Categories
saxons wargame rules wargaming

Dux Britanniarum Episode 2 Vitalinus catches the Raiders

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 move
Tiberius 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 bank
The 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 now
On the Roman right flank those tricky 3d6 movements mean the saxon missile men are caught and driven from the field by Decurion Tiberius
In 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 Coenwulf
The 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 Vitalinus
Ebroin 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 rally
Ebroin is still looking for a famous kill
But Coenwulf is struggling to finish off Tiberius
Coenwulf gets some more action though
and 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 fray
More moves for the Saxons – the red counter reminded me it was move 8
Coenwulf and Ebroin continue to drive back the Roman line
eventually the Romans get to move but not before the Roman levy have fled the line
Now 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 end
The saxons now actually want to be away
having fled to the south ford Vitalinus brings a Numeri group in a wide arc round the wood to return to the fight
Coenwulf (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 escape
With 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 battle
and then Coenwulf disengages
With 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.

Categories
new additions wargaming

A quick AMW army in 1/72?

On impulse I have gathered a set of figures to build a pictish type army for the british isles dark ages.

So which figures have I chosen?

I looked at the plastic solder review site and did not like any of the pictish figures on offer. So I looked around for something that might work. My main choice has been Orions slavic foot soldiers who would be more used to fighting at Adrianople or in the Balkans against the embryonic East Roman Empire.

The army will use the army choice given in AMW for the Picts – I have added two commands as well
This set was bought for my much stalled stoke field project in 28mm! yes they were too small anyway. I have used some of the javelin and bowmen plus some of the mailed figures for the command bases
These Sarmations were a snap choice when passing through Frome in Somerset. I knew they would come in useful except not for dark age Britain! They provide some mounted troops
Having now bought these figures they are wonderful sculpts. It is unfortunate that the Plastic Soldier Review plays down these figures on account of poor casting and flash. These figures have fantastic detail. They make up my main units for a pictish army

The army will comprise all the options for AMW so thats 12 units but based singley on impetus style 80mm wide bases with no base removal possible.

Neil Thomas and his Ancient and Medieval Warfare (AMW) book has grown on me over the years. At the start I did not think I would like an 8 unit army requiring 32 DBA bases to allow casualty removal. I tried it with single bases and dice and it worked. The breakthrough came with his One Hour Wargames (OHW) using the same technique and reducing the armies to just 6 units but crucially playing many scenarios.

I have played much more of both OHW and AMW than say DBA or my preferred ruleset of Impetus.

I arrived in Neil Thomas’ world by chance. Mike Tittensor wrote an article in Slingshot magazine published by the Society of Ancients (SOA) about bronze age warfare and using Peter Pig’s Bloody Barons ruleset. I bought the rules and these got me into plastics because I wanted a low cost solution. This was my first departure from what had been a preference for 15mm metals DBA gaming on a 600mm square board – an excellent coffee table sized game by the way. By chance I had now the opportunity to return to a dining table or 1800mm x 1200mm type gaming table. I was toying with 28mm but disliked the size of figures from a painting point of view. I had struggled with my Wars of the Roses Perrys figures to get a look I liked.

So it was the peak of the plastics era in the 2000’s and I just bought lots of chariots none of which in the end made it to the painting table – irony in there somewhere.

What I did get was a drift away from DBA gaming, first into Bloody Barons, then Impetus and then Neil Thomas.

Neil Thomas and 1/72 plastics are a perfect way to experiment in wargaming.

Not sure when this army will complete – sunshine and a last push for summer beckons.

Categories
metal miniatures

Normans in the South using 1/72 metallics

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 saxon
1970’s citadel mongol and saracen plus Garrison viking show how the horse can influence size
The 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 together
Things 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?”

Categories
anglo saxons

Strelets 1/72 Anglo Saxons on IMPETUS Bases


1/72 Strelets Saxons on the painting table

So these figures will make me just 2 impetus style bases. I opted to switch to 80mm bases after finding an old solo wargamer article that gave some ideas for budget gaming say in a period that was not your main interest. Typically you ignored the traditional DBX rules of figures per base but still kept the frontages.

And then I discovered IMPETUS wargames rules – a great set that liberated my attitudes to basing. Essentially the rules offered a compromise between 15mm on 80mm and 28 mm on 120mm wide bases. They showed plastic 1/72 figures on the 80mm or 120 mm base widths. Either way the basing in Impetus was aimed at making the showing of your figures an important part of the game. It also promoted a diversity of figures showing more a mini diorama than rank upon rank of identical soldiers.

The beige clothed spearman gets short shrift in the plastic soldier review

I like the strelets anglo saxons as they offer a range of armoured and unarmoured figures with perhaps a greater emphasis on swords and axes than some would like. As usual Plastic Soldier Review did have some complaints like the spearman above holding his spear awkwardly at shoulder/chin level and being a bit two dimensional. I rather liked him and kept him in even though he is one of the few in these two element groups not wearing mail.

I like the poses mid centre – a Thegn? in a cloak with upright spear and another in mail with a type of club

I have moved to plastics because my butterfly interests have caused me to pursue so many different periods and armies usually to dead ends.

