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Wednesday, June 15, 2016

Save the Hobbits! Part 1

The Hobbits have been captured!  Oh my!  The Forces of Evil (BWAH HAH HAH) have to get them off the table in the southwest corner.

 The view looking from the south.
The Forces of Evil (BWAH HAH HAH) have captured two hobbits.  They consist of Saruman the White (Elite Foot, Spellcaster, Leader, Reduced Model Unit), the Uruk-Hai (Elite Foot), Slog's Sluggers (Heavy Foot) and Oggugat's Awesome Orcs (Heavy Foot).  Saruman's leadership trait is Goader: Each turn one unit within 12 inches of Saruman automatically passes a Move without rolling dice.

 The view from the north.

Facing the Forces of Evil (BWAH HAH HAH) is Eomer's Troop of Rohan ( Heavy Riders, Leader, Mounted Missiles), Siward's Troop (Heavy Riders), The Three Hunters (Elite Foot, Missiles, Reduced Model Unit) and the Archers of Gondor (Light Missiles).  Eomer's leadership trait is Strong.  During Attacks the Leader's unit (whether attacking or defending) may reroll one failed hit die.

 The orcs get ready to move . . . and move they do very nicely!

 The Three Hunters spot their missing friends and move from the high ground . . . the Archers of Gondor, on the gripping hand, stay in place with no particular sense of urgency.

 Both mounted troops move out with a loud "Huzzah!"
 "Here come the pony boys", grunts Slog, "Head for the ford!"
 Slog's Sluggers rush for the ford while Oggugat's Awesome Orcs from a Wall of Spears.

"We have long sticks with points and we know how to use them!"
 The might of Rohan lets loose their arrows which only fell one orc.
 "Hey, have I mentioned we that we still are not moving?"
 Slog's Sluggers successfully make it to the ford while the Riders of Rohan paused to shoot.
 The "Goader" leadership trait has made the difference in the flexibility of the Forces of Darkness (BWAH HAH HAH).
 "Uh Oh."  The orcs notice what is coming straight for them.
 Meanwhile Oggugat's Awesome Orcs shield the left flank of the Uruk-Hai as they "escort" the hobbits.
 The battlefield after 2 turns.

 Crunch time.
"Elendil!"

"Ingon i athrad dammen beriathar aen!""Baruk Khazâd!"  The Three Hunters start slicing and dicing Slog's Sluggers.

At the same time Eomer's troop smashes into Oggugat's Awesome Orcs which hold their ground by the skin of their teeth.

During the clash on both flanks, the Uruk's slip between and head down the stream.

The reduced in size Oggugat's Awesome Orcs form a Wall of Spears to protecting the flank of the Uruks at the bidding of Saurman.

Darn that leadership trait!
The continuing sounds of sword on shields as the Rohirrim get ready for another charge.
Did I mention that we still haven't moved?  Everything looks fine from over here.
The Three Hunters keep slicing the orcs but they can't retreat due to the proximity of the Uruks and lose more casualties as a result.
And that's what I call a roll of dice!  The Three Hunters put a whammy on Slog's Sluggers.
The last of the orcs die to an, uh, orc but the Uruks head down the stream with the precious time that was bought them by the Sluggers.

They can smell victory.
"Hey - we can move!"  The archers finally start to move as it's realized that they need to plug the gap in the southwest corner to stop the Uruks.
I was so excited that they moved I had to take another picture . . . and then they stopped (sigh).

Eomer realizes that he must move quickly south and west to stop the escape of the Uruks.
(The sound of coconut shells)
The Three Hunters (reduced by one model) catch the Uruks from behind causing mayhem but not enough to rescue the hobbits.  Elite foot is so darn tough in rough terrain with the Ranger rule.  That's why they are elite.
The Archers of Gondor wander aimlessly over the battle field and start heading north in case the hobbits are rescued and they need to some fire support.

Meanwhile Siward's troop try to outflank Oggugat's Awesome Orcs

Look out - fire ball!
The Uruks are getting away.
I swapped Legolas for Gimli to remind me that they could shoot.
I am invincible!
 . . . and just in the nick of time the cavalry arrives!
After a vicious fight the hobbits are saved . . . but the battle is not over yet.

Next: We learn why we should not count our hobbits until they are hatched or something like that, that Saruman can get pretty cranky and what the heck are the Archers of Gondor doing?

Saturday, June 11, 2016

Scenario and Forces: Save the Hobbits!

The Three Hunters cutting their way through the bad boys in black!

"Save the Hobbits (without the use of eagles, mind you)!" is a variation of Scenario B: The Sacred Mole of Ukkert from the Dragon Rampant Fantasy Wargaming Rules.  Instead of a sacred chest, the enemy has captured two hobbits who they suspect have the One Ring.  One of the beauties of Dragon Rampant is the ability to replicate any fantasy genre your heart desires.  I used the same special rules as outlined in the book allowing the hobbits to be rescued if the unit "escorting" the hobbits are forced to retreat as a result of an Attack.  Both the Attackers and Defenders will have 24 points to build their forces.

The hobbits Frodo and Sam . . . since they are the only hobbits I have they get to be captured.

