Medieval Heraldry of Brunswick

I did some research before settling on how I wanted to paint my Medieval German army.  Eventually I found the alliance between King Valdemar II of Denmark and his nephew Otto I, Duke of Brunswick (later, Brunswick-Lüneburg).  I chose the coat of arms of Brunswick: “Gules, two lions passant guardant or.” I’m confident that the coat of arms I chose is accurate for Brunswick during this time, but I’m not sure if I’m using it in the way it would have been used historically.

I wanted heraldry accurate for the troops of Otto I, around 1227 when he fought alongside Valdemar II at the Battle of Bornhöved.  Otto I was Duke of Brunswick at this time, after inheriting Brunswick indirectly from his uncle Otto IV of Brunswick.  Otto IV’s imperial coat of arms from his brief stint as Holy Roman Emperor incorporated Brunswick’s two gold lions on a red field, over the center of the black imperial eagle.

Much later, an Armorial of the Holy Roman Empire, ca 1510, uses the same coat of arms for Brunswick, as shown here.  Brunswick (Braunschweig) is shown just left of center (depicted with the lions facing right instead of left in this case).

These two instances bracket the period I’m interested in, and suggest a strong continuity for the use of this coat of arms in Brunswick.

I found it interesting that the original arms of Brunswick were inspired by the English coat of arms with three gold lions on a red field; and then, centuries later, they were reincorporated into the United Kingdom’s Royal coat of arms in 1714, as a subdivision of the coat of arms of Hanover, as seen here.

The Internet is pretty good at finding pretty pictures, but doesn’t always help with the facts.  I planned to build a City Militia army.  Based on the DBM lists, the knights would either be mounted burghers, mercenaries, or ministeriales.  The spears, crossbows, and psiloi would be city militia.

This is where my questions start.  The basic question is: historically, who used the city’s coat of arms, and who didn’t?  More specifically:

  • Which, if any, of the city militia troops would bear the city’s crest and colors?  I decided to use the crest on everyone holding a shield, and the colors on the crossbowmen but not the psiloi.
  • Mercenary knights would certainly use their own coat of arms.  Would Burghers have a coat of arms of their own? If not, what would they use?
  • What about ministeriales?  My limited understanding is that these were essentially indentured servants who served in the role of mounted combatants (knights, but not lords).  I can’t imagine they had their own coats of arms, so whose did they use?  Did they work for the city or for a feudal lord?

I decided to use one coat of arms for everyone, because I like the way it looks better than using a wide variety of arms.  I have no strong historical evidence that this is accurate, but here are the made up reasons I’ll use to justify it.

The troops are a combination of the city militia of Brunswick, and the personal troops of Otto I of Brunswick before he married into Lüneburg in 1235.  Both of those should use the same coat of arms, as far as I know (which isn’t very far).  There likely weren’t very many troops that could be depicted accurately this way, but this doesn’t bother me very much.  I’m happy pretending these figures are using a 1:1 scale of figures to men, since DBA 2.2 does not provide any accurate or reasonable real world scales.

At a certain point, my decisions started to be based more on personal aesthetics than on history anyway.  We all have to draw the line between researching and “just paint the damn things” somewhere, and this where I chose to put it.

I find it interesting that when I was a kid, I was first attracted to the world of ancient and medieval warfare by the ubiquitous and stereotypical “knights in shining armor.”  It was only as an adult that I started learning about and becoming interested in all of the other forms of ancient and medieval warfare.

At this point, “knights in shining armor” and the earlier knights and their heraldry do not interest me as much.  For the most part, I don’t like what they stood for, how they acted, or how they looked anymore.  However, I need at least one typical Medieval army if I am going to be able to participate in all possible themed events.  Hopefully I can grab a German spot early if it ever comes up.  This army will also play a role as an ally in several BBDBA armies we have in the works, as well as an enemy in one or more matched pairs.

Stoogecon: a Matched Pair?

Stoogecon was a few weeks ago.  As with last year’s event, the tournaments were three rounds long: an Open and Matched Pairs.  Unlike in previous years, the DBM folks showed up as well, and even managed to get as many players as “we” (the DBA players) did.  Although I mainly want to share my thoughts about my choice of Matched Pair armies, I’ll start with a summary of the day.

In the Open, we apparently all had the same idea: “everyone likes medieval knight armies, so I’ll take elephants.”  I brought Rajput Indians, III/10b. The other players had Tamil Indians, Graeco-Indian, Southern Dynasty Chinese, New Kingdom Egyptians, and Romans.

