Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Saturday, 12 July 2025

Mystic Britannia Campaign


In November 2024, James Morris unveiled Midgard Heroic Battles, a game that merges historical and fantasy battles featuring iconic heroes and leaders. This exciting release has sparked inspiration for my Mystic Britain campaign, set in a dark age Arthurian world infused with intriguing fantasy twists.

As we look ahead, the stage is set for a gripping saga that unfolds in the fifth century. The narrative begins with dark dwarves known as the Dûrlingar, who replace the historical Jutes. These exiles arrived from the North on iron ships, landing on Thanet Island. With their fearless leaders, Hengst and Horsa, they embarked on a campaign to conquer Kent and Southern England.

The Timeline

The timeline unfolds in five captivating phases or campaigns, each based on my original concepts that intertwine 'historical' events and elements inspired by Bernard Cornwell's Winter King trilogy.

Decade of Conquest

In the initial phase, spanning from the 449s to the 50s, the Decade of Conquests began as Hengst and Horsa forge an alliance with an enigmatic group known as the Witches of Tenet (Drýgmál). However, anticipation builds as Horsa meets a tragic fate at Aylesford, his death trailing whispers of betrayal during negotiations with Briton warbands. This pivotal moment will shape Hengst's resolve to lead their warbands in a quest to subjugate the native populations, setting the stage for the Age of Arthur.

Hengst and his Sons
Hengst and his Sons land at Chichester. Spot the family resemblance. Figures painted by Matt Slade


The Last Roman

In the following years, from the 460s to the 70s, the 'last Roman' Ambrosius leads a counterattack. This last representative of the Roman government rallied the Britons alongside the Western Tribes and launched a series of decisive attacks along the Thames valley. The alliance succeeded in halting the Dûrlingar's advance and establishing Ambrosius as the first Dux Britannorum.

Arthur

As we move into the years 475 to 85, the young Arthur is poised to become a centrepiece of our epic tale. Following the mysterious disappearance of Ambrosius during a campaign against the Picts, the Britons declared Arthur the guardian of Ambrosius's young son, Modred. Tension will rise as the Dûrlingar are defeated at Mont Bandon, yet they continue to gain strength in the east and along the southern coast. Arthur embarks on the ambitious project of founding New Avalon and harnessing the tribal structures to forge a New Rome.

Modred - Comes of Age

From 486 to 93, Modred comes of age and challenges Arthur to his claim to the throne. Anticipation builds as Modred allies with the Dûrlingar, launching an invasion from their stronghold on Vectis into modern Hampshire, marking the beginning of my first campaign.

Arthur and his Command
Arthur and his Inner Circle on the Eve of Hengst's Invasion

The Faction of Mystic Britain

At this stage, many factions remain underdeveloped, but the foundations are laid for a rich tapestry of alliances and rivalries. Among those involved will be:

The Britons, heirs to the Romano-British civilisation, whose unity is fragile as they rally behind Arthur's banner but grapple with their tribal ambitions.

The Western Tribes, who remain fiercely traditional and cautious about Arthur's growing influence, yet join forces to safeguard their lands and their mystic culture.

Mordred's followers, who have chosen to ally with the Dûrlingar in a bid to reclaim his throne, are anticipating the ramifications of such a duplicitous alliance.

The Dûrlingar, a formidable race of dark dwarves, led by Hengst and the influential Oiscingas dynasty, now dominate much of southern and eastern England.

The Witches of Tenet (Drýgmál), whose ancient coven wields powerful sorcery, are poised to influence the tides of conflict with their mysterious abilities.

Picts of the North, whose ambitions for land in the North could bring them into the fray.

The Druids, who possess ancient magic and serve as guides and healers, stay ever present in the shadows. However, they look to regain their rightful place amongst the tribes of Britain.

The Shadows Whisperers are rumoured to be otherworldly entities living in the West, perhaps remnants of exiled tribes or mythical beings, adding layers of intrigue to the unfolding saga.

The Saxons, though less dominant than the Dûrlingar, still play a role in the conflict, either seeking personal gain or offering their services as mercenaries to the dwarves and Britons.

Whats Next

Mystic Britain is set to be a land rife with fractured loyalties and shifting allegiances, creating an anticipatory atmosphere as the factions pursue their visions of survival and domination. The unfolding war will hinge on whether Arthur can unite these diverse forces against the encroaching shadow of the Dûrlingar, with the outcome promising to reshape the future of this turbulent land.

For my first campaign, I have decided to play. Modred's 'Coming of Age' is set in the spring of 495 AD. The previous years had seen increased activity along the southern coast, and in the spring of 495, Hengst, with his army, crossed from Ynys Weith/Vectis and set up camp at Noviomagnus (Chichester). Observed by Artus spies, the British king knew the next few months would be more than just another raid but a fight for his crown and the fate of the Britons.

First Moves
The campaign opens when Hengst dispatches his sons, Osric and Penda, to find a crossing over the Avon and secure the bridging point for the main host. Here, he would meet with Modred and his men to start an attack on Arthur's stronghold at Aquae Sulis. 

