Grognardia has been running a series of posts on 1970’s roleplaying which have prompted my memories of encountering D&D.
His post showing the No7 edition of white dwarf took me back 5 decades to that moment when D&D took off – well arrived in my backyard.
It has meant I have dug out some pictures of my historical figures of that time.
1970’s Ral Partha Knight – my 12th century army that never happened
I play fantasy historical anyway – this theme has a long history and I could say my introduction was Charge or How to Play Wargames where the “tailpiece” exhorts all gamers to abandon thoughts of modelling real units. In fact there is an allusion to Charlotte Bronte and her brother and their fantasy stories.
In fact I think my influences were in the 1960’s – airfix soldiers, my mates playing with the US union troops against the British 8th army! well thats all we had! Then I had a magazine called Ranger (later Look & Learn) which typically in those days offered children a whole range of articles although mainly science and history as I recall. Nestled in there was a cartoon strip in colour called tales of the Trigan Empire. Pseudo Roman soldiers armed with ray guns and swords complete with monsters and a little magic meant I had no compunction about twisting history when it came to gaming with model soldiers.
1970’s 5th Edition WRG with 80mm x 60mm large bases decades before IMPETUS!!!!! element basing with no figure removal was happening even then……..1970’s Regal Hinchliffe 25mm Persians to be admired mainly because minifigs were cheaper1970’s 25mm Garrison Vikings – came in at almost small 28mm causing grief in the 20-25mm world and having no match with the other garrison ranges either!1970’s more unfinished hinchliffe as in 40 plus years in undercoat…………..1970’s billy no mates – a complete george gush rules minifig ECW unit – their brethren lie unpainted in store to this day1970’s minifigs hussars, lancers and cuirassiers napoleonic cavalry Fantasy Zvezda 1/72 Great Northern Wars rub shoulders with Minifig 25mm 7YW Austrian Grenadiers and Musketeers plus some Warrior 25mm French Napoleonic Grenadiers
Finally 25mm Minifigs 7YW Austrian Free Corps rub shoulders with Warrior 25mm Napoleonic French, Tradition 25mm Russian Guards, Hinchliffe 25mm Bavarians, Minifigs 25mm 7YW Grenzer, 1/72 Hat Napoleonic Austrian Grenzer and finally some early Minifig french napoleonic infantry of the very slim variety.
In episode 1 I set the scene for starting a campaign using Dux Britanniarum.
Two evenly matched small forces are all that are necessary to get started – about 40 figures per side – all infantry. Although in my case that equates to just 7 impetus elements for my Romans and 6 for my Saxons.
Then its character creation with simple Role-Playing Game style giving the forces some particular definition. And if you’re going to campaign rather than play one off battles then a narrative becomes a real benefit. Creating a story from your gaming is one very good reason to wargame campaigns.
I used these rules unaltered except for terrain set up where Mike Smith’s Table Top Battles were preferred.
Next is the campaign start rules. Career paths are provided to signpost your characters development. Quite simply they remind me of the original Levels in 1970’s D&D – each status in the path opens up more benefits and choices – for a price. And that’s where the filthy lucre comes in. You need some bright metal to progress.
The aim of the campaign is that the Saxon player ends up with their own kingdom carved out of the Roman Provinces. Meanwhile the British/Roman player simply needs to retain his kingdom and aspire to either rule it or become the great military power of the whole island itself.
The campaign is not map based. The campaign last 8 months in each year from March to October. Losses are not easily replaced so some months no conflicts may occur.
At the start of the game both sides are minor players so the battle rules can be ignored.
The book of battles does though have the crucial Raiding tables which set out what you need to do to run a raid.
You determine the forces morale based on results of the previous encounter and a random element. So, each game will be slightly different.
For my start the Saxons were on 5 + 2 = 7 while the Romans were on 5 + 3 = 8.
Pre game set up, champions and speeches are skipped as they relate to battles.
The fate cards, which drive yet more variability, are designed to give each force specific benefits. Some cards mutually benefit both sides.
The two forces are dealt a hand of five cards for the raid where two are specified and three are random. Poor shuffling meant that some awful hands were dealt at the start.
