Saturday, August 25, 2018

Delay of Game



With a few people not able to make the October 19 launch date I have decided to postpone the start to November 28. 

I will be running a game on October 19. This will most likely be a Early World War II battle set in Belgium.

Monday, August 20, 2018

I Have Not Been Completely Idle


Convention season had me busier than I have been in a long time. I have not gotten any painting done for a few months, but I have been writing and working on special projects.

 
Overhead View of Castle

I got this 4Ground castle in a trade at Gen Con. It fits perfectly with my campaign for the basic Motte and Bailly fortification that a new area would have while it built up its more permanent stone Keep. There are a few extra sections I have yet to complete, (corner wall, watch tower) and I still need to finish up the ground work on the bases. The whole thing will also get a hill to stand on.


Front View of Keep, Gate and Walls

Front Gate with Knight with Archers on the Walls
Now it is time to get back to painting troops.

Thursday, July 19, 2018

Answering Some Questions


I was asked the other day about using the Fireforge figures and how to make Halberdiers. The answer is use the Crossbow figure from the various Foot Sergeant sets and place the halberd in their hands. Fireforge make three different styles, so you have options on the look. 

I was also asked about using other figures and basing. My short answer is if the figures are in the 28mm range, I.E. they look close enough, they are fine. If they are on alternative basing, if it is close to what everyone is using that works too. 

For those looking for a short cut to heraldry I highly recommend the Fireforge sculpted shields. They are quick and easy to paint with the emblems being raised, letting you put a shade and a highlight on the devise and just a single color on the base of the shield.

At this period the horse trappings did not normally have the heraldry on them and could even be in an alternative color to the heraldry. Basically for the horses you can paint them how you want. 

With GenCon just around the corner, August 2-5, I should finally have time to start painting again after that. Next up will be knights and commanders.

Saturday, June 9, 2018

Who is in?


I now have heard from several you that are planning on playing. One question that has come up is, who is available to take as a Rival? To this end I am post a list of players and their Rival status. I have created the following list for everyone to use.

I am still waiting on names from most of you. You need one for both your Commander and for your Lieutenant. See James listing for an example.  

The Roll Call.
Kevin C. King of the North – Rival Josh

Josh King of the West – Rival Kevin

Jon M – Rival Bob M.

Bob M. – Rival Jon M.

Alex S. – Rival Tom

Tom – Rival Alex S.

Lorrain C. – Rival undetermined

James / Jacques de Guise Count of Mons – Rival undetermined

Tibor – Rival undetermined

Jim T. – Rival undetermined

Larry – Rival undetermined

Another thing is I have now changed the basing for Commanders to 80mm Round with 2 figures, while the Lieutenant is still on a 60mm Round. I decided that this will make distinguishing which is were easier.

Fifth Unit Finaly Done


Front view of Blue & Gold unit 1
It has been awhile since my last post and I have finished a lot less then I wanted. With that said here are the next spearmen for my retinues. These are armored spearmen and the first uniform shielded unit. I ended up reversing my idea and while the unit is a combination of different looks the shields are nearly identical.

Overhead View of Blue & Gold unit 1

I have been working on my first command stands and a unit of knights. My Georgo bases took a bit of filing to put a bevel on them so they would fit into the GW stands. I now have enough done that this should not delay me in the future.

Wednesday, May 23, 2018

Fourth Unit – The Blue Spearmen


The Blue Spearmen
This is the next spearmen unit and again I went with a unique shield pattern as before. The colors are Blue and White to match with the archers. I don’t really care for the way the shields came out, but they will do. I am going to try a uniform pattern on the next group while still varying the shield style.




I tried going with a dark brown on the spears, then highlighting it up to the lighter color. It looked OK but was not interesting enough to warrant the extra effort. In the end I went back to the single color.

This week was busy with a lot of unexpected interruptions. I am glad I got at least one unit added. I am way off schedule, but I am not going to get down on myself. I am keeping in mind that every unit completed is one step closer to my goal. I am going to go with a herculean effort to get three units finished this coming week.

Tuesday, May 22, 2018

Third Unit Painted


The Green Spearmen
This is my first spearmen and I decided to make each shield unique to add a less uniform look to the unit. They are in the same Green and White as the Green Arrows to give these two a linked retinue appearance. I like the way they came out, but in future I am going to go with full body shields for everyone to give spearmen a more protected feel.




Another thing I tried was leaving the spears a single, unshaded wood color. It was certainly easy, but I am not sure I like it. I might add a darker color and then highlight with this brown. As a note, the brown is the same base color as on the bows, but with those I have added a highlight to make them look more like yew, or ash wood.
Green Arrows with Green Spearmen in Support

Monday, May 21, 2018

Joining Battle


Once forces are organized battle can begin. These are the basic charts for how to resolve a turn. 


CHAINMAIL CHARTS REVISDED

Turn Sequence

Roll Initiative – Winner determines who is side A

A – Declare Charges, move all non-charging units, resolve all Split Move & Fire, Receive all Pass-Through Fire. Complete Charges. Resolve Regular Missile Fire.

B – Declare Charges, move all non-charging units, resolve all Split Move & Fire, Receive all Pass-Through Fire. Complete Charges. Resolve Regular Missile Fire.

Missile Fire – Resolve fire for any unit that has not fired this turn, or second fire for stationary Bows.

Melee Resolved

Moral Checks



Movement Rates

Troop Type
Move
Charge
Light Foot
9
12
 Heavy Foot
9
12
Armored Foot
6
8



Troop Type
Walk
Canter
Gallop
Light Horse
0-10
11-20
21-30
Medium Horse
0-8
9-16
17-24
Heavy Horse
0-6
7-12
13-18

Horse may move up or down one level per turn. Must move at least the minimum listed each turn. See NOTES on MANEUVERS.



