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wargame rules wargaming

Threads and Themes

My wargaming has continued to evolve. In 2021 I played more games than in previous years and created more fictitious eras for my mythical worlds. Fauxterre expanded in surprising ways. And that of course is the point about imagination – its very chaos is the atrraction. Unless of course your livelihood depends on producing it for others.

My imaginative wargaming is simply for pleasure – a distraction, an escape from the real world.

Wargaming on the other hand seeks rules and restrictions. So rulesets for many wargamers are a pleasure (!) in themselves rather than simply a necessity. The exception is I believe competition gaming where the rulesets are a necessity simply to allow the “fight” to be resolved at all and a winner declared.

In the wargaming arena “rules lawyers” are the pantomime baddy except ruining the event rather than adding to it. Perhaps the solution has always been there – make competitions more fun than theory. Less historical particulars and more game means that the lawyers have less to exploit. That said, even such family games as cards, scrabble or monopoly betray the rules manipulators!

From my perspective there seem to be far more rules published for game enjoyment even in a competitive situation. And despite a drive for simplicity the abstractions are often well thought out so the feel of the game historically is still there – a key part of the wargame enjoyment.

This is another blog post that has deviated already. On the subject of threads and themes I have been musing on the subjects of rulesets, games and imaginations.

I do like a set of wargaming rules and as rules writers have tended towards explaining their ideas ,these publications have become more readable. Even if you never play a ruleset, they give you someone elses opinion about a conflict or technology – what was signficiant when it came to the conduct of a campaign or battle.

In 2021 I indulged myself.

  • Piquet Field of Battle 1700-1900 – 2nd edition of this ruleset which likes lots of uncertainty – ideal for soloists and those who enjoy a degree of chaos when it comes to game turn sequence
  • Neil Thomas 19th Century European Wargaming – post napoleonic but very much still horse and musket. Neil Thomas rules work, really work – its that simple.
  • Practical Wargaming by Charlie Wesencraft – another ruleset that is coherent and in fact I have never felt the need to tinker with – well ok a little bit.
  • Neil Thomas Wargaming an Introduction – not my first purchase yet some really useful rules in here.
  • Mike Smith Table Top Battles – my “grid wargames” ruleset – they even gave me an easy way in to some naval wargaming – something I had previously shown no interest in.
  • Battle – Practical Wargaming by Charles Grant. A complete set of simple rules for World War 2. A vintage ruleset they convey a simplicity of gaming I have since only really found in Neil Thomas rules.
  • Peter Pig Poor Bloody Infantry is a grid ruleset but so much more. It is definitely a “game” and does not need adaption for me. I play it straight out of the book.

Donald Featherstone rules don’t appear but had regular run outs. The reason is simply that none of his books were in my view a complete set of rules. They were always full of rules ideas. And that means you get to tinker big time. He gets his own list!

  • Battles with Model Soldiers ever popular for some simple basics
  • Advance wargames for period specific mechanisms
  • Wargame Campaigns – does what it says on the tin lid – ideas for campaigns

Surprisingly Neil Thomas One Hour Wargames had little look in this year. That suggests I have had more time to play each game.

The most satisfying ruleset for 2021 has been Neil Thomas Wargaming 19th Century European Wars. It gave me everything I needed for a new era with his excellent balance of simple play and historical feel. Add to that, excellent scenario generators for both historic battles and those of your imagination, This ruleset has sustained my new interest for most of the year without distraction.

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wargame rules wargaming

Scenario MO/01: The Observer

In my last post I described a small action in a narrative style.

I created the Scenario to try out some new figures. As I have no heavy weapons the challenge needed to be simple.

One box of Russian Summer dress Plastics Soldier Company 1/72 infantry plus one box of Early War US 1/72 infantry. Sadly the heavy weapons for the US figures get a very negative review on Plastic Soldier Review and from the photos I was inconvinced as well. It seems though that the Russians in all respects are dealt with better by PSC.

Also I game solo or rather ZERO. So the scenario had to meet certain specifics. The main one was that surprise or chance was needed to animate the game.

Most solo players are more than happy with rulesets that randomise outcomes far more than the norm for two player games. The reason is easy to see – deprived of your human opponent you need to substitute what would have been their random or unknown acts.

The following Scenario details will help you to apply this to your chosen rules and any number of players you chose.

RED v BLUE – for convenience I have used these terms. In the narrative the Azorians were RED and the Vossackians were BLUE.

RED objective: Place observer on hill to view valley below and call in an air strike against expected enemy concentrations.

BLUE objective: defender may or may not appear!

You can see immediately I have made this one sided in the sense that RED is the active party and BLUE the reactive party – well initially.

An abstraction of a Platoon – using 3 figures per section. Platoon leader has two rifleman. The observer team brought their own section with them. BAR’s and Garands are modelled by PSC. In the scenario Grabern split one section amongst his other three.

notable rules:

  • you should specify a distance for sighting or observing enemy units. This might look odd on the table when you can plainly see opponents in direct sight. This abstraction is fine – no different to the out of scale scenery versus figures or weapon ranges v movement. Distortion is the whole point of table top wargaming.
  • The defender throws each turn after RED has moved to find out if a part of its force has appeared
  • defenders appear at certain points (marked 1 to 8 on the map)
  • if RED pass through a marked point it ceases to be a point of entry for BLUE
  • to add variety troops can be of different qualities
  • movement was not hampered by the hills
  • movement was hampered by the woodland which covered all the hills anyway

I thought about which rules to use. Having returned only recently to the WW2 era I had previous rulesets to draw upon as well as new ones as yet untried.

  • Poor Bloody Infantry by Peter Pig
  • Chain of Command by TooFatLardies
  • One Hour Wargames by Neil Thomas
  • Various Featherstone rules – notably the set from Battles with Model Soldiers
  • “Battle” practical wargaming by Charles Grant Senior
  • “Operation Warboard” by Gavin and Bernard Lyall
  • Rapid Fire reloaded
played these and enjoyed them quite a few years ago
struggled to get into these rules despite liking TFL mechanisms/ideas
the go to ruleset – great for timepoor moments and even brain tired ones as well. A great antidote for “i am too busy to game”. They look like Vossackians to me…….and maybe both 28 and 25mm chaps on show – to be honest I had never noticed before?
A Classic ruleset (almost) – my first “bought” book – the “incomplete” ww2 rules were a fantastic technique of Donald Featherstone’s, to make you do some work yourself – definitely a Classic in that respect. Could you get away with half a product today?
discovered in a charity shop in Autumn 2021 – this book started a minor project and buying those Plastic Soldier Company figures, who fought this first WW2 wargame in many a long year!
In for a penny, in for a pound – having found the Grant book by accident I remembered an enticing blog post about “Warboard” being an often overlooked classic but more to the point definitely not typical. I have read it cover to cover – fascinating.
Just out in this format – Rapid Fire is now a veteran set – and with these quick play rules I will look again. Many years ago I dumped these in favour of Peter Pig before abandoning WW2 completely. Yes I have rebought Peter Pig PBI albeit secondhand.

