Friday, 7 July 2017

Big Battle DBA - Crusades

These days I'm becoming very bad at posting anything about any club games apart from the one I'm playing in. And this post is no exception. Yesterday, most people were involved in a great big Bolt Action game which, if you're into Bolt Action, you would have really enjoyed seeing. But I didn't take any pictures of it.

I played DBA with Peter, Geoff and Dave. We set up a 24-element game pitting Early Crusaders against Syrians (although you'd be hard-pressed to know that from the figures involved, which were a bit varied).

Peter and Geoff took the Syrians, whilst Dave and I played the Crusaders. The Syrians were mostly cavalry and light horse. Peter took some infantry support in the form of auxilia, whilst Geoff opted for bows. Dave went for a fairly standard Crusader configuration; he kept some of his knights as such, and dismounted a couple as blades. He supported them with spears and crossbows, and threw in an element of Byzantine light horse. I simply opted for maximum knights. And then I noticed that the spears could be fielded as hordes instead, and went for those. Adding in the pilgrim hordes, I had five of theses intriguing elements in play.

We set up on a 30" wide board. It became obvious rather quickly that it wasn't wide enough. In the foreground you can see my massed hordes (all depicted as pilgrims, although I'm not actually sure what the bulk of the hordes in the Early Crusader list are actually supposed to represent).


The lack of width prevented the Syrian light cavalry from turning the Crusader flanks; in both cases they were confronted by the Franks' missile troops, who shot them down.



The main force of Syrian cavalry prepared to advance. Both Dave and I kept our knights in reserve.


Peter's cavalry charged in against the massed hordes.


A desperate struggle ensued. The hordes can't kill cavalry, but are surprisingly resistant to being destroyed themselves. However their tendency to pursue anything ...


... soon led to a very fragmented battle-line.


I moved some knights up to exploit isolated Syrian elements. Peter's command broke, and the battle quickly developed into a mopping up operation.


Dave and Geoff had more of a deadlock going on over on their flank. It didn't prevent the Syrians losing.


We set up the armies again, except that this time I was opposite Geoff and Dave was opposite Peter. In addition we fudged an extra 6" of width onto the board, making it 2' x 3'; an adequate size for 24 elements (it's certainly what I'd use for 48AP HOTT, which is the equivalent).

Once again the Crusader missile troops dominated. We couldn't deploy in the far edge zones, but could quickly move the crossbows and archers to cover those areas before the Syrians could exploit them.


Unwilling to get shot down on the flanks, Geoff opted to demonstrate against the Crusader hordes. But he didn't commit to an attack. My view was that the Syrian light horse could have gone into combat; the worse that could happen to them would be that they'd flee, whereas the hordes could be killed and would certainly be drawn out of position, making them vulnerable to attack by the cavalry.


Peter managed quite an impressive envelopment on his flank, but Dave managed to turn enough of his army to see it off.


Geoff did manage to outflank the Crusader bows on my flank, but then failed to win any of the close combats. Eventually the archery whittled down the Syrians until, once again, their army was teetering on the brink of demoralisation, at which point Geoff and Peter conceded.


I have a bit of a soft-spot for the Early Crusaders, mostly because event reading their army list in DBM, you could see what a truly terrible and messed-up army it actually was. In DBA it's less prone to running totally out of control, but with a few hordes in play I can see that you'd have difficulty keeping it in place for long. We were keen to try this matchup again, possibly at 24AP. Peter and Geoff felt that the Syrians had an uphill struggle,  with them having little that can match the Crusader missile troops, but I suspect they can win with patience and a willingness to accept a lot of fleeing cavalry.

Thursday, 6 July 2017

The Spectral Host

Up until now I have been using my existing HOTT armies to try out Dragon Rampant. However I reasoned that it wouldn't be too hard to put together a few warbands by 3D printing them, so I decided to give it a try. As ever I resorted to the vast collection of 15/18mm figures assembled by DutchMogul on Thingiverse.

Back in his early designs I found some wraiths and other warriors that didn't seem too hard to print; some of his more recent designs, whilst excellent animated figures, require a little more skill with the slicing software than I currently have, in order to ensure a successful print. I printed off a few test figures, designed a list and then printed the whole warband. I say 'printed the whole warband'. It actualy took me several days, in part because the printer developed an issue which needed fixing part way through, causing some failed and aborted prints.

Here's the Spectral Host, a 24 point warband.


