Sunday 21 April 2024

I have been away for an early family holiday so apologies for the lack of updates. Anyway, this week is a Fescennia week and I got in early with a small solo game from the Hesperides War. The Arcadians have overrun most of the Duchy of Hesperides, but the latter have retreated to the eastern province and rallied their forces there. The Erymanthians have intervened with a force to support the deposed duke and the allies are now advancing against the Arcadian invaders.

I decided to play on a 4 feet by 3 feet table as the two sides were not, initially, large in size, each having six units. The allies were reinforced half way through the game by another five units, but I thought this would be manageable on the small table, especially as they were all infantry or artillery - no room needed for sweeping cavalry charges! The river is passable to infantry and cavalry; artillery must use the bridge. Woods passable only to infantry. The object of the game was for the allies - Hesperides and Erymanthia - to capture the bridge and village before nightfall; the Arcadians had to hold them until then. The Arcadians - in this case mainly from their Foreign Legion in pale blue uniforms - deployed first, up to the river, but were not allowed beyond it during the game. There's was a purely defensive role. The allies first brigade came on at Turn One, their second brigade at Turn Seven, astride the road. The game was set for 12 turns. It being easier for the defence to be the non-player in a solo game (at least I always find so, as they can be given simple defend orders), I took the attackers.

Figures are metal Essex or Hinchliffe 25mm of considerable antiquity or hard plastic Perry Miniatures and Warlord Games 28mm. Rules, on this occasion, were a version of A. Taylor's Rules for Wargaming, amended a little, but which do not use any dice!

One person's eccentricity - Napoleonic "imagi-nations" in this case - is another's bafflement, I am sure, but it's my piece of escapism and you can always use the scenario, I am sure! Plus you can always play "identify the original model"!




The Arcadians deployed for action.
Arcadian Foreign Legion Chasseurs.
Arcadian Foreign Legion Field Artillery.
   Arcadian Foreign Legion Line Infantry.

Arcadian Foreign Legion Lancers.
Arcadian Grenadiers - a regular line unit, identifiable from their white uniform/greatcoat.
The Arcadian brigade commander and his ADC.
The Allied first brigade enters the table - mostly Hesperides troops
(dark green uniform), plus some Erymanthians (dark blue uniforms).

Hesperidean Heavy Cavalry - the duke is a traditionalist,
so his troops still wear 18th Century style uniforms.
The Hesperidean brigade commander.
Erymanthian fusiliers deployed for light infantry action.
Hesperidean line infantry in their bicornes.

The Hesperidean Field Artillery - tricornes this time
(separate heads from the bits and bobs box on old Hinchliffe figures).
Erymanthian grenadiers.
Battle begins.





These two units exchanged musketry for most of the game, whittling away at each others strength, until the Hesperideans finally charged across the river and drove back the Arcadians.
The Arcadian Chasseurs were rapidly driven back by the numerically stronger Erymanthians
 and then retreated off the table.

The Allied second brigade arrives, all Erymanthians. The latter are enthusiasts for artillery compared to the other countries in Fescennia, so invariably have two batteries per brigade.
Erymanthian line infantry.
One day I will buy gun teams and limbers!
An Erymanthian militia unit. Bearskins, you ask? Surely they are for grenadiers or guards? The King of Erymanthia has a sense of humour - put them in bearskins and the enemy will think, viewing them from a distance, that they are elite troops! However, these are not poor quality troops in this campaign, think of them more as old reservists called up for duty (late 19th -early 20th Century Turkish Redif troops would be a good example).
The Erymanthian brigade commander and his ADC.
The Erymanthian fusiliers shot down most of the Arcadian gunners
and the rest fled, abandoning the gun.

The Allied grand battery.
The abandoned piece is captured - extra victory points!


The only hand-to-hand fight of the whole game.
The Allied weight of numbers about to tell, with the Arcadians flanked by the Erymanthian fusiliers and three columns approaching their line and grenadier units already weakened by artillery bombardment.
The Allied charges went in and the Arcadians broke and ran!
The village is reached on the last turn; victory for the Allies!
The end of the game, with the Allies across the river in strength, village and bridge secured, and the Arcadians soundly beaten. I finally managed a win against the non-player! Or AI as seems to be the fashion these days!


Saturday 23 March 2024

This week was a Petaudia campaign week, according to my roster of wargaming activities, so I played a solo game following on from the last scenario. In this action, the Kedarian Horse Tribes, now aided by a small mercenary force sent by the Sorceress, attacked the castle and village of Artho in the Duchy of Lamria. Victory went to the assailants, who devastated the village and broke into the castle as well, helped by the fact that the relief force turned up too late. Rules are Dragon Rampant, with a few minor "home amendments". The opposing sides are larger than a normal Dragon Rampant game, but the rules cope very easily with larger numbers.

