Friday, May 27, 2022
bench update 28 May 2022
After a week off feeling "Sam! I don't think I can do this!" I put some color down. Orange and Buff. It's a start. Though of course, the first thing I noticed was missed bits from earlier!
Posted by andrewmclaren26 at 9:03 PM No comments:
Friday, May 20, 2022
bench update 21 May 2022
Skipped yesterday owing to general post-COVID tiredness and finishing the solo DBA3.0 game. Which was really interesting, LH v Pk.
Today's work is finishing the metal base for armor on remaining minis and going quickly back over everything to make sure spearheads, arrowheads, stirrups etc are done. Many are not, so well worth the effort!
Posted by andrewmclaren26 at 9:35 PM No comments:
Thursday, May 19, 2022
IV/16 Later Scots Common v IV/47 Golden Horde
1. What's this
Horde rolls 3 PIP
A solo wargame using DBA3.0 and some extra chance rules
2. The board
Using a 50-50 roll I stripped some terrain from my previous board. I did not shift anything nor attempt to use terrain from the armies' own lists. Hills are high and bad going. The annoying scrub patch survives.
3. The armies
Scots: 3.0 provides a really wide list of options. My elements were rebuilt for 2.0, but I add in a gigantic bombard, and the 3Bw element I think I pinched off the English long ago. The final composition is KnGen, Arty, 8x4Pk, 1x3Bw, and 1x5Hd, a Fast element that in the older edition was a 5Wb.
I turn to my Steppe Armies box and grab three elements to create the option:
CvGen, 3x3Cv, 5x2LH (Mongol), 1x3Bw Armenian and 2x2LH (Cuman).
After confirming that the Scots are defending, the Horde chooses the open end. No great reason, it's just gonna be easier to organize!
With a hill practically on the baseline I use GM fiat to give the Scots a wee keep there.
I use a crude palisaded enclosure for the Horde.
The Scots declare their bombard into the keep, the rough-terrain types take the bad going hills, schiltrons are organized to 2 units, and the KnGen holds well back.
I'm using the same two chance situations as last game. I have not had enough play to be sure of my feeling that there are too few trigger points.
Scots roll 4 PIP
Though the 5Hd scruffs could be just held by, and swung to face left if need be, the likelihood is that the enemy will push 3Bw forward, screen the 5Hd, and charge round the bad ground left. So as a not-great precaution the 5Hd heads along the hill. On the right flank the 3Bw moves up to high ground. Finally, the left Schiltron wheels slightly left.
Horde rolls 4 PIP
They do not switch up flanks, instead simply moving forward and with a very short 2nd move by the central LH.
Horde 3Bw v 5Hd, 4:5
Scots 3Bw v LH, 5:4, LH recoil.
Scots bombard v LH, 8:4, LH destroyed
Reaction d12 required by both.
Scots roll 5 PIP and 5, lose 1 PIP
The KnGen tucks in behind the Schiltron that has afforded him room, spends 2 PIP getting the 5Hd square to archery, and the last PIP aggressively marching his right forward!
Bombard v LH, 8:6, LH flee!
Scots 3Bw v LH, out of range
Horde 3Bw v 5Hd, 4:9
Horde rolls 6 PIP and 12, "one element nearest enemy but not in b2b contact makes a pursuit move towards enemy."
The nearest are the Armenian 3Bw. Their pursuit move is just a half BW. But it does pull them out of column. That makes a difference. The CvGen is forced to mask the 5Hd early and pull his left back.
Shooting (only Horde 3Bw is in range) 5:6
Scots roll 2 and 9 (as the pk have advanced to within 4BW), a benny.
The benny is spent on a 2nd Schiltron move, and the CvGen is in check!
Horde rolls 3 PIP
Leaving his LH to take the pk advance the CvGen bravely retreats while pulling one Cv element over and continuing his right flanking push.
Just a quick couple of shots of how things look for the Scots. They can in theory win from here, depending how worried they are about the enemy cavalry on their left.
One alternative to going all-out for the central mass of LH+1xCv is to push even further on, through the scrub, with a column off the right Schiltron. Another, more prudent move, is covering the Cv with KnGen and simply pushing straight against the LH, leaving the right Schiltron stalled.