1 x Spectral Nobles (including the leader) - Elite Foot with Fear and Undead (No Feelings) @ 8pts
1 x Spectral Knights - Elite Mounted with Fear, Level-Headed and Undead (No Feelings) @ 10pts
1 x Spectral Soldiers - Heavy Foot with Undead (No Feelings) @ 4pts
1 x Banshees - Scouts with Undead @ 2pts

As you can see, the Nobles and Knights make up the majority of the points, being powerful but, with the Undead option, slightly brittle.

Here's the leader and the other nobles.


DutchMogul's collection doesn't include much in the way of mounted figures, for some reason. These older figures have an old design where the caparisons of the horses are used to allow the figure to be solid, rather than having to deal with legs. A lot of early foot figures have cloaks or long robes to achieve a similar effect. Anyway, these are the Knights.


These simple spearmen, in a robe (see what I mean) make up the ranks of the Spectral Soldiers.


The banshees are a fairly recent figure. I have built them as a reduced figure unit; three models representing six strength points. The Knights and Nobles could be fielded in the same way.


The painting was as easy as it looks. I undercoated in white, then painted the figures in a very slightly thinned dull green. This was dry-brushed in white, then I used a different green to pick out the faces (such as they are).

Printer difficulties aside, these were straightforward prints. The nice thing about being able to print the figures is that if I decide to expand the warband to 36 points I can do so in the course of a day or so with little difficulty.

Now I need some opposition for them, and will try some more ambitious designs for that.

Monday, 3 July 2017

Sunday Drivers

One of the reasons for putting Machinas on my 6x6 list was to allow me to finally pull together the various, and in some cases extensive, modifications I've been making to the rules. These notes are scattered all over the place, and need to be consolidated. In some cases I have multiple solutions for a single issue, and I need to come up with the one I want to run with. The best way of doing all this is play lots of games to test the changes.

So the other day I ran through a couple more races, using cars with random features, signatures and driver skills, allowing me to test various changes there, as well as the race handicapping system and some of the AI mechanisms. Obviously the car equipment/weapons would get tested as well.

I generated each vehicle, then rolled to see which one would be me, the other three being played by the AI. Each race was four cars running three laps.

In the first race I was the ram-car Red Tide, shown in second place here. This is a one-trick pony, with all of its weight allocated to the big ram-plate on the front.


After a strong start, I ended up being forced into last place during the first lap.


In the second lap I started thinning out the opposition. The grey car, Born To Run, was first to fall.


I then got an opportunity to take out Pigs On The Wing, a dangerous opponent whose rear-facing gun made any failed approach risky. Once again the ram-plate proved its worth.


This now left just two of us in the race. I got lucky; on a random event the lead car, Mary Jane's Last Dance, skidded back when its brakes locked up, and basically threw itself onto my ram.


Three kills gave me a default win. The one-trick pony approach paid off in this case, but the rules I have for a ram-plate do make it fairly deadly, and I may have to consider toning them down a little.


The second race featured, from left to right, the gun-toting cruiser Miss Murder, the rat-rod Blues Breaker, the vintage A Farewell To Kings and the art-deco speedster Black Dog. I ended up with A Farewell To Kings. Again, the race had a one-trick pony competing in it; Black Dog is all powerful engine, and nothing else.


I took a comfortable second place again for the early part of the race.


Blues Breaker tried to overtake a couple of times. Eventually I decided I'd had enough, and rammed him in response to a failed pass.


He flipped and crashed, almost taking out Miss Murder as well.


The rest of the race was relatively uneventful. Black Dog mostly maintained its lead, through sheer speed, although it did pick up a few bullet-holes along the way. I tried to hold back and pick up momentum for a final push at the end of the race, hoping to get ahead on the final curve, where the two faster cars wouldn't be at so much of an advantage. But a random event saw my pass blocked before I could start it, leaving me in third place on the final run to the finish line, in a car ill-suited to that kind of sprint. Miss Murder failed to take the lead from Black Dog, and I couldn't even manage to pass Miss Murder.


Once again a car with everything piled into one tactic pulled off the win. I suspect that some of it is due to the AI, which can only be so good at simulating the behaviour of a live player, especially in the way vehicles expend their bonus dice. Sometimes a car will set itself up in a good position to do something such as pass or shoot, but then show a 'reluctance' to spend dice in the effort and throw the chance away. Alternatively a car will make constant attempts to pass another vehicle with virtually no chance of success, burning up their own dice to no effect. Maybe I need to make a few sensible gut-feel decisions on behalf of other vehicles if I feel that the AI has fed them a raw deal.