Once Arthur obtained news of Hengst's advance, he dispatched his loyal lieutenant, the moor, Sagramoor, to harry the crossing.












Wednesday, 9 October 2024

The Story Begins - The Song of Thalia



Last year, I started exploring the solo world of role-playing games. Amazingly, I came across some fantastic mechanisms that can be translated into the world of wargamer, but that's another blog. Eventually, the role-playing began to take up all my gaming time, so I placed my role-playing on hold. However, I have some great characters that I could try out in the more scenario-orientated games. Therefore, Thalia Songweaver moved from my D&D campaign to the dangerous world of Shadow Deep.

Rangers of the Shadow Deep.


Shadow Deep is a solo and cooperative tabletop miniatures game by Joseph A. McCullough, the creator of Frostgrave. The premise is that an evil shadow slowly expands across the Kingdom of Alladore. Rangers and their small band of followers are hired or volunteer to enter the forest to learn the cause of the evil and destroy its minions. Enter Talia and her hastily assembled companions.

Thalia Songweaver.


Thalia Songweaver is a striking young woman with an air of mystery. It is even rumoured that she has fey blood. She makes her living by singing in the inns and taverns of Tallis, the fortress capital of Alladore. During the day, she explores the old ruins while studying Alladore’s ancient forebears.

Thalia's slender figure moves with grace and silent agility, making her a master of stealth and subterfuge. Her attire is a blend of practicality and style. She dons a dark leather outfit that allows her to blend into the shadows effortlessly. The subtle embroidery and intricate patterns on her clothing hint at her fey heritage, a touch of elegance in her otherwise pragmatism.

Thalia Songweaver


The Companions 


At this stage in the adventure, I have yet to develop companions other than giving them names. The plan is to make them more three-dimensional as the story develops and if they survive their first encounters with the Shadow Deep. Here they are,
  • Aurlia Hearthstone - Healer
  • Ragnor Battleborn - Fighter
  • Calistra Nyx - Fighter
  • Emhyr var Emreis - Archer
  • Galderas - Battle Mage
The Gang Minus 1
The Gang Minus 1 as Ragnor, who missed the photoshoot


The First Adventure


I followed the suggested chronological order, so my first games took place in a woodland village, searching for a lost ranger. The story then continued into the invested forest plagued by giant spiders. I will not give a blow-by-blow battle account, but I will give what I tried to achieve in these first encounters and some thoughts on the game.
  • My main aim is to determine how this group worked as a team. In the village scenario, the heroes started by the village well in the centre of the clearing. The strategy was to use Emhyr, the archer, and Galderas, my battle mage, as a fire support base as Thalia and the two fighters hunted for the ranger and clues about what had happened to the deserted farmsteads. Aurelia, the last member of the team, would act as support, healing anyone who got into trouble.
  • The hero of this first encounter was Calistra Nyx, who seemed to have a panache for destroying zombies with one strike. Calistra found the ranger's body, Aventine, and his magical sword. Ragnor, my other fighter, seemed to take on the personality of a bodyguard or protector, something that developed further in the second scenario.
  • Galdreas, the battle mage, had a mixed couple of games. Perhaps his most noticeable characteristic is his clumsiness. In the forest, he spent most of the game fighting in a spider web and only escaped when everything was decided. His main contribution was as a fighter rather than a mage, raising the question of this slot.
  • Emhyr, the team’s marksman, started off nondescript. He shot a few zombies and spiders. He did his bit, but nothing special.  
  • Aurelia, the healer, was underused by myself. I treated her a bit like a glass vase, so I held her back. When she had to fight, she did hold her own, and her healing ability was used to restore Ragnor. Should she be on the team? The jury is still out.

What about Thalia herself?


I played her cautiously in the deserted village game, not realising the woman's power. Something I discovered only when she slew a few zombies and harpies. I had replaced the giant fly with harpies because I had some excellent figures in my collection. In the second game, in the forest, I went to the other extreme, and she strode off unsupported and ended up with a poisonous wound. Even your best characters are vulnerable when isolated. However, the two scenarios earned enough experience points to upgrade some of her attributes/skills.

Anyway, here are a few photos of the first chapter from the Song of Thalia






Some Thoughts


While Rangers of the Shadow Deep rules are relatively simple, they present some thoughtful strategic choices. At this early stage, I play the characters in pairs where I can give the best support from some muscle, the fighters in the team. The magic-orientated characters are more challenging to play because of the limited availability of spells, so judging the time to let them unleash their powers is difficult. In the first scenario, I never used any magic, just in case something worse was around the corner. 

Also, playing the game, the characters become more 3 dimensional. The standout character of these introductory games was Calistra Nyx, who had a fantastic skill at throwing great dice against zombies. However, strangely, she was less effective against spiders and harpies. There must be a story in this? Something I plan to develop as I think of giving her a backstory. The other characters did not jump off the 'page' so much, but all gained something that made them more discernible; Ragnor was solid and dependable, Galdreas, the mage, was clumsy and slightly comical, and Aurlia a shy and reserved person, but still waters run deep!

Even these brief introductory thoughts show one of the game's hidden gems: You become emotionally invested in how the characters come to life. I love narrative and depth in my gaming, and this is a massive plus to these rules.


