Sunday, 10 March 2013

Crusader Rules Refresher


This weeks game was a quick refresher of the Crusader Rule set from Mark Sims of Crusader Miniatures and Publishing.

We have used the rules in the past and all who played them seemed to like them all told, but the whims of fate and new shinier rules (mainly Impetus) moved the interest away, so we hadn't used them for a couple of years. I however have been keen to use them again, mainly to refresh my memory of the rules and see if they would be suitable for use in the forth coming mini-campaign 'Conquest of Majorca'.

So Dave K and myself sat down earlier this week and we dusted off the rules and plumped for a 3000pt a piece barney just to refresh ourselves with the rules, with my Berbers taking on Daves' Andalucians.



The game went slowly at first, but we soon started to pick up the niceties and foibles of the rules.  With the rules and age addled memories beginning to kick in we began to remember the issues we had with the Rules which were few, but the army lists for the armies being the main  problem with a few of the stats being silly like formed troops with Javelins they couldn't use as Javelins.

The game went interestingly with Daves' Impetuous knights careening across the table in round one and pushing back in disarray a unit of Berber spear and destroying a unit of archers. And then being forced to retreat back across the table and to be caught by the avenging Guard Cavalry. The rest of the forces were just beginning to jockey for position.

We were really only starting to get the swing of things when we ran out of time, so a 'proper' game has been organised for next week to keep things fresh in the mind to have a proper test of the rules, and the army lists tweeked slightly to take out the 'silly factor'. Will keep you posted on the results.

Sunday, 3 March 2013

Carronade 2013 - On the Way

Carronade 2013

Having once again updated the FDWC website for this year's show, I thought I'd once again let the world know that the detail's of our show this year 'Carronade 2013' have been updated and you should drop into the club website here and get updates on the show.

The Traders are about fully booked with only a couple to confirm and the list of clubs and traders is filling up nicely there will be the usual 30 plus traders and 30 plus games on offer, so worth checking out.

This year's show will be held on the 11th May 2013 at Graeme High School in Falkirk and is shaping up to be another great show.

You can check out details for the club (Falkirk & District Wargames Club) on the website too.


Friday, 1 March 2013

Mordheim 'Season 2' - The Draken Downs Boogie

So this week we managed to get the second club Mordheim Campaign underway with a simple scenario set (very loosely) in the Draken Downs in the Western Empire.

The scenario entailed the searching for tablet fragments (not bits of an iPad) detailing locations for the next scenario. If anyone managed to get two or more fragments by the end of the game, they would get an advantage for the next scenario. There were six markers on the wilderness terrain, three dummies and three real. Roaming about the terrain were four slightly despondent skeletons who would only attack if attacked or if approached within 4".

The players for the first game of the new season were myself with a shiny new Kislevite warband, Kev and his equally new (and very nicely painted) Beastmen, Andy and his (not so new but equally nicely painted) Sisters of Sigmar and Dave (a newcomer to the world that is Mordheim and another Kislevite warband.

The four warband advance into the Downs

The bands set up in the corners of the 4' x 4' table and Dave kicked off the procedings with a general advance towards Kevs' Beastmen and was followed by the Sisters, my Kislevites and Kev moving quickly launched his band round and over the south eastern hill and quickly taking out one the skeletons picked up a counter to reveal one of the tablet fragments.

Beastmen and Kislevites meet head on
Andy quickly found a second fragment as he advanced towards the Beastmen while sniping with his sling to take out the second skeleton, and Daves Kislevites had a little early success on the Beastmen as he advanced to take up positions behind pieces of tumble down dry stane dykes and quickly engaged the doggies. Mean while my bods were stuck with a bit of a bottle neck which slowed my advance to action down but did bump into a skeleton which my Bear Tamer took out but after the skeleton had stunned my captain.

The Beastmen launch forward picking up another piece
of the tablet while the Sister find the third piece
Daves Kislevites took the brunt of an early Beastman assault and had three bodies put out of action in quick succession, two to the Beastmen and one to one of the skeletons who ambled about aimlessly for the rest of the game.

