Sunday, 8 February 2015

15mm Byzantines and an ADG test

I missed the club last week, so I thought I post some pictures on how an old DBM army might look for the ADG rules.  

First up, the whole lot.  This originally started out as a DBA army to challenge my Arabs, then it just 'growed'.  I can't actually remember how many figures there are in total.  

The cataphract types supported by light horse archers (and surplus generals at the back).     

The centre with some skirmishers, generals and the mixed spear/bow skutatoi supported by the main thema, some second rate-thema behind and the tagmata on their right.         

The right flank with varangians and a spear-armed variant, supported by the tagmata and light horse on the flank.       

Some close ups.      


And so to the ADG army.  For the first 200 point test, I had 3 generals, 4 thema, 2 tagmata, 2 cataphracts, 4 skutatoi, 1 varangian, 4 light horse and 4 skirmishers.  The cataphtacts don't have to be double based but I like the wedge formation so I left them in place.  

For the second test, I doubled up the thema basing so it would look like the front rank lancers were backed up by bows.       

For the last test, I took away the doubled up cavalry units, and just had them as recommended in the rules, i.e. only heavier infantry units are two bases deep; everything else is just one base. I'm now thinking I could have reduced the infantry to one base deep, though I would have lost the visual appeal of the spear and bow combination.          

More experiments another time.  

Saturday, 31 January 2015

Thursday nights at the club

Well I missed a post last week, so here is 2 weeks worth. Alas no pictures.

A couple of weeks back 9 of us assembled round a table to play Legion of Honour, a card driven game.  6 of us were playing, the chap who owned the game acted as guide and rules checker, and 2 others sat at the table to help offer cheers and jeers to whatever was going on. 

Each player has a French Napoleonic character and at the start you generate various role-playing type characteristics; health, fencing skills, money, charm etc.  The game is played in a series of round each representing a year, beginning in 1792.   Each player in turn draws a card and acts upon it. Any action requires the player to roll percentage dice for the outcome - things like leading a charge or a mission, avoiding capture by the enemy - and so on.

However, a major drawback of the game is it has no player interaction (other than the occasional card driven fencing duel). Everything that takes place depends on each player rolling the percentage dice, and the outcome is only for their character. Essentially this is a solo game for up to 6 players. 

The only player interaction, if you call it that, is when a character is wounded, captured or, as in our game, goes to the guillotine. Then everyone round the table rolls about laughing at your misfortune.   

All in all, I don't think it's worth the effort as a multi-player game.  There are far better games out there. 

Anyhow, moving on - last Thursday we played Dystopian Wars.  Four of us playing and two watching, advising and checking rules.  We each had 750 points and the French and Americans fought the Brits and Prussians.  No-one went for super ships, instead using a good quantity of smaller squadrons.  Most fleets were one battleship, two squadrons of cruisers, several squadrons of smaller vessels and the 'free' tiny-flyers.

This was much more like a club game; fast and frantic, much rolling of dice, glee and despair. The British player brought some flying machine and it became a shell and rocket magnet.  I even think the Prussian player fancied having a crack at it too. But the British player was also able to use some special engineer rule that allowed him to repair a lot of the damage to the flying machine. 

We never actually manage to play too many turns in the evening because everyone just 'goes for it'. Losses can mount quickly. I think honours for the evening went to the Brits and Prussians. My Americans had lost several smaller squadrons for 2 Prussian cruiser squadrons, while the French lost cruiser and frigate squadrons for minimal losses to the Brits. 

Another excellent game, though we're still stumbling a bit finding stuff in the version 2 rulebook.  

Also at the club last time were guys playing a game of FoG, and others playing some SciFi thingy (I must learn what it's called).  

Next week - the Great Northern War using the Maurice rules for me while others will be playing ADG. 

Saturday, 10 January 2015

Thursday nights at the club

This year I'll try to give a weekly report of what was happening at the Perth club. It'll be a mix of stuff, but hopefully it will give an idea of what goes on.  And in future weeks I'll try to remember to take pictures. 

Last Thursday, 8th Jan, 6 and later 7 of us gathered round a table to work through L'Art De La Guerre rules (ADG for short).  This was my first game though everyone else had played at least once before and a couple of chaps had played a few times.

Armies were 15mm Carthage and Rome.  I'd taken my Romans and we quickly worked out a 200 point army.  It was, 
    8 x Hastati and Principes 
    3 x triarii 
    6 x velites
    3 x roman heavy cavalry   
    2 x numidian light cavalry
    1 x auxilia thureophoroi
    3 x generals

So 23 elements in the army and 3 generals.  Not a bad size for a game. I found out later that the Romans should have had each legions balanced at 4 hastati, 4 principes, 1 triarii and 2 velites. But, hey-ho, we live and learn. I'll try to post pictures of ADG armies in a future post. 

Table was about 4 x 2 feet.  Each army was split into 3 commands and each player had a command. I took the Roman right with the cavalry. Having 7 people round the table meant there was plenty of discussion, questions, answers and agreement on rules points - along with the traditional slagging, cheers or groans whenever anyone rolled a 1.   

Mounted and skirmish units are represented by single elements and heavy foot are represented by 2 elements, one behind the other.  Apparently, this is only really for aesthetics and heavy foot can also be represented by single elements.   

The rules play well and fast. They are like a mix of DBx and Armati. There are no DBx style recoils and units take a number of cohesion points like Armati before they are eliminated and removed from the table.  Movement is based on pips like DBx, but about half the number you'd get in those games. Each command on a side has to roll its command points and complete its move before the next command. Movement seems more liberal than Armati but slightly more restricting than DBx. All movement distances and ranges are based on base-widths, called UD, units of distance in the rules.

Army loses are counted in both eliminated units and cohesion points and this creates a nice sub-game in deciding if it's better to rally and remove cohesion hits or to try to press an advantage.     

Overall, we had a good game. At the end of the night, the Romans lost slightly more than the Carthaginians - but we'll just gloss over that minor detail!

I'll skim through the ADG rules again with the understanding that comes from  having played a game.  I'll work out some armies from figures I have, but even at this point I reckon I only need about half the figures I needed for other games.  I may even end up thinning out the armies I have and selling off some surplus figures.

The only other game at the club last Thursday was some sci-fi thing, but I didn't look at it as my attention was focussed on ADG. 

Next week 6 of us are planning to play Legion of Honour, a card driven game where everyone starts as a low-ranked Napoleonic officer and then has to make their way in the world through a mixture of lying, cheating, stealing or deceiving (or something like that).  Just a typical multi-player card game that's played every so often at the club.  

till next time,

Saturday, 20 December 2014

Here we go again on the Great Northern War

I've been looking again at the basing ideas for my Great Northern War (and SYW) figures, following some recent games with the excellent Maurice rules.  For those games, we've used 28 mm figures belonging to chaps in the club, but I really want to press ahead and finish my own 15/18 mm Blue Moon stuff.   

Here's where I've come from, and where I'm staggering to, in fits and starts.  

At the outset (18 months ago...) I was thinking of 60 x 30 mm bases with a unit per base. Units would have 8 or 9 figures per battalion with 1 standard. 

The idea here was to play with the forthcoming Impetus Baroque rules or a variant of Volley and Bayonet.

Then I went off the idea of figures in 2 ranks and went to a single rank of 3 x 40 mm bases with 3 figures on each base.  I liked the idea of 120 mm frontage and a thin line.  At this point I was still toying with whether to include the Swedish pike in the unit, or to use a special marker stand at the back to indicate the unit had pikes.  Cavalry was based 2 figures per 40 mm base.  

Well, Impetus Baroque is still nowhere in sight, and is fading from thought. The Maurice rules have now become the preferred option.  And so, on to the basing ideas.

Maurice works with any basing system as all movement and range distances are measured in base-widths.  Infantry and cavalry units have 4 bases and artillery 1 base.

And so I come to my current options.  Units of 120 mm front.  First up are 16 figure infantry units in 2 ranks. 2 bases of 30 mm and a central command base of 60 mm. Infantry units would carry 2 flags.  Cavalry would be 8 figures on 2 bases of 60 mm.  Something like this.

This does go back to figures in 2 ranks which I'm still not sure about, but it looks OK here as a rough idea.

Then there's the option of 12 figure infantry units. Still on a 120 mm front but with figures mounted in a loose staggered line.  Cavalry would be 6 or 8 figures.  This has the advantage of giving me more units and being easier to base.

Or I could stay with 9 figure infantry and 6 figure cavalry units. I could then just stay with 40 mm bases and play with each unit as 3 bases. The rules work just as well with 3 bases; they just get counted as 4 bases for the unit break-point.  

Or I could change from 3 bases of 40 mm to 4 bases of 30 mm and / or 2 bases of 60 mm. Which pretty much gets me back to where I started.   

Hopefully if I stare long enough at units and pictures over the next couple of weeks, I'll eventually settle on one option and then just get on with the painting.   

Friday, 19 December 2014

rules of the year - maurice, art de guerre and dystopian wars

I've played more games than I've posted here, so I thought I'd post a year end view of some of the most fun and interesting rules of this year. 

First up is Maurice by Sam Mustapha. These are rules for 18c games, card driven and a whole lot of fun.  The base game cards are used to move and modify the actions of either your own army or to interrupt your opponent.  Then you can add 'national modifier' cards to give a bonus to some of your troops. Then there are 'notables' cards which can add additional general officers to help or hinder your army. The rules can be played with historical armies or with 'imagine-nations'. 

One of the great things about Maurice is that there is a free Maurice Lite version available on the Honor website. This is a trimmed down basic rules and cards set but which can still give a good game.  Above all though, it lets you try the basic system with minimal outlay.  

The first time we played at the club we threw in everything; base cards, terrain setup, national modifiers, notables, irregulars - the works.  And we stumbled a bit trying to learn everything and ended the game a bit uncertain about the rules. 

One chap definitely wanted to persevere with the rules, so I suggested we go back to just the base rules and learn the basics first.  We did that, essentially playing an expanded version of Maurice Lite but using the full card deck.  It was a great game. 

The next game we added national modifiers and had another great game, even allowing for some hilarious loser grumbling about re-rolls not rolling higher that the initial roll.  

And so it goes on, with more games affirming the basics and slowly adding complexities.  For me, I'm not sure about using the notables cards but will use them as the other chaps want. 

We've mostly played with Great Northern War figures so far, but it's got me looking at the basing my own GNW and Seven Years Wars figures.  

Overall - just a great game and highly recommended.  

Next up is actually my newest purchase - Art de la Guerre.  
(and a quick plug for Wargames Emporium in the UK - very fast delivery on these rules.)

It's a set of ancient rules and in scope it sits between DBA/Armati and DBM. It uses more bases than DBA but about half of a DBM army. 

Now I've not actually played this, but the chaps at the club have had a few games and really like it. And the games look good.    

It's a well produced book, nicely laid out with good diagrams and most wonderful of all - the rules AND the army lists are all in the one book.  Yeah!  Three cheers!  A major plus and the writers of ADG are to be applauded for taking this approach.  None of the nonsense of glossy rules and endless supplements to wring every penny from gamers.   

Apparently, these rules have been on the go in France for the past 5 years but it's only this year that an English translation has been produced.     
I'm looking forward to playing these in the near future. DBA, DBM and Armati were some of my favourite rules and this could re-awaken an interest in ancients.  There have been some good reviews out on t'internet and a few comments by people who are also looking to get long forgotten armies out of boxes and on the table again using these rules. 

And finally - Dystopian Wars.  
I'd stayed away from this, and for no other reason than it meant another set of rules to learn and more models to be painted.  But after a conversation at the club one night, I gave in and got the rules and a couple of American fleets off that on-line auction site.  Some great games followed - successes and failures (though I can't remember the successes now!).  

Then the chaps in the club decided to go for the second version of the rules. As a rules set, is supposed to be better but I find the amount of bold print to highlight important stuff a bit off-putting.  And the mish-mash of land, air and sea rules seem overly confusing to someone like me who only wanted to play naval games.  And the second edition cards - 4 quid for only 24 cards seemed a bit of a rip-off. All just a bit disappointing.  

