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Sunday, 9 October 2011

Visit to Stafford Games Midlands gaming centre

Tim Haslam set up an introduction to the Clash of Empires ancients rules, on Saturday 8th October 2011 at the new Midlands gaming centre. Several players from around Manchester went down and here are my photos.
The outside of the gaming centre, on a new industrial estate, so it is wise to have the phone number of the centre in case your satnav cannot get you to right place. Plenty of car parking.
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Inside, a wide range of gaming products, rules, magazines, paints, tools, scenery…..
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The gaming area with 17 six foot by four foot tables
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Then some photos of the games of Clash of Empires we were trying out. In this series of photos I followed a battle between Romans and a Macedonian Successor army.
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The Successor force, mainly pikes but with some good cavalry and elephants
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The Romans, bunched up to take advantage of their superior fighting skills. The idea being to deny the Successor advantage in numbers.
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Now these are some more detailed photos, click on the links underneath the photos if you want to see the full sized pictures.
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http://www.3vwargames.com/events/staffordgames2011/mids100811_14.jpg
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http://www.3vwargames.com/events/staffordgames2011/mids100811_15.jpg
Now the action of the game. On the Roman right, some Successor Persian cavalry came round and charged a unit of Gallic cavalry, hoping to expose the Roman rear to attack.
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The Gallic cavalry counter-charged, so that they would have the bonuses for charging as well. The combat did not go well for the Persians as they failed to score a single hit on the Gallic cavalry. But the Gallic cavalry scored two kills on the Persians.
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The Gallic cavalry combat result was boosted by the presence of the Roman commander and combined with a poor (high) die roll for the effects of combat, the Persian cavalry unit was destroyed and simply removed. The Gallic cavalry then had to pursue (as warband they must do this) and in turn were charged and wiped out by the Successor cavalry in the top right of the above picture. Note: in Clash of Empires wedge formation is represented by a column 3 wide, in which the first 3 ranks fight.
You can see that to be safe the Roman player formed a unit of legionaries round behind the Gallic cavalry, just in case the Gauls lost. When the Gallic cavalry were wiped out, this unit was then protecting his flank. Romans are disciplined troops and able to manoeuvre extremely well under Clash of Empire.
But now the main lines of the armies are ready to clash. The Successors have yet another unit of cavalry going round the Roman flank on the far side of the picture but the river has really hindered its movement.
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The Successor commander decided that given all the advantages of the Roman legionaries, it would be safer to charge that end Roman unit with two elephants and see what happened – this is a learning experience after all.
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The Roman unit is hit (it failed to do any damage with their pila as the elephants charge in), take 4 casualties and do none in return. The combat result is flee for the Romans and they are caught and run down by one of the pursuing elephants (the elephant rolled a higher pursuit move than the Roman flee move). That Roman unit is simply removed and as a result of a failed morale test the rearmost Roman legionary unit also flees.
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So this is the situation at the point I left to travel back home
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The Romans have lost one unit of legionaries, another fleeing, one unit of cavalry (the only one they had) compared to the Successor loss of a cavalry unit. There is a fairly big hole in the Roman line and 2 elephants ready to charge anything that enters it. The next move is a  Roman one  but it does look as if they are going down to defeat.

Wednesday, 5 October 2011

New Wargames Factory Greek hoplites

I have just received the new plastic Wargames Factory hoplites and taken some scans of the sprues.
First of all the heads, there are 3 different types on a sprue and there were 10 sprues in the box.
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Bodies, one of the bodies has the bronze muscled corselet 12 in the box and another 18 in the linen linothorax armour. All have greaves, so these are for the heavy armoured hoplite figures.
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Arms, 5 sets of these and 7 pairs of arms per sprue, so enough for 35 figures.
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Weapons, 10 sprues of spears and swords. The sword (kopis) is supplied drawn, for gluing into the hand and sheathed to be mounted on the body. My preference is for the hoplite to be armed with a spear and for the sword to be sheathed. Fantastic looking spears.
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Shields, 10 sprues of 3, just enough for the 30 figures in a box. The shield is a total of 16mm in diameter, with the central area very slightly curved (easy to stick transfers to) and 13mm in diameter.
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Included with the figures is a new item for WF, plastic bases. 30 of the 20x20mm bases are included in the box.
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OK so now the next task is to build some of the figures.

