Showing posts with label Dust & Tears Campaign. Show all posts
Showing posts with label Dust & Tears Campaign. Show all posts

Tuesday, May 26, 2026

Dust & Tears Campaign - Game 3

After the battle at Marmistra the remaining party made good progress and the Port of Alexandra came into sight, when the dice let them down and an encounter was triggered

Stripped of a number of their heavy cavalry this encounter might be more challenging within only one unit of Knights.


The pilgrims edged forwards one unit of Elite Knights, accompanied by 2 Spear units, 2 missile units, a warrior unit and 1 skirmisher screen.


8 Arab blinds were spread across the table, the Christian mission to cross the wadi with as much of the party as they could. To the front of the party Arab forces appeared, light cavalry blocked the advance of the Christian forces.


The Arabs rushed forwards showering the skirmishers, felling 3 of their number, they scuttled backwards.


Warriors charged the Christian line but were counted by the knights who pushed them backwards, the fanatics are great in attack but not so good in defence.


The Arab forces fell backwards, driven further backwards by a volley of crossbow bolts who took out a number of Arab archers who struggled to match them for accuracy.


The Christian blood lust was up and having dispatched the warriors followed up crashing into the Arab cavalry. The way to the wadi crossing was open.



More Arabs appeared on the far side of the wadi. A greater push is going to be needed.


A tough fight and a number of Christians fell before they could break the Arab defenders.


As the Arab defenders fled, the Christians took stock, adjusting for losses, the Pilgrims pressed on.

1 Knight Unit, 1 Warrior Unit, 2 Missile Units, 1 Skirmish Unit, 1 Spear Unit.

Thursday, May 21, 2026

Outremer - Christian Missile Units

What comes first, the painting or the gaming?

Sometimes you need to keep the games going, to drive the painting on. Only a few more Crusader Units left before the decks are clear. 


12 Crossbow Men, with a number in white smocks to show their commitment to the cause.



Next up 12 Archers from Fire Forge Games, these go together really well and are quick to paint.



Dropped into Warbases Midgard movement trays to keep the units together.


Now for the next outing as the march to Jerusalem continues.

Thursday, February 05, 2026

Charge !!!! - Back to the Crusades...

The Chinese have taken a bit of a back seat lots of prep done and the foundations to make them ready for the finer detail in the next couple of weeks. Meanwhile as we turn into February and prompted by, one of my gaming group launching a monthly painting challenge with the theme for the month of Charge!!!!

Yet another unit of cavalry for the Outremer project....

Rather worryingly these fine fellows were first under coated in last January. So the perfect excuse to get them table ready....



Great castings from Footsore and some extra Arab Heavy Cavalry for Saladin's army.


As with pervious units shield decals from Little Big Man Studio's so much easier and look so much better than had painted.

One more cavalry unit to go... before all of the Arab forces are finally complete....

Wednesday, December 24, 2025

Babbage in the Crusades - First outing.

Games have been hard to come by of late.... but with festivities nearly upon us a well earned break and a chance to get some painting in and who knows perhaps some additional projects.... If I made the nice list :-)

I did manage to give the Babbage rules a run out and with the aid of the secret wargamers friend made a few slight revisions.


A follow on game with the Dust and Tears campaign which saw the remaining Crusaders looking to advance across the table defeating any Arab forces along the way. The Christians started in the right hand corner with the orange dots representing possible Arab forces. 


The skirmishers and light units moved forwards and triggered a number of Arab units giving the Christians a chance to order their lines ahead of any Arab assault.


Massed archery hopes to slow the Muslim advance and the hordes of light cavalry.


The Arab infantry faired no better from the Archers and Crossbows lightly armed spearmen held the line but were losing men at a rapid rate.


The Crusader Warriors came forward sensing a gap in the Arab line.


A clash in the centre of the table as the fanatic swordsmen met the Arab Spearmen.


As the Arabs fell back they were set upon by the elite Knights. Another defending unit wiped from the table.


The Christians were not having everything their own way, they were losing valuable troops, half the Knights were killed or wounded alongside a number of warriors. This would make the next encounter a challenge.

All in all not a bad first outing.

Skirmishers really prove there worth flushing out the various hot spots... The ability for Arab units to disappear and reappear on the flanks or ahead of the advancing Christian forces made it quite a challenge and force the Christians push against the known units to restrict the likelihood of them coming back elsewhere. The Christians need to think about sticking together as being out numbered and isolated will make the Arabs more aggressive.

More next year I am sure....

Thinking about the Christmas break - This was quite a shock - Dust, Tears & Dice: Dispatched from the Front XXXIV - Twixmas Projects

Two of the Arab cavalry units are still on the paint table - Can I get them done before New Years Day?

Best cancel all visitors :-)

Monday, December 08, 2025

Mr Babbage in the Crusades - Solo Rule Mechanism.

Lots of travelling of late, but it gave me the opportunity to worth through some ideas around the unit generation for the Outremer games on the assumption that all players took a role of the Christian forces. Based on Daniel Mersey's - The Men who would be kings Rules for Mr Babbage, with a blind placement from Joe Legan's Platoon Forward.

Mr Babbage in the Crusades

When determining what enemy forces are being faced use the number of regular units in the Christian force to generate the number of ‘blinds’ in the Arab force, the only variant to this is that for each Elite units in the Christian force this generates two ‘blinds’.

Blinds are placed on the table based on the scenario generated.

The blinds should be placed representing the opposing forces placed in the best possible position on the table to defeat the Christian forces. You won’t known what these forces are until rolled, this creates a challenge that tough terrain might be lightly defended or other areas you face overwhelming concentrations of enemy forces.

During the game each ‘Blind’ is diced for when spotted within 24” of the opposing unit. This should encourage the scouting of terrain with light cavalry or skirmishers. Only unbattered units are able to take this test.

Arab Deployment.

At any point 1 General may be added to one Arab deployment.

Dice Roll

Outcome

Positioning

 

1-2

No Arabs appear in front of your units appear this turn.

 

Too far away to be placed on the table for now.

 

 

3

1 Arab Unit

Roll for type.

1-4 Spear

4-7 Bow/Skirmish

8 Warriors

Roll Another Dice.

1-6 Stay in Position.

7-8 12” towards closest Friendly unit if none stay in position. But not within 12” of an enemy unit.

 

 

 

4

1 Arab Unit

Roll for type.

1-2 Spear

3-4 Bow/Skirmish

5 Warriors/Elite Foot

6-7 Light Cavalry

8 Heavy/Elite Cavalry

Roll Another Dice.

1-6 Stay in Position.

7-8 12” towards closest Friendly unit if none stay in position. But not within 12” of an enemy unit.

 

 

 

5

2 Arab Unit

Roll for type.

1-2 Spear

3-4 Bow/Skirmish

5 Warriors/Elite Foot

6-7 Light Cavalry

8 Heavy/Elite Cavalry

Roll Another Dice.

1-4 Stay in Position.

5-6 12” towards closest Friendly unit if none stay in position.

7-8 12” towards closest enemy unit if skirmish or bow armed light cavalry others stay in place.

 

 

6

2 Arab Unit

Roll for type.

1-3 Light Cavalry

4-5 Medium/Heavy Cavalry

6 Elite Cavalry

Roll Another Dice.

1-4 Stay in Position.

5-6 12” towards closest Friendly unit if none stay in position.

7-8 12” towards closest enemy unit if skirmish or bow armed light cavalry others stay in place.


Arab Actions

Roll on the following chart to decide outcome, an activation roll is still required but a failure does halt the Arab turn.

Dice Roll

Outcome

Positioning

 

1 or less

 

Slink away

 

Remove from play (Roll immediately on Babbage Table 3)

 

       2

 

Act with Caution

Missile units advance to within missile range. Skirmish troops may skirmish forwards if within range.

Others remain in place.

 

3-4

 

Advance

Missile units advance to within short missile range.

All others move forwards with a move action but will not contact.

 

 

5

 

 

Charge!!!

Missile units advance to within short missile range, remaining stationary and shoot if already within range.

All others move forwards with a charge action if within range if not move towards nearest enemy.

 

 

 

6+

 

 

 

Charge!!! Religious fervour.

Missile units advance to within short missile range, remaining stationary and shoot if already within range.

All others move forwards with a charge action if within range if not move towards nearest enemy.

If outside of 12” may add +D6” of movement to their move.

Dice Modifiers

+1 If able to contact Christian Unit.

+1 If Arab Elite Unit.

-1 If Arab unit is outnumbered by their opposing unit or a lower status if the unit sizes are equal if within charge distance.

 Arab Recycling

Dice Roll

Outcome

Positioning

 

2 or less

 

Bye Bye!

 

The Unit won’t take any further part in the battle remove from the table.

 

       3-4

 

Gone but not forgotten

The Unit my re-enter the game at a later time add a further blind on the table behind the most rear blind or Arab unit if no blinds are still in play.

 

5

 

 

Same Idea different place!

The unit re-enters the table on a random table edge using a direction arrow (must be a minimum of 12” from Christian forces). If unable to do so roll again next turn.

 

6+

 

Back for more.

