The adventures begin

Fort Mawrcant guards the mouth of a tributary of the Black River, keeping watch on the Picts but also serving as a trading post. The fort is built of stone and timber, but trading happens outside and away from the walls, in tents that are broken down each night and erected in the morning. There may be peace just now, but no commander of the fort has yet been foolish enough to let down their guard.

The biggest, best and only inn in the fort is busy tonight, the mates of one of the soldiers are celebrating his promotion and, more importantly, his posting to a command of his own, albeit a small company in an interior road fort. Thus a rag tag collection of wanderers are in the small back room, listening to the conversation of three old, injured men, obviously soldiers pensioned off but whose farm grants are probably local to this border.

“Those young rogues know nothing…” one starts

His friend interrupts

“You say that every time. Let them have their joy, we were young once.”

“Aye, but we lost it in the sack. The burning folk, still alive and still screaming. That will be the fate here one day. Maybe not for those drinking here today, but if not them, then their successors.”

A well-built but clean man, he has the look of an merchant selling to soldiers to you, but a fair one otherwise he’d be missing fingers.

“What do you mean? I do not know of this fort having been sacked”

The oldster replies
“Not this Fort Mawrcant, the original, the one for which this was named. It sat in an island, downstream a half mile or so. It sits on a great circle of rock, from which it gets its name. It was thought safer from the Picts than being on land, though the Picts  would stream across on their canoes from time to time,  we held them back.

“Then one day, one day the ground opened up, and the Picts came over the walls as more Picts, or something like, came out of the ground. The Picts we could thrust from the walls, those inside were our undoing. Few of us escaped, Fewer are alive now to remember it. There may be gold there. There was rumours of a paychest, but none dare go there, even those who do not know the island’s history seem reluctant to stay there.”


Bladyyn lead the way for this motley group of new acquaintances. Bladyyn and Lydyn, the two Bossonians, from further East, Aswolf the Aesir heading south and Arum, the Shemite heading north and Tyrok, of no known people. Bladdy found the long overgrown trail that took them north and through the woods before emerging into a place where the river bend and broadened, with almost a small bay in the riverbank.

The island was hidden from modern Mawrcant, and the trees covering much were young, moving in after the night of horror destroyed the oupost. Bladyyn and Aswulf cast about to look for wood and things with which to construct a raft, when they found an open area near the water with what lookd to be the remnants of a boathouse.

As they approached, however, they were surprised by three worlves jumping on them from a nearby bank, Luckily, though startled, all flinched out of the way and Bladyyn struck the nearest wolf stone dead as two more rushed out of the boathouse. There was a tussle in which Bladyyn cut down two more wolves, Tyrok and Aswulf killed the others, but Tyrok and Arum are wounded and Lydyn is down, savaged by one of the wolves which jumped on him. However the wolves were finished and Bladyyn could bind his brother’s wounds.

The boathouse proved to be their den, and Bladyyn and Arum cleared it out as Aswulf and Tyrok carried Lydyn in and onto a hastilly thrown together pile of bedding. Once a fire was started and they settled in, an inspection of the boathouse found a couple of boats in an adequate state of repair lodged on racks, They would leak, and would need bailing, but they would get them to the island.


I had forgotten how deadly combat is for low level characters in D&D style games, and why getting to second level was such a big deal, because so many die at 1st level. Lydyn was on 0HP, so am using the optional rules and he can heal himself when he regains consciousness. Each round up to CON roll Save vs Death-ray with CON modifier as a bonus/penalty.

The adventure will continue!

 

 

All that needed to happen would be for Lydyn to heal a little….

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Back to the Past

Many, many years ago I played Dungeons and Dragons, then Advanced Dungeons and Dragons. Those were what are called “Class and level role-playing games”. The players picked characters who had professions (classes that defined their skills and abilities and those characters would achieve advancement in all skills simultaneously by rising a “level”. I graduated to other games, and moved away from “class and level” to other systems, which had allowed characters to have a broader range, and to improve n different ways.

However I am have been tempted to return to class and level principlally by the Conan meets Cthulhu style RPG Astonishing Swordsmen and Sorcerors of Hyperborea. However I can’t get a hard copy yet, to import the boxed set would cost at least $120, and even printing the PDF ain’t cheap.

However, thanks to a nice Puerto Rican chap , Roberto Micheri, I took a look at Basic Fantasy. That also is available (free) in PDF form but there are Print on Demand versions of the in rule book and some of the scenarioscheap from Amazon. Those and other adventures and material are also free from the site. The authors seem to be doing it as a labour of love. There are modifiers to the basic classes that allow for barbarians as a background, rather than as a class, and the other “quasi-classes”make for good secondary professions to the main class.