Maneuvers

From
To
Time, or Requirements
Column
Line
1 Turn
Line
Column
1 Turn
Face Left/Right

1 Turn*
Face Rear

2 Turns*
Column/Line
Square
2 Turns* Infantry Only
Wheel

Count 2” for each 1” moved
Side Step

1 Turn*, 3” Left or Right Infantry Only

*Units caught in melee while maneuvering must beat opponents dice roll or count as flanked.

Squares once formed have no flank but may not move.

Cavalry may only maneuver by Wheel if at a Canter, and if at Gallop may only wheel up to 45 degrees at the beginning of the turn.

Wheels work by holding down the inside corner and move forward along the outside. A second unit following moves directly into rear contact of the lead unit.



Terrain Effects

Terrain
Effect
Prevent Charge
Gentle Hill
Half Speed Up Hill
Yes, Up only
Steep Hill
Half Speed
Yes
Woods
Impenetrable except to Ambush started in
Yes
Rough
Cavalry Half Speed Walk or Canter Only
Yes, all
Marsh
Half Speed. Cavalry Walk Only
Yes
Fordable River
Halt on contact. One turn to cross. Cavalry Walk, or Canter Only
Yes

Moral Levels

Quality Level
Casualty %
Score to Remain
Mob*
N/A
If a mob checks moral it automatically routs
Militia
25%
8 or better
Regular
33%
7 or better
Veteran
33%
6 or better
Elite
50%
4 or better



Combat Results

Light Foot Vs.                                                                                        Light Horse Vs.

Light Foot - 1 die per man, 6 kills                                            Light Foot - 2 dice per man, 5, 6 kills

Heavy Foot             - 1 die per 2 men, 6 kills                           Heavy Foot             - 2 die per man, 6 kills

Armored Foot         - 1 die per 3 men, 6 kills                           Armored Foot         - 1 die per man, 6 kills

Light Horse             - 1 die per 2 men, 6 kills                           Light Horse             - 1 die per man, 6 kills

Medium Horse        - 1 die per 3 men, 6 kills                           Medium Horse        - 1 die per 2 men, 6 kills

Heavy Horse          - 1 die per 4 men, 6 kills                            Heavy Horse          - 1 die per 3 men, 6 kills



Heavy Foot Vs.                                                                                      Medium Horse Vs.

Light Foot - 1 die per man, 5, 6 kills                                         Light Foot - 2 dice per man, 4 – 6 kills

Heavy Foot             - 1 die per man, 6 kills                               Heavy Foot             - 2 dice per man, 5, 6 kills

Armored Foot         - 1 die per 2 men, 6 kills                             Armored Foot         - 2 die per man, 6 kills

Light Horse             - 1 die per 2 men, 6 kills                             Light Horse             - 1 die per man, 5, 6 kills

Medium Horse        - 1 die per 3 men, 6 kills                             Medium Horse        - 1 die per man, 6 kills

Heavy Horse          - 1 die per 4 men, 6 kills                              Heavy Horse          - 1 die per 2 men, 6 kills



Armored Foot Vs.                                                                                    Heavy Horse Vs.

Light Foot - 1 die per man, 4 – 6 kills                                          Light Foot - 4 dice per man, 5, 6 kills

Heavy Foot             - 1 die per man, 5, 6 kills                              Heavy Foot             - 3 die per man, 5, 6 kills

Armored Foot         - 1 die per man, 6 kills                                   Armored Foot         - 2 die per man, 5, 6 kills

Light Horse             - 1 die per man, 6 kills                                   Light Horse             - 2 die per man, 5, 6 kills

Medium Horse        - 1 die per 2 men, 6 kills                                Medium Horse        - 1 die per man, 5, 6 kills

Heavy Horse          - 1 die per 3 men, 6 kills                                 Heavy Horse          - 1 die per man, 6 kills



Missile Combat

Weapon
Range
1
2
3
4
5
6
7
8
9
10
Short Bow
5/10/15
6-7-8
6-7-8
6-7-8
7-8-9
8-9-10
9-10-11
10-12-/
12-/-/
10-12-/
12-/-/
Light Crossbow
6/12/18
5-6-7
5-6-7
5-6-7
6-7-8
7-8-10
8-9-11
9-11-/
11-/-/
9-10-/
10-12-/
Horse Crossbow
5/10/15
5-6-7
5-6-8
5-6-8
6-8-9
7-9-10
8-10-11
9-12-/
11-/-/
9-11-/
10-12-/
Heavy Crossbow
8/16/24
4-5-6
4-6-7
4-6-7
5-6-8
6-8-9
7-9-10
8-10-11
0-11-12
7-9-12
9-11-/

Rate of Fire: All but Heavy Crossbow can move full and fire. Heavy Crossbow can move half and fire, or if moving over half, if they beat their opponent’s die roll (both sides roll 1d6). Bows that don’t move and are not in melee can fire twice in a turn.

Bows, but not crossbows may fire indirectly. The target must be over 3 inches from them. This reduces their range to -/6/10. Their targets armor increases by one category, with categories 7 and 8 becoming arrow-proof.



Armor Classes

1)    No Armor 2)    Leather or Padded 3)    Shield Only 4)    Leather Armor and Shield 
5)    Chainmail 6)    Chainmail and Shield 7)    Partial Plate 8)    Partial Plate and Shield 
9)    Horses – No Armor 10)  Horses – Barded