To confound matters I remembered Neil Thomas published Wargaming an Introduction (WaI) that had a WW2 ruleset.

I cannot quite explain this – but I chose to run out these WW2 rules first. Well maybe I wanted a One Hour Wargames “feeling” with more detail?

I opted for this ruleset feeling that One Hour Wargames might be too “lite” for my needs.

WaI is maybe not familiar to many people. It has similar mechanisms to other rulesets.

Dice were always six sided except a 1d8 for defender unit location

Back to the Scenario the following were added to the rules

  • I permitted double moves at the start as my 6×4 or 1.8m x 1.2m table had a lot of distance to be covered for no response due to the sighting rules.
  • Essentially the units could sprint (double move) once followed by a minimum two moves at normal speed.
  • Sections comprised separate figures spaced up to 3cm apart
  • 3 Sections equalled a Platoon
  • I diced for observation distance on the day
    • 20cm on a 3
    • 30cm on a 4
    • 40cm on a 5
    • 50cm on a 6
  • After each RED move BLUE threw 1d6 to appear
    • 1= throw a 1d8 for location of defender appearing
    • throw 1d6 again to find out whats there
      • 1 nothing ! (this is logical confusion when solo gaming)
      • 2,3,4 means a rifle section
      • 5 means SMG section (could be another rifle section of course)
      • 6 means LMG or on a second check =6 again you get (1,2,3 HMG or 4,5,6 Heavy Mortar). In my game these would never have actually appeared – simply their effect being used.
    • I also tested units for grade/quality as WaI requires this info.
      • 1,2 2nd rate
      • 3,4,5 average
      • 6 elite

What Happened?

Lieutenant Grabern set off with his platoon and the observer team. The game lasted 17 turns including some double moves at the beginning. That also meant RED closed at a faster rate per BLUE chance of generating defenders.

On turn 2 a defender location (3) was generated but at this stage its type was not diced for

On turn 7 another location generated (5)

Location 1 was overrun early on so could never activate any defenders

On turn 8 location 4 was also neutralised by RED

Location (6) generated on move 9 along with (2)

On move 11 location (3) was discovered to be an LMG and an elite unit into the bargain. They quickly pinned White Section.

(5) produced elite riflemen and (2) became another LMG – also elite!!!!

Donovan wiped out the LMG at (3) on move 12.

But this was soon replaced by an average rifle section (6) generation

The Azorians were all average troops and once effectively surrounded started to withdraw from move 13 onwards. On move 15 White Section was destroyed while on move 16 the Platoon Leader (Grabern) Section was nearly wiped retreating to the enclosure.

The difference in the “Observers” moves forward and then back is due to the action ending for the Azorians at the enclosure and not behind Hill 90 which was still several moves away.

So there you have it. A simple scenario for a platoon type action.

I was surprised and pleased at the fun levels without heavy weapons or any armour present. They can wait their turn.

Finally the satisfaction is also in selecting, acquiring, painting and then gaming the figures.

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wargame rules wargaming

The Battle of Tinckermann

Table Top Battles – the Naval Rules, have been occupying my time recently. NavalTTB are a very simple set of rules using a grid based set up. They are part of a compendium of rules featuring fantasy, air, siege and land based warfare.

Having played the basic rules I could not help but tinker with them.

The Extras

First up, I used a 50mm grid and not a 100mm grid permitting greater granularity in manoeuvre.

a 50 mm grid gave each 100mm square a centreline to sail on. In turn all “lines” became sailable with some rules tinkering. The spaces cease to be occupied directly.

Second I took the single broadside characteristic value of 3 and changed this to three possible values – 3,2,1. I also allowed three steps in the degradation of a broadside after being hit. So a ship might start with a 3 then go down to 2 and finally 1. Note the numbers 1,2,3 are the actual values added to the die roll for a broadside scoring a hit.

The Blue Squadron’s ill fated Chippewa has lost all sail, while all its broadsides (3 per side) and its one of its close action firepower (2xCr=Crew) remain intact

I also permitted some ships to have say a 2 or 1 rating for their broadside from the start reflecting a weaker armanent. And then I still allowed those ships three hits absorption before that broadside would fall silent. So this might be 2,1,1 or 2,2,1 or even 1,1,1.

I left the score tables, crew attack and command values unaltered.

Finally I altered the sailing manoeuvre value. Essentially a hit on a sailing capability each time reduces the speed (movement per 100mm square) by 1. I applied some options, as in a large ship could have say a maximum of 2 while a small ship had a value of 4. In either case degradation of manoeuvre gave more granularity. So a faster ship might have “S” values of 4 then 3 then 2 and then nothing while a slower ship might have “S” values of 2,1,1, before being unable to move.

One final change I made was to sail ships on the “line” of the grid and not in the space. A ship turns on its centre and cannot overlap another ship when it does so. The standard rule of no ramming was retained.

This was a result of my using a 50mm grid.

The unintended outcome of this movement change was for ships to become stuck alongside each other. That felt ok though.

The Battle of Tinckermann – Fauxterre 1816

The Red Kingdom had found out that the Blue Kingdom was attacking some of its provinces and making an amphibious attack. The Red Kingdom dispatched a strong squadron of ships to disperse the enemy fleet.

The Blue Kingdom, well informed about the Red Kingdom actions sent a squadron to intercept the enemy squadron.

The Red Squadron

  • The Fortuna – a 3 decker 3 masted ship of the line
  • The Estedio – a 3 decker 3 masted ship of the line
  • The Meshuda – a 3 decker 3 masted ship of the line
  • The Zugarte – a 2 decker 3 masted FAST ship of the line

The Blue Squadron

  • The Chippewa – a 3 decker 3 masted ship of the line
  • The Allegheny – a 3 decker 3 masted ship of the line
  • The Abellino – a 2 decker 3 masted FAST ship of the line
  • The Firefly – 1 decker 3 masted FAST Frigate
  • The Lyra – a 1 decker 3 masted FAST Frigate

The Blue Squadron attacked the Red Squadron in two lines while the Red Squadron attempted to keep a single line and sail between both enemy lines attacking them at the same time.

Early on the Chippewa lost all sail control and drifted out of the battle. This in theory evened up the battle between 4 ships on each side. Then the Fortuna became caught between the Allegheny and the Abellino.

The Allegheny and Fortuna are in the positions that framed the rest of the action while Chippewa in top right drifts out of the action. The blue/red dice indicate a ship has acted in the turn.

Then the Zugarte, Estedio and Meshuda isolated the Allegheny although the Firefly gave aid.

Firefly attempts to aid the Allegheny

At this point in the battle both the Allegheny and Fortuna were stopped and the other ships manoeuvred to support or exploit the situation.

