Tuesday, 25 November 2014

Pink Floyd tribute band

went to a Pink Floyd tribute concert on Monday
they were excellent



Monday, 17 November 2014

Friday, 14 November 2014

Italian Wars Army Underway

For some time I have felt under the eye of Russ who painted quite a few landsknechts for me a year ago. About that time Russ managed to paint up an entire Swiss army of the late 14th century/early 15th century on a wet afternoon whilst watching the east enders omnibus. Being a mere painting mortal it has taken me somewhat longer to catch up.

"What news from Birkenhead?"

"Build me an army worthy of Russ!"

Well, the above is a picture of my first 4 units of landsknechts.  Not quite a horde yet but I am looking forward to painting the Gens D'Armes that Mark dropped off the other night and getting some more Burgundian v Swiss battles fought whilst building my French Army for the Italian Wars.

"I'm sorry but that wasn't worth shaving my eyebrows for!"

Wednesday, 12 November 2014

Poleaxed 2 revue

So after last weeks battle a revue of the rules to make sure we were doing it right
we weren't
Poleaxed 2 rule revue
Roll for initiative
Generals (G), battle commanders (BC) and contingent commanders (CC) can do one of the following
1-Send order, 2-listen to message, 3-respond to order (dicing for interpretation) or 4-fight
The G gives orders to his BC; the BC gives orders to his CC.
It takes 1 turn for a messenger to carry new order
If the G is touching the BC contingent then the order is instant, if BC is touching CC the order is instant.
The general can change his own order instantly and act accordingly.
So if G sent an order to a distant BC (turn1) the BC listens to the order (turn2) the BC responds to the order (turn3)
The BC sends new order to a CC (turn4) the CC responds to the order (turn4 if in contact).
If G is in contact with BC, G sends order to BC (turn1) BC responds to order (turn1) The BC sends new order to a CC (turn2) the CC responds to the order (turn2 if in contact).
1-Exchange ranks to front or front ranks to rear
2-Exchange ranks ending in original position (only happens when lining defences or terrain feature)
If one contingent in a battle does this, then so does all.
3-Form/unform square.
4-Move 1 rank of HMW figures to side of contingent (only in pike/spear block).
6-Put down stakes
Any of the above stops movement and shooting.  None of the above can be done whilst fighting with the exception of  Pike of 4+ pike ranks who can form square but not if disordered, pushed back, perusing, broken into.
Charge declaration
Player A nominates contingents who will charge (control tests and flinching may override orders) then payer B.
All melee and missile troops who didn’t declare a charge must stand against a charge and cannot move in the movement phase.
Skirmishers and artillery must evade in the movement phase if they will be contacted by chargers.
Contingents must move full dice distance
Contingents may halt for one turn to allow others to catch up (orders permitting)
All contingents must stop at the attack distance (40 for infantry, 60 for cavalry) chargers continue the rest of their movement after the shooting phase.
Wheeling is done by front corner only (front corner doesn’t move as the contingent wheels)
Moving thru your own stakes doesn’t cause disarray.
Missile troops that were shot at last turn must take a control test if they wish to move and not shoot. Does not apply if shot at by skirmishers at more than short range.
Pike units in square cannot move
Retire is at half speed
Overhead fire is allowed from steep hills and battlements
Target priority is 1-unit to the front, 2- unit in front of adjacent contingent, 3-Ark of fire
Long bow not at short range targets majority type, if equal at lesser type.
All other shooting targets front rank.
Add up tactical factors, if 0 or – then left hand column. If + then roll D10 if score is equal to or less than tactical result then right hand column if not left hand column.
If 2+ dp are scored roll on commander risk test D10 and if failed roll 2d6 on a 2 roll d6 on risk table
All units that declared charge now move into contact. If they cannot make contact they hold at the attack distance and are disordered.
In Pike /spear units the second rank fights as well as supporting (use the 12 column)
If a unit has been hit on the flank then it is assumed to turn to fight (it still takes a flinch test).
If engaged to the front and flank the front rank fights forward (no supports) and the other ranks fight the flank using the majority weapons and armour (no supports).
When pike are in square they have 1 supporting rank all around.
After melee calculations both side roll a D10, higher inflicts 1 more casualty.
Each DP difference, infantry 10 paces, cavalry 20 paces If unit is pushed back and not routed then attackers follow up in position.
If attacked on flank with other flank against friend do not move but add +3 push back next turn.
Cavalry V infantry. If cavalry win, they hack their way into the contingent and fight the back ranks not the first 2 ranks next turn (both are disarrayed). If they lose they will retire for 1 move.
If the infantry draw or win the next bound the cavalry will break out the rear and move I move away. If the contingent is pike it will break out a side not attacked. Cavalry will not fight another round this turn but will stop at attack distance.
Commanders, If more than 1DP taken then  roll D10 if under DP’s taken roll D6 on risk table
Pike formations cannot separate and must try to stay in contact. They cannot follow up after melee if it would mean losing contact.
Troops that are already disarrayed rout if they fail a flinch test.
If a contingent routs in melee the attacker fights an immediate unopposed second melee counting routers disarrayed and pushed back, (test CC casualty).
The routers then move away at rout speed, the attackers take a control test to see if they pursue.
Routers move directly away taking the quickest route around friends, if not interpenetration will take place disarraying unit, terrain penalties are ignored for routers but not pursuers.
Any unit that has failed a control test must pursue their enemy.
Pursuers will take the shortest route and will avoid other troops unless they declare a charge on the pursuers.
Pursuit continues until a successful rally in the rally phase.
Contingents who have not suffered more than 4dp per rank and have their CC may attempt to rally using highest troop type.
Fighting/1dp inflicted by shooting whilst routing or being pursued prevents rallying.
Troops may rally from disarray caused by shooting if they are not in melee, pursuing or routing.
Contingent with 4+Dp per rank and or lost commander may rally but will remain disarrayed, adopt stand orders, can shoot and will fight if attacked.
Contingent with 5+Dp per rank may rally but will remain disarrayed will withdraw, cannot  shoot and will fight if attacked. If commander gone it will rout.
Roll on the highest quality troops.
Retire means fall back facing the enemy for 2 moves.
Units in dense terrain may not be seen until within 40paces
Units in terrain may not be seen until within 80paces
Interpenetration causes disarray to both units.
1 rank of cavalry is noted as 2 ranks on roster
2 rank of cavalry is noted as 3 ranks on roster
Flinch tests are taken throughout the turn as and when circumstances arrive
Troops that fail a flinch test are disarrayed, disarrayed troops failing flinch test rout.
Troops advancing test on front rank
Troops standing test on facing attack or majority facing attack.
Troops in cover test on highest.
Troops pushed back or broken into test on lowest type
Skirmishers may operate 100pace away from their parent battle
They may pass thru friends without disarray.
Skirmishers only ever inflict 0 or 1 Dp use composite xbow type
Skirmishers ark of fire is 45 degrees
Do not fight, will always give way to melee/missile troops, if charged they will evade
Skirmishers are noted as 2 ranks on the roster.

