July 28, 2012

Gladiators from Crusader Miniatures

Believe it or not, I had best intentions to write this post just at the latest a couple of days after my review of Morituri Te Salutant. Time really flies when you’re not having any fun.

Anyway… Those of you who has been following this blog for a while (that means you and you… and maybe you) do perhaps remember a bunch of gladiator miniatures from Crusader Miniatures. Well, as it turns out, I have painted a useful bunch of those figures during the course of last year. The only reason why they haven’t already made an appearance on the blog is that setting up the camera for decent close-ups is such a hassle (in other words, I’m lazy). But considering the topic of my previous post, it’s about time for me to introduce them to the interwebs.

So here they are, in no particular order. And in case you wonder, yes, I really enjoyed painting those figures – they have crisp detail, fun poses and almost no flash out of the blister. Figures like that pretty much paint themselves, I just help with the brush movement. It must be said though – finding decent motifs for gladiatorial shields is pure pain in the butt. If any of the visitors could point me in the right direction, any help would be of great assistance.

IMG_0002IMG_0011IMG_0012IMG_0020IMG_0021

June 30, 2012

Review of Morituri Te Salutant

In search for perfect gladiatorial ruleset

MTSSome two years ago, tempted yet again by my chronic OLS-syndrome ('Oh, look... shiny!!') I impulsively bought a bunch of gladiator minis from Crusader miniatures. Of course the figures all by themselves, nice as they were, were pretty useless without a ruleset. And so, the hunt for yet another 'holy Grail' begun. In other words, I made a quick search on TMP and based on repeated recommendations of fellow wargamers, I decided that ' Morituri Te Salutant' is probably the best fit for my expectations. The fact that the ruleset is available as downloadable PDF from Black Hat Miniatures made the decision even easier- I'm a sucker for instant gratification of rulesets in PDF format.

Essentials of Morituri Te Salutant

Morituri Te Salutant (I will call it MTS from now in) covers single combat, combat with multiple participants, fights against animals and even the rather uncommon combat between mounted gladiators. It provides profiles for a grand total twelve gladiatorial types and four animals. In other words, whatever type of Roman festival tickles your fancy, you can recreate it with help of this ruleset.

Combat and movement mechanism - the obvious heart of a gladiatorial ruleset - may give an initial impression of complexity, but is in fact very simple. It uses hexagons for movement, facing, zones of control and ranges. Each gladiator type has a specific list of "moves" from which player can select his single action of the turn. Once everyone has secretly picked their action, it is time to decide the order in which gladiators will act in current turn. This is done based on the initiative for the turn, which is calculated individually for each participating figure. Initiative consists of three elements - basic initiative of the gladiator type (the heavier gladiator type, the lower initiative), initiative factor of selected action (which varies depending on complexity of the move and possible damage the move can cause) and finally a dice roll intended to add an element of randomness. In one vs. one combat, player with initiative can decide whether to go first or second, in combat with multiple participants, the sequence follows the initiative order.

Actual combat is resolved in two steps. First, provided that the opponents are in range, selected moves are checked against each other on a combat matrix. Some moves will cancel each other out with no possibility for damage, while other will provide one of the combatants with an opportunity to strike a damaging blow. On occasions where both combatants have a chance to hurt the opponent, the gladiator with higher initiative gets to strike his blow first.

There is a total of fourteen attack types (not counting those available only to the animals), so there is a lot of variation. Tactical flexibility is added by the fact that most "moves" also have an alternative, which can be switched to if the original selection is disadvantageous or simply doesn't make sense. Also, selection of some moves can prohibit selection of other moves in following turn.

If combat matrix indicates that a damage can be achieved on an opponent, the actual effect is determined by a roll of a D20. Selection of the "move", armor (there are four degrees ranging from unarmored to heavily armored) and condition of the opponent (for example down on the ground or stunned) dictates the difficulty of the strike and how severe damage the damage will be, if the attacker strikes true. The higher the dice roll, the more damage is inflicted by the successful attack.
Damage model is rather nifty. If a blow is finds its mark, the resulting injury can be of five different degrees of severity: stun, nick, cut, wound and a immediately mortal blow. Severity of that last one is self-explanatory, stuns are temporary, the remaining three render the recipient successively less effective - for example his initiative may be lowered or it may become more difficult for him to strike a blow.  Depending on state of the gladiator and severity of damage, there is also an increasing chance for him falling down to the ground.

