Rebels and Patriots Battle Report

Drew and I finally were able to fit in a game before he travelled North and then back to Thailand. A game of “Rebels and Patriots” was agreed on. We played the Attack at Fort Glory scenario,

The British Defending Fort Glory

Having not played the rules for a long time we played a few things wrong:

1. There are no free actions for anyone so every action a unit is allowed to do must be diced for. Page 21. With Drew’s dice rolling this would have made it even harder for him!

2. There is a long range anything over 12″ requires one extra hit. Page 29 removing casualties. Rarely was shooting over the 12″ due to the scenario set up.

3. Skirmishes always count as in cover. Page 29 removing casualties. This would have made the First Nations troops advance a lot easier.

4. Officers casualties 2x d6 -1 per casualty = 1 or less he is a casualty. Generally was not an issue.

5. Each casualty a unit does a Morale Test page 35 not page 34 which is part of the rally test. So it is-1 per casualty and disorder marker + Officers leadership. A 2 or less the unit gains 2 markers not one,  

6. There is no compulsory rally test unless broken – we generally played this right..

7. Although skirmishes shoot with 12 dice which we did correctly they only fight with half which we did not.

Too much time playing MWWBK’s confused us both. These changes certainly would have made the game a lot closer but Drew’s dice rolling was atrocious and probably would not have changed the end result.

Indian skirmishers move toward the forts main gate, minus 5 of their colleagues who have fallen.

French regulars in the forest.

Indians getting felled along with the tree

Only one of the British Indian allies left.

Indians advance in Skirmish order

French line fail their casualty test.

The British still holding firm inside Fort Glory

The French roll snakes eyes and run from the field.

French Indian allies in a lot of trouble as the advance across open ground.

The Indians allies passed their rally test and retreated into the internal block house. The were replaced in the gatehouse by a British Line infantry unit.

A French Indian Unit, on the far left, assaults the fort but is repulsed.

Another French unit disappears into the forest

The final French allies disappear leaving only one French line unit left when darkness falls.

A great game accept for Drew’s really bad activation, shooting, and morale tests!

Searching for a needle in a haystack! An F28 skirmish game.

The Aliens have landed and are searching for a small radioactive needle in a Western Australian haystack! For those who are not aware of the pun please click on this! I was once told by an old boss, “if it is a choice between a conspiracy and a stuff up go for the stuff up every time”! Seems he was correct – it wasn’t terrorists or aliens after all.

This was a three-way game between my grey Aliens, Rod’s super duper Hunters and Tyrone’s jungle fighters. I won the initiative for the first turn and raced towards the haystack and with my first initiative. With my second I searched and failed my 50% chance of finding it.

Not to be outdone I chose to use one of my three fate points on a re-roll and again failed! DOH!

This mean it wasn’t in this haystack and I had to search the second one right in the middle of the Jungle Fighters deployment. So much for superior technology. The aliens with their inferior intellect will pay for this!

I try to prov ide a fire base to support an assault on the next haystack (they can be very vicious you know).

Second turn and chaos reigns. My fglamer moves up and causes havoc with the jungle aliens. The jungle fighters opened fire with their sniper on the heroic freedom fighter with the flamer before the fire ball was unleashed and missed. A second dude fired……….. and missed. A third fired and you guessed ……… and missed!

Truth justice and the Martian way wins out!

The flamer took down the leader, a medic and another jungle fighter, and those Martian heroes in support started clearing up the rest. Another truth and justice fighter reached the haystack and found it immediately before being pinned by the big bad bounty hunters.

The end of turn two with most of the action happening around the second haystack.

Minor skirmishing happening on the rest of the battlefield. We had now reached the end phase for trun two and the Martian freedom fighters had a cunning plan to defeat the “aliens”. As I was pinned I could elect to fall back between 6″ and 12″ ignoring terrain restrictions. I just need to exit any table edge with the radio active needle. It was agree that because I was only pinned I could take the needle with me.

Here I am with the radioactive needle less than 6″ from the table edge. My Leader and two others fell back to protect the heroic Martian.

Hell was reigning down from everywhere as the “aliens” concentrated their fire on the poor innocent Martian.

The hero, Marvin, need to roll a six to save from the only attack to hit him. Marvin of course succeeded. A fate token was used by the dastardly alien bounty hunters to force a re-roll. Marvin again succeeded with a second six. This time the jungle fighters used a fate token to force a re-roll. Again Marvin successful! The bounty hunters decided to use their last fate token to force a re-roll and this time the poor Marvin failed. Not daunted he pulled out his lucky charm in the form of the Martians last fate token …………….HE FAILED!

A martyr for the cause of truth and justice. Marvin the Martian Martyr will forever be remembered (at least while this post is on the WWW anyways!). The Martian leader and Marvins two other supports were pinned and the cause appeared hopeless.

With our spaceship hovering overhead the Martian contingent were beamed up along with the radioactive needle. The dastardly Bounty hunters and the very uncouth Jungle Fighters were also beamed up and subjected to medical research by probing “where the sun don’t shine”!

Remember – Guru says, “only winners and little grey men with fast space ships write history”!

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See “things that go bump in the night” post.

A great and hilarious scenario of F28.

A pity the heroes grasped defeat from the jaws of victory.

This totally unbiased account was taken from the Martian Daily Gazette.

Fist Full of Lead (FFOL) game report

Pack your six gun and Stetson and get set for some rootin’ tootin’ action from last weeks Axes and Ales club game.

A shot of Dry Gulch overlooking the church and “Woody’s” saloon and ahem……”house of entertainment” with young ladies standing outside.

Marshal, Virgil Earp moving into cover. Few people realise that at the OK Coral it was Virgil who was the town Marshal and who had more military and law enforcement experience than his later more famous younger brother Wyatt.

It was a three sided (but quite one-sided in the end ) game between randomly allocated gangs.

Rod’s or should I say Joachim’s gang from South of the Rio Grande, Jason’s Clanton Gang, and my Earp brothers, ably assisted by a Doc on holiday. The Earp’s were trying to capture (dead or alive) Billy Clanton, the Clanton’s were keen on protecting their turf from the five Joachim’s, who in turn were in town to give the Earp brothers a hard time.

The Earp brothers strategy was to manoeuvre into a better position while the two baddies shoot it out amongst themselves. The plan worked as they couldn’t help but get stuck into each other.

One of the Mexicans is pinned from Clanton rifle fire.

Don’t yah love it when a plan comes together!

The Clanton’s move passed the school house, much to the dismay of the school Mame.

One of the Joachim’s voyeuristic tendencies showed themselves as he peers into one of Woody’s windows.

Joachim shoots Frank MaClaury dead at short range.

Who is promptly killed in revenge by Ike Clanton

Billy Claiborne is pinned by Mexican fire.

My that’s a big pistol you have Joachim!

Billy Claiborne who had just recovered is shot dead by Doc on Holiday.

The pig pen is not a good place to end your dental practice, as the Doc succumbs to lead poisoning.

The Clanton’s clean up two more Joachim’s much to the dismay of the young “ladies” who had lost two potential customers.

As night sets in Dry Gulch the three Earp brothers are alone left standing. One Wounded Joachim and a wounded Billy Clanton are now in jail awaiting trial. The town undertaker has seven more graves to add to boot hill.

They fought the law and the law won!

An hilarious game was enjoyed by all. With Woody’s being the butt (pun intended) of many a ribald remark!

Men who Would Be Kings Battle Report

A French Foreign Legion Watchtower has been besiged by an unholy alliance of native tribes. A force has been dispatched from Fort Agadez, a lonely French desert outpost in Algeria.

Leaving en-masse the Legionnaires quickly come under attack from a group Bedouin.

The route towards the tower is now blocked by some River Arabs.

The tower has proven impossible to take so far and an ancient artillery piece has been brought into play. Unbeknown to the Arab players they shoot with three dice and a triple of any number is required to breach the tower walls.

More Arabs moving to intercept the Legionnaires.

A strong force of legionairres is now on both sides of the river.

The Bedouin Hero decides to attack his own tribal leader for failing to move his troops forward. The unit leader was diced up as a coward and would not engage the enemy. Not only did the hero not succeed but he was killed in the process creating a vacuum in leadership.

Legionairres gradually moving forward. The troops on the right side of the river were bearing the brunt of the main forces allowing those on the left to advance more quickly. The road was now open for them with very little resistance in front of the French cavalry.

With only one man left on the right of the river the fort was in danger of being attacked directly.

Although significantly outnumbered they had fought on bravely and reduced the Bedoiun to a spent force.

The sole French atling gun and shooting from the fort proved decisive and had releived the Tower although with significant losses. with most of the men of the three Arab tribes causalities it would take almost a generation for them to be able to cause problems again.

Things that go bump in the night

The time is  the 1880’s. The Civil and Indian wars are still fresh in everyone’s minds and the gold and silver mining boom is still going strong.

In the little town of Groom Lake in Southern Nevada a loud crash was heard during the night and a low green glow was seen across the town……

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As daylight broke the townsfolk were gathered around the …. the … the whatever it was, when a door appeared and something that was dressed in what looked like one of those new fangled diving suits descended. Awe and curiosity quickly turned to fear and desperation as people were disintegrated one by one by a green ray of light. Shots from those who had brought their six guns seemed to bounce off the creature. Who would help?

Who would indeed help?

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Situated in an operations room in Texas 150 years away a US Rangers Colonel began his briefing”

“Gentlemen what you are about to hear is as unbelievable as it is confidential. The President is an Alien. I repeat the President is an Alien. We have all known for some time that the behaviour within the Oval Office has been strange and some may even say bizarre – now we know why.

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For the last three years we have known of the presence of Aliens and their hybrid off-spring in the Halls of Power but it has only been recently that we have found the source and have possessed the relevant technology to be able to stop the threat.

Unfortunately the last three missions to Groom Lake, Nevada in 1870 have failed. No I am not going silly I did say 1870 – you are about to go back 150 years in time to stop the threat at its source.

The first mission failed because our understanding of time travel was not sufficient, the second failed because apart from body armor all of our weapons and equipment failed to work in that time period,  and the third failed because dressed in standard issue helmets and uniforms the local people thought we were aliens and fought us tooth and nail preventing us from achieving our objective.

These issues have been resolved.

 We have found a stash of weapons in the old Groome Lead Mine that were placed there by US Cavalry fleeing Apaches only weeks before the Alien invasion.

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Although useless now they will be in mint condition when you arrive back in 1870. You will exchange your uniforms for duplicate Pinkerton and Texas Rangers uniforms. That’s right Rangers from Texas you are about to go back one hundred and fifty yeas in time to become Texas Rangers!!!

Your objective is to destroy the Aliens and capture their agent to prevent him from infiltrating the townspeople and eventually fulfilling his mission 150 years later. Good luck gentlemen”

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The rules for the game were the standard Afghan Fubar rules (including casualty rules) with the following exceptions:

  1. The Texas Rangers and Pinkerton fire teams are classed as Elite with a 4″ coherency;
  2.  The Texas Rangers and Pinkerton fire teams have the initiative in every turn;
  3. Aliens are classed as Elite for shooting and Green for everything else;
  4. All weapons are classed as range 24″, 1FP; 12″ 2FP.
  5. Body armor provides a 5+ save.

The following rules of engagement apply:

  1. No US Ranger can be left behind (after all this is the Wild West 150 years before you were born) – all seriously wounded and out of action casualties must be returned to the entry point for time machine CASEVAC;
  2. Civilian causalities must be avoided – after all they may be your great great great grand pappy.
  3. All civilians within 1″ of line of fire may be a potential casualty. Roll a dice for any failed hits and on 5 or 6 they have become a casualty. For each civilian casualty roll 2D6. On the roll of “box cars” the casualty is the forebear of one of your fire team and they “disappear” as without their forebear they were never born!!!

The Pinkerton and Texas Rangers calculate Victory Points as follows:

 Each Alien killed = +1VP

Alien Leader Killed = +5VP

Each civilian casualty = – 2VP

Fire team member seriously wounded – 5VP (0 if CASEVAC successful)

Fire team member out of action – 5VP

Agent captured =  +10 VP

The Aliens win if the Agent is not captured. Failing this the Ranger player with the highest VP’s wins.

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The space ship arrival was determined randomly arriving in one corner. This proved to an advantage as the “Agent” could only be hidden in a building in an adjacent square (0nly three). If it landed in the centre of the table this left a potential 8 building squares to search. The buildings could be searched by simply entering them. The agent was hidden in the “crapper” behind the yellow house.

The game began with one alien 5 “man” squad deployed.

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Very quickly the squad was attacked at long range by the Pinkertons that killed one out right (see above – everyone knows that aliens turn into jello when wounded and exposed to the Earth’s atmosphere!!) and suppressed another (will turn to jello next turn).

Civilians were liberally sprinkled around the table to add problems for the Texas Rangers.

The Pinkertons advanced aggressively while the Rangers searched building after building.

A “lucky” 6 allowed the Aliens to deploy another quad and their leader.

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A long range shot with the lasers caused a devastating result on the Pinkertons causing 4 suppression points. This meant that a roll of 6 was now required to activate – something which took a further seven turns.

Coming within 12 inches of the spaceship the Rangers were hit with a huge amount of fire power emanating from the ship. Fortunately only one suppression resulted. Charging into hand to hand the Rangers began a long drawn out melee that would eventually decide the fate of the world.

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 Meanwhile the Pinkertons explored the Yellow House “crapper” and captured “Agent Major Tom”.

The “melee” continued with first the Rangers having the upper hand and then the pendulum swinging as more Aliens were fed from the spaceship into the fight.

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Finally one Ranger was able to finish off the Aliens leaving a large pool of sludge.

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With the Pinkertons almost at the time machine in the Groome Lead mine the battle was over.

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Now we had to count the cost. First things first, I lost because the things that go bump in lost Agent Major Tom (where’s ground control when you need them)!!! Yeah.

David K leading the Texas Rangers ended up with 20 alien kills (20VP), 1 Alien leader killed (5 VP), 1 civilian killed (-2VP), 4 Rangers down (-20 VP), for a grand total of +3 VPs.

Andrew killed 7 Aliens (7VP), captured the agent (10VP) but also took one civilian casualty. Neither player lost anyone from the forebear test, although Andrew went close with a roll of eleven.

A really fun game that we will tweak a little bit when we run some more alien V Cowboy scenarios in future. Visually it will better when the US cavalry, Gatling guns, Apache allies (not sure which side) and “real” Texas Ranger figures are painted.

So little time and so many figures.

The white House was saved from Alien control and look who we now have in charge:

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To The Men Who Would be Kings …… or just delusions of grandeur.

Had another opportunity to attend the W.A.R.G.S (Wargaming Association of Real Gentlemen……Sure) at Geoff’s place this Friday.

We were all looking forward to playing Dan Mersey’s “The Men Who Would Be Kings” as we all loved the period and were hoping for a good set of rules.

Dan didn’t disappoint us. The character and flavour of the rules played the cinematic tradition perfectly.

With Geoff umpiring we decided to have 2 playing “Mr babbage” to try out the solo components of the rules and two playing the British Colonial forces.

Although the figures were not quite finished we still had a great game.

For us the result was unimportant (the Colonials probably lost) as we were just interested in trying out the mechanics which worked really well.

The unit leader characteristics were great fun. With 10 Colonial units we diced up everything from a Young Aristocratic Yellow-belly to a Hero of the Empire. The hero surely added a bar to his VC after several times saving his unit from running away by his sheer will power and fighting on to then end even when surrounded on all sides by Dervishers – great fun.

The table map was a recent purchase of Geoff’s from Deep Cut Studios. These are excellent with this one excellent for desert scenarios and because it was not felt the creases smoothed out flat making it easier for gaming.

We all loved the rules and will play them again next fortnight with Dave’s Foreign Legion “Marching or Dieing” at the “Mernda Wargames Holiday Centre”.

 

 

 

 

Dux Bellorum Game 28 June 2017

 

Darius ran a Pictish army which had no mounted troops. The foot were nearly all warriors. They were mostly Ordinary in quality but there were lots of them.

Darius’ initial set up can be seen in picture Centre 2 D.

Centre 2D

Attilla used the Sea Raider list running a large number of Noble Warriors, some Ordinary Warriors and 1 extra command pip.

Attilla’s initial set up can be seen in picture Centre 1.

Centre 1

PLANS

Darius’ plan was to charge forward and take the hill. Once he had possession of the hill he could take advantage of being up hill of Atilla’s troops when they attacked. Then using his greater numbers he could turn both flanks.

Attilla’s plan was to get on the hill first, form a 3 sided box and fight with all his troops on the hill with the up-hill advantage. He positioned he Noble troops in the middle.

In the following pictures Attila’s army is the closest. All references to left or right flanks are from Attila’s perspective.

PICTURES.

Start

Darius was the Attacker and moved first.

Centre 2, Left 1 and Right 1.

Darius threw a double 1 and his troops got onto the hill.

Centre 3, Left 2 and Right 2.

Attilla advanced. His troops being Warriors were able to advance the extra distance when making contact and thus make contact the Picts on top of the hill. No side has the uphill advantage.

Centre 4 and Left 3.

The fighting in the centre has started. There have been a number of push backs. Darius has not been able to move his right flank forward and into the battle.

Centre 5, Left 4 and Right 3.

The fight continues. Darius has been able to get his left flank into the battle and is threatening Attilla’s skirmishers. On Darius right flank his troops are having difficulty crossing the river and getting into the fight.

Centre 6 and Right 4.

The fighting on the hill is getting quite bloody. No units have broken yet.

Right 5 and Right 6.

Darius destroys one of Attilla’s Warrior units, and then destroys the skirmishers.

Centre 7

Centre 7.

Both sides lose a band of Warriors in the same battle on the right.

Centre 8

Centre 8.

Meanwhile, on the hill Darius loses another band of Warriors.

Centre 9

Centre 9.

Darius’ Companions are flanked and a band of Attilla’s Noble Warriors in the river have turned around to threaten the rear of one of Darius’ Ordinary Warrior units.

Centre 10

Centre 10.

Another band of Darius’ Warriors is destroyed on the right.

Centre 11

Left 5

Centre 11 and Left 5.

Meanwhile, on the hill, Darius Companions and Commander are destroyed. And in the river Darius has lost another band of Warriors. This time attacked in the rear by an enemy band. Attilla lost the band of Noble Warriors that were fighting Darius’s unit.

Left 6

Left 6.

Darius Loses another band of Warriors, this time to one of Attilla’s Ordinary Warriors.

END GAME

With the death of the Commander Darius army takes the moral test and fails.

 

 

A pity Seymour didn’t see more!

The Seymour Expedition was “a serious failure.” and a “humiliation” (Marilyn Blatt Young (1969)).  Seymour underestimated his Chinese opponent, trusting that he could push through to Beijing quickly with little or no opposition. Instead, “Seymour’s expedition became a large moving target for the Boxers and Imperial troops. The would-be rescuers now required rescue themselves” (Leonhard, Robert R (2011).

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French forces being attacked by Chinese Regular troops.

As a child growing up I loved playing with my toy soldiers and my Triang train set. At last thanks to John G. I had a chance to play in a war game that indulged both “ancient” passions.

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The navies escaping in the distance to the fort as boxers attack.

The game was set with the train stopped while “navies” were repairing the damaged tracks. The VP’s were varied with differing points values but included Ally points for capturing Boxer guns, retaining the fort and the amount of navies that survived.

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British bodies scattered throughout the fort.

The Boxers obtained VP’s for  capturing the fort’s flag and elements destroyed amongst other things. Should the duchess be killed this would add more victory points.

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The “thin red line” has become very thin!!

The rules were John G’s own –  55 Days at Peking – Fort Endymion rules and his 20mm plastic figures were used.

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The Duchess just before being hit by Chines Jezzails.

Graeme G, Chris G and Steve N were using the dastardly allied invaders and Geoff F, Mark E and David S were using the glorious Boxer freedom fighters.

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Boxers storming the fort.

Needless to say the fort fell along with the flag which was carried off the field in much pomp and ceremony, the Boxer guns were intact, and casualties on the ally side were extremely high with the German contingent being the only one of the original to survive.

With the Duchess killed alongside the railway track and most of the original officers captured it was a massive Boxer victory.

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The Duchess down and Boxers contesting the fort.

Dr. Sun Yat Sen, “the founding father of the Republic of China and of the Kuomintang party praised the Boxers for fighting against Western Imperialism. He said the Boxers were courageous and fearless, fighting to the death against the Western armies, Dr. Sun specifically cited the Battle of Yangcun, although apparently referring to a battle earlier in the Boxer Rebellion between the Boxers and the army of the Seymour Expedition” (Wikipedia).

Unlucky Mamluks or good Knight nurse?

Sweltering under the hot summer sun and the weight of the chainmail under their habits, Brother Orpheus and his fellow Brethren descended from Krak Des Cheavliers into the Gap of Homs. Although part of their daily routine the Knights Hospitaller dreaded these patrols to seek tribute form those travelling through their lands.

The kingdom of Jerusalem was rich and fertile and its location on the major east-west trade routes provided ample “taxation” to continue their divine calling. Not long after reaching the foot of their mountain stronghold the Brothers  spotted a caravan being escorted across the plain by Bedouin tribesman.

Concerned that many recent caravans had been carrying Christians for the slave trade further east he decided to investigate.

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Upon seeing the Hospitaller Knights approach, the caravan fled. The escorts sounded a great horn which rang across the plain like some evil beast growling in its den. Dust clouds to the south could be seen to answer its call.

The game of Lion Rampart had begun.

To achieve victory the Mamluk army needed to destroy the Knights of St. John or ensure the caravan reached safety (opposite short table edge) without being destroyed in the process.

The Knights of St. John would consider it a success if they destroyed the marauders or captured the caravan without being forced to flee back to Krak Des Cheavliers.

Brother Orpheus’ 24 point patrol consisted of 6 Mounted Men at Arms accompanying him (6 pts), another 6 Mounted Men at Arms (6 pts), 6 Mounted Sergeants (4 pts); 12 Foot Sergeants (4pts), and 12 Crossbowmen (4 pts).

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Brother Orpheus and his fellow Brethren

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Brother Orpheus’ Retinue

The Mamluk escort (Egyptian List), led by Al-Malik opposed them with 2 Mounted Sergeants with bows at 5 points each, 2 Mounted Yeoman (spear) at 4 points each, and 2 Foot yeomen (spear) at 3 points each.

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Al-Malik

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Al-maliks Caravan Escort

The battle begins with the Knights of St John deployed at the base of Krak Des Cheavliers, the Caravan in the centre of the table with one Marmluk unit of light camels as escort, and the rest of the Mamluk’s hastily returning from foraging at the centre of their table edge.

The caravan is classed as (7+) for movement and cannot fight. The caravan is immediately captured if in base contact with a Knights of St. John unit that is in good order.

David K was playing with the Knights of St John and Andrew W with the Mamluks.

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The foot Yeomen retreat whilst the two commanders battle it out with Al-Malik coming out worse for wear  with three casualties.

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Al-Malik trying to place himself between the Caravan and Brother Orpheus’ Knights.

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Brother Orpheus being slowed down by the Yeomanry, but they proved to be only a minor speed hump.

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The Hospitaller Sergeants hitting Al-Malik in the rear.

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At last the caravan was putting some gap between it and the Crusading infidels.

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Brother Orpheus finally destroys Al-Malik and his Ghulams causing panic among his troops.

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With safety just in sight the caravan is finally captured by the Hospitaller Sergeants.

Without his general’s plus for morale David K went through a series of poor activation roles for the Caravan losing the game within a move away from victory.

 Another  good fun Dan Mersey game.

Arthur – Myth or Legend?

I am now in a position where I can game with my old mates in Melbourne as we have purchased a “city crash pad”, so whilst this blog is not strictly a P.I.G.S. game, as the “keeper of the blog” (sounds a bit like someone who tends Irish pasture) I have decided to include these games on an on-going basis as well.

With the fledgling war games room still coming into shape, and me still feeling a bit like the country mouse visiting the city, the conditions were not ideal, but more than adequate as we found other ways to stay well lubricated (there is nothing sadder than a games room with over twenty metres of shelving void of figures – well………… maybe the space for the bar and no bar!!!!!).

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The gaming choices are limited until the shelves are stocked but a standard 15mm Dux Bellorum 32 point game was organised.

I had built hex terrain some time ago for Command and Colours Ancient gaming with figures but have had limited opportunity to use it so this was a chance to roll out the hex mat and show-off the terrain.

“The Welsh historian, Nennius, records twelve great victories in battle during Arthur’s time as Dux Bellorum. Much of his material is mythical, however, and the magical number 12 does not sit well for historical evidence. Some historians have argued that this is too great a number for one man’s lifetime, and their locations may well have been too widespread for a single leader to have fought in each. Counteracting this view, some believe Arthur to have headed up a warband of cavalrymen traveling around the country and championing the British cause: hence his widespread popularity. True or not, it seems likely that, as with stories attached to the real Arthur, several of these battles may have been properly associated with alternative Arthur’s or just with other great Dark Age heroes. A tendency towards Northern locations may strengthen this theory. Unfortunately identifying the location of the battles is a highly controversial pass-time” (Wikipedia).

According to Nennius, Arthur’s first battle was at the “mouth of the river called Glein”.

This has been tentatively identified as one of the two Rivers “Glen” in Britain today; one in Lincolnshire and one in Northumberland.

Unfortunately, Glen stems from the Celtic word for “pure”, so there were probably many rivers thus named in 6th century Britain. A battle at the former would have presumably been against the first Bernician settlers and at the latter against the northward moving East Anglians. Either could be also attributed to King Arthuis of the Pennines as well as Arthur Pendragon but I am assuming the later.

So there we have it – our battle is set in 6th Century Britain at the mouth of the River Glein between Arthur Pendragon and the Bernecian kingdom of Deiran.

Arthur’s army was controlled by John G. and the Saxon’s by Steve N.

The Saxon army of Deiran consisted of Foot companions, 2 Noble Riders, Noble Warriors and 4 Ordinary warriors.

3 King Deiran

Deiran King of the Bernicians

4 The Bernecian Aemy

Deiran’s Bernician (Saxon) Army

The army of Arthur consisted of his “Round Table Companions, Noble Riders, 2 Noble Shield Wall 2 Ordinary Shield Wall, Close Order Bowmen and mounted and foot bow armed skirmishers.

1 Arthur and his Knights of the Round Table

Arthur Pendragon and his Knights of the Round Table

2 Arthur's Army

Arthur’s Romano British Army

5 The Battle Begins

The battle lines are drawn with Arthur advancing with his knights on the right flank.

6 The battle from the Roman side

Arthur’s shield wall await the Bernician warrior onslaught through the bog.

7 Arthur charges into battle

Arthur charging down hill to contact the Bernician Noble Warriors.

7.1 Arthur and his knights charge the Saxon left

Romano British horsement v Bernician Warriors. The noble warriors on the Saxon right, just in picture, were destroyed in very short time.

8 Arthur breaks through

The “Ordinary Warriors” on the left held of the cream of Arthur’s army, including himself and his Knights of the Round Table until almost the end of the battle.

9 Deiran and his followers fight of a flank charge

Meanwhile the Saxon right wing Noble Riders have broken through the archer screen, and destroyed the majority of Arthur’s shield wall.

10 The Saxons fight of a rear attack

Hit in both the flank and rear by Noble Riders the warriors on the Saxon left are still holding on.

11 Saxon Cavalry smash into the rear of Arthurs centre

With the Romano British shield wall collapsed the centre is controlled by the Saxons.

12 Arthur in full retreat

With the last remaining shield wall covering the retreat Arthur’s battered knights flee to fight another day.

All in all a great game with which to “christen” the war games room.

Arthur myth or Legend? All I can say is that on this occasion he was certainly no legend!!