So at least my budgets are low! Still perhaps that makes it easier to abandon the plan or project? Sadly I think it would be the case with metals – actually it is, as I possess plenty of 1970’s unpainted metals!

middle right and above some nice animated shieldwall figures get ready to attack

I do feel that strelets anglo saxons have a certain animation which is not always present from their sculptors. They are a bit chunky and a bit inconsistent. I can live with the chunky well fed chaps and I like height, shape and size irregularities in my figures.

The red/green/yellow colours that thread their way through this set are based on an article from Medieval Warfare

Medieval Warfare published by Karwansaray of Zutphen, Netherlands ran an article that caught my “Normans in the South” eye simply because of the date 1018. Just two years earlier a Norman pilgrimage to Mont Saint’ Angelo in Rome kick started the Norman adventure in Italy. So I was after some context and this innocent article led me David Bachrach, Count Dirk III and the Ottonians. I digress, the battle of Vlaardingen was fought between Count Dirks men and the Ottonian forces which included men from from Cologne, Liege and Utrecht as well as Lotharingians. The Ottonian or Frankish soldiers are shown in an interesting mix of red, green and yellow shield markings. I decided my saxons would look a bit like some of these men of the Empire.

Go buy the magazine MW VIII-3. Since I started taking these magazines I found numerous interesting articles and I like the mix of content – good photos, artwork and book references to expnad your reading round the subject.

As I said I get two elements here as I will put 11 or so figures on a base with some suggestion of a shield wall, maybe just forming.

So I get two options – saxons for any anglo saxon army plus these guys can be frankish troops who may even head south under the Emperor Henry II into the early years of “Normans in the South”.

Categories
Carolingians

Carolingians complete

So I will complete my Carolingian cavalry with my Mediterranean style basing

I use gloss partly because it gives protection as these figures are to be handled and partly because at 3 feet away on a game table it lifts the colours

The budgie grit bases will get a 3 stage paint job and some tufted plants!So that’s it for these chaps, next up are some strelets normans

Despite a bad plastic soldier review which I follow avidly Charlie and his guard have a decent look about them
I am quite pleased with my light cavalry unit
Categories
wargaming

Carolingians varnished

Made some good progress with my Carolingian cavalry after the PVA primer problems. Even coat d’arms horse colours fell victim to some cracking.

Charlemagne not quite majestic
The horses that plastic soldier review detested
After some care and attention and yes shiny gloss they are beginning to look quite nice
The two light horse I chose actually look ok on their dynamic horses
Another view of the grand national contenders!
If nothing else this set creates motion
I have two heavy cavalry bases for my Carolingian or Frankish army plus a light base from one pack.
Categories
basing

Basing Normans in the South

Having explained my latest approach to basing I should say that my wargaming choices are very modest. In fact the whole plastic figure thing was aimed at “keep it simple”. And that goes for painting and finishing – simple acrylics mainly block painting and gloss varnish. my figures are intended to be handled and mostly viewed at 3 feet or 1 metre away.

Even my Wars of the Roses 28mm figures have received such treatment although I did some flesh/clothing washes here and there. And they felt a bit questionable – “was the effort worth it?” well thats more about my painting skills/impatience I think and not the technique being worthwhile.

And when it comes to plastic I seem to have moved to the point  where a bad Plastic Soldier Review will encourage me to buy – maybe a paint job can rescue a poor figure. The question is can my painting rescue the figure or actually make it worse? Beauty as they say is in the eye of the beholder.

And I have found to my eye that a base I like significantly enhances my figures – when looked at on the table at about 3 feet of course.

So actually close ups on screen are probably not that helpful in some cases. Anyway here goes.

Strelets 1/72 Normans from a mixture of their boxed range at about 12 inches or 300mm

Essentially I based the figures on 80mm x 60mm laser cut MDF from pendraken miniatures, daubed on pva glue, emersed in a tray of budgie grit, shaken and set aside to dry. A day later, inverted to shake off the last loose material, it was out with the paints.

the budgie grit tray – the grain mix works even for 20mm figures

Then base paint. Now this base is the result of several attempts to get the right colour. I could say at this point I spent hours rerunning the La Vuelta vids poring over the helicopter shots for the right ground look but I would of course be fibbing or maybe not………

trials…….

I found I could get some wacky colour outcomes and actually the ones I thought would be too bright I decided would look better for a mediteranean location.

I discovered an old revell acrylic pot of “rust” was the best base colour (need to source an alternative as I don’t know anyone who stocks revell acrylics now given the dominance of vallejo and citadel).

And the ochre and then either ivory or white highlight came from B&Q and Johnstones sample pots. And then some final decoration.

I finished the base off with some greenery taking a cue from La Vuelta again and using bright green foliage. Lots of railway model suppliers provide a range of foliage plants.

And that wraps it up for now. I think the extra steps taken here are worthwhile and enhance the figures. I plan to do all my mediterranean medievals this way. Next problem is getting the table top to match.

Hope to see you soon.