Sunday, 16 May 2021

Of Gods And Mortals. How we play breakdown - First game back in the world!

Last of the Shape Of Things To Come posts.  
Bit of an Modus Operandi 
sort of thing.


This is an adult game.  It takes planning and thought with the eye to combined ops.  

There's 3 bits:  Gods, Heroes and Mortals.


Gods do things.  In combat they count as 8 mortals.  When mortals pray, they get more actions.  When they are banished, it's the mortals that can bring them back with their heartfelt incantations of "Oh Ye God, we're all going to die!"  On the scales, big powerful gods cost more, so less points for your others.  It's all in the balance.

I'm hoping to play this game as a sort of series, so there are several options, we've never tried multi player options.  Plus, it will see my older Museum Miniatures replaced with the new, amazing, Z sculptures, new movement bases and some repainting:

Straight 2 player but high point Ares vs Hephaestus.

Kingmaker 3 person game. As above, but with 1,000 point Aphrodite "doing a Stafford" on one flank.  I'm thinking that she deploys (fully or 1 at a time?) first.  She can (dice off) attempt to grab any initiative or reaction.

War!  4 person game.  We've never tried this before.  Ares and Aphrodite vs Hephaestus and 
Athena.  IF this works it's on to Egypt -.

Both sides dice for initiative.  Winner starts deployment followed by opponent, then other side.  Play follows same pattern.  

Best to employ the "Cool Hand Luke" method, rather than waiting, if next player will not impact on the first, keep the pace up.  

Reactions, suggest that the nearest enemy in line of sight gets the go. 


Let's look at Ares.  Costs 376.
Quality 2, usual for a god.  You need 2 different sets of coloured dice.  The 3 normal.  If you roll 2 1's  the initiative passes to your opponent as normal.  Any 1 fail can be taken as a reaction by your opposite number.  The second set of 3 are for units giving up reaction for prayer.

Combat 5, so hits like a proverbial.  Now there's some "apps".
Group fighter means that he cannot be outnumbered.
Combat master allows every activation can be used for a separate attack.  Let's say he's fighting 1 legend & 6 mortals.  He has 5 available.  He does a +2 on the Hero, and +2 on the mortals to reduce them before 4.  That leaves 1 action, so he can either move or clobber someone again. 
Hammering blow. Not your easiest weapon, so a six adds +1, but a 1 does same for your opponent who gets under the swing.

He also has the option to Shapeshift into a Boar Q2 C4 He loses & gains abilities:
Forester allows no reduction for moving through woods.
Long move, normal move is a Medium so each activation used is longer.
Dashing he attacks in the same activation, without requiring a second activation.
Poison. For every casualty caused, roll a D6,  If 5,6 another casualty.

Legends.  You can have between 1-5.  Each counts as 4 mortals in combat.  The rules state that they cannot use more than one third of the total points.  For this reason they're the "centre of the seesaw".  The cost of the god is set, although a few can have "add ons".  I'm going for about 1,500 points.  More points the more activations the god can get from more mortals.

Going back to Ares, I've 480 worth of Legends.  480x3=  1,440 as my new target.  480+376 = 856 of our 1,440 target.  That leaves 584 for mortals.

I have one major bee in me bonnet about the Greek list.  All the heroes are bronze age.  All human mortals are later hoplites.  A bit like playing WW1 with redcoats and muskets.  The real - heroes cannot be armoured and mounted.  Um. no.  That's a chap in & around a chariot.
I've listed the main use of mortals, which is to "pump up" your god.  This gives gods & legends the task of cutting them down.  Such is religion.  I note most 28mm players concentrate on the better grade of mortal, your Spartans and Berserkers.  That's great, they might last a bit longer.  But for "bang for your bucks"  you cannot beat the bollock naked chap with a rock or pointy throwing stick. In our very first game a large unit of rock throwing (small) cyclops took out Hades.  Then they had a long ding-dong battle with a hydra.

Having the most costly god sorted out, I use the legend maximum and for the rest.  

Quick note on Greedy.   These were head hunters, body and/or kit claimers.  All this takes time. Greedy requires a Q test if destroys enemy, if it fails lose 1 action next activation.  This has the benefits of adding a cultural behavior and reducing points.