Wednesday, 5 November 2014

Malaya Campaign

Got to say how much fun this is proving.  Last week (being more than half asleep) was a bit of a blur but the strategic planning (moving ships, subs and planes) around the map hunting for Force Z while tactically fighting out the invasion to take the airstrip is a great balance.

It is no surprise now that we blasted the pill boxes covering our landing spot (but clearly failed to think that the British would have sown mines on the beach).  A combination of mines and MG's would have probably wiped out our first wave before it got over the wire and would probably severely hampered the second one as well.  However, getting the engineers in on the first wave would have made a big difference (blame it on sleep-deprivation).

Approaching the battle last night, we were taken aback by the damage done by the mines and also the sheer numbers of troops the British had available.  I thought our first wave would get swept away but Japanese in the jungle (even if there is only a handful of them) are more than capable of holding their own.  A handful of stands managed to hold on, then take the upper hand and eventually rout their opposition (amazing considering how few actually got off the beach).

With a route now cleared for subsequent waves, the pressure now is to get as many troops on to the beach before any more nasty surprises turn up.  We had a chat at end of play to work out our tactical and strategic moves which we will put into play next week.

The Japanese Air Force had a mixed day - turning up with wave after wave of torpedo bombers didn't help - yet the Betty's and Zero's managed to knock out nearly all the fighters available to the British.  The AA cover over the cruisers also kept the Hudsons at bay.  It will be Sod's Law that when Force Z appears we'll roll for fighters or nothing rather than the torpedo bombers we'll then need.

The airfield will be a tough nut to crack - however night and the Banzai Bollocks will make it seem less daunting!

So thumbs up so far for an excellent campaign - with more twists and turns to follow I'm sure.