The final action saw the Red Zugarte and Estedio take on the fast Blue Frigates Lyra and Abellino. Lyra and Estedio had their sail control destroyed.

Lyra (blue) and Estedio (red) are stopped with no sailing power left – they have orange dice on them

At this point the Red Squadron broke off the action and the Meshuda escorted the Zugarte (now with no armanent left) away.

Actually the 12th game move finished. The standard rules are a 12 move game.

Outcomes

At the conclusion of the action the Red Squadron was driven off having to abandon both Fortuna and Estedio – both ships suffering so much damage to their masts that they could no longer manoeuvre.

Firefly and Abellino make sure the Red Squadron make plenty of sail.

The Zugarte had lost all its broadside and crew fighting power. It could still make sail and was escorted away by the Meshuda, which still had both fire and manoeuvre capability remaining.

The Blue Squadron despite driving off the Red Squadron had suffered badly.

The Allegheny had lost all sailing ability although it still had some broadside capability. The Lyra likewise could defend itself but needed repairs before it could make sail again. Early in the action the Chippewa had suffered complete loss of its sailing ability and as the action moved away it sustained hardly any damage keeping all its broadsides intact.

The Firefly retained sailing and fighting ability as did the Abellino – these two vessels were to be seen driving off the Red Squadrons Meshuda and unarmed Zugarte.

And so ended the Battle of Tinckermann with the Blue Kingdom free to continue its land attack on the Red Kingdoms provinces.

A mark 1 ship card – to make them reuseable I inked them in.
A mark 2 ship card! – more improvements required methinks

Afterthoughts

The difference between a win and a possible draw occurred in the last move of the game between slightly unequal forces. I will test this a bit more. It does mean the game hangs in the balance. And for the soloist it is not easy to see who is winning where – always a bonus.

If I was inclined a permanent sea table along with 3D models would drastically improve the visual aspect of this game. Indeed I do have some models from wizkids 2005 pirate game. Somehow I preferred the 2D test set up.

So this has proven a surprising distraction from my land battles. I tend to use TTB for land battles when the action does not lend itself to using Neil Thomas One Hour Wargames or 19th Century European Warfare Rules.

I like to think if Neil Thomas wrote some naval rules then NavalTTB would not be far off the mark.

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Mythical Realms wargame rules wargaming

Fauxterre 1816: Part 6 Running the Rule over Kloster Arens

The Neil Thomas ruleset 19th Century European Wargaming (NT19e) has quickly become a favorite of mine, stoking an interest in an era that frankly I have never read about since I was taught, as a kid, about some mad British Cavalry charging Russian guns in a place called Crimea. And not knowing that the French and Prussians rehearsed world war 1 44 years early, in 1870, as well. I did learn about the American Civil War – but that was on a different continent, so doesn’t count.

Neil Thomas restricts his interest to the evolution of European Wars over a 60 year period.

Day 1: I used Neil Thomas NT19e to run a mini game between the advance guards

My original european wargaming interests ended at Waterloo in 1815, with Napoleon and then restarted in 1939 with world war 2.

Neil Thomas provides a comprehensive ruleset for battles between 1815 and 1877. Indeed he covers campaigns in a way not really addressed in any of his previous publications. He persists with his “keep it simple but interesting” style: Too simple and you get bored. And I originally considered my first contact with his Ancient and Medieval Wargames tended to the boring – compared to the more complicated rules still holding sway 15 years or so back then. How wrong that has proved to be. I now regularly use all his rulebooks.

For my first Zarland wars I have taken Neil Thomas NT19e and used the following

  • The forces generators for the mini and standard game
  • the command optional rules

To that I have added

  • My Zarland Campaign narrative – to provide the background and scenario details
  • Forces on the march so my forces invariably have advance guards or flying columns
  • Dispersal – you need to concentrate from the march because there is always something drawing troops away: So you don’t always get what you want, where you want it. Thats an imaginary life!

Zarland Backdrop

The collision of the three forces were part of the politics of the campaign with Davaria allied to Vin Alba and wanting to support Prince Otto, in reality also wanting a slice of Greater Zarland itself.

Vin Alba has other borders to attend to, so its own effort is only partial.

I used a simple random % to deal with such diverse interests and the use of respective forces drawn from each countries establishments. I normally set up an “establishment” – the theoretical force a country has in place or could raise with notice. Against this the actual field force is a product of circumstance, conflicted resources and leadership (both political and administrative).

So that gets you three slightly different forces and not all “top troops”.

Arrivals

The idea of forces on the march allowed me to apply the simple rule of an NT19e mini game for the advance guards contacting, followed by an NT19e main game for the main bodies clashing.

Day 2: At Kloster Arens – the main forces and their generals

I diced for broad decisions which led to the Davarians under General Modistin having no advance guard, marching to join and support an already present VinAlban army. Also neither Zarland nor VinAlban advance guards had control of the field. So it was a proper blundering encounter.

Units were mixed with blinds to create a shuffled card deck which was dealt randomly into marching columns. These were moved until contact was made. I also kept the card deployments in place to help create some fog of war. This complimented my “umpire” role in what was a “zero player” wargame.

The advance guards fought a simple engagement with only a few units heavily involved which is always the more likely in my games. It was simply a logical move to retreat the VinAlbans northwards at the end of the first day. By chance this fed the second day action with a false assumption, by the Zarlanders, that the VinAlbans were in force to the north of the battlefield. All this helps develop the battle narrative without hijacking it.

A lot of troops marched onto the field. In the event the weather brought matters to an early close.

On day 2 the main battlelines met on the same field. This time the NT19e command rule restricting the number of units in action per move did have some effect, while the use of written rules at least one move ahead, meant I had no temptation to make changes of order to achieve a sudden opportunity.

Finally the weather rule (from Charles Wesencraft’s Practical Wargames) provided detail and in fact influenced the game ending early. I then simply determined a number of options for day three and randomly selected one. This turned out to be the “VinAlbans break off action”. I then came up with the appropriate story line that this was caused by “orders from higher up” and ensuring some dissatisfaction on the part of the Davarians.

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wargame rules wargaming

Leadership, MacDowall, Callan and Mersey

Well I missed the Wargames Illustrated Magazine free rules giveaway this Autumn. The rules were “never mind the billhooks”. Written for Wars of the Roses. They are just one of many or should I say one of the “plethora of rules” that wargamers can access these days.

So what fuss would there be, given their free, should be more bargain basement than of any original value surely?

Well Andy Callan is the author and for me he has history and if he has authored the rules they will be worth a look. I first encountered Andy Callan as a writer in the 1980’s when I recall his ideas about rules were running against the grain: Something to stir up trouble in wargaming circles most of the time. After all we can be a fussy lot.

Over the years I have kept articles from magazines. Yes I know I have probably destroyed some valuable copies in the process. Still I have what I need. And more to the point I have articles that are still useful reading even decades on.

So back in Spring 1987 when I think Stuart Asquith was at the helm, Practical Wargamer published an article by Andy Callan entitled Leaders and Generals.

