Friday, 22 October 2021

Hoplites in Cyprus

My first face to face games in Cyprus, and some Men of Bronze Hoplite battles against Rob, another Durham Wargames Group exile.

Quite pleased with the look of these guys, but maybe some 3,2, 1 basing is needed.

My game map needs a bit of work but it's looking about right.  I intend to have it blown up to A3.


Salamis - Kingdom
Poisedon's Elite Sacred band 1
Drilled Hoplites 2
Militia Hoplites 1
Greek cavalry 1
Peltasts 1
Citium - Phoenician colony
Bhaal's Children Elite Chariots 1
Citizen Hoplites 2
Ship crew peltasts 1
Archers 1
Paphos - Priest-king
Aphrodite's Sacred Band 1
Drilled Hoplites 2
Militia Hoplites 1
Slingers 1
Curium - Tyrant
Elite Sacred band 1
Drilled Hoplites 2
Militia Hoplites 1
Greek cavalry 1
Peltasts 1
Marium 
Persian Governor
Sparabara 2
Archers 3
Cavalry 2

Game 1

Bellendus of Paphos vs Testicleas the Greater of Curium.

Bellendus is ambushed on the march to Curium.  My initial reaction,  "that's not good."  Wasn't wrong either.

Fight.  The leading edge of the lines clash.

First clash


The front lines wipe each other out.  Bit of a blood fest Men of Bronze/

And a stand off between the stone throwing guys and the useless cavalry

But the ambushing Strategos has been killed.  Nobody fight over his body so we can assume he wasn't well liked.

And on the other flank, I'm attacked... in the flank.  

and the damn cavalry pile in too.  Its pretty much a massacre.

My hoplites are destroyed.

And my last group pass the morale rolls to fight on.

And my Strategos is also killed.  Or perhaps ran away because he's clearly still on his feet.

Time for revenge.  We target the Sacred shrine of Vectron. 
The scenario is burn down the shrine.

And yes, its a 15mm Saxon Church, but that's how Vectron swings.

My right flank goes in.  Honours are even

But the Hoplites in the Sacred Sanctuary give me a bloody nose.  

And on the left flank its a shooting battle.  My rock chuckers are supreme.

We kill his Strategos.  It seems to be the same guy!

I close in on the shrine.  My Strategos is clearly unhappy to attack it again, so I rely on the slingers.

I win the Hoplite battle on the flank, but I have no answer to the strongpoint.  I`m thrown back again, wavering.

And the end game.  I can't win.  It's a defenders Victory and Vectron will smile on us all.

I enjoyed Men of Bronze for these games.  Its quick, brutal, small scale and quick.  Perfect for the mini campaign format.  

Obviously I`m going to need to scratch build some "Greek" buildings to replace the Saxon church, dig out the triremes for a coastal landing scenario, and maybe finally buy those Persians and bring the Macedonians over from Durham.

We also discussed using goats for arete points, and although I rather like the Das modelled coins I think it would look better.  indeed one of the plot complications is a herd of goats, and I have the pan pipes guy to go with them.

Really enjoyed my first actual non solo wargames here in Cyprus, and a welcome return to ancient Greek battles.




Wednesday, 20 October 2021

Hidden up the Noncio's Cassock

Cardinal Thickié, Papal Noncio, has pinched the King's Family Jewels.  The King doesn't want a fuss but the services of the infamous "Flashing" Blade have been engaged to recover his Royal honour.

The Cardinal has surrounded himself with the feared Papal Red Guards, and hired Pongé, Compte du Rochefort, to ensure his safety.

The action begins as the Blade and his faithful manservant Lurkio confront the Noncio at a meeting between him and his favourite Nun behind the Luxembourg.

No Nuns were harmed (or depicted) in the course of this game, but several Guards were run through the body.

Flash... just a man...

The Guards

Flash and Lurkio


As ever Lurkio gets stuck in first, driving a guard back wounded

Flash picks out a guard and knocks him back too

Rochefort and a guard attack the Blade from both sides.  Not a sporting fellow.  Honours are even.

Lurkio puts his man down

The Flashing Blade wounds a guard and Rochefort recoils.  He's had better days

Lurkio's next target isnt so unlucky.  A wound each, and both go down.

Flash drops another guard

With tw guards wounded the Hero goes for Rochefort again.  He drives the big guy back wounded.


Feeling cocky Flash has a go at the two guards.  He kills one, but the other sticks him.

Discretion!  The Blade flees the fight.  

