Advisory Note

Please Note: This blog contains poorly painted toy soldiers that may offend those of an aesthetically sensitive disposition.

Friday, 9 May 2025

A Hyborian Sandpatch

 I've been keen to try out some additional rules for Dominion of the Spear that were posted by Mark Cordone on, I believe, The PW Facebook Page (I don't have a link for this but a kind reader may be able to provide one!) I played a couple of games this morning using scenic variations. The "sandpatch" for the games was on the PC, though could easily have been on paper. They worked well and at some stage will be tried out with actual figures...

The setting for these games is Hyboria, an old favourite of many gamers, and was inspired by recent communications with Martin S. and  posts on mutazoid's blog, both of whom have been running campaigns using Hordes of the Things rules.


The Kingdom of Ophir has launched a three-pronged attack on its Southern neighbour, Koth.



The first battle was fought on the edge of the Khorshemish Forest - this was a standard DotS game to remind me of the rules. Units for both sides were based on descriptions in Appendix 1 of Royal Armies of the Hyborean Age. Unit initial positions were randomly generated.


Koth (in white) was represented by a unit of Royal Horse Guard (Elite Armoured), a unit of Chariot Archers (Armoured), a unit of Spear armed Infantry (Armoured) and a unit of Archers. Ophir (red) had a unit of Royal Guard (Elite Armoured), a unit of mounted knights (Armoured), a unit of Spear armed Infantry (Armoured) and a unit of Archers. Slight variations of these units appear in the other two battles also.

Opening positions 

Mid battle

Ophir victorious

The second battle saw action across a fordable river. No penalties for missiles but a -1 penalty for hand to hand fighting in the river. 

Battle begins

In the balance

Ophir victorious once more

The third battle featured a partly defensive arrangement for the Koth army. Mounted troops were deployed outside of the defended village. The infantry were given a defensive bonus.
 
Initial positions

A third victory for Ophir

Despite the defences, a conclusive victory for the forces of Ophir over those of Koth. The rules and additions have again proven themselves as a useful way of deciding battles when a speedy resolution is called for. 





Saturday, 3 May 2025

Rescue - A Fantasy Forces Skirmish Game

 Thanks to Martin S for suggesting a go at Fantasy Forces, a "light-weight" (their words) skirmish type game aimed at introducing new players to the hobby. Consequently it's nice and easy and doesn't tax the old grey matter too much. I did find it involved a lot of dice rolling but all the measuring was done with a single 20cm bit of card, so that was easy to remember (ignore the grid on the board). 


So I dug out a few single based figures and had a play. Friar Bernard has been kidnapped by some Hollywood-Vikingesque raiders and is being held hostage in a ruin. Sir Percy rounds up some "volunteers" to help in the rescue.

The bad guys are found

 
Bill the Bow takes down a raider

and another

and another!

Bill's luck runs out

The Good Guys didn't have it all their own way

Sir Percy takes out a raider

before dueling with Godwin Greybeard, the enemy Leader

Sir Percy and "Friend" celebrate his success 

Thursday, 1 May 2025

A Delaying Action

 A short report follows regarding one of the ongoing actions on the fictional continent of Uqbal during Albionia's Colonial Wars.

General Gallagher has been instructed to lead a force to relieve the beleaguered garrison at Wundah-Wahl. The shortest route involves crossing an area of desert with a single Oasis situated two-thirds of the way. This water hole is essential for the mission as Gallagher's men are marching fast with no supporting transport. Unfortunately they arrive to find the Oasis held against them.


The objective for the Albionian force is to defeat the smaller force of tribesmen in 10 turns. The tribesmen need to delay the enemy and do as much damage as possible. The rifle armed regular troops have better range but are out of water and cannot afford to wait too long. The less well equipped tribesmen benefit from some cover but cannot exchange fire until the soldiers get relatively close.


Gallagher risked casualties and advanced on the left and in the centre, whilst his right fired at the tribesmen hiding in the thorn bushes, from a safe distance.


The Naval Brigade got in close and took hits and were eventually withdrawn in favour of regular infantry, though not before they had inflicted casualties on the enemy.


On the right the tribesmen were slowly being picked off leading to a mad rush to close quarters by many of their number who were only armed with swords. The Indran Colonial Regiment met them with fixed bayonets.

On turn 9, General Gallagher led the Guards towards the surviving tribesmen. At this point the locals had had enough and they began to break and run.

A success for the Colonists who are now able to recuperate and move on.



Saturday, 26 April 2025

Encircled

Today's offering is a one-off game between those old adversaries Army Red and Army Blue. I used for inspiration Scenario 4 from Scenarios For All Ages (Grant and Asquith), Encirclement or Breakout.

Setting

A column from Army Red has gone too deeply into Blue territory and has become encircled by a far larger enemy force. Sending out scouts under cover of darkness, Red's General identifies a weak spot to the West and determines to attempt a breakout at first light.