I will just show the early “hands”
Ebroin is Saxon Leader One in the small sequence deck – he might go first or sixth or even seventh behind his own missilemen. Garrison Vikings from the 1970’s dwarf the strelets impetus based figures – but somehow feel rights as they convey the “BIG man” idea within Dux Britanniarum.Saxon Poor shuffling or what! Ebroin will not get much help from this hand in his moveTiberius is Roman Leader One – its 472AD after all – still 4 years to the end of the Empire. Tiberius is actually played by a Lamming 1970’s Saxon – confused? most dark age battles were fought under dark skies with no LED lighting and everyone wore variations of grey/brown clothing anyway.Tiberius the Decurion is doing better but needs to ditch the saxon carpe diem card.
In Episode 1 I described the terrain set up. For my “Raiding a Farm or Village” the location was determined using the raiding rules in TDux.
Again fortune smiled on the Saxons.
The Saxons then threw to find out how much surprise they had. The Saxons gained two free moves before the game proper started.
I moved the Saxons and then determined the Roman arrival point. This turned out to be a congested corner of the table which impeded their progress from the start.
The Saxons would win the raid if they left the table with their loot. The scale of their win would be helped by how many men escaped as well plus how many Romans they killed.
The Romans had to stop them taking the loot to win.
I suppose I should say that I have tended to use Romans in this post rather than British or Romano British. Maybe as the campaign builds, they will morph into “Britons”.
Randomly generated terrain using Mike Smith’s Table Top Battles terrain generator meant the Saxons had easy access compared to the Romans. At least there was South ford……… upriver of the marsh. The hills punished any movement while other features impeded movement and/or inflicted “shock” on a group
Rules Digressions
Before I return to the action I have set down some of the rules which I think are notable.
A small set of cards determine the sequence for each turn. Another randomisation. For gamers who like control this is probably getting far too much. For solo play its ideal as “loss of control” is essential to make the game come alive.
A key aspect of the sequence is that controlled forces all activate before the uncontrolled. Using your leaders and their supporting nobles, command range is important. It follows that their position can improve or hinder things.
Each side has three commanders, and the leader has an initiative of 3 while his nobles have 2. That represents their ability to activate. The leader can do three discrete activations while his nobles on their turn get to do up to 2. In one full turn of the card deck the three commanders share 7 activations.
There are various constraints on these leader attributes such as when they are in the heat of the battle or how they have organised their forces. The fate hand cards allow additional activation.
Yet another variable is movement – when activated a group will throw dice to determine their movement. With 3d6 the range is 3” to a staggering 18”. There are quite a few reductions and as you have to move the full amount this can work against your force as its leader loses range control.
Forming shieldwall rightly slows you down and makes you less manoeuvrable. There are the usual terrain penalties for movement. There are some rules for the missile troops and cavalry as well as interpenetration of groups being restricted or having consequences.
Finally, units end up facing the direction they travelled and can only see the 180 degrees to their front. This informs the 4” Zone of influence which a group imposes to its front restricting any enemy entering or leaving that zone. I forgot this rule quite a few times during the heat of battle………..
Firing is straight forward with range limitations and usual “to hit” throws required.
Now we come to impact. “Shock” is what results from missile fire or hand to hand combat. Accumulated shock drives a group back and eventually breaks them. Leaders can rally groups by removing shock through activation.
In Combat once two forces contact each other dice are thrown to hit and for allocation – multiple groups fighting need to know who hit who. Effect is determined as with missile fire consulting a table where the quality of troops being hit affects the random dice outcome.
Leaders are not immune! You can lose a hero.
Shieldwalls stop initial hits and initial shocks so it is a valuable capability for the Romano British.
Unless there is a difference in shock results, the draw means the fight goes on and on for every drawn round of fighting. Only two combat rounds occur before other forces move again. So, more forces might join a combat to shake things up!
“Misplacing ones Amphora” means a group has taken twice as many shocks as there are men in the group and is broken. After uncontrolled groups have moved these broken groups move 3d6 towards any friendly table edge searching for their missing amphora………
So now we come to the force morale mentioned at the start of this post. Each group lost reduces the morale of the force, again randomly influenced by the lost groups type. Losing better quality groups does more harm as you would expect. This variable ensures that you can play the same raid over and over again even on the same terrain and the result will be different.
All this variability means the ruleset presents a vast range of different games to play before any similarity might get seen.
At the end of the game, you count various losses on another table to get a total score. Compared to the enemy score the difference gives a winner/loser combination of outcomes depending on how large the difference is.
Rules then follow for gaining reinforcements and when the next raid will happen. If the Saxon has grown on their success, then the next big step is to contest the province.
There are some tricky annual events to tackle for the Saxon leader, so it is not all one-way traffic to the top!
