Wednesday, 5 December 2012

Dark Age Hail Caesar!

Our last meeting had two games, a ww2, 20mm Rapid Fire affair...which didn't really get off the ground due to the late arrival of the games organiser....and another Hail Caesar bash.

I wont go into too much detail for the Rapid Fire game, there is not a lot to say. Quite a few people brought newly painted figures along especially for this game, there were quite a few unopened boxes around that evening and one or two disapointed little faces. The players did eventually manage to cobble a game of sorts together but it wasn't exactly Kursk. This didn't worry me too much, I was running the Hail Caesar game :) Don't like Rapid Fire anyway ;p

The club recently purchased a good number of painted 15mm Saxons, Normans etc. We thought they would be useful for several types of club game, HC in particular but also for others, even for SAGA games using one base of figures for each figure the rules require; why not?

I spent days going through the figures and putting together two good sized forces along with a few useful and neat special unit specs such as 'Pigs Head Formation', even worked out a simple but historically accurate scenario. Once again, club member Dave has prepared a game report; top bloke our Dave.

Yet again the great unwashed attempted to infect the civilised world in this great game of Dark Ages Hail Ceaser, where the rebel Saxon forces of Leofwine Lostlandson (sounds like a cheap vintage from Tesco) supported by hordes of Danes, Scots and Irish, invaded Northern England. Leofwine Lostlandson – Saxon Theigns – and Olaf Thereindeerson – Danish Division played by Clive
Allies Hootsmon Gae Gordon – Lowland Scots Division – and Clannad O’Corrs – Irish Division – played by Martin. Judging by their well-founded names, they were doomed to fail !! The valiant and stout defenders, Prince William the Silly – Royal Norman Knights relief Division – supported by the Southern Saxon Fyrd played by Dave. Allied with the local Norman Lord Wilfred De Bramble and the Northern Saxon Fyrd played by Rob.


The scenario was simple. Hold the Kings Highway and prevent the hordes going south. The Saxon Theigns took the right flank with the only mounted units in the rebel army and the Danish allies took the centre right making a solid and tough Viking position. Facing off against them was the local Lord who may have been a bit apprehensive as 2 units of his troops quickly raced forward to take cover in a rather handy wood, leaving his outnumbered mounted unit to cover the flank.  The Northern Fyrd sat on the road waiting for the inevitable advance of the enemy.


Meanwhile, the Scots and Irish war bands massed for their mad rush forward. They were soon to be out paced by the mounted Royal knights who arrived on the right flank of the field in column to ensure movement even with failed commands. The Southern Fyrd raced along behind in a newly learned formation – The Pigs Head.


The first few turns rolled on with the rebel right being somewhat frustrated with failed commands. The Vikings advanced in solid formation whilst the Scots and Irish suffered similarly with failed commands. The Norman archers remained practicing their wood craft in the woods, only getting off a few rounds of ineffective fire.





The Norman Prince gallops forward with his knights, whilst the Scots Irish sit looking rather pensive (would have been messing their pants, but weren’t wearing any!!)

Leofwine Lostlandson must have given his Saxon rebels a good talking to as they soon got underway closing down the rebel right flank. They charged but failed to break the Norman Lords mounted knights who were soon joined in support by foot troops. 


The Vikings closed on the waiting Fyrd along the road. The battle was joined with the Viking units supporting each other to give a massive hitting power. Not to be out matched though, the Norman foot knights were themselves a large unit and were supported by the Fyrd. This became a good old slog it out. Ultimately, the Vikings destroyed the Normans, leaving the Fyrd to defend itself.


On the opposite flank, the Royal Norman cavalry, the crème de la crème, charged into the war bands. There was a sudden panic, as unexpectedly, the far right war band held and in turn destroyed the Norman unit. There was much cheering as Martin rolled his rather perfect dice and the Normans were removed from play. Bah Humbug. Well the Prince was none to happy and a slogging match ensued with the remaining cavalry and war bands.




It was all turning rather messy. The rebel Saxons were eventually turned and their flank collapsed, leaving the Vikings alone in the centre. The Vikings held on with their tough fighter rule and 7 sustained value.  The Norman Pigs Head steam rolled forward and met the Scots Irish. Scots Irish threw their javelins, but to no effect. The support offered by the 2 rear units to the front superior troops of the Pigs Head was invaluable and eventually won the day. The Norman Cavalry just managed to win each round of combat but only enough to force the war bands to retreat and not break – not until the end anyway. Soon the rebel left flank was in disarray and it was all over.


From the game, it again proved how fairly ineffective missile troops are. They don’t roll enough dice. War bands seem to hold their own against good regular infantry, or in this case mounted knights. Or was it just my bad dice rolls again and Martins good dice !!


An excellent game of 9 -10 turns played out to a conclusion in 2 hours. Thanks to Alan for purchasing the armies on behalf of the club and for putting all the time and effort into creating the army lists and especially naming the generals.

Wednesday, 14 November 2012

A Hail Caesar report - Romans and Brits!

Romans V Brits

Our newest member, Dave, has sent in this battle report from his Hail Caesar game...good man! Hopefully, this sort of attitude will rub off on the older members...hint hint!!! These rules work really well for clubs, games can be fought to a conclusion within our time constraints and the games are fun too....especially when Clive supplies some fantastic figures. Sadly, no photos but I intend to make a point of taking some from each game each meeting.  Take it away Dave......

Battle comment Tuesday 13th November 2012 (Club Meeting)

When the Romans landed in Britain and trudged up the road to Iwade, they did not expect to get a kicking from a bunch of hairy under dressed savages, sporting the latest cosmetics from Rimmel !!
Last night’s 28mm game of Hail Ceaser was fought by Dave and Bob (Romans) against Rob, Clive and Martin (Brit Celts). It all went quite badly from the beginning with the Roman advance on the left flank and centre not actually advancing at all, giving Rob’s chariots the opportunity to rapidly close across the Celts right. Fortunately, Clive’s centre war band also liked the idea of standing and watching for a couple of turns. Meanwhile Martin and Bob got stuck in and had a good squabble over control of a hill.

Dave’s Roman cavalry on the left flank dug the spurs in and promptly charged the chariots only to get a good stuffing, eventually running off the field after 3 turns of disorder. Closely followed by the auxiliaries, who got slaughtered by a fanatical druidic war band. The clash value of 9 in the first round combined with support from celt cavalry was just too much. However, the legionnaires in support fared much better and hung on to some pride. The Roman centre comprising of 2 units of legionnaires carried the battle to the celts and the lock shield rule for heavy infantry with shields proved very useful. Not so good were the Numidian light cavalry who after hanging about picking oranges from a nearby tree, got wiped out in their first charge.

The squabble for the hill on the Roman right carried on with it swinging both ways. A point of note here is don’t let Clive place the scenery, especially broken ground when he has units that are untouchable in it!! Archery, especially Roman, proved pretty useless.

The centre of the battle field became a blood bath with the legionnaires surrounded. It all came to a disastrous finale with Dave’s commander rolling a double “1” twice successively for break test results and the entire Roman centre disappeared. Helpful comments from Andy such as welcome to the bad dice role club did not make me feel any better !!

An excellent game, thanks to Clive for supplying both fantastic armies.
Cheers, Dave.

Tuesday, 30 October 2012

MHWC at Legion 2012


 The MHWC was invited to put on a Blood, Bilge & Iron Balls game at this year 'Legion' wargames show, run by the nice people of Red Kight Wargames and the Thanet/Ramsgate wargames club. I had been hit by a nasty stomach bug and so a few of the members took up the baton and made the trip. Andy has submitted a great report of the day and game and so I shall now pass you over to him....take it away Andy! (Sorry, no pics at the time or posting, but if any arrive I will add them and let you all know).

MHWC sent a small contingent to Legion 2012 in Sandwich this weekend. Phil, Clive and Andy staged a Napoleonic Naval game using Alan’s Blood Bilge and Iron Balls rules and Bernie’s 1:1200 Ships.





The show comprised around 9-10 traders, with about the same number of games. Space wise the show occupied two rooms at the venue, which together were probably no larger than Iwade Village Hall. The traders and games were quite tightly packed. Among the games put on by visiting clubs were a Sci Fi game using Tomorrow's War (I think), a Warhammer 40K game, a WWI dogfighting game, a Modern Afghanistan game, two WWII games, one in 15mm and one in 28mm. There was also a Sudan game, a Dark Ages game and a Vietnam game (complete with sound track).








Not sure of the footfall, maybe around a hundred?  We spoke to several members of the public, including a couple who had the rules and a couple who were looking for a suitable set. We distributed Broadside posters, and some for the MWS Open Day.

Phil devised the scenario:

A French squadron comprising the ships of the line Commerce de Marseille (120), Pompee (80), Hoche (80), Rivoli (74), Le Superbe (74) and the Frigate Pomone (40) was anchored in a bay off the coast. The wind was onshore, and from just aft of the French squadron. To seaward was a small island, ahead a couple more islands and some sand banks , each surrounded by shallows. Between the islands and sandbanks and the mainland was a narrow channel through which a skilful captain might navigate. The French objective was to escape to the high seas.

The British squadron comprised the ships of the line the Ville de Paris (110), yes that is a British Ship!, Swiftsure (74), Bellerophon (74), Implacable (74), Africa (64) and the Frigate Shannon (38). The British objective was to prevent the escape of the French, and they would approach the French from windward.

The French had a slight advantage in weight of shot, but the British had the wind gauge.

In the first game Phil took the French, with the British in the hands of Clive (Africa and Shannon), and Andy (the remainder). Phil was later aided by Mark, a member of the public who joined in the game.




Clive ordered the Africa and Shannon to set full sail with the intent of getting ahead of the French squadron, while the remainder set half sail to try to keep the French under their guns. Some of the French headed for the coastal channel while the remainder headed for the open sea.

Ville de Paris and the British 74’s engaged the French ships heading for open water, inflicting some damage, in return the French seemed to concentrate their fire on the Bellerophon, taking down two masts and setting several fires.

As the battle progressed the Commerce de Marseille took some damage to her steering and ran aground in the shallows off one of the island, but managed to refloat herself. The Pompee was not quite so lucky, following the channel between the islands and the coast she also took some damage to her steering and ran aground on a sandbank, however she failed in her attempt to refloat and became stuck fast.

Meanwhile the Shannon, somewhat bravely, tried to head off the French in the channel, suffered severe damage and ended up in the path of a French ship of the line, which couldn’t avoid her and rammed. In the subsequent boarding action the valiant crew of the Shannon could not resist the overwhelming numbers of French boarders, and she was forced to strike her colours and was captured, the French managed to sail her off before any of the other British ships could come to her aid.

The Commerce de Marseille had been the focus of the British fire throughout the battle, and was reduced to only a few guns in her Port battery with less than 10% of her fighting crew left. In the last turn of the game the French were poised to get their last two floating ships, the Commerce de Marseille and one of the 74’s, off the table while the British were in position to give the Commerce de Marseille a close range broadside, it would all come down to which card came up first, the British shooting phase or the French Sailing phase, in the end the Fates favoured the French, and both ships got away, leaving the Pompee beached and at the mercy of the British.

The first game ended with both sides taking a prize and having two ships with severe damage, but, the French achieved their objective in getting off the table so must be awarded the victory. At least in the French papers.



In the second game we switched sides, Andy taking the French and Phil the British, Clive having left the show by now.

I formed my ships in two divisions in line astern, Commerce de Marseille leading the two French 80s to the seaward side and the two 74’s and the Pomone nearer the coast. Phil came in under full sail in line astern, apart from the Shannon, who stayed further out. As the French got under way they all headed for the gap between two of the islands, not wanting to chance the narrow channel. I also had a suspicion that Phil had set to much sail and would overshoot the French Squadron’s course. The Commerce de Marseille’s division set full sail as soon as possible to get ahead of the second division and form in squadron line astern . Great planning I thought until I remembered two things, spacing and relative speed. My first mistake was that I had not left enough space between the ships in the divisions, as the lead ship turned into the channel between the islands the angle of the ship to the wind changed reducing her speed, as the ships behind hadn’t turned yet, they didn’t so rather than coming out in line astern the 80’s had to alter course to come alongside  the Commerce de Marseille. The second was to put the Frigate, my fastest ship at the end of the second line, doh! As soon as the wind got on the quarter I had to bring the Frigate alongside the 74’s to avoid a collision. So instead of coming out in two lines, merging into one, it was more like a rugby scrum with ships blocking each others fields of fire.

However, my suspicions about the British sail setting proved correct, the British line of battle passed ahead of the French scrum at less than optimum range, only one British ship being in a position to bow rake the Commerce de Marseille.

As the French continued forward the British passed to starboard, and some targets of opportunity arose, although usually only 2 or 3 French ships were able to bring their guns to bear without another French ship getting in the way. A couple of lucky shots damaged the British Ville de Paris’ steering, and she was headed straight for a island! Fortunately for the British she ran aground in the shallows rather than hitting the island proper, so would have a chance to repair her steering before refloating. Not passing up an opportunity to inflict some more damage on a sitting target any French Ship that could fired on the Ville de Paris, giving her crew 4 fires to worry about as well as trying to get afloat. Other ships were also engaged, the Bellerophon losing a mast (again) and suffering heavy damage to her hull, while the Implacable also took some lesser damage. The French didn’t get off scot free, the Commerce de Marseille had three fires burning, and had lost half her crew. Pompee  and Rivoli also took some damage and Le Superbe lost a mast.

While the bulk of the British Squadron had passed to Starboard of the French and were now desperate to alter course to avoid the shallows, sandbanks and islands, HMS Africa decided that the best course of action was to head into the anchorage area past the French, getting a few broadsides in as she passed without taking too much damage in the process.

Unfortunately we ran out of time as the show drew to a close. The French were getting their sailing order sorted out, and had the weather gauge advantage over most of the British, who were now scattered. The Africa would be out of the game for a while as she would have to tack across the wind before she could pursue the French. The only British ships in position to intercept the French as they headed for open sea would be the the Frigate Shannon and one of the 74’s. So another probable victory for the French.

Phil and Clive are of course welcome to add their spin to this account.

Andy

Wednesday, 10 October 2012

New members? Well yes, we have!

Tuesday's meeting (last night), the one I had spent so much time on the loo reading rules books in preparation of, didn't quite work out as expected.

Two of the prospective newbies sadly called in sick and as they were to provide the figures for the 15mm hail Caesar game this left me in a bit of a position regarding games; what should we run now? I then had a call from club member Richard asking what games we were to play...he had found two further prospective members that he had invited to the club that evening to see the games! Blimey. No worries I said, we will have something. Operation Squad is always a good stand by and we have club terrain and armies for that, I would also bring my copy of Memoir 44, just in case. But it was all starting to feel a bit pooey with just a couple of hours to go!

The evening started with the usual staggered arrivals which I watched with concern, just who would turn up to do what...and with whom? Its a complicated life being a club chairman you know! Club Member Alex arrived, who I expected to not be there given he had been away at a weekend wargame competition, and set up and ran a modern 6mm game...he is a top guy! Phil, another top guy, arrived to run a 15mm ancients game using 'Might of Arms' rules using his own figures. both games could take a number of extra players and we still had the option of operation Squad and Memoir 44.....we were going to get away with this!

The two new visitors arrived and were introduced to all and shown around, they were encouraged to talk to the other members and join in any game that took their interest....both of whom later expressed an interest in returning and becoming members! The third of the original three prospective newbies also arrived....Hi Dave!....and handed me a completed membership form and fee! So, we now have thirteen members and still four prospective newbies yet to make their mark on the dotted line, things are actually looking up despite that early pre meeting scare. The two games looked really good and were well run by people who knew the rules....we looked pretty professional at the end.

This just left Mark and I who, committee duties dealing with visitors etc now complete, looked to a game of our own. It was too late to start something like Operation squad so we decided upon Memoir 44; and we had a very good time too.

Memoir 44 is a board game with plenty of figures and a very interesting game play. You can only activate certain units spread across a board divided into three sections. The command cards each player is dealt can activate a given number of units on a given sector of the board, making a strategy tricky; you have to think on the fly and play the hand fate deals you. The rule book has sixteen scenarios and the board is double sided to allow for some very interesting games. Mark and I played the first scenario twice, each taking at turn to play German and US forces, as the rules suggest players do. We each won one game, both as the US forces.

The game was easy to play but far from a simple game, it takes some thought. We both really enjoyed it and look forward to trying the other scenarios, definitely worth a look dear blog reader!

Monday, 8 October 2012

Anyone for Ancients?

Hello Andy, welcome to the blog!

As a recognised wargame period 'Ancients' has always struck me as unique. For a start it covers such a huge chronological space, some three thousand years at least, filled with a great number of technological and sociological changes that in any other wargamed era would mark it out as lots of different periods. Consider the eighteenth century, how many wargames 'periods' do we divide those one hundred years into? We would no more think of fighting a Marlburian army with a Revolutionary French one than we would of supporting Toten....no, can't bring myself to say it...that vile North London team that wear white! Yet, many Ancient period rule sets allow, even encourage, players with chronologically disparate armies to fight each other.

Now do not get me wrong, I am no wargames snob; I actually like the idea and this was one of the reasons I so liked DBA. I do find it odd though that whilst we as hobbyists can be so demanding of accuracy and historical correctness we can give it all up just to see our Early Imperial Romans fight it out with Spartan Hoplites. But why not? Yes, they really never met, yes, each had very different styles and tactics and yes, the later tactics evolved from the earlier but.......

I bought a 28mm plastic Greek Hoplite army (albeit one that has sat in their boxes in my 'to do' drawer for the best part of two years and never seen a paint brush) purely so that I could fight my mate Mark's Romans (not finished either!). We just like wargaming and realised that the rule set, Hail Caesar, suited us; we didn't have to get all girly about it as we have all seen some wargamers do. If you don't like it then don't play, simple enough really. I really, really must get back to my 28mm Greek Hoplites........

So why am I suddenly posting about Ancients? There is a solid core of Ancient players at the club. One, Phil, has even written a proper published book on Ancient cavalry...I even have a copy. Ancients does get its fair share of games with us with 'Might of Arms' and 'Hail Ceasar' being popular. It now seems as if that period is going to be played even more, the three possible new members we attracted via the open day are all devotees. They have even asked that we play an Ancients game with Hail Caesar, using the 15mm ancient armies of the newbies....guess who is the only member attending that day with even a remote understanding of the rules!!! Guess what I will now be reading morning, noon, night and on the loo for the next 48 hours? I have played it before of course but you all know what it is like when the game starts, within twenty minuets some git does something that nobody remembers how to do and it seems to be missing from the rule book all of a sudden!

So, dear blog follower, think of me for the next couple of days with my legs going numb on the loo of learning and my brain dripping out of my ears. I will post again on Wednesday to let you know how we got on and, more importantly, whether we do indeed have three new and paid up members! That reminds me, I must remember to pack the pliers, just in case.......