Showing posts with label Book / Rule Review. Show all posts
Showing posts with label Book / Rule Review. Show all posts

Sunday, 13 November 2022

Never Mind the Billhooks Deluxe Rules Review

 

Welcome to another Yarkshire Gamer Book Review. Link to the Utubes below


In this episode I look at the new Deluxe version of the Wars of the Roses wargames rules which have been revised and expanded to cover different periods either side of that conflict including my favourite, the Italian Wars.

I have been sent this review copy by the lovely people at Wargames Illustrated but as you would expect with Yarkshire Gamer I haven't let that cloud my judgement and I go through both the positives and negatives (in my opinion) of the book.

Overall I'm impressed, great production values, lots of great examples to guide you through the rules, lots of scenarios and background.

I'm not a fan of the Italian Wars section, but thats probably because its my favourite period and I have my own views on it. Who wants to see their primary period of gaming relegated to 10 pages in a rule set for an earlier period 😆

A solid 8 out of 10


Regards Ken

The Yarkshire Gamer


The book is avaliable here


https://www.wargamesillustrated.net/product/never-mind-the-billhooks-deluxe/


#wargames #wargaming #historical #tabletopgames #tabletopgaming #hobbies #games #history #nevermindthebillhooks #waroftheroses

Wednesday, 31 March 2021

Wargaming the Spanish Civil War with Yarkshire Gamer

 

Spanish Civil War has long been a favourite here at Yarkshire Gamer and regular followers will have seen the many Project Updates and Battle Reports I've done over the years. I've always spoken of the house rules we use and the fun games we have with them. A number of people have shown interest in these, and other home brew sets we use so it was about time I put something together to show what we do.

The video above covers the basics of the rules, where they come from, what dice you need etc etc and is well worth a look before you go into the bigger Battle Report videos.


We then move into the full battle report, its long and splits into two sections but a lot of this is because I explain the rule processes as I go along before detailing examples and as the video progresses I concentrate more on the action.


So there we go hopefully the videos give you an idea of how the rules work, below is a brief summary to see if it might be your cup of tea.

  • Card Activation 
  • Random Events each turn
  • Basic move element is 6 to 10 figures
  • Figure scale approx 1 to 4
  • D10 shooting, morale rolls
  • Ammo Limits
The playsheet can be downloaded below,


If I get some interest I will put up links to examples of event cards etc





Tuesday, 23 June 2020

Mortem et Gloriam Rules Unboxing and Flipthrough



I've been looking a long time for a set of Ancient Rules and Mortem et Gloriam is the current contender for the lofty prize of being the go to set for the YG games. We do tend to stick with rule sets once we settle on one (Johnny Reb II being the prime example), I like to collect figures, not rule sets 😂



Above is a Utube vid of the rules opening, I've not gone too deeply into mechanisms etc, that can wait till we get gaming again but it's a good run through what's in the box for your brass and a guide to the basics. No written run through with this, I think the video is by far the best medium for this.


It was also a nice excuse to dig out my 28mm Ancient stuff, a lot of it is 15 years old or more and has only seen the light of day with failed attempts at Hail Caesar (spoiler it's the same as all the other Warlord Rules) and writing our own rules (time beat me). 


I've even started putting together some Italian Allied Legion figures so the rules have definitely un plugged the Ancients blockage.


Hopefully we will be looking at actual games rather than set up for photography armies soon.

Wednesday, 8 January 2020

Italian Wars Campaigning


An interesting question came up on the Twitters whilst I was chatting about my review of the Furioso rule set, what about a Campaign System ? You know each player is a Condottiero building his forces and manoeuvring for position, fortune and fame in late 15th Century Italy, that sort of thing.

Well sit back, I think I have found it.


I present Dell'arte Del La Guerra from a Company who are new too me Real Time Wargames. I found them during a random search on the Googles, I couldn't find much information or reviews about them on the tinterwebnet so I took a punt.

The book has a Campaign System for up to 6 players to take the role of a Condottiero in the late 15th Century in the years leading up to the French Invasion in 1495 (or invitation depending on your viewpoint), everything I mentioned in my opening paragraph.


They are avaliable as a PDF for around £10 from Wargames Vault (you would need to print and mount the game cards this way) or direct from the company as a printed version complete with gaming aids for £20 (link below)

https://www.realtimewargames.com/product-page/dell-arte-della-guerra

I bought the printed version and if it's your thing I would go for that version as will become plain during the review.

The Contents

First thing to say is that the book also has some tabletop rules within them, this review does not cover that part of the publication, I am happy with Furioso at the moment. 1st off a video covering the physical content of the book.