The Centigor drunkenly wanders into harms way clutching
a tablet piece - you just know whats coming
The Beastmen band engaging the Kislevites also headed to the centre and bagged the third fragment with the fast moving Centigor and with two fragments in the bag, it looked like success was heading the Beastmens way. However, as usual way in these things before Kev could declare a voluntary rout with the two fragments (being Beastmen and playing in character decided to carry on killing people which he seemed to be doing fairly well up to now) found that his Centigor failed it's drunkeness test and staggered unsupported into the centre of the table in front of the bulk of the oncoming Sisters.

The next round saw Dave taking a voluntary rout to limit the damage to his warband and Kev re-organised his band after the inevitable loss of his Centigor and the loss of the claimed fragment. My Kislevites having now cleared the bottleneck of the two hills fired a volley of arrows at the advancing Sisters and Beastmen but failed to wound a single target.

The Sisters jumped into the fray as did a few of the Beastmen and the Beastmen came off slightly the worse for the encounter. As this battle ensued my Kislevites sent a volley of arrows into the melee taking out one of the Sisters and knocking down another.

The Sisters and Beastmen trade blows
With both the Sisters and the Beastmen having taken two or three losses and gained a fragment both players called it a day, leaving my slightly bewildered Kislevites in possesion of the field and nominal, but undeserved winners of the first outting.

A good start to the campaign and promises for more bods joining us next time including the infamous Hobbit Swat Squad, so should be good.

Next up is an outing to the Drakwold Forest but with a difference.



Monday, 25 February 2013

Claymore Castings - Highlanders Sneak Peek

Just saw that David had posted over on Saxon Dog a sneak peek for Claymore Castings forth coming Highlanders and thought they looked very nice indeed, and a very welcome, and indeed looked for on my part, addition to the range.




















Definitely looking forward to see the rest of the release. 'The Reid Harlaw' here we come.

Wednesday, 20 February 2013

Battle of Helms Deep

The title of this post says it all.

A couple of weeks ago Kev at the FDWC had wanted to put on a version of the 'whole' of the Battle of Helms Deep from the LotR rule books.

But in the books they break the action down into seperate scenario's of attacking the Deeping Wall and the attack on the Hornburg (probably so they could fit into 4' x 4' tables) but Kev wanted the whole spectacle in a oner, so asked for willing volunteers (or victim's depending on your point of view) to take sides on a trial run of the re-fight of the combined action. Ian and Dave B volunteered for the side of light and jaminess, and Andy and myself took the side of darkness and sharp outfits (of course).

The bad guys were a suitably motley crew of Uruk Hai, Dunlendings and a few Orcs, armed with a hefty Battering Ram, two Ballista, two explosive charges (for blowing up the Deeping Wall) and a good collection of stout ladders, and their objective to win was to take out the three main good characters, Gandalf, Aragorn and Theoden, or for a draw any one of them.

The good guys, largely made up of various Rohirrim types of course plus Aragorn, Gimili, Legolas, Theoden, Eomer and a Gamling, plus Gandalf a passle of horse would appear around round twelve to stir things up. The good guys objective, apart from staying in possession of Helms Deep, was to destroy at least 50% of the attackers. This was not going to be easy as any casualty caused on the bad guys were re-cycled on a 4+.

Initial assault on the walls.


The initial surge forward towards the walls went fairly well for the forces of darkness with few casualties being inflicted on them and early on Andy managed to scewer Legolas with a well aimed Ballista shot and though not killing him did propel him off the wall at great speed and taking him out the fray for a few turns as he made his way back. (oh how we laughed evilly).


Once the ladders reached the walls things started to go a bit more poorly though. 

The good guys started realising the main threats, started targeting the engineers/sappers carrying the charges and the mad berserkers with the torches too with a fair bit of success.

Our shooting also began to form a bit of a repeating pattern of more often than not missing it's targets usually getting hits but being deflected by the chunky walls of the Hornburg. It got the the point where it became likely that the bad guys didn't need ladders to climb the walls ( they could just use the arrows and bolts peppering the battlements to climb up :-) ).



But pretty quickly we reached the walls and ladders were thrown (or fired up) and the bods launched themselves upwards, with mixed success, well really dismal failure at first.