At 92 pages even allowing for some resource pages plus big FONT, there are lots of rules here compared to the rules I have previously tested the shieldwalls for.
I think it was worth explaining these aspects of the rules up front.
Let battle continue
Now back to the battle where Coenwulf was facing up to some fighting before he could escape with his filthy lucre. Coenwulf wished Gudwal would hurry up and find some coin to make the day worthwhile.
We left the two forces here, except the saxons had done a neat swop with Ebroin taking over the groups holding the bridge while Coenwulf led the saxon group against the sole Roman group approaching the village led by Decurion Silvanus. The green dice show the “initiative” or activiations available. Crude but effective as the action jumps around it is easy to forget who is next! The Romano British throw in a hero of the age fate card doubling the quantity of dice thrown. In the background the saxons finally turn up a hoard or rather “the only hoard”…….The Hero of the Age Silvanus was roundly beaten by Coenwulf who promptly retreats to handover the group to Gudwal who is already leaving the village with the filthy lucre. Coenwulf then recrosses the bridge to join the fight on the east bankThe terrain has taken its toll on the Romans arrival, and being strung out they have broken up into single groups. Silvanus leaves the field after being severely mauled by Coenwulf. The saxons have the advantage nowOn the Roman right flank those tricky 3d6 movements mean the saxon missile men are caught and driven from the field by Decurion TiberiusIn the centre the first round of fighting at the bridge has driven the romans back and more saxon support is arriving with the very active CoenwulfThe roman group led by Tiberius having destroyed the saxon missile men crash into the saxon left flank group of warriors led by Coenwulf.Coenwulf is with them and they hold despite Tiberius hurling missiles (no doubt picked up from those fleeing saxons) – the righthand “strong arm card yields 6 extra dice for some loss in movement.The saxons look in control as they carry off the loot in the distance, the saxons by the bridge just need to execute a fighting withdrawl……ha!
Silvanus has managed to return to the field having been carried off by his fleeing group. He now needs to extract a reluctant group of Numeri from the marsh and go to the aid of VitalinusEbroin is more than holding his own against Vitalinus who curses the mix up at the ford where his Comanipulares are paired with some reluctant Numeri. The romans are getting roughed up and attempt to rallyEbroin is still looking for a famous killBut Coenwulf is struggling to finish off TiberiusCoenwulf gets some more action thoughand promptly disengages as his loot leaves the table “literally” under the care of Gudwal – oops thats the character who lusts for his own power………….Meanwhile Ebroin is in a tricky position apparently abandoned by his leader only to find him yet again joining the frayMore moves for the Saxons – the red counter reminded me it was move 8 Coenwulf and Ebroin continue to drive back the Roman lineeventually the Romans get to move but not before the Roman levy have fled the lineNow Tiberius joins in and attacks yet another saxon group – Ebroin’s warriors – third time lucky? The orange dice denote the number of men still effective for rule purposes.no luck for the romans as they fail miserably. In the background Coenwulf and Vitalinus are toe to toe.And Vitalinus is thrown back again – his comanipularies are destroyed in the endThe saxons now actually want to be awayhaving fled to the south ford Vitalinus brings a Numeri group in a wide arc round the wood to return to the fightCoenwulf (yellow dice) having been attacked again turns to face the late arriving Silvanus (red dice) while the exhausted but victorious Ebroin (bottom left) sees an escape south open up unexpectedly. Tiberius (bottom right) hesitates.East bank saxons escapeWith Ebroin retiring south Coenwulf delivers one more mighty blow on the romans still fighting him. Tiberius looks on confused as Vitalinus appears from behind the wood. The ineffective Roman missilemen head towards the village to check out what damage has been done or rather escape the field of battleand then Coenwulf disengagesWith some sharp dice throwing the saxons head south and escape as VItalinus realises his mistake in circling the wood.
The net result of all losses on both sides was a difference of simply 1 on the raid results table – meagre pickings for Coenwulf and with heavy losses it will be 3 months before the Saxon can raid again. With moderate losses Vitalinus will take 2 months to replace his losses. He will be ready and waiting.
I have recently bought another rule set and unusually for me, a book on terrain and scenery modelling. I have a lot of scenery articles saved from discarded magazines. So why do I really need any more advice. It is not like I am overflowing with home-made items.
Well it just caught my eye. It being “Battlefields in Miniature” by Paul Davies and published by Pen & Sword. Dating to 2015, I have the paperback version printed in 2018. I think the original was in hardback.
