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| Hastings five-a-side squad out for a training session |
Tuesday, 31 March 2015
Warg Riders, in a field
A quick snap of the very early stages of my next unit, eight warg riders for my Isengard/Mordor contingent. I picked up ten of the old metals on ebay as a joblot, but decided that eight was enough for a game of Saga (with six being sufficient for a Lion Rampant game). I had to strip some of them of paint and also had to greenstuff over some really bad joins. I removed them from the round plastic bases and have them mounted on mdf (from good old warbases of course). The next step is to add a bit of sand and then prime and paint them.
I have also been quickly making some grassy fields, from a piece of teddy fur painted with green and yellow acrylic paint. I used a standard decorating brush, with really stiff bristles. This had the double benefit of simultaneously applying colour and brushing out the fluffy bits in the fur. When dried I cut it up into three large fields. Surrounded by fences and hedges it looks reasonably like a field of grass. My next terrain project will have to be some quick and easy hedges to surround these and the older "just planted" fields I made a while back.
Sunday, 29 March 2015
Lion Rampant first impressions
I have played my first half dozen or so games of Lion Rampant, the medieval skirmish rules written by Daniel Mersey and published by Osprey. The first game was a slowish affair as we blundered through the rules, but ever since we have played two games a session. As you have probably already read on many a forum or blog, the rules are easy to learn, the games are fast to play. Three games in a two hour session would not be impossible.
The game is set in medieval times, roughly 1066 to 1500. The combatants of the time have been abstracted into 11 categories - five types of infantry, three types of cavalry and three types of missile troops, with some room to upgrade troop types to become expert for a small combat/shooting bonus. Cavalry units are 6 strong. Infantry are usually 12 strong, with a few being just 6 strong. A typical force would comprise 5 or 6 units, so forces are around 40 to 70 figures, depending on player choice. There are no army lists as such, though there are suggestions as to which category to use in which army, but this is left to the player to decide. For example, my Wars of the Roses force comprises a unit of 6 men at arms, two units of 12 billmen (one with an expert upgrade), one unit of 12 expert archers and one unit of 6 bidowers (skirmish archers).
In a turn a player attempts to activate a unit, carries out the action if successful, then moves on to his next unit to attempt another activation. Activation is achieved by rolling two dice and scoring equal to or above the unit's activation value. When a unit fails to activate, the player turn ends and passes to the opponent. Activation values range from 5 to 7, so low totals are bad news. In the few games we have played it has not been that uncommon for a player to fail multiple consecutive activation rolls, which can be a bit frustrating at times, especially if the opponent seems to always pass theirs! Dice rolls will average out of course, but you can expect a fairly erratic game in which you might activate all units in one turn, followed by complete failure to do anything in the next turn, and so on. Over a complete game I guess it roughly equalises to both players getting the same amount of activations. If you like random elements like this in your gaming, it's fine, but if you like to carefully plan and have complete control of your troops, then it's probably not the system for you.
Combat and shooting is a very simple and elegant affair. Units roll 12 dice if they are above half strength, otherwise 6 dice. It may seem strange, but it allows the game to roll along at a good pace, no counting out dice every time. Each unit has a value to score in attack or defence, hits are divided by the unit armour value to determine casualties. When a unit suffers casualties it takes a courage test and may pass, or it may be pushed back and become battered (which is disordered/fatigued), or rout. When a unit is battered it can attempt to rally, if it fails it might lose more members or even rout. And that's the game mechanics in a nutshell, very easy and very quick to play.
My first impressions are generally favourable. The game is quick and easy to play, the rules are simple to learn. The unit profiles are quite long, there's 8 or 9 stats to memorise, so there is a bit of flicking through the rulebook to check these on a regular basis. It would have been nice to have these reproduced in the back of the book on one page, rather than the quite pointless blank roster sheet. There are 12 different scenarios to try, some of which are a bit quirky, but give fun alternatives to the usual line-em-up-and-wipe-em-out affair. Next time I introduce wargaming to a non-wargamer, there's a good chance it would be using these rules. If you are looking for in-depth historical simulation, this is not the ruleset for you. If you are looking for a decent, easy to play large skirmish game, then this could be the one. The most interesting thing from my viewpoint is that the system is ripe for use in other ways. I think it would work well to recreate battles in Middle Earth. If nothing else, it's given me a reason to collect and paint some medieval figures, which is nice.