He covered three periods in the short article that was really about rules design. The medieval and dark ages era leaders should worry about unit formation – a measure of order, unit aggression – a measure of fighting spirit and unit strength. The latter being an amalgam of numerical strength, armanent and relative fatigue.

The Leaders would be allocated command points.

His main objective for this period was that the “big man” (he coined that term) should be focused on being a “leader” and not be a “general” standing at the back directing operations with so many staff officers.

Move forward a couple of years and we are back with Stuart Asquith who via Publisher Argus Books offered the “wargaming in history” series of A5 booklets.

Simon MacDowell authored Goths, Huns and Romans.

My Dark Ages – “as the lights go out” late roman end of the period has never got beyond a 15mm DBA army acquired at Triples about 20 years ago. Well I do also have a 15mm late byzantine DBA army. Neither have had much of a runout despite my love of DBA. A case of right period wrong ruleset maybe?

He offered a set of rules within a booklet that also gave some background history; explained the forces and troops involved; set out a variety of game options from skirmishes, through encounter battles to campaigns.

Simon required his leaders to personally intervene to motivate troops to act. Control Points were allocated to each Leader along with inspiration points.

Both these writers were contemporary with the first trials of what became DBA. DBA was conceived in 1988 and was first published in 1990.

And so I thought that all this was disconnected from today. Yet I happened then to rediscover an article by Daniel Mersey in Battlegames shortly after publication of his successful Osprey publication Dux Bellorum around 2012.

And nestled there is Daniels’ homage to that 1980’s wargames era and specifically Andy Callan.

I remember Andy Callan promoting what I consider to be important considerations when trying to replicate the feel of a period through command and control. And I think the other key theme is that you make your rules period specific.

I hope his latest rules “never mind the billhooks” carry on that theme of challenging the status quo and promoting enjoyable and satisfying wargames.

And one final point, Angus McBride bestrides the world of illustrated warriors. His work has become synominous with Osprey. Yet Rick Scollins had a way to engage you in the 1980’s and as you can see he even influenced the young Daniel Mersey (see above). And perhaps appropriately it is his West Saxon Thegn who illustrates that 1988 article in Practical Wargamer.

Happy wargaming whatever your rules preference.

Categories
1/72 scale figures anglo saxons wargame rules wargaming

Two Shieldwalls and One Hour Wargames

My latest Shieldwall foray is with Neil Thomas again. His One Hour Wargames (OHW) have become a mainstay of my gaming. The rules come in what I would call large paperback size. And the book is a paperback as if to emphasise its everyday style.

For this latest shieldwall face off I used one hour wargames (OHW) by Neil Thomas. I skipped the rules on random army mixes to be used with the scenarios. I used scenario 1 and ignored the time limit of 15 turns. The royalists on the left have a mounted leader unit for show purposes only. The rebels leader is shown on foot to the right.

OHW comprises 9 rulesets from ancients to world war 2. The rules are a “light touch” and the focus is on “scenarios”. His random force selector gives you 6 different unit mixes for armies of 6 units. Coupled with the 30 scenarios thats almost 180 combinations. I say almost, some scenarios limit the forces to 3 or 4 units. Even so its over 100 scenarios to play out. Excellent value in my book.

I used the Dark Age ruleset where you get infantry, warband, skirmishers and cavalry.

My two forces were 5 infantry units plus a skirmisher unit. In this battle the skirmishers faced each other at the royalist left flank and rebels right flank.

The rules cover just 2 sides or about one page of A4 and basically comprise simple movement, shooting and combat. Elimination of units involves chipping away at 15 points of value which covers all defensive strength, morale, leadership variables etc. Power to inflict damage remains constant as well. So it is the eliminiation of a unit that gives a player advantage. This in some way masks weakness and adds to the uncertainty and fog of war.

Before we do the battle report there is a small matter of the narrative.

Narrative

The Kings or Royal forces led by Earl Mathedoi had finally won a significant victory over Thegn Pyrlig while the rebel leader Earl Toki was away raising more of the land in rebellion – or rather recruiting disaffected Mercians to the cause.

The Kings Earl pursued the defeated Thegn, his now weakened but battle hardened infantry ready to fight. His cavalry had evaporated in previous battles and failed to find him. He believed another battle would finish the Thegn off.

And then his force suddenly collided with the returning Rebel Leader Earl Toki. Earl Toki had had little success with the Mercians concerning a mass rebellion although his force now boasted some Mercian reinforcements. Crucially he had not found his Thegn Pyrlig or the bulk of his army.

The two forces drew up and comprising infantry formed two shield walls on some open ground. The few skirmishers would fight each other on one flank as the shieldwalls slowly moved towards each other everyone jostling and making ready to receive or inflict blows.

Game Report

The photos show rebels at the bottom of the picture and royalists at the top.

The royalist skirmishers failed to inflict any damage in the opening moves as they stood back to fire (you either shoot or move in these rules)
Next turn the rebel forces engage the royalist line while their own skirmishers also fail to hit the mark
Battle is joined with yellow dice showing the attacking rebels hits inflicted. The white dice against the royalists show accumulated hits
The turn now moves to the royalists – the peter pig pink die denoting the player turn in a ruleset that is simply IgoUgo and given all the troops look the same it can get confusing.
The royalist skirmishers inflict some serious damage (a six -2) on their opponents
The royalists begin to wear down the rebel shieldwall. Each unit has a value of 15 – the number of hits that can be received before a unit is destroyed – small yellow dice show rebel losses
In their turn the rebel skirmishers score a SIX as well which reduced to 4 is a good start for them
In their turn the royalist skirmishers score 5 which is reduced to 3
The royalists turn sees them inflict more damage – the large yellow dice show the “halved” infantry hits because shieldwalls are in play. The losses per unit would be rapid without the shieldwall benefit. the white dice show the rebels hits on the royalist shieldwall infantry so far
Now the rebels can hit back – already some rebel units have suffered 5 hits earning a yellow ring
The rebels score well in this round although all these scores have to be halved for the benefit of the royalist shieldwall – fractions are rounded up.
it is the royalists turn – they to are seeing losses increase.
the skirmishers are fighting their own battle and it is evenly matched
in the centre the rebels are accumulating hits
the rebels score well again and pile on the pressure on their right flank
two royalist units have now acquired red rings denoting ten hits or in the case of the left most unit in the royalist line – eleven
The royalists now inflict some heavy damage on the rebels shieldwall. All units are the same quality etc so it is all about dice throws……..
the first rebel unit to get ten hits is in its centre
again the rebels hammer the royalist left flank
the royalists finally get a really good round of hits in
The last round of fighting saw the royalists drive all the rebel units into the red. And now the rebels dice throws go low!
Yet the rebels have the advantage as not only have the royalist skirmishers lost their fight, so to has that weakened left flank shieldwall unit – exceeding 15 hits and therefore being destroyed
so at this crucial point the royalists have lost units but the rebels are weak everywhere
as the royalist skirmishers creep away in the top right of the picture, the rebel right wing hit the royalist flank while the rebel left flnk unit has been destoryed
the weak left flank units of the royalist line collapse as their flank has been turned. Typically most rulesets would call it a day at this point with the royalists down 50% to just 3 units while the rebels have 5 units in play.
now the royalists wake up and throw their dice high – although not literally! Both left flank rebel units melt away
The rebel skirmishers wander round the battle field to little effect
having destroyed each others left flanks the victorious right flanks wheel onto each other and resume the fight with the royalists on the left and the rebels on the right.
The new royalist left flank unit is destroyed
things are spinning – literally, as the right flanks remain in the ascendancy again!
the rebels have the attack though
the rebels attack again with their skirmishers still wandering aimlessly around
but the royalists hold on – just. The advantage is now with the royalists and they throw well
the rebel centre unit is destoryed
finally the skirmishers join the fray and help destroy a royalist shieldwall
tipped over the edge by the skirmishers another royalist infantry unit falls
the dance is complete as the remaining royalist shieldwall drives into the unfortunate skirmisher unit. with no shieldwall all 4 hits land pushing the skirmishers to 15 and their final demise.
the final battle between the remaining shieldwalls begins
The royalists nearest to us now, inflict maximum damage but the rebels hold
the rebel response is too weak though
the royalists throw high again and this time its the end for the rebels as they all stream from the field.
The rebels flee while the exhausted royalists simply hold what they have with no appetite for pursuit

