Thursday, 27 August 2020

A Song of Warhammer, Impetus and Snappy Nappy

Warhammer

 Something not seen before at the club

Basic Impetus 2.0

Snappy Nappy

Wednesday, 19 August 2020

Four games on the go

Basic Impetus

A very nice looking ACW game using Black Powder

 Two Mortem et Glorium games

Sunday, 16 August 2020

The Battle of Corunna

This was the only game in play at the last Game's Day (15 August).

The idea for this battle was the similarity between its name and a certain virus that is currently plaguing the planet.  I also hoped that it could be played with different rules and scales (Black Powder and General de Brigade being two obvious candidates, but even adding in Shako from the ANF and even, shudder, a bit of Slaughterloo).  However, one step at a time.

Russell took on the role of Moore ably assisted by Mr Napier playing himself.  Simon was Soult and Darren was Delaborde.  I umpired and supplied the figures.  The built up areas were Darren's.  Rest of the terrain was the club's and might be the first time they had seen some use in a while.  Rules were Napoleon's Battles.

 Set up based on the Osprey map of the battle (the map of which fitted nicely on a 6x4).
Forces as per the scenario in the Red Book (the map for it requiring a 9x5).

 The French start a fire fight using their artillery and longer range of their light infantry.

Frazer is bringing up the 3rd Division.
The French cavalry are having a very hard time moving in the appalling terrain.
(hard to spot but the battlefield is littered with scrub and stonewalls).

 The British start to retreat, almost in panic...

 Paget has arrived, but the rest of the British forces have been badly shot up.

 The French Division commanded by Merle make a massive assault on Paget 
who has been too late to deploy into the village of Elris.

 Paget has been pushed back in Elris, 
but two brigades of Baird's Division are now counterattacking.

 The French have a hard time forming up in Elris.
The British still have a strong hold on  Pedralonga (on the left) 
and Elvina (on the right).

 The French make another all out attack.

With their attacks repulsed and the sun quickly setting,
the French withdraw hold their ground(!) for the night.
The British retire to the harbour and pray for good weather for their sail back to Old Blighty.

Thanks everyone for participating.

Getting the terrain "right"for historical battles is always a challenge.  Main issue with this game was possibly the size of the villages.  In my haste to put the game together I failed to see that the scenario specified that the villages could only hold two bases maximum!  Whoops.  Still Darren's BUAs were too nice not to use.


Mortem et Glorium Campaign

This is an update from Andrew who is running this campaign for the club. 

The Map

The guidelines for the campaign are included at the end of this post.

So far there have been two turns (years)  completed, and two  battles waiting completion.

Turn 1.

Goths invaded Quadi and were defeated and knocked out in a bloody tussle which could have gone either way.

Romans also invaded Quadi – draw. 

Huns invaded Sassanids – draw. Remain at home following year.

Turn 2.

Alans invaded Rome – draw. Remain at home following year.

Ostrogoths occupied vacant Gothic territory.

Turn 3.

Huns invaded Ostrogoths.

Romans invaded Quadi.


Rome and Enemies AD390-410 Campaign

Situation: Each player commands an army from the period 390-410 AD. Either Roman or an army which opposed Rome.

Aim: Be the last army remaining at the end of the campaign.

Method: When a player’s army is broken in battle he is knocked out. The one exception is that the Roman player may lose one army, if he is invading, and continue in the campaign. This reflects Rome’s greater resources and counters the fact that most other players have immediate access to Rome’s borders.

Turns:  Each turn represents one year. Each player submits his orders for that year – either invade adjacent territory or defend. (Or for Romans and Sassanids – leave an army in the field) Each player will have an initiative roll (1d6) – highest roll orders implemented first – tie break roll for draw. (This roll may be done by the umpire – AC) If a player is invaded prior to implementation of his own ordered invasion, then his invasion will be cancelled. If two players invade the same territory then the second invasion will fight whoever owns that territory at the time of his invasion. Rome and Sassanid armies get + 1 on their initiative rolls reflecting their more organised status.

Armies: Each army is 10,000APs from own army list with no external allies, except if enemy territory is conquered by invasion then an ally may be taken from the conquered army. (A Roman/Sassanid ally will be considered as provincial/border troops so cannot contain any superior troops)  If an army nominates to defend then it may add 200APs to its choice and receives one extra PBS card than shown in its army list. Battles obviously take place in the terrain of the invaded player.
 
Map: Represents the territory of the players. You may invade any adjacent territory, or through the territory of a knocked out player unless his territory has been conquered by another player. If your order requires you to transit a knocked out players territory then you incur – 1 on your initiative dice.

Players: are knocked out if their army is broken, except for Rome’s 1st invading army bonus. If knocked out when invading then that player’s territory is vacant, and may be occupied freely by any subsequent invasion. If knocked out when defending then the territory is conquered by the invading player. The territory is effectively merged into one area, and if either area is subsequently invaded and defeated than that player is knocked out.

Draws: Any battle which does not result in a player’s army being broken, or a mutual destruction, counts as a draw. The invading player may not make any invasion in the subsequent year/turn, and there is no 200Ap bonus/extra PBS card for defending. However, both Rome and Sassanid Persia may effectively leave an invading army in the field, and after a draw they may choose to fight in the same territory next year. This gains an additional + 1 on the initiative roll. However, if their own territory is invaded prior to their attack then their invasion is cancelled. If there is a second draw then they may not make any invasion in the subsequent year/turn.



Wednesday, 12 August 2020

Five games tonight

 

Perhaps the lair of a mad scientist?

<Insert witty comment here>

Boom!

Mortem et Glorium

And a Basic Impetus game comes to a conclusion

Thursday, 6 August 2020

Not a single game of Impetus!

What's the club coming to?

Mortem et Glorium
Mortem et Glorium ad infinitum
Mal Brough 
Chariots round the bend