For those who don't do the Utube here are some stills of content. The use of the cards becomes clearer when watched in conjunction with the game play video.


Above are the game mats included in the printed version, we have,

  1. A fast play sheet for the tabletop rules
  2. A chart for recording current financial details of the players and the City States involved.
  3. A campaign chart for army movement.
  4. A Chart for recording passage of time during the Campaign 

A set of Unit Cards for each of the Condottiero, defining two units from that army, they are printed on decent card and are good quality. Each of the 6 players have 10 cards each.


Next up are three sets of cards, one each for the two schools of warfare in the game. These are specifically for the tabletop rules and are used to influence game play, however I don't think they would be too difficult to adapt to whatever rule set you use.

The third deck are objective cards, these are drawn at random each game year and provide a focus for the campaign.


Above is a picture of the remaining cards in the set, there a unit cards for the City States (50 cards) plus a number of cards representing the French Invaders.

The rest of the cards are for use on the Campaign Charts shown above, things like markers for money on the finance chart, army position markers, debt markers for money owed etc

In fact everything you need, bar a few dice and a deck of playing cards. There are hundreds of cards here and for me, well worth the extra 10 quid.

Campaign Game Play

The next section covers an example of the set up and workings of the Campaign, I have done this solely on the Utubes as it's much easier to present that way.





Hopefully that will have given you an idea of the rule set and how they might work for you. Don't forget they include a tabletop rule set as well.

The movement map for the armies is very straight forward and some may miss a more traditional map based system but it's a nice simple way of working out Army Movement and we will definitely be giving it a go. 

I'm off to raise (ok paint) some more troops for his Holiness, "Viva il Papa"

Sunday, 29 December 2019

Book Review - The Italian Wars Part 1 Helion Publishing


Something I've not done before, a Book Review, Yarkshire Gamer is turning into Radio 4 I hear you cry !

To make life easier the extensive Production Crew at Yarkshire TV have done a little 5 minute feature on the book.


The book can be purchased direct from the publisher on the link below, £19.95 including post and packing,

https://www.helion.co.uk/military-history-books/the-italian-wars-volume-1-the-expedition-of-charles-viii-into-italy-and-the-battle-of-fornovo.php


There are 128 pages with black and white illustrations throughout and colour plates (example above) in the centre.

It contains everything you would expect from a Book of this type, history, armies involved, battle description etc, I particularly liked the modern day photos of the field and also the "orbat" in the Appendix.


So in short everything I needed a year ago when I started my army ! Is there a conspiracy 🤔 plenty of new ideas for units going ahead. Definitely Recommended


Sunday, 8 December 2019

Italian Wars - The Movie


The last post on the blog covered our first on table adventures in the Italian Wars and in that piece I did some written explanations of the rules we were trying out, Furioso. A link to that post below,

https://yarkshiregamer.blogspot.com/2019/12/lets-play-italian-wars-furioso-style.html

In addition to that I did some video run throughs of a small set up game just to make things easier to grasp.

The first video gives a basic introduction of the rules along with an description of the Initiative phase which is the prime driver for the rest of rules.


The second video covers the first move, before units get into real action and shows how the moves sequence works and covers some basic shooting and Artillery.


I noticed the odd dice missed off the odd throw in that run through, it's a new set of rules and I'm talking without a script, that's my excuse 😎


The third video is quite long (half an hour) but goes into a bit more detail as in the second move units get into contact, there are run throughs of three seperate melees which hopefully illustrate the process involved.


The final video in the series covers a few parts of the rules that I didn't cover in the videos, some stuff we didn't use in our tests and some thoughts on some house rules we used.


All in all a positive experience and hopefully the videos and previous post will give you an idea if the rules are for you. Thanks for watching.


Wednesday, 4 December 2019

Let's Play Italian Wars - Furioso Style


Regular readers of the blog will be aware of the last large project I embarked on, 28mm Italian Wars. It went remarkably quickly and I managed to plough through a big chunk of figures during the 2018/19 Analogue Hobbies Winter Paint Challenge, producing a pretty large Papal Army in the process. The figures went on to win the Challenge Choice Award, which was nice.

Swiss Pike clash with their fellow country men.
So over the last few weeks the collection has been out on the table getting to grips with some rules and getting a new period up and running here at Yarkshire Gamer. Along with my figures, regulars Harry (with his large French contingent) and Steve with his Landsknechts added to the weight of the table.