Let's make it random!
1,2,3 prudent, 4,5 pincers, 6 column advance.
Result 3, prudent.
3Pk v LH, note LH melee factor is +1, 5:9, Pk recoil.
Double overlapped Pk v LH 4:5, Pk recoil
In brief: the right hook continues while a reserve LH covers.
Shooting Bw v Hd 5:8
Scots roll 6 PIP and as Cv column appeared from behind the steep hill left, rnd d12 of 7, lose 1 PIP
General engagement along the centre.
Art v Cv 5 9
Hd v Bw 4 3
Pk v flanked LH 7:6, LH destroyed
KnGen v Cv 5:9, recoil
Pk v overlapped LH 7:7 Pk are solid so LH recoil
Overlapped Pk v LH 4:9, Pk destroyed
Horde rolls 3 PIP
Another reserve LH is sent back to cover, and the 2-Cv column is very nearly at its objective.
Shooting Bw v Hd 7:4, recoil
Scots roll 4 PIP
Under old rules (or usage) there would be flanking, but 3.0 rules disallow this. So the far Pk elements merely overlap, as do the central. KnGen advances to group with one Pk.
Art v Cv 5:8
Hd v Bw 9:5
Far right of Scots - a 1:6 roll, 4:8 and Pk destroyed!
Overlapped Pk v overlapped LH 6:4, LH recoils and pursuit breaks the Pk group.
Horde rolls 4 PIP
All 4 are spent attacking the keep and supporting that attack.
Melee Cv v Overlapped Art in Garrison and Uphill, 4:7 Cv recoil
Scots roll 1 PIP followed by a 2, so the 1 PIP sticks. They also roll a d12 as their stronghold was attacked across different terrain: 5, no effect as they are already at 1 PIP.
Best chance looks to be a 3:3 matchup and a pushback to death, so a column of Pk advances, centre.
Art v Cv 5:8
Hd v Bw 8:7
Melee 5:7, Pk recoil. (That does regroup the Schiltron)
Horde rolls 5 PIP
Both Cv attack the stronghold, and the left LH pulls back to defend the stockade.
Melee 7:7, no effect
Scots roll 3 PIP
Elements that can advance do so:
Melee KnGen v Cv 11:9, Cv recoil
KnGen Pk v overlapped LH 9:8, LH recoil
Central Pk v overlapped LH 6:7, Pk recoil
Uphill Art in Garrison but overlapped, v Cv, 12:4, Cv flee.
Horde rolls 2 PIP
Seeing the KnGen exposed the Bw is ordered to a flank attack, while CvGen pulls back.
Melee Cv v Overlapped and flanked KnGen 6:4, KnGen destroyed and game over!
Hindsight and notes
I don't think I have used Artillery under 3.0 rules. In hindsight Scots Bw or Pk would have been better for stronghold defense.
I'm happier that the d12 came up in more instances but I think a simpler option is to widen the "nothing happens" field and roll every bound.
Posted by andrewmclaren26 at 9:31 PM No comments:
Wednesday, May 18, 2022
bench update 19 May 2022
Day 1 of ironmongery. Not as much as raw Norman armor, but still a lot! Got about half done.
Posted by andrewmclaren26 at 8:53 PM No comments:
Tuesday, May 17, 2022
bench update 18 May 2022
What a lot of brown these minis need! Today was dark brown, mixed from Leather and Tan (glaze) for caps, hair and crossbow case turn-downs. Then I mixed super-yellow hair from Primrose and Tan, which can either be left as is or washed over with red. I think I've got all exposed hair done, though when I get to finishing faces, it'll be a different story!
Posted by andrewmclaren26 at 4:28 PM No comments:
Monday, May 16, 2022
bench update 17 May 2022
Back to my work table, and in the days off I've watched a video about painting Normans. Today so far all I've added is light tan leggings. Probably impossible to pick out.
Posted by andrewmclaren26 at 5:04 PM No comments:
Wednesday, May 11, 2022
bench update 12 May 2022
I stop for COVID-19!
I've been told to just blob, not to tackle projects.
Posted by andrewmclaren26 at 11:37 PM No comments:
bench update 11 May 2022
It's boot day! Actually, I began mixing a pale tan and got the pony highlights right. Then I used the remaining paint on the inside of shields. Then I added straight Vallejo beasty brown and that's what became boot day!
Posted by andrewmclaren26 at 12:27 AM No comments:
II/13 Samnite v II/39 Ancient Spanish
1. The battle setup
This is a solo DBA3.0 game using a non-standard terrain set, and some additional chance rules.
2. The board
For this solo game I created a terrain-cluttered board then found armies I thought would look attractive on it.
The mat is FLG Grasslands, terrain pieces and bases are scratch built.
Army options: I'm using the straight Iberian (a) army which has no options. CvGen, LH, 6x3 or 4Ax (I have 4x3Ax) and 4xPs.
3. Attackers, the Samnites, are on right (top above). They too ignore their camp. They load their right to cope with the Spanish left.
Army options: you can actually have a 12x4Ax Samnite army if you want, but I choose the CvGen so as to rush command control around, and a Ps to cope with screening.
I'm going with the same chance as last time EXCEPT that a PIP roll of 1 offers one more chance.
STANCE CHANGE: when a side rolls 1 PIP, roll one more d6. If it is HIGHER THAN both the 1 plus previous turn's PIP roll, the general changes stance as follows:
6: flank march. An extra element appears within 4 BW of the enemy baseline, on the side of the board nearest the friendly general.
5: dummy reveal: an element that is currently not within bowshot of any enemy element is repositioned behind any other friendly element, in b2b contact
4: subtle feint: two elements both at least 4BW from the sides and not in b2b contact with an enemy are swapped, both ending facing the same way as their opposite.
3: modest adjustment: the general or if that element is taken or in melee any element at least 4BW from the sides receives a free reposition up to its normal move in the terrain it begins in.
Note: Turn 1 1-PIP means the "previous turn" is nil, but the requirement of a 3+ to effect a change of stance still applies.
Note: the flank-march element should be the most mobile among the options available while still being able to effectively traverse flank terrain. For example, LCh would not be sent at a swamp flank.
Reminder of the d12 rules used last:
A d12 is rolled on a bound alongside PIP d6, IF
Fired on first time
In four BW of enemy first time
Attacked and enemy crossed terrain types (excl fortification)
Enemy revealed from hiding.
Note: A specific d12 effect eg pursuit move, recoil, applies first to the element or unit that triggered the roll. A non-specific d12 effect applies to the general, eg lose a PIP.
1-4, no effects.
5-7, remove 1 PIP, but ignore this result on a roll of a 1.
8, one element nearest enemy (including in b2b contact) recoils, or flees if light troops, and if grouped the unit follows suit. Ignore if in BUA.
9-11, one element on the board receives a benny and if grouped the whole unit may choose to use it. Uses include an additional PIP, or second shooting.
12, one element nearest enemy but not in b2b contact makes a pursuit move towards enemy. If warband they receive a free PIP for a charge move.
Spanish roll 5 PIP.
The left flank expands: LH+Ps head out at a cost of 3 PIP, very wide, so as to offer a threat to any advancing column closer in.
The two Ps head into the scrub Rough ground in front of base. None of them get within 4BW of enemy.
Samnites roll 5 PIP
There is a tempting left-hook on offer, using high ground at centre to threaten any enemy advance. On the right, where the majority of elements are deployed, a simple holding force at the large gentle hill should be enough.
Spanish roll 1 PIP: as a reroll of 6 cannot be higher than the 1 plus last turn's 5, we move to d12, which is a 4, no change.
The next left column of 3Ax advances.
Samnites roll 5 PIP
Columns march left, around and over the steep hill. Then in a daring move the CvGen advances and the next right column double-wheels behind.
Spanish roll 5 PIP
What began as a precaution on the left is now taken up as an opportunity! Advancing left to regain control, the CvGen sends his entire left wheeling and advancing to ZOC the enemy!
Protecting the CvGen exposed flank is the priority.
Spanish roll 2 PIP
Well... they never intended to pulverize the Samnites so the worst-exposed Ps retreats and (somewhat reluctantly) the "heavy" Ax column moves up.