The battering ram reached the Hornburg gate pretty quickly with minimal losses and started to pound away getting a good couple hits in fairly early on.

The engineers, or at least one, did finally reach the wall and managed to place his charge, but failed to detonate it the first time ( he actually failed his courage test and decided that detonating the charge, and himself with it wasn't a good idea).

A couple of turns later we managed to get the second charge in place and with three or four engineers in place, so we had a reasonable chance of setting the charges off (we never did manage to get a torch bearer near the wall for an automatic BOOM).

With the quartet of engineeers hammering away on the fuses we finally managed to get them to explode. One went off like a not very explosive thing doing a reasonable, but un-spectactular amount of damage. the other charge proved to be a complete dud. So no big gapping hole in the wall to surge through ( and insidently keep out the way of impending cavalry charges from the rear).

It proved very difficult to get atop the wall via scaling ladders as the guy at the top of the ladder had to first survive long enough to get to the top of the wall without the ladder being pushed away, then he had to win the fight at the top of the ladder with the defender having a slight (defended) advantage, and then had to win the subsequent fight to make room for some else to get onto the wall behind him. With some pretty meaty bods a top the wall, it soon became aparant that it had to be an Uruk-hai or Dunlending Captain to stand a reasonable chance of success.

An Uruk-hai captain manages to get a space on the Hurnburg,
but probably not for long.
But at the far end of the wall, Andy managed to sneak a couple of bods up around turn 8, and with that success, a couple of more followed till there were two or three locations where the bad guys had a toe hold on the wall and one on the Hornburg.

And about the same time the battering ram manged to break the gates with a resounding crash. The battle at the gates was obviously going to be a slog with the bad guys very slightly getting the edge there over the next couple of turns due to some reasonable melee dice.

The Royal Guard defend the breached gates
A toe-hold

Once into combat, the feel began to change and there was a definite shift in the flow and feel of the game with the good guys beginning to fell a bit vulnerable and the bad guys getting the moxy to push on.

And another
For turns 11 and 12, things turned into a bit of a grinding match but the good guys were definitely running out of plebs and Andy was beginning to roll up the wall from the far end it was definitely beginning to look better for the bad guys. It was then that Legolas who had recently got back on the wall and was making his way towards the Hornburg was spotted by the other ballista crew and was once more projected at great speed from the wall once again, much to the merriment of all involved. (Not that we've got anything against Elves you understand).


We got to turn twelve and with time running out and Gandalf about to appear, we decided to call it a day on the trial run of the battle.

It was still very much anyone's game with the forces of darkness doing things the hard way but cutting the numbers of defenders down slowly but still to make a significant mark on the main characters but still with plenty of man-power to put up a good show but their characters running out of might and fate but all still fighting. The good guys were running low on man-power but all the characters were still pretty healthy and Gandalf and a passle of mounted Rohirrim appearing in the rear would hopefully make a significant hole in the Uruk-hai ranks.

The almost complete lack of shooting success from the bad guys (apart from at Legolas), the abject failure of the explosives and the difficulty in getting onto the wall made the forces of darkness' job very difficult, but with the forces of light's troops limited to largely a waiting role for most of their troops and the fact that most of their shooting was at the totally ineffectual engineers and torch bearers balanced things out.

All in all a great success and with only a couple of suggested tweaks the trial worked really well and now all it takes is to plan the date for a full day of LotR mayhem, to give it enough time to play to a conclusion.

Numbers begin to tell -
but it's turn twelve and the there's help on the way.

A great game and full of surprises, and a stonker for a trial game. Simple set up but really effective mainly due to our resident terrain maker 'Captain Cardboard' Ken who put together the Hornburg and Deeping Wall to great effect and of course to Kev for putting the whole scenario together and umpiring another great LotR bash. Looking forward to main event.

Tuesday, 5 February 2013

Vapnartak 2013

With the years round of wargames shows under-way the first big one is Vapnartak put on by York Wargames Society, 'the best one day show in the North' being their slightly immodest claim, put on at the York Racecourse.

As a club, the FDWC had decided to go down en-masse with a bus load of 24 or so of us making the trip to the show (not counting the trader bods who also increased the body count from the club) with many not having been before.

