Showing posts with label miniatures. Show all posts
Showing posts with label miniatures. Show all posts

Saturday, March 17, 2012

Cold Wars Report (4)

Continuing my report of games I played I Cold Wars 2012, I present my third entrance into a DBA tournament, the first that was for 25mm, and the debut of my wooden Early Armenian army in any game. (Which is another way of saying I did not practice playing DBA in 25mm or using that particular army list at all before entering the Grand Melee.)

My other Cold Wars reports are here: one, two, and three.

Games 4, 5, and 6 – 25mm Ancients Tournament (DBA)

First off, it was great actually meeting a lot of the people behind the names of the posts I read on the DBA forum on Yahoo and on Fanaticus.

My first game was against Ron G. (his Fanaticus handle) and his (I believe) Seleucid army. The figures were nicely painted and based and Ron was a real pleasure to game with. In fact, he gave some advice for how to play my Armenian army better (but only after he had kicked my butt). But, I am getting ahead of myself. Game one starts with the Seleucids invading my beloved Armenia ...
So, a 1-4 loss because I (yet again) over-extended my light horse. I did finally kill that bloody elephant, which was my primary goal, so it would not rampage through my army.

Next up was a game against a Greek Hoplite army consisting of ten Spear elements, and two Psiloi elements. I've played a few hoplite battles and always found that the battles against the Thracians and Scythians (or even the Thessalians with their Light Horse elements) were a tough row to hoe.

Game two has yet more Greeks invading Armenia ...
Finally a win at 4-2! I made comment to my opponent (who unfortunately, I lost his name) that I thought that this was a tough match-up and his comment was that he had won two previous tournaments with that army. Well cool!

Game three was against Ted (I hope I got his name right) and his Low Countries late medieval army, consisting of seven Knights and five bows. Again, Armenia was being invaded ...
Another 1-4 loss! I hate saying that it was because I got a bad string of PIP rolls (which is true); I really felt that somehow I could have changed my deployment in some way and done better, but my opponent said he did not think so.

It was an enjoyable tournament, with really nice opponents, and it taught me a lot. Not necessarily how to fight with the Armenians any better, but more that if you really want to do well in a tournament, whether DBA or Flames of War or anything else, you really need to practice. For DBA it is very much about understanding the relationships between elements (what beats what) and being familiar with the combinations certain armies can bring to the table. Hmmm. Sounds the same as Flames of War, come to think of it.

One final note: something I had always wondered about was how the "general wargaming population" (whatever that is) might react to my wooden figures, especially for something as serious as a tournament. The answer is, the reaction was pretty good. At worst I got a grin, but no comment whatsoever. However, I got a lot of positive comments, before, during, and after the games including from passers by. The most surprising comment was "where did you buy them?" Of course one common response was "it must have taken a long time to make them." As indicated on my Wooden Warriors blog, making the Armenian army was originally part of a "12 elements in 12 days" experiment. Although I did not make that goal for a number of reasons, that goal was for making, painting, and basing. And I was not that far off. So no, they do not take that long unless you want them to.

Tuesday, March 13, 2012

Cold Wars Report (3)

Well, I made it back from my trek to Cold Wars 2012. My first two reports are both on my Dale's Wargames blog. The first report was about my game using the It Is Warm Work Age of Sail naval rules and the second report about my second game using the Pride of Lions rules.

Game 3 – Victorian Science Fiction (Hordes of the Things)

This game was entitled War of the Worlds and was put on by the famous Bob Beattie. After having read so much of work and ideas online, I was finally able to meet the man, and it was a pleasure, as was his game.

The scenario was modelled after War of the Worlds – no, not the Orsen Wells radio drama, but the 1898 book by H. G. Wells. In Bob's version, however, the League of Extraordinary Gentlemen call up various Victorian forces for good while the "Martian" invaders bring Earth's forces for evil under its control. Bob adapted a number of characters to troop types from Hordes of the Things (HOTT) and added a few scenario rules.

I showed up first so was given the choice of commands and I chose the Invaders as, well, the flying saucer and tripod war machines looked cool! I later found out that I had five elements that required a PIP roll of '6' to come on and a further ten elements (or so) that were Lurkers that could only enter in special terrain that slowly crept across the board and that no one wanted to enter!

Pre-battle view of the entire board
Bob had some absolutely lovely and ingenious figures that he has collected and built over the years. In the picture below you can see Fu Manchu's aerial troops strapped to kites (on the left) and the Invaders' flying saucer and some walkers.

Posed picture of the Aerial Forces of Evil
Every turn another 6" (or so) hex would be added to the board, in a random direction from where the last hex was placed. This represented the invaders' plat life slowly taking over the planet, much like the plants in the movie War of the Worlds (with Tom Cruise). As you can see in the picture below, it is turn five as there are five hexes on the board.