Here's the lists:

Ares Q2 C5 Group fighter, Combat master, Hammering blow.
Shapeshift Boar Q2 C4 Forester, Long move, Dashing, Poison. 376.

Legends
3x Amazon Princess, Q3 C3 mounted, Long, Shoot Short, good shot. @ 102 =306
2x Amazon Chariot Heroes Q3 C3 Armoured, mounted @ 87 = 174

Mortals  (choices)

4 Amazon Noble Javelin Q4 C2 Armoured, Greedy, Shoot Short @20 = 80
2x 8 Amazon Spear Q4 C2, Greedy @ 12 = 192
Amazon maiden bow Q4 C1 Greedy, shoot medium @ 10 = 40
22 Amazon maiden javelin Q4 C1 Greedy, shoot short @ 8 = 180
4 Amazon maiden cavalry Mounted, Fast, javelin Q4 C1 Greedy, shoot short @ 23 = 92

Design philosophy. Ares was worshiped in many places.  I could use Achilles, Myrmidons and his chariots.  As I know he likes them, I've given him/Tony Amazons.
 
Ares 376
Legends 480
Mortals 584 
Total 1,440


Hephaestus Q2 C4 Short move, 
Smithy. Gives Armoured trait to a Legend on deployment.

Legends
Tauroi Khalkeoi (bronze bull) Q3 C4 Armoured, Artificial, Big, Combat master. @ 118
Artificial no morale, no invocations.

Talos the bronze giant Q3 C4 Armoured, Artificial, Huge, Hammering blow. @ 120
Hammering blow roll 1, enemy free hack. 6 +2.

Perseus Q3 C3 Invisibility helm Stealth, Ambusher @ 72

Pegasus Q3 C3 Flying, Long move, Carrier, Unique @ 102

Hero Q3 C3 @ 60

Mortals
Automata Q4 C2 Artificial 17x 8 = 136

8 Armoured Heroes Q4 C3 Armoured, Steadfast, Greedy @ 27 =216
Steadfast +1 morale
Greedy. Q test if destroys enemy, fails lose 1 action next activation.

16 (2x8) Spear Q4 C2, Greedy @ 12 = 192

8 Javelin, Q4 C1 Greedy, Shooter short, @ 8 = 64

Design philosophy. Hephaestus is well able to construct his own heroes.  Many heroes have benefited from his kit.  As most heroes are kings or princes, the rest of his mortals represent their city retinues.

Hephaestus 212
Legends 472   
Mortals 756
Total 1,440 



Kingmaker Aphrodite. 


Aphrodite Q2 C3 Transfix, Love conquers, Breathtaking beauty 272

Legends

Minotaur Q3 C3 Mounted, Armoured, Dashing, Labyrinth =118

2x Chariot Heroes Q3 C3 Armoured, mounted 87 = 174

Mortals

8 City state infantry Q4 C2,Dash, Javelin Shoot short. 22 = 176
8 City state infantry Q4 C2 Shoot(M) Good shot @ 23 = 184

2x5 City state infantry javelin or sling Q4 C1 Greedy, shoot short @ 8 = 80

Design philosophy. Aphrodite comes from Crete, so here are Cretan troops.  She may be cheap, but has some interesting powers.  Not so good fighting other gods, she can walk through mortals and most legends with ease.  Her mortals can give her the 3 extra dice allowing her to a +3 hit.

God  272
Legend 292
Mortals 440

Total 1,004


War!  Going Bang! (Well) - Splat! - Pow! - String!


For convenience I'm going to stick with the same maximums.

Apthrodite gets another 436 points of which 188 can be Legends.  Harpies may seem an odd choice, but they are another denizen of Crete.

2x Harpy Q3 C2 Flying @ 60 =120  


Bit of a no brainer to up the javelin/slingers  12 x 8 =  96

10 bow Q4 C1 Greedy, shoot medium @ 10 = 100

Charioteer Heroes Q4 C2  Armoured, Mounted Javelin Shoot short. @ 30 =120 

Extra legends  120
Extra mortals  316

Total 436  + 1,004 above = 1,440

Just a reminder it's Ares and Apthrodite vs Hephaestus and Athena.