The plan is still to work in a Hyborian Age Campaign,  with adapting pre-written scenarios and campaigns to that world. So, the characters

Aswulf of Asgard, Aesir Fighter and Barbarian (Quasi class version)
Bladyyn, Bossonian Ranger, brother of Lydyn
Lydyn, Bossonian Cleric and Bard, brother of Bladyyn
Arum Shanash, Shemite Necromancer and Sage (quasi-class). Masquerading as a Sage with some magical skills
Tyrok. Thief and Archer (quasi-class). Background uncertain, short, thick boddied andwith certain preternatural abilities, some suspect him of having pre-human ancestry

Next, the adventure begins

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Review: “Royal Armies of the Hyborian Age” – A Wargamers Guide to the Age of Conan – Lin Carter & Scott Bizar

raothaThat these fantasy wargames rules, first published in 1975, are still in print, or at least available in PDF, is less a testament to these rules and much more about the strange business habits of Scott Bizar, who kept products technically available, if for no other reason than to prevent the rights reverting to the author. I am reviewing a printed copy, that comes with a card rules summary, but these days you can only buy, as new, the PDF version here. This is not a complete game, you will need percentage and average dice, figures, terrain and a tape measure or two.

As the introductions make clear, Lin Carter’s contribution is for the “fluff” of the world, but the rules are Scott Bizar’s. REH shared a problem with many authors, including JRR Tolkien, that they did not take us gamers into account. They write no Orders of Battles, inventories of equipment, description of supply arrangements, ranges and effects of spells. It’s almost as if they did not think of us when they wrote. They couldn’t have been that thoughtless? Could they?

“Royal Armies” is concerned with set-piece field battles of organised armies. If you are looking for the set of rules for the Cimmerian attack on Fort Venarium, then it’s not these. The number of turns in a battle are limited, simulating effective daylight/fair weather. Commander should write orders at the start of each turn for what they want their units to do, including the magicians and the spells they wish to cast.

Each turn  has two phases. They can perform an action (change formation, change facing or move) in each phase, as long as it’s not the same action (cavalry get to chance face and formation as part of a single move). Movement and Combat is held to be simultaneous, rather than IGOUGO, which means that some fiddling has to be done occasionally to reconcile the actions.

Formations affect movement and combat, a column moves faster than a ring or a line, but a line can bring more of your strength into battle, and a ring stops you having a rear or flank. Terrain also affects movement and combat, including when archers can fire over units in front of them.

Contents - from Boardgamegeek The presentation is dated, but this is from the days before DTP, or even mass word processing. It is typewritten and printed in a light brown colour for some reason. there is no column layout or sidebars, all the text across all the page, and few illustrations, though at least those are by legendary Conan Illustrator Roy G. Krenkel. There are no pics of figures in battle. There are not even drawings of the national flags/symbols, just descriptions. The organisation of information is primitive, there is no simple step by step summary of the turn sequence for example, so you have to read through the text. You will find yourself flipping back and forward so, if you intend to play, you are better to print these rather than use a tablet or ereader.

Scott Bizar has made some compromises from what he would have written for some rules and what suits the Hyborian Age. Historically the morale of armies  determines who wins or loses. The loss of life can be relatively light, and many seem to come when the victors pursue the losers as they run away, but in Howard’s world units fight to the last man, so they are more likely to do so in these rules. Even failures in morale don’t cause units to disappear as they do in more modern rules, instead they retreat or lose some figures but will fight on.

The authors admit that some of the choices made might seem out of sorts with the stories. they also not that although arquebuses feature in one story, and crossbows in other, they don’t think these are suitable weapons, though crossbow rules are given. To compennsate, some armies get wooly mammoths!

The game also features some notes, I hesitate to call them guidelines, never mind rules, on running a campaign. If you have read anything else about running wargames campaigns then use the information there and adapt to your Hyborian Age campaign. There are compromises here too, not all nations are considered strong or organised enough to take part in a campaign, so might be better used for random events or for one player to invade then another player defends with an army from that nation. In addition, Khitai and other places  are missed out as being too far away. If you want to run a campaign there will be a fair amount of work to do, on campaign maps, counters for armies and random terrain generation. The campaign is split into 35 turns, which are the number of weeks in a year that campaigning is practical.