 

 

Wednesday, 14 August 2024

Britcon 2024

Last year, I made my first visit to Britcon Gaming Day and enjoyed the weekend, so this August, I returned to Nottingham. Like last year, I attended the Two Fat Lardies workshop, where there were there was a wide variety of participation games, from a pirate raid to 1968 Vietnam.  I choose to play a naval action and a battle from the Trojan War.

Spanish Breakout


My first game was a Napoleonic naval engagement using Charley Walker's new version of Kiss Me Hardy rules. The original game's mechanics have been streamlined by using some ideas from What a Cowboy, but maintain the feeling that you are in command of great sailing ships of the era. My command was the British inshore squadron, which included a 3rd Rate and a frigate, the Gibberish. My partner had the larger ships that had come to reinforce the inshore ships to prevent the Spanish breakout. Whilst the British had the advantage of better crews, the Spanish admirals had size on their side. One ship had 118 guns! As the British would find out, these monsters could absorb a lot of damage.

In the early moves, I thought we had the Spanish, with their advance squadron, trapped between the British larger ships and the shoreline. Whilst my inshore squadron managed to get some close broadside off. Even the Gibberish managed to land a few blows without getting blown out of the water by the larger ships.

However, after the first run, the British ship found it hard to turn in the narrow confines of the bay, especially with the wind against them. Therefore, the Spanish made it to open waters, although they were severely damaged.

KISS ME HARDYKISS ME HARDY

Before the Walls of Troy


My afternoon game, run by James Morris, used the Midgard rules, hopefully to be published later this year, in a fight between the Amazons and the Greeks. The game started with a duel between two champions, which the Amazons lost. This immediately led to a full-blown conflict between the Greeks and the Amazon. This time, I was the Amason queen Penthesilla, daughter of Ares, who commanded the right flank.

However, this was a battle when the dice god Hermes was firmly on the side of the Greeks. In the opening move, a rabble of Greek skirmishers managed to kill one of the Amazon champions. The ravens soon picked over her body as she threw successive ones ( a raven on these dice) to save herself from the Greek arrows. When the second Amazon champion fell on the left, things began to look bad. However, the Amazons fought bravely and launched a counterattack that nearly killed Achilles 'of the winged feet', but once again, Hermes came to the Greek's aid, and Achilles managed to escape almost certain death.

On the right, my Amazon was slowly being pushed back by the Greek's superior close combat skills, although Penthesilla managed to kill one of the Greek champions in single combat. Despite the glimpse of success, the day would be with the Greeks.

In both these games, the scenery and the miniatures were beautiful, as you will see from the photos. More importantly, the games were full of banter and laughter. Win or lose, you had a great game and a story to tell.




The Traders and Other Games


Elsewhere in the Hall, numerous trade stands were similar to the ones at last year's show. A floor plan for this area would have helped, although an earlier e-mail gave you the basic outline. Beyond the trade stand were the competition games with ranks of the tables. Those who follow this blog will know that this type of gaming is not my thing. However, numerous games were displayed, and the whole place buzzed.

Wrap Up


The day was rounded off by a few pints and a curry. During this evening session, my discussions involved the push and shove in pre-gun powder warfare, how wargame rules have changed since the 70s and the wonders of French cheeses—an enjoyable evening.

More Projects


I have come back with some great ideas for new projects: dark dwarves and sea witches will invade Romano-Britian. Will Arthur save the day? Playing Charley‘s revised version of Kiss Me Hardy has ‘forced’ me to invest in some 1:700 ships because they look fantastic. James’ bloody Trojan escapade has led me to explore my ‘pile of lead’, and I have found some Greek chariots. It looks like Troy might be coming to East Anglia.


Final Thanks


Overall behind-the-scenes? Thanks to Don Avis, despite commanding a Greek wing, for his spreadsheet wizardry and good humour. Also, the Britcon organisers for their fantastic attention to detail and speedy service.









Wednesday, 9 August 2023

Fantasy Campaign - The Shadow Wars Maps.



I love games with a narrative. One way of achieving that is to make the battle part of a campaign. I had already fought several battles using the Fantastic Battles rules. These have involved a variety of opponents that reflect my old 10mm Warhammer collection. However, I decided to use my old Orcs, now labelled the Umbarji, the Shadow Ones, in a campaign against the tribes of the Wilderness Steppes. The campaign events occurred two years after the inconclusive Battle of Blackthorn Abbey. Again, Ozbeg, the Umbarji warlord, is the aggressor, launching a campaign of conquest to control the Amber Way, a vital trading highway. Therefore, the Second Shadow Wars began a series of Umbarji raids along the trade route and the market towns of the Lakes.

The Campaign Rules

Eventually, I will post the rules, but I am using this campaign to develop and amend them. The campaign rules in Fatalistic Battles acted as my starting point, which I have adapted for solo play. Therefore, I have added ideas from Henry Hyde, Tony Bath and William Silvester. So, in brief, there is nothing particularly original in the overall design, but as they have developed, some of my ideas have started to appear. This blog aims to introduce the campaign and the thinking behind my rules.