The game is set in medieval times, roughly 1066 to 1500. The combatants of the time have been abstracted into 11 categories - five types of infantry, three types of cavalry and three types of missile troops, with some room to upgrade troop types to become expert for a small combat/shooting bonus. Cavalry units are 6 strong. Infantry are usually 12 strong, with a few being just 6 strong. A typical force would comprise 5 or 6 units, so forces are around 40 to 70 figures, depending on player choice. There are no army lists as such, though there are suggestions as to which category to use in which army, but this is left to the player to decide. For example, my Wars of the Roses force comprises a unit of 6 men at arms, two units of 12 billmen (one with an expert upgrade), one unit of 12 expert archers and one unit of 6 bidowers (skirmish archers).
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| Ready, Aim, er, wait, what do we do now? |
Combat and shooting is a very simple and elegant affair. Units roll 12 dice if they are above half strength, otherwise 6 dice. It may seem strange, but it allows the game to roll along at a good pace, no counting out dice every time. Each unit has a value to score in attack or defence, hits are divided by the unit armour value to determine casualties. When a unit suffers casualties it takes a courage test and may pass, or it may be pushed back and become battered (which is disordered/fatigued), or rout. When a unit is battered it can attempt to rally, if it fails it might lose more members or even rout. And that's the game mechanics in a nutshell, very easy and very quick to play.
My first impressions are generally favourable. The game is quick and easy to play, the rules are simple to learn. The unit profiles are quite long, there's 8 or 9 stats to memorise, so there is a bit of flicking through the rulebook to check these on a regular basis. It would have been nice to have these reproduced in the back of the book on one page, rather than the quite pointless blank roster sheet. There are 12 different scenarios to try, some of which are a bit quirky, but give fun alternatives to the usual line-em-up-and-wipe-em-out affair. Next time I introduce wargaming to a non-wargamer, there's a good chance it would be using these rules. If you are looking for in-depth historical simulation, this is not the ruleset for you. If you are looking for a decent, easy to play large skirmish game, then this could be the one. The most interesting thing from my viewpoint is that the system is ripe for use in other ways. I think it would work well to recreate battles in Middle Earth. If nothing else, it's given me a reason to collect and paint some medieval figures, which is nice.
Friday, 27 March 2015
Wargames In the Dining Room
For the past few years I have enjoyed many a game in Matt's sumptuous wargaming dungeon. He has lots of space, a large hand built gaming table, with modular boards and a terrain collection he has built up over the years. From small skirmishes in the Indian Wars, robberies on the streets of Victorian London, to mass fantasy battles and the occasional flight into space. There's even a wine cellar attached!
My own set up is a far more modest, portable affair. I have a painted fleece blanket which I throw over the dining room table, a few books as hills and a bit of scatter terrain. It's a 5 x 3 space, so ideal for many of the skirmish games we play. Once I get my terrain collection upgraded, it should be just fine for games like LotR skirmish, Saga, Lion Rampant, Of Gods and Mortals, maybe I will even get my Dystopian Legions forces finished one day.
There are two advantages I can claim over the dungeon (yes, I do have dungeon envy). My system is light and portable. A couple of weeks back I rolled up my battle mat and loaded it and my box of dark ages figures into the boot of the car and they travelled 100 miles to a family visit, where I was able to demonstrate wargaming to my brother in law. And secondly, as you can see from these glorious technicolour images, the lighting is pretty good for photography. I use the dining room as my painting area, so it's equipped with a good daylight bulb in the ceiling and in a portable floor lamp, to aid vision through the long dark of the winter months. Admittedly, that's all a poor second to the nerd heaven of a dedicated gaming room, but it's a start!
My own set up is a far more modest, portable affair. I have a painted fleece blanket which I throw over the dining room table, a few books as hills and a bit of scatter terrain. It's a 5 x 3 space, so ideal for many of the skirmish games we play. Once I get my terrain collection upgraded, it should be just fine for games like LotR skirmish, Saga, Lion Rampant, Of Gods and Mortals, maybe I will even get my Dystopian Legions forces finished one day.
There are two advantages I can claim over the dungeon (yes, I do have dungeon envy). My system is light and portable. A couple of weeks back I rolled up my battle mat and loaded it and my box of dark ages figures into the boot of the car and they travelled 100 miles to a family visit, where I was able to demonstrate wargaming to my brother in law. And secondly, as you can see from these glorious technicolour images, the lighting is pretty good for photography. I use the dining room as my painting area, so it's equipped with a good daylight bulb in the ceiling and in a portable floor lamp, to aid vision through the long dark of the winter months. Admittedly, that's all a poor second to the nerd heaven of a dedicated gaming room, but it's a start!