 

The unit re-enters the table 12” immediately behind where it was forced to slink away.

(If this takes it out of play counts as bye bye.)

Dice Modifiers

+1 for each unit the first time it tests for removal/return.

-1 For each unit the Arab player has already said ‘bye bye!’ to in this game.

-1 For each Arab unit destroyed.


Tuesday, December 02, 2025

Richard I Personnel Bodyguard - Third Crusade

Just missing the November deadline as the weather was crap to varnish.

Bored of the white and having quite a cluster of foot knights, I opted for a small unit of foot knights to act as a personnel bodyguard for Richard I


Are they accurate, did they really fight at the battle of Acre or Arsuf in this level of plate and chain. I am sure others have a view, but they give me an option on the field of battle.
These 'Chamber Knights' will compliment the Knights Templar.


Battle models from Fire Forge games - They will fight as Elite Foot under the Lion Rampant rules.


December is upon us....The gaming table is under pressure from the rest of the house to turn it into a storage unit as Christmas descends on the house... Perhaps one or two games if I am lucky.

Wednesday, November 19, 2025

Crusader Spearmen - Fire Forge Games.

Another unit off the production line for Outremer and Lion Rampant.

I figured this time around I will make these more of a templar feel to break up the formations for the Christian forces or should I need to separate out regulars vs veterans.



All figures from Fire Forge games.


Still got a few more units to put together over the coming weeks but these fine fellows should hit the table very soon.

Friday, July 04, 2025

Fire Forge Games - Christian Archers.

The marathon painting task rumbles on....

Next up a unit of Fire Forge Archers to add to the march of the pilgrims.


I painted up a number of figure bases from Warbases from their Midgard range these will help with movement of the every growing mass.



With a few games of Chain of Command lined up in the next couple of weeks, I can feel a change coming.... 

Sunday, June 29, 2025

Dust & Tears Campaign - Game 2 - A Knights Tale.

Slow progress for the Pilgrim party, having to advanced 40 miles the column reaches the outskirts of Marmistra when they they encountered an enemy raiding party.

The raiders were seeking loot and the camel train was a suitable target, a random roll provided the Saracens raiders with 7 units appearing at random points on the table fortunately for the attackers many of them appeared at what was the Christians one o'clock.

The Christians decided to put their Knights to the front with their foot troops surrounding the camel train.

It did not take long for the Arab forces to lose a degree of control, Islamic Warriors charged forward only to countered by a heavy spear unit, who knew they had to go after the warriors before they could charge in.... Christian luck held as the Warriors failed to counter charge.

Surprisingly the heavy spears were forced to fall back.


However this brief encounter opened the way for a unit of Knights to charge in and batter the unarmoured attackers their religious fervour no match for a heavy lance.


As the Christian Elite and Heavy Cavalry moped up the troops on the flanks, the main Islamic forces had formed up in the centre. A whole bunch of lightly armed spearman. The Christian cavalry had no choice but to launch a wild charge into the massed ranks.


The opening encounter saw the only Heavy Infantry forced backwards but the Knights lost one of the their number. The Arabs cheered any Christian fallen was a victory in this uneven battle.


Knights could not help themselves and raced forwards into the remaining spearmen.


The spearmen fell in droves but one by one the knights fell from the saddle.


Finally the Knights reached the enemy leader and sent him running from the field. A rather one sided victory but it had been expensive and once the Christians had regrouped their cavalry was a shadow of it's former self. The Christians pressed on.

The forces remaining.

1 Knight Unit.

2 Spearmen Units

1 Warrior Units

2 Missile Units

1 Skirmish Unit.

Saturday, June 14, 2025

Richard the Lionheart - Footsore Miniatures

Real life seems to have gotten in the way of gaming and painting of late, the Outremer Campaign is hopefully a way of driving activity and clearing the never ending queue.

I have had this model of Richard the Lionheart tucked away for a number of months, the perfect model to ease myself back in this month. A cracking model full of character from Footsore Miniatures.

My leaning is towards the Third Crusade (1189-1192), where he led Christian forces against the Muslim leader Saladin. Motivated by religious fervour and the loss of Jerusalem to Saladin in 1187, Richard joined forces with other European leaders, including Philip II of France and Frederick I of the Holy Roman Empire 1, perfect if I wanted to create a multi player campaign with competing factions.

I have gone for the Hollywood Red, perfect for the siege of Acre or the Battle of Arsuf. Can miniature Richard capture Jerusalem we shall see?


A very useful cheat is the shield transfers from Fire Forge Games, they need a trimming to fit the shield but they do make the model, not something I fancied painting myself.

Next up yet more Crusaders.....