Friday, 16 March 2018

Punch A Nazi

I know how much most people here like to see Nazis getting a good kicking (and if you're not one of those people, what are you even doing here?), so here's some pictures of a couple of games of HOTT I played against Geoff last night. I used my Weird Reich army. Geoff used the Weird WWII Americans in the first game, and won, and then the Weird WWII Soviets in the second game. And won again.

Americans vs The Weird Reich

Gung-ho US soldiers pile into the Death's Head Battalion. In fact the skull-heads came of best in this fight, one of my few successes of the evening.

A few brave boys engaged Adolf himself, who fled to his bunker (some bad going far to his rear).

Captain America and The Haunted Tank teamed up to take down the Aryan Superman.

Desperate fighting in some ruins. The ruins had to be removed because of all of the fighting.

The Death's Head Battalion has a go at The Haunted Tank.

But this is where it all ended. Cowering in the ruins, Adolf was attacked by ... Lassie! And Lassie won.

On to the second game. I used the same army as before, whilst Geoff switched to the Soviets

I had a good feeling about this game, and advantages on a couple of key parts of the battlefield.

Hordes and skulls faced-off on the left (although skull-headed soldiers already have an advantage in a face-off).

On my left I did a grand job with the werewolves, but Geoff did a grander job with The Hero of the Soviet Union and an even grander one with Stalin in his battle-suit. These two elements cut their way through the Nazi centre, before finishing off the werewolves to win the battle.

So that was the Nazis thoroughly punched twice.

Meanwhile, elsewhere in the room, everyone else was having a far more sensible time refighting Marengo using Black Powder.

Saturday, 10 March 2018

Ceidonia In The Cantons

It's a little known fact that the red and yellow liveried Dukedom of Ceidonia, famed of many HOTT games, was, in fact, a neighbour of Switzerland during the late medieval period, and fought many battles against the Cantons.

Yes, today I finally got my HOTT Ceidonians on the table with the extra elements they needed to become List IV13b - Medieval German. This required extra spears and knights, plus some hordes and psiloi. Here they are, attacking in their first game of the afternoon. In the foreground you can see the feudal retainers (hordes).

Despite the Swiss defending, the battlefield was very open. The Swiss chose three difficult hills and a hamlet. The first difficult hill placed is particularly large, and all three of the other terrain pieces were rolled to appear in the same sector, meaning that they had to be discarded. The Swiss ended up defending on an open plain, whilst the Ceidonians just had to work their army past the hill.

The Ceidonians occupied the hill with their archers and crossbowmen, and the Swiss moved up their crossbows and some of their halberdiers to drive them off. There was some shoving back and forth, and then it died down as neither army had their commander close enough to expend PIPs there to make enough of a difference.

The Ceidonians advanced in the centre.

The Swiss swung one of the blocks of halberdiers off the hill and attacked the knights in the flank. This was a poorly judged attack from a HOTT player. In HOTT this would be deadly - the blades get a -2, yes, but so do the knights for fighting an enemy in bad going. In DBA the mounted are not penalised so long as they are entirely in good going, and these knights were. The blades were down in terms of factors, although it was true that they couldn't be quick-killed by the knights. But it wasn't as good an attack as it looked. The Swiss were pushed back.

They went in again, this time with flank support, but the knights rolled well, and destroyed the Swiss infantry, putting them two elements down.

The Ceidonians charged.

There were mixed results; the mighty knight-wedge was driven back, and another element of knights destroyed, but the Duke of Ceidonia led his men-at-arms straight through the Swiss centre, sweeping all before him.

However this left him rather exposed, and he was quickly surrounded.

Undeterred he fought his way out, destroying another Swiss element to give the Ceidonians a 4-1 victory.

The Swiss defended in the second game as well, and picked the same terrain. This time the rolls went in their favour and they pretty much got to choose where to place everything, leaving the Ceidonians fighting in a very enclosed battlefield. The Swiss set up in a pass between two hills.

The Ceidonians were forced into an unwieldy column by a hamlet and a smaller hill. They opted to mass their foot on their right, hoping to push it forward and win the battle on the hill on Swiss left.

The Ceidonian infantry advanced, crossbowmen and swordsmen, with their flank covered by archers.

The Swiss got an excellent PIP roll, however, which enabled them to charge off the hill catching the Ceidonians in the open. Their light horse swung round from behind the hill to hit the Ceidonian light infantry in the flank.

It was a bloodbath. The Ceidonians lost three elements, virtually destroying their right flank.

With the Swiss very much in charge, the Ceidonians only had one option; an attack in the centre. Their wedge charged, and destroyed a Swiss element. The pursuit put the wedge in contact with the Swiss general.

It was now the Swiss bound. If they lost the fight against the knight, and failed to destroy any more Ceidonian elements, then the battle would be lost. This wasn't a time to get 1 PIP. They got 1 PIP.

They brought up a reserve element to overlap the knight-wedge, and that was enough. The Swiss general's bodyguard fought like demons, rolled brilliantly and destroyed the Ceidonian knights, giving the Swiss a 5-2 win.

The end of a short, bloody battle.

I love the look of the DBA Ceidonians, and at some stage will do the few additional elements I need to do to be able to run them as an Italian Condotta army instead. Of course all of the additions will work for HOTT as well.

Friday, 9 March 2018

The Return of Dr Fu Manchu

So in the past few weeks I have, with the aid of others, come to two conclusions regarding my Fu Manchu's Halls Of Horror scenario for Battlesworn.

The first is that it's tremendous fun.

The second is that it's hideously unbalanced and I doubt SAVE can ever win it.

The first conclusion seems to trump the second for most people. Gary certainly enjoyed himself last night, despite failing to stop the Devil Doctor.

Here's the start.

Initial skirmishes in the hallway of the house saw at least one fighter bogged down for several turns trying to kill a skeleton.

The mummy appeared. Gary did a fairly good job of moving low-grade figures to block reactions from Fu Manchu's minions as he moved the better characters into the house.

The agents of SAVE finally worked their way upstairs, but time was running out. We had a few turns mid-game with tied bids, and they very much favour Fu Manchu who can afford to sit tight and let the clock run. Note to self: Maybe I can change the scenario so that a turn with a tied bid doesn't count against the ticking clock. I'll have to think about that.

As ever, the mighty Baron ended up cursed, and faced the prospect of fighting his way down a landing guarded by a skeleton and Jack The Ripper.

To his credit, he had a good go at it. But his combat rolling was abysmal, even taking the curse into account, and he was quickly killed.

By the time the Baron fell, Fu Manchu was ready top begin his ritual. Gary made a bold effort to get stuff upstairs to stop him, but it wasn't going to happen, and SAVE lost again.

But did I say that we both had fun? Well, we both had fun.

Friday, 2 March 2018

Seriously? More Swiss?

Sadly, yes. We played DBA again on Thursday and once again I used my Swiss. I'm getting good mileage out of them really, and will get even more once I have my pseudo Medieval German army finished to oppose them in the comfort of my own home.

Anyway, Caesar got to play against them first, using ... Medieval German. He went for the incarnation with hordes, but, like everyone else, couldn't resist the double-depth knight element.

The battlefield ended up as a billiard table; Caesar wanted room for his knights to run me down, so simply picked ploughed fields, a road and a small wood, the latter of which which managed to not get placed.

What were the Swiss to do in conditions like that? I opted for a full frontal charge. Again.

Actually it was slightly more considered than you'd think; I charged with my right flank against the infantry on his left, as that's where my advantage lay. Caesar obligingly spent his PIPs rearranging his line rather than charging the knights on his right into my vulnerable left flank.

Sadly his infantry were feeling motivated, and held the Swiss attack. The German general joined the fray, and rode down a couple of their columns, and that was pretty much it. The Germans didn't lose a thing.

Stars of the show were the German crossbowmen who kept winning close combats against the odds, and the bloody hordes which simply refused to die. Readers of this blog will know that I like DBA hordes. I like them even more now; I assumed the powerful Swiss double-depth blades would slice through them. I was wrong.

Other games - Dave and Ian played a Spartan vs Persian fight, which I think saw the Persians steamrollered.

Gary and Peter mirrored our game, with Gary using a Late Swiss army against Medieval Germans. His Swiss went for the 4Bd option, though - slower, safer but, seriously, not half as much fun.

We then moved on to a double-sized battle. Peter and Caesar combined their German armies, whilst Gary and I formed an Intermediate Swiss army (half Early and half Late).

Gary plodded forward. I simply charged. Peter had a vulnerable infantry column in his line (a product of restricted deployment zones and the terrain), and I hoped to exploit that for a pile of early, easy kills. I got one, but the psiloi I supported the attack with were destroyed by their German counterparts, leaving the Swiss army well down on points with half of the army unengaged.

Caesar's knights attacked in the centre, but were driven back. Gary's Swiss halberdiers polished off some German knights and some of their psiloi as well.

I just kept the Early Swiss wing doing what the Early Swiss do best - attack, attack, attack. casualties mounted. Both armies were looking wobbly.

Gary began to flank the knights in the German centre.

But it was the Early Swiss who managed to flank and destroy the remains of the German infantry column to pick up the two kills needed for a narrow win.

I love this Early Swiss army!

Monday, 26 February 2018

The Ceidonian Recruitment Drive

With one thing and another I didn't get in any gaming over the weekend, despite some plans to do so. I did manage a little bit of painting, though. With my DBA Swiss looking for an opponent, I realised that I could tweak my generic medieval Ceidonian army for HOTT into a couple of generic medieval DBA armies. All I needed to do was add a few elements from the figures I'd picked up the other week and, where relevant, repaint them to match the Ceidonian's yellow and red livery.

My first target was to build it up to allow me as many of the DBA Medieval German b-list options as I could manage. This is most of them, but I still have the bases to do.

Five lots of 3Kn, one of 6Kn, one LH, two Ps, two Sp, two 4Bd, two 4Pk and one 4Cb. None of it is historically accurate, I reckon, but I'm not too worried, and the elements will do nicely for both HOTT and DBA.

I don't have the 3Cv the list allows, unfortunately, but that's optional. I still have two elements of horsed to sort out, and I have some figures do do a HOTT hero element as well.

After this lot is done I will be adding a few more elements which will allow me to run the army as Italian Condotta as well, again with a few options. It will pretty much give me 48AP for HOTT as well, so it will be a win on two fronts. I just need to knuckle down to the painting.

Related Posts Plugin for WordPress, Blogger...