Earl Mathedoi had defeated two rebel armies in quick succession. Importantly he had defeated Earl Toki whose first taste of defeat almost certainly meant the end of his rebellious actions.

Earl Mathedoi returned to the King to report the good news.

Earl Toki now met Thegn Pyrlig and discovered his main forces had already been defeated in his absence. The Mercians had departed having no desire to be associated with a defeated rebel and especially one lacking plunder.

Most of the rebels just drifted away and this included Thegn Pyrlig.

Earl Toki considered his options. It looked like he would have to go to the King and grovel for forgiveness. After all the King knew Earl Toki was always a useful warrior to have on his side, surely?

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wargame rules wargaming

Shieldwalls collide with One Hour Wargames

Not content with adding Table Top Battles to the test mix I have now decided to test my shieldwalls under the very quick ruleset written by Neil Thomas. “One Hour Wargames” (OHW or 1HW) does what it says – gives you a game in under an hour.

So my next posting will cover what happened when Earl Mathedoi caught up with Thegn Pyrlig.

Categories
1/72 scale figures anglo saxons wargame rules wargaming

Table Top Battles Tested

In my last post I explained my rediscovery of the ruleset published by Partizan Press and authored by Mike and Joyce Smith.

The Table Top Battles (TTB) ruleset uses a grid. Now I have dabbled in grid based wargaming and played lots of board games which are gridded games of some sort – not a tape measure in sight!

This post is a marathon and I hope you will see that this ruleset although “gamey” has a coherence to it. So the battle flowed and compared to AMW by Neil Thomas and more so with Daniel Mersey’s Dux Bellorum rules, I had little need to keep rereading the rules.

The usual sections follow – set up, then narrative and finally a picture based step by step report.

The rules require you have a base that will fight for each discrete unit. The term used is a “stand”. The General is another base who the way I read the rules is not a stand so does not fight.

I decided to use my leader bases and gave them stand status. The “tinkerman” at work already.

Essentially the line up was a shieldwall with some skirmishers at both ends of the kings battleline. At one end the single rebels skirmisher bow faced up to the kings skirmisher bowmen. At the other the Kings men had a foot bow skirmish stand plus a mounted javelin light cavalry stand facing a shieldwall of rebel spearmen stand.

The diagram below shows the set up. The playing area was kept to a minimum.

Narrative

Earl Toki now felt confident enough to split his forces which had grown due to his successes. He left Thegn Pyrlig with his main forces while he rode to meet some Mercians who promised to come over to his side.

While Earl Toki was away Thegn Pyrlig kept a good lookout and soon enough another force appeared who were yet another collection of the Kings men ready to fight the rebels. Thegn Pyrlig soon confirmed that these were western men but not any they knew or who could be “turned”. And Earl Mathedoi was at their head again, eager to avenge his recent defeat.

The battleground was simple – a flat plain. I used 80 mm squares here as my chosen unit type for 1/72 figures is the Impetus Rules with the 15mm suggested base width! Te grid is some cotton sheeting with penciled lines.
On the Earl’s left flank his mounted skirmishers rode forward confidently while his bow skirmishers looked with concern that they faced a solid rebel shieldwall.
In the game pictures you will see a peter pig pink die – this denotes the aggressor. Each turn dice are thrown and the winner has the advantage or the aggression in that turn.

TTB in effect uses the “pip” idea from DBA. It is simplified to give a +1 on ALL dice throws made by the aggressor.

The pink die reminds me that my wargame story has included gridded games in the past. My hex gaming with Kallistra never quite got going even though I thought the concept excellent. My problem was the geometrical look of hexes and the fact there is a “weave” for very linear types of warfare. Maybe I was just too focused on DBA at the time. Peter Pig rules for WW2 used square grids and his Poor Bloody Infantry (PBI) rules I really enjoyed before leaving that period altogether. There the grid worked – it did not impose itself in the way hexes did.

Clearly this is a very subjective matter. It is a case of each to their own.

This is my first return to the grid technique.

The orange 12 sided dice is used to decide who is the aggressor and therefore gets the valuable pink +1 dice
The right wing bow skirmishers got into action first. A game turn comprises phases – move, fire and combat with the aggressor going first in the move and fire phases. Crucially the aggressor inflicts firing losses before the passive opponent replies: Another advantage of having the pink jersey – woops – too much giro d’italia. Did I tell you my scenery ideas have benefited to my mind from watching hours of cycling tours riding across Spain, France and now Italy!

In the aggressors fire phase shown above both units have a value of one. This value is a combination of any fighting ability and morale. It is used in all firing and combat. To this fixed value you add the result of a single D6 throw. In this firing phase the aggressor has thrown a six and their opponent just 3. So no need for the +1 here.

The result is the loser score was “slightly lower” in the dice off so the stand is moved back. Not playing the +1 pinkie is an error because it applies in every throw. And in this case had it been properly used the losing score or “Target Player” score is now half. not just slightly less than that of the “Firing Player”. In this case the stand should be removed.

The Kings bowmen are happy to retire a square relieved they were not “removed” or were they?

TTB gives options throughout and I chose the harsher results approach. Stands either move back a square or are removed from the game.