Basic Concepts for the Campaign Rules


Here are my main design principles for the campaign. Keep it simple as possible with a minimal amount of record-keeping.
I have used the campaign rules in Fantastic Battles as the framework for these rules.
A Campaign Year has four seasons, three ‘Active’ Seasons' and 1 'Winter Season' for recruiting diplomacy and cleaning up events from the campaigning season.
Each season consists of three months. Each campaign move is one month.
Each month, a Chance card is drawn per side to create uncertainty and aid solo play.
Charlie Wesencraft's weather barometer forms the basis for the weather rules.

The Strategy Map

The design approach of minimal record-keeping means that my campaign maps does the heavy lifting. The most important map is the Strategy Map, which provides an overview of the region where the campaign is being fought. The map below is the second iteration of the Strategy Map for my Shadow Wars campaign. It covers an area about the size of the Iberian Peninsula. Therefore, each hex is about 20-24 miles from face-to-face, roughly equating to a two-day march (in good conditions), although movement rates varied tremulously in the pre-industrial period.






Other maps will include a Diplomacy Map and possibly a Local Map if the action focuses on one area. Using a Local Map is at the player's discretion because the campaign's Active Seasons can be managed by using the Strategy Map alone.

Using the Strategy Map

A ‘point-to-point’ system is used in the Fantastic Battles rules, and this is the system I have adopted. The central locations are picked out as points or nodes on the map. Forces travel from one point on the map to another by moving along roads, paths or ancient causeways that join the different locations. Each path is marked with a circle showing the movement points required between the two nodes. The monthly movement allowance for a Force (a group of units under a single command structure) is four movement points. This can be varied by force marches, faster moving forces, for example, cavalry only or flyers and the climatic conditions.

Movement.

I have adapted the Fantastic Battles movement mechanism of drawing chits to provide the movement order. Place chits into a container/bag so there is one chit for every separate Force (army, naval, flying, or a character is unattached to a force). This means the chits may vary each month as armies divide and characters attach and detach. The monthly move is completed when all chits from the container bag have been removed.

Basic Movement

The basic movement allowance is 4 points, and a unit must end its move in turn on a node. This means that a Force might be unable to use all its movement because it has insufficient points to get to the next node. Movement points not used are lost and are carried forward. The basic assumption is that (Ancient and Medieval) armies followed established routes on land, riverways, and sea lanes.
These base rules on movement can be varied positively and negatively; examples are given below. A fuller list will be published after more playtesting.

Positive Effects on Movement.

  1. A cavalry (mounted) only force gains one movement point. They lose this if they have taken loot or enslaved people.
  2. Flyers could count all the circle movement points as 1.
  3. A chance card can increase movement, scouting or secret route. 
  4. Force marches can increase movement by 1d3, but the army is subject to desertion and fatigue in living armies.
  5. Magic may enhance movement

Negative Effects on Movement

  1. The map shows three types of roads. The best route is the Amber Way, built by the ancient and is well supplied with fortified inns and water points. It is the fastest route and is less affected by climatic conditions. 
  2. Weather. The lesser roads/routes can deteriorate the rate due to climatic changes. This may be heavy rainfall, snow and wildfires (something that plagues the Wilderness Steppes). In winter, some of these routes become closed.
  3. Supply Lines. A Force that can not trace a clear line of nodes back to its home base(s) loses one movement point because more time is needed to forage. However, continuing this can lead to desertion and reduce fighting quality.
  4. Chance Cards can reduce movement through broken vehicles, poor planning or raiding by a third party, bandits, or resistance.
  5. Magic can produce weather conditions, illusions and confusion that can reduce movement. 
These are the movement rules I used in the first year of my campaign, which started in 1046 of the New Gods and led up to the first battle of the Shadow Wars that occurred north of Lakeside at Spindle Moor.



Friday, 9 September 2022

Battle of Nidbodmar


The Purity Crusades

This battle report is the last part of my three campaigns that will be fought in the world of Telemar. The idea is that sometime in the future, the three strands will join to reveal the true villain behind these conflicts.

See, The Shadow Wars; The Ancestor War.

The Conclave of Caelthyr

Aenarion II, ‘The Pious’, Lord of the Hidden Light, High King of the Five Realms, 1087, summoned the Elven High Lords to a conclave at Caelthyr. Aenarion stood before the great and good of Elven Kin and preached a crusade against the Unbelievers. His speech would change the isolationist strategy the Elves had adopted for two centuries and launch a series of holy wars.

Kin and the Kindred.

Aenarion II’s first was the hated Kindred or Umbrians, a tribe of Elves that had broken away from the Hidden Light to walk a much darker path. The rivalries between the Kin and the Kindred had lasted centuries since the Wars of Division when the Elven path to enlightenment separated. Ever since those ancient days, both sides had raided the other land in search of plunder and as a coming-of-age ritual for the younger Elves. Therefore, it was easy to use one of these events for Aenarion to claim the moral high ground to launch a significant retaliatory ‘raid’ against the Kindred.