It is worth pointing out that there are no hit locations in MTS. Instead, different types of damage are cumulative - three nicks result in one cut, three cuts render one wound, three wounds kill the hapless victim. In other words, if a player feels especially cruel, he can dispatch his opponent through 'death by thousand cuts'... or more precisely 'death by nine nicks'.

The “chrome”

Beside the basic rules covering the combat, the ruleset covers all the aspects of gladiatorial combat, such as begging the crowd for mercy, possibility to trip over bodies of other combatants, fumbling and dropping/picking up equipment from the ground.

The most important "add-on" consists of a truly superb set of campaign rules, which allows the players to run their own gladiatorial school. Campaign game provides a very nice setting for the fights - gladiators that manage to survive gain experience and special skills and most successful can become very formidable beasts indeed. Furthermore, a campaign adds a rather ingenious economical aspect to the game, which makes it important not only to win the fights, but also to profit from them. Betting on individual fights and trading gladiators is not only all allowed, but encouraged.

How does it really work?

On paper,  MTS offers me everything I could ever wish for from a gladiatorial ruleset. In practice, my experience turned out to be of somewhat mixed variety. So far, I've made two attempts at running a campaign with two friends of mine. Both of them run out of steam after first session. The meta-game aspects work brilliantly - it is great fun to judge chances of one's own gladiators in different bouts and decide whether to participate or wait for better chance. I imagine that this part of the game becomes even more entertaining if the campaign gains momentum, thus allowing some gladiators to become more skilled, valuable and perhaps most importantly, treasured favorites of their "owners". I would also imagine that this part of the game only becomes better with higher number of participants.

Unfortunately, the "fighting" part of the ruleset had so far failed to impress me. My main issue is connected to the randomness of the combat system. With its wide selection of attack moves and interesting features such as different move "speeds" influencing the initiative or possibility to switch to an alternate action, one would expect that a player who'd taken time to learn the finesses of the system should gain an advantage. The games I've participated in have so far failed to support this expectation and left me with the impression that despite all of its finesses, combat system of MTS is in essence an advanced variant of 'rock, paper, scissors'-game combined with a dice rolling element.

Based on my admittedly limited experience, fights in MTS seem to come in three different variants. Some fights end abruptly with clean thrust through the heart of one of the gladiators. Other games can dragon and on, with neither of the combatants being able to make even a scratch on the his opponent. Most often though, the fights developed in easily recognizable pattern, with some random nicks rendering one of participants less effective, which in turn, sooner or later gave his opponent a chance to score a disabling blow.  The key word in all cases is "random" - as far as I could see, there was very little skill involved in gaining the advantage, it was the lucky dice roll that decided who gained the upper hand.

Thumb up or thumb down?

I must admit that MTS didn't live up to my rather high expectations. On one hand it is a marvelously complete and imaginative ruleset, covering wide variety of gladiator types and providing a superb campaign setting for the fights in the arena. On the other hand, I can't say that I am overjoyed with its combat system relying to such high degree on pure, dumb luck. It may very well be the fatal flow that will finally make me dump MTS into the paper bin... but not just yet. The reason for my reluctance of abandoning it is quite simple - despite my critique, it is still the best gladiatorial ruleset I have found so far.

May 25, 2012

WAB is dead, long live WAB

Well, it finally happened – if one is to draw any conclusions from the somber message at the website, yesterday Forge World decided to pull the plug on Warhammer Historical. To be perfectly honest, nobody should be surprised by the decision. The surprise lies rather in the fact that the entire process took so long. After all, the writing was on the wall the second Games Workshop closed down "real" Warhammer Historical and gave the custody of its rulesets to Forge World. Lukewarm reception of WAB2 and appearance of trinity consisting of "Hail Ceasar", "War and Conquest" and "Clash of Empires" (let's face it, Warhammer Ancients was what Warhammer Historical was always about) sealed the company’s fate.

