Wargaming – Skirmish wargaming on a grand scale

Medieval F.U.B.A.R using Schleich Knights.

Hi all I have finally had time to get this post on-line. Sorry about the delay.

20170215_203052You would have seen from my previous posts that we are fast becoming fans of the F.U.B.A.R. “one page” rules systems. They have a great selection of Medieval versions that cover Dark Ages, Arthurian and High Medieval.

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Having organized a display game with some Schleich Knights some time ago I thought it was about time that they surfaced again as they would make a simple introduction to Andrew (of Count Andrew infamy) to the rules. The real advantage of Schleich Knights is the amount of time that it takes to paint them!! While the price is high at about $10.00 an infantry figure there are some “games” companies out their that are charging this for an individual 28-32mm figure.

If you need an excuse – the Grandchildren really love the knights and farm animals. They would be an excellent purchase so they can play with Grand Dad’s “special toys” on their next visit – honest!!!

Given we were playing with 90mm figures, a 6 feet by 8 feet table was used. Terrain was a combination of purpose built, and some “cheap” farm fences that were scrounged years ago from somewhere. A fair sprinkling of Schleich farm animals were scattered around  the pens and fields for atmosphere. Some of you will remember the “attack of the killer geese” from our display game, but alas for this game the animals were only spectators.

Each figure was treated as a single unit with only one hit point. I will include a spreadsheet on the “Our Rules” tab of our blog that provides the statistics for each figure.

The one difference with the High Medieval version of the rules is that there  is no suppression capability for units (figures). All unsaved hits are simply treated as wounds.

Retinues were basically the same with both the Red and Blue Knights having two mounted  knights, a mounted sergeant, a long-bowman, a cross-bowman, a dismounted knight, and three dismounted sergeants.

Almost from the start of the game the Blue Knights imposed their superiority (good dice throws) and quick and fun game ended with two casualties to the Blue Team and the Red Team – well there was no Red Team

Wargaming – Dux Bellorum Game 8 February 2017

The peaceful Island paradise of King David was again going to be torn apart by a clash of armies, with the Imposing Cavalry Knights (Late Roman  Army) of King David facing off against the Saxon army of the evil Count Andrew the Younger in a Dux Bellorum 15mm battle.

Count Andrew the Younger had slipped away from the previous battlefield with only his Hearthguard aware that he was still alive. The family hatred for King David was burnt into his very psyche and even now, defeated and bloodied his thoughts were firmly fixed on revenge.

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The Saxon Invading Army

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The Mad Count Andrew the Younger

Months later, the Count’s planning had now reached the stage where he was ready to return from exile at the head of another army – this time determined for revenge. Learning of the mad Counts arrival on his peaceful Island King David massed his army with the intent of destroying this troublesome family once and for all.

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King David’s Royal Army

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King David and his Companions

With many of his Knights organising the grain harvest on their estates King David was forced to use his garrison and household troops to repel the invader.

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After a cautious advance by the invader King David unleashed his cavalry against the enemies right flank.

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After some initial success the battle descended into a large complicated melee. Units pushed back and forward with and both armies were gradually being “fatigued” across the confused battlefront.

Units on both sides started collapsing, but it wasn’t until Count Andrew and his companions were finally ridden down that the battle was decided.

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For the first time the Kings army had been pushed to its limits and it was only the bravery of the King and his Companions that fought in close combat for the whole battle that kept the morale of the army together.

Another close Dux Bellorum battle that went down to the wire.

 

 

New “Hoth” terrain and Star Wars figures.

As I have said in the last few F.U.B.A.R. blogs I was really looking to utilize the rules for use with my old “25mm Westend Games” figures.

I have now rebased all of the figures I had painted and finished the terrain for the games. I just need to finish those pesky rebels he says sounding as if he is having an asthma attack. Photos of terrain and figures below. I am looking forward to games in the next few weeks.

 

Wampa Tunnels:

I have introduced a new rule for Wampa tunnels.

4 Wampa tunnels are placed in turn prior to deployment, two by each side.

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Only characters can enter a tunnel with the following D6 effect:

6 Move to the entrance of any tunnel of your choice.

2-5 Move to the tunnel entrance that corresponds to the number rolled.

1 Attacked by Wampa roll again next turn (this may result in another attack).

Any hero or unit within 6 inches of a Wampa tunnel is automatically attacked if accompanied by a droid.

On subsequent turns an activated Wampa will roll for Initiative and activation as a new Indigenous Neutral Player. They will automatically move towards the closest unit or hero and attack if in charge range

1 February 2017 – Another F.U.B.A.R. Afghanistan Game

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We had another two games of modern F.U.B.A.R. to get more used to the rules. I have to say that while a one page rules has significant limitations the more we play F.U.B.A.R. the more we enjoy the surprising amount of subtleties within the rules.

These rules work best with dense but realistic terrain. For the evenings games we set up terrain to depict fighting in the “green zone” with crops and irrigation ditches everywhere.

The first game was between a British Type 2 Fire Team of four men and two Tier 3 “Green” Insurgent units of six men each. Out numbered three to one the British ability to activate and hit what it was shooting at proved decisive. The ability to P.I.D. (positively identify targets) when the Hawke 3 drone was in the air enhanced the ability for the British to hit targets at long range and avoid close combat.

For the second game we added another Insurgent Tier 3 unit to try and even things up a little bit. Again the British were able to pick-off the “odd” Insurgent at long distance, and  this ability to reduce combat effectiveness before the enemy came close proved the difference in the end.

The game was a “near-run-thing” with Dave K’s inability to roll sixes in close combat being the only reason why the British were not overrun.

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With the British being surrounded in the grove things were not looking good!!!

With some good luck holding off the Insurgent close assaults, the use of grenades, and a risky final charge into the enemy, the two remaining insurgents were sent running for the hills.

What we liked about the rules was the way they depicted the ability of a small group of modern well trained regulars to out maneuver, out shoot and out fight far greater numbers of green militia in a “stand-up” fight.