Showing posts with label Gripping Beast. Show all posts
Showing posts with label Gripping Beast. Show all posts

Tuesday, February 04, 2014

My Analogue Hobbies Challenge heroes Theme entry

 So the two-week theme came around again in the Analogue Hobbies Challenge. I was really glad to get this one in as it was touch-an-go whether I would succeed due to a very busy month at work.  The two figures in question are from Gripping Beast's 28mm Romano-British/Arthurian range. They are painted up to represent Artorius himself, plus hero/sidekick Lancelot (he of the mask).


I did enjoy painting them, and even had a go at painting the shield design on the masked figure. The shield pattern is from LBM with a bit of paint to blend it into the shield.  I have to say that I much prefer the cast on shields. I really find that the separate shield you have to glue on for the other Gripping beast figures are poor on detail and do not paint up that well. As with all glue on weapons and shields on wargames figures, they seem to pop off with a certain regularity.

I had intended to do more figures for this round, but as said, time was in short supply. I hope to put up the additional figures over the next week.

Monday, December 23, 2013

First submission to the Analogue Hobbies Painting Challenge

So I finally managed to get my first entry into the Analogue Hobbies Painting Challenge. This was a quick effort as for most of the week I was down in Moravia on work related training (spending Sunday on the train instead of painting at home).

My entry was a dark age priest and his "flock". This chap will actually represent a Saxon Pagan Priest for my Dux Britanniarum army. Really a fun set of rules that I can't recommend enough.
 
The figure is the Merlin character from Gripping Beast, his flock, all from Redoubt Miniatures. This little entry gained me 73 points. Now only another 927 points to go... :-( 

Tuesday, November 12, 2013

2nd game of Dux Britanniarum (with less testing and more playing)

We managed to roll out the muddy golf course that are our current gaming tiles at the Prague Wargames Club for another tale of daring-do's (and sometimes don't's), with a very bloody maul of a Saxon raid on a Romano-British church (no the lads above are not queuing up for confession).
This was the second raid in our new campaign. The Saxons received a bloody nose during their last raid on a Romano-British village. As a result they spent two months nursing their wounds and rebuilding their force. In the meantime the British Lord had lifted enough money (filty lucre) off the Saxons to be able to bribe his warriors to declare him Praefectum (a higher rank on the road to kingship).

The Saxons, still short of cash need to continue raiding until their Warlord has enough money to bribe his way up the social ladder. Only then will he have enough prestige (and cash) to attempt full battle with the British and try to seize a provice, and eventually a kingdom (the Saxons above starting the raid; their target the church in the distance).
Now the Saxons were staring with a -1 to Army morale as they had lost the last raid. They were lucky and got four turns of moves before the British could enter the table. Once at the church they had to pass two looting tests to find the gold. But could they? No, they passed one test (a 5 or 6 on a normal die) and then failed every other one, and sat for the whole game stuck in the church trying to sniff out that last golden chalice.
With all the dithering at the church, there was nothing for it but for the Saxons to get stuck in to the British vanguard to give the boys at the church more time to find the loot and then leg it off the table. (Saxon Hearthguard charging towards the British, followed by the Saxon warriors).
The two elites Saxon units, with Saxon Warlord and champion attached, ploughed into the British Hearthguard, and bounced off! The British played the Shieldwall braced card from the Fate Deck, and the Saxons the Aggressive charge card, which cancelled each out.
The Saxons reeled backwards after a poor dice roll and losing nearly half their men. They were then hit immediately by a fresh group of British Warriors; more casualties (9 now out a total of 12) and then a stack of Shock Points. This added up to more than twice the number of remaining men, and so the two Saxon units routed automatically (Losing ones Amphora). The remainder of the Saxon elite routing off the table below.

The next effect of this mess was that the Saxons had to take an army morale test as two elite units had routed. This led to Saxon army morale being halved (get to 0 morale and the whole army routs off the table).


Dead from the elite Saxon units loitering somewhere in Elysium, or is that Valhalla.


The British tide of units kept coming on as the raiding party was still fumbling with the Vicar's drawers in the church. There was nothing for it but for a combined group of two Saxon Warrior units to charge into the British to delay or hopefully rout some of their opponents.
 
They piled into the British Elite unit and smashed them, but in doing so sustained huge causalities and shock points in turn. The British broke first, but it was a Pyrrhic victory, as the excess shock points then routed both Saxon units. (the result of the final bloody encounter below).
Below, the Saxons still messing around in the church, as the Saxons square up for their final charge.
With the two units of Saxon warriors running for the hills, the Saxon Army morale fell to 0, and it was game (or raid) over.