Whatever the outcome, both races gave me some useful feedback, which I will use to modify the rules changes.

Apologies for the dodgy photos. The room I game in now picks up lots of lovely winter morning sunshine, which warms it up nicely. Unfortunately it also shines directly across my gaming table, leaving shadows from the car-port and window frame, and throwing the contrast and brightness out. Hopefully things will improve on that front as the days get longer and the sun gets higher.

6x6 - Game 4.2

Saturday, 1 July 2017

Dragon Rampant - Fishmen vs Elves

This afternoon I used a couple of my HOTT armies to put together a pair of Dragon Rampant warbands. Each unit was roughly a 40mm x 40mm square; basically two elements for most units. The number of figures was irrelevant. I used markers to show hits.

The Fishman warband consisted of:

3 x Heavy Foot @ 4pts (Including the Leader)
1 x Heavy Missiles with Weighty Projectiles @ 3pts
1 x Greater Warbeast (Sea Troll) with Venomous @ 9pts

The Elves had:

1 x Light Foot with Spellcaster and Enchanted Weapons (Elven Sorceress Leader) @ 8pts
2 x Offensive Light Foot @ 5pts
1 x Light Missile Sharpshooters @ 6pts

I used a variant rule from the Dux Rampant forums for Enchanted Weapons, to reduce their rather all-or-nothing abilities in the book. A unit can choose whether to use them or not in a combat. If you do choose to use them, roll a D6 after the combat; on anything other than a '6' the weapons no longer work. Blessed Weapons work the same, but are retained on a 5 or 6.

After rolling for leader abilities I randomly generated terrain, then randomly generated a scenario, attacker and defender. I got Death Chase, with the Fishmen attempting to cross the board from one side to the other, whilst the Elves tried to stop them. I used a 2' x 2' board, but converted all distances from inches to centimetres. This gave the equivalent of a 5' x 5' table.


Here's a closeup of the Fishmen. I randomly generated quests for both sides. The Elves vowed that none of their units would be destroyed/routed by missile fire. This wasn't much of a challenge, since the Fishmen only had one missile unit anyway. The Fishmen went wild, vowing that they would destroy half of the enemy's units, destroy two enemy units in the same turn and would also cause three strength points of damage in one turn. With the Troll in their force, none of these were outside the realms of possibility.



Here's the Troll. He's a 3D print from Dutchmogul's collection. You can find the model HERE.


The Fishmen started their long slow plod across the table. They were aided in this by their leader's ability to goad, effectively allowing a free move for one it each turn. The Elves moved into ambush positions.



The Elven sorceress established herself on a hill, where she would have a good field of fire for her sorcery. This was the first time I'd used magic in a game of Dragon Rampant. It was simple and straightforward.


The Elven archers set to work, accurately shooting down the Fishmen as they advanced.


Eventually the Fishman commander led his unit into close-combat, but was driven back by a combination of bad die rolls on his part and good ones on the part of the Elves.


On the other flank the troll had advanced to a point where it could see and reach enemy units.


More melee on the Fishman left flank saw equal casualties and no breakthrough.


The troll charged into combat, shattering one of the Elven foot units with a ridiculous number of hits scored. Venomous is expensive, but well worth the points.


However the sorceress befuddled him.


The Fishmen pushed forward again and again, but the Elven archers stood their ground and steadily shot them down. The leader routed.


The troll managed to charge up the hill, and engage the sorceress, who fell back.


More Fishmen routed from archery.


Others hid behind the crest of a hill.


The troll attacked again. The sorceress responded with her enchanted weaponry, driving the troll back ...


... and before he could recover she finished him off with a sorcerous attack.


The loss of the troll broke the Fishman warband, the rest of whom failed morale tests and began to flee.



The Elves lost their two light foot units, whereas the Fishman force was utterly destroyed. This gave the Elves 10VP, plus 1VP for achieving their single quest. The Fishmen achieved one quest, but failed two, for a net -1VP. So this was a decisive win for the Elves.

The Fishmen were probably on a no-starter in this scenario, with the Elves able to dominate the battle with their archers and, to a lesser extent, the sorceress. The troll was the best hope they had to score enough damage to break through the, admittedly thin, Elven line, but it couldn't be everywhere at once.

Six By Six - June

And here we are: the halfway mark of the 2017 Six By Six Challenge. If you're participating and are on-track you should currently have 18 game reports on your blog. Does it matter if you haven't? No. Even one game report is a good thing.

I did OK this month, despite some personal issues, my taking part in the Forgotten Heroes figure conversion challenge and some cosplaying. I fulfilled my requisite three games to stay on track, but since I was already ahead at the end of May anyway, this leaves me still ahead. Effectively I'm already part of the way into August. My main achievement this month is that I have now played at least one game of each of my six choices, having played my first challenge game of Machinas last weekend. Indeed this will be my featured game of the month.


I also completed my second game, playing my sixth session of DBA.

If you look at the games list below you'll see that the usual suspects are still forging ahead, with a couple of people looking set to finish the challenge well before the end of the year. Please click through to some of the links and read the game reports; they're always worth the effort.

Here's my picks for the month.

Pat at Irr Wb (F) has been playing Space: 1889 - The Soldiers Companion. I have these rules, but don't think I've played a game using them in 30 years.



Peter at Grid-Based Wargaming has been continuing his WWII naval campaign, using a surprisingly simple, yet effective, set of free rules from the Pz8 stable.


Brian at By Brush And By Sword finished the Saga component of his challenge with this lovely game set in the snow.


A special mention goes to Heretical Gaming. I was looking through my blog comments the other day, and found a whole load of unmoderated comments I'd not dealt with, going back for several months. One of these was from JWH at that blog, who said that they had decided to do not just the Six By Six Challenge, but the full Boardgame Geek 10x10 version. I've checked his blog and I'm not sure that at this stage I'll be tracking each game, since there doesn't seem to be a useful tag to use, but I'd recommend people head over and have a look. In addition I'll add a link to his blog to the Runners and Riders so people don't forget in the coming months.

May I say a big Thank You to those of you who produce a monthly report tracking your own progress? Normally I have a lot of this post already assembled by the end of each month, but it does help me to cross-check my own figures when I come to do the final edits on it.

Here's the current state of play, with completed games in red.

Kaptain Kobold - The Stronghold Rebuilt

1 - HOTT
 Game 1 - Game 2 - Game 3
2 - Neil Thomas Pike and Shot
 Game 1 - Game 2 - Game 3 - Game 4
3 - Scum of the Earth
 Game 1 - Game 2
4 - Machinas
 Game 1
5 - DBA 3.0
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
6 - Galleys & Galleons
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5  - Game 6

Pat G - Irr Wb (F)

1 - Ace of Aces Handy Rotaries
2 - B17 - Queen of the Skies
3 - Chain of Command
4 - D&D OSR
5 - Gruntz
6 - Space 1889: Soldier's Companion
 Game 1

Shaun Travers - Shaun's Wargaming With Miniatures

1 - Ancient Battlelines Clash
2 - Advance to Cover
 Game 1 - Game 2 - Game 3 - Game 4
3 - Field Commander: Alexander
4 - Full Thrust
5 - Fall of Rome
6 - Triumph
 Games 1 and 2 - Game 3


1 - X-Wing
 Games 1 + 2 - Game 3 - Game 4 - Game 5 - Game 6
2 - Dystopian Wars
 Game 1 - Game 2
3 - Rubber and Lead or other homegrown rules
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
4 - Starfleet Battles
 Game 1 - Game 2 - Game 3
5 - Miscellaneous
 Game 1 - Game 2 - Game 3 - Game 4
6 - MLB Showdown
 Game 1

Brian Hamilton - By Brush and Sword

1 - Blucher
2 - Saga
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
3 - Blood Bowl
 Games 1, 2 and 3 - Game 4 - Game 5 - Game 6
4 - Arena Rex
 Game 1
5 - Strange Aeons
6 - Fistful of Lead
 Game 1 - Game 2 - Game 3 - Game 4


1 - Cold War Commander
 Game 1 - Game 2
2 - Conflict of Heroes: Awakening the Bear
3 - The Walking Dead: All Out War
 Game 1 - Game 2 - Game 3
4 - Kings of War
 Game 1 - Game 2 - Game 3 -
5 - Imperial Skies
6 - Memoir '44
 Game 1 - Game 2 - Game 3  - Game 4

Michael S - ChicagoWiz's Games

1 - Dungeons & Dragons (1974 edition and 1st edition AD&D)
 Game 1 - Game 2
2 - Ral Partha's Chaos Wars
 Game 1 - Game 2
3 - HOTT
4 - Book of War (D&D Skirmish game)
5 - One Hour Wargames
6 - DBA or Neil Thomas's Ancients/Medieval Wargaming

Martin Sheppard - Sheppard's Crook

1 - Squad Leader
 Game 1 - Game 2 - Game 3
2 - Ancient / Medieval Warfare
3 - Memoir 44
4 - Four Against Darkness
  Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
5 - One Hour Wargames
 Game 1 - Game 2 -  Game 3 - Game 4 - Game 5 - Game 6
6 - DBR

Natholeon - Natholeon's Empires

1 - DBA 3.0
 Game 1 - Game 2 
2 - Seven Years War
 Game 1 -  Game 2 - Game 3 - Game 4 - Game 5
3 - Clobberin' Time
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
4 - Star Wars
5 - Command and Colours
6 - Broken Legions / Songs of Broken Legions
 Game 1 - Game 2

Kevin Kearney - Warwell's Wargames

1 - Anarendor (WISER Fantasy Rules)
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5
2 - Slipstream Pulp Sci-Fi (FU-inspired Rules)
 Game 1 - Game 2
3 - Spandau and Lewis
 Game 1 - Game 2 - Game 3 - Game 4
4 - Four Against Darkness
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
5 - DC Rivals
 Game 1 - Game 2
6 - Ticket To Ride
 Game 1 - Game 2 - Game 3

Phil Saunders - A Game of Bones / Democratic People's Republic of Philtopia

1 - Black Powder
2 - Team Yankee (6mm edition)
 Game 1 - Game 2 -  Games 3 + 4 + 5
3 - Blood Bowl
4 - Deadzone
5 - Rogue Stars
 Game 1 - Game 2
6 - Dragon Rampant
 Games 1 + 2

Peter - Grid-based Wargaming

1 - One Hour Wargames (OHW) and Others - SciFi Variant
 Game 1 - Game 2 - Game 3 - Game 4 - Games 5 + 6
2 - Galleys and Galleons
 Games 1+2
3 - Hundred Years War - Lion Rampant
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
4 - Dark Ages with Dux Bellorum
 Game 1 - Game 2 - Game 3 - Games 4, 5 and 6
5 - WW2 Naval (Pz8 rules)
 Game 1 - Game 2 - Games 3 + 4
6 - 19th Century ImagiNations
 Game 1 - Game 2 - Game 3

Sun of York - One Sided Miniature Wargames Discourse

1 - Impetus
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
2 - Saga
 Games 1 + 2 - Game 3
3 - Napoleon's Battles
 Game 1 - Game 2
4 - DBA
 Game 1 - Game 2
5 - Wings of Glory
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
6 - Songs of Drums and Shakos (will also count Songs of Blades and Heroes).
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6

Ricardo Nakamura - Fantalonia

1 - And a Bottle of Rum
2 - Clash on the Fringe
3 - Mercenary Air Squadron
4 - Morale Napoleon
5 - MOTH - The Ion Age
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
6 - Star Trader

Kenneth van Pelt - The Penny Whistle

1 - DBA
 Game 1 - Game 2 - Game 3
2 - Blue Max
 Game 1
3 - The Great War
 Game 1 - Game 2
4 - 54mm Collection
 Game 1
5 - Carrera GO Formula 1
6 - Rogue Stars
 Games 1 and 2

Dan Foley - Last Stand at Cairngorm

1 - Chain of Command.
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5
2 - A Gentleman's War
 Game 1 - Game 2 - Game 3 - Game 4 - Game 5 - Game 6
3 - Sharpe Practice 2
4 - Saga
 Game 1 - Game 2 - Game 3
5 - Mad Dogs with Guns
 Game 1 - Game 2 - Game 3 - Game 4
6 - Lion Rampant (and variants)

Jay - Numbers, Wargaming and Arseing About

1 - 1914 Opening Moves (Minden Games)
2 - Remagen Bridge (Minden Games)
3 - Flying Eagles (High Flying Dice Games)
4 - Courage under Fire (HFDG)
5 - Manoeuvre (GMT)
6 - Poltava

JWH - Heretical Gaming
Attempting the full BGG 10x10 Challenge
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