Thursday, 8 September 2011

Warhammer Ancients Axes and Axis 2011

With Warhammer Ancient Battles (WAB) hard to find these days it was nice to see the Phoenix Gaming club running a combined Flames of War and WAB event on Saturday the 20th August. That meant I could go down to Cambridge pick up my mate Steve Riley and head off for a days gaming in Rushden not far away. Steve seems to live in a wargaming desert near Cambridge, so if you know of any gaming going on round there please let me know and I will pass on the details to Steve. As it turned out I ended up being the sponsor for the event, so took down prizes as well as stuff to sell.
I decided to take Carthaginians the first chance to use the new Carthaginian spearmen I had worked on earlier – you should be able to spot them in the photos.
We were using 1500 point armies to give fast games and my army consisted of
General and Army Standard bearer, both mounted
20 trained African spearmen
32 Gallic warriors
22 Oscan hoplites – the cutting edge of the army
14 Oscan warriors – light infantry, to be used as a formed unit or as skirmishers depending on the game
12 Gallic cavalry
1 elephant
9 skirmishers with javelins
The day consisted of 3 battles using a scenario pack, shown here for info. So on to the games
First game, with defenders in the middle trying to cross the table with the attackers closing in from both sides. I was up against Imperial Romans
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the brown felt represented an area of difficult ground. My opponents deployment was 2 units of legionaries on the left of the picture with mainly missile troops on the right. The cavalry played no part in the battle and marched off (to gain victory points) as soon as they could.
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on the right I deployed my skirmishers, elephant, hoplites and Gallic warband. The idea was to advance quickly to prevent the Romans from marching off the table (to victory). The Gauls were my fast attack force to be supported by the hoplites if serious fighting was involved.
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and here you can see the whole table with my cavalry, Oscan warriors and African spearmen ready to roll in from the other side.
The Gallic cavalry hit the Roman artillery from behind and destroyed them, the Gallic infantry took heavy losses from artillery and bow fire as they advanced but charged and over-ran the Roman archers. But I was unable to break the legionaries and the game ended as a draw. Lesson learned from this game, warband cavalry are too unmanoeuvrable, so don’t use them in your army. Cavalry are there to exploit enemy flanks and rear and these guys failed to do it (the rule, warband only move at half speed unless they go directly ahead unless charging).
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A look around at some of the other games going on
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Paul Scrivens-Smith the eventual WAB winner with another Carthaginian army
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my friend Steve (on left) with his Franks, against an all cavalry Scythian army. The Scythians got first turn and simply rode off the table and to victory. Silly scenario!
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this chap has obviously decided to stand his ground, form a semi-circle and fight it out.
Second game, a head to head battle up against a late Persian army
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close up on my Gallic infantry
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against the might of the Persian army
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The game was a fairly simple affair, both sides advanced. I cleared the enemy skirmishers out of the way but was then charged by the Persians. It came down to a combat grind with in the end the better armour and fighting skill of the Carthaginians winning the day. A massive victory for me.
Sorry no pictures of the last game – it was too hectic – Paul and I fought in the floor of a valley, the battle swayed backward and forward, I thought I had him but like in the previous game, his troops were better than mine. Both units of Gauls charged in when they should not have (failed the test for warband charging nearest enemy), the elephants crew were all shot dead and it stampeded back into my own army. A dismal defeat was my fate.
But a great day out, well organised by the Phoenix club who are a great bunch of gamers. Paul got first prize for the WAB side of the event and since he did not want to take two prizes I won the goblet of blood for the most troops killed (I think that includes your own!) on the day.