On the kings left flank the mounted light cavalry (orange value 2) beat the shieldwall (purple value 3) 7v5 (yellow dice being the random addition). The kings bowmen managed a lowly 4 which being less than the shieldwall 6 proved ineffective. The net result is the shieldwall are discouraged and retire a square. Firing is between individual bases. Combat is additive.
The error is corrected and the Kings bowmen leave the field early losing to the aggressors fire turn 8v4.
The Kings men throw themselves against the rebel shieldwall. Even the kings reluctant bowmen, not doubt emboldened by the kings light cavalry, have joined the fray.
The General adds the value of any 1 friendly stand in an adjacent square to the combat phase. Combat is simultaneous unlike the firing. Here a shieldwall spearman stand adds +3 to both leaders. Later on the eagle eyed will see I missed a few +3 yellow dice although because the leaders never moved and were always head to head they simply raised the value of both the group scores making it harder to get a decisive result in the grouped combat.
The combat allows “grouping”. This speeds up the combat process. Because I had a simple shieldwall with all units the same I could use the grouping. The kings group shieldwall score was 7×3 (21 orange) +1 aggression (pink) and a measly +1 random throw (yellow) = 25 when you add the generals bonus of +3 (yellow)

Remember those brave kings bowmen? Well they were not so brave as the rules allow some stands to engage to fire and then retire if a 4 or more on a D6 is acheived. The kings bowmen threw a 4 and with the pink dice acheived a healthy 5 to retire

The Rebels amassed 7 stands at 3 value (base score of 21) to which they added support values of +1 (yellow)from each flank unit because they faced a different unit type or had no opponent. To that you added the generals bonus of +3 (yellow) and a random +5 (yellow). total score 31. I decided that as the rebel bow were a different unit they could not get the +2 flank attack and were just allowed the +1 supporting value.
The whole kings line recoiled to join the already retired bowmen in the bottom of the picture.
The Kings men retained the upper hand though and attacked again next turn winning the aggression dice throw with an 8 on their D12
The skirmishers attacked again the rebel right flank.
By chance the rebel bowmen offered a flank to the recently retired right flank kings shieldwall and they “slid” right as you do in gridded wargames TTB style.

In TTB movement is in any direction with only a few restrictions. No penalties apply for direction change or rather they are absorbed into the move allowance. Generally units face up to their nearest opponent without restriction. The exception is when a unit is pinned on one face – then flank and rear attacks can also be made.

The rebel left flank is driven back again
almost stalemate again but now the rebels have numbers in the group combat as well (7 purple dice v 6 orange dice)
yet again the kings men aggressively return to the fray (winning the D12 dice off with a 9 to get the prized +1 pink dice) having lost the last group combat
The rebel bowmen were isolated by the right flank kings spearmen and put to flight with better dice throwing and that useful +1 in pink
Next up the rebel left flank spearmen stand determined to remove the kings own flank spearmen
Its that pink dice again – the kings men win this round by just 1 and drive the rebels back. The small gaming space is relevant as if the rebels get pushed off the table (or out of the ring!) they lose those stands.
The rebels throw a 12 on their D12 to resume their own aggression and take the fight to the kings men.
The weary shieldwall resume their struggle with the kings left flank skirmishers. Yet taking no fire damage they see off the bowmen again while the light cavalry stay too close! (failed to get 4 on a D6)
7v7 is a draw in this combat so the aggressor (rebel shieldwall) gets the nod and drives back the light cavalry. The pink dice has lots of ways of rewarding the owner!
Close again as the kings men win the central group combat 25 v 24 despite the rebel having that pink +1. The rebels are driven back again.
The Kingsmen are feeling good and secure the pink +1 dice with 11 on a D12
Out of picture the kings yellow dice of 5 is forcing the rebels back into the group combat off to the left so destroying them instead. With a 90 degree retreat arc I could have had this stand retire towards its enemy baseline. I decided this would not happen and the shieldwall just melted away having been cornered.
The kings men again triumph in the pink dice competition and drive forward but it remains a stalemate
on the rebel flank the skirmishers cling to the shieldwall but remain ineffective
In the centre the rebels hold a small advantage while on both flanks the kings advantage in numbers is clear
bottom right is the A4 rule book – to hand – actually despite 42 pages in length only about 2 sides of A4 text are relevant in the heat of battle. And here the rebels again aggressively attack the kings line. In the distance the left flank rebel spearmen drift out to engage the kings spearmen on that far flank.
In their movement phase the kings skirmishers again crowd around the rebel right flank scenting blood
Despite driving back the kings spearmen on their left flank, the rebel right flank has collapsed although all units forced to retire have managed to stay in the game (that is “stayed on the gaming board”).
A rare aggression victory for the rebels allows them to create some space as they renew their attack. The left handside of their line though, is crumpled.
on the far flank the battle remains one of two evenly matched shieldwalls
The kings men begin to turn the rebel line
the javelins of mounted skirmishers still have no impact on the resilient rebel spearmen and neither do the bowmen.
On the opposite flank the rebel spearmen get the better of the fight driving back the kings spearmen
although their flank has been turned the rebel spearmen give the light cavalry short shrift when they fail to evade after another ranging attck with their javelins. The light cavalry fly from the field. Elsewhere the rebels lose the central group combat again and are driven perilously back towards their baseline.
Even so with renewed vigour the rebels defend their line defeating the careless bowmen who retire
again the kings men win the centre combat driving the rebels back further. BUT……………..
And then the rule of 12 lands! The game ends after 12 turns representing the part of the day the battle was fought. The rebels were still in the field but with more stands lost victory went to the Kings men.

Thegn Pyrlig led his men from the field. Already his camp alerted to the returning stream of wounded and fleeing men had begun to get ready to move.

Fortunately Earl Mathedoi and his soldiers simply remained on the field too exhausted to pursue the defeated rebels. Earl Mathedoi cursed has lack of a reserve and especially a mounted reserve. Come to think of it where had his light cavalry gone?

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wargame rules wargaming

Dux Bellorum test drive: Two Shieldwalls

So this is part 3 of a three wargame test of shieldwalls using two rulesets – Ancient & Medieval Wargaming (AMW) by Neil Thomas and Dux Bellorum (DuB) by Dan Mersey.

In the first two games which used AMW I first tested two shieldwalls against each other and then pitched a mounted force against a shieldwall.

The introduction can be found here https://thewargamingerratic.home.blog/2020/09/06/prelude-to-wargames-rules-tested/

and also the two test battles are located here.

https://thewargamingerratic.home.blog/2020/09/07/amw-test-drive-two-shieldwalls/

https://thewargamingerratic.home.blog/2020/09/08/amw-road-test-shieldwall-and-cavalry/

The third game used Dux Bellorum. Now I have used AMW quite a few times whereas this was only a second time use of Dux Bellorum (DuB). DuB was published in 2012, 5 years after AMW and arguably a different offering. AMW perhaps looks back to traditional gaming techniques refreshed while DuB uses more recent approaches.

It emphasises the “leader’s influence” and is very much a game to be enjoyed. So although I think the latter applies to AMW, AMW is more about the collective 8 units working together to achieve victory? By that I mean the capabilities given to the units are the signficiant factor

I used the same “impetus style” elements (80mm x 60mm) to represent each DuB unit.

