Thursday, 28 February 2019

Albedo ACP164 Beta Rules Test

Moving out...

I finally got the chance to play with the Beta of the full ACP164 ruleset. Time (and space) only allowed a small scenario (6mm FKaP Adwalton Moor is still on the main table), so I had 4 EDF patrolling through a starport district (wonderful SF ISO containers from Wargame Model Mods - more on them once painted up) about to be ambushed by two ILR critters.

The intent was to test the new bits of rules, and in particular:

  • Spotting
  • Fire when moving
  • Sprint/dashing
  • Numeric cover/save ratings (so can be combinatorial)
  • UGLs
In the end I played the scenario through twice, once with the EDF clustered as two pairs, and once with each EDF pair starting from opposite ends of the base line.

In the first run through EDF kept failing to spot the ILR man on the container roof, and in the end the critter had to open up on a reaction roll before the EDF disappeared into her blindspot. EDF rapidly returned fire and took her out. Her colleague then took a morale check and decided it was "death and glory" time and charged out into the open firing at the nearest EDF, caused a wound but was brought down in a hail of bullets.

Second time round the she-rabbit was spotted immediately. Both EDF teams dashed forward (no real suppression option) and the boss caught a wound but shrugged it off and hunkered down in cover. The right hand team got close enough to use their UGL and after a first overshoot scored one hit. Then a second miss (this one almost taking out the 2nd rabbit), and the fourth on target and one dead rabbit. Her colleague took a morale test again, and this time thought better of it and retreated back off the table.

All in all the new rules worked well. I'd like to see a few more factors on spotting, and something around character pose/stance, but could probably fix that and a few other things with some house rules. The card system works so quickly and smoothly I think you'd then have the best skirmish set on the market - and I haven't even started with the zero-gee and blowing holes in walls rules yet!



The set up, 4 EDF walking into a 2 critter ILR ambush

The boss checks her iPad

EDF almost underneath the ILR and still haven't spotted them! 
Rain of fire to the top of the ISO and one rabbit down!



Bullish Morale draw and the remaining rabbit charges out, guns blazing!

ENDEX just as the rabbit falls

Monday, 18 February 2019

Battle of Adwalton Moor - AAR 1



Next in my series of chronological ECW battles is Adwalton Moor. It's quite a different one as the ground is dominated by the enclosures right in the middle, and the inbalance in pikes and muskets (and horse)  between the two sides. But it's a nice sized battle (c. 8-10 regiments each) and a better test of rules than the brief skirmish at Roundway Down.

Gog and Magog - the big Royalist guns

The original intention was to play this with For King and Parliament, and I set it all up with 20mm on the Hexon (so ground scale about 100m per hexon, frontage scale of 50m per hexon - so a bit crowded). I ordered the rules, and then due to a postcode mixup with auto-completion the rules spent about a week or so in the Birmingham sorting office. Not wanting to hang around I decided to crack on with the game with my own rules (currently called  ""I die by these things" - not 100% happy).

View looking NW from the Royalists lines towards the Parliamentarians

The Royalists went straight into the attack, with the big cannon doing a bit damage the musketeers in the enclosures before friendly-fire became too dangerous.

Defending the enclosures


On the Royalist left flank a the Purple regiment rolled Elite for quality (I roll only as each unit needs to know) and ploughed into the weaker commanded musketeers defending it. The musketeers were pushed back, but a second line Red regiment moved up to block the Purple's exit as they made there way through the enclosures.

The "elite" Purple Regiment pushes forwards (excuse the orange plumes!)

In the centre it was even bloodier, with commanded musketeers and dragoons suffering frontal attacks from  infantry and horse, and a flank attack from the Royalist dragoons. It eventually all got too much and the Parliamentarians pulled back over the ditch and out of the enclosures, and the weakened Royalists poured in.


The fight in the centre

On the right flank the Royalists tried the outflanking manoeuvre which had worked so well in real life, but another Red regiment blocked their way, and good musketry saw one horse regiment off, but no worry, a second was on it's way.

Royalist high water mark - about Turn 8/9

That was pretty much the initial Royalist high water mark, because then the tide turned.

The Purple's finally grind to a halt at push-of-pike

On the left the Purple's were pretty weak by the time the reached the far end of the enclosures, and the combined fire of the Red and the now recovered musketeers broke the Purples. A regiment of Horse was though still trying a southerly outflanking manoeuvre.

Going round the S flank

In the centre the Royalist units holding the enclosures were pretty fragile from losses suffered on the way in, so once the Parliamentarians had reformed outside the enclosure, and now protected by the ditch they were able to cause several units to fallback, and then domino style there was a pretty comprehensive rout of the Royalist 1st line.

Valiantly fighting the Royalist cause!
On the right the Royalist 2nd line cavalry was no better than the first line, driven off by fire, and taking its recovering partner with it.

With a bit of breathing space the Parliamentarians moved back into the enclosures, ready to receive the Royalist 2nd line in the centre, but now with a safe left (P) flank.

It then went downhill quite rapidly for the Royalists. On their left flank the probing cavalry came up against well positioned Parliamentary pike and shot who sent them packing. Roundhead cavalry then gave chase, but the Royalists kept in reasonable order as they pulled back, their pursuers being slowed by some good shots form the guns. In the centre the Royalists pike couldn't penetrate the enclosures, with Fairfax's dragoons and commanded musket pouring fire into them, but they managed to push forward a bit on the left, but then started to receive flanking fire. On the right flank the Royalist reserve Pike tried to come through the empty enclosures and onto Fairfaxes flank, but again the defended hedgerows were too much.

Fairfax's muskets catch some Royalists in the flank.
The mounting damage and demoralisation had the Royalist on the verge of withdrawal for a turn or two (they dipped below the 50% level mid-term, but some prompt rallying saved them), but then the Roundhead cavalry caught up with the Royalist cavalry just as they pass through the gun line, and Newcastle's vantage point - it was carnage and it was all over.

Parliamentary Horse on the counter-attack


Thoughts


A good game I think, and pretty messy with all those enclosures so no great crashing together of pile lines and push of pike. Slight feeling that musketry was too powerful - regularly seeing off the cavalry, although holding the hedges was more balanced. Also not many real infantry melees as resolve waivers before that - but that is exactly what SLS was always meant to make happen - probably need to double check if its as true for ECW. Also not sure that the SLS Retreat rule is right for ECW - particularly if you're carrying a huge pike - if you do have to withdraw my guess is you drop the pike and run - again more reading needed. But otherwise pretty happy with the rules.

So now time to play through with For King and Parliament as the rules have now arrived, and swop out all the 20mm troops and hedges for 6mm ones - so should have a less crowded battlefield and 1:1 frontage to hexon ground scale (both 100mm).




Thursday, 31 January 2019

Battle of Roundway Down - AAR


Still trying to catch up with 2018 (when I was meant to be playing 1643 ECW battles) I finally got Roundway Down underway. I ordered For King and Parliament as I set it up, but they hadn't arrvied by the time I was ready so I decided to play first with my own ruleset (still nameless, but based on SLS and I'm fancying "I die by these things"!).

STARTEX: From behind Parliaments lines, with my custom ECW cards for each command

As in real life the two cavalry wings charged each other and melees ensued.


Units roll for quality only when they first need it - so you're never quite sure what they'll be like. As it was things were overall even, but Parliament had the upper hand on their left, but Haselriggs cuirassiers were (as in real life) up against it on the right. The right hand melee went 2 rounds with no result, so both units pulled back more or less to base line. On the left Parliament won, their opponents fleeing away off the board.

The Lobsters about to come off worse

The fleeing Royalist cavalry put a bit of a dent in the third Royalist unit, but as the Roundheads gave chase the Royalist horse steeled itself to intercept and give battle.

Fleeing Royalists, but their nemesis is being intercepted behind them
The melee went Parliaments way, and the already nervous Royalists horse fled the field. And that was enough to send the third unit home too.


Just then Hopton's forces arrived from Devises, but with Parliament in control of the field and still with plenty of Horse around, Hopton thought better of it and fled back to Devises before they were spotted!

All the Parliamentary infantry could do was it around looking pretty!



So the flip result to real-life, but perfectly believable. However as a wargame it was certainly lacking something as it was all about how those two cavalry melees went. As such it's probably not a good battle to test FKaP out on (which still hasn't arrived).

It just so happens that the next game off the cab-rank is Adwalton Moor. Looking ahead Newbury also looks a far better battle that I though it might be, so let's run with the ECW strand for a few weeks. I'm not busy setting Adwalton Moor up and should start that this weekend, I'll play with "I die by these things" (?) first (which are shaping up pretty well at the moment, 90% there I think), then FKaP (all at 20mm), and then do Newbury with both, probably both at 6mm.

Oh, almost forgot my planning map for the game. Rules assumed 1 hex = 50m, but terrain was more like 1 hex = 150m. 1 figure =~ 20 men.



Tuesday, 22 January 2019

2019 Planner



Here's the plan for 2019:


🎨 - Painting
🎲 - Game Playing
🔪 - Notable battles
@ = underway
* = done

Jan: 🎨ECW, 🔪Roundway(9k), 🎲BB*
Feb: 🎨Nap, 🔪Bailén, 🔪Adwalton(14k)
Mar: 🎲 North Africa WW2

Apr:  🎨WOTR, 🔪1stNewbury(28k)
May: 🎨Nap, 🔪Vimeio
Jun: (holiday)

Jul: 🎨ECW, 🔪Cropredy Bridge (16k)
Aug: 🎨Nap, 🎲 PlatoonRulesMegaTest (10mm?)
Sep:  🔪Wagram

Oct: 🎨WOTR, 🔪MarstonMoor(37k)
Nov: 🎨Nap, 🔪Ocana
Dec: Catch up!


RULES SCHEDULE (MUST play each new one before buying the next!)
Jan - For King and Parliament
Feb - Over The Hills
Mar - Et Sans Result?
April - Crossfire/Sabre Sqn/Mod Spearhead?
May - Napoléons Battles?
Jul - Medieval Warfare/Generald'Armee/LeFeuSacre??
Sep - March Attack?
Nov - ???

WHEN OUT:
BKC4/CWC4 - will it ever come?
Battlegroup NORTHAG


MAJOR ACTIVITIES

  • ECW Battles 1643/4 (0/5)
  • Napoleonic Battles 1799/1809 (0/4) (inc 1808)
  • ECW Campaign Start
  • Finish 100 Days Campaign @
  • Next Nick Campaign
  • Platoon Rules mega test


MINOR ACTIVITIES

  • ACP164 Kickstarter when out
  • Modern Skirmish Kickstarter when out
  • Prep games for Waterloo 60
  • 10mm WW2 or Modern figures for Pl Rules trial?
  • 4/5cm hex system/cloth
  • 4 cm square grid green small? cloth??
  • More 1/300th North Africa WW2?
  • 28mm SF buildings??
  • 28mm Modern skirmish figures
  • 15/28mm Civvy SF for AHL - Lrburn/AA/TMP
  • Dead 15/28mm modern/SF??
  • WW2 NA BKC2/4 or my own
  • WW2 NA HexBlitz (strategic level)
  • Level 0 hexon templates @
  • Urban hexon templates - sculpted?
  • Road hexon - textured
  • Cloth - Green
  • More 20mm sabots
  • 1/1000th Nap bldgs (& trees?)
  • More 2mm - Br/Fr/Ru/Au
  • Modern Campaign (BAOR) (unlikely!)
  • My MechWar Combat Wait Out rules
  • My ECW Rules (not BOD)
  • My Med rules (BOD?)
  • Rebase 6mm Nap @
  • 15/20mm Rivers
  • 15/20mm Hedges
  • 15/20mm Trees - refurb & base @
  • Shot markers?
  • 15/20mm Haystacks
  • Medieval*/ECW/Modern/WW2Des 6mm bldgs
  • Articles (0/3)
  • Base boards

Well, we'll see!

Bloody Barons - Playtest


I finally got around to playing Bloody Baron which I bought some time last autumn in my search for a good set of Medieval rules. Since they were stand based I knew they were unlikely to be a winner for me, but as many others have said they do have a nice pre-game section. Mind you rolling about 144 dice (!) to do it seems a bit much! The results of the pre-game were:


  • A marsh moved from one table side to the other
  • A couple of Yorkist units got extra arrows
  • A couple of Lancastrian units arrived late
  • One Lancastrian unit deployed on the wrong side of the wood
  • One Yorkist unit deployed on the baseline.

The central melee which lasted the whole game!


In summary the Yorkists advanced on the Lancastrian line. On the flanks both sets of bowmen got to grips with each other (the Lancastrians having found their way through the wood). In the centre two groups of opposing billmen rapidly came to blows. A fairly drawn out struggle then ensued with lots of rounds of no hits or all saves. The turn countdown (nice feature) progressed quite rapidly. Both sides lost a bow unit (on opposite flanks) from enemy fire (the Yorkist one going in one turn), most Morale rolls resulted in no result until a Lancastrian unit routed in one turn, the battle in the centre ground down til only 3 stands were left, and by the time the clock ran out the Yorkists were up by 2 units but only 1 actual stand (the final Lancastrian reinforcement having only just arrived!).

ENDEX


It was a fairly small game, needed to be at least twice the size for flavour I expect, but it did give a chance to test the rules.

Likes:
  • The pre-game, but could be way simpler
  • The countdown clock - but pretty fast
Dislikes:
  • Stand based damage
  • Having to count leader separation  distances on every unit activation
  • Bucket of dice model gave huge swings in results
  • Archery generally quite ineffective
  • Overall quite hard to cause damage (i.e. to hit and then have opponent fail save)

So not one I'll play again as a whole I expect, but may well steal a few ideas.



I was hoping to then play The Perfect Captain's Coat of Steel but a) the rules looked incredibly context and b) Deborah needed the table for a meeting. Might save Coat of Steel for a retirement project as it looks like you need the time to immerse yourself in the milieu - which is probably also true for Bloody Barons.






Friday, 11 January 2019

2018 - Year in Review


So what did I (and didn't I) get up to in 2018?

Painting

The original plan called for 3 sessions (months) on each of 20mm Napoleonic, 20mm ECW and 20mm WOTR, each of 3-4 units. As it was I only completed the Napoleonics (contractual obligation - see below) with 2 each for ECW and WOTR. I find both those two hard going as a) the figures are mostly just shades of brown and b) you have to think so much about which shades of brown to use to make it look random. I'd hoped to do a catch up session in December for half-and-half WOTR and ECW but was later starting the Napoleonics and they take priorty (and still wont be finished by 1 Jan).

However alongside those were:
  • All the Desert War 1/300th for Blucher and terrain
  • 15 Albedo figures and terrain (see below)
  • A sample couple of sections of WW2 Brits and Germans in 10mm. A new scale for me but after IASBM I decided that 6mm was just too small for tactical infantry. Also though now very tempted to look at 10mm Napoleonics....

Anniversary Battles

2018 should have seen 2/3 1798/1808 battles, but in the end was spent catching up on the 7's battles as I managed to do only Friedland. Bailen and Vimiero get pushed into 2019, which has lots of its own 9's battles to do as well. I did like trying a different rules set (Snappy Nappy) for Friedland, and will probably alternate SLS and others in 2019.



ECW fared no better with only Hopton Heath being done (with Warlord Pike & Shotte), and Roundway/Newbury/Adwalton being pushed on.



No WOTR battles done.

Campaigns and Other Battles

Stalled a bit here. Nick and I had the 1st and 2nd Battles of Sombreffe as part of the 100 Days campaign, with Alan sadly dying between the two. Still need to finish the campaign, but both sides are now fairly brittle.


Rules

Slightly more successful here. My rule is to not buy a new set til I've played the previous one, so I bought and played for the first time IABSM, Rommel, Snappy Nappy and Black Ops.



Of course the last one was part of my mega-skirmish test which got out of all proportion and is responsible for lack of progress elsewhere. The table had basically one set-up on it from August to December! I did though play 12 different rule sets!

Left Field

Albedo Combat Patrol 164 came totally out of left-field - I never expected it to happen, and was almost surprised that there were other gamers around with found memories of the comics and the old RPG game - thanks Chris for making it happen. And it meshed neatly in with my modern/SF skirmish try out (Buck Surdu's Combat Patrol rules were on my list). Looking forward to the full rules and the rest of my figures in 2019. It may also have pushed me up to 28mm for some skirmish gaming - yet another scenery scale to get.



Battlefield  Walks

Managed only a couple of trips to Worcester and Powick related to the AR app I'm working on.

Odds and Sods

Other bits and bobs:

  • Skipped Salute but really enjoyed UK Expo (remember it when it used to be in Harborne - my how it's grown up!). Bought one Kickstarter as a result (Robot Royale - delivery soon)
  • Went to a very snowy West Midlands Military Show, but not other shows - must do better
  • A great Leipzig mega-wargame in a barn
  • Bought a 2' x 2' square grid mat at Expo for skirmish and RPG use
  • Bought a 4' x 6' 4cm hex mat for desert (and SF?) games, seen a lot of use and will add a green one in 2019
  • Bought, based and played WW2 North Africa 1/300th for Rommel, then rebased instantly onto 4cm hexes once I decided Rommel was not for me. Waiting for BKC4/CWC2 but beginning to look like that might never come so time to get my own set finished.
  • Finished my 15mm Hougoumont model thanks to a series of birthday/xmas presents from my brther over the past few years (we play sub-scale buidings for 20mm)
  • Started to look at how to get cornfields onto hexon - covering whole 6-hex modules or as a sqaure over 1-2 modules
  • Painted up some 20mm Napoleonic dead to acts as 4-damage markers
  • Tried IABSM at 6mm, and decided that 10mm might be worth looking at so bought some samples at WMMS. IABSM not bad, but not ideal.
  • Bought wood for some new baseboard (NOT terrain boards) but not yet built!
  • No articles written :-(

So apart from the lull in games, especially mid year, not too bad a run. Roll on 2019!

 

Thursday, 10 January 2019

Albedo ACP164 Introductory Scenario - Part 2



Finished off the Albedo ACP164 introductory scenario. Stayed with the v1.1 beta ruleset even though I got the v3.7 draft full set mid-game. Read the initial set-up blog post for background.

The EDF guys were perhaps a bit over ambitious, but there orders were to patrol forward, not to wait to be attacked! Due to poor sight-lines both sides saw little til they were almost on top of one another. An EDF critter spotted the ILR gun crew dashing across from one building to another, rolled a successful interrupt, but got an out of ammo card. The ILR crew could now lay down enfilade fire with their LMG on the flank/rear of the most forward  EDF critter who soon went down. The first EDF critter has reloaded in time to see the ILR boss poke his snout out, but got another OOA! The ILR #2 on the LMG dashed forward, and managed to get to the EDF critter who was busy reloading, and a brief melee saw the second EDF critter down.

Two EDF critters down!


The EDF commander had amassed a handful of morale chits, and on their activation rolled for the lot but for no negative effect - in fact she was ordered to engage the nearest enemy - just as well as an ILR rabbit was now bearing down on her. Another OOA! ILR took their shot and the boss went down. Paddy, the remaining EDF critter, then remembered an urgent engagement with a bone and the game was over, for no ILR loss.

The EDF OC stunned and at severe risk!


The game played out pretty well, just a few observations:

  • Out of ammunition does seem to frequent - had my suspicions the first time round
  • The morale results seem unduly neutral or even positive, the EDF leader had lost half her team but still go no real penalty
The deadly ILR LMG

Time for some other gaming now, and then back to ACP164 to try the beta rules out in a while.


The EDF OC ought to have other things on her mind than checking SnoutBook!