A quick flick through has made me pleased I bought it. It looks a comprehensive view of this part of the hobby. Also, I have noticed a preoccupation with “high density foam”. This appears in a lot of my saved articles as well.
Somehow it is not a material I like and in fact generally I have avoided plastics when it comes to scenery and terrain. Maybe that’s because when I was far too young to be left alone with polystyrene ceiling tiles I cut them up with nice sharp knife to make contour hills. I then glued them together with polystyrene cement with exciting melting results and interesting vapours. That was the 1970’s – safety was basic common sense then, which children often lacked!
It put me off, except for retaining a continuing interest in plastic figures.
I will use some of the ideas in the book and Paul Davies writing style is engaging: Very much just have a go. My only criticism so far is that the book is rich in finished items in use and yet some of those picture slots would have been better showing some more intermediate steps of construction for greater clarity.
Now how about that ruleset?
Well I looked at the Too Fat Lardies Dux Britanniarum several years ago just before I bought Maurice (another card driven ruleset as it happened). That was at Fiasco in Leeds, just one of many shows I have missed this year.
Here is one of those cards that drive the game. Love or Hate them they have an impact you cannot quite control. The figures are Greenwood & Ball (Garrison) Vikings from circa 1978. Yes they are posing as 5th century saxons……..
The figures are painted in Humbrol matt oils finished with gloss varnish while the basing in those days was dried tea – uncoloured. looking good at around 40 years of age.
I took a punt and bought the full rules including the follow up “raiders” supplement and all those cards.
I like dice and card driven games and I like the “big man” idea that threads through Too Fat Lardies publications.
I have since played a single game solo that took an age to complete. That will be reported in another post. Suffice to say I will play these rules again.
Having reviewed my thoughts on horsemen for my Normans in the South project I am going to take a quick look at infantry. Did you spot the SHQ 20mm in the lead photo?
For my command bases I plan to use Tumbling Dice Miniatures command packs which provide both mounted and foot options. These foot are respectively 2 normans to the left and 2 anglo saxons to the right.here are a strelets norman at left and strelets anglo saxon to the right. The plastic and metal foot match well I think.These are the tallest strelets anglo saxons I could find and the match between plastic and metal is again fine. Note their breadth is to frontface, so both products are thinner as you look along the line.1970’s Garrison viking to left and Citadel Crusader to the right are ostensibly classic 25mm figures. They make the 1/72 scale Tumbling Dice guys look a bit small.1970’s Lamming bigheaded anglo saxon on the left and norman on the right. Oh dear what was happening in the 1970’s!The guy at left is an SHQ 20mm saracen archer. I picked these up at Newbury or Reading shows when I was after some newline figures in the flesh which turned out to be the wrong size for me. SHQ were there and I took some of their crusades range – really nice figures.The middle grey/red normans/saxons show that even within strelets there is a height and bulk variation – which I likeThe SHQ archer is just that smidgen smaller than the TD norman but both seem less bulky and shorter than the strelets norman. I think once painted and based these minor differences in height/bulk will simply improve the look of the bases if anything2010’s Perry burgundians (ironically plastic) show the morphing of 25mm to 28mm and beyond.
At least tumbling dice and SHQ are still offering metals in the traditional scales of 20/25mm and 1/72. And they carry good detail, have realistic posing and are not too bulky. I may mix in some command foot with strelets figures on some of my fighting bases.
Without drifting too much into the issue of scale in wargaming, this post covers my solution regarding mixing metallics and plastics for my Normans in the South project.
So the lead in photo shows horsemen because this is where the most pronounced differences tend to show up.
left to right we have
Strelets 1/72 Norman cavalry
Tumbling Dice 1/72 Norman and Saxon cavalry (command figures!)
Citadel 25mm Mongol cavalry
Citadel 25mm Saracen cavalry
Lamming 25mm Norman Cavalry
Greenwood & Ball (Garrison) 25mm Viking Cavalry
Lancashire Games 25mm Malburian Cavalry
Typical BIG 28mm cavalry (ok he gets a base as well to make the point)
It is also worth noting the base thicknesses in these photos.
the small saracen then the big viking even bigger malburian and rather small saxon1970’s citadel mongol and saracen plus Garrison viking show how the horse can influence sizeThe Tumbling Dice Norman horse could almost get by with the Lamming Norman yet the rider size especially the head suggests not. The Mongol horse is compatibale with the TD Norman horse but again the bulk of the figure suggests they will look wrong togetherThings look slightly better head on for the cavalry
What I have found is that in the raw you notice height, bulk and head size. These then affect how you see the figures. Once painted and based the differences seem to be less pronounced.