Landsknecht Shot
There wasn't much of a plan to the game, on the usual 12 x 6 table I set up a symmetrical layout with a couple of built up areas and some trees and lined the troops up ready to go.

Our troops are based on 60 x 50 bases, 8 Figures on a Pike base, 4 on a shot base and 6 on a "other" base (Sword and Buckler, Polearm etc). Cavalry is on a 50 x 60 base with two figures per base. This isn't for any particular rule set, it looks right to us and any rule set we use will just be adapted to this basing (I don't rebase !).

Papal Pike Block
So our chosen rule set for our playtest is Furioso, they are avaliable from Alternative Armies for £10 as a Pdf. Link below.

https://www.alternative-armies.com/products/furioso-renaissance-wargame-rules

The company also do an additional supplement specifically covering the Italian Wars adding Mercenary Units etc but we didn't use that in our initial game so I won't comment further on that now.

The French
Just to give you an idea of the forces involved they were as follows,

French Right Wing 
3 x French Gendarme (3 bases each), 2 x French Archer (3 bases)
2 x French Skirmish Crossbow (3 bases each) 1 x Old Band French Pike (9 bases)
1 x Light Gun

French Centre
3 x Landsknecht Pike blocks (1 with 9 bases, 2 with 6 bases) each with skirmish screen bases.
2 x Polearm / Zwei hander units (4 bases)
1 x Landsknecht Formed Shot unit (4 bases)
1 Heavy and 1 Medium Gun

French Left Wing 
3 x French Gendarme (3 bases each), 2 x French Archer (3 bases)
1 Light Gun

Papal Centre
Papal Right Wing 
2 x Familia Ducal Cavalry, 3 x Condottiero Cavalry, 1 x Mounted Italian Crossbow, 1 x Italian Light Cavalry, 1 x Stradiots (bow) all 3 bases.
1 x Landsknecht Formed Shot unit and 1 Swiss Polearm unit (both 4 bases)

Papal Centre
1 x Landsknecht Pike block (8 bases, plus two skirmish shot bases)
1 x Swiss Pike Block (6 bases, plus two skirmish shot bases)
2 x Romandiole Pike Blocks (6 based, plus two skirmish shot bases)
1 x Swiss Guard (4 bases)
1 x Sword and Buckler unit (4 bases)
1 x Heavy and 1 Medium Gun
1 x Stradiot (with Lance) and 1 x Italian Mounted Crossbow, both 3 bases.

Papal Left Wing
1 x Familia Duca Cavalry, 4 x Condottiero Cavalry, 1 x Stradiot (Lance), 1 x Stradiot (bow), 1 x Italian Light Cavalry, all 3 bases.
2 x Landsknecht Formed Shot units (4 bases) 1 x Light Gun.

Papal Cavalry
With chucking everything on the table (and why not !) We didnt use the Army Morale System in the rules as we were about 3 times over the sizes mentioned, nothing like a "small" game to start with !

We didn't use the Generals rules (other than plus 1 in Combat Morale if in range).

So let's move onto the rules themselves. I am going to do a seperate post with some video examples of the mechanics of the rules just waiting for Speilberg to come free to finish the edit.

Landsknecht Pike
Firstly some basics, the rules are relatively straight forward and all units are in "bases" - each base having 4 hits before it is removed, units are built up of numbers of bases. Our figures are set up differently to the rules so we just played with the number of bases we had per unit and it worked fine. All die rolls are d6 and all rolls need a 5 or 6 for a success, so very easy to remember.

Run Away !
Each unit has a stat line to define it's character, they are as follows,
Type - e.g. Gendarme, Raiders etc this can give the unit a special ability for example units fighting Gendarme lose 1 d6 in combat if the Gendarme charge.
Tactic - Galloper, Skirmishers etc
Combat Factor - Base number of Dice per base when fighting (2 to 5)
Initiative Modifer - as it sounds
Weapon - defines type
Armour Class - None, Armoured, Heavy, Extra Heavy
Move - basic in inches (for 28s)
Size (suggested number of bases)
There is also a points value but as you know I hate points systems so this was immediately discarded !

Swiss Pike clash with Landsknechts
We (as usual) ignored the set up rules and just got on with it.

At the start of each turn each unit rolls 1 d 6 and adds (or subtracts) their Initiative Modifier from their stat line and that determines when they will move in the turn. We simply left the rolled dice at the rear of the unit as a marker to remind us of an initiative score.

Units such as Gendarme and Swiss gain +2 to their roll, if the net score goes over 6 the unit become Impetuous and charges of at the nearest unit, much as those units did if they thought the Commander was being a touch cautious.