The wargame uses units of single figures, with a 20 men to a figure scale, though it recommends mounting figures in groups of 3, with one of those groups split into a base of 1 and another base of 2, to aid in casualty removal. Unlike many of the rules at the time, the troop types are kept simple, no WRG obsession with insane classifications of morale, arms, armour and training so the troops are infantry/cavalry/chariot, light/medium/heavy, there are only 3 levels of training/morale determines  and the only differentiation in arms is to note any spear/pikemen or archers.

This is partly down to the variation in the “age” of the troops described in the stories. The Stygian are like Ancient Egyptians, but the Aquilonians would not sound out of place riding with the Black Prince 3,500 years later. Corinthians come between the two, they need to simplify to gloss over the discrepancies.

“Royal Armies” uses units comprised of single figures. The listing of the nations tell you how many figures are in a unit, along with the morale rating and the armour weight.

E.g. A unit of Shemite archers are 18 B class Light Infantry figures whereas a unit of Bossonian Archers are 24 Medium Infantry figures.

There is a point system (suggested army point value is 1500) but the points cost is not given in the description of available units, so you will have to calculate these yourself. When buying your armies you have to also take into account percentages of how many of  a given type can be in that nation’s army and, just to be complex, the proportion is not in points, but in figures.

There is a reason for using single figures rather than element bases. Not only does that allow for changing formations but the number of casualties inflicted is calculated as a percentage of the number of figures able to get involved n the fight. Both melee and missile combat use an averaging die (not 1-6 but  2, 3 – 3, 4 – 4, 5 so use a normal die but count 1s as 3s and 6s as 4s) and the result multiplied by the number of figures is the percentage of casualties caused. No saving die here. Here some maths is involved, you take the percentage off the number of TROOPS being aimed at, at the 1-20 ratio, and you then take off 1 figure for each 20 casualties caused.

e.g. 12 Nemedian Archers fire at a unit of 10 Gunderman Pikemen, they have already taken some casualties. The roll is 2 and therefore 24% of casualties have been caused (2 rolled x 12 figures). 10 Pikemen figures represent 200 men, so 24% of 200 is 48 round nearest so 2 figures are removed.

(That’s how the rules express it, you could just work on the percentage of figures without bothering with the ratio conversion).

Of course it would not be the Hyborian Age without Heroes, Generals and Magicians. Each army has a commander, represented on the field by a figure with no combat value, but with the ability to bolster morale. You can only have one Hero per 750 points, Superheroes cost two heroes. Magicians should not be the focus of an army, and only Stygia might have magicians as a regular part of the army. Not all armies will have magicians, but an appendix lists the various mage organisations, who they might work with and the costs for a mage and the limitations.

For example, a Pictish army might have White Druids, but, as their magic needs the use of intoxicants, they have a 50/50 chance of being too insensible to be of use.

The point cost of the magician, is also the number of spell points they have to cast spells, the more magicians, the more spells you have available. Spell use has to be planned and written into your orders. There is also the chance that spells will backfire. Such fun! And yes, you can collapse hills onto enemy armies if that is your tactic, and try to capture the hero and Thoth-Amon is powerful.

These are a very usable set of rulesy. Yes, they could do with editting and better organisation, but they are vary playable and give a reasonably fast game. There are nice little write-ups for each of the nations and the magical societies, but the view of the Hyborian age is Lin Carter’s, so you may disagree with some of it, but the rules have concentrated on land action for the big armies and they let you get on with that. There is obviously no easy link to your role-playing campaign, but it should not be beyond a group to do this, though they might want to have someone act as umpire if playing the campaign version.

If you want to set up a wargames campaign then the classic book would be “Setting up a Wargames Campaign” by the late Tony Bath, particularly as his most famous campaign was the “Hyborian Campaign”. You can find out more about that here and here.

 

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Foldable Project – The Battle of Langside

the_set
(for the genesis of this project to use a Noteboard as a folding portable game table for figure wargames using cardboard counters for units see earlier blog entries marked Foldable Project)


May, 1568. There is tension in the realm of Scotland. Many nobles of the realm are unhappy with the rule of the Queen, whether upset at the scandals of her private life or seeking to exercise more power in the realm by marginalising the Queen in favour of her infant son.

The Queen has fled west to gather forces at Dumbarton. There she can be joined by troops from the Highlands and Isles. She alrady has a large body of troops accompanying her, but they are relatively untrained and their commander is unwell, though still able to command.

The forces of the Regent are better trained, but fewer in number. They have placed themselves on Camphill, near the village of Langside to the south of Glasgow. That hill commands a good view over much of the area, there is no point trying to bypass it as the Regent’s forces can attack the Queen’s if they try. For the Queen to get to where she can raise an army to regain control of the throne, and her son, she must defeat the Regent.

