps. If unit passes the test and marches through throw 1x6d. This counts against the owning player on the Robinometer. Then throw again 2x6d. Two 5's, 5+6 or two 6's and a Brawl breaks out. Single combat then ensues. Any farmer figures killed count on the Robinometer 1x6d each. Killed figures do not respawn. If in a location bounded by impassable terrain unit must either halt & retry next turn, or retrace its steps. 


Heron: "Big Bird Problems - Bad Omens": Unit passing within 3" must throw 1xd6 (minus accompanying Personality/personalities). Any throw/result above 2 results in 1 point of shock. Units within 6" move at half speed. I bird flies then the penalties also apply to its flight path. 

Leper: "Unclean. Unclean": Unit passing within 3" must make a morale check (no Personality effects). If test is failed then the unit and any accompanying Personality must recoil and avoid passing within 6" of the figure for the rest of the game (note; unit does not suffer any shock). 

Peddlar: "Stop me and buy one": Every unit passing within 3" must throw 1xd6. That number of figures are "tempted". Throw again 1-3 for each figure. That figure is "held" for the next unit turn. 





Drunks: "Merry, merry apprentices": Every unit passing within 3" must throw 1x6d. That number of figures are "tempted" to join the party. Throw again each figure. 1-3 thrown - that figure joins the fun and is "held" for the next 1x6d turns. If a 6 is thrown that figure gets into a Brawl with the apprentices. Should that happen throw 1xD6 for the unit. That number of figures are also tempted to join the fight. Throw 1xD6 for each such figure, adjusting for Personality present (minus). Figures throwing 3-6 join the fight. All fighters are "held" for the reminder of that round, then fight as per single combat next round. Losers are thrown for: 2-6 rendered hors de combat for remainder of the game, on a throw of 1are killed. Unit can move on as normal.  If unit remains in situ Personality may attempt to restore order. Each turn the unit remains in contact more figures are diced for (i.e. fights can escalate). Adjacent/nearby (within 4") or passing units (in civilians) can be drawn into the fight as above on the side of the Apprentices. Fights may last as many rounds as it takes for the Personality to restore order or the Apprentices/unit figures are defeated. Player figures lost do not count for Victory Points. Apprentice/civilian figures killed count on the Robinometer against the owning Player.

There is a faint possibility that opposing Player units/figures could be drawn into a Brawl.


 
Body: "It's a stiff.."There is a dead body lying on the ground. Unit passing within 3" must make a morale check (no Personality effects). If test is failed, then the unit and any accompanying Personality must recoil and avoid passing within 6" of the figure for the rest of the game (note; unit does not suffer any shock). IF the test is passed the body can be examined. It may provide a clue or Maguffin relevant to the scenario.

Witch:
"Cackle, Cackle": Any unit/Personality wanting to pass within 3" must test. Throw 1x6d. A throw of 1-4 and the unit must make a detour around the figure, not passing within 3" of it. If forced to detour in a street/bounded by impassable terrain unit must either halt & retry next turn, or retrace its steps. IF the unit passes successfully within 3" of the figure then throw a dice. 1-2; The unit is cursed - it receives 2 permanent Shock Points and all future movement and combat strength is halved unless it later halts one move adjacent to a priest/shrine/holy man, in which all penalties are removed. 3-5 No effect. 6 the unit is blessed. It will fight with an extra die per 5 dice in combat. Personalities passing within 3" will react based on their "Character Notes". 




Spooky Place/Ritual Site:
"It's spooky, boss...."
Unit passing within 3" must make a morale check (generally no Personality effects, except for Friar Tuck, who ignores all spookiness). 1-2 = they recoil and cannot approach within 6" of the place again. 3-5 = they may move through/past, but at half speed. 6 = No effect.

Hern the Hunter: "WTF!!" All units unless commanded by Robin Hood or Friar Tuck test.  1-5 = unit panics and moves back the way it came by 8" + 1x6D . Add 2x6d shock to any non-Forester Baron unit so affected.



The above are just some of the ideas/types of random persons who might clutter up my fighting space. Add to them road traffic and other imponderables and, used sparingly, they can be a great addition to the fun of skirmish play.

As always, any queries & comments welcome... 

A "No Fighting" month... Well, almost......

October has come..... More Three Musketeer skirmishing, solo board game playing (mainly Camp Grizzly) and figure painting (more "Mu...