Papal Pike to the rescue
Impetuous units remain so until they get into melee or fail a morale test.

Units with an Initiative of zero don't move or fire but can defend themselves in melee.

Each unit completes it's turn with the highest dice going first. So all Impetuous first, then 6s go then all 5s etc.

If a unit choses to move it's move distance is it's base move from its stat line plus it's Initiative Score, so a Gendarme moves 8 inches normally, if it had a 5 for initiative it would move 13 inches, simple really.

Papal Guard vs The World 
Each side should move one unit and then the next side and so on, I could see how over a club night table this would work fine but over a large table it became restrictive so we just broke the table down into areas of action and moved units in sequence in that area.

Each unit completes it's turn before moving onto the next unit.


It's wouldn't be long before we introduced a house rule (it never is !) We found that there was a problem when you have units in consecutive lines (Cavalry mostly) when the units in the rear end up with higher initiative than those in the rear, because of the move system the unit at the rear was effectively stuck and was therefore at a disadvantage due to it's higher initiative. We solved the problem by allowing units to exchange their Initiative dice front to rear, the payment for doing so was reducing both dice by 1.

Landsknecht pointy end
Shooting is done by base, 2d6 if short range, 1 if long or if moved. Roll the dice, 5 or 6 hits. The target has a save of 1d6 per hit with additional dice for cover and armour, saving a hit on a 5 or 6.

So a stationary unit of Landsknecht Shot with 4 bases firing at a unit of Gendarme with at short range would throw 8 dice, let's say for 3 hits. The Gendarme would throw 3 save rolls for the hits, plus 3 dice for their armour, - 1 for the fact they were fired at by a gunpowder weapon giving 5 dice to save 3 hits. Remember each base has 4 hits before it is removed.

French Pike on the move
Nice and straight forward and picked up in a couple of moves.

We added our second house rule for Mounted Crossbow and Bow, reducing their ranges. It's open to historical debate but I am in the "crossbows were used from horseback" camp, but they used a latch type loading mechanism which would give less draw weight and hence less range. So our house rule fitted that.

The other thing we weren't sure on was the basing for shot troops, skirmish units are in three bases, side by side which is fine, but formed shot is in 4 bases, 2 x 2 which to me doesn't look right, we have left it as is for now but might come back to that.

The Pope in action
Melee combat occurs when units contact each other and multiple rounds of combat can occur in one turn, for example a unit with an Initiative of six contacts and fights a unit with an Initiative of three, they fight once of the turn of the unit with 6 and again on the turn of the unit with 3.

Sword and Buckler unit 
Combat is based around the Combat Factor of each unit, each base in contact generates dice equal to the CF of that unit. So a French Gendarme unit with a C.F. of 4 will generate 12 dice (for 3 bases) as a start, there are additional modifiers (Cavalry charging get plus 1 to their dice, giving a total of 15 for our Gendarme example, these dice are rolled, with 5 or 6 being a hit.

The unit that has taken the hits gets the opportunity to save, 1 d6 for each hit plus a number of Dice to represent the Armour of the unit, with a 5 or 6 saving.

More Landsknechts
The outcome of the melee is determined by a Combat Morale Test after the casualties are calculated. This is based on the CF to start with modifiers to the number of Dice for most casualties, losing a base, size of unit etc. Both players roll their dice with a 5 or 6 (as usual) counting as a success. It is the difference between these results that determine the outcome. 1 difference pushes back the loser 1 base and causes 1 casualties, 2 difference, 2 push backs, 2 casualties. Three difference adds disorganised to the losers woe whilst 4 push backs kills the unit.

Units that have a traditional rivalry (Swiss and Landsknechts) can become "Furioso" when close to each other, this drags the units into combat and intensifies the fighting, which is done twice before any Combat Morale is taken.


We found that the system worked well but because there is no cumulative effect round to round melees went on until a unit ran out of figures. After the first day playing we decided this wasn't working for us and made the push backs add up, turn on turn, so a 1 push back this turn after a 1 push back the previous turn would count as 2.

Morale is done by a simple test when a unit loses a base in shooting or when a general is killed, the rules do have an overarching morale system which is based on the overall losses but this is designed for games a third of the size we were trying, it's something we didn't use during this play test but will be looked at again, next game.


So general impression is very good and we will definitely be using them again. We made a few minor changes but I have to be honest and say that only a couple of sets of rules survive intact after contact with the Yarkshire Gamer ! There are some nice touches in the rules, like hazards (when you throw 4 1's in any roll).

I've done a video run through of the rules which I will put up on the blog early next week.