Instead of Nobles, Retainers, Peasants, Spearmen and Archers we have Companions, Shieldwall, Warriors, Riders, Bow and Skirmishers.

In keeping with a more modern terminology a stat line defines each type of unit.

Move – movement allowance in base widths (BW)

Bravery – equates to command, control and morale of the unit

Aggression (including missiles) – the striking effect of a unit

Protection – the defence value of a unit

Cohesion – endurance, numerical strength, will to fight ( so not the same as bravery above?) interesting that this cohesion is the stat that declines during the game though. Does that mean the unit always has the same morale but loses its will to fight?

Building an army is quick and simple. I went for two almost identical forces of 32 points maximum.

1 x 5 point companion + leader

3 x 5 point shieldwall nobles

3 x 3 point shieldwall ordinaries

2 x 1 point bow skirmishers

Except the “tinkerman” changed the Kings force swopping out one unit of foot skirmishers for some 2 point mounted skirmishers armed with javelins.

So in theory one side had the advantage of 1 point! 32pts (for the king) versus 31pts (for the rebels).

The Rebel Force was the Aggressor who normally goes first in each turn and each phase of a turn.

The battle took place on a plain devoid of any terrain features.

A companion or leader element was supported by 3 noble elements (1 unit to the left and 2 units to the right). At their left flank was 2 ordinary shieldwall units with 1 such element on the right flank. At each end of the line a skirmisher element of bowmen was deployed in the case of the rbels. The only difference was the Kings army having a unit of mounted javelin riders and only one unit of bow skirmishers. These horsemen were deployed on the Kings Earls right flank.

In the photos you will see some mounted troops in the centre of the Kings shieldwall – being a bit short of foot units these posed as foot companions in this battle! It should not affect the visual aspects of this post.

The arrangement being mirrored meant that each unit was matched except for nobles versus ordinary shieldwalls and the mounted javelin horse who squared up to some bow armed foot skirmishers.

roughed out set up of both forces before tinkering………

Narrative

Earl Toki continued his relentless march through the Wessex and even now the King still did not attend to him. He just sent another Earl, Earl Mathedoi, a Breton immigrant, to deal with Earl Toki.

Earl Mathedoi gathered a scratch force of infantry and again pursued the wily Earl Toki.

Earl Toki elected to give battle again on a flat plain confident that his men would be victorious whatever enemy force was sent against him.

Game set up

I used the set up rules positioning the two walls as close together as possible and aligned – 3 BW’s from an imaginary table centre line
The Rebels are on the right in this view above. The rules are in small font compared to the AMW rules – not so good for quick reading mid game but the quick reference sheets were very useful.
I used a large dice to show the units cohesion – red for the companions/leader. I used some silver beads to show their leadership points.
Rebel left wing bowmen with some leadership points and a failed bravery throw (2 x D6 needing equal or less than 6)
The right flank rebel bow skirmishers has more luck and moves forward. Generally small WHITE dice show hits for the rebels as well as tests such as bravery
Earl Mathedoi with his impressive 6 cohesion and golden leadership points – both armies started with the basic 6 points leadership allocation.
I like the leader bases even though neither DuB or AMW require them.
An Ordinary shieldwall fails to move needing 7 – they then used the leadership points to achieve the roll.
elsewhere on the rebel left flank good bravery throws were to be seen
Eventually Earl Toki and his rebels advance on the unmoving KIngs men

Earl Mathedoi elects to wait on events – he who waits………maybe?
fruitless exchanges between bow armed skirmishers on the rebel right flank. Blue or purple small dice show hits for the King or things like bravery tests
equally fruitless bowfire on the rebel left
The two shieldwalls make contact – the rebels moved as a group using the leaders successful throw for bravery.
Kingsmen at top throw basic aggression dice (three for ordinary shieldwall and four for noble shieldwall). The rebels moving into contact throw an extra dice on this occasion. The kings ordinaries won their fight and pushed back their opponents while their noble neighbours were both beaten and had to retire half a base width. Feels a bit like DBA here.
Rebel success on each flank while the Kings men drive back the rebel centre
The Kings men attack in the flanks but lose again some initiative in the centre
The rebel bow skirmishers on the right pick off(with a 5 die roll) some more javelin horseman on the left flank they can just be seen in the bottom left trying to stay clear of the pesky bowmen
on the rebel right flank some swift exchanges finally result in the rebel bow skirmishers fleeing the field
a bit disconcerting view that shows best the cohesion losses with the rebels having the worst of it.
however the aggressive attacks by the rebels still give them some advantages, in DuxB attackers are well rewarded with more chances to hit – the issue is can the dice role well and has the repeller played their leadership points not so well?
The rebels have the upper hand in the centre in attacks
and also on the rebel left flank the rebels have the potential to damage the kings men.
now the dice roll well for the rebels on their right flank as seen from the kings side here
in the centre it is a disaster as the Mathedoi throws well – very well.
On the rebels left flank they also stumble with the Javelin armed horse throwing in their lot as well.
Earl Mathedoi’s left hand ordinary shieldwall collapses though
in a blur they are gone!
again this pitcure shows the cohesion dice well – everywhere both sides are on the verge of collapse
The rebel left flank bowmen skirmish with their javelin horsed opponents – firing into a melee is permitted under certain conditions. Here Mathedoi has thoughfully put some leadership protection in place to save the day for now.
The battle reaches its height and yet the battle lines are still discernable
The rebels right flank shieldwall make contact with the kings left flank skirmishers who put up a fight using some valuable leadership points – opting to go for the kill rather than in this case saving themselves.
in the centre the battle goes against the Kings men
On the kings right flank disaster strikes – three rebel sixes destroy the kings ordinary shieldwall and Mathedoi’s right flank shieldwall collapses
The ordinary shieldwall retires from the field
Again the rebel skirmishers fail to make any impact on the kings javelin armed horsemen who bravely now face the rebel shieldwall alone. It is here you must remember Dan Merseys words that the battle is a whirling mix of individual fights and not the apparent order conveyed by our neatly based models!
The final act as everywhere the rebels inflict terrible losses on the kings line
The kings ordinary men still have some fight in them (the blue dice) though, as they destroy a rebel shieldwall while their noble brothers succumb at their side
Mathedoi, his companions and more nobles give up the fight. The loss of units earlier in the battle has reduced the kings leadership points and fatally weakened Mathedois ability to keep units in the fight including his own hearth troops
Even the kings javelin horsmen run out of luck
In the distance the javelin horsemen flee as do the nobles, companions and Mathedoi himself. Nearby some rebels give up the fight as well
As Mathedoi is swept away by his own troops he has no time to reflect on how his decision to wait on events probably made all the difference between victory and defeat.
Dux Bellorum on this occasion rewarded the brave and agressive rebels
As the fighting ends and the line thins out, the Kings men have just 3 units left and with their leader fleeing they are defeated. The rebels hold the field with 7 of their 9 units intact.