I plan to use all these somehow!
The last shot shows – SHQ 20mm saracen; strelets 1/72 norman; Hatt 1/72 ElCid cavalry; Tumbling Dice 1/72 norman and lastly another Hatt 1/72 Hun.
Bases are similar thickness so no adjustment needed or to be exploited.
OK last point – my solution.
Using some maths – 12 inches or a foot being 304.8mm for my purposes. Now assuming someone 6 foot high you get the following in real height of 1828.8 mm; at 1:87 (HO) = 21mm; 1:76 (OO) = 24mm; 1:72=25mm; 1:65=28mm and 1:56=32mm (fractions ignored)
So marrying 20mm (1/87) and 25mm (1/72) figures should be tricky although apparently less than 25 to 28mm.
But here is the rub research by a top university shows that the average height of people living in england changed as follows.
167cm pre roman; 170cm roman; less during the dark ages (no figure given because it was dark!) 172cm circa 1066 and 173cm by the 1100’s. Then it drops until recovering to 173-174cm during the period 1400 to 1650. Heights then declined to less than 169cm by the 1800’s! by 1970 we were averaging 177cm.
So that means for a 1/72 warrior he could a 23mm celt; 23.6mm legionaire; 24 mm norman; or a 23mm british redcoat again in the 1800’s. In short averages throw up millimetre differences so actual variations in height will be even greater. So in 1/72 a 21mm (4foot 11inches) high figure next to a 24mm (5foot 11inches) high figure is possible. Add to that variations in helmet shape and size and freedom beckons.
Finally it really comes down to the figures you like, I like the SHQ Saracens, I like the tumbling dice norman and saxon commands and I like the strelets norman and saxons (yes with hands the size of heads!)
so my solution has to be : I will take some notice of scale, maybe more about bulk than height, and paint the figures I like. I can always squint at the jarring mismatches when they do happen.
Happy Painting & Wargaming.
postscript – scale creep was always with us and good enough in “charge or how to play wargames” anyway. Are those “half round lancers on ponies?”
Having got the 1/72 strelets Normans going, I decided to search out my old 20/25mm metal figures from long ago. The idea was to see whether they could be used alongside my plastics.
Specifically I was looking for some small Garrisons Normans. These were bought in the late 1970’s. At the time it was Garrisons new 25mm Viking’s which caught my eye. I bought the Normans at the same time all on impulse. They were actually for dungeons and dragons gaming as well as skirmish gaming. Big battles were in theory Macedonia versus Persia although the armies were never completed.
Garrison Vikings painted plus their Normans bought together in the late 1970’s
So it just happened that the Garrison Normans were shorter than their new Viking mates. I think this was the moment when 20mm, 1/72 and 25mm were going their separate ways. Well 20 mm had already stayed where it was while 1/72 and 25mm just about lived with each other yet 25mm was getting taller. But in these photos you can see the height, bulk and style difference within the same makers existing ranges. There is nothing new under sun – least of all scale creep!
The norman figures came with loose weapons and the design seemed to lend itself to less flash.The vikings were more open although the Norman spearman was far less contrived yet still a classic stance. The vikings did have one weakness – they were quite two dimensional – good as they rush forward but again probably designed to help the casting
For my money the garrison Vikings were up there with Citadel castings. Top notch on detail. And probably heading towards the few well painted skirmish figures collection or D&D idea.
Spot the citadel knight and yes mounted vikings – just what you need for D&D – our games ranged over the countryside fairly early on!I really like the citadel horse, less so the Garrison oneAs you can see I had primer confusion going on. Actually I painted my horses in artists gouche or washed out enamels over white. I used black for the predominantly armoured soldiers.These have made it to a painting stick a mere 40 years late! I might even finish them although sadly the vikings will just not match up with the strelets plastics. I might do better with the normans.
The normans though were from the mid seventies figure style – a good wargame figure for army games.
ok so I can’t explain the soldiers being in different primer styles!These chaps will make it into a unit as giants amongst their strelets cousinsok these two axemen look classic 1970’s – slight bodies with large heads. And whats that monster on the right – yes its a Lamming Norman – but thats another story.I really will have to sort out the priming………….
As it happened the Vikings never made the D&D games while the Normans were parked after undercoating. My wargaming days ended – well for about 15 years.
When I returned in the mid 1990’s it was all DBA, acrylics and 15mm.