Friday, 27 July 2018

The Game is actually afoot...

More Hunting japes... 

Have been painting and plotting, working and socialising - and trying to escape the heat the last few weeks so little new to offer. However, following on from the last "Chase" game post here is an example "Hunt" (edited from a FB post from last year) with different rules....

Scenario: Noble Norman nobs Sir Wilfred de Winkelle, Sir Lawrence de Lambe, and the brother Sir Rupert and Sir Edward de Beare have decided to go on a Saturday morn hunt...

A "Beater Team" of half a dozen beaters" their Whipper-in, dogs and horn-boy accompany. are ready. A quick warm up for the horses and we begin...


However, the board is a "Live Environment" this time. I will go into more detail on how this works on another post; but basically this is NOT a battlefield.....

There are sondrie folke floating about (farmers, monks, sloe pickers, crazee goose women etc. etc.) to get in the way. There are people to be disturbed or interrupted in their activities (bowmen at the butts, kids playing etc.). There is road traffic. There are "Keep your bloody dog
on a lead" shepherdy types about etc .etc.

There is a pub.......


There is also, being "Robin Hood World", always the chance of encounters with folk NOT engaged in lawful pursuits.....

What all this means is that while i will want to play MY game, other folk might have other ideas.....

On this occasion I will "play" the Normans. The animals etc. play themselves......



The knights place themselves around a nearby thicket and the beaters enter.
Meanwhile: dice result on a heard of cattle being moved across the board.... They COULD interfere with the hunt.. They are also a target for outlaws. Norman knights CANNOT refuse a call for help (noblesse oblige & all that..... )



(Or is it....? May be a disguised outlaw band. Could, if legit, be another outlaw target.. Moves -like the cattle - every move (3" + 1x6d) with direction changes at every junction diced for and possibility of attack diced for each move........._.

And the beaters have spooked a boar......



They diced for this; first the dice (as above) to disturb something, then to find out what was disturbed(see Rules below..). The boars rushes off..... The dogs are loosed, the hunters give chase.

Once running, boar either run for the nearest cover OR, if within 8" of hunters, dice every dice they run to see if they potentially change direction. Throw 1x6d.

A thrown 1 means that the boar turns at once and runs though and past the hunter/s, adding an extra 1x6d (only) to it's usual move throw. It does NOT attack anyone during such a move.

A thrown 2-6 means that it uses the Boar Jink Spider with no alterations UNLESS the Spider requires that the boar turn directly towards a hunter/hunting party. In such a case throw again . A thrown 4- 5 and the boar passes, but strikes at anyone in its path/within 1" of its path as above. charges the hunter/s with intent to harm....

Here the boar races across the stream, three dogs and two of the huntsmen on his heels....



Oh, and next move the dice produces a "high status" travelling group on another track. As with the cattle, this may prove to end up a target for villains, disguised outlaws, anything......



One of the hunters - Sir Wilf (with the blue shield) raced round by the ford, then galloped (good dice) at speed, overshooting the boar, but wounded it in passing, while the other pair are still splashing through the water (and, given their progress, mud). One of the dogs has baulked at the stream, one has caught up with the prey and wounded it...



However, Sir Wilf, having overshot the boar, runs into a group of kiddies, playing at the edge of the village. They scatter...

Sir Wilf dices to control his horse (he seems to be a good rider, but comes to a standstill).. A kiddie injury would seriously upset the peasantry - OR result in kiddie-on-Knight action: medieval kids throw rocks - or have slings if herd boys...

Meanwhile Sir Edward (top right) has swept up from the river and struck the boar (good dice for both); killing it stone dead.... All Sir Ralph (centre can do it ride up & check his horse, as the dogs catch up....

Round One to the Normans. And (luckily) no kiddies hurt....



Meanwhile the cattle & high status convoy are proceeding without incident......

A quick drink at the inn (failed dice throws) en-route for the next patch of forest, then off - all except one beater, who has got too drunk and is left at the inn (diced for)........


No arrows wizz at them from the woods. Beaters get in position for the second round.

Almost at once a boar is drawn - before everyone is in position. Again the dogs are loosed and the riders set off..... But the boar suddenly turns on a groat (the Jink Spider) and rushes through the hunters.... No harm caused, as he takes an "opportunity slash" as he passes the horses  and dogs....



As the chaps get themselves sorted the boar turns again, rushes past the now confused & scattered hunters - and across the bridge......


But Sir Wilf and Sir Larry (who has had lousy dice throughout) give chase while the crazy Goose Lady looks on...... Luckily the dogs are focussed on the boar, so no goose-related embarrassments...


 
Halfway across the bridge the boar is suddenly going to make a decision - the ground beyond the bridge is very open....
The boar turns - it must be getting cross, for it charges straight for Sir Larry's horse, bringing it (and Sir. L.) down.. Sir Wilf, can't turn quickly enough and the boar bursts through the dogs....


The dogs regroup, the hunters try to regain control of their mounts as they all overshoot the quarry...... Meanwhile, dice decide that Sir Larry has been injured in the fall... Boar is the first to score this half of the match.....
 


The boar rushes off in a different direction..... Pursued.... Three dogs get good dice.... They can wound - or simply "grab" the prey; reducing it's movement....

The beaters emerge from the woods. No other prey (or outlaws) startled....

But the boar gets dice taking it to the board edge (for the sake of this scenario counts as thickety-brambley forest) and it escapes.... Second round: boar 1; hunters nil........


The beaters emerge from the woods (nothing else being disturbed). Still no outlaws....

Suddenly the high status convoy (which as been making good - and un-harassed progress across the board) arrives at scene...


We test to see who or what it is... It's a Norman Personality..! We draw a card and....
It's the (horrid) Bishop of Huntingdon (so; nasty, but kinda "friendly" to Norman knights. Well, he's one himself...). He agrees to ferry the injured Sir Larry (dice) to somewhere safe. With one of their number down, the hunters call it a day....