Mechanics

I used the Portable Wargame but with reduced movement as the scenario really calls for a much larger playing area. I started off with 30% EP but dropped it as the game progressed as I deemed that the Red force was determined to evade capture and would fight on. The objective was for Red to get at least 3 units plus the C-in-C off the board by the 12th turn, using either the North, East or West sides, as South would take them further into Blue territory. As Blue's force was twice the size of that of Red, I burdened them with a Poor Communication handicap: When rolling for turn initiative, Blue had to throw a d8 to determine how many units could move that turn - all could fire and melee.

The encircled Red force at daybreak


Leaving some of his men to slow down the enemy, the Red General moved West; his scouts had reported that only two battalions of Grenadiers blocked the way and he felt confident that he could push straight through them. Meanwhile Red's artillery was involved in a duel with some of Blue's guns and Heavy Cavalry beset Red's remaining infantry.

Blue's tenacious grenadiers block the way West 

Despite the Red General's confidence, by late morning Blue's Grenadiers held on, his artillery was destroyed and his rearguard was involved in a fighting retreat that would soon join the main force.

Finally one battalion of Blue's stubborn Grenadiers broke, though the second was still stopping Red's Hussars from making headway; however more of Blue's units were approaching from the East.

Red's two potential escapee Units stopped at the board's edge to give covering fire for the rearguard - two units escaping would not be sufficient for victory and it looked like the Hussar's were not going to make it, so all hope was pinned on the third Infantry unit breaking away from Blue's attack.

With the enemy closing in, Red was forced to advance one unit again to try and extricate the Rearguard..

Red's Hussars eventually lost the will and broke and Blue closed in on the beleaguered Red force.

Dwindling numbers make Red's escape unlikely!

At the close of day Red's losses were too heavy to affect a victorious breakout. A few stragglers from the raiding force made it back to Redina, harried all the way by Blue's cavalry.
Defeat for Army Red!

  
 

Monday, 21 April 2025

Though your ship be sturdy, no mercy has the Sea

 The Illyrian invasion of Messaline has come to an end (dice determined) with both sides glaring at each other across the original border. Losses on both sides were high and neither had the will to prolong the conflict. Illyria failed in its bid to absorb the Scampa coalfields and must continue to import coal from its Northerly neighbours. 

The last order of business was a small Naval engagement that took place near to the Cap de Croisé on Map Turn 9, even as peace negotiations were underway.


The two fleets had been slowly sailing to each other since the start of the war, and finally met at the Southerly tip of the peninsula. The fleet of Illyria was the better armed (represented here by a Ship of the Line and a Frigate). Messaline had cobbled together a flotilla of warships and hastily converted transports with deck guns.

The fleets engage

The Ship of the Line, with two gun decks, started with more Flotation Points (FP) and hit dice (5FP 3d6) than the Frigates (3FP 2d6). The lightly armed transports were a mere 2FP and 1d6. Hits were awarded on a 5 or 6.

The better armed Illyrian Warships blow bits off the Messaline vessels

The gallant Messaline fleet makes another pass and inflicts a little damage on the enemy

but inevitably the losses mount and the Illyrians' win the fight 

This was a fun little Campaign! Hope everyone had a good Easter (or nice long weekend if you don't celebrate Easter).

Saturday, 5 April 2025

Another day, another Tyrant

 Following on from the last two posts, here are a few more thoughts and another go at God Emperor! (a campaign system based on Mark Cardone's Augustus).



Rules

The following rules are for Solo play where, unlike in my former go, the player is both taking actions and responding to events.


The Random Events Table and additional Glory Points Table (for points earned through the Ruler's self-determined actions) appear in the previous post.

Roman Empire at the end of the reign of Gaius Maudlinus


Example of Play

The former ruler, Gaius Maudlinus has been assassinated by disgruntled Senators. His ambitious nephew, Taedious Maudlinus has taken control and has pledged to make Rome great again (and make himself and his mates a great deal of money).

 

Map showing the position of the Legions


The battles were once again fought using Dominion of the Spear rules and graphics on the PC for units. For year 1's move I determined that Rome could attack one of the three closest areas, two of which involved sea crossings. 

Rome v Illyricum

The Empire has grown in Year 1


and grown some more in Year 2




A short but busy reign for Taedious, and a footnote in History perhaps for grabbing some land.


Multi-Player (or Solo Multi-Ruler)

Two (or more?) rulers could easily be run in parallel with two record sheets and three (or more) dice being rolled for initiative. Perhaps a King of Caledonia has arisen seeking to build an Empire to rival that of Rome..? Both sides would be subject to Random Events that could aid or hamper their ambitions, and when their borders meet there would be a clash of empires. Lots of possibilities, though very little time (sigh). Any thoughts would be welcome.