Sunday 31 October 2021

Forged in Blood. High Crusades 4 When the drums go Rrrat Rrrat Trrat

“Sire, the enemy is approaching!”  --  “Sacred Blue!  Form a line sort of thing!”

Background music:  https://www.youtube.com/watch?v=f0N9eUe9L_0

I got these League of Ratsburg a while back - I'd had my eye on them, and others, for years and their new fantasy prompted an order, followed by a second.  Both rather "shotgun" I need more pike.  https://www.pendraken.co.uk/league-of-ratsburg-791-c.asp

"How is the plot going, you're using Plan B?  Allowing the primitives to think they captured a ship then dumping them?  Best vehicle for social change, they will learn and adapt much faster than if we tried to force them."  The subordinate shifted uneasy.  "Sir, we lost good people, youngsters and eggs."  The superior preened.  "Those who join the star service accept the risk.  A few deaths are acceptable, promotes advancement."  The subordinate was silent.  "You dropped them on Ratatania?  Good, the League are excellent mercenaries but a local conflict will hone them!"

The second "colonial" game.  I thought in this scenario the Achaeans would take a very aggressive stance and attempt to head them off at the pass.  If I'd followed the book they would have been up against AFV's but I couldn't see a way of making this work.


Royal Blues  Galloper Cavalry 1 Leader Q3 C2

Duddleswell Dragoons 1 Leader Q4 C1 Arquebus


Cheddars.  Buff & green.
2Pike  Q4 C1 Protected
7 Musketeers Q4 C1 
Officer Musketeer  Q3 C1
Sergeant Pike Q3 C1 Prot
ected

Blue Vinneys
2 Pike  Q4 C1 Protected.  
Pike officer and Sergeant Q3 C2 Protected.
6 Musketeers Q4 C1 

Wensleydale Greens
3 Pike Q4 C1 Protected.
Pike officer and Sergeant Q3 C2 Protected.
5 Musketeers Q4 C1 

Red  (not painted) Leicesters
3 Pike Q4 C1 Protected.
Pike officer and Sergeant Q3 C2 Protected.
5 Musketeers Q4 C1 

2 Regimental Light Pieces  Crew 2 + Officer Q4 C1
Shoot 2 actions.  Reload & realign 10.  Change orient, 4

It being that time of year 'er in doors found a bag of rats.  I had a brainwave, quick docking, thin layer of (guess what!)  hard as nails.  

As you can see, when it dries it grips even soft plastic quite adequately.



The Attackers!


Pike General  Q3 C3  Protected


3 x Pike.  

2 Leaders Q4 C2 Protected

8 Pike  Q4 C1 


2 x Myrmidons Impetuous
1 Leader Q4 C3
7 Q4 C2


4 x Warbands  Flighty
2 Leaders Q4 C2
4 spear Q4 C1
2 Archers Q4 C0 Long, hit on 6

1 Warband
1 Leaders Q4 C2
2 spear Q4 C1
5 Archers Long, hit on 6


Methodology.  I divided the two edges 1-6. We worked out orders of march.  Tony had Ratsberg and I gave him the option of "coming or going".  He rolled a 6, so was able to cram everything on the road.  I rolled a measly 2 so was way back.  We diced for the 3 hills.

 



I took the initiative as the attacker.  The sides stare at each other across the pass.

As per - 2 fails means change over.  The rules allow any unit further away than 3 Long to have a free move.  This game started to have a real Zulu feel.

My forces appear, Tony manoeuvres.  This has the right feel.

Artillery is a group action.  You roll per normal & multiply by crew.  So far this lot has 9, setting up & loading takes 10.

The dragoons underestimate their opponents.  10 vs 8, so it's 2 on 1 and equals.  Each dragoon also dices for rider or mount.  I keep forgetting that an A5 clipboard is an excellent way to "explode" the combat.

2 foxes have run off, 2 dismounted vs 2 dead.  Disordered the Dragoons go back.


The Dragoons take advantage of a reaction (I rolled a 1) to get rid of the disorder before getting charged in the flank.  They do better but reduced to under 50% they go fox hunting cunningly disguised as a rout.  The ripple of morale fails breaks the infantry line.  The Wensleydales flee the field.





Oh for cavalry!  If I can get there--.


All on bar the last archer heavy warband.


Tony's cavalry charge!  My unit breaks on morale.  This allows the cavalry to run through - causing 1 casualty per rider.  10--.  Then there's the morale effect.  My pike, just on, go away. 



Ooooh crappe----


The artillery lets rip, causing casualties in 2 units, these will tell later.


My pike grind into the cavalry flank, sending them orf.




Damaged by the artillery, my infantry fail to make an impact on the Vinneys and Cheddars.





The Dragoons have rallied and dismount to cover the cavalry's retreat.



Boom! Vinneys destroy my unit.


Boom!  Very effective shooting by the Dragoons, destroys the front rank of my pike including both officers.  My pike go back--.



The Dragoons are charged again, the morale allows them to reform.  A 1 akllows them to reload on reaction!  Reducing opponents to under 50%, both retire.


The cavalry have regrouped and wipe out another unit.



At that stage my morale was shot.  Fascinating game with a different feel and lots of "what ifs"

I got cheesed by the Rats of Ratsberg.

I hope you enjoyed this romp through High Crusade.  As always I hope I tempt you to say "I could do that."

Excelsior.






Friday 29 October 2021

Of Army And Hordes High Crusade 3



On we go. I'm trying this from "both ends". There's a theme in military SF where yer
average Galactic uses an efficient-but just a bit less primitive force to enforce their will
on recalcitrant (carbon based incorporating calcium) locals who need teaching who's
boss and please sign here, yes bodily fluids will do fine.

If the sides seen unbalanced then that's good. This smacks of colonial warfare where
high tech armies took on their more primitive neighbours after they had discovered
and claimed their land. Here the Elves are rather late medieval. Far less of a
technological gap than, say, the Conquistadors.

I've swapped after a general THUT error to a
chrome book, which should be easier to do
blog stuff. Bad news is that the OAAH
spreadsheet won't work innit. Aaarse.
Using stuff worked out before-.
Attacking side is My Splintered Light Dark Elves as the gods intended instead of
Martians.


General. 3 4 6 Mounted, Fast, Extra lives3. 

6 Swords. Cav. 4 3 5 Mounted, Fast, Drilled, Devastating charge,  Extra lives2.  
6 Lancers 4 4 6 Mounted, Fast, Drilled, Devastating charge, Extra lives2. 
8 Borderers 4 2 5 Shoot1, Devastating charge,  
8 Heavy Infantry 4 2 6 Slow (-1 scouting) Elan (1st turn +1 activation) 
4 Crossbow 4 1 5 Shoot2 
Dragonkind 3 6 8 Giant3, Devastating charge, Trample, Tough, Extra lives 4 

The plot.  The General looked at the primitive, if somewhat impressive town- well city they called it, ruled by a feudal king who rode an actual chariot!
His brief was simple.  Make an example of this place, let some escape to spread the word of the wrath and might of the Star Lords.


Achaeans.


Prince  3 2 3, General, Chariot L3, Resilient, 3 extra lives

2 Chariots with armoured lancers 4 2 6 chariot L3, resilient

 

4 Light chariots level 2, Fast, Skirmishers Shooters 1

16 Rabble Javelin 5 1 4 Rabble, Horde,
Shooter 0






12 Spear 4 2 5 Pikes Slow

4 Archers 4 1 5 Shoot 2 Skirmishers
 
4x4 Skirmishers 4 1 4 skirmishers, shooters0,
 
I made these chariot movement trays at the last minute, so paint just about dry.

I also tried to Crack On and get STUFF finished.  Didn't get there so quite a bit of not-quite-there painting.



My plan with the new Museum Miniatures Z sculpts was to start with the masses of light troops.  Did that painted.  

Then get bulk of spear.  Did that, plan was to finish them.  Well here some of them are, started at least.

In rapid succession new Blotz Troy walls - my suggestion, so I just HAD to buy a fair number.  Used here as the local city walls & handy dead storage.  Followed by news of a MM  price rise, so another "shotgun" order for chariots, swordsmen and the like.  It was this latter order I'd hoped to get a bit further on.  I should have done a selection.  Never mind.


The Game 1) 


Tony goes for a slow, steady advance.  I got a few reactions that I used with skirmishers.




My turn to herd cats.



Crom.  Reaction. Big beasty goes down in a shower of javelins.  It's armour is 8 but any natural 6 is a hit.  A bit like Godzilla getting it from all angles.


The heavies crash in to the pointy mass, but they're good at this!  Equal casualties but the defenders go back.


The heavies pursue, another draw.  The larger unit can absorb these casualties and goes back.


On the flank, under the towering walls the lancers heroically crash into some skirmishing slingers.


The chariots come wheeling in, javelins fly - half dead, 2 disorders.



Those pesky rabble charge Highlanders, suffer under their shooting and come off worse in combat.



Heavy chariots and general crash into lancers.  Turned figure = 1 life left.


My moral melts on loss of general!



Game 2 Half Time Swapsies!  Tony split the rabble (Wabbloi) in 2 on each flank.


I went for a solid block



Let's have a good start--


Oh come on!


I'm getting paranoid--


Hooray!  A reaction!  I'm moving!


Hole punched!


There's a pattern here.


This allows the chariots to crash into my flank as they're just sitting there.



Numbers and ability defeats the chariots, but they took names.  Chariots always disrupt.


And their lack of movement allows them to be charged on the other flank!  The turned figure shows that its lost one of its 2 lives.


Tony's turn to roll low.


Meat grinder,  I kill half of his, but suffer enough to scrap the unit even after the highlanders pile in. 






My swords cavalry pile into the heavy chariots & general.  Gets shoved back.



I've isolated half the rabble and send in the highlanders.




Again!



Tony sends his heavy chariots & general after mine, who's all alone on the flank.


Clash!  Remaining chariot is killed, as is my general.  We use the "dead general"  chart - he's a gonner.



My morale holds - and I send in the big beasty!


The beast wins, consult chart - general is captured.  Tony's morale isn't as good as mine, but there are 3 small untouched units left.  Perfect, they can spread the word---.