And end of scenario.....

At any time the hunt could have been interrupted but outlaw action, but this time it wasn't...

Luckily, though at times the hunt came close to close to civilians, there were no issues or injuries to non-combatants...

Boar for supper - but Sir Larry lost an expensive horse - and gained a broken leg... Tricky game, medieval pig-sticking....

All in all an exciting little exercise; could have turned into something different - an outlaw situation, a brawl with angry locals, but no... Even so, the boar hunt itself was quite thrilling - and it all passed passed an idle hour..... :)

No outlaws were harmed during the making of this scenario....

Same the can't be said for one boar, a horse and a (pesky) Norman (Hah!....).




Basic Rules:

A) Move sequence is 1) Events. 2) Activation, movement and actions (sequential - see below).

1) Events:
At the start of every move I throw a dice. A six means some form of road traffic enters the table that move. I dice for point of entry (always a track or road). I dice for "type of traffic" (wagons, pilgrims, military, religious, agricultural/animals , high status bods, etc .etc) based on a "scenario specific table".

Note, however, that traffic CAN, when checked/found be getting too close for comfort, turn out to be disguised Outlaws (dice check)....

2) Activation & Movement:
No activation by card/token; a simple sequenced "Bound/Move". The sequence is 1) Beaters 2) Animals/Wildlife 3) Hunters 4) Poachers/outlaws (if any) 5) "Civilians/traffic"/Blinds.

Beaters:
The Beater Team will activate each move automatically without the need for activation BEFORE the Norman Hunters (exception - getting drunk).


They automatically move 6" each move when just walking in the open. Once in scrub/woodland and "beating" for quarry however they move based on a single 1x6D.

If chasing (outlaws/poachers or quarry) they run 3" + 1x6D.

Each move in scrub/woodland beating that throw 1x6D. A 6 means they have spooked something (see Actions, below).




Animals/Wildlife; Quarry, Unaccompanied Domestic Animals, "Wildlife Blinds (in that order)move. Quarry and visible, unaccompanied domestic animals do not move unless approached by dogs. See below for rules per type.

On the table there are a number of "Wildlife Blinds" (flock of disturbed birds etc). Wildlife blinds move 6" on a throw of 6 on a 6D. Dice for direction.

These may just be wildlife doing wildlife stuff. However, like Traffic, these may ALSO turn out to be outlaws if they come too close/are approached (ditto).

If in Line of Sight of the Hunting Party and within 8" of the blind in the open or the Hunters/Beaters actually reach a Blind in scrub/woodland throw 1x 6d.

Throw 5-6- = there is a wild boar.
Throw 3-4 = there are 1xAveD deer.
Throw1-2 = throw again. 1-4 = just birdies & rabbitses. 5 = Friendly Foresters (Ave dice for number). 6 = Outlaw band (Ave dice for number. If 5 thrown, throw again. Max number 12.).

For how animals/quarry react when spooked, see below "Spooked Quarry".



 
Hunters: Each of the Norman hunters will automatically activate each move, but the order in which the individual knights move will be diced for every time (Highest to lowest score. In the even of a tie the tying riders move at the same time (may risk a collision).

Before they charge any quarry each rider must take a "nerve test" (a 6d each. A score of 1 or less and they flunk it. They take from the dice for every wound they have received).

The hunting knights walk their horses at 6" per move

They increase speed slowly (walk, to at least 1d at trot, then run - at least 16d, then gallop).
They trot at 2x6d +4",.
They run at 2x6d + 3" PER running dice.
They gallop at 3x6d + 3" PER galloping dice.

When charging prey throw 1x6d; 4-6 means a on the quarry (+1 if "overtaking" the prey during the move). If a hit throw again; (+1 if "overtaking" the prey during the move) 5-6 = a clean kill, otherwise a wound.

Traffic; Road traffic automatically moves at the end of every move. Road traffic moves at 1 x 6d per move.


Actions:

Spooking/Finding the Quarry:

A Beating Team beating scrub or woodland move 1x 6d while beating. A dice is thrown per move of beating. A throw of "6" means they spook something. This "something" appears in the centre of the line line of beaters.

Every move the beaters beat successfully they throw four 6D to see what they spook from the woods/scrub. Usual options are:

Throw 4-6: Outlaws/poachers: they find 1x6d poachers/outlaws in the forest. Dice for number of suspects (1x6D). Then throw for beaters' attitude to the interlopers;

1-4 = They are hostile - and will run to tell the Normans OR if they outnumber the poachers/outlaws by 3 or more they will attack to attempt an arrest. If appropriate they may loose the dogs on the miscreants.

5-6 = They are sympathetic ("We never saw you, right..").

Outlaws/poachers who are outnumbered by the beaters will ALWAYS try to make off (3" + 1x6D).

Throw of 7-9 = Domestic animals: Somebody's beasts are loose in the forest (dice for type as scenario. Here they are likely to be rooting pigs). These automatically run 8" at right angles from the line of beaters. This counts as their move this turn. Dogs who see them "morale check"; we could end with dogs chasing peoples' property.....
 

Throw of 9-10 = Gatherers and Strays: There are "ordinary" people in the woods. Throw 1x6D again.

1-2 thrown, place 1 AveD peasant wood/berry gatherers in the woods.
3-4 thrown place a pair of lovers.
5-6 thrown place 1 AveD children.

Different folks do different things:

a) Peasant wood/berry gatherers: They automatically run 4" + 1x6d at right angles from the line of beaters. This counts as their move this turn.

Dogs who see them "morale check"; we could end with dogs chasing people....

The people keep running till safe or brought down - they know their place...
If caught by the dogs they will be attacked as running quarry.

If Beaters/Whipper-in is within 4" and LOS of the peasants they will automatically try to restrain dogs as Dog Rules.



 
b) Kids: They automatically run 3" + 1x6d at right angles from the line of beaters. This counts as their move this turn. Next turn, if still in woods and not caught by dogs, the kids are deemed to have climbed trees to safety.