All in all I liked the show with the venue being a particularly novel one and the layout over several floors and mezzanine, all accessed directly from each other and being a fairly modern building made it a bright and airy place to put on a games show.

50 or so traders plied their wares and mixed in with the usual suspects were a few I had not come across before, which was nice.

The venue was very busy for most of the day, with the time from 11;00 to around 13;00 absolutely heaving. Good for the traders and restaurant (whose fare I was particularly impressed with, though a wee bit pricey) though  did suspect that the ground floor layout presented a bit of an escape hazard as the squeeze of traders and games made a few pinch points which made travelling very stressful and I suspect prevented a good bit of browsing of said traders by the exasperated public at those locales during the busy time. I went and massaged my karma in the bar for an hour which was a haven of peace (comparatively) and beer.

Though a lot of traders I was a bit surprised what appeared to be the relatively small number of games on show. I think this was more to do with the size of the venue as there were about 34 games on offer not including the various tournaments on upstairs including Warmachine, Malifaux and Impetus which gave Joe Public a bit of sport to watch too.

A couple of games caught my eye in particular, the first being a stonker put on bt the Lance & Longbow society, which having read about the games planning and preparation in a recent issue of the society journal 'The Hobilar', was nice to see in the flesh.





I also liked the games put on by Bunker(?) and the League of Extraordinary Keigspeilers, which  also caught my eye.




Many others were good too with lots of effort as usual going in to getting them to the show.








All in all an enjoyable 'day 'oot' and definitely a bit different. All involved in our minor Scots raid of York enjoyed to day and the bus was a good bit heavier on the way back over the border with the loot plundered to the tune of a couple of tons of lead and mdf. My own haul including a plethora of Perry mini's, Ainsty castings and Sarissa kits plus an assortment of other bits and bobs gave the whole affair a good finish.

A well done the York Wargames Crew is I think due, as the venue and the sheer amount on obviuosly took a fair bit of organisation and running. As Terry Thomas would have said...'Good Show!'

Saturday, 2 February 2013

This is getting to be annoying!

Intial Empire advance on the HE lines
This week another club game and surprisingly for me another game of WHFB's, two in a row being rare if not unheard of. This week it was a lay-down game with Dave Burns who was wanting a bit of practice for an upcoming tournament, and he was fielding his High Elvesa which he hadn't used for an age.

I fielded the same experimental list that I had used a couple of weeks ago against Ian's Orcs, which though a bit 'soft' for a tournament army had appeared to be quite fun to use and if it managed to get into contact with the High Elves would make mince-meat of them, but that was a big if.

With a standard Pitched Battle scenario we had at it, and the first couple of moves were uneventful except for a spectacular annihilation for a unit of Reavers by the Empire Pistoliers in Rd 1 and their subsequent rout caused by extensive missile fire. The Empire generally advanced as quickly as possible on the HE Line and the Elves tried to slow them down.


The killer for the Empire in this game proved to be the HE Level 4 Wizard with a rather nasty spell book which seemed to kick in pretty quickly and this destroyed firstly the entire unit of flaggellants bar a couple which went down to subsequent archery, then the unit of milita with warrior priest took a pounding over two rounds from spells and archery till it broke just before managing to get the enemy lines. Near the end the Greatswords took the brunt of the magic and was reduced to 25% strength before being charged in the closing minutes by the Sword Masters and a unit of Reavers.

My Mortar trio didn't do to well in this game being remarkably inaccurate but did manage to snipe a few figures here and there, but overall disappointing.

When the remnants of my force reached the HE lines in the person of the General, an Archlector an the unit of Halberdiers with Warrior Priest the result was quite spectacular, with the destruction in one round of a unit of Archers and the entire Unit of Lothern Guard going down in a very gory fashion. but it too little too late.

My Swordsmen didn't fare well against the axe weilding maniacs on the HE right and the mortar crews had been picked off by the remaining eagles so by the end of Rd 5 it was with time out, another drubbing for the Empire.

Quite a fun game for a quickly organised Pitched Battle affair. It will be interesting to see what will happen to the HE army list under 8th Ed though, bet they lose that spell book.