Before deployment a roll was taken over the battle-plan either side would follow. The Regent’s forces commited to one similar to what appears to have happened, they would seize the village as a strongpoint for the hackbutters, and use that as an anchor on their right flank defending along the line of the road to Glasgow.

Historically the Queen’s forces were indecisive, launching attacks on the flanks that were repulsed. They were given the choice of a right strong attack, a left strong attack or a broad front advance. The dice chose the latter. They can’t have chosen to defend, as they are the ones that need to break through, indecision favours the Regent.

It was decided that artillery on a hill could fire directly at any enemy of medium range or more. Both forces left their artillery behind on the hill, as to move it would slow their lines. I don’t think I would allow this again, it wasn’t how artillery were used, and it gives the defender a big advantage.

deployment

The troops were deployed in a “camp” formation. They would have to spend the first few moves arranging their lines. This is what happened on the day and it allowed for adjustments to the lines.

The Regent’s forces sent the hackbutters forward, aided by Kirkcaldy to seize the village while the rest of the army formed their line. Although the Queen’s army is larger, the large blocks means that the Queen’s army’s frontage cannot be much bigger than the Regent’s. Rather than trying to get round the edges with the infantry, the Earl of Argyll keeps his gentlmen as reserves, ready to plug any gaps in the line.
unfolding

Pausing only to dress their ranks, and get ride of any disorder, the Queen’s forces move on, the Regent has picked his spot, and his forces also have time to reorder themselves.

Early artillery fire is ineffective, save for a hit on the Regent’s unit which causes minimal damage. Once the Queen’s forces have advanced halfway, Herries’s Cavalry tries to hook around the Regent’s left flank to disrupt from the rear, but the Regent refuses that flank and the Royal Archers cause major damage, causing Herries to rout.

the_advance

Sporadic firing and artillery did some damage to the advancing Queen’s forces, with the artillery thinning a couple of blocks by the time that the lines clashed. The advantage at first was with the Queen’s heavier units, they did not break through, but they caused damage and caused the centre to retreat. Kircaldy, the second commander, positioned his horse ready to try and reinforce against any breakthrough.

theend

However on the flanks the hackbutters and archers took their toll on the pike blocks, and the Regent brought round his rightmost pike unit to try and hit the unit gaurding the left flank of the Queen’s army. However the real action was in the centre. A counter attack by the Regent’s pike started to break through weakened centre of the Queen’s army and the day was won, the Queen’s army disintegrated, running for their lives.

As the word came to the Queen, she found herself with no choice but to flee south to England and to throw herself on the mercy of the English Queen.


Basic Impetus worked nicely for this, with army details based on the Renaissance Scots army. The Impetus Bonus gives an attacker an advantageso passivity and holding the line won’t help.

The rules are easy to get on with, though I made some errors with unit losses for the large blocks, taking out the front unit rather than the rear unit, but that was easily corrected. I felt they ran quickly and gave an historically believeable result, even as it gave a chance to the losers in this battle. Next time the Queen might win!

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Foldable Project, ready to deploy

I have a map, I have decided on the rules (Basic Impetus) and I finally have my order of battle and counters. Although I thought 3cm frontage would look fine on the map, I also scaled them to 2cm and that looks slightly better given the actual limited front of the battle. Perhaps I shouls have made a set scaled for 2.5cm frontage but I wanted to play.

The troop on the Queen’s side are less effective than the Regent’s, so I have given them reduced ability to sustain fighting and a lesser value in morale when deciding when the army decides that discretion is the better part of valour and retreats. I don’t think this will have that much effect, since all the army is reduced proportionally they have about the same effective value.

The Queen’s forces are supposed to have outnumbered the Regent’s 3 to 2, but the Queen’s forces don’t seem to have done much on the day, so I am only giving the Queen’s forces three extra units, and because the armies in this battle are already twice as big as the Basic Impetus norm ;).

The “House Rules” for this battle are

  • The Regent has better leadership, and they can choose to go first or second in each turn as they wish.
  • The standard distance unit is 0.5cm
  • Kirkcaldy’s Horse can help a non-pike foot unit, eg Archers, Hackbutters or Glaswegians, travel faster. Kirkcaldy’ s horse must start the turn behind the foot unit, and the next move they add 2 to the movement.
  • The Queen’s pike have a great proportion of untrained and unsteady troops. So they must start the battle in two unit groups.
  • Kirkcaldy of Grange can also act as a commander for influencing combat
  • Missile Troops get a defensive bonus of -2 Dice to attacks against them when occupying Langside

The order of battle is in this Force List PDF and here are the force counters. I printed them onto card. You could lamimate the Order of Battle for mutiple fights, but for this fight I’ll just use pencil.

EDIT: Roster needed updated. For simplicity counters and roster are on separate PDFs. Defensive rule for Langside added

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Foldable Project – not forgotten

The travelling has impacted severely on my time. Even the days I am not working in Edinburgh, my lunchtimes are usually taken up out doing errands.

kirkCAV

Nonetheless, the actual counters are done. I am partway through putting them onto a counter sheet. At the first instance I am trying a 2cm frontage. I’ll put them onto the map and see how it goes.

argyllSWORDS

By accident, rather than design, a hospital visit last week had me walking part of the battle-field. It really is a small space. No grand vistas and flat plains, but a hill that commanded the surrounds blocking the path of the Queen’s forces and, about 15 minutes walk away, the small rise that was the best her forces could find to get themselves. It would have been cramped, and that will show itself up on deployment, and if they had been able to seize Camphill first then it would have been a different story.

 

This is a photo of the board. Based on the walk of last week, I am happy with the hill contours, the Regent’s army had a great advantage in that. The deployment area for the Queen’s forces are  in the tiny cramped area between the two roads to the south.

mapboard_sm

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Foldable Project scales again

My battlefield works out at about 1/3the size of the standard Impetus battlefield. The standard frontage is 12cm per unit. So I am looking at at four cm unit width. Seems a bit big for this battle.

The Basic Impetus armies are 7 to 10 units, the guide to the Battle I am using has maybe 12 units on the Regents side, and the Queen’s Army is larger, but I’d represent that by having some of the pikemen starting in larger blocks.

I think the next step is to cut some paper counters the right size, see how that looks on the field. If the army is too wide then I may reduce the number of units

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Foldable Project – a matter of scale

I now have aboard I am fairly happy with. A little larger than the action, so it can accompdate the starting position of the Regent’s forces. I now need to work out the scale for the unit counter sizes and movement. As the starting positions are minutes walk away rather than hours, the time units won’t be that long.

At scale 7 cm on the board seems to be 250 metres ground scale. The Queen’s army is mostly infantry, and pikemen at that, the Spanish Tercio still being the form evryone was emulating. So I have some depth and frontage calculations to do, to calculated block sizes.

Where’s me Kriegspiel?

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Foldable Project – Sliiiiiight setback

Drew the first attempt at the battlefield. Looking from the Queen’s point of view, I defined the left of the board as the White Cart, and then I put in the roads, to let me see the scale.

Too big for this battle, the two forces are close, but too close on this scale of me.

Time to clip out a smaller area, that still works for the historic fight, then map out again

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Foldable Project

My place of work is being shifted 42 miles and four hours round trip travel away. This is going to leave even less time for hobby type projects. So, what to do.

I had done a bit of playtesting using counters for figures and a Noteboard (a folding whiteboard)with the battlefield drawn on it. Perhaps I could do some solo wargaming during lunchtime using that.

A couple of years ago there were moves to classify the area we live in as a historic site, because of the nearby Battle of Langside. This was the last throw of the dice by Mary Queen of Scots, trying to take her inexperienced army into the Highlands to raise more troops against rebellious nobles who were using her son against her, was at the Battle of Langside. The site is about 10-15 minute’s walk away, but it’s usually dismissed in history, barely a battle, a brawl really, of no importance. Map of the Battle of Langside

However, if Mary’s forces, and she had the larger army at the battle, had won, or the Regent’s forces had failed to intercept her, then the Queen could have reasserted her authority. Not only would John Knox been unlikely to have get his hooks into Jamie Saxt, but he could have been raised Catholic, though hopefully as tolerant of Protestants as his mother, making it unlikely he’d have been offered the throne of England upon the death of Elizabeth.

So. I fancy having a go at this. The forces will still be counters, the terrain will be drawn onto the noteboard, but it will be using figure rules. At the moment I am tempted to go with *Basic* Impetus. I’ll see what I think when I have a read.

Dunno if this will lead to a period/figure fix, I doubt it, too much of an obsession with Ancients/Fantasy, but it should be fun.

Whatever system I end up going with, I may also put on some random card things to mix up the fight, “Assault on your left Flank”, “Refuse engagement” type things, to put in a bit of unpredictability. The Queen’s for should suffer more, as the more inexperienced forces on the day.

The next thing to do is to transfer the restricted battlefield to the noteboard. From there I’ll be able to sort out the unit scale. I think each counter will represent a unit

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