The forces of the White Hand of Saruman will be the Attackers:

Saruman the White: Elite Foot, Spellcaster, Leader, Reduced Model Unit 
Special Rules: Ranger. This unit uses its normal Attack/Defense/Armor profile when fighting in rough terrain.  
Random Leadership Trait: Goader (Oh great moan the Forces of Good).  Each turn one unit within 12 inches of Saruman automatically passes a Move without rolling dice.
Points: 10



Uruk-Hai: Elite Foot
Special Rules: Ranger. This unit uses its normal Attack/Defense/Armor profile when fighting in rough terrain.
Points: 6 



Slog's Sluggers: Heavy Foot
Special Rules: Wall of Spears. On a Move order move into base to base contact in open terrain.  Increases armor by 1 point against Attacks.
Points: 4

Oggugat's Awesome Orcs: Heavy Foot
Special Rules: Wall of Spears. On a Move order move into base to base contact in open terrain.  Increases armor by 1 point against Attacks.
Points: 4

Slog's Sluggers on the left and Oggugat's Awesome Orcs on the right.

The Forces of the West will be the Defenders and will seek to rescue the hobbits:
Eomer's Troop: Heavy Riders, Leader
Special Rules: Counter-charge.
Options: Mounted missiles
Random Leadership Trait: Strong.  During Attacks the Leader's unit (whether attacking or defending) may reroll one failed hit die.  Cool.
Points: 5


Siward's Troop: Heavy Riders
Special Rules: Counter-charge.
Options: Mounted missiles
Points: 5



The Three Hunters: Elite Foot, Reduced Model Unit
Special Rules: Ranger (Of course!  Was there any doubt?)
Options: Missiles (How 'bout that elf?)
Points: 8


Archers of Gondor: Light Missiles
Options: Sharpshooter.  Shoot Value becomes +4. 
Points: 6


Now that the forces are ready here is the set-up:  Saruman needs to successfully get the hobbits from the northeast corner to the southwest corner and off the board.  Eomer and friends need to rescue the hobbits and get them safely off the northeast corner.  


All of Saruman's forces are in the northeast corner while the forces of Rohan are in the southeast and the Archers of Gondor with the Three Hunters are in the northwest.  Get ready to rumble.

 The hobbits are being held by the fierce Uruk-hai.

Next:

We find out why cavalry should not do frontal attacks against a Wall of Spears, that the Three Hunters go through Orcs like a hot knife through butter and will the Archers of Gondor every move?

Precious!

Wednesday, June 8, 2016

Markers for Victory Without Quarter

Victory Without Quarter by Clarence Henderson is my go to game for the English Civil War. Victory Without Quarter is a card based game and units get to act when their card come up and leaders get to be heroic when their card is revealed - or your leaders can be obstinate and out of control due to random events!  One of the strengths of the game is the use of makers to keep track of the conditions of you unit; whether they have casualties, need to reload for the next mass volley or have special conditions applied.  No paper work and the figures look great aesthetically.

 Casualty makers for English units of both sides.  Figures from Warlord Games.

Casualty markers are placed next to a unit whenever it takes a hit and records deteriorating combat effectiveness. When a unit has a total of hits that equal the number of stands then the unit is removed from the game.

The Earl of Essex's Regiment can take one more hit before it is removed from play.

A couple of casualty marker for my Highland units.  Figures by Warlord Games.


Slightly out of focus Irish Brigade casualty markers.

Infantry units in Victory Without Quarter receive a bonus for firing if they have a prepared volley.  Once they fire a unit is given a reload marker and it is not removed until a Reload card is played or the unit is issued "Hold" orders and is outside of musket range.

Reload markers for English foot.  Figures from Perry Miniatures.

Reload markers for Highland clan units and Irish Brigade marker on the right.

One of the game mechanics I love in Victory Without Quarter are the random Events that can happen through the draw of a card - anything from a sudden downpour that dampens the powder to an officer deciding to switch sides . . . and sometimes bringing his unit with him!  For special events that add plus or minus die rolls I use some specialty figures.

If a Regiment has sharpshooters, I use this figure to remind me to add +1 to hit.

For God and King/Parliment!  A fire and brimstone sermon can increase the men's morale for +1 for the rest of the game. Figures from Warlord Games.

 Alternately this can be used for Scots units for +1 morale or for English units that decide they can no longer win and might lose a turn! Taunting Highlander from Warlord Games.

Sunday, June 5, 2016

The Grand Muster: Parliamentary Command for Victory Without Quarter

 Parliamentary Group shot of command stands for Victory With out Quarter.

Though not as numerous right now as their Royalist brethren, the forces for Parliament have enough command to carry them to victory; especially since my Montrose figure has no officer sash enabling him to fill in as needed.
 The Earl of Essex army command stand.  Essex is from Warlord Games and dismounted officer from Wargames Foundry.

 Brigade commanders for Parliament.

 Brigade commander.  The vignette came about when I accidentally broke one of the legs on Charles I's horse when I was preparing it for painting.  With some filing it became a dead horse for the officer to make his stand behind.

 A nice portly officer from Perry Miniatures.

Last but not least is the Warlord Games version of Oliver Cromwell with metal skull cap.

Thursday, June 2, 2016

The Grand Muster: Royalist Command for Victory Without Quarter

As a follow-up to the Grand Muster I had on my dining room table here are the command units for my forces in my Royalist English Civil War army.  As always they are mounted for the superb set of rules Victory Without Quarter.

 Team group shot for the Royalist forces.

 Close up of the (dusty) King Charles command stand.  Standard bearer is the officer figure from the Warlord Games hard plastic box of English Civil War infantry.

I had the axe in my bits box and I thought it would make a great "fore shadowing" for the vignette.

 Brigade commanders for the Royalists.  On the left is Montrose from Warlord Games while the other gentlemen are from Perry Miniatures.  Montrose can conveniently be used from either side since the figure has no officer sash.

 Prince Rupert of the Rhine and the War Poodle Boye.
 
 Lord Leven and Highland Chief.  Lord Leven is currently commanding my Irish Brigade and in the future he will command Covenant Forces if I get around to them.