One of the fiercest weapons the invaders had were the Black Smoke creatures (rated as Gods in HOTT) and the invaders had three of them. In addition it had two very large tripods which counted as Dragons. Each of these elements require a '6' on the PIP roll to bring on. Given that it would be very hard to bring these on using normal rules, Bob gave the Invader 2D6 to roll for PIPs, choosing the highest die. This also had the side effect of altering the odds that Gods went away. Normally, a God in HOTT is brought on when the player rolls a '6' and uses all of the PIPs to bring the God on. On any subsequent turn, however, if the player rolls a '1' for PIPs the God is removed. As I was rolling 2D6 and choosing the best, a God (or Dragon) could be called up if either die was a '6', but would only be removed if both dice rolled were '1'.

Needless to say, I never lost a God to a bad PIP roll, and I got all three Gods and two Dragons onto the board. I even ignored calling up the Black Smoke a couple of times that I rolled a '6' as I would rather have used the PIPs for movement.

The Creeping Crud of the Invaders
 It was interesting watching the interaction between some of the other troop types in the armies, but in the end, the Gods (three for me, one for John Carter's forces) dominated the field. I lost count of how many elements the first Black Smoke took out, and it was never destroyed nor removed because of a roll of double '1'.

Are those the aerial troops of Fu Manchu?
 The forces of good were unusually timid and did not make much effort to move, much less attack. Eventually, as shown in the figure below, the Creeping Crud started to divide the board and (randomly) provide a barrier of rough going for me to defend. Anyone daring to enter would be attacked unmercifully by my Invader Brains (Lurkers).

The Creeping Crud cannot be stopped!
 Although I had some interesting and powerful elements – artillery and behemoths in sufficient quantities – they just did not compare to the Black Smoke, so whenever I was short on PIPs I simply moved that rather than all of these lovely elements.

The Invaders' Command
Although I was not bored with the game, I can see that such a force would be rather boring after a steady diet of it. Not that a "normal" game of HOTT would ever play this way. A player willfully choosing three Gods and two Dragons as the majority of their force is just asking not to use most of that force in a normal game. This was only possible because of Bob's generous PIP rule for the Invader command (me).
The god-like creatures of each side battle it out ...
Everything thrown at my first God – Hero General, Magician, Cleric – was destroyed. When John Carter's "God" (I cannot recall their name; they were shiny people) was brought on, it started to rampage through the forces of evil. I eventually called for a Black Smoke creature to stop it (after it had killed one of my tripod walkers). As shown in the photo above, I got a lucky roll and the Creeping Crud grew underneath their God, I then rolled a '6' for PIPs, allowing me to call up my Black Smoke, and then with me at +6 and the enemy at +4 (everyone but Invaders were -2 in the Creeping Crud), I was able to barely beat them, banishing their weapon from the board.

... but the Forces of Evil prevail!
That pretty much broke the morale of the enemy players. Still more Black Smoke rampaged through their armies, taking out aerial heroes, dragons, and all manner of creatures.

The Black Smoke creatures are relentless
 At the end of the game, there were not many losses on the side of evil. Most had occurred on the far flanks, away from the Black Smoke in the center.

The far right flank at the end of the battle
 In the center, the Creeping Crud had absorbed quite an impressive section of board. My forces were largely intact (I think I lost one Dragon and one Behemoth) and although the game was declared "close, but an Invader victory", many players declared it a significant victory for evil.

My forces at the end of the battle

Summary

I really enjoyed the game as it was visually impressive and different from all my other games of HOTT, which were the typical Dwarves, Elves, Humans, and Goblins. Even though they were the same rules, they did not feel like a medieval fantasy game.

Bob later said that he should have removed the God if either die rolled a '1', rather than if both did. That would have certainly balanced out the sides, but I think I would have been reluctant to throw in any Black Smoke unless it had been absolutely necessary, given the odds. Bringing a God on would almost certainly have resulted in its loss, unless it came on at the end of the game.

The rules played well, even with some players never having played HOTT or DBA. Clearly some players were more involved than others, so some further balancing of forces is probably necessary, but I am sure Bob will work that out. As it was, for me, it was a fun four hours.

Next up is my DBA tournament using my wooden Early Armenian army.

Sunday, July 10, 2011

DBA Later Mycenaen and Trojan War Army I/26(a) and (b) in 15mm

I have always like the Trojan Wars armies, and when I saw its composition for DBA, I especially liked it. And what's not to like? Four Light Chariots dismountable as Blades in the Biblical Age!

I finally finished touching the figures up. I will probably never get Old Glory miniatures again (well, except for AWI, I am sure) as they are just too frail and fiddly. I hate cast-on spears, and these figures illustrate why. Once the spear shafts start bending, they start 'snaking' and 'corkscrewing' and they won't be straight until just before they break off! One of these days I will probably sell off this army and replace it with figures from Black Hat Miniatures. These were painted by Bob Barnetson.

First up is the General (front rank, center) and the Nobles in their Light Chariots. Both the Achaian (a) and Trojan (b) variants use all of these units as a mandatory core. Again, they dismount to Blades!


