With
a few people not able to make the October 19 launch date I have decided to
postpone the start to November 28.
Covering a Chicago Area groups Medieval miniatures campaign of 12th century dynastic civil wars.
Saturday, August 25, 2018
Delay of Game
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.
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 |
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
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
5) Chainmail 6) Chainmail and Shield 7) Partial Plate 8) Partial Plate and Shield
9) Horses – No Armor 10) Horses – Barded
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