I played the attackers this time, with the basic idea of using my cavalry to "hit and run", with the spearmen assailing the village for plunder, aided by the bowmen, while the mercenaries sole task was to break into and capture the castle. The defenders were to hold the castle; the peasants - and here I had learnt from the previous scenarios! - were to unite into groups and then get into the buildings, where they would be safer, and hold off any attacks. After that, it was wait for the relief force to arrive and disrupt the attackers' efforts.

I have attached the basic rules for the scenario at the end. It should be noted that "Medium Riders" are a "house amendment" to full a gap between "Heavy Riders" and "Light Riders" in the Dragon Rampant rules.

An aerial view of the village and the castle. Yes, I know the latter is only a keep, but that is all I have for a castle, plus its ground area is plenty big enough to represent one!
Another view of the village and castle. Each building can hold one unit - usually 12 figures in Dragon Rampant; the castle can also hold a "Reduced Model Unit" - any size less than 12 figures.
The castle garrison - crossbowmen and a detachment of dismounted knights. I allowed six figures to shoot from the castle at any one time to represent the fact they are not all on the roof, but deployed through the building.
The humble peasants scattered in the nearby fields.
A spear unit can also be seen positioned outside the castle.

The attackers surge on to the table, Kedarian Horse Tribes on the left in their black and red attire, the mercenaries in green and yellow on the right, along with their secret weapon - an Umber Hulk.
Goblin swords and bows, as well as human axemen, the Umber Hulk in the centre,
all heading for the castle.
Light and heavy cavalry, the former bow and spear-armed, able to "Skirmish" and "Evade" under the rules, so well-suited to "hit and run" tactics. However, I only allow them six d6 for shooting, rather than twelve, operating on the theory they are a smaller unit than normal, plus they are probably not all in a position to shoot at once, are busy controlling their horses, etc. Twelve d6 would make them much too powerful!
Kedarian Horse Tribes' spearmen and archers heading to plunder the village.
The Umber Hulk is, to all intents and purposes, the equivalent of a modern tunnelling/mining machine, able to tunnel through rock, so a castle was not going to prove too difficult a task!
Mercenary axemen. The eagle-eyed may spot a few goblins among the humans. I think this is entirely plausible, mixing up different races to form such units.
The defending peasants were all able to get into groups early on and head for safety in the buildings.
The goblin swords made short-shrift of the spearmen, even though the latter went into "Wall of Spears", which enhances their armour class. A bad "Courage" test and they broke and ran!
The Umber Hulk prepares to start mining the foot of the castle.
The knights from the castle sallied out to try and distract the Umber Hulk, but had to repulse an attack by the mercenary axemen. The green die represents "Strength Point" losses on the knights; normally, with twelve figures in a unit I just remove the figures, as one figure represents one "Strength Point".
The Umber Hulk takes on the knights.

The Kedarian spearmen begin to attack the peasants sheltering in the buildings.

The axemen try again against the knights, but get beaten off again,
although not before causing some losses.
The blue counter next to the spear unit shows it is "Battered", having been repulsed by the peasants in the building they attacked.
The Umber Hulk attacks the last knight.
Back to work!
Three buildings plundered and set ablaze. By this time, the only peasants left were in the manor house - the stone and thatch building on the right.

The mercenary axemen attempt to batter their way in through the main door.

The blank dice represents loot from the buildings. The unit has to withdraw to the table edge and dump its ill-gotten gains before returning for more.
The Umber Hulk has entered the base of the castle; the goblins are waiting to follow it inside.
The last of the unfortunate crossbowmen about to meet their demise!

The relief force arrives, but too late to influence the battle.

The attackers begin to withdraw with their plunder.


The fall of the castle ends the game. Its capture, plus the destruction of the village, at very little cost in lives to the Kedarians and their mercenary allies, gave them a decisive win.

Attack on a castle and village.

a) Terrain:  a minor road running across the table to a castle keep, with several buildings about it for the village, plus gardens/orchards, a few hedged meadows, the rest of the table is open ground, representing fields.

b) The Horse Tribes and the Flamian Column approach from the south edge. The peasants are out in the fields and about the village, deployed individually at least 2” apart; of the garrison, the crossbows and knights are inside the keep, the spearmen are drawn up outside the castle.

c) The Horse Tribes and the Flamian Column must loot the village and capture the castle; the Lamrian defenders must prevent this occurring. The Kedarians have the initiative for the game. 

d) The peasants have to pass a “Move” activation test to form up as a unit before they can take any action against the attackers. Any villager who is contacted by a hostile unit whilst on their own is immediately overrun. Once the group has united, it moves and fights as a normal unit.

e) Apart from the knights, only one other defending unit is allowed inside the castle. A maximum of one defending unit is allowed in any of the village buildings.

f) An attacking foot unit which is in contact with an undefended village building can elect to loot and burn it that turn as long as it passes an “Attack” activation test. Once looted, the building is set on fire and the unit must move to the south edge of the table to dispose of its loot before returning to the action. If such a unit is attacked while looting and burning a building, or moving to the south edge of the table, they fight as “Battered” (because they are loaded with plunder).

g) The Umber Hulk lives underground and has the ability to mine through rock. Therefore, its main function in this action is to tunnel into the side of the castle and open an entry for the attackers into the structure’s lower level. On reaching the castle base, the Umber Hulk will begin to tunnel. Roll 1d6; the result is the number of turns it will take to get through the foundations and into the castle. Once it has entered the castle, it can attack any defending unit. Any attacking unit can also enter the castle behind it and will attack the defenders if the Umber Hulk is forced to withdraw or is destroyed.

The defenders inside cannot shoot down at the Umber Hulk once it is at the base of the castle, it being in “dead ground”. Nor can they prevent it tunnelling; they can only wait for it to complete that task and then engage it inside the building. After one turn, the Umber Hulk is considered to be out of sight underneath the castle. During that turn it can be attacked directly by units outside the castle, which will disrupt its work; if it beats off the attacks, it can return to its tunnelling, but this will require a re-roll of the 1d6. Missile fire will not stop it undermining the castle, only inflict damage on it.

h) However, the Umber Hulk is unpredictable. It is meant to be under a powerful “Control” spell. However, it has passed so far from the Sorceress (who cast the spell), that her hold over it has weakened considerably. Each turn that it loses one or more Strength Points, roll 2D6; if the number rolled is less than the total Strength Points it has lost so far, the “Control” spell is broken. The Umber Hulk will then automatically “Wild Charge” the nearest unit (i.e. it does not need to pass an “Attack” activation), regardless of which side that unit is on, and continue to fight it until a decision is reached. It will carry on making “Wild Charges” in this way at the end of each side’s turn until it is destroyed or the game ends. If it loses a “Courage” test and becomes “Battered”, it will retreat directly to the south and leave the table, avoiding any intervening unit. If it was inside the castle at this time, it will be considered to tunnel its way down into the ground and escape by a subterranean route.

i) At the end of Turn 6, roll 1D6. If 5 or 6, the Lamrian relief force arrives on road at the west edge of table at start of next turn. These will aid the defenders. If not 5 or 6 on 1D6, then continue to roll each turn thereafter until the reinforcements have arrived or the game ends. If the reinforcements arrive, each unit requires a “Move” activation to enter the table.

j) The game ends when either side have lost half their points (i.e. they give up the fight) or the castle falls to the attackers (i.e. they achieve their main objective) or a unit including the leader of either side is destroyed (i.e. they lose their motivation to fight on).

k) Victory Points:

Attackers:      

            50 VP if the castle is captured

            10 VP per village building looted and burned

            1 VP per enemy figure killed

            50VP bonus if all the village buildings are looted and burned

Village Defenders:

            10 VP if the castle is not captured

            10 VP per village building not looted and burned

            2 VP per enemy figure killed by peasants

            1 VP per enemy figure killed by Lamrian troops

            50 VP bonus if none of the village buildings are looted and burned

l) Opposing Forces:

Horse Tribes of Kedaria

Heavy Cavalry    6 x figures    Heavy Riders    7 Points    x 1**

Light Cavalry    6 x figures    Light Riders    6 Points    x 2

Bows    12 x figures    Light Missiles    4 Points    x 1

Spears    12 x figures    Light Foot    4 Points    x 3

**Includes the Horse Tribes’ general. 

Flamian Column (Mercenaries)

Goblin Swords    12 x figures    Light Foot    4 Points    x 1

Goblin Bows    12 x figures    Light Missiles    6 Points    x 1

Axemen    12 x figures    Heavy Foot    6 Points    x 1

Umber Hulk    1 x model    Greater Warbeast    10 Points    x 1

Duchy of Lamria Troops (Castle Artho)

Garrison:

Spears    12 x figures    Heavy Foot    5 Points    x 1

Crossbows    12 x figures    Heavy Missiles    4 Points    x 1

Foot Knights    3 x figures    Elite Foot    6 points    x 1

Village:

Peasants    12 x figures    Hordes    1 Point    x 3

Relief Force:

Men-at-arms    6 x figures    Heavy Riders    6 Points    x 1**

Hobilars    6 x figures    Medium Riders    4 Points    x 1

Longbows    12 x figures    Light Missiles    4 Points    x 1

**Includes the Lamrian general.