Monday, 5 September 2011

Visibility in WW2 rules

I have tried to come up with a simple yet realistic way to handle visibility in my WW2 rules in development. As players we can of course see the entire table but in battle it is often difficult even work out where the shots being fired at you are coming from.
The system
Two types of target; infantry and infantry support weapons, everything else.
Basic visibility distance; 1000m for infantry/infantry support weapons, 3000m otherwise.
Now this is modified by a series of situations that halve the spotting distance and these situations are cumulative:
Target neither moved or fired last turn
Target in or behind cover (a wood, hedge or building for example)
Target entrenched
Conditions of poor visibility like; heavy rain, snow, mist or night
Observer is a tank within 1000m of enemy – this is the situation when a tank crew ‘button up’, when they come under fire
So as examples; a tank driving across a field in the open could be seen at 3000m, the same tank behind a hedge and whilst snow is falling could be seen at 750m
Once a target has been spotted then it can be ‘seen’ by all the units in the opposing army and continues to be spotted, unless or until line of sight to it is physically blocked (something like a hill or building in the way would do the trick). Of course you cannot actually see through blocking terrain (see hill/building).
Now Recon units role is to detect the enemy, when they are performing a spotting action, they double the visibility distance, so for example could see a tank moving, at 6000m!
Seems a simple system that gives a bonus for being the defender and entrenched.

Sunday, 4 September 2011

WW1 A7V German tank in Manchester

Went out to the Sapporo Japanese restaurant in Manchester and decided to walk the meal off in the next door Manchester Museum of Science & Industry and very interesting it was too. However we were surprised to find an A7V German tank just outside the Power Hall and in very good condition. It is of course a replica but very impressive.
Some details about the A7V here
http://www.militaryfactory.com/armor/detail.asp?armor_id=279
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A video of the A7V at Tankfest 2009 is here
http://filmpanzer.squarespace.com/journal/2009/6/30/replica-german-a7v-makes-the-rounds-at-tankfest-2009.html

Quickstitch saved my jeans

OK nothing to do with wargaming but I thought I would share.
I noticed that change was falling out of my pocket and sure enough it had a hole in it, Since my sewing skills are almost non-existent, I looked online for a repair service. For £7.99 Quickstitch put a reinforcement on the bottom of my pocket and got the jeans back to me in 3 days (the return postage is included in the price). Saved me money and effort, full marks and recommended.
URL
http://www.quickstitch.co.uk/

Saturday, 25 June 2011

First Game of Clash of Empires rules

One game played so far of Clash of Empires (CoE) ancients rules. We played Imperial Romans vs a Gallic army.
I found choosing an army easy and good. Core choices are the standard troop types for an army and for every core choice you pick you can have either a support or skirmish choice - there might be specific limitations you have on those.
Units are limited in size to a specific range of numbers in a unit. All this limits what you can choose and to me makes for more sensible army selection.

Choosing terrain, looks to me like tables would be very full of terrain.

Game play, manoeuvring easier than in Field of Glory, I would quickly get used to it.

Shooting, did not seem that bad. Since only the front rank of skirmishers fire at full effect (the rest at half effect) it is not as bad as it was under WAB. Pila are used as a shooting weapon just before combat (just like my rules) not terribly effective in the main, I think my Gauls took a wound about 50% of the time.

Combat, only really between legionaries and warband and the legionaries got beaten. Reason, the Gauls get 50% bonus for their attacks because they are charging, the Romans get only the front rank fighting (because they have been charged) and no expert swordsmen rule (only in 2nd round of combat). And this is the biggy because it is IGoUGo the warband gets to hit first and those figures they kill will not fight back. I did not like the effect and I think it is because that charging warband has too many advantages. To my mind a significant change would be to allow as default all combat to be simultaneous (perhaps there need to be exceptions to this) because giving bonuses for charging and letting the chargers kill enemy without reply makes them too damn good. So thats the biggy, remember only one games experience.