Here is my dismounted Blades General unit.


Next up is my mass of Spears. The Achaians require four units, with an option of two more. The Trojans require four units, with an option of one additional. As there are eight stands in the picture, my two Warband stands appear to be mixed in. I probably need to mark them in some way...


These next are the two optional Achaian pike units. The figures are Essex, probably Early Mycenaeans.


Both armies require two Psiloi units. I chose to represent them as archers.


The Trojans have one required Auxilia unit (left) and one optional Blades unit (right).


Finally, I have the dismounted Blades units from the Chariots. It appears that I am missing a unit though. (That's not good.) These are Black Hat Miniatures, and I do think they look nice, if a little chunky.


I like the basing for this army, which is a little sandier and 'drier' than normal. Also, this is an army where you truly have to love cowhide!

Now with the units painted, based, and touched up, it is time to get these guys onto the field, even for a solo game.

Saturday, June 25, 2011

DBA Early Armenian Army II/28(b) in 28mm

One day Don went out and purchased a painted 28mm Seleucid army on eBay and after looking at it I decided I needed a 28mm army to use against it. Looking through the list of enemies I selected the Early Armenian army II/28(b). 


Why this army? Well, I like Light Horse, that is for sure, and I thought that the Cataphracts would be interesting to play. Pitting Auxilia and Psiloi against Pikes would certainly be a challenge, but as I only needed 4 VP to win, I decided it would be easier to crush the non-Pike elements for the win. Looking to the future I can also see using this army to fight against a myriad of Roman lists, so they were not going to be one-use.


If you have followed posts on my other blogs – specifically on the Wooden Warriors blog – you know that at times I like to make my own figures from wood. One thing I always wondered about was how opponents might react to my using my hand-made wooden figures against their commercial, metal figures. Well, this army would be such an experiment. If it failed – the figures looked wrong, compared to commercial figures, or if people objected to me using them – I could always make another army to match against them. (That is where the Romans come in.)


Click on the figure below to see an enlarged version.




You can see more details in the Wooden Warriors blog entry. There were also all kinds of work-in-progress blog entries showing the cataphracts, horse archers, warriors (Auxilia), and archers separately. 


I am still making the Romans – I ran out of steam and I still haven't figured out what to use for the shields – but they will be sent to Bob Barnetson for painting (as he does a fair bit of painting for me now). I want to see what someone else can do with them and whether they are enjoyable for others to paint as I think they are.


Now, if only I would finish the Seleucid elephant that Don is missing, I would get a game in with these guys!

DBA Early Etruscan Army I/55(a)

I am not quite sure where I got this army – I think I bought it from someone on the TMP Ancients Marketplace – but these are Miriliton Etruscans, and from the composition of the DBA army pack they are Early Etruscans.

I held onto the army for awhile before sending it off to Bob Barnetson to have it painted, mostly because I was unsure of how it should look. You can see Bob's original work on his blog. The only real changes I have made are adding magnets to the bottoms of the bases, painting the sides of the bases, and adding shield transfers.

First up is the General in his Light Chariot on the left, and the two Cavalry in the center and right. Note that the right unit is in the style of Italian Greeks, so I applied some LBMS transfers to their shields.


Next are the two Psiloi in the army. I am not sure why Bob did not put the archers on one stand and the javelins on the other, but I was not going to mess up the basing by correcting that.

In the center is the single Blades unit in the army.


Although these are Spears, Miriliton mixed in a few with different shields. Again, I think I would have preferred mixing them in with the other Spears units, but this is fine. It allows me to use them as a specific sub-tribe of some sort. Unfortunately (for the list), they are not Auxilia.


Finally, there are the other Spears units. These are all styled as Italian Greeks with hoplite shields, so I put some LBMS shield transfers on them too. It certainly added a bit of color to the original figures.


I am not really sure of the historical accuracy of the Miriliton figures; they feel as if they come from a later period like the Etruscan League (I/57), but I can morph this army into the (a) variant of that list by painting another Spears unit.

The LBMS shield transfers were an interesting exercise. Don't assume they are like the decals of your childhood; they are not. Read the piece of paper that comes with the transfers; it is not a catalog, but rather instructions! Had I read the little piece of paper, I might not have wasted three transfers!

Basically you cut out the design, peel the thin, light plastic sheet off of the face, press the uncovered face to the surface (shield) as it has adhesive on it, then wet the paper backing in order to slide it off of the transfer. You do not have to wet the whole thing first and then slide the transfer off onto the shield. Doing so means you will not be able to peel off the plastic covering!

I used the Carthaginian shield transfers because it was the closest thing I could find to what I wanted, but I really need to buy some of the Greek ones, given that I have something like 100+ hoplites to do at some point. (You hear that Bob? One hundred Xyston hoplites are waiting for you to paint someday. All I need are shield transfers and spears.)

Now all I have to do is pull out my Italian Greek army (I/52(i)) for a game ...