Showing posts with label Medievals. Show all posts
Showing posts with label Medievals. Show all posts

Sunday, December 7, 2014

Painting Table - Mounted Crossbows and Voynuks

This past week, and the weekend, was primarily about the Fall musical, The Little Mermaid, but in and around those obligations I was able to continue to make some painting progress.

The first four mounted crossbowmen pictured previously were finished, along with the other six in the pack, giving me 5 stands of mounted crossbows. All that remains is to flock and finish the bases (and take a good final picture). From a painting standpoint, they are complete.
Five stands of mounted crossbows

I also spent a little time prepping part of a bag of Old Glory 12th Century Infantry, which are a good multi-purpose medieval foot pack. You can never have too many basic foot in this period. My only complaint with this pack (which is a joy to paint) is that prepping them is a pain in the a$%, especially drilling out and attaching the separate spear-holding hands. These figures could have been designed a lot better in that regard...

The next small project (skipping over the mostly complete Ottoman sipahi cavalry that need some additional work) is a unit of 12 Voynuk heavy infantry allies for the Ottomans. These are proving to be exceptionally easy figures to paint, being mostly chainmail and other armor, with only some bits of cloth and shields to paint. In a short period of time, these are probably more than half done, and should be easy to complete in a couple of short evening sessions this week.
Ottoman Christian Voynuks in process

After the Voynuks I really should get back to the sipahis, but we'll see what mood strikes me at that point.

Friday, November 28, 2014

Painting Table - Mounted Crossbows

There's a lot going on this weekend, not the least of which is pulling out the Christmas decorations, but if I have any time for hobby stuff this weekend I will have the very modest goal of finishing this unit of four mounted crossbowmen. There isn't much left to do but some detail work, highlighting and finishing of the horses, so this should be very manageable.
Mounted crossbows (Old Glory Hundred Years War)

There are six more on the table beyond the first four, and a number of medieval civilian types for dressing up the little towns that often hug the sides of the gaming table. If I do get past the first four mounted crossbowmen, I will probably return to the Ottoman sipahis that I was working on before getting sidetracked. Or not. Hard to say.

I've also spent a few spare moments tweaking the table slightly from the solo game I played last weekend. I'll try to post a few pictures tomorrow. A variant of my solo game will be used for an upcoming game to introduce one of our D&D players to historical miniatures gaming.

Tuesday, November 25, 2014

Impetus - Germans vs Italians, The End

Part 3, The End
Turn 10 - On the Italian right, a timely charge by arriving knights from the last command succeed in routing German knights while the remainder of the command hurries to deploy.
Turn 10 - Italians charging up the hill

In the center, both sides have taken a beating, and the long-engaged German sergeants and Italian light cavalry are rolling one die apiece to try to break the stalemate (to no avail). On the Italian left, two units of heavy cavalry charge up the hill into the German infantry, but both become bogged down in ongoing melees. More and more German foot troops deploy and move up the hill.
Turn 10 - End of turn

Turn 11 - On the Italian right, knights engage each other in a swirling melee while the last of the German knights hurry to support them. The Germans have now been split so that all of their remaining infantry are clustered around the hill near town, and their cavalry is all gathered in the plain below.
Turn 11 - Italian knights bogged down on the hill
In the center, the German sergeants finally rout the valiant light cavalry, but are now by themselves in that part of the battlefield, surrounded on three sides by enemy and hanging on by a thread. There aren't many Germans left on the plain.
Turn 11 - Germans faltering in the center
On the hill, the Italian cavalry launches repeated charges at the German crossbows and infantry, and makes little headway. The impetuous Italian cavalry has outpaced their infantry supports, and are taking some losses in the attempt to drive the German foot off the hill.

Turn 12 - On the Italian right, the German horse pulls back, forming some semblance of a line. In the center, the German sergeants rout from the combined shooting of two Italian bow units.
Turn 12 - End of turn
On the hill, the Italian cavalry destroy a crossbow unit on the crest, but take losses in the process, and both units move to the rear to regroup. German infantry forms a solid line on the hill as the Italians recoil.

Turn 13 (The End) - No units are engaged in the turn, and both sides take the opportunity to reform their lines.
Turn 13 - The End

Wrap up - At the end of turn 13, it was apparent that the battle had reached a logical end point. On the open level ground, the Germans only had three somewhat battered knight units opposing the bulk of two Italian commands. The Italians facing them had taken some losses as well, but had sufficient combined arms numbers to make a renewed attack by the Germans suicidal. At the other end of the field, the Italian knights were fairly well spent by their unsupported assaults on the hill, which was now lined with a solid wall of fresh German foot and crossbowmen. The logical conclusion is that the German cavalry would cover the withdrawal of the infantry back through the town, leaving the field to Italians. The Italians would be able to claim a decent victory, losing three of their own units while routing six German units (including all four units of the German vanguard), but with a number of battered units of their own.

Summary and Conclusions - As noted before, I like Impetus as a rule set. It is a little simplistic in places, and a little too rigid for my tastes in others, but makes for a fast playing and fun game. It gives a good feel for this period, which is something of an accomplishment in that the rules are designed to be able to play anything from ancients through the Renaissance (basically everything before true gunpowder periods).

As for this particular game, I enjoyed playing it solo, and have a good idea of how I will create a scenario somewhat similar to this for when we are able to get the guys together for a real game.

It also continues the urge to paint. I wish I had some of those 12th century infantry primed and ready...

Monday, November 24, 2014

Impetus - Germans vs Italians, Part 2

Part 2 - The Fighting Starts
Turn 5 - Some desultory shooting occurs, to no effect. Both sides jockey for position in the center while rushing up reinforcements. German knights head for the open ground supporting the center, while the new foot troops head for the hill. The Italian command all heads down the road behind their lines in the direction of the hill (on their left flank).
Turn 5 - Jockeying for position

Turn 6 - The Italian scutiferi light cavalry shoot at the sergeants to their front, disordering them. In their turn, the German sergeants both charge. The first unit engages the archers, beat them and force them back, but have insufficient pursuit movement to catch them as they retreat (this would almost certainly have finished them off). The other unit of sergeants charges the light cavalry, who evade. The second commands continue to march.
Turn 6 - German sergeants charge

Turn 7 - The Italian light cavalry continue to harass the sergeants, shooting at them and causing Disorder and one loss. A unit of Italian feudal infantry wheels and charges into the side of the unit of sergeants that was driving back the archers. Both take one loss, disorder, and remain engaged. In the German turn, these units fight again, with each taking one loss but with the Germans winning. The Italian foot retreat 1 inch, are pursued and caught. In the next round of fighting, no damage is caused and they remain engaged yet again. This foot unit was performing heroically (and it would get even better...).
Turn 7 - Melees ongoing in the center

Turn 8 - The Italian first command won the initiative and had a solid turn. The light cavalry shot at the sergeants to their front, caused a loss (double Disorder), and then charged them, inflicting another double Disorder loss, and remaining engaged with them (yes, I did this wrong by the rules - the light cavalry would have retreated from an engaged melee with heavy cavalry...oh well). I chalk this up to extreme bravery since they had been fighting so well.
During turn 8 - Sergeants fighting Italian foot

The engaged unit of Italian foot continue to fight the German sergeants, and miraculously hold them off (bad dice all around). 

In the German activation, a newly arrived unit of German knights charges the other Italian feudal foot unit and routs it in one combat. The German knights pursue only 1 inch, but are now behind the other engaged Italian foot unit. It looks like that heroic unit's days are numbered. Both engaged units of sergeants fight their opponents again, and both take a loss from double Disorder (remaining engaged) while the Italians both avoid damage. The improbable continues, and both German sergeant units are wearing away faster than their weaker opponents...
Turn 8 - Lines forming in the center

Over by the hill, the Italian knights move up to threaten the German crossbows and foot holding the high ground, and look to be in position to charge next turn. Crossbow fire Disorders the lead Italian knight unit.

The last command for each side arrives on the table and march forward.

Turn 9 - The German first command activates, thinking that things must get better. They don't. The Italian foot rout the first sergeant unit, and the light cavalry fights the other to a draw. Again.

The German second command activates next, and the unit of knights that had just ridden down the one Italian foot wheels and charges the one that just destroyed the sergeants. While this charge appears to be a Rear charge, it technically isn't. Still, the Germans will roll ten dice while the Italian foot rolls one die.
Turn 9 - German knights charge from behind

The charmed life of the brave foot unit continues, as neither side scores any damage (a point of damage is caused by each 6 and each pair of 5's). In ten dice, the Germans could only manage a single 5... They remain engaged.
Rolling 10 dice vs 1 die - no hits scored!!

The Italian second command activates, and the knights charge up the hill, defeating, pursuing and routing the German crossbow unit. Foot units are moving up in support.

The Italian first command activates in the center, meaning more melees for the engaged units. The light cavalry takes a loss but remains engaged. The heroic foot roll one die versus the 6 dice of the knight unit, cause 1 loss on them, and send them retreating!
Turn 9 - Italians holding on in the center

Meanwhile, more troops move up...
Turn 9 - Moving to the sound of battle

Next - The Fighting Escalates

Sunday, November 23, 2014

Impetus - Germans vs Italians, Opening Moves

Our planned-for Impetus game Sunday evening fell apart, but I had the figures out and table prepared, so I spent some time pushing figures around solo. Since it was just me, I decided to have the armies come onto the table on roads from opposite corners. Meeting engagements of this sort would probably have been less common than in most other periods, but it allowed me to jump right in with no set up. Each army had three commands. The smaller of each three would begin barely on the table, and the others would arrive on turns 4 and 8. Easing into things would also help me get reacquainted with the rules. German and generic figures are using the early Imperial German list, and Normans (and Crusaders) are using the early Communal Italian list.

Most of my first brief playing session on Sunday night would be just a lot of moving, as troops entered the field. This was fine, as I had a football game on in the background and needed a rules refresher.

Turn 1 - Early turns would see much use of the road March rules. I pushed both sides hard and there were a lot of movement related Disorders. Germans are entering through the town at top left and the Italians are entering across the stream at lower right.
After turn 1

Turn 2 - Italian Scutiferi light cavalry and skirmish archers are first to arrive in the center of the battlefield. Their foot struggle to keep up. The Germans have longer to go; through town and either around or over the big hill outside of town. Two units of German sergeants will swing around, while a unit each of crossbows and foot head for the hilltop.
Turn 2 - Italian lights advance in center
Turn 2 - Germans debouching from town

Turn 3 - The Italian lights wait nervously in the center while the Germans close in on them. The foot on both sides lag behind. It's a good thing the Italian foot doesn't have as far to go, as their one unit of light cavalry will be no match for two units of German heavy cavalry.
Turn 3 - Italian foot deploys
Turn 3 - Germans advance on the center

Turn 4 - By the end of turn 4, things were about to heat up. German heavy cavalry sergeants were in position to charge the Italians in the center, but infantry support was coming up to support the light cavalry and missile troops. German foot were moving onto the hill on the sergeants' flank, and the second commands for both sides were moving onto the table. At this point, only a few long range missile shots had been taken, and no casualties inflicted.
Turn 4 - Contesting the middle (from German side)
Turn 4 - Second German command marching on

Next...Some Action

Paint Table - Sunday November 23, 2014

This short update will be it for the weekend's hobby progress, as I have a game to prepare for and play this evening. Who knew you could actually play games with these little guys...

I decided to keep my nicer Flag Dude flags for my Hundred Years War stuff, which uses them almost exclusively, and stick to plain paper flags printed off the internet for these figures. Here are the new German stands again with flags.
German knights with banners

Back in the late spring I also painted a bunch of WW2 US infantry and antitank guns with crews. I based these yesterday while doing the other miscellaneous things, so they are now complete. Finally. Some really fun games of Fireball Forward! was the spark to paint these (and I have American paratroops and German infantry ready to paint).
WW2 Americans in 15mm

Painting 15mm is certainly very different from painting the larger scales, but a simple process of undercoat, wash, drybrush and detail was pretty easy and came out well. Given that I almost never paint 15mm, I am very happy with these, and they are a terrific upgrade from the not-so-great purchased WW2 Americans I have been using.
WW2 American infantry close up

Now off to set up that game. And watch the Eagles play the Titans. And food shop. And cook dinner...

Saturday, November 22, 2014

Paint Table Saturday - November 22, 2014

I surprised myself today by investing my little bit of hobby time in finishing the bases I have painted over the last couple of weeks instead of painting something new. Thankless work, but somebody has to do it. Plus, we are playing an Impetus game tomorrow evening and I want to use some of these figures, so, out of necessity...

First up are some rebased skirmish archers (Old Glory Eastern European peasant archer figures).
Generic skirmish archers

Then some of the same figures rebased as regular missile troops (Impetus basing).
Generic archers

Next, some Breton light cavalry (OG Breton sergeants) rebased two per stand.
Norman/Breton light cavalry

And a couple of Norman leader/banner bearer figures.
Norman leader and banner

Then the Ottoman sipahi sample stand that I put together as a taste of things to come. 15 more figures (5 more stands) are near completion, but I wanted to see what one completely finished stand looked like. I like it.
Ottoman armored Sipahis

Finally, the ubiquitous German knights (from the Mongols in Europe range). I hand painted the lance pennons to match the heraldry painted on the figures. A first for me, but I think it looks good.
German knights

And more knights.
More German knights

And lastly, all the new knights on parade. There are two stands that need to have Flag Dude banners added, but that is the final step, and will be done tomorrow.
Lots of German knights

Not a bad day's work.

Thursday, November 20, 2014

Painting Table - November 20, 2014

Last weekend and some evening painting this week has gone well. As planned, I was able to re-base some archers and Breton light cavalry, but (as usual) I have the flocking and finishing work left to do.

I prepped a bag of mounted crossbowmen, but can't get to painting them yet as I cannot realistically prime the figures in the house, and it has been below freezing and windy most if not all of this week, so I can't get outside to spray them, even in the garage.
Mounted crossbows

That means that next up are some already primed Ottomans (of which there are several trays full of figs ready to go).
18 sipahis on deck

Over the weekend, after the above chores were completed and in and around planning and running a D&D session, I put some work in on a block of 18 Ottoman armored sipahi cavalry. By Monday night I had painted and washed/shaded the horses, and done the basic armor treatment.
Monday - basic horses and armor

By the end of tonight (Thursday), I had done the basic painting on all 18 figures. All that remains is to clean up some details (horse equipment, straps, shield details, etc), do some shading and highlighting, and give them a final once-over to make sure they look OK.
Thursday - Detail work remains 

One stand is more or less done, which leaves 5 stands of 3 each left to go. Plus the two leaders and one extra sipahi in the background. I have a bunch of beautiful "Flag Dude" Ottoman flags waiting, and three of these stands will have a flag bearer once the figures have been seal coated.
One stand more or less done, minus flag

This weekend I really should force myself to flock and finish the bases that are hanging in limbo. But I say that most weeks... There is also talk of a medieval game this Sunday, so I am getting a table together just in case that works out.

Saturday, November 15, 2014

Painting Table Preview - November 15, 2014

The Fall In convention induced flurry of painting activity has continued this week, and I've probably painted more figures over the last 2 weeks than in any similar period ever.

In addition to completing the refurbishing and additions to the 18 German knights shown a few posts back (and begun back in May), I have painted 5 medieval townspeople, refurbished about 10 stands of Norman cavalry, and most significantly, painted 56 Norman heavy infantry from scratch. These guys have been sitting in a box prepped and primed for a few years. Given that they are mostly covered in chainmail armor, I figured they would be easy to work my way through, and they were.
Norman heavy infantry on Impetus bases

Goals for this weekend, or the near future at least, are to finish basing and flocking all of the above, re-base some generic medieval archers onto Impetus style bases, prep and prime a unit of mounted crossbows and a unit of German sergeants for when the mood strikes, and flock the bases of a bunch of WW2 US infantry painted back in the spring. In recognition of my lack of focus, I like to have a bunch of different figure types and periods primed and ready to paint so that when I feel like picking up a brush I have a variety of things to choose from. Perhaps caving in to this known flaw of mine is why I have a hard time getting a period ever "finished", but it works for me (although my Ottoman project might not agree).

All this painting has made me want to get a game together, so there is a possibility of either a medieval Impetus game or another D&D session later this weekend. Hopefully something works out. If not, I may play a little Impetus by myself.
Throwing a game table together

Lastly, a completely unrelated (obviously) picture of my favorite tree. This is a Dawn Redwood (Metasequoia) that we planted at the back of our property in 1998. It started at about 6 feet tall, and is now 25-30 feet tall at the top of its spike. It is a seasonal conifer with very cool feathery leaves that it drops for the winter.
Dawn Redwood

Given a lot more time (long after I am gone), this could be the tallest tree in town. By a lot. Although it is the smallest of the redwoods, it still tops out at over two hundred feet with a 6 foot diameter base. I'm not quite sure what we would do with that much tree in the backyard, but I won't be the one to have to worry about it...

Sunday, November 9, 2014

Painting Table Saturday - Knights

After not lifting a paint brush for most of the summer and early Fall, I've been back at it in small spurts over the last week or so. The first order of business was to finish up the batch of 18 German mounted knights that have been sitting there since...May? Yes, probably since May.

These guys were the last of the "refurbishment" batches, along with a few new figures to round out the number needed for 6 stands of 3 each. The plan was always to go with fairly basic paint schemes for these, but I did add some additional detail to a few of them. They look OK, and when the bases are finished and flags and lance pennons are added, they will be a nice addition to the medieval horde.
Early Medieval German Knights

Next up, at least for the moment, are 10 more Hundred Years War crossbowmen, but I suspect that these will get set aside for something else. I have 4 units' worth of Norman heavy spearmen prepped and ready to go (60 figures), and adding these as nice large infantry blocks to the early medieval forces sounds appealing. Those are also easy figs to paint, and can be turned out quickly in large numbers.
Hundred Years War Crossbows


For today at least, I'll get some paint on these crossbowmen.

Thursday, July 17, 2014

ImagiNation Speculation

So...If I am going to do this fictional medieval world thing, what are the basic goals and parameters of what I would be trying to accomplish?
Border troubles in the Duchy of Alten

Goals:
  1. Have a place to fight miniatures games in.
  2. Create a little piece of a world that has enough detail that the games seem to be grounded in some sort of (un)reality, in the sense that my fictional people are fighting these battles for a reason, and not in a vacuum. What has come before shapes the here-and-now, and what happens now affects the future.
  3. Have fun creating whatever I end up creating. In most of my hobby endeavors I have come to embrace the fact that for me it is almost entirely about the journey and only very marginally about the destination. There are those who can set a goal to do Project XYZ, and then buy, paint and focus on that project until it is done. I am the antithesis of that person.
  4. Use this as an excuse to paint more miniatures. With the leeway to create national colors, regional heraldry etc...
Considerations and Questions:
  • One of the main points of this is to play games. The structure of the world, first and foremost, must support gaming story lines.
  • The games will be played with the miniatures I have in my collection, or can buy and paint (c. 1350-1425AD). While some "generic" enough miniatures will serve a variety of uses, it is inevitable that some of the more ethnic types of miniatures be associated with certain fictional countries. For example, while I continue to work (slowly) on my historical Ottoman army, it is highly likely that there be a place on my map, called whatever, where my Ottomans will live and fight, but will not be "Ottomans". The very nice range of Old Glory Eastern Europeans from the Balkans, Hungary and Romania could also fill a space, or spaces, on my map. Or even the Mongols as stand-ins for "steppe people". Unless everyone is going to look uniformly vanilla Western European, this is pretty much unavoidable.
  • To differentiate the various areas and countries on the map, it is almost inevitable that I find myself thinking "this country will be France-ish, this area can be German-ish, and this country could be Northern Italy-ish". If nothing else, clustering place names into things that sound like the above helps create a distinction between different areas, which is useful. So there will likely be areas of English sounding names, and Germanic names, and Italian-esque names...
  • I find naming things to be the toughest part of this sort of thing. After all, once you start to build a story around certain names you are sort of stuck with your choices, and if you don't like what you are stuck with...well...
  • As I expect this to be a very off-and-on sort of endeavor, I am thinking I should spin this off to its own blog. That way, even if things progress in fits and starts (as I expect them to), they will all be contained in one place without a lot of family stuff and various other things taking up weeks or months of space in between.
Which brings us to...

The Basic Plan:
  1. Start another blog (linked to here of course).
  2. Work on my original "small border area" in sufficient detail to start playing games when the mood strikes.
  3. Continue fleshing out the larger world in very broad terms.
  4. Have fun with Hexographer.
  5. Add detail to different areas as the mood strikes.
Sounds simple enough I suppose.

Any comments from lurkers who might stumble on this would be welcome.

Wednesday, July 16, 2014

An ImagiNation...with Scope Creep

Scope Creep: When a project of modest proportions (or any planned proportions, for that matter) takes on a life of its own and becomes bigger than planned...and bigger...and bigger.

But I am jumping ahead.

Most of my wargaming is a solo endeavor, but to keep things interesting, and to make for a better story when blogging about my solo games, I often try to frame those games in the context of some manufactured "campaign". These generally peter out after a few games because I lose interest in trying to fit what I am playing into a historical context, with proper map references, time lines, etc. I probably shouldn't get hung up over this stuff, but I do.

One of the things that has always intrigued me, and seems much more prevalent amongst our English wargaming brethren, is the idea of an ImagiNation; a fictional place, maybe or maybe not linked to reality in some way, but set in a specific time period from a technological standpoint. From browsing the web, ImagiNations set in "Europe-ish" during the Seven Years War period seem especially abundant. Seven Years War figures and rules are used, but the places and people are made up. Sometimes they are "near" Austria or Prussia, sometimes not. This gives great leeway in letting your creativity run as rampant as you want. So that's the intriguing part. I suppose liking this kind of idea is the same thing that made me always want to be the dungeon master when playing D&D back in the late 1970's and early '80's. Drawing maps. Imagining worlds. Writing history instead of reading it.

I have considered doing something along these lines for a while now, but finally decided that I would scribble down a few ideas on setting up a modest little imaginary world in which I could use my medieval armies from time to time.

Things began harmlessly enough. I would need a small kingdom, or part of a kingdom, which would need some neighboring areas to interact (and fight) with. My first sketch map of such a realm, on the back of a piece of scrap paper, was simple enough. A semicircle represented the edge of our new "home" kingdom. Adjacent to that border were a few different adjoining areas, exact content to be decided later. A few bits of terrain were sketched in. A basis of an initial storyline was imagined.

Having made a few simple sketches, I began to wonder what kind of mapping software (free if possible) might be out there for creating simple hex-based maps. Within moments of a first Google search, I was looking at a website for a product called Hexographer. It has a free version and a pay version, and the free version seemed to have all the functionality I was looking for, and the samples shown were nice looking "retro" style maps that would fit the bill perfectly.

Within minutes I had downloaded the free version, and in less than an hour, I had created the core of the little map below; a border area of two neighboring realms.
A small border area with two antagonists

But Hexographer was so easy to use, and so fun to play with, that over the course of another couple hours I had expanded a good bit beyond my original border area. After all, I couldn't help but wonder what the rest of those two kingdoms looked like, and who their other neighbors were. After all, they had to fit into the larger world somehow, right? So the map started to expand. And more of the world began to take very loose shape in my mind.
Two kingdoms take shape...

And that area had to fit into an even bigger picture, right? Where were their borders, and who could other antagonists be? Oceans needed to be somewhere. Which makes for coast lines. You need water. And some crude attempt at realistic geography should be attempted. And the geography in turn would dictate where rivers would run. And rivers and mountains and other terrain determine where the trade routes would be, and where cities would grow, and where borders might reasonably end up. Along with thoughts on who were enemies of who, and where the historical allies might be. And what the current situation might be on day one of this new land. Yikes.
...and the world grows some more

Which brings us back to scope creep. In maybe a half a dozen hours in little bits and pieces over the past week and a half, I have gone from a very simple pencil sketch doodle on the back of a sheet of scrap paper to a sketch outline of a much much larger world, one quarter (the northeast quadrant) of which is shown in the final map above. All because I found Hexographer, and had fun playing around with it. Once the creating started, it became very hard to stop. Not that I tried all that hard to stop.

What comes next? I don't know. Maybe I'll figure that out when I am done drawing more maps and writing more history in my head.