Quick glance at the news boards seems to confirm my opinion - even the usually reactionary crowd at TMP seems to be receiving the news in same manner one would when hearing that a beloved relative who suffered from long and life-threatening health condition has finally passed away. Sad but expected, may WAB and all its siblings rest in peace.

How will demise of Warhammer Historical affect me personally? Only to the degree I will allow it to influence my gaming. The publications are still on my bookshelf, the miniatures are still standing in my display cabinet, Saxons in ongoing campaign will still make another attempt to cross the river as soon as I paint the buildings for the village... As far as I can see, there is really no reason for me to care about Games Workshop's decision to put Warhammer Historical to its grave.

At the same time, I can't help but feel that the whole thing really stinks. It's one thing to shut down a company you are for whatever reasons no longer interested in running. It's something completely different to shut it down without any warning and pulling down all the supporting materials (often produced by fans themselves) at the same time. The FAQ:s are gone. The erratas are gone. One can only hope that the guys at Forge World will make them available again on their own site, but at the moment there is plenty of reasons to be upset as a former WH customer.

May 21, 2012

First taste of General de Brigade

There are times when I have serious concerns about my approach to wargaming. My General de Brigade-project is a perfect case in point. I bought the ruleset some six year ago. Never read it, but decided nevertheless that it would be THE Napoleonic ruleset for me. Started painting 6mm Adler miniatures shortly after that decision and yesterday I was finally able to play my first real game.

The scenario

For the inaugural game we used first scenario from first of scenario books for General de Brigade - Hilaire's assault on villages of Ober Laichling and Unter Laichling, which were part of the battle at Eckmuhl. In my opinion it's a perfect introductory scenario to the ruleset. It is relatively small - about ten batallions and some artillery on each side. French side enjoys better troop quality, but that is balanced by Austrian advantage in regard of artillery and the fact that they field the only cavalry unit on the battlefield.

The objective of the scenario is simple - French need to take both villages and the high ground behind them. The Austrians need to stop the French. In other words, the scenario is perfect tool for training of both the defensive and offensive tactics.

Initial deployments

As a French commander without a clue, I decided to keep things simple. Two brigades would concentrate on Unter Laichling, take it as quickly as possible, then press on to the hill. Austrians positioned at Ober Laichling would in the meantime be pinned down in place by my last remaining brigade and hopefully be cut off by the time I took the high ground behind them.

Eckmuhl420120521 
The game begins

Part of the fun of Napoleonic games at this level (with individual battalions as maneuver elements) lies in the intricacies of initial deployment. General de Brigade offers full scope of possibilities in this area - battalions can deploy in line, columns of companies/divisions, squares and different types of open order/skirmish formations.

Selection of appropriate formation and correct orders (assault, engage, move, support, hold, retreat) is essential for success. My main assault formation was formed in following fashion: brigade in front was under engage orders, formed in single line, four battalions abreast, protected by its skirmish screen. It was supported by second brigade formed in columns by division to its rear. The idea behind that deployment was for front brigade to soften up Unter Laichling's defenders with musket fire. Once that goal had been achieved, the Austrians would get a taste of the bayonets of the rear brigade.

Ober Laichling would be engaged by two light battalions deployed in open order. The advantage of that formation is that troops deployed in this manner shoot as effectively as conventional line formation, but are themselves harder to hit due to looser ranks.

Eckmuhl720120521
French assault formation
(seemed like such a brilliant idea at the time)

Austrians are initially deployed in rather predictable manner - one brigade each in and around the villages, the rest on the high ground. To my surprise, L. and H. choose to deploy their "village" brigades in front of build up areas, a decision which would have some consequences. Cavalry reserve is deployed behind the hill, out of the sight of French commander.