Athena Q2 C4 288
Lightning (Thanks, Dad!) 
Prophesy, 
Protection, 
Shapeshift Owl, Q2 C3 Long move, Flying



Legends 
Odysseus Q2 C2 Armoured, Free disengage, @ 72

Theseus Q3 C3 Armoured @ 40
Ariadne Q3 C1 @24 (if within 1 long of Theseus, he's immune to Labrynth) 

2 Chariot heroes, Q3 C3 Armored, Mounted 87 = 174


4x8 Early tower shield spear (CO) Q4 C2, Greedy @ 12.= 256

16 Q4 C1 Greedy, shoot medium @ 10 = 160

16 x Javelin or slingers Q4 C1 Greedy, shoot short @ 8 = 128

4 Charioteer Heroes Q4 C2  Armoured, Mounted Javelin Shoot short. @ 30 =120 

Design philosophy.  Athena.  Ares may be the god of war, but Athena is the goddess of strategy.  A mass of mortals means she's always charged up.


God  288
Legend 310    
Mortals 842

Total 1,440

Thursday, 13 May 2021

Nostalgia. Not 15mm. Participation game.



Clearing out me shed bit I found this box unopened since when?  Early 80's.  You're a regular reader, so you know my sense of, um, humour.

Let me take you right back:

No internet.

No digital photographs, so we just didn't take pics.

No superglue, only proper araldite.  (still together after decades!)

No hobby paints other than Humbrol enamels.  Only artist acrylics.  Well if there were any, not near us and they would have been far too pricey.  That at least, has not changed.

Weymouth show, run by the famed Martin of Peter Pig fame)  was our "other" local show, the older being at Henry Harbins skool in Poole. Participation games encouraged and we always tried to do something different.

Battletech was THE big SF wargame.

There were many small "indie" RPG's and skirmish games out there.


One of these was called Nuns With Guns.  No, I cannot find it either.  GZG did the figures.  It was all in the best possible taste.  One feature was the Battle Mech War Bot.  These had been the latest in military technology until someone pointed out what a stupid concept they were and relegation to the army surplus store loomed.

There was upon the town of Dorchester a department store called Goulds.  With the rise of some godawful company someone decided to add miniatures.  We soon learned not to buy anything until it was reduced by 33% 'cos nobody bought them.  Thus it came to pass that some Star Wars walkers were reduced.  A pack of  ping pong balls and our Battle Mech Warbots were born.  Some plastic Daleks and a Davros and we were set.  A few bits of scenery to make the obligatory Dalek control room.


The show, the game I don't remember.  I was with my 2 mates-more-like-family, Paul "Weasele"  Jackson and David (Young, as he was the youngest of the 7ish Daves in the British Plate Armoured Society) Thomas.  Paul- disappeared.  Dave moved to China with his Dad. 

I DO remember that we had a small table near the Official Battle Tech club one.  To say that were were not - appreciated by them.  In those days they were as - well, by comparison  they make the modern on-trend latest release anorak seem almost capable of forming a meaningful adult relationship.

Here's the box contents!











Saturday, 24 April 2021

New Role Playing Game in a fantasy Bronze Age - Jackals

 This is the third RPG to cover this period that I know of.  Empire of the Petal Throne from way back in 1975- and it's still available!  https://www.drivethrurpg.com/product/2060/TEKUMELR--Empire-of-the-Petal-Throne-TSR

Mythic Greece, an offshoot of MERP.  I used to run this, loved it & I got positive feedback from players.  Players were the generation(s) between the Heroes of the Argonauts and the Trojan War.  https://www.drivethrurpg.com/product/257080/Mythic-Greece-The-Age-of-Heroes-3rd-Edition

Jackals.  A not-quite-but close end bit of the Mediterranean.  Nasty beastmen of several species destroyed human civilisation and enslaved them.  The humans fought back, the nasties retreating to the forests & wastelands.  Humanity has reestablished culture to the Bronze Age level. I'm getting a late feel, as several of the "big players" have gone under and there's quite a bit of armour about.  They go about sifting through ruins for nasty things that would be better off left there, or better still buried deeper.

Players are the unwanted youths, kicked out or boldly going to find their destiny and/or a sticky end.

I sort of like this.  I can see it getting good IF Osprey OR the fan base support it.  I have thoughts in my head.  Starting with social status.  That Herbert with a spear and 1 sandal and his bits flapping in the wind might just be the next lawful king of some city IF he can survive and prove it.

Goods Points:

Just enough illustrations, all high quality.

I have exactly the right figures, more on this later.

Bad Points.

It's an Osprey hardback.

A lot of the print is small and feint.

Layout is - well it's an Osprey.

There is no allowance to copy and print for own use.  Trying to copy from a hardback-.

I'd suggest if you can afford to print it - get the PDF from Amazon, crank up the scale & tone.

IF it had been larger & not a hardback you could take it apart, organised it & made a player manual.


Setting.  There's a whole known(?) world in the front, but the book concentrates on one long section of coastal road with reference to the cultures around it.

It's a coast.  Everyone goes by road.  What?  OK, if you're going inland you have to, but most trade, most travel was by water.  Other than the mention of coastal towns.  The vast majority of humans have lived by the sea.  Look at Australia!  Maybe there will be a supplement.

Trade.  It's the Bronze Age.  By then there was the Flint Road, with amber, flints and other exotic rocks, shells, pearls, woods, spices and jewelry travelling hundreds of miles.  Where are the tin and copper mines?

Politics.  Other than everyone hates everyone else 'cos they worship false gods, there's nothing.

Warfare.  Again, one nation is horse nomads, but other than that we don't get nothing.  

Saturday, 20 March 2021

RS Taking Rogue Stars to Venus circa 1889.




Dearest reader, let me import unto you the wisdom of the day.  Space 1889 is one of the oldest RPG games that has always been blessed with a wealth of support material.  I'm using the excellent Clockwork Publication Venus as reference.  Unfortunately now out of print, but you can get it as cheap as chips - so I have 2-.

I'm using Rogue Stars because I have a player pool particularly potential per Poole.  

You could use other rules.  Paleo Diet & Pulp would fit in.

You could even run the RPG.

I hope that these small games might lead onto bigger, possibly Flying Lead, games.

Motive for this little jaunt will be the Prototaxites connection.  Interesting mushrooms with a rejuvenating effect that even when dried are worth more than their weight in gold.  


There is a growing multi-national secret society, based on the Freemasons, called the Morning Star Society whose aim is to deal with Venusian problems and opportunities in an "Venusian" way.  They seek to control the Prototaxites trade as a cash cow.


The Where is Finnegans landing.  An American outpost of the Venusian Mercantile & Trading Company.  There is trade between the Italian & Russian colonies as well as the locals.  I'm thinking "Hell on Wheels".

Almost by accident there are most of the locations in the rules here:

A large farm is being cleared & under construction.

Laboratory, probably a glorified barn.

Native township.

Ranch house & barracks.  Office for big game hunters.

Trading post.

Staging area for caravans, possibly with a sutlers.  Inn type accommodation with resident journalists. 

Dirigible & shuttle landing area.

The Americans are not popular with the natives, as many of the staff regard them with the same contempt as Native Americans in their homeland.  A thriving big game hunting charter is having a marked effect on the local wildlife causing yet more conflict.

The smuggling and native labour has been taken away from the Americans by a shadowy boss who goes by the name of Mr Kaito Yamada.  Rumour has it that he is a Japanese Yakuza who was forced to flee his homeland.  

The territory is disputed by the Italians, who wish to colonise the area.  Presence of an Edison founded laboratory as well as several embedded journalists with access to off-world transport has stopped any overt action.  But if the Americans were to lose their grip?  Armoured cars, troops on lorries plus a few machine guns and/or a light artillery piece.  There was talk of one (now) Major Custer being assigned to Venus after nearly losing his whole command.  He and his cavalry could turn up in the nick of time.  Perhaps he's already there, turning into a bitter, ambitious, dangerous drunk?


The Players.  Most of these would be human, but a sprinkling of natives would be present.  Their biology is different enough that you should cheat when adding native medics/shamen as "techs".

Americans.  Merchants.  Being rich, they could be very well armed.

American Guards.  Militia, Mercenaries or Cops.

Big Game Hunters, Dirigible crew(s) or Morning Star Society could be Pirates or Bounty hunters.

Yamada gang.  Pirates or Mercenaries.  Probably all native and as well armed as the Americans.