The First March of 1088


In late spring the following year, Aenarion’s army marched towards the river Nidmar, the boundary between the ‘lands of the sun and shadow’. However, despite the speed of Aenarion’s advance, the Kindred’s Triumvirate despatched one of its number, Mor ‘a Gul, the Lord of Beasts, to intercept the High Elves' advance. The two armies met where the Old Way crossed the river Nidmar, close to the now-ruined watchtower, Nidbodmar.

The Battlefield


The river Nidbod runs east to west across the battlefield and is spanned by a substantial stone bridge. Close to the bridge is an old watchtower, which is now in ruin and not ideally situated to guard the bridge; the river must have changed its course since the tower was last used. The Nidbod is fordable to the east and west but not within 18 inches of the bridge. Low hills feature on either side of the river, and small woods dot the landscape, incredibly close to the Old Road that runs north to south across the battlefield.







The Strategies


Aenarion concentrated his attack on the bridge, utilising his spearman supported by the deadly elf archer regiments. Enior, the mage, would also support this attack. The fords further up and down the Nidmar course created a problem because they would allow a possible outflanking movement. To counter this, Aenarion stationed smaller commands on the low hills, with orders to defend and protect his flanks. If they thought the attack was blunted, the commanders could counterattack to draw the Kindred away from the centre.

Mor a’ Gul decided to attack the right to turn the High Elf’s left. The centre, Mor a’ Gul, deployed sufficient forces to contest the bridge without committing too many resources. The aim was to buy time to allow him to defeat the enemy's right flank. On his left, he placed a small command composed of Dark Reavers and Saurian Riders. Their instructions were to make a nuisance of themselves, but if they hit strong resistance, to fall back across the river and defend.


The Armies Advance


Both armies were noted for their speed, but the striking opening moment was the Kindred’s War Hydra that rushed to devour Elven flesh. The Great Eagles seeing a creature that for them sickened the laws of nature, flew to intercept. However, the Nargutun knights intercept the eagle’s flight, and their long-necked lizard mounts make short work of the feathered host.

In the centre, things were going better for the High Elves. Here the elf spearman forced a passage across the bridge, despite coming under heavy fire from the Kindred’s crossbowman. Trying to protect the Kindred lives, the crossbowman withdrew, and the Slave Legion charged home. However, these enforced troops were no match for the Elf spearmen and were brutally dispatched.

In the meanwhile, on the flanks, the skirmishing continued. Both commanders had orders to probe the High Elf’s left flank, and a series of ongoing skirmishes broke out. However, on the other flank, the Nafgutun knights defeated the High Elf knights, and Aenarion’s left battle slowly had to disintegrate.








The Unstoppable Elf Phalanx


In the centre, Aenarion phalanx of spears continued to push up to the road. Combined with their inherent strength and fantastic dice rolls, they destroyed all comers. The road was soon clear of the kindred. However, the High Elf’s flanks continued to collapse as the superior Kindred number took its toll. On the right, the hastily recruited crusader elves and their knightly support routed. On High Elf's left flank, Mor ‘a Ghul was now only kept at bay by a thin line of elf archers supported by the light cavalry. The total collapse was a matter of time (one or two rounds). Aenarion started to withdraw. Mor ‘ Ghul suffered heavy losses and decided he could not threaten Aenarion’s retreat.









Aftermath


Overall the battle was a draw, although either side at one point could have achieved an outright victory. However, Mor ‘a Ghul held the battlefield and gained his triumph. Aenarion’s first battle of his Purity Crusade was not the success he wanted, but neither was it a disaster. Several frontier towers had been regarrisoned, including Nidbodmar. He now knew he needed the power of his regular forces rather than relying on some over-enthusiastic ‘crusading’ volunteers.



Tuesday, 8 June 2021

Battle of Landon Gate

This wargame is the first action of the Ancestors' Wars—a struggle between a High Medieval army and an undead warlord and his minions. It is the second strand of my Fantastic Battle campaign world.  I wanted to try a battle between two uneven armies in this scenario and based it on Charles Grant’s Programmed Scenarios, the 'Hasty Blocking Position'. The medieval army’s objective was to hold and occupy a pass until news arrived that the main army had assembled. The former had 750 points, and the attacking undead horde 1250 points.


Scenario Rules

The rules were kept the same, but I gave both armies three turns to deploy. After that, a further six rounds would be played, plus a random element. This was achieved by a simple roll of d6 with odds, improving one pip each turn. This represented a messenger arriving with the news that the main army had assembled and was on the march.


Background

What do you do when the pretender to the throne is your long-dead great, great uncle, Roboant the Damned? This was the problem that faced Tancred III Montduras when he heard of the uprising. His response was to call the kingdom to arms. However, this would take time. Therefore, on a windy spring morning, a messenger was dispatched to Gontier, Lord of Aire and Marshal of the Foremark. The king's instructions were simple, delay Roboant’s host by holding the Landdon Gate as long as possible.


The Strategies

Roboant strategy was to send the third of his army to harry Gontier's army as it tried to deploy in the Gate. The bulk of his host would push down the southern road and break through the pass as quickly as possible.

Gontier's approach was to secure the pass, using Ulf's mercenary Kerradian light horse (Zebra Riders) as a defensive shield to protect his deployment of the vulnerable infantry. Once the defensive lines had been established around Signal Hill, he would make intermittent forays to disrupt the advance.


The Battle Plan



The Forces Arrival

Dawn brought the howling of wolves with it, and as the morning mists lifted in the east, shadowy figures could be seen in the distance. A pack of fast-moving dire wolves sped down the valley. Meanwhile, Gontier had sent the mercenary Ulf and his Kerradian light horse to cover the deployment at the Landon Gate.


Deployment Issues

Both commanders needed help moving their armies whilst changing from column to line. Although frustrating, this was an exciting part of the battle. The commanders were forced to move up a down the marching columns to keep units in command. A halted unit quickly caused a roadblock bringing chaos. This was a significant disadvantage to the undead army because it was more extensive, and the mindless trait slowed it. Roboant would spend the whole battle flying up and down the line trying to get his zombies and skeletons into the action.


The Advance

The problems with deployment led to the advance guards fighting largely unsupported (turn 3). The wolves had moved quickly through the woods and down the road and charged Ulf's screening force (turn 4). The developed melees saw the wolves slaughtered, thanks to some appalling dice rolls that led to a surrounding victory for Ulf and his riders.


Ulf's Screaming Force


Roboant's Dilemma

Roboant's slow-moving reanimated horde took too long to march to the pass. Haste spells helped, but there was a need for more necromancers. It was a mistake only to include one additional magic user—a note to other potential undead commanders. Summons spells may look attractive, but haste is vital to get your undead army into battle. The impact was that Roboant human allies, the Doomed Ones and the Outcast, separated from the main command structures. For a few vital turns, the attack depended on the role of the Impetuous Actions table because the Undead commanders were too busy throwing haste spells at the slow-moving column.


Robot on Giant Bat Mount


Main Attack

Finally, Roboant was able to launch his main assault. The Doomed Ones and the Disinherited (Undead Knights), supported by the remnants of the dire wolves, attacked Gontier's main body of knights. West of the Gate, in the centre of the battlefield, Ulf attempted to rally his riders. Meanwhile, Gontier's knightly rear-guard tried to prevent Skeleton horsemen from attacking the rear of the infantry column.


The Gods

Nine turns had now been played, and the game moved on to its random element. Throughout the game, the dice favoured Gontier. However, now the gods' will seem to move against him, and the die roll allowing him to withdraw never occurred. The knights faltered despite the freshly rallied sergeants (light horse) support. The zombie hordes and the Outcast brigands had entered the neck of the Gate. Gontier joined the lines of the militia spearmen as the zombie hordes stumbled into charge range. Now it seemed time was against the living, and the undead would push into the heartlands of the kingdom before the army was assembled.

The Miracle of St Emidius 

As the zombies moved in for the kill, the men started to shout, and on the southern hilltop, witnesses claimed they could see a ghostly white figure mounted on a white horse. At this moment, the earth began to rumble and shake (a random event- Earth-shaker), and standing became an effort. The two lines froze in position, unable to move forward due to the moving ground. A few arrows were let loose, but with an unstable footing, they had little effect. No one can say how long the battle halted, but it created vital minutes for the living.

The Battle Ends

The fighting continued after the earth shook, but on the next turn, a messenger arrived, and Gontier started to full-back along the pass. Roboant halted his advance, unwilling to be lured into a potential ambush. Also, the sun was now high in the sky, which was not a particularly good time for an army that liked the shadows.

 

Thursday, 6 May 2021

The Battle Of Blackthorn Abbey

Fantasy Wargaming is one of my main interests. The traditional mixture of the medieval setting with that magical element appeals. A genre that allows your imagination to create your own heroes, histories and fantastic places. Also, like many wargamers in the U.K., there is the influence of Warhammer with its gothic backdrop. However, my love for writing led me to create my own world, inhabited by its own unique people. Therefore, the rules I currently use for my fantasy wargaming are Fantastic Battles because of their design flexibility. A fuller discussion on fantasy wargame rules and why I chose Fantastic Battles can be found here.


Ozbeg the Maligned

Ozbeg the Maligned was not the most impressive of Great or White Orcs, but what he lacked in physical prowess, he made up with his cunning and his royal birth. His granduncle (Bulad the Bloody) was the last great kaumn (King of Kings) of the Western Umbarji (my Orcs). As usual, Bulad’s death in a raid against the city of Letharac led to the fragmentation of his empire. Ozbeg, a younger sibling of a minor concubine, inherited a small domain around the southern peaks of the Howling Mountains. A lordship that was on the fringes of the now-defunct empire. Reverting to the old Umbarji traditions of plundering and burning, Ozbeg provided his followers with the essentials of life; honour, war, blood, slaves and plunder. While his forces raided and slaughtered, Ozbeg continued to sow seeds of discord amongst his brood brothers. Slowly but steadily, Ozbeg’s horde grew from hundreds to thousands. His hunting lands gradually extended into the great northern plains of the Mammoth Steppes.


Lu’Lak -The Blood Shaman

Ozbeg attracted numerous orcs to his banner as his land grew, including the Blood soothsayer Lu'ak. Lu’ak saw in Ozbeg the potential for wealth and power and proclaimed him the living embodiment of Gijak Creveetor, the Umbarji creator god. The proclamation was heretical, even by Umbarji standards and potentially brought Ozbeg directly into conflict with his siblings. However, most were too far away and too busy fighting themselves to be worried about snotling like Ozbeg. Ozbeg’s semi-divine status attracted many discontents to Ozbeg’s banner. A lighting campaign to the south forced the lesser Umbarji (Goblins) tribes of the Bitter Forest to acknowledge Ozbeg’s hegemony. Ozbeg's ambitions turned to the south to the land of men and ogres. He started to raid the trade road, and the villages and hamlets clustered around the Lake.


The Attack on Marshport

The grass sea had just started to turn to bone-white in the summer heat when a bedraggled runner appeared in Strom Ironheart’s encampment. The man had come from the township of Marshport, where the Amber Way met the Lake's northern shores. The story the messenger told brought dread to Strom's soul. Raiding was a way of life on the Wilderness Steppes. Zebra riders attacked Elk people, Ogres tribes plundered their own and human kin, and occasionally the Umbarji appeared from their mountains to create havoc. However, the story of the Lake-man was different. He told of a strange rhythmic heartbeat that pervaded the night, a strange howling that he swore was in a demonic tongue. Then an incredible feeling of dread before the Orcs swept through the township. Left for dead, he watched his kith and kin, stripped of all their processions or being herded into the night. Those who stumbled were skewered and left to the birds and wolves.
Strom had seen the carnage of a Umbarji raid before, but they had never been bold enough to attack a lake settlement in recent years. However, it was still grazing season, and even if it was more daring than he would expect, one raid did not require the Great Summons.

 

Autumn Raids

During the autumn months, when the first snow flurries occurred, the Umbarji raids became a torrent. The lifeblood of the tribes, the caravans that crossed to the Steppe, faced constant attack. Even Lakeside, the largest township on the Lakes, had to fight off Umbarji raids.
Rumours from merchants said that a great Orc king once again led his people. For Strom, a young warrior, when Blud wreaked his chaos, his old gut rumbled with fear, and it was now the time to blow the Horn and summon the tribes.


To Battle 

Storm and his fellow chieftains had decided on caution because several tribes had yet to answer the call of the Horn. They decide to march to the ruined Blackthorn Abbey, where the Umbarji could be contained before they could damage the Wilderness Steppes trade routes more.


Battle Strategies

Strom planned to hold the centre and Shalak Hill that protected his left while threatening the inevitable Orc advance. The mighty Bison Riders on their right-wing would be the tribe’s offensive arm. They would overcome the Umbarji left and then threaten their central battle.
Ozbeg considered his options limited because he had already sent a third of the host home with the booty taken from the lakeside communities. His interests were to gain the relic within the abbey and to please his warriors, who wanted more blood. The massacring of merchants and their families had proved an unfulfilling pursuit. Therefore, Ozbeg's strategy was simple; use the meat grinder of Umbarji axes to smash through the centre. Let the boys have their blood reward while trying to refuse his flanks to the enemy. The manoeuvre would please his warriors and distract them from the mission to ransack the ruins in search of the relic.


Order of Battle

The Order of Battle


Opening moves. 

The battle opened with a rapid Umbarji advance, with the untried Ear Slicers (Umbarji had not severed the ear of their first kill, sometimes referred to in the human tongue as Youngbloods) leading the advance, keen to earn their first trophies. Strom held the Tribes position in the centre while probing the right and left flank.

An exchange of missile fire opened hostilities, but surprisingly, the first fighting occurred on Skalak Hill.  The Zebra Riders had clashed with the over-eager Forest Goblins. As swords clashed, magic crackled across the battlefield as the two battle lines advanced. Ozbeg, at this point, seemed to have the advantage because the Ear Slicers charged forward into the human's shieldwall that managed to hold. However, Rhino Riders on the right flank were slow and could not bring the Umbarji left flank to battle. Would the human centre hold out to allow the Bison Riders to start rolling up the Orc battle line?

Crunch Time

The Ear Slicers pressed forward, impervious to the Thangrian's (Hawkmen) fire, who tried to disrupt their advance. Inevitably, Umbarji crashed into the shield wall of the Stag Tribe with their guttural battle cries and their hunger for the kill. The central battle contact had come too early for Strom, so he threw in his mammoths to halt the Umbarji centre. Soon, the whole centre was engaged in ferocious fighting. Meanwhile, the Umbarji elite entered the abbey's crypt and searched for the relic. The only good news for the humans was that on Shalek Hill, the forest Umbarji chieftain had been killed, and his command was routed.

The Meat Grinder Arrives.


The Meat Grinder Arrives


Finally, the Bison Riders brought the Umbarji Gore Riders to battle. A brutal melee followed as both sides tore each other sheds.