Dogs who see them "morale check"; we could end with dogs chasing kids....

The kids keep running till safe or brought down. If caught by the dogs they will be attacked as running quarry.

If Beaters/Whipper-in is within 6" and LOS of the peasants they will automatically try to restrain dogs as Dog Rules.

If dogs give chase this could turn in to a dog-on-kiddie incident, which would NOT go down well with the locals. If kids are seen by other peasantry to be chased - or if they reach an occupied village/farmstead after being attacked, consult the Hue & Cry table.

If the kids reach a place of safety that is not an occupied building (e.g. clamber up rocks/trees/sheds etc. where the dogs can't follow) or the dogs get called off AFTER chasing kiddies for at least 1 move, the kids will chuck rocks at any dogs, beaters and hunters in range (6"). Treat as usual missile weapons.


 
c) Lovers: Will initially run 4" + 6D - but throw 1x6D for type of lovers:

Throw 1-5: Everyday country folk. Will run till safe or brought down. If the dogs catch up with them they are attacked as running Quarry. If brought down both will fight dogs (only) to protect lover - both have long knives.

If Beaters/Whipper-in is within 4" and LOS of the couple they will automatically try to restrain dogs.

Throw 6 - Higher status lovers. If Beaters/Whipper-in is within 8" and LOS of the couple they will automatically try to restrain dogs.

If not caught up to by dogs within 3 moves it is assumed the lovers have reached horses and ridden off.

If the dogs catch up with lovers the lovers will turn & fight the dogs (i.e. will NOT allow themselves to be attacked as running Quarry. Good Lord.. Certainly not...).

If dogs chase for + 2 moves then, if dogs are within 6" of them, next move the lovers will turn & fight the dogs.

Throw another 6dice for nature of the high status couple:

Throw 1-4 male & female. Male has sword, female has long knife. Will fight dogs if caught.
Throw 5 -two females, both have long knife. Will fight dogs if caught.
Throw 6 -two males, both have swords; they will fight unaccompanied dogs if caught, however if beaters/hunters are in line of sight and within 4" the couple will dice:
1-4 make off rather than fight - and risk dog attack.
5-6 attack and attempt to silence/kill any hunters/beaters meeting target requirements. Beaters & whipper-in will run (4" + 6d). Hunters will fight.

If ANY HUMAN IS KILLED BY THE DOGS or ANY HUMAN AGENCY THE HUNT IS AT AN END.


Throw of 11-24 = Wildlife/Quarry:
Throw 2x6d to see what the wildlife is;

Throw 2-6 = Deer (throw Ave d. for number).
Throw 7-11: Wild Boar (throw 1x6d. 1-5 - a single boar. 6 a pair of boar).
Throw 12: Something 'orrible - as per the scenario narrative; Could be anything from rabid dog (will attack whatever is nearest. Move/attack as dogs), hornets nest (will attack all targets within 6" immediately. Each person/creature is struck as if a dog bite. Will continue to attack until all attacked parties are 12" from the point of contact), wolves (move as dogs. Will attack dogs, run from men, chase kids as dogs), perhaps a bear (or two. Will attack nearest whatever at 6" + 6D. Attacks with the attacking power of 4 men with axes) if continental Europe, something "supernatural" or scary e.g. (lepers, something witchy, Herne the Hunter, grisly ghost stamping on the floor etc. etc. Will spook dogs and beaters automatically. Hunters will make morale check before approaching).


Spooked Quarry:

Deer:
Deer will run 2x6d + 3" per "running" dice. Deer do not "need notice" to run; they just run..... Deer will run away and at a right angle to the line of beaters. Thereafter deer dice per move. If they cannot run at right angles to the line of beaters they throw they use the Deer Jinx Spider..

Boar:
Boar will run 2x6d + 3" per running dice. Like deer they do not need "notice" to run. However, unlike like Deer they "morale check" 1x6d each move, INCLUDING the first move.

On their first move, if boar throw 1-5 they run away from the line of beaters (or any chasing hunter/s or obstacle) using the Boar Jink Spider.

If they throw 6 they intentionally charge through the beaters/hunters. Any person/horse in the group within 1" of the boar charge line dices 1x6D. If 5 or 6 is thrown that person/horse becomes a casualty.
Once running, boar either run for the nearest cover OR, if within 8" of hunters, dice every dice they run to see if they potentially change direction. Throw 1x6d.

A thrown 1 means that the boar turns at once and runs though and past the hunter/s, adding an extra 1x6d (only) to it's usual move throw. It does NOT attack anyone during such a move.

A thrown 2-6 means that it uses the Boar Jink Spider with no alterations UNLESS the Spider requires that the boar turn directly towards a hunter/hunting party. In such a case throw again . A thrown 4- 5 and the boar passes, but strikes at anyone in its path/within 1" of its path as above. charges the hunter/s with intent to harm....





Dogs:

Dogs walk at 6", run at 2x6d + 2" per running dice. "Bite" prey at contact; throw 4-6 = wound.

On first sight of valid prey (of any kind) they morale check individually (1x6d). 1 = the dog stands still for on dice worth of move, then tests again. 2-6 it gives chase.

On first sight of "unlawful prey" (inc. domestic animals/running people) they check as above: 1-3 it stands to test again, 4-6 it gives chase.

The Whipper-in can get the Horn-boy to try to recall dogs at any time in his move. He throws 2x6d once per move to recall dogs. Each dog then throws 1x6d. If the Whipper-in gets the highest throw, the dog runs back to him.

If the dog's throw beats that of the Whipper-in the dog will chase/continue to the sighted prey.

In addition, for every dog nearby testing dog (within 4") who has already tested & "ignored" the call, add 2 to the next dog's throw. This effect is cumulative (e.g. . first dog tests and "beats" "Whipper-in throw. Next dog throws, adding two to its dice throw, and also beats Whipper-in. Next dog throws, adding 4 to it's dice throw etc.). This is to represent the "pack instinct".