But the biggest farce to me are what look like revamped air and carrier rules.  Unless I'm reading it wrong, under version 2 rules, tiny-flyers don't have to actually land on a carrier to refuel or rearm; they just have to get to within 4 inches of a carrier and then magically rearm. Maybe it's intended to be simpler, but I liked the idea of tiny-flyers having to land to rearm etc.  

And tiny-flyers ( a great name ). What was wrong with tiny-flyers that they had to be renamed 'wings'?  Bah humbug!  

But it's still a good fun game for naval combat, and for rolling lots of dice looking for exploding sixes.     

Roll on 2015 and more of these 3 games as well as some old favourites.   

Sunday, 2 November 2014

6mm Normans finished

Got the 6mm Normans finished today.  It was a nice sunny day so I took some quick pictures.  

First the Norman infantry.   

Then the light archers and lesser cavalry.  

And the first batch of knights with William figure at the front. 

The next batch of knights with Saxon axemen in the background.  

And the remaining knights.  

Overall, not too bad.  I'll pass them on to their owner later this week for basing.

Monday, 20 October 2014

Arnhem game for 70th Anniversary

This year is the 70th anniversary of several WW2 battles.  We'd planned an Arnhem game for September but real life got in the way so we played last weekend.  

These are my shaky photos from the day.  For better photos and a report, please go over to,
This is the blog of Russ, the chap who put together all the terrain and the forces and designed the scenario.  All myself and Nick had to do was show up and play.  We rolled a dice and I was the British. 

This is the first attack by the Germans as seen from the British side. It's on the north east corner of the perimeter and saw 3 SS platoons attack the dug-in and concealed British platoon. 

Here's the corresponding view from the German side.  German pressure took it's toll on the paratroopers and though the Germans suffered many losses they eventually overwhelmed the British platoon.     

A turn or so later, Grabner shows up crossing the bridge and trying to progress down the ramp.  We didn't represent the bridge - just the ramp on the northern side.  Just to the left of this picture - behind the buildings - is the blue line of the river.  The anti-tank guns did sterling work here as shown by the smoke markers on the destoyed vehicles.  

A later turn with the anti-tank guns doing more damage on the ramp.  And to the left of the picture are more German reinforcements - platoons of Mark 3's and Mark 4's. Just in front of the grey building beside the ramp are the British mortars who also did good work. On the top floor of the building is the spotter who survived several attempts by Grabners platoons to hit him.       

This is a view from the ramp looking west.  This was the end of the game I think and by this time, I think Grabner's force had lost 4 platoons and lined up the 75mm guns to destroy the paratroopers.  Also in this picture are 3 Mark 3 tanks that tried to assault the building but bogged down and were eventually destroyed when close assaulted by paratroopers with gammon bombs.  Alas, at this point, the British in the middle house are down to Frost, a platoon commander and a piat team.  In the distance is a destroyed armoured car.        

This is a wider shot of the game end situation. The British have been cleared from the east side of the ramp. Testimony to the defence is the platoon of 5 destroyed Mark 4's.  Two were destroyed by the anti-tank gun and one bogged down vehicle destroyed by a close assault by the second in command. 

Also testiment to the defence are the 5 german SS stands on the slope leading to the ramp - I think this was all that was left of the 21 stands that started the attack from the north-east on turn one. 

Across the ramp are 4 tigers moving foward. They and the infantry had just cleared the second building from the right on the far side of the table and were moving towards the last pockets of the British defence.        

We finished at this point. A very narrow win for the British for holding on till this point, but win or lose it was a great game, played in a great spirit.  And much kudos to Nick who was playing only his second game of Flames of War and thanks to Russ for all the hard work to set this up.  

Finally, there were some scenario specific rules used here. Morale for the British, Germans calling in artillery and making it easier for troops to move and enter an empty building.      

This will definately be played again.  Probably next September for sure and hopefully before then, when other players will maybe get the chance to play.