Things could be better. 8 PIP would have been handy!
The Samnite center wheels to hold the heights against the oncoming solids, and the CvGen has a rush of blood and attacks!
CvGen v Ax: 9:7, Ax recoil (Ax needed to be entirely on the hill to claim benefits)
Ax solid v overlapped Ax fast: 8:3, fast Ax destroyed.
Thanks to a 5:1 the rash advance has worked!
Spanish roll 4 PIP
It's tempting to pull back but the CvGen advances through his Ps towards the gap, allowing that Ps to slide behind while the recoiled Ps moves back further and into line.
Instead of pulling the centre's Ps back, the LH at far left charges downhill!
Samnites roll 6 PIP
That's really good news because the ungarrisoned base is in danger. The CvGen pulls back and realigns. Still wishing to keep pressure on, one Ax descends to attack Ps. To defend the right, Ax block LH and attack Ps.
Centre Ax v Ps 8:3, Ps destroyed
Right Ax v Ps 6:5, Ps recoil
Spanish roll 5 PIP
Some self-destructive moves follow. LH use the downhill slope to attack again, with a flank exposed. That flank may be struck by the next Ax element if recoiled: 2xPs attack that one. The CvGen pulls a solid 4Ax across to meet its equal, and the second Ax to overlap AND attack the heights.
LH uphill v 4Ax 8:9, LH recoil
Ps v overlapped 4Ax 4:8, Ps destroyed
4Ax v overlapped 4Ax 7:5, Samn Ax recoils
4Ax v uphill 4Ax 5:6, Spanish Ax recoils
CvGen pulls straight back to restore some command.
Spanish roll 2 PIP
The CvGen and fast 3Ax incline left to a slightly better position. Although he is losing, the local advantage on the left flank is now 4 on 3.
Samnites roll 4 PIP
Risking leaving his right as-is, the CvGen stays put and orders his left to wheel round the high ground. The other 3 PIPs are spent on a double-overlap against the exposed 4Ax in center.
Samnites win 4:1
The Chance lists played no hand, as both sides rolled great PIP rolls nearly continuously.
I feel the d12 is now too rare. Maybe each element needs its own set of triggers?
Posted by andrewmclaren26 at 12:24 AM No comments:
Monday, May 9, 2022
bench update 10 May 2022
Yesterday brown, today brown highlighting. So spears and the Kn and Cv mounts have base and second colors. The LH are too light colored for my taste but adding dark is usually a poor idea.
Posted by andrewmclaren26 at 7:03 PM No comments:
Friday, May 6, 2022
bench update 07 May 2022
Very little progress. I've gone with Vallejo Elf skintone for base flesh. I'm somewhat distracted by stiff painting muscles, the wargame board I have set up, writing, and general exhaustion after work. Got some basic browns ( heavy Siena and saddle brown) on the heavies and lights.
Posted by andrewmclaren26 at 11:26 PM No comments:
Monday, May 2, 2022
bench update 02 May 2022
After taking some advice from McBeth of Hutt Valley Wargamers I got over my Fear Of Messing Up and went with a very thin wash of Vallejo Cold Grey on the minis that aren't already grey.
Posted by andrewmclaren26 at 12:37 AM No comments:
Sunday, May 1, 2022
bench update 1 May 2022
Finally got those last minis trimmed out, pinned for riding mounts, washed, and on their paint strips.
I say "last" but by that I only mean last before the necessary expansion elements!
Those grey steeds are Strelets Turcopoles. I bought an entire box of them, and am unlikely to use even half! So I thought those horse sizes are somewhere between the little LH size and the 18-hand Kn mounts and would be great as Cv.
All the other minis (behind the front two stands) are already varnished with the dark tinted wash I'm using at present. I would probably have begun painting by now but I'm scared of fumbling the base coat. I'm thinking of either no base at all, which worked pretty well for the Anglo-Danes, or deep grey, so as to make armor a bit easier. But I'm also inclined to using burnt Siena. That tends to make skin and horse colors easier. Unless I want three Greys for a KnGen?
Posted by andrewmclaren26 at 1:07 AM No comments:
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