Hue & Cry:
If a lawful, low-status human is injured by the Hunting Party (dogs or men) in line of sight and within 18" of other low-status folk (occupied buildings count as "folk" for this test) throw a 6D. Add to the dice

1 for each person seen to have been attacked.

2 for each person seen to have been attacked and injured.
5 for each person seen to have been killed.

Double the above if the person injured/killed is a child.

On a modified throw of + 11 or more the peasants get "Outraged". The total sun is their "Outrage Factor". A group of 2xAveD armed peasants appear at the board's edge (track) or nearest settlement (whichever is nearest to the Hunting party). They will move 6" towards the Hunting Party each move. One in four of the peasants will have bows.

On reaching the Hunting Party the Hunt leader (Norman) will have one chance to placate the crowd. He throws three dice and adds any "Status/Charisma" qualities he may have (as scenario or as part of a campaign). If he fails to beat the crowd's "Outrage Factor" the Hunting Party withdraws. If he throws an unmodified score of three on the dice or a modified score of less than 8 the peasants attack the party. If he beats the "Outrage Factor" the peasants withdraw to the nearest building and the hunt may continue. However, if any further person is attacked/injured by the hunting party two more groups of peasants will arrive from off table and ALL peasants on the table move to attack the Hunting Party.... 






Thursday, 5 July 2018

"Froggie went 'a courtin'...."


..or... How I do "chases" (Sometimes.. Other methods are available..)

An unexpectedly successful series of packing/unpacking operation (props for a Living History talk on Saxon Sussex, in kirtle, winningas, maille & Saxon smurf hat, unpacking same, then packing my 1504 kit for Germany last Thurs. do the event and return) left me with more time on my hands than I expected.. So, as I had left a games-table up....


On occasion, with a idle hour to fill, I will do a quick "chase" or "hunt" game. These can be as much fun as a larger, "fighting" game, especially when I base them in a "live environment", but can be quick and easy..

Occasionally a hunt will be a "hunting for food/sport" activity, on other occasions a manhunt (escaped prisoner, trying to get a small group of survivors from a massacre home & dry etc. etc). With animal quarry games things are a little more complex than the  method below, since in those cases I "play" the hunter, rather than the hunted, and hunted animals are more unpredictable than folks (usually)..

This time, however, I play the quarry...


The obligatory "back story":  The Lady Marion is still being pursued (for matrimonial purposes) by that Naughty Norman Sir Guy de Gisbourne (some folks just wont take "No" for an answer).

Having learned that, headstrong lass that she is, she has set off from home to go to her cousin's father's hold without a proper escort - and so will be out in the wilds all on her lonesome lone (Well, with Beefy Bess, one of her maids - but staff don't count) - Sir Guy, with two of his henchmen to act as witnesses and the hastily dragooned Father Phillip of Felpham (reluctantly in tow to do the ecclesiastical necessaries) intends to ferret her out and force the nuptials....




And so to..

The Rules:

Activation of the units is dictated by a full normal card deck (inc. red and black jokers. Black cards activate - the goodies, Red - the Baddies).

The pips on the cards shows the number of Movement Points (MPs) available that move for one group/rider (e.g. a two of diamonds = two inch move for the Red side, King of Spades = a 13" move for the Black side).
Once the card is drawn, if the two sides have split their force, I then dice to see which groups or individual riders are activated by that card. The MPs on the card can only be applied to one group/rider (i.e not split).

Jokers mean unexpected reinforcements arrive. A Red Joker drawn means more of Sir Guy's bods have arrived - I dice (1/6D) for number, then for point of entry at table edge (dice for which edge, dice for where along said edge).

A Black Joker means some Merry Men are on the table. I dice for number as above, then for type. A throw of one means they are friendly Men at Arms, two-five means they are Merry Men, a six means Robin himself.

I dice for location:  1=4 enter at table edge as above.  5-6 means they appear actually on the table - I dice for which bit of woodland/cover they have emerged from.
Merry men groups brought onto the table on an Odd numbered dice throw will have one bowman with them. Robin will have a bow.

The type of Sir Guy's reinforcements will be diced for individually (foot men at arms a throw of 1-3, scurriers a throw of 4, mounted Men at Arms 5-6).
 
"Friendly Movement":

The activated rider/group is moved as I wish.

"Hostile Movement":

Sir Guy can decide to split his force on a dice throw of 4-6.

If no quarry is in sight direction of movement is dice controlled.
Hostiles who "spot" my folks will be assumed to shout out loud. All folks within a thrown 5x6D radius can hear (one shout per activation).Once any of "my folks" are spotted the "Zombicide" type movement rules apply - i.e. groups/riders will gravitate towards where there is one of my bods in Line of Sight or towards any noise (e.g fighting/shouting).  



Riders:

If activated and mounted, and before drawing the card, the player must declare if the figure/group is going to walk, trot, run or gallop.

Trotting: add 2MP to the card pips. If a horse is running/cantering add 3MPs to the pips on the card. If galloping add 5MPs.

It costs 1MP to turn a walking/stationary horse 180 degrees.

A trotting, running/galloping horse cannot turn, they can only wheel (exception "emergency turn"; below).

Normal acceleration is Halted to Walk, Walk to Trot, Trot to Canter, Canter to Gallop and in reverse to slow down. When accelerating/slowing moving in speed sequence with each card drawn there is no cost.  (e.g. character emerges from a wood on a "4". He declares that on the next friendly card drawn/allocated to him he will accelerate. He can therefore go to trot at no cost of MPs next move. Ditto from trot to canter and from canter to gallop at each future turn of the card.  Changing speed based on the card turns has no co
st.