Tuesday, 24 March 2015
Dwarfs on the March
I am about to return to painting dwarfs. I have a small commission job which I will be starting soon, plus a selection of the bearded warriors to add to my own collection. I already have a sizeable Warhammer dwarf army which I may return to one day, but not yet. Instead, I will be expanding on my Lord of the Rings force. The first unit I painted was some Dwarf Rangers, about six months ago. I want to expand on this start with more warriors, command groups, maybe a war machine. I have also splashed out on a couple of the boxsets from The Hobbit range - funded by selling off my old Battle of Five Armies stock. I'm not really sure what games I will play with all these bearded folk, but that's not really the point for me, it's mostly about the painting. Having said that, there are plenty of dice rolling opportunities around - Lord of the Rings strategy game to start with, maybe War of the Ring as the force grows. There's also potential to mod other game systems, such as Saga, maybe even Lion Rampant.
To get myself in the mood I have been searching around for inspiring artwork and colour schemes. I came across this amazing paint job, on the Sergey Popovichenko blog. It's mostly historical figures of a larger scale, but they are absolutely incredible. Go take a look. I'm not even sure if the figure is a dwarf or maybe a viking, it's a fierce looking bearded warrior and that's good enough for me.
For a long time I preferred the more stylised Warhammer range, but these days I much prefer the more true to life figures of the Lord of the Rings series. I know dwarfs are mythical, obviously I refer to the more realistic proportions and the "historical" aesthetic. The figures are slightly smaller scale than Warhammer and the level of detail is sometimes lacking a little, but I reckon it's still possible to get a good looking force on the tabletop. And that's what I will be doing with the dwarfs in the next few weeks. I am hoping to tie in my new units with the exisiting Rangers, so there may well be more opportunities to practise my tartan painting.
I will also be revisiting another of my Warhammer armies, all part of my participation in the Lead Painters League on the Lead Adventure Forum, but more on that in future posts.
To get myself in the mood I have been searching around for inspiring artwork and colour schemes. I came across this amazing paint job, on the Sergey Popovichenko blog. It's mostly historical figures of a larger scale, but they are absolutely incredible. Go take a look. I'm not even sure if the figure is a dwarf or maybe a viking, it's a fierce looking bearded warrior and that's good enough for me.
For a long time I preferred the more stylised Warhammer range, but these days I much prefer the more true to life figures of the Lord of the Rings series. I know dwarfs are mythical, obviously I refer to the more realistic proportions and the "historical" aesthetic. The figures are slightly smaller scale than Warhammer and the level of detail is sometimes lacking a little, but I reckon it's still possible to get a good looking force on the tabletop. And that's what I will be doing with the dwarfs in the next few weeks. I am hoping to tie in my new units with the exisiting Rangers, so there may well be more opportunities to practise my tartan painting.
I will also be revisiting another of my Warhammer armies, all part of my participation in the Lead Painters League on the Lead Adventure Forum, but more on that in future posts.
Monday, 16 March 2015
Bare Trees
I have always been keen to keep wargaming costs down, last year I made a forest of very cheap trees. However, on a recent day trip to Chester I stopped in at the model shop and picked up a few supplies, including these Woodland Scenics armatures. For just over £13 there are 28 armatures, including bases. It may be possible to find natural hardwood cuttings from your garden for nothing, but the time saving here is a bonus, plus at less than 50p a trunk it's not expensive. The armatures are packed flat, you have to twist them into shape, then glue them on to the bases. Mine are also glued on to two pence pieces, to give them extra stability and so I can slot them into my terrain bases. It struck me at this stage that a quick coat of paint and a bit of drybrushing would yield some pretty decent spooky trees for a haunted forest look. I have other plans, but I might keep a few to one side for my Garden of Morr. Alternatively, they could be painted up and used as bare winter trees, imagine them lightly coated with snow flock.
Saturday, 14 March 2015
Blood Rage last three days
The Blood Rage kickstarter has just three days to go, so if you are still undecided it's a good time to go and check out the progress to date. I was happy with the initial line-up of figures, especially the vikings and trolls. All of the add-ons since then have just been bonuses for me, some better than others. After a few days of decent but frankly quite ordinary sculpts, the latest stretch goals are more to my liking. Who doesn't want a decrepit old crone in their collection? Looking at the model, this could easily double up as a Necrarch vampire figure, or a chaos sorceror, or a generic witch/hag in any adventure game.
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