Locals.  One favoured technique is to lure large predatory dinosaurs into enemy territory to cause disruption during raids.  Can you imagine a family of triceratops going wild for the equivalent of cat nip?  This fits in well with complication 19 "Space Demon".  Plus it explains how the Dominar managed to catch Godzillasaurus:   https://unitrecon.blogspot.com/2015/03/flying-lead-godzillasaurus-unchained.html

"Upgraded" by the Italians or Yamada, even caravan guards.  Possibly armed with German small arms.  If this seems weird, consider the Vietnamese hill tribes trained & equipped by the Americans. 

"Basic" natives equipped with primitive weapons - possibly poisoned.  Lots of stealth and a few primitive firearms.


The toys.
  I don't have any ACW/Western era buildings so I'll just have to get inventive.  I do have just a few dinosaurs.  One advantage of 15mm is that the smaller ranges fit right in.  As dinosaurs had the habit of "scaling" the same body plan it helps.  Plus this is Venus.  Your Brontosaurus lives in lakes.  T Rex stand tall like a  kangaroo.  Most are dirty green.  Locals are easy, I have a few (somewhere!)  of the Martian Empires excellent natives with rifles.  Tribal types I've the starter army from Battle Valour still in the bags.




Sunday, 28 February 2021

Flying Lead The Clacking Contraptions of Baron Von Steele.

The Clacking Contraptions of Baron Von Steele. (known to the Tommy as clacker jacks) Tussle on't Trestle! 16.55 on a Friday afternoon the fiendish forces of the fractious forryner are advancing on the village of Stacked On Trestle. Here the advanced forces of the Royal Engineers* will attempt to stall their atrocious advance. There is a mill by the stream. 

I'm having trouble with the formatting not "holding".  Please ignore.  Flying Lead is a "large" skirmish game that we have games-used for SF until its distant cousin Rogue Stars popped up.  The rules were designed to work for VSF to the far flunge future because of the online squad, vehicle & weapon builders.  You can design individual 007 heroes to the green troops being shoved into the mincer.  This is a gentle reminder/starter game.  I had intended 2 series, first this one based on a recurring theme, followed by a (re)introduction to Flying Lead.  This one hits both, as its VSF Flying Lead and the Mill.  Sorted.  Interestingly the rules suggest 150-200 points on a 2x2 board.  I'm planning on a cluttered 3x3 board and consider this a small force.

Baron Von Steele - 
Points 136Quality 3+Combat 3

-Pistol, Body Armor, Combat Fiend, Fanatic, Leader

Pistol  C+2 Short.
Body armour  Ties any combat he loses by 1 point.
Combat fiend  Can make 1 combat action per available activation
Fanatic  Q+1 for morale check, +1C in hand to hand.  No morale when friend killed.
Leader Any within 1 Long has +1Q.  Group order up to 5.  Death causes morale.

Clacker Jack  Quality 4+ Combat 4 Armored, Off-Road, Vehicle   Points 77
Off-Road  Moves Medium on and off road.
Armoured Can only be damaged by armour piercing or anti vehicle ammo.
Flamethrower C+4 against infantry, C+10 vs vehicles.   Max range 2 Long.
Hits 1 Short wide along whole path.
If vehicle dies a gory death (6 on attack die) Explodes.  Any Short radius C3 attack.  If knocked down also on fire then gets a C4 attack at end of turn.  Any attacks on burning target +2 .
If no activation, vehicle gets "free" Medium move forward unless stopped.

Sourerkrauten Officer - 
Points 86Quality 3+Combat 2

-Pistol, Body Armor, Fanatic, Leader


Sourerkrauten Infantry
Points 59Quality 4+Combat 2

-Bolt Action Rifle, Body Armor, Fanatic

Rifle C+2 Long range.  Not move and fire, reload automatic.

Sourerkrauten Squad Light Machinengunner
Points 86Quality 4+Combat 2

-Belt Fed Light Machine Gun pre 1945, Body Armor, Fanatic

C+3 Long range  2 actions setup OR -2.  Can be combined with a no.2 for faster set up.


Sourerkrauten Platoon Flamethrower
Points 116Quality 3+Combat 2

-Flamethrower Pack, Body Armor, Fanatic, Slow

C+4 against infantry, C+10 vs vehicles.   Max range 2 medium.  Hits 1 Short wide along whole path.
If user dies a gory death (6 on attack die) Explodes.  Any Short radius C3 attack.  If knocked down also on fire, then gets a C4 attack at end of turn.  Any attacks on burning target +2 
I'm not using this one, but include it for reference - there is always the possibility of a follow-on game.

The Barons attacking force.  I'm giving the attackers 50% more.  I was aiming for 1,500 but got 1,655.  I could lose 2 Clackerjacks or 3 infantry.  

Baron 136
Clackerjacks 6 @ 77 = 462
Squad 2 x 5 infantry + Machinegunner = 676
Squad 5 infantry + Officer = 381

Royal Engineers Defenders about 800.
5 SAS troopers & Sergeant  692
1 Tankette with MG 67
This would be 759, but it wouldn't work.

More mundane!  Total 867.  Yes, I could lose the tankette, but this is a good well rounded force.

Captain 54
Charabang + 6 MI = 384 
1 Tankette with MG = 67
Special Air Section Sergeant & 2 troopers = 362
 
Special Ariel Section Sergeant -
Points 142Quality 3+Combat 2

-Carbine, -Fragmentation Grenades, -Pistol, Chucker, Crack Shot/Marksman, Elite, Long Move, NCO/Second In Command

Long move.  Flying apparatus works as a series of powered jumps or hops.
Carbine.  C+2 Medium, Move & Shoot.
Pistol  C+2 Short.
Crack Shot.  Extra +1 on aimed shot.
Fragmentation Grenades/Chucker. +1 on Q roll deviation.
Range 1 Long/2 Medium.  
Within Short knocked down C3 attack. Medium C1 attack. Long 0 attack.
Against Clackers.  As above, Target rolls C2 not 4, attack - 1 for armour.
Elite no morale mod not having friend in M
NCO troops under command +1Q within 1 Short, group order.  Can take over if CO dies.


Special Ariel Section Trooper 
Points 110Quality 3+Combat 2

-Carbine, -Fragmentation Grenades, Chucker, Crack Shot/Marksman, Elite, Long Move



Truck Contraption
Points 25Quality 4+Combat 1
Special RulesOff-Road, Personnel Carrier 6 passengers, Slow, Vehicle


Open, unarmoured  vehicle.  Carried infantry count as in light cover.
Slow Can make 1 Medium movement per turn on or off road.
Infantry take 1 action to mount or dismount.
Troops shooting from back get no penalty for moving.
For convenience roll one activation per mounted & vehicle.  Rolling for infantry turn after dismounted.

If no activation, vehicle gets "free" Medium move forward unless stopped.


Mounted Infantry
Points 59Quality 4+Combat 2
Special Rules-Carbine, -Pistol, Specialist*


Mounted Infantry Officer
Points 54Quality 4+Combat 2
Special Rules-Pistol, Leader, Specialist*

Leader Any within 1 Long has +1Q.  Group order up to 5.  Death causes morale.


Tankette
Points 44Quality 4+Combat 2
Special RulesArmored +1 (Thin), Off-Road, Slow, Vehicle, Wide Tracks


Armoured +1 Can only be damaged by armour piercing or anti vehicle ammo.
Offroad/Slow  vehicle makes 1 Medium move per turn.  To effectively shoot, must stop.

If no activation, vehicle gets "free" Medium move forward unless stopped.


Machine Gun Points:23++
Auto Fire, Combat +3, Max Range 3 Medium, Spread

Auto Fire  Single or burst shots.  Aimed shots only affects 1st shot.
Burst allows targets within 1 short of target to be hit at -1 per target.
Combat+3.   
Shooting from moving vehicle -2.
Spread  hits any target within 2 base widths of original at no penalty, as if same target but no aim modifier.

++ This weapon is designed, all others listed are "by the  book"  http://www.ganeshagames.net/extra_info_pages.php?pages_id=17&osCsid=okjvtvjakaao057pf8qkalt0q4

Shooting at vehicles.
Flamethrowers.  Horrifying against any vehicle-.  This an anti- tank weapon in turn of the rules.
Firer rolls 1D6, + C of user + 10(!) (Modifiers)  Target 1D6+2
More than likely this will be a triple result--
Firer now rolls again.  D6 + amended AT.  Tatget D6+ Armour.  -2 if side or rear.
Use chart.

Machine Gun on the Tankette use same formulae, but on the second roll get a -4.
Light machine gun can engage the trucks which are unarmoured, choosing between the vehicle or the carried infantry.

Are the Clackers superior robots or early power armour?  Doesn't really matter- I've treated them as vehicles so you can make up your own mind.


Zoom through me blog to http://unitrecon.blogspot.com/2017/02/royal-corps-of-engineers-1899-yorkshire.html  2017!  Crom-.  This will explain the raisin d currents of the force.  The special Aerial  Service was a later edition:  http://unitrecon.blogspot.com/2019/05/fs-sas-take-on-worm-cultists.html

*   “The ordinary sapper is a great deal better educated than the common soldier, and they discussed the peculiar conditions of the possible fight with some acuteness. I described the Heat-Ray to them, and they began to argue among themselves. "Crawl up under cover and rush 'em, say I," said one. "Get aht!" said another. "What's cover against this 'ere 'eat? Sticks to cook yer! What we got to do is to go as near as the ground'll let us, and then drive a trench." "Blow yer trenches! You always want trenches; you ought to ha' been born a rabbit Snippy." "Ain't they got any necks, then?" said a third, abruptly--a little, contemplative, dark man, smoking a pipe. I repeated my description. "Octopuses," said he, "that's what I calls 'em. Talk about fishers of men--fighters of fish it is this time!" "It ain't no murder killing beasts like that," said the first speaker. "Why not shell the darned things strite off and finish 'em?" said the little dark man. "You carn tell what they might do." "Where's your shells?" said the first speaker. "There ain't no time. Do it in a rush, that's my tip, and do it at once." So they discussed it.”
― H.G. Wells, The War of the Worlds

Saturday, 20 February 2021

Lukka/Lycian Trojan allies.


 For my Trojan War forces I want to add a Lukka, or Lycian force under their Hero
leader Sarpedon. https://en.wikipedia.org/wiki/Sarpedon_(Trojan_War_hero)


These are settled Sea Peoples allies of the Trojans. Natural forces for Posideon.

https://en.wikipedia.org/wiki/Lukka_lands


I’ve already got some Museum Miniatures ox carts to produce smaller not-chariots like these Magister Militum miniatures. https://www.magistermilitum.com/sea9-ox-drawn-wagon.html Alas, these are true 15mm, so will look too small.


After all, you can never, ever have too many chariots on the go at any one time.


On that note, way back in April I backed the sort of pre-order kick starter for Battle Valors new chariot range for 4 mediums - and I received 8! Cannot argue with that!  Essentially this is 2 different sized vehicles pulled by different mounts and crew per race.



They were posted in January and I got them exactly a month later, which is quick for transatlantic post these days.  A big parcel, I paid an extra £39.32 VAT & £12 clearance fee.  BUT, that's less than the cost of the extras I got for the kickstarter, so I'm still squids in.  Hail Posideon!

I thought them and my mind went back to the Seapeoples/Lybian vs Egyptian encounters.  As well as normal chariots, they pressed ox carts into service as less mobile platforms for javelinmen.  Let's consider how that might have evolved by looking at the Hussites.  A later pastoral people faced with better equipped foes who pressed large carts into service.

Now I need bulls.    I could go back to Battle Valor who now have a range of separate mounts.  BUT!  RPE  do similar, and have 2 different bulls perfect for the use!  

http://www.ralparthaeurope.co.uk/shop/fantasy-15mm-singles-c-195/cavalry-c-195_203/mounts-c-195_203_204/di127s-armoured-bull-1-p-3945.html

Now I need new infantry.  Old Glory have an excellent range.  I've already used the Weshwesh for my Cretans.  So the Pelesets will be perfect.  There's also some regular chariots.  http://www.timecastmodels.co.uk/og15ancients_5/og15ancients_5.html
As these come from the US there's going to be inevitable price rises & long restock, so sooner than later!

I want the Lukka to provide about half a Trojan force.  That's about 8 units.  The war-wagon chariots, festooned with archers & javelins with 1 commander/hero each will provide 4.  A lighter wagon (the Museum Miniatures) supported by yet more javelins as flankers 2 more.  2 units of spear with small supporting unit of archer skirmishers.  A command unit of general in chariot with horse-drawn chariots completes.

Now I have just a little bit of spending to do----.