It is possible to change speed during a move, but to do so the rider must have enough MPs to do so. MP requirements in unused MPs are; 1MP for the decision/thinking time and 1MP each step change (e.g. deciding costs 1MP, going from walk to run costs/takes 1 MP and from walk to run to gallop an additional 2MP = 4MPs in total) with only half of any added final speed benefit added this move (rounded up) no matter at what stage the decision is made.


Deceleration is the same in reverse, except that in addition a 6d Risk Throw must be thrown and 1 taken from the dice for every deceleration step made that card draw/turn over and above a single step change (i.e. Changing from gallop to canter only does not change the Risk Throw. Changing from gallop to trot does, by minus 1). On a throw on a 6D of 1 or less (or 2 or less for Bess or Father Phillip) the rider comes off of the horse.

E.g. Bess wants to slow down from a gallop to a walk mid move. She makes the decision = 1MP and needs to have 2 more MPs in hand to change speed.

Because of this swift change of pace she has to make a Risk Throw. She throws a 4, takes 2 away for the change steps gallop to canter, canter to trot, and falls from her horse.



"Emergency Acceleration/Deceleration Declaration" and/or "Emergency Stop":

This needs 2MP for the decision and an additional 2MPs to move from one speed to another during the move, "skipping" one deceleration stage (as opposed to a controlled acceleration by "declaration" the previous move or the above in-move acceleration). For example, changing from gallop to trot will need 1MP to decide and 2MPs in hand to do this and pulling a horse to a complete stop from a gallop will need a total of 6MPs to be available.

An emergency change of speed involves a "risk throw" then an extra penalty of -1 is applied.

As well as needing the above MPs in hand an emergency stop requires "space to stop" of 1" at a walk, 2" at a trot, 4" at a canter and 6" at a gallop. If this space is not available due to lack of space the rider risks crashing into any obstruction in its path at the speed it had reached at the time of impact.



"Emergency Turn":

To carry out an "emergency turn" of 180 degrees a trotting/running/galloping horse must first reduce speed as if to stop (with all the cost and risk implications above, +1 extra MP for the actual turn). The risk throw for a stop and turn may be combined, in which case take 1 extra point from the risk dice throw.

E.g. Bess is already galloping on a sunken road on a card of 9 pips (a 14" move of 9" +5 for galloping). As she rounds a bend, having already moved 3" of the move, she sees four baddies 12" ahead. The road is only wide enough for three riders, so four riders effectively block this narrow, sunken road. If the terrain had permitted she could have continued to the full distance and wheeled away from them or, had they not blocked the road, tried to ride through them.


However, other than crashing into them, she really has no choice but to try to pull the horse up - and, ideally, turn around to get away. Luckily she has pips/MPs (11 left) and space to do so (more than the 6" needed to stop). She "declares" an intent to Emergency Stop (1MP) and pulls the horse up (total 6MPs). 

Her decisions/actions need 6MPs worth of distance to stop. She originally had 14" for this move, less the 3 already moved, less the 6 for her actions and decision. The enemy are 12" away; even moving the 6MPs it has taken her to decide and control her horse to a stop she still has enough room to stop her galloping horse safely without colliding with them.
 

However, in trying to slow from gallop to stop/emergency turn she must throw a dice to see if she keeps her seat. When throwing to test this she will deduct from her throw 1 per speed-step jumped (gallop to stop = 3 steps jumped) and 1 for the act of carrying out an "emergency stop".  Although she has MPs in hand to try to turn she dare not try to turn this move, as this will add to her test penalties, make her fail her test, and fall (basically she is having issues controlling her horse).

If it had been Lady Marion, rather than Bess, in the above example she could, on stopping (on a total of 9MPs used), have risked a turn (cost 1MP) applying her +2 risk bonus). If successful she could then, with her spare MPs, have moved 4" at a walk away from the enemy and declared she will jump to trot next move (she originally had 14MPs for this move, less the 3 already moved, less the 6 for stopping, less the 1 to turn) or even decide to go straight to trot (walk 1", use 2MPs to decide to go to go to trot, move 1MP but gaining 1 extra MP).



Other Actions:

The hedgerows can be jumped - but this is risky (a throw of 4-6 on a 6D) and can only be done cantering or galloping (and if your horse is galloping, you take 1 from the dice test). Oh, and Bess and the Good Father don't jump.

Gates and walls can be jumped on a 3-6 if running/galloping as above.

Gate start shut (a cost of 2MPs to open/shut and you must stop to do so).

Marion adds +2 to every jump and "emergency action" test dice throw (she is a good horsewoman, and dresses light).

Sir Guy and his scurriers (but not his ordinary men at arms) add 1 to every jump and "emergency action" test dice throw (he is an equally good horsemen - but is encumbered with arms, armour etc. His scurriers are lightly armed scouts).

Movement in woods is normally at a walk (half speed). If moving any faster than this a Risk Throw must be taken for every 3" travelled in the wood. The following penalties are applied: -3 if running, -4 if galloping. Less than 1 and the rider is unhorsed or the horse falls (dice for which, then dice for injury).

Combat:

Simple hand to hand rules as per "En Gard" style fighting. Sir Guy & Robin get 4 dice each. Guy's Men at Arms and Marion get 3 dice each. Guy's scurriers and Robin's men get 2 dice each. Bess gets 1 dice. Father Phillip is a non-combatant.

I chose how my folk's dice will be applied (aggressively or defensibly) first, then I randomly draw the "hostile" figure's dice from a tub of equal numbers or white & coloured dice. White means that dice will be deployed defensively, coloured dice aggressively.  Highest unparried (i.e. exceeded) attack causes a "hit". Check saving throw for kill (1-2), serious wound (3-4) or light wound 5-6 (with armour modification +1 for Guy & men at arms). Wound effects: serious wound lose 1 dice, minor wound -1 from dice throw per wound. More wounds than dice = collapse.

 
For example, Bod A has three dice. He decides to use use one dice aggressively and two defensibly. Bod B, also with three dice, decides to attack with all of his dice. He will automatically take a hit, as he isn't using any dice to parry Bod A's attack, however, he will also automatically inflict one hit on A, as A only has two defending dice to his three attacking ones. When we compare A's other two attacking dice - a 4 and a 5 - with B's defending dice - two 4s - we see that B has inflicted another hit on A. We then dice for effect.

Bowmen choose their target then shoot by throwing 6 dice. Each dice pip represents 1" on the table.  If the target lies within the distance it is hit. Dice for man or horse if mounted target, then level of harm. Robin gets 8 dice when shooting. Throw for wounds as above.



"The Chase of the Chaste...".
The table is already set up; fields, woods, dead ground etc.  Since it is early morning there are few other folk about (trans. I haven't time to complicate matters with NPCs). 

Marion gets a 2 move head start (i.e I ignore the first two red cards & replace them in the pack). She and Bess head for the nearest woodland and take cover.



Sir Guy splits his force, sending one Man at Arms to scout left, while he proceeds up the track. Marion & Bess stay in hiding. They stay in cover for a couple of moves, allowing Sir Guy and his minions to move off..... When the time is right they sprint off into some dead ground (not clear from the pic, but it is there - all them dips n' bumps).

 

A Joker comes up, and Sir Guy gains an extra scurrier.... Meanwhile he despatches his original scurrier to scout out the woods where, ironically, Marion & Bess are headed. This chap spots them, but fails (unsuccessful shout) to alert the main party.



Another Joker for Sir Guy comes up (Jokers are returned to the pack and the pack shuffled each time one is returned), and this time a mounted Man at Arms appears, unknowingly blocking Marion's escape route.

Marion takes to the woods in the centre of the board unseen, and slowly, slowly creeps along under cover; while Sir Guy musters his lads.
Sir Guy's scurriers and detached Man at Arms seem to have left their glasses at home, for for all their looking they see n'owt....

 

Suddenly, having crept to the end of the wood, but with the detached Man at Arms getting closer, Marion & Bess make a break for it, trusting to the cards to get them out. 

Meanwhile a Joker brings on two friendly Men at Arms - sent by Sir Richard at Lee ? However, these prove to be VERY slow, and will never get more than a move or two onto the board....


But The Madonna is with Marion, the cards go right for her and, while the Normans are looking the other way, she and Bess rush for the board edge (the Forest fence) and freedom.....




Too late, they are spotted by Guy's scurrier, who has scouted the woods to no avail. The Normans give chase...



Marion and Bess dig in their heels, and scurry for the Forest, leaving Sir Guy to curse his luck and his underlings, and mope off home to spend another lonesome night polishing his rondel.....

Well, there we are. About an hour's play (if that) and great fun. This was a one-off bit of fluff, but when part of my "Shaft Practice" (Yes. I know...) Robin Hood project these incidents form part of the narrative that links together games in a satisfying way....

In later posts I will set out my "Animal Movement Spiders" (for hunting games) and other elements of of how I run a "Live Environment" for my bods to play in..

Again, any thoughts, snipes & queries are always welcome...





Saturday, 23 June 2018

I Really Should Be Painting.......

Middle of the Working Week for me (night shift) so have been lazily looking at bods and sorting through the Plastic Mountain for the projects "kinda on the go" before my pre-work nap...

On the cards some time this side of Xmas are:

  • A revamp of my old Colonial Campaign (loosely based on the world of "Sanders of the River" - I found my old campaign map & scratchbuilt river boat "Zaire"last year).

  • A Romano-Judean thang (I'm part way through painting up a Judean force & lots of flat-topped houses) and more testudos.

  • Getting That Schiltron done (It's O.K. Robin.... The Bishop of Huntingdon has just brought in some Scots mercenaries.. Nothing to see here, just move along...).

  • FINALLY getting my Napoleonic & FIW skirmish-only figs painted (Hah!).

  • Possible pipe-dreams: Mid 19thC colonial - small scale skirmishing/Maori wars/Sarawak etc. Lots of conversion necessary though - unless I'm going to switch scales (shudder)...... I REALLY need to read less Flashman.....

  • Dad's Army WW2 - but am finding the ol' "One-scale-fits-none" issue when trying to mix & match manufacturers a tad trying (yes, "other scales are available", but "shudder", as above)....

"WILL paint you - under one condition... That one of you reveals the true size, approximate or exact, of the scale known as 1/72.."


Also dabbling in some RPG work (25mm-28mm); sci-fi, board game proxies & modern policing.

Or maybe I'll just carry on with the traditional wargamer displacement activity of re-boxing the bods, online (i.e looking at more figs.  "Curse You PSR!!"), fiddling with board games - and dreaming up more projects....

Meanwhile, back on earth; I posted this pic below on the FB groups last year.... 




May be of use/interest to someone. I find that for a "Generic Western Barbarian" (Yes. I Know.. But sometimes you need as many bods on the field as you can get..) army they all mix in pretty well once on the table - with the odd Irregular Miniatures 20mm chap thrown in and some 15mm slingers etc. for herd boys and over-eager kiddies...
I "rationalise" the HaT Germans (generally thinner figs. - and sparingly clad) as "youths & low status folk" - on the basis that they ain't been getting the nutriments or are at that teen "gangly" stage..

I will try to do more of these comparison things ("Denyer ! You should be painting !!!!") for different scales as I set up for games/dig things out of boxes since, when I stumble across them online, I find them really useful - given the horrid worlds of scale-creep, pumpkin-heads, "I still really live in the 1970s so never put pics of my products on my website" manufacturers (WTH ?? I gave up buying blind from classified ads in wargame magazines in 1985 !! ) and bloatism (Climbs down from soapbox... Shakes bee from bonnet..).



I will also post some more re-vamps of "How I roll" techniques, event & decision table and "Movement Spiders" previously posted on FB groups, but there will be a brief "radio silence" here, since I'm trolling off to "A Small Town In Germany" to fight our dear friends the Jerries (1504 reenactment, deep down in
Baden-Württemberg) next week.

I shall return - unless they give us "Inselaffen" too good a good pasting (most of 'em are half my age these days.. :) ).  


Wednesday, 20 June 2018

And now for something un petit peu différent

A "Where the Heck Are They?" Scenario
Or
What enemy..? Oh, THOSE enemy.....


Between projects - so a quick re-hash of something posted on the FB "Solo Wargaming with Miniatures" group some time back. "How I fight an invisible enemy...".




The scenario (as might already be clear, I love a backstory for my little clashes. I just find it more satisfying.. As usual, click on the pics to make 'em big).

"Commandant Codé of the Legion has been tasked with capturing and bringing to justice that arch-criminal, slaver, gun-runner and ex-Zanzibar Grammar School all-round bad egg "El Crim"; believed to be holed up in a compound just this side of the border; allegedly for a meeting with a well-known white renegade Johnny "Ginny" Guthrie, notorious dealer in "Square-face" and dodgy rifles.
Cmdt. Codé has two Sections of Legionnaires (under Cpt. Entennille and Lt. Pigéon) and one section of Marine infantry (Cpt. Coer-de-Boef) to accomplish this task.

 

The exact number of hostiles likely to be encountered is unknown. El Crim is known to have at his beck and call up to four score badmashes and ne'er do wells; many with a range of firearms. Guthrie generally works with a small band of similar roughs or alone, but is usually very well tooled-up.

The capture of El Crim (as opposed to his mere elimination) is the main objective. Guthrie, if encountered (and if the situation makes it practicable) is likewise to be taken alive - officially (though a trial is almost certainly likely to lead to an aquittal). Codé's colonel has intimated that things would be far simpler were he (ahem..) to be killed resisting arrest*....."

(* In some scenarios I like to add a "moral dimension" or set of "decisions" that junior officers, away from my steely glare, might take in ways I would not approve. For example; in this scenario the Marine officer and Lt.
Pigéon would certainly have no truck with "summary justice").

In this style of game Activation of my bods' "Big Men" is by card - as SP -  but using a scatter of black cards from a standard playing card pack rather than SP style tokens (e.g. an Ace for the Commandant, a card specific to each for each of the Junior officers, and a card per section for their respective sergeants).



The enemy, El Crim and his dastards, are NOT placed on the board initially, so basically I have no idea what my lads will come up against.  Perhaps, potentially, there will be NO resistance.

Instead, as they move across the table, on every move each of my units throws a dice (1x6d). This throw is accumulatively modified as follows for each of my units:

Did not move/carry out action this turn -1 from the dice throw

Concealed/sneaking and so far unobserved (i.e shot at or in clear view of an already revealed enemy) by the enemy yet -1

Each 12" from the baseline +1

Within 12" of the compound +1

Sounding bugle to pass orders +1

If the resulting total is 6 or above a card is drawn from the "enemy pack" (all the Hearts from a standard playing card pack).  The effects of any such card is applied immediately (see below) and enters the draw pack with the "Big Man"  cards.
This is now an "enemy action card" and will henceforward be used as that unit's Activation Card.




How the Enemy Cards (hearts) work:

A card is drawn when activated by the dice as above.

Number Cards: Number cards indicate number of shooters in cover and opening fire on the friendly unit that is dicing. Shooters can be a lone marksman, small groups/pairs/trios or actual units (8 or more).


1/Ace = Lone marksman/sniper

2-7 = Potential accumulator. If desired, place “smoke” not figures. Next activation of this group throw a dice to see if more folk are also hidden there. A  resulting 6 (added/subtracted from as above) = Yes, there are. Draw another card from the Hearts deck and add that number of shooters to the group to a maximum of 10 (e.g. a group of 2 shooters is activated. The next time the card is activated - assuming it hasn't been "dealt with" in the meantime" - a 6 is thrown. Another card is drawn, a 7;  that number of of shooters are added to the shooter group. Had the first card been a 6 and the second a 7 the maximum group size of 10 only would be placed). 

8-10 = Number of Shooters. Place figures and unit flag/leader. Leaders may form "formations". The troops associated with these cards can be added to smaller group but do not accumulate other than by the leader forming "formations" - as SP rules.


Once we know how many shooters we have we throw 4 dice for this card/group. The result is the maximum distance the shooters are the from target (i.e. the “range”). This “range” is measured out on a rigid measure/tape & “swung” in an arc from the target. The figures/smoke involved will be placed behind/in the cover furthest  from and with a clear LOS to the target within that range (e.g. 4 dice are thrown producing a “range” of 12”. “Sweeping ” within the 12” arc the furthest cover turns out to be only 8” away. The figures/smoke is placed there).

IF there is no cover within the arc range throw an extra dice to add to the "range" until cover is found (e.g. a score of 6 is thrown on the dice. There is no cover within a 6” radius. Another dice is thrown & result is a 1. There is no cover within 7”. Another die is thrown – result 5. New total 11". There IS cover within 11”. The shooters are placed there).




Where the number of shooters are such that they cannot reasonably fit in/behind the nearest cover they are placed adjacent to it (ideally use prone/kneeling figures). These figures are presumed to have made hasty scrapes/sangars or to have dragged light under-brush to use as cover to match those of their companions (small stones/shreds or lichen etc. can be placed to simulate these but these do NOT constitute cover once vacated by the original shooters). 



Colour Cards:


Jack/Queen; A body of enemy charge from cover at the target unit. Throw three dice or more to discover their point of origin as per shooting arc rules above. They will charge in a body from the leading edge of the furthest cover within the resulting arc.
Jack = Charge 11 figures + 1x6d (+ unit flag/leader)

Queen = Charge 12 + 2x6d (+ unit flag/leader)

King; Either (depending on scenario or a dice throw if all three are possible options) Charge 20 + 2x6d (+ unit flag/leader as above) OR a cannon fires from cover (as for shooters but throw 6 dice for range) OR enemy reinforcements arrive





In this particular fight (there is more of a blow-by-blow on the FB Group) I was constantly juggling my forces as they coped with an unknown enemy; individual snipers (who carefully selected officers as targets), less selective groups and the occasional bunch of charging ne'er-do-wells. My own casualties needed to be kept to a minimum and my wounded (I had throws for wounds for each of my men hit) were to be kept safe from the knives of the savage foe. 

Oh, and did I mention? Once the firing started I diced for El Crim (holed up in the compound) to check (simple dice throw) if he had the bottle to stay - or if he would scuttle off-table to safety...

As it happened, the gun-runner never showed and no cannon appeared. My own casualties were light, but I lost two officers (inc. the C.O.). Thank heaven for my stalwart sergeants.... There was a sharp firefight for the enemy compound, but before my chaps charged home the villain in chief surrendered.

This was a seriously fun little exercise. When I get my Colonial Campaign up n' running this system, for fights in close country and "exploring", will get a further outing (and no doubt tweaking). 

Like a lot of my on-table mechanisms, this "hidden enemy" card system needs no special equipment, isn't terribly original (or desperately clever) but it DOES add to the Fog of War which I personally find adds to the fun of solo play....

As always, any queries, comments, snipes or ideas are welcome.....


Tuesday, 19 June 2018

Messages. Manouvering. Money - and a word meaning "Endgame" staring with "M".....

How To Lose Friends and Influence, People.....

The campaign suddenly rushes to its finale....  

Cotta's destruction of the raiding party is is good news - but my subordinates are not working together - no scouting worth the name, so it took ages for them to know where the other was, and Cotta's request for Porcius's spare Tribune to be used to help persuade Tribal Chiefs to come-in peaceable-like (a nice, well-bred Tribune can do this. A crusty Primus Pilus lacks the necessary charm) was turned down. Oh dear.......

Cotta stumps off to the hills from whence the raiding party came, bent on pacification by the only method left to him; the old Roman stand-by of burn & butcher... There is no resistance and, after ravaging two previously unpacified zones, he heads to rejoin the Main Force in the west.

Meanwhile, Porcius's North Vexillation heads north to Fort Firmium, where they 
receive the Legate's orders to proceed into the hills to pacify the Serova-Bagadiffa Highlands. 
Thanks to a turn of the card the Garrison at Ft. Occamium get a touch of "Hill Fever" - rumours of raids and burning to the east, no news from The Front and the mist and spookiness of the silent hills gets to them. They desert their post and head off for the Main Force, eventually taking refuge with the garrison of nearest fort (Nidanum).

Over the following turns further cards bring bonuses, in terms of movement and forage, while pacification of the
Serova-Bagadiffa Highlands and along the Isca by North Vexillation proceeds without incident and the Main Force slowly subdues the Coastal Strip and the areas close to the north-south rivers. The locals are so cowed that on the 11th the chiefs of five zones come-in to make submission of their own accord (another lucky card). Things are looking good.. 

BUT..... 

On the 13th (unlucky for some) an agent of the Procurator arrives at Isca (card). A dice throw decides that it take 5 days for him to make his report. The drastic measures (zones subjected to ravaging) and damage from the raids are going to come back to haunt us. To save costs, the time allowed to complete the mission has been reduced by a week.


The next ten days are spent in frantically trying to get round as many zones as possible without exposing the columns to too much risk. In the west I make a couple of bad calls route-wise, losing time unnecessarily, but there is no formal resistance.

Porcius sends his "spare" Tribune off to deal with a zone up in the north east, missed during the early advances. This is successfully pacified, but on the last day of the campaign, after succeeding in their mission, this unit is attacked and severely mauled in the hills en route to join Porcius, causing it to seek refuge in Fort Firmium.

The campaign ends on a bad note: several zones still unpacified, a military defeat (minor, but bad for prestige) to add to the not insignificant losses of the previous fights, and a hostile force loose in the hills; small, approx. 2,500, but more than capable of ravaging several zones before I can catch up with it with my main force. I have NO confidence in Porcius and his crew of cautious officer-advisors dealing with it on their own initiative.....

I pen my report knowing that the Governor will NOT be impressed, and suspecting that, even though the mission will dressed-up as a success in despatches to Rome, my recall to a less lively posting is imminent... 


 
 **************************************************************
Well, that's that...... Times Up & Game Over... Mission failed - only just, but failed (see map; the blue bits are unvisited and unpacified, the pink pacified, the green ravaged).

It was the ravaging (by my guys and the hostiles) that led to me not having the time to complete the task (bloody civil servants...)...



The main force was left alone for whole of the game, and the cards and dice were generally very kind throughout the campaign - there was very little fighting this time - but only a couple more raids/ambushes could have been enough to scupper me.

Had I been able to predict how kind the cards would prove to be I would have split my forces more - but then would have been very, very vulnerable to bad cards....

My inept North Vexillation commanders (the first getting himself hors de combat and the second showing about as much initiative as clam) were a nuisance, but from reading about real missions that's part of the "friction" of campaigning, so while frustrating at times, the experience was also strangely pleasing....

A fun campaign with minimal bookkeeping - keeping track of all the couriers was the worst part..

My biggest problem was Communication; e.g. at one stage two detachments were a zone - a mere 10-15 miles - apart from each other, but with neither knowing the other was there because couriers were still en-route, and as neither were slinging patrols in the right directions, they might as well have been on different sides of the moon. But again, pre-wireless that reflects a potential reality...

Mind you, at times I was SO crying out for Signal Stations or a good old heliograph.....

Overall this was an interesting, fun trial of different "decision" mechanisms (for the various parties) and a campaign that kept me guessing the whole time. The cards work well, and added tension and flavour....

This will be a system I will try again.....

A Little 6mm Ancient Action..

Somewhere in Anatolia. . The army of Antiochus Elehohkhromahtistis has approached the free city of Erimoupolis with intent to subdue. The go...