Eckmuhl520120521
Austrian troops at Unter Laichling
Eckmuhl620120521
Austrian reserve on the high ground
behind the villages

The game

Events of the game can be described in a couple of sentences. My main assault force marched slowly but surely toward their destination and was immediately fired upon by H.'s 6-pounder battery. My skirmish screen rushed forward, got too close to Austrian main line and was promptly repulsed, suffering 25 percent casualties. This exposed my battalions in line to artillery fire, increasingly accurate as they closed the distance. My leftmost battalion was severely mauled and broke as soon as my formation came into Austrian musket range. It failed to recover (some bad dice rolling on my part resulted in its dispersion during the rally attempt). However, the remaining battalions of front brigade engaged in a firefight with Austrian infantry and duly forced one of opposing battalions to beat hasty retreat.

Eckmuhl820120521  Almost there…

The moment for the assault on Unter Laichling has now arrived... and my lacking knowledge of the rules was ruthlessly exposed. While setting up my formation, I was aware of the fact that my second line would have to pass through the battalions in front. To be able to do that, both units participating in the interpenetration have however to make a so called Formation Test. Failure results in unformed units, which are pretty much helpless and need to spend one turn to reform. Horrid dice rolling resulted in five out of  seven battalions becoming unformed. Luckily the two battalions that managed to keep cohesion belonged to the assault brigade. Unluckily, one of them broke due to casualties taken just before it came into contact with the Austrian line, while the other one faltered in its pre-charge test and refused to move forward. A complete French fiasco was now a fact.

 Eckmuhl1020120521
Stalled French assault, Austrian reinforcements
can be seen marching in the background


In the meantime, another type of engagement took place at Uber Laichling. My light battalions, deployed in open order advanced toward Austrian position and engaged the enemy. L. countered by sending his light cavalry regiment toward my flank, forcing me to form square with my leftmost battalion. The other battalion kept on fighting and even managed to break the opposing Austrian battalion. Nevertheless, both I and my opponents recognized the fact that my position was precarious, to say the least - with cavalry threatening my flank and Austrian reinforcements with clearly hostile intentions moving toward me, it was dubious I could stay in contact with the enemy without risking total annihilation of the brigade.

Eckmuhl1120120521
Left flank - French light infantry in precarious position
Eckmuhl920120521
Overall picture at the end of the game
Eckmuhl1220120521
Austrian perspective at Unter Laichling


"Luckily" we never found out the fate of my stranded assault force and its exposed flank protectors, because at that time we decided to break off the engagement due to usual bane of all inconclusive tabletop battles - we were hungry and wanted to eat dinner. :-)

The ruleset

So... was my rather hasty decision to nominate General de Brigade as my Napoleonic ruleset of choice all those years ago a correct one? It's far too early to give a definitive answer to that question, but the first impression is absolutely a positive one. There is nothing revolutionary about this set of rules, in fact I would go as far as saying that it's rather conventional both in regard of game sequence and mechanics. However, it has to be said the same time that it manages to deliver that distinct Napoleonic feeling and that is the main selling point for me.

Another thing worth mentioning is that the basics rules do make perfect sense and are therefore quite easy to absorb. Command and control, movement, formation changes and firing are based on simple game mechanics, which most players should be able to memorize without difficulties after a couple of games. Charges and melees do seem a bit involved and require some fiddling with distances between units and morale checks, but I guess it's unavoidable for a ruleset at this unit level. The difficult part will be in remembering all the "chrome" rules of which there are quite a few, but since they add value to the game, then even that should be achieved with time without any problems. Overall, we all agreed that General de Brigade is a solid ruleset and we are looking forward to next French attempt to take those pesky villages of Laichling.

April 30, 2012

Keep it simple, stupid

I don't know about you, but most of my wargaming projects have a tendency to stop to a grinding halt long before they even get their first test run on the tabletop. Even those few projects that have managed to get to playable state have taken insanely long time for me to complete - my one and only WAB army required more than two years before reaching playable state, while a little more than 20 6mm battalions intended for General de Brigade lingered on my painting table for... oh, let me see if I remember... six years?

These days I am rather painfully aware of the fact that my desire for starting new project is far greater than my ability to actually achieve tangible results. So when I decided to scratch my itch for company level WWII gaming (new version of 'I Ain't Been Shot, Mom' broke my resistance), I decided to take somewhat different approach than in my previous projects and try to stick to the KISS principle. You know, KISS - Keep It Simple, Stupid.

First of all, the scale. Yes, you guessed it - 6mm. Not only will it be quick and simple to build up necessary forces in this scale, but the fact that I already have a bunch of GHQ blisters made this choice rather practical. My first test base looks rather nifty, if I may say so myself.

German_Squad_Proto German_Squad_Proto2

Second, the terrain. Here I was in a bit of a quandary, because my ultimate goal is to use IABSM3 together with those excellent scenario booklets that Too Fat Lardies also provide. The thing is that those booklets have maps and they are historical. Why is it a problem, you ask? Well, here's where my obsessive compulsiveness raises its ugly head - if a scenario has a historical map, I just must depict it as precisely as possible on the wargaming table. Sorry, can't help it, it's just one of those things.

Fortunately, I do believe that I found a solution for my "problem" - I'll make terrain boards specifically for individual scenarios. This may seem counterintuitive, but it's not... if I keep things simple. Every board will be 80 x 60 centimeter, built from cheap kind of styrofoam and "flocked" with sand and latex wall paint. Test board in the picture took me three hours to make and the cost was about 85SEK (around $12).

Simple_Board

Next, the buildings. Simplest possible solution here - home-made stuff made from the cardboard boxes that frozen TV dinners are packed in. Sure, they won't look as nice or durable as those resin buildings from Timecast Models, but they are cheap, take the paint very well and most important of all, they are  easy to make.

Building_Prototype

Finally, the vegetation. Trees aren't much of a problem, since I already have a bunch of them. The main "obstacle" on my way to be able to play my first scenario is the boccage, which is featured prominently in the scenario pack that I will be using. I still haven't decided how to proceed here, but I toy with the idea of using paper mache and Woodland Scenics foliage.

April 17, 2012

Return of Derfel's Wolftails

As already mentioned (on several occasions), my main inspiration for starting Romano-British WAB army was "Winter King" trilogy by Bernard Cornwell. It would therefore be rather strange if I didn't have Derfel's Wolftails among my units. However, the heroic status of Derfel's warriors in the book didn't matter much on wargaming table - H. demonstrated that fact to me in rather painful manner by wiping them out to the last man in their first and so far their last battle.

I could of course have blamed the disaster that befell Derfel's warriors on the fact that they were brand new. After all, it is widely known fact that newly painted units always get their butt kicked. But the real reason for their untimely demise was rather more prosaic - a unit of twelve figures has no staying power in WAB. Naturally, the solution to the problem was to paint more miniatures. Well, it took me a while, but after finding some time during last weekend I was finally done with my "recruiting" efforts. Now, the new and improved Derfel's Wolftails can finally be presented to the public. I must admit that I am rather pleased with the end result. I still suck at painting realistically looking spears and as it turns out it is physically impossible for me to draw a decent looking five-pointed star. But the fact remains that this could very well be my best painting work so far.

Wolfpack1

Wolfpack2

April 07, 2012

Rebel Yell

Rebel yell – the stuff of legends. But how did it really sound? Well, this little Youtube gem is probably the closest to the real thing that we will ever hear before figuring out how to travel in time.

Listen to the rendition at the end of this clip. Now imagine being in the middle of nowhere, sun is just rising, the surroundings are covered in light morning mist. You’re frozen and stiff after sleeping yet another night on the ground, cursing your lot while longing for the first sip of that awful, but hot coffee.  Suddenly the morning silence is shattered by a cacophony of this sound mixed with smatter of musket and artillery fire. Don’t know about you, but I’d strongly consider reallocating myself to somewhere else, somewhere very far away from this bloodcurdling sound. :-)