I finally got around to taking a shot of the 15mm Celtic village I bought last Sunday. It's very nicely painted but has a little damage to the wattle fencing at the rear. The previous owner has glued a few logs there to give it a sort of 'under construction' look. Still, at £15 I'm not complaining. Now I just need to finish my Punic Wars era Gallic army.
An eclectic mix of wargames miscellany, being my attempts to resurrect my old Whitemetal web pages and keep track of my current activities.
Showing posts with label Ancients. Show all posts
Showing posts with label Ancients. Show all posts
Sunday, 17 March 2013
Monday, 28 January 2013
Hard Times
Well, times are hard but there is still always a need for new toys. The only legal solution is to do more work or sell some old toys. So what am I selling?
A couple of years ago I picked up a bargain at a 'Warboot' sale. 20 chariots and 134 infantry, all painted to a reasonable standard, for £60. A good mix of Hittites and Syrians/Canaanites. RRP on the chariots alone is £70! There was a few dozen unpainted figures thrown in for good measure too.
Adding them to my existing Hittites meant I could field way over the maxima in the FoG lists for several troop types. As a result a few figures have found themselves on the transfer list; the ebay listings finish on Sunday.
Hittite Kingdom Guards with axes
Neo-Hittite Guards / spearmen (two units of these)
A stray chariot marketed as 'a General' plus some Hittite / Anatolian spearmen
More Hittite / Anatolian spearmen...
Regardless of how much they make, the moneys is already spent in my mind. Roll on Sunday!
A couple of years ago I picked up a bargain at a 'Warboot' sale. 20 chariots and 134 infantry, all painted to a reasonable standard, for £60. A good mix of Hittites and Syrians/Canaanites. RRP on the chariots alone is £70! There was a few dozen unpainted figures thrown in for good measure too.
Adding them to my existing Hittites meant I could field way over the maxima in the FoG lists for several troop types. As a result a few figures have found themselves on the transfer list; the ebay listings finish on Sunday.
Hittite Kingdom Guards with axes
Neo-Hittite Guards / spearmen (two units of these)
A stray chariot marketed as 'a General' plus some Hittite / Anatolian spearmen
More Hittite / Anatolian spearmen...
Regardless of how much they make, the moneys is already spent in my mind. Roll on Sunday!
Tuesday, 30 August 2011
Caer Cadarn

An Arthurian Battle from Bernard Cornwell's 'Winter King'.A 'Hordes of the Things' scenario.
Introduction
A HotT game for two or three players. The Silurian player must read no further. If there are three players then two will be Dumnonian; one initially acting as Umpire/organiser.Background
Silurian forces under the command of their King, Gundleus, have moved across the border to attack neighbouring Dumnonia. Gundleus hopes to kill the infant King Mordred and seize the throne of Dumnonia for himself.
Earlier today Gundleus destroyed the settlement of Ynys Wydryn and is now in pursuit of around 30 fleeing refugees, one of whom carries Mordred. Gundleus must kill Mordred before he reaches the safety of Caer Cadarn.
Terrain/Deployment
For 15mm games the table should be 3' square. The Northern and Western edges are forested and bad-going. Caer Cadarn should be in the centre of the Eastern edge; only the walls and gate need be represented. The rest of the table should be clear/pasture and good going.
Owain's forces enter at point B in column on turn 1, apart from the 2 Horde elements which are set up at A, facing East. Owain has first move.
Arthur's presence is a secret at first. His forces are not initially deployed.
The Silurians set up in the western forest and move second.
The Forces
Dumnonia
Dumnonian Defenders - Base1 Hero General @4 (Owain) | 4 |
6 Spears @2 (Shieldwall) | 12 |
2 Shooters @2 (OK, so the book doesn't mention any...) | 4 |
2 Riders @2 (Light horsemen with javelin/shield) | 4 |
2 Hordes @1 (One of these includes the infant King Mordred) | 2 |
The defenders are defeated by reaching breakpoint, or the loss of Caer Cadarn, or the death of either Owain or Mordred. NB. The hordes cannot be regenerated.
Dumnonian Ambushers - No base camp - 24pts - Breakpoint 12
1 Hero General @4 (Arthur, who should be depicted mounted) | 4 |
4 Knights @2 (Heavy horsemen with spear/shield) | 8 |
6 Riders @2 (Light horsemen with javelin/shield) | 12 |
The ambushers are defeated by reaching breakpoint or the death of either Arthur or Mordred.
Siluria
Silurian Attackers - No base camp - 42pts - Army Breakpoint 21Silurian Riders - 14pts - Breakpoint 7
1 'Hero' General @4 (Gundleus, who should be depicted mounted with Ladwys) | 4 |
1 Magician @4 (Tanaburs the Druid, also Mounted) | 4 |
3 Riders @2 (Light horsemen with javelin/shield) | 6 |
The riders are defeated by reaching breakpoint or the death of Gundleus.