A quick summary of my Open games: In round 1, Frank with Tamil Indians beat me in a close and hard-fought match, 4-3.  In round 2, I shouldn’t have gone into the bad going, and Rich’s Chinese punished me for it, 4-1. In the last round, Larry’s Egyptians ran up to me and committed ritual suicide: I won 2g-0 on the bound Larry first contacted me.

For the Matched Pairs event, I chose Early Bedouin, I/6c, vs. Later Achaemenid Persian, II/7.  Bedouins have: 3x3Cm (Gen), 1x2Cm, 4x3Ax, 4x2Ps.  I gave the Persians 1xLCh (Gen), 2x3Cv, 2xLH, 4x3Ax, 3x2Ps.  The basic difference is the Bedouin camels are better vs. mounted, but there are fewer of them.  Bedouins have the possibility of Dunes, but with Ag: 3 to 1 they’ll rarely get to use them. 

So, is this a well-matched pair?  I’ll share my thoughts after a summary of the event.

In the first round, I played against Jim using his armies: I played Middle Imperial Romans vs. his Later Imperial Romans.  I didn’t feel like I made any big mistakes during play, but still ended up continuing my losing streak against him: 4-0. 

In the second round, we used my armies, and JM chose Bedouins.  These armies have low combat factors, so they’re fast and bloody.  I don’t remember the details of the battle, but it was a total rout: I won 6g-1. 

In the third and final round, we played my armies again and Frank chose the Persians.  Surprisingly, the Bedouins won terrain and of course placed some big central dunes. That whole “rout” thing worked so well, I tried it again… only this time I was Bedouin, so I lost 5-2.

At this point my conclusion may be obvious, but I first want to make it clear that I really enjoy playing either one of these armies against the other.  I’ve had some tense and interesting games, and even the routs didn’t look totally hopeless until the dice started rolling.  Using primarily light troops means you run faster, so you get into combat faster with less time to rearrange lines before contact; and the low combat factors mean someone dies quickly.  You’ll never end up with an incomplete game, in any case.

The basic premise of this matched pair is to take two similar but slightly different armies, with similar compositions but relative strengths and weaknesses. Bedouin camels have an advantage against mounted but a penalty against foot, and don’t suffer bad going penalties if they happen to find a dune to stand in.  Persians have more mounted, but less bad going troops.

Despite these seemingly even odds, I don’t think I’ve ever seen the Bedouins win.  It can certainly be done, and there have been some close games, but overall I don’t think the pair is as well-matched as I used to.  After Stoogecon, I considered why this might be, and came up with a few ideas.

First of all, “dunes” are mostly a red herring.  Bedouin will rarely get a chance to place dunes at all, only 6/36 of the time.  If you do get dunes, they can probably be used effectively, but I haven’t done it correctly yet.  The benefit of dunes in this matchup is not that camels fight in them without penalty; it is the camels’ ability to move through dunes as a group.  No Persian player would be dumb enough to put their Cavalry near the dunes, so the camels will only be facing foot… but the camels aren’t very good against foot.  So, deploy the dunes for disruptive PIP advantage, rather than as a central terrain to fight over.

The other problem is the nature of the armies’ advantages.  Bedouin camels are better against cavalry, which is 5 elements; but they’re worse against foot, the other 7 elements. Their advantage turns a cavalry matchup from 3-3 into a 4-3, which increases their odds of a kill from 2/36 to 4/36 and a recoil from 15/36 to 21/36. Their disadvantage against supported auxilia goes from 3-3 to 2-3: 2/36 chance of being killed up to 6/36, and 15/36 recoil up to 21/36.  Against unsupported auxilia, 3-2 to 2-2 reduces the chance of a kill from 6/36 to 4/36, while increasing the chance of being killed from 1/36 to 4/36.

So basically, Bedouins get a lesser advantage against fewer foes, and a larger disadvantage against more foes.

The overall dynamic is that the Persians are happy playing with their entire force out in the open, while the Bedouins want to keep their foot in bad going to stay away from the enemy Cavalry.  They have to choose to either stay in bad going and give the Persians both numerical advantage in the open and overall PIP advantage; or to come into the open and give the Persians combat factor advantage

Not all of these factors played into every loss I’ve seen, but in my previous attempts to use this matched pair I came away with similarly skewed result.

Overall, I have a bit of a dilemma.  I really enjoy playing this pair of armies, but I no longer think it’s an even match.  I either need to figure out how to win with Bedouin, since I already know how to win with Persia; or find another matched pair that I enjoy playing as much as this one even when I’m losing.  Any ideas?

Cold Wars 2011: Saturday

Saturday had two big events with a free slot for shopping.