In my next post I will comment on these three battles.

Narrative ending for now

Earl Toki was beginning to feel confident as were his men who had now seen off many of the Kings forces. Who would come against them now?

Categories
1/72 scale figures 20/25/28mm figures anglo saxons basing wargame rules wargaming

Prelude to Wargames Rules tested

So having had a good start to the year painting wise, by August I had enough units to do some gaming. My wargaming has always been predominantly “solo”, so road testing rules on my own is natural for me.

Impetus elements of Anglo Saxons, Carolingians and Normans ready to do battle

I should also say that from my earliest wargaming days I have tinkered with rules.

It is a quirk of fate that the first wargames book I read on rules came from my local public library (remember them?). So being a child you take what you can or rather see. So what did my local library have in the adult section? Well a single Donald Featherstone book. And his book was called “Advanced Wargames”. It was a book about wargames and the advanced bit meant nothing to me.

years after my public library discovery I bought my own copy of this book. It actually contains material that has been “invented and popularised” decades later such as grid gaming

So armed with Advanced Wargames I started rule based wargaming and of course met a big problem. Advanced Wargames is a set of chapters dealing with “aspects” of wargaming. Drawing on multiple sources and authors the book covers most areas of rulesets yet they are not joined up to provide a single useable ruleset.

The assumption was that you had a wargames ruleset/s already and some prior knowledge of the whole idea of rules based wargaming. Then you would cherry pick additions and improvements from the book.

I think this is the origin of my “tinkering” with wargames rules. Give me a set of rules and I will invariably add in some “house rules”.

So back to my road test of the rulesets of Neil Thomas and Daniel Mersey.

I have posted previously about my reluctance to move from seriously thought out but quick DBA into the very simple world of AMW. Yet this ruleset is very enjoyable and is more subtle than you might think.

In Ancient & Medieval Wargaming (AMW) by Neil Thomas there are four period rulesets

  • Biblical Wargaming 3000BC – 500BC
  • Classical Wargaming 500BC – 300AD
  • Dark Age Wargaming 300AD -1100AD
  • Medieval Wargaming 1100AD – 1485AD

My choice here was obvious – Dark Age Wargaming.

I used his rules without house rule changes on this occasion. Well with one exception.

I use Impetus sized elements having abandoned DBA with its restrictions on depth. And I had settled on 1/72 20-25mm figures on 80 mm wide bases which Impetus assumed would be for 15mm although the rules clearly gave you the option for 1/72 basing.

In fact Impetus rules whole approach to basing was so refreshing when I encountered them. And for me they have set the tone for most of the last decade.

I think they were in the vanguard of “BW” measurement or base width’s. This simple decision meant the end of the need to “rebase” figures when switching between rulesets. Of course if you only have one ruleset it is never an issue.

I have almost as many rulesets as guides to painting figures if not more……..dozens.

AMW assumes you have DBA based figures so uses 4 40mmx20mm bases giving you an 80mm x 40mm element and 8 of these make an AMW army.

In effect you need 32 dba bases which is not so good if you have 12 unit dba armies: And most of my thinking had been on these compact DBA army lines.

table size and figure basing all go together for me. I fixed my maximum table size at 6’x4′ imperial and 1.8m x 1.2m metric. 3 collapsible picnic tables from lidl are the foundation
surface finish is 3 x 20mm thick mdf 4’x2′ (1.2m x 0.6m) boards to minimise warping covered with felt in this case

Then I read an article in the Lone Warrior magazine of the Solo Wargamers Association. There the writer suggested a cheap way to build armies was just use the 40mm x 20mm bases as single elements and/or reduce figure count to just say 1 for light troops, 2 for medium and 3 for heavy troops. Well it was something like that because it was the principle that made the difference to me. It broke me fully away from DBA “figures per base rules” and Impetus gave me the solution of 1/72 figures which I prefer – yet now on a smaller 15mm scale base size I also prefer.

The net result is I use 80mm wide bases and actually a generous 60mm depth for all units. This allows the impetus suggested “diorama” approach, better showing individual figures you have carefully painted rather than their being very squashed together under DBA.

You sacrifice ground scale though. I guess in this I have followed favourably the increased “abstraction” approach on ruleset design. Abandoning figure removal for losses in the 1990’s? was the start of this “abstraction” and for some the descent fully into gaming and away from any simulation. I love history yet I love gaming so the compromise matters.

Neither AMW nor Dux Bellorum require explicit command bases but I like them so here is one – from my much delayed “Normans in the South” project – none other than Tancred d’Hauteville looking at the shield design.

Using single base elements meant that required base removal in AMW rules was not now possible. The fix here was simply to use two dice. The first was used to show the 4 “virtual” bases while the second showed the 4 points value each virtual base could sustain before being knocked out and removed from play. I have also used three dice in other games (18 so showing 6+6+4 at the start). But the rules in AMW use base counts to indicate available attack dice. Unless you like mental arithmetic, showing the two aspects gives a simple visual indicator.

A few years later Neil Thomas used this “one number” technique to good effect in his fastplay “One Hour Wargames” (OHW) rules where units are a single base elements with a value of 16 which equates to all the elements morale/resistance/casualty value and overall strength in one number.

With AMW you need not fear flank issues so the shieldwall has gaps between each element/unit ! you can of course place units in base to base contact – i was reflecting the AMW book diagrams!

So I played two games with AMW. The first was essentially two shield walls crashing together and the second was a cavalry led force attacking a shieldwall.

The mighty Norman/Carolingian or Franks in AMW speak start their assault on the Anglo Saxons shieldwall. AMW give suggested army set ups although you still have plenty of choice in the small army lists in the text

The third ruleset test game was another shieldwall versus shieldwall this time using Dux Bellorum.

atmospheric artwork throughout the Osprey book makes its use feel positively different to the text heavy AMW where a central batch of irrelevant but professional model armies fails to add any real value. The AMW font is bigger so the text is much easier to refer to in the heat of battle though!

These rules are aimed at a narrower period AD367-793 and with a nod to fantasy gaming called “Arthurian Wargaming Rules”. These rules use the “BW” concept, being published in 2012, 5 long years after AMW.

a solid pair of shieldwalls square up for Dux Bellorum. The dice are colour coded for the unit grades such as “nobles”.

Again there were no tweaks for once. Indeed in both cases as I fought shieldwall battles a side benefit was to better understand the design of these two rulesets. Because shieldwalls in both rulesets result in quite a static and very balanced game you can see the effect of a limited number of the author’s variables in action.

Here is an Anglo Saxon Command with to its front my version of a shieldwall in 1/72 Strelets plastics on an Impetus 15mm scale 80mm wide element base.

In my next blog I will consider what happened in each game.

the ring and dice combination solved my AMW rule problem when using only base instead of 4.