The Heavy Cavalry Clash





However, as tusk and spear clashed, the struggle in the centre was concluding. The Ear Slicers finally gave way to the human shieldwall. Still, for the Stag tribe, the respite was short as the Lu'ak commanded the Bonecrusher's forward support with his magic. The charge quickly broke the shieldwall, and the human started to flee. Strom became caught up with the flight, having suffered a deep axe wound to his sword arm as he tried to lead his men to safety. 


The Tribes Centre Collapses

However, Ozbeg had little inclination to pursue; his Bonecrushers had been badly mauled. At the same time, his cavalry arm had routed. Besides, he had the relic and now knew that the human tribes were fragmented, something to discuss later with his warlords.

The Story Continues in the Shadow War Campaign

Tuesday, 30 March 2021

Fantasy Rules.

Like many wargamers, I am addicted to wargames rules. New rules hit my desk regularly. Usually, no rational decision is involved; it is a simple impulse after reading a review or watching a YouTube video. Unsurprisingly, I am the proud owner of many wargame rules, especially fantasy ones. So what, in my humble opinion, is the best set of rules?
The answer to this question is that no ‘super’ set of rules exists. It is a simple matter of personal choice. This comment is true of any wargames genre but particularly true of fantasy Wargaming. These rule sets create a fantasy world that has to appeal to your imagination. So how do you decide what the rules are for you? Here is my list with some examples;
 



Backstory and World-building. 

Do you like fighting battles with a strong background narrative, or do you just want to set up the armies and play? Many fantasy rules come with a ready-made world (Warmaster, Kings of War, Battle Lore). The games come with their own history, religions, heroes and villains. The other extreme is the generic games (Horde of the Things, Hordes and Heroes, Fantastic Battles) where there is no backstory, allowing armies to be assembled from a wide range of fantasy and historical settings - Trojan War to a fantasy Napoleonic settings. My preference is towards the generic rules, but I like a backstory. Having spent hours designing and populating my fantasy worlds, I now tend to design them ‘on the go’. The narrative background and character development are essential to my wargaming experience.


Physical Restraints and Scale.  

Most of my wargaming is solo, partly due to personal preference and geography. While this choice provides flexibility, it also brings several restraints. Traditionally rules were designed for a 6 x 4-foot table or larger. An impossible size for most of us who play at home unless we have a very understanding family! However, games like Horde of the Things have been designed to be played on a small surface (3x3), and some of the newer rules can be easily resized. The space problem also raises the question of scale, but this choice includes aesthetic considerations. Do you want a few painted regiments, or do you want to recreate the mass battles found in Lord of the Rings films? However, if you want to fit large armies into a smaller playing area, the simplest solution is to reduce the scale. Historically, fantasy wargames were the home of 28mm miniatures, but the introduction of Warmaster led to the popularity of 10mm figures. Games designed for 28mm can easily be converted to 10mm by changing inches into cm. These figures are usually based on 40x20mm or 40x40mm bases, which makes moving between game systems easy. I am now the proud owner of several 10mm armies and probably a more significant number of unpainted figures sitting in a box.

Gaming Environment and Community.

Why do you play games? Do you like the entering competition? Are you a social gamer who plays alone or with a few friends? Some rule sets, Horde of the Thing, Warmaster, and Kings of War, are all excellent choices for competition games because of the well-spread players and established conventions with competitive play. However, even the solo gamer likes to feel part of a community. Today many games are supported by Facebook groups that provide advice, army builders, scenarios and battle reports.  Also, Boardgames Geek offers valuable support with its reviews, ranking, access to its forums, and marketplace. However, the depth of these communities varies. Mayhem by Bret S, for example, is one of the most innovative rules set but has no Facebook group. Generally, the independent rule sets have smaller communities, although this brings the extra fun of helping to build the game with fellow gamers.

 

Game Mechanism. 

I am a sucker for clever and unique game mechanisms, mainly if they help in solo play. Mayhem with it versus system (stats in the game are not based on fixed numbers but on die types instead. Anytime you are called upon to roll dice, you may instead choose to take the default; this equals half the die's value) makes for exciting play. Hordes and Heroes' use of hex movements simplifies one of the most complex and frustrating parts of learning and playing games. Battle Lore (part of the Command and Colors family) provided innovative solutions to the fog of war and the ability of individual commanders. What I look for in these mechanisms is something that simplifies playing the game, helps solo play and puts you in the general's mind.
 

Campaigns, Sieges, Skirmishes and Naval. 

Several rules include chapters on other aspects of fantasy warfare. Mayhem, and Fantastic Battles, include siege and campaign rules that allow those lovers of a backstory to expand their horizons. Others have published supplements or additional rule sets that integrate with their fantasy skirmish rules. Kings of War has a multi-dimensional campaign supplement, and in their Vanguard rules, you can fight skirmishes that can be linked back into the main battle. The appeals of these additions depend on how much you like a backstory, which brings us back to where we started.

 

My Favourites 

Best Fantasy Rules with the pre-built world. Kings of War.

Strongest Community resource – Warhammer.

Most Innovative – Mayhem.

Competition Play – Warmaster, Kings of War, Horde of the Thing

Free – Hordes and Heroes

My overall favourite – Fantastic Battles because of its simplicity in design, its fog of war mechanism and its flexibility in army design.

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