Luckily, the “good old days” of playing 4 new rule sets and coming home with 4 new armies to paint are long gone!  I managed to buy relatively little this time around. Besides picking up some random stuff at the flea market and more bases from Gale Force 9, I also got a 15mm Hordes of the Things army from Splintered Light.  They have really beautiful figures.  I chose a mixed Undead force, with dwarves, humans, centaurs, goat men, and even an undead elephant.

Hordes of the Things: Good vs. Evil

The Diceman. Some people call him… Tim.

The morning event was Hordes of the Things in 25mm.  I brought my Elves of the Offwhite Tower, but I never defended; so I never got to place my “vaguely flesh colored” tower, as David Kuijt described it.  My army was comprised of 3xSp (gen), 2xBd, 3xSh, 2xKn, 1xMg.

In the first round, I faced Rich Baier’s Lord of the Rings Orc army, and lost.  Next, I faced Frank Popecki’s Dark Elves, and lost.  Finally, I faced David Schlanger’s Haradrim, and lost.

I like Hordes of the Things, but so far in a very different way than DBA.  It’s a very similar game to DBA from a rules perspective, but the different element types require very different strategies than DBA.  HotT seems like a game I want to play mostly for the fun and cinema of it, while DBA feels like a game I want to get better at.

Campaign Theme: 4th War of the Diadachoi

For me, there are two main events that bookend every convention: BBDBA doubles at the beginning, and the Two Davids campaign event at the end. This time around, the campaign included Alexander’s successors and some outlying barbarians, during the 4th war of succession.

This was an interesting mix of armies. The successors all had heavy pike armies, but most of the other armies had light foot or spears. In many theme campaigns, the very different army compositions are typically not close to each other on the map, so you usually face a comparable enemy. On this map, the light armies were all over the place, so any Pike army that wanted an easier target could probably find one.

Successor campaign map

I played Lysimachid (II/17): 1x3Kn (Gen), 1x2LH, 4x4Pk, 4x3Ax, 1x2Ps, 1x4Sp. I hadn’t tried a 4 pike army before, and I really enjoyed this one; even against armies with 6 pikes. I initially wanted to play Kassandros, who has an elephant instead of a spear, but I think I’d prefer this army to have more PIPs available to maneuver the light foot, instead of dragging an elephant around with me.

In the first round, I played against Alex Bostwick’s Bithynians: mostly auxilia.  He defended, and I beat him in a fairly straightforward, unmemorable battle.

Frank

In the next round, I faced Frank Popecki with Antigonids: an elephant and 6 pikes.  He attacked, and sent his elephant with 3 other elements around the far side of a wood.  I decided to respond by sending a larger portion of my force to that side, to try to isolate them from their general and kill them when they were out of command.

The strategy was working fairly well, until he took a risk and killed off one of my Auxilia in the woods.  After that it was a very intricate, tactical game, but he had the upper hand and eventually won.

DOOM!  But I won…

In the third round, I faced Alex Halkiadakis and his Aiotolian League: a few spears and a lot of psiloi.  This was going fairly well, as I punched a hole in his spear with my knight general and exploited the gap.  He had heavy losses, and I could win by killing only one more element, so I took a risk.  I sent my spear against his light horse with an overlap on one side, and used my general to flank him on the other side.  This left me without a recoil, so I’d die if I lost the battle… but since it was 4-0, that was only possible if we rolled a 6-1 split in his favor.

We rolled a 6-2, and the combat was tied so neither of us moved.  Alex sent his general against the rear of mine, who turned to face.  It was his 5 to my 4, and if I recoiled I died.  Things weren’t looking good, and then… another tie!

On my bound, I brought up my psiloi to compensate for the missing overlap, and closed the door with my light horse so I would actually kill his element, and got rid of his light horse before my general recoiled (but lived).  That was a close battle that came down to only a few rolls.

Next, I faced Alex Bostwick again, with him attacking this time.  I killed a psiloi early, which was lucky; because in the next combat I sent my Knight general against his light horse with one overlap: 5-1.  Again, I had a huge chance of winning, but I’d die if I lost… but I’d only lose on a 6-1 split in his favor.  In retrospect, since this was not a game winning move, I probably should’ve been more careful; but I wouldn’t be saying that unless we rolled 6-1 and I lost, so obviously that’s exactly what happened.

The game wasn’t over yet, because he hadn’t killed more elements than I had.  I held on for a few turns through even more locked combats that I would’ve preferred to win, but with my moves requiring 2 pips after losing my general, it didn’t take long for him to take out one more element and win.

In the final round, I faced another player whose name I forget, and who wasn’t originally signed up for the event so I can’t look it up, either… sorry about that 🙂

It was another 6 pike army with an elephant, aren’t they all?  I defended and deployