Thursday 25 February 2021

Playtesting rules for my Cestria solo campaign

 Playtesting rules for my Cestria solo campaign.

Sir Clugney having a day out collecting taxes for the Bishop.

Sir Conrad and his lads trying to collect the collected taxes.

Activating Clugney's men.  (Using Borderlands rules here) 


Clugney canters forward

Conrad charges and Clugney counter charges


Several knights knocked down, including Clugney.  Bravery rolls all round (Using KPS rules) Clugney gets up and goes in on foot.

Sergeant Odo gets stuck in to the side of a Mounted figure who was already in contact.  

Conrad draws but returns to the fight, twice.

Clugney leaps over a fallen horse onto Conrad

In desperation Conrad calls up Phallus de Farthingdale, who is also promptly battered by Clugney.  Looks like the Bishop will get his taxes! 

A link to my Borderlands KPS Mash up.  The mechanisms here are from both rules sets

Combat in Feudal Cestria

Note to self... small dice make the figures look bigger!

Sunday 21 February 2021

Half a Game of Rommel

With my tabletop map half complete, as a grid 6 by 8 x 4" squares I decided on a test game.  The basis would be the German offensive codenamed Operation Lüttich on August 4, 1944.  My game uses the AMS map of the Mortain, but this will be a fictionalised game and not limited to that set terrain.   

The 29th Panzer Division, and 720th Infantry Division, unnoticed by history, will face the 12th US Infantry Division and elements of 17th Armored Division.  At 60 points we are 20 short of the minimum recommended, but with only half the table the Germans struggle to field their minimum of three elements, so here they will have an additional Panzer Grenadier unit, taking them to 60 points but strictly speaking against the force composition rules.

German Forces  (must field a minimum of three elements)

Panzer KG  "Das Rot" (Reinforcements)

 

Panzer Gren Bn  11pts

Bases

3

 

Motorised Inf bn  8

3

 

Panzer Bn "B"  12

3

Inf KG  "Die Grün" (Starting Group)

 

Infantry Bn 7

 

3

 

Infantry Bn 7

3

 

Armoured SPA Bn 4

1

Panzer KG "Der Blau"(Reinforcements)

 

Panzer Gren Bn   8 

 

3

 

Total 60 points

US Forces (must field a minimum of two elements)

Armor CC (Reinforcements)

Armoured Inf Bn  9

3

 

Tank Bn  10

3

 

Field Art  3

1

 

Attached Inf Bn  8

3

Inf RCT

Inf Bn  8

 

 (Starting Group)

Inf Bn  8

 

 

Attached Tank Bn  10

 

 

Heavy Art Bn 4             

 

 

Total 60 points


Scenario 3 Encounter
The opposing armies have stumbled onto each other with unpredictable results.
Set Up
One player rolls a die. Red rolls even and the US set up their starting force first, concealed. The Germans set up and the US then reveal.
Each side starts with 4 Ops. predictably the Germans win the first turn roll.  
Basic Length: 12 turns.

Static Objective, Trophy Objective, Supply Source, Short Map side setup area.
US places objectives and supply

Germans place objectives and supply

Victory Conditions
When nightfall occurs, if one player holds any three objectives, he wins. Otherwise the game is a draw. Note that in this scenario it is possible for each side to take the other two objectives, resulting in an (unlikely) draw.
Reinforcements
Before setting up, each side is divided his army into two groups, in a way so that one group is not more than four units larger than the other group. One of them the starting group, and the other as the reinforcement group.
In the marker step each turn, the active player rolls two dice and totals their score. If the total is equal to or less than the number of the turn just played, then his reinforcement group has arrived.
Reinforcements may be placed in any square of a side's setup area that has an outside edge.

Terrain
This is a half sized game.  I roll two (not four) dice for the Germans, total 4, and two for the Americans total five.  Nine terrain pieces in total.  
I place one US then a Germans etc...

The German Infantry KG, settled down behind woods and in soft ground.

The American Infantry RCT.  I`m using the mortar bases as my artillery markers.

The first Operations phase passes, and the Americans have initiative.  They play Off road for an anticipated armoured thrust up the left and Carpet Bombing to damage the German line, reducing the units inside by 1.

The Americans plan to protect the supply source on the rear right, and punch the armor up the left flank.

The American armoured move on the left is untipped.  The Infantry pushes forward to the edge of that central terrain belt

But the German Infantry also moves up

And the German reserves come on, with a mix of tank and armoured Infantry.  The Mortar is standing in for field artillery.  I only had two of the early pendraken panthers bit I did have  Jagdpanther so that got added in as part of this unit.


The Germans have left an apparent gap on the flank, and as the American reinforcements refuse to appear I feel I have little choice but to move forward cautiously with the armor, flanking the town.  The focus on this is my mistake because I neglect to move the American Infantry and the Germans will take the terrain position next turn. Meantime the German armour strikes forward, using surprise attack and Recce tactics to hammer the point home.  



This will rank as a tank battle.  The US use a Sherman as lead, the Germans a Panther, with its armour advantage.


Its a big combat, the three Sherman's are 9 strength points but the two Panthers and Panzer grenadiers come in at 13.  More importantly the Germans roll 5 the Americans shooting second only a 3.  The Germans add one for armour advantage and score an impressive five hits, the Americans only two.  The Americans are defeated and reel back worn, but the German lead tank is also worn.  Combat is very attritional it seems.

The Americans suffer 2, 2 and 1 losses on their three tank units.

I road move a German armoured group around the right flank and tactical move the German Infantry up into the central terrain.  


The Germans are in pretty good position here and yet again the American reserve fails to appear.  The Wespe puts some fire down (Adding to the combat) damaging an attacking 117RCT unit and the Field artillery adds into a second.

The Germans attack the end of the American line.  It's not a flank attack but the US reel back.

End game, as a panther, although it's a jagdpanther model, breaks through and road moves into the objectives.

Good game.  The Americans could have fought on but those reinforcements never did arrive.  A brave effort with half the points the Germans had.  
Now on to a full scale game.

Saturday 20 February 2021

Building my Rommel armies

 I've been enjoying learning Sam Mustspha's Rommel.  I like the subtlety and sophistication of the mechanisms.  Building the armies has been something of a challenge.  I had the figures, after buying additional packs of Wargames South and Minifigs 12mm to add to my IABSM forces.  I had also added an eBay buy of a few dozen late war vehicles by Skytrex.  These are significantly and noticeably smaller than the Pendraken ones I usually use, but for large basing such as that I'm intending to do for Rommel, they will work a treat.

My initial plan was to use small bases of 3cm width and three figures, but I abandoned this in favour of 5cm with five or six figures, and vehicles to denote Motorised or Grenadier units.  It made this quite a large project.

Please also note that my German Infantry is in an early war colour uniform.  This is deliberate since these boys are destined to face a future Early Soviet army in Barbarossa, and more specifically Rommel meets the boardgame Sturm Nach Osten.

The Germans, 3 Elements.

Panzer KG "Blatta"
Pz Gren Bn, 3 bases @ 11
Motorised Inf Bn, 3 bases @ 8
Panzer Bn B, 3 Panthers @ 12
Field Howitzer Bn, 1 gun model @ 3

Inf KG "Toto"
Inf Bn, 3 bases @ 7
Inf Bn, 3 bases @ 7
Field Howitzer Bn, 1 gun model @ 3
Attached SPA Bn, 1 Wespe @ 4

Panzer KG "Muntz"
Panzer Gren Bn, 3 bases @ 11
Motorised Inf Bn, 3 bases @ 8
Panzer Bn, 3 x Pz IV @ 10
Assault Gun Bn, 3 x STUG @ 9
My German engineering base, I think it's a bridging halftrack.

DIVISIONAL
Engineer Marker for Command Post. @ 1
Total 102.

The Americans, 4 Elements
Infantry RCT 117th
Inf Bn, 3 bases @8
Inf Bn, 3 bases @8
15mm Howitzer Bn, 1 gun @3

Armor CC 501st
1 Tank Bn, 3 Sherman @ 10
1 Armoured Inf Bn, 3 bases @ 9
1 Recon Tank Bn, 3 Stuart @ 8
105 mm Howitzer, 1 gun model @ 3
Attached Armoured Art Bn, 1 M7 Priest @ 4

Infantry RCT 126th
Inf Bn, 3 bases @8
Inf Bn, 3 bases @8
105 mm Howitzer, 1 gun model @ 3
Attached Tank Bn, 3 x Sherman @ 10
105 mm Howitzer, 1 gun model @ 3 
Infantry RCT 109th
Inf Bn, 3 bases @8
10 5 mm Howitzer, 1 gun model @ 3
Attached Heavy Art, 1 gun @4

Divisional
Engineering marker for Command Post @ 1

101 points
Some additional units and HQ bases, ready for O group.
I'm planning on bringing this lot back to the UK and it should be the basis for some great games.

Friday 19 February 2021

Five Leagues and Cestria

These are my notes on the 13th Century Cestria campaign.  I will be taking this up again over the summer

Five Leagues from the Borderlands has some great strengths as a game.  It's a solo game, written and designed to be played solo, against an "Enemy" system.  More than that it has the campaign system built into the rules, so much so that the campaign is part of this game. I'm not sure that "pick up games" or playing these rules against an opponent would work, although Nordic Weasel say they would.

Thing is though that these are rules for a miniatures RPG style fantasy game.  That gave me some pause initially.  I have a chequered history with this sort of thing, probably my favourite literature genre, but on table it never seems to work.  Where Borderlands is different is that this is low fantasy, the equivalent of the "Black Company" novels, the old T.T.G heroes RPG or the Harn setting.  No sorcerers or elves, just fantasy elements that can be thought of as realistic. 

Borderland issues,

I do have some issue with the rules beyond this.  For a start there are no cavalry rules.  Everyone is afoot.  Only pack mules make an appearance.  An easy enough fix however with some basic amendments.  

Of course the use of anoher ruleset rather than the Fivecore engine would work well, it's just that I haven't found those rules yet!

The use of set number of figures irritates me too.  Retinue, also an old TTG game handles this better, raising forces to points not set numbers.  I'll probably just go with a base table.  Not all Warbands are created equal and actually I want more than a single warband in play.

The nature of the game is dealing with threats.  But what if I want to game the threat, or one of my warbands actually is the threat?  The combat rules, focus on small groups, all well and good.  Larger games are possible though with some creative thinking, and although the rules have no command structure I would want to use the "Command" and "tactics" skills to allow a Knight to move a small group on his activation.

There is no grouping by weapon types, but at this level of game its probably not an issue. I have more of a problem with the concept of "heroes," and this is bound up with my issues on "Fantasy" itself.  Stronger, faster (with a better diet) battle trained individuals are always going to dominate, but let's leave Conan at home (although Howard's Hyboria is a low fantasy setting.)

Of course the superstitions of the medieval period provide us with the basis for all of that fantasy literature, but any fantasy elements I would allow would be one of background rumours. After all there are a lot of elements that can be drawn on for Threats: Heresy, revolting peasants, wolf's head outlaws, torn flags mercenaries, Border raiders, wild animals such as huge bears and wolves.

My feeling is that Five Leagues is a game that translates to other periods.  Initially I attempted using my 15mm Cry Havoc collection, perfect in- period figures for the game.  This left me a little cold, mainly due to the figure scale not being immersive enough.  I moved the game forward two centuries into the Fifteenth Century, and it worked far better, although I'm determined to collect some Barons war figures for this.

Actually though, as a concept Borderlands has even wider possibilities.  An Egyptians garrison in the Bronze Age, defending against rampaging Sea People's, Libyan tribesmen and desert raiders.  Norman adventurers in southern Italy attempting to seize and control territory.  Frontier Ranger patrols in the French Indian wars.  A Roman Centurion and his men keeping the local villages free of dark druidic plotting.

My campaign setting is a little more conservative, and seemed the obvious one for me.  Medieval Cestria is based on my home town of Chester Le Street in North East England.  It has a rich history to build the game on.  Initially a Roman Fort and Vicus on the Great North Road it was where Saint Cuthbert's body was brought from the Holy Island to keep it safe from Vikings. 

By the 13th Century it was part of the Prince Bishopric of Durham, and although I have deviated from history somewhat, I can give the game a realistic and grounded feeling.

Mythic Cestria circa 1200 AD

In my "Imaginations" campaign Cestria has its own Bishop.  There is a rival Bishop in Dyrham, to the south, but our town kept hold of Cuthbert's body, and the great Minster Church over his grave has only just been completed.  The Earldom of Nothumbrya over the river Tyne to the north has been overun by the Scots, as has much of the lake lands to the west. To the south the Barons are squabbling with the King as the Long Anarchy of the last century seems to be repeating itself. The Vikings are still out there over the sea to the East, their raiding a threat.

For fantasy elements this area has the legend of the Wyrm, a genuine story of a Dragon from the Middle Ages.  Its not been seen recently but everyone knows its there, and the family curse that follows the Wyrm is well known.  Just to the north of Cestria is the village of Perkinsville, which reminded me of "Baskerville" so let's add a werewolf story, a big wolf attacking people in the woods.  (And I had my own "werewolf in the woods" moment near here years ago after imbibing too much snakebite in the Plough Inn on one fateful night)

South across the moors is the oddly named Pity Me.  That will be a shrine to "God's Pity" the Misericordia, but also an ancient Grove to the old gods and a local Celtic Goddess of Grief.  Heretics bound to the old gods are found here, or those are perhaps just stories. Another oddly named village is No Place, so perhaps literally No Place, a mist swirled hamlet that seems to shift, or does it?  What kind of ale are they brewing to give travellers such an experience? 

It's the Middle Ages so some allegations of witchcraft are in order.  Is the Hag of the New-field a witch or a celebrated curer of swine fever?  A local ghost story is the Grey Lady, much talked of rarely seen, so that can also be added.  

Another fantasy element that is realistic is the "Caliban" option.  During the Middle Ages any physical deformity was seen as God's judgment and a sign of an evil inner nature.  I've just finished Deane's "A History of Medieval Heresy," and it's clear that different was dangerous, so I want some characters who look the part, a huge ugly Satanic knight, A cyclops child born with only one mid forehead eye and serrated teeth, who haunts the moors, a leprous priest leading a congregation of the diseased, a reality far more horrific than the modern idea of "zombies."

My figures are painted and based for Standard Games Cry Havoc. All the figures are named.  Six big knights are the basis of six factions, four of these being the Houses from my old school.  Ten more knights are aligned between these factions. This gives me the names I need, locking that detail into the game and avoids me using the rude double entendre names I'm prone to, and which would destroy the atmosphere I'm going for. 

The Houses of Lambtun, Lumley, Ravensworth and Finchale (from my school days) will be joined by Stanley (a name synonymous with treachery in Medieval England) and Wessingtun.  A Wessingtun went on to become first President of the United States so our lot should do well.  Finchale is of course named for a local Priory, so will be "Bishop's" Finchale, as the ruling Bishop's own house.

Gaming Cestria with my 15mm collection didn't work very well.  I didn't feel it.  The use of Wars of the Roses figures in 28mm worked much better, but really only spurred me into the decision to transform my 15mm figures into a Longships variant, and collect a force of 28 mm Foundry Baron's War for this game.  Since I'm expecting to be back in Durham pretty soon Ill have a big force of Normans to add into the mix.  That should allow me to pick this game up again during the summer 



Monday 15 February 2021

Starting on Rommel

I had decided that this week I would tackle a Sam Mustapha game.  Might and reason was on the cards until I remembered "Rommel," and that I had been planning to paint and base some old (and I mean old) Skytrex 10mm as the vehicles.  These don't match any of my Pendraken or Minifigs vehicles, and I had quite a lot of extra Pendraken and Wargames South Infantry that I could use. 

Rommel is another of those Sam Mustapha games I`'ve been waiting for ages to try.  The main impetus for this was getting these ready for the pending publication of "O" Group.  Rommel is at least two levels higher than "O" Group's battalion game, being on a Divisional scale and the terrain will reflect that.

Actually I`'m not doing terrain at all, as such.  My plan is to hand draw a map in the style of a wartime AMS Normandy map, using the Mortain area, as accurately as I can, for the Cobra breakout. The armies I have built are German vs US, with Infantry armour and artillery elements. 

 

The AMS 1:50000 map from 1944.  

The squares are 1km across, but I will fudge the actual terrain so that open, wooded, urban and soft ground is apparent.

The map, or at least an eighth of it.  I will be drawing up the sections based on the AMS Map (the US Army Mapping Service WW2), but it has yet to have the hedges for the bocage added from the satellite imagery.

The units go down onto the squares.  30mm frontages in 4 inch squares which correspond to a kilometer on the map.

Testing the look of the game.  Two units from 117 Regimental Combat Team face a Panzer Grenadier attack.

And it fits the look I'm going for pretty well.  This is two map sections on a 6 by 4 grid.  Six map sections to go for a full 12 by 8 grid!

Top down and it's getting there.

The first game will be a half map/grid tester.  I will field 50 points per side, with 2nd SS panzer Division against US 30th Infantry and it's Sherman support, and intend to blog it in detail move by move for learning the game.

Thursday 11 February 2021

The Red Hand at Thiepval Wood

The Somme, Scenario 1. The Red Hand at Thiepval Wood
 


Unit:  1st  Platoon,  A  Company,  14th  Royal  Irish  Rifles  Battalion  (Belfast Young Citizens), 109th Brigade, 36th (Ulster) Division (New Army).  
 
Historical Result:  A Victory is medium casualties sustained

With traditional cries of “No Surrender!” the Ulstermen of the 36th Division swarmed over no man’s land and took the initial German trench line on schedule--and kept on advancing--in one of the most successful assaults of July 1st. 

In front of them was the Schwaben Redoubt, one of a number of heavily fortified positions along this sector of the German line. This was one of the areas that General Haig had insisted that more than just a bite and hold operation took place and for this reason the plan was that the reserve Brigade (107th Brigade) would follow through the leading Brigades to sweep on deeper into the German position.

108th Brigade
On the left of the line were the remaining two battalions from 108th Brigade: 13th Bn Royal Irish Rifles and 11th Bn Royal Irish Rifles. Their task was to sweep around the left of the Schwaben redoubt keeping to the east of the village of St Pierre Divion down in the Ancre Valley.

109th Brigade
On their right were the four battalions of 109th Brigade: The 10th Bn Royal Inniskilling Fusiliers and the 9th Royal Inniskilling Fusiliers in the front with 11th Bn Royal Inniskilling Fusiliers and 14th Bn Royal Irish Rifles behind them.

It was the initial task of 109th Brigade to take the Schwaben Redoubt by means of a direct frontal assault.

107th Brigade, behind them, sheltering in the wood was 107th Brigade made up from four battalions of the Royal Irish Rifles: the 8th, 9th, 10th and 15th.

They would come up through the first two Brigades pushing on towards Grandcourt.

The preparatory bombardment along this stretch of the front line appeared to have worked well and the wire entanglements seemed to have been cut sufficiently to allow the infantry attack to proceed almost unhindered – after all, the theory went, all the Germans would either be dead or so shell shocked that they would be incapable of resistance.
Tragically it didn't turn out that way.


I`ve deliberately changed the names for the "Big Men" in this game, and feel that I will have to do this for any game involving the battle.  The real names can be found at: 

http://historyhubulster.co.uk/tag/royal-irish-rifles/

1st  Platoon,  A  Company,  14th  Royal  Irish  Rifles
Captain Davis
Lieutenant Kerr
Sergeant McGarrell. 
Corporal Doyle

26th Reserve Division (Swabian)
51. Reserve-Infanterie-Brigade
Württembergisches Reserve-Infanterie-Regiment Nr. 119
3rd Company 2nd Platoon
Leutnant Friedel Lutz
Unteroffizier Wolfgang Paul
Feldwebel Karl-Heinz Schnellinger
Gefrieter "Little" Willi Schulz

The Germans begin under random blinds as the programmed force.  I will control the 36th Division Force.

Table layout

My (really, really) home made cards

The trench terrain is a work in progress
The blinds move in.  The Irish Captain is spotted

The German's pop up
The German Leutnant uses an initiative but the firing doesn't stop the Ulstermen's charge

The Irish Captain uses his Command initiatives to get the sock down, as the Sergeant comes off a blind to get forward. 
The German support weapon barrage lands too close for comfort.
With more shock mounting the Irish Lewis gunner gets some excellent hits in.

More German artillery fire, and again it lands close
The Irish get into the forward trenches, and clear them.  With artillery fire landing on them they have fulfilled some of the victory conditions but this was a grim fight.  Now we wait for the support battalion to pass through.