Silurian Foot - 28pts - Breakpoint 14
1 Shooter General @2 (Drunken Ligessac) | 2 |
12 Spears @2 (Shieldwall) | 24 |
1 Warband @2 (Naked fanatics/berserks) | 2 |
The foot are defeated by reaching breakpoint or the death of either Gundleus or Ligessac.
Silurian breakpoint: Special Rule
If either command is defeated and Gundleus still lives then the two commands merge to form one command with one die for PIPS. This new command is defeated by the death of Gundleus or by reaching Army breakpoint (21).
Gameplay
Victory conditions (or at least conditions for the each side's defeat) are explained above. They're slightly unusual and have a subtle effect on gameplay. If Mordred and Gundleus die in the same turn then it is not a draw, both sides have lost! (Looks like Arthur can be King after all!)The following points are also relevant:
- The Hordes move for free, no PIPS required.
- Gundleus doesn't know which Horde element hides Mordred. Write it under the base.
- Arthur deploys whenever Owain (the player) chooses.
Monday, 29 August 2011
Dust on the Horizon
Background
Goth and Roman forces limp slowly towards each other in the stifling Summer heat. Supplies are low but the area is fertile and there is plenty of forage to be had. Both armies have sent contingents west across the River Plonk to "tax"/raid the local farms. As the armies come face to face these troops have still not returned.Roman briefing
You are Solar Plexus, Governor of Tibia Province and further fromBattle map
Goth briefing
You are Turmeric the Goth, leader of a small raiding party. You have decided to lay waste to the local Roman province, Tibia, (though if you like it you may settle). Things have gone well and you have managed to cross the border river unopposed and only now have you come across some resistance from local Roman forces. To your embarrassment the Romans have caught you on the hop while many of your men are foraging off to the west. Oh well!
Roman forces and set-up
Deploy in indicated area. One element must be nominated as the general.3 x 3Cv, 1 x 2LH, 4 x 4Bd.
The Auxilia and Psiloi are off table, foraging.
Goth forces and set-up
Deploy anywhere in indicated area of map. One element must be nominated as the general.2 x 3Kn, 6 x 4Wb.
Other forces are off table, foraging.
Game play
- Players deploy as indicated above.
- Both sides have an initial breakpoint of any 3 elements.
- Each turn roll 1d6 (not 1d6 each). If the roll is less than the turn number roll on the table below.
Reinforcement table
Both generals will be looking to the west, where there is dust on the horizon, but who is approaching? Reinforcements enter in column where indicated. Roll a further 1d6.- The Roman forces give their Goth counterparts the slip. Breakpoint rises to 4. The Romans recieve 3 x 4Aux, 1 x 2Ps.
- After a brief struggle Roman forces arrive from the west. No change to breakpoint. The Romans receive 2 x 4Aux.
- No arrivals, roll again on this table next turn.
- No arrivals, now or ever. Finish the battle with what you have.
- After a brief struggle Goth forces arrive from the west. No change to breakpoint. The Goths receive 2 x 2Ps.
- The Goth forces give their Roman counterparts the slip. Breakpoint rises to 4. The Goths recieve 1 x 2LH, 3 x 2Ps.
Pipped to the Post!
Background
A Hun raiding force intent on pillaging the soft interior of the nearest Roman province cross the border river and encounter a minimal Roman defence. Local Roman forces are on the scene and must hold out until the mobile reserve arrives.Roman briefing
You are Solar Plexus, Governor of Tibia Province and further fromBattle map
Hunnic briefing
You are Horrid the Hun, leader of the Horrid Horde and cousin (twice removed) of Attilla himself. To get in a little practice now that the new campaign season is underway you have decided to lay waste to the local Roman province, Tibia. Things have gone well and you have managed to cross the border river unopposed and only now have you come across some resistance from local Roman forces. You have odds of 2:1 however and plan on moving in to the soft interior shortly.
Roman forces and set-up
Local forces - Enter on road in column on turn 1.4 x 4Bd (Border legions), 1 x 3Cv (Old style
Mobile forces - Enter on road in column on a roll of 6 on turn 2; 5-6 on turn 3, etc.
3 x 4Aux (Auxilia Palatina), 1 x 2Ps (Lanciarii?), 2 x 3Cv (Vexillationes).
Hunnic forces and set-up
Deploy anywhere in indicated area of map.1 x 3Cv (Nobles), 5 x 2LH (Huns), 1 x 4Wb + 2 x 3Kn + 2 x 2Ps (Germans).
Game play
- Troops deploy as indicated in set-up above.
- The Roman General must be within the local forces.
- Break point for Huns is any 4 elements.
- Break point for the Roman local forces is 2 elements, rising to 4 elements when the mobile forces arrive.
- If the local forces break before the reinforcements arrive then break point for the mobile force is also 2 elements.
- Once they have arrived on table the mobile force requires no movement points to move so long as it is still moving in column towards the General. Once within 1,200p of the General it pays points as usual.
The river is difficult (elements must roll 2 or more to cross) and the hill is bad going.
Options
To give the Romans a better chance how about giving the Germans -1 in all combat rolls for lack of enthusiasm?To swing things back again, give the local forces -1 to reflect their lower status.
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