Carnage as usual.
The Noncio's cassock is safe but will the Blade end up in the Bastille, again?
Find out next time etc... etc...


Monday, 11 October 2021

Scenario three: The Bridge at Kipringen

 Scenario three: The Bridge at Kipringen

An engineering Officer has been sent to strengthen the bridge to allow White's heavy baggage to cross.  The enemy determine to put a stop to that.



These games are using sections of my Geek Villian countryside mat, with contouring and terrain to match the Meckel map as far as possible.

SCENARIO C: BRIDGE TO VICTORY 

The attacker’s Battalion has been assigned to support a group of engineers that are going to rebuild a broken bridge over the river before darkness, so that all the heavy equipment can be transported to the other side. The defender has a battalion nearby that detects the bridge build, and attacks the construction site to delay the bridge building. 

SET UP 

The attacker’s side has a 24-point Battalion and 2 Engineer units of 6 men each for free. The defender’s side has a 24-point Battalion. 

Table size 48" x 48". 

Terrain: 

In the middle of the table from the North to the South edge there is a river that counts as Difficult terrain, both river banks are steep and count as Obstacles.

Both sides of the river have a mix of forest, hills, and open areas. The attacker deploys his entire Company as well as the Engineers in the West Zone. When the attacker has deployed, the defender sets up his units along the East board edge. At least one model from each unit must be touching the table edge. 

SPECIAL RULES 

The attacker must complete the bridge before dusk. To rebuild the bridge the Engineers must spend time in the river beside the bridge. If a unit of Engineers succeed with the special Action: Build, they generate as many Construction Points as the natural roll for their Build Action. Keep a running total of all Construction Points generated, as the attacker needs 60 of them to complete the bridge. Engineer units have the same stat line as Shock Infantry but has no Firing value and may not use any of the Special Rules or make

Attack Actions. Units in the river count as in Cover from shooting.

ENDING THE SCENARIO 

After turn 8 roll a die and add the turns already played, if result 14 or more this was the last turn. End the scenario if any of the conditions noted in the section “Ending the game” apply. 

OBJECTIVES 

For attacker: 

+ 4 Honour if the bridge is completed, the total of 60 Construction Points is reached, before dusk. 

+ 2 Honour if they have built 40 or more Construction Points by the end of the game but have not completed the bridge. 

+ 1 Honour if your Company managed to cause more than 33% casualties. 

+ 1 Honour if your company took less than 33% casualties. 

For defender: 

+ 3 Honour if the bridge wasn’t finished by dusk. 

+ 1 Honour for each of the Engineer units removed from table. 

+ 1 Honour if your company took less than 33% casualties.

The Game


The Bridge at Kipringen

White deployment.  Grenadiers marching for the bridge.

Blue deploy and that fiend Colonel Babbage mirrors my deployment of white.

The Blue Grenadiers don't seem keen today.  Or does Colonel Babbage have a plan?

But Blue close up onto the ridge.

White cross the bridge.  The Grenadiers form close order

And the battalion gun covers the Grenadiers from higher up.
Whit's Grenadirs give a close order Volley at +1  Hitting on a 4.  We kill five of them...


The Blue Grenadiers roll morale low, and at -5.  They reel back broken.

And good work from the White's gunners with that popgun.

The Blue Grenadiers rout.  White feel the hope!

Platoon Firing down the line.

I unleash the White Grenadiers into the flank of the Line.  4 casualties vs. two.

The White Grenadiers follow up but this time its even.  Even so the Line Infantry have hit half strength and get a permanent disorder marker to go with the first.  They are broken.

A second White unit marches over.

And my Engineers start work strengthening the bridge.  I`m using Jager to represent them.

The 3pdr battalion gun shoots really well.  Against troops behind a wall I need 4 hits and I score two casualties.

Mid way and Blue are in trouble.

A third of the bridge has been repaired

My mad Grenadiers go in again.  3 casualties vs. two.

The Blue Officer joins his unit only to be thrown back again.

But the White Grenadiers are now a spent force.  The Blue Officer runs away!

White's Skirmishers do a great job, breaking the enemy skirmishers in a fight over the river.



And the Bridge is nearly repaired.

The Blue Colonel rides away pretending nothing has gone wrong!

An activation failure.  Pretty much a done game now.



White charge into the flank.  Its a draw but the situation is untenable for Blue.



As my Whites Officer leads another Company across the river (with two pauses at the banks) White have finally won a game.

The last Blue unit on table.  Gary the gunner.

And Huzzah the bridge is done.

The end positions.

Honour
White 18
Blue   23