Again, like the first game, everything ran very smoothly with these rules. The Saxons now have their tails firmly between their legs and must sit out another two months while they recover from their losses.  They can raid again in July, but the campaigning season finishes in September, so they really need a successful raid soon. The next raid will also see them start on a -2 to morale after this defeat. What will it be? hit a wagon train, rustle some sheep, or torch a watchtower. More Lardie mayhem to follow soon with this excellent set of rules. (All figures and buildings by Gripping Beast)

Tuesday, October 29, 2013

First test game of Dux Britanniarum

After reading many positive reviews of Dux Britanniarum, and having had great games with Sharp Practice, I got the full set of the game along with printed cards a few weeks ago.  I had already tried out the other "Dux" (Dux Bellorum) a while back, which itself was very good for larger stand alone battles.

I don't need to repeat in detail the high production values, but it's all there and the cards are a nice touch.  The rule mechanics seem straight forward, as is usual with the Lardies rules stable, while the addition of a separate Fate Deck of cards really makes for a dynamic game.


We decided to start with a test game, which was also the first encounter of the campaign. As others have mentioned, the campaign system is the real draw of the rules. This first encounter was a Saxon raid on a Romano-British village. As part of the campaign system the Saxon Lord has to build up wealth (or "Filthy Lucre") through a series of village and cattle raids, as well as raids on wagon trains and Churches. With a sufficient amount of victories he is able advance his social position and eventually bribe his warriors to declare him Warlord. Only via this process can he gain the fighting units and social prestige that will eventually allow him to conquer his first province and hopefully set him on the road to conquer a small kingdom.



The Kingdom coming under attack was the North British one of Rheged, and the raid was on the province of Caer Brogwm (just south of Hadrian's Wall in what now would be Cumbria). The Saxons were attacking from Coriosopitum in the old Kingdom of Bernaccia (current Northumberland) which had recently fallen to the Saxons.

The task for the Saxons, pretty much like a modern bank robbery, was to get in, find the stash of gold in the village and get out quickly. The objective of the British was to stop, catch or hinder them in every way possible (basically try to wipe them out).
 

The Saxons were led by a new Lord, Aethelfrith (pictured at the very top with his champion), who was on his first raid, supported by two other nobles, Eadric and Theobold. As you see, in the rules there is a character generation procedure before the campaign begins. This is a nice touch, and gets you closer to "owning" your force (the characteristics that you have to roll for will also effect how they perform in the battles and campaign).

In this particular raid, the Saxons managed to get a four turn head start before the British turned up. This was enough to get the second-in-command and a band of warriors into the village to start searching for the gold (Eadric above cajoling his warriors to find the loot).


The British when they did arrived turned up in the middle edge of the table, half way between the village and the escape route for the raiding Saxons. They then proceeded to slam into the back of one unit of Saxon Elite Warriors (see the picture above), who lost a few casualties, but more importantly took a lot of shock points, indeed many more than they had men, and so triggered what was an automatic rout (called "Losing your Amphora") from which there could be no rally (the remains of the unit rout below).


To stall the British further I sent a combined unit of two Warrior bands, with the attached Saxon Lord and his Champion (this gives multiples of points in Close Combat). To this was added an "Aggressive Charge" Fate card which added more advantages, though the British played a Shield wall Braced Fate Card as well, plus the British in Shield wall will always ignore the first kill inflicted on them. Now the Fate Deck cards, plus some good dice, can be key to any encounter and are at the heart of the combat mechanism. Each side get 5 cards at the start of the game, and can use the cards or hoard as needed. Each of the cards confers a certain tactical advantage in combat (or evading it). In some instances you can play multiple cards in one Close Combat, but each noble can only pick up one card at the end his activation, so you have to be careful how you use them.


Anyway, in this instance the Saxons manage to rout one unit, though the second held. In the next few rounds of combat though, the British Shield wall wore the Saxons down and they finally routed.


During this period of fighting the other Saxon warband was searching through the village and finally after 5 loot tests to find the gold came up trumps and started the long journey back off the table while trying to avoid the British (you can't fight and carry bags of gold at the same time).


Now the other thing that was happening was that the Saxon army morale was slowly counting down. With each routed unit the rest of the force has to take a morale test, the result of which will reduce army morale. Once army morale gets to Zero then the whole force abandons the table. Each starts the game with a morale of 5, and then with some dice rolls during the start phase this can be pushed up to a maximum of 9. Lose a raid, and in the next campaign games your force starts on a -1 to morale, encouraging the player to be a bit cautious.


In this case, the rout of one Saxon unit dropped army morale below zero, and the Saxons fled the field pursued by the British. They had taken moderate casualties which meant that it would take 2 campaigning months for the force to recover. The British as winner got to keep the gold and some more from the Saxons, and could replenish their losses faster, thus giving them a free hand in the next campaign month. If the Saxons had won, they could have had an unopposed raid the following month to increase wealth, and with that perhaps increased the lord's status and even hired extra units for the next raid or battle. I think this gives you an idea of how good the campaign system is, and how it informs the table top game.

I really can't recommend the rules highly enough. All the figures and buildings were from Gripping Beast, apart from Aethelfrith himself, who is a really well sculpted figure from Musketeer Miniatures.

Monday, April 22, 2013

Salute 2013

Bloody Lobsters again!

After a 2 year hiatus, an expanded squad from the Prague Wargamers Club reached the shores of Salute. Through an orgy of frenzied shoppers, I managed to sneak in a few snaps of some nice games indeed. Details can be found at length in all the other blogs written about the day (I'm sure I'll eventually work out who put on what games).

The social highlight of the day was of course meeting up with fellow bloggers, and it was especially nice to meet "Sidney" (Roundwood's World), Fran (The Angry Lurker) and Ray "Sand bags" Rousell (Don't Throw a 1), as well as other members of Posties Rejects and many other bloggers (there were a lot at the meet). Again, I can't emphasize enough how many of my favourite bloggers have been a great inspiration for getting in to new periods, and getting on with painting the lead. I think blogging in general has been a real boost for the hobby.

Anyway, first up in the nice games sweepstakes was this impressive Peninsular War scenario in 54mm game put on by Victrix. It seems that 54mm (or even 40mm) is the new 28mm, whatever that means; it's a bit like 'black is the new yellow...' Very nice display, though gaming in this scale requires the prior purchase of a large mansion, with attached stables and gaming hall...






There was, as with my last visit in 2011, a Very British Civil War display game. Now this is all very silly/alternative history stuff, but very nicely presented . Still, all I could think of when looking at it was "the Trumpton Riots...." (who remembers that song ;-)



One of the 2 or 3 games which I thought upped the standard on the day was the 40mm Alamo game put on by Gringo 40's. Great terrain and buildings, and the same high standard with the figures. The Alamo church itself was spot on (I should know as I've stood in the original).

One of a number of American Civil War games on the day. This one was notable as the terrain of Little Round Top looked quite nice.


A very large World War 2 display game based in Normandy 1944. The details of the town were the winner here, as was some of the scenery, especially the river. Unfortunately WW2 tanks and figures are not actually that appealing to look at for me (damn that camouflage, give some redcoats anytime).



 

The other big winner of the day was the enormous Waterloo game. When I walked towards this thing (for how else could one describe such a spectacle), I thought "well, that looks like an interesting 15mm display." Oh, how wrong; the table was stuffed to the gills with nicely painted 28mm figures, thousands of the little devils. Now more than a few were still in stovepipe shakos, but this is easy to forgive when you appreciate the full game, along with accurate models of the two farms. No surprise really that it was the show winner (or so I have been told).





 

 

The wee Corsican himself handing out a few cooking tips...



In terms of the other game that had a touch of the "wow" factor, it had to be the siege/battle in Medieval Japan put on by Oshiro Model Terrain. Not crowded with figures as the Waterloo game, but full of a nicely created Japanese town.





The other game that caught my eye was a nice quirky game around the siege of Troy, put on by the Tin Soldiers of Antwerp. Again, a very nice display game, and the members from the Antwerp club a truly a nice and friendly bunch of people; top marks!


Where's Helen???
 



As the frenzied shopping showed no signs of abating, I joined in, and left for Prague, bag stuffed with some nice Front Rank reinforcements and a stack of Perry Plastic Austrians for our upcoming Austerlitz game, some Monmouth Rebels from Reiver castings to double as Vendee Rebels, French Consular Guard from Trent Miniatures, British Napoleonic Royal Marines from Grubby Tanks/Britannia, and that lovely 28mm Dutch windmill and some bridges from Grand Manner. New Perry Plastic AWI British and Gripping Beast Dark Age Warriors soaked up the last few Shekels.

Salute is also great for books and rules and general inspiration for projects beyond the current lead mountains, so purchases below have them lined up for me. The next three for end year, start of next, are below (though they will most likely keep me going through all of 2014), wish me luck...: