Wednesday, 21 June 2023

Anglo-Normans

As these things so often are, the route to my latest project was a bit convoluted and organic. My gaming club is holding a Warhammer Ancient Battles (WAB) tournament, and my friends and I were interested in participating.  

The initial announcement was that the tournament would be “Medieval”. We expressed our interest and waited for more detail.  As the weeks rolled by, no further information was forthcoming, so we looked to our own devices.  

Our discussions around the Medieval theme settled on 10th-12th Century, with a couple of us interested in the Anarchy (1138-1153AD) and the Anglo-Norman armies that would fight it.  

WAB is an odd and archaic ruleset, much beloved by many.  But inspired by the period, we went looking for alternatives. We tried Impetus II, but it really wasn’t for us. As a ruleset we found it overly complex and when playing, we got ourselves in a bit of a mess on the tabletop, which the rules didn’t help resolve, so we went looking for something else.  

Over the years we’ve tried all sorts of rules and a couple of my group are still HEAVILY into L’Art de la Guerre, playing it at national tournament level to a good standard.  I pitched out after winning the Burton Doubles at BadCon in 2018.  There’s just something about the fiddle-on with the rules that I don’t like. 

Anyway, we came across a ruleset called Triumph. Now, back in the mists of time we played a LOT of DBx games, mostly DBM, again at National tournament grade. I’ve long lamented the end of that ruleset's dominance, and the fragmentation that resulted from it's fall (with tournaments devolving into using several rulesets – DBMM, Morten et Gloriam, Field of Glory, L’Art de la Guerre, etc.). 

Triumph appears to be a spiritual successor to the old DBM rules, updated and tweaked. We gave it a go and played a few games. Its probably the nostalgia, and although the rules didn’t knock my socks off, they do work well.  They have some nice little addons to make the game a bit more interesting and seem to have removed some of the micro-movement elements of DBM, while maintaining core gameplay. So, Triumph it is!

Triumph has its armies online over at the Meshwesh site, which helps.  Although this isn’t an army builder (which is a shame); I assume it allows the publishers to keep lists updated and affect changes quickly.  

I set about sorting out an Anglo-Norman Anarchy period army list.  As it happens its pretty standard and easy to do, and I selected this:

1x Knights (General)

4x Knights

8x Heavy Foot

2x Bow Levy (+2 "support" figures)

The standard Triumph army is 48pts, and the total unit cost for the above is 48pts exactly.  I’ll probably use the “Bow Support” battle card option, which allows me to fold the boy levy into heavy foot units, boosting their fighting against mounted troops (and a few other troop types), but I’ll try out the best use in a few games.

So, I set about building the army in 28mm figures.  True to its DBM heritage, Triumph assumes the use of 15mm figures, but gives the options to scale up or down as preferred.  I’ve always felt 15mm is a weird scale – too big to look good en masse, and too small to look good individually. For some reason it’s been the standard scale for many historical wargames and periods though.  I have many 15mm figure armies, but nowadays I and my friends tend to look at the 28mm scale first and so we did for this.

I went to my go-to supplier for 28mm historical figures, Victrix.  They really do hit the nail on the head – great figures, great sculpts, easy to build, and excellent customer service.

 I ordered some Norman infantry and cavalry and set about building the toys. As it happens, I forgot to get some archers for the bow levy unit, but I did have a Conquest Games box of “Medieval Archers”. They’re a bit chunkier and more cartoony sculpts, but they do the job.  With such a small army, this really didn’t take long to complete, and from sprue to table, (not including drying times), I reckon this took about 9 hours all told. I used my usual “slapdash” technique to push on through as quickly as possible.

I also used the Little Big Men shield transfers available from Victrix.  It’s the first time I’ve used them, and while they’re a bit odd, being a mix between stickers and traditional transfers, they are easy to use and have an excellent result!  I’ll be using them again in the future.  I may need to revisit my Carthaginian army (still in progress). 

Sadly, I didn’t take many work in progress shots, so here’s what I’ve completed for the Anglo-Normans.











 

 

 

 

 

Friday, 26 May 2023

A Very British Civil War, 1939: Battle of Nevilles Cross (One Page Rules)

After a significant hiatus due to Covid and other interests, this week we reignited A Very British Civil War with a large multiplayer game.

We’ve been playing a lot of One Page Rules Grimdark Future lately and we’ve been talking about using those rules for a historical period like World War Two. AVBCW seemed like a good step towards that, so we mocked up some OPR lists and set to it.

Lists here.

So, picking up where we left off, here’s the narrative for the Battle of Neville’s Cross, May 1939.

Battle of Neville’s Cross, 23rd May 1939.

During the long winter of 1938 all sides in the war spent the time rebuilding defences, recruiting new forces, rearming, and resupplying.  Hostilities remained low throughout the winter, aside from a few border skirmishes, punch-ups in local pubs, and the war of words in local newspapers. Manoeuvres throughout February, March, and April eventually brought two factions into the first major battle of 1939, and once again the transport line to the west of Durham played host to the conflict.  The A1 at Neville’s Cross near Durham was troubled with the rumble of barely fuelled engines and the ripple of rifle fire as around 9.30am on the 23rd May reignited the war.

Coming in from the west was a Socialist alliance.

The Chopwell Communists committed a small force of new recruits, supported by cavalry and a T26 tank acquired from Liverpool. They took the right flank position along the A1.


The centre was held by a Socialist Local Defence Volunteer force identified most likely as an anti-Anglican League group from The Sands area of Durham. Made up mostly of elderly ex-servicemen and Great War veterans, they had a couple of vehicles and a lot of bravery on their side.


The left flank position was occupied by a force of Socialist regulars who had deserted from the Catterick Barracks and camped out in the Dales near Wolsingham over winter. These fellows threw their lot in with Chopwell and brought one of the very rare Matilda II tanks with them.  This behemoth of a modern tank is one of a very few that made it off the production lines before the outbreak of war.

Advancing from the east was an anti-Socialist force made up of three longstanding allies.

Facing the Chopwell positions was a skilled and well-trained force of Lord Lambton’s “Hounds”. Over winter they’d made good use of their time developing quality infantry tactics.  They’d also acquired a good supply on Lewis guns and bought in a stable of Austin armoured cars. Lord Lambton was sick of his pride and joy Rolls Royce fleet getting damaged, so he spent some cash on front line replacements.


In the centre was Lord Percy’s Tenantry.  Well supplied with a rag-tag collection of armoured vehicles, Lord Percy had increasingly moved his garrisons down south to ring Durham and support the ongoing hostilities there.


And on the left, facing the Catterick deserters were the Gateshead German League.  Rumours of their terrible behaviour towards the locals in their area have been flatly denied by the GGL leadership, but what is certain is that the winter saw them heavily resupplied by imported German arms and materiel.


Each side fielded three forces, each of 1500pts (so 4500pts a side).

We set up the game using the OPR rules, and decided that on each side’s go, each player would activate a single unit, so each side would see three units activate each "bound".  The objectives were clear – capture and hold the three crossroads along the A1. We had 4 Turns to do this, so aggressive play would be needed!

Boths sides set up simultaneously (to save time), and we set to it with the Socialists taking the first turn.

Turn 1

On the right flank the Chopwell forces found it hard going.  They advanced into a wall of disciplined Lambton rifle fire.  The Lambton units were well commanded with leaders instilling fire discipline and this told on the Communist forces stopping their advance well back from the A1.

Lambton’s Hounds pushed up aggressively, taking a solid position at the road and setting up for a coming surprise…

In the centre, the Sands LDV and Lord Percy’s forces advanced through a built-up area near St John’s Church at Neville’s Cross.  There was a significant exchange of fire along the road, and rifle fire crackled around the nearby buildings.

The left flank was similarly pyrotechnic with the Catterick deserters and GGL pouring heavy fire into each other.  Antitank guns spat at armour and skilled riflemen picked each other off at range.  The Catterick boys made better progress towards their objective on the A1 though, forcing the GGL onto the back foot. 

Turn 2

Lambton’s Hounds sprang a trap! Their mercenary elites had snuck across the road in the early morning and hid in a nearby hollow. With the star of hostilities, these fanatics appeared on the flank of the Chopwell position. This startling and unexpected arrival threw the Communists into disarray and their rear support units struggled to counter the withering fire from these killers.  At the same time the Lambton’s Austin armoured car got in on the action, tearing a Red cavalry unit to pieces. Reeling, the Remaining Red cavalry charged the Austin and managed to knock it out!  The Austin crew panicked and surrendered, while the cavalry sabotaged the vehicle to prevent its use. Despite this minor victory, Lord Lambton’s forces took a commanding position on the road and the Communists were fighting a losing battle from that point.



The glorious but doomed Red Cavalry charge takes out the Austin armoured car!

In the centre the fighting between the Sands LDV and Lord Percy’s Tenantry became close ranged and bitter. Both sides advanced on the crossroads and rifle fire was almost point blank.  Terrified residents harangued both sides from their upper windows as rifle bullets fizzed down alleyways.  Of course, both sides respected the sanctity of residential gardens and stayed out of the church grounds, but still…


Lord Percy's armour advances.

The left flank continued to batter away at each other, and the GGL brought up their lancer cavalry to try and reverse the position and drive out the Catterick boys.  A brutal tank duel emerged as the Catterick forces pushed onto the A1.

Turn 3

Not content with their earlier trap, Lambton’s Hounds had sent two mercenary fanatic teams out, and the second one now arrived.  These fellows had worked their way into the Communist’s rear area and driven off their supports.  They now arrived on the battlefield directly into Chopwell’s rear position. Meanwhile Lambton’s Houses came across the A1 in force. The Chopwell position was hopeless, and the few survivors began a fighting retreat as best they could. Even the help of some Sands LDV troops coming across to try and take out the Lambton ambush couldn’t save the flank.


The unstoppable Lambton advance!

In the centre, the Sands LDV pushed up their transport truck, Austin Kegresse armoured car, and infantry to take the crossroads. Lord Percy’s troops matched this move putting their rag-tag armour up there too. Fierce fire created a carpark of wrecked vehicles! The crossroads remained contested.


The pile up at the crossroads...

Over on the left flank, the Catterick boys captured the crossroads, ably supported by the fearsome Matilda II. The Gateshead German League attack was blunted, its cavalry gone, and its Panzers wrecked or running low on fuel.


Turn 4

With the two flanks decided, attention turned to the bitter fighting in the centre.  Both sides had lost much of their strength, and neither could dislodge the other.

As ammunition supplies dwindled, scare fuel reserves ran dry, and the local pubs rand the lunchtime bells, the fighting died down and both sides withdrew for a hard-fought draw.


Desperate and horrific close quarters fighting.


After Action

It was an excellent game, and the One Page Rules lists and rules we’d worked up did the job it needed to. There were a few little idiosyncrasies as there are with all rulesets of course.  The game was a lot of fun with some excellent swings of fate across the whole table. The drawn result felt like the right outcome too. We’ll be revisiting this conflict in the north again. 


Pictures courtesy of Lord Percy's photography unit (thanks John!)



Thursday, 18 May 2023

Necron Destroyer Arc

Following on from my Necron army, I've acquired and painted up a Necron Destroyer Arc. This was a second hand purchase which was on the sprue.  I didn't have an instruction booklet which made constructing this beast a bit of a challenge!  I got through it with only one mistake though, so that was good.  Obviously it too far longer to build than normal though.

I went for a standard silver paint scheme, with my added bronze and gold highlights.

Anyway, here's the finished article. I'll look forwards to seeing how it performs on the table using One Page Rules.




The pilot clearly has his hands full controlling this floating war barge.

I still struggle with the glowing effect, but I think this one worked out OK.






Tuesday, 9 May 2023

Imperial Knight

Alongside the recent painting up of a couple of Knight Armigers, I recently acquired a pre-painted Knight Errant. I note that it was missing a fair few bits, mostly the adornments and accoutrements to the model, but I'm not too fussed.  I could have bought the missing bits from a 3rd party "bits" company, but the model is complete enough for me to get it to the table quickly so its fine. 

As it happens the paint scheme on this model was very close to what I'd chosen for my Armigers (green and gold), so there wasn't much painting I needed to do to get it up to scratch for the table. I think this paint scheme is an "official" Games Workshop one, for House Cadmus?  I find this is one of the advantages of always trying to stick closely to Games Workshop's box art. It makes finding prepainted second options easier!  

The gold trim needed redoing, and I added the ivory accent panels to give the model some visual variety.  I also completed the fine details like the eyes, Mechanicum symbols etc. and scumbled on some lighter green to make the panels seem less flat. 

I'm not too keen on the red casings for the main weapons, but decided against repainting them mostly on the basis of "they're fine as they are", and so why create work? House Cadmus' heraldry includes red so I figured that'd do, although generally Games Workshop presents the Cadmus livery as green, black, and yellow. I gave them a few washes of caroberg crimson wash to give them some visual relief.   

I also added some transfers for the iconography (I use micro sol and micro set for transfers), sorted out the base and called it a day.

Overall, a good result I think, and together with the Armigers I now have the core of a mech-lance detatchment for any loyalist army.

They're also the solid core of a Titan Lord force for One Page Rules.



I need to drill that barrel out...



The Micro Sol / Micro Set do a sterling job on the transfers.
A bit of paint to mimic scratches enhances the effect greatly.


House Cadmus heraldry on the knee.

Ground up shot! 
The last thing most enemies will ever see...

I painted the cabling grey to give a bit of difference
without distracting from the overall tone of the model.


I guess he's the 17th Knight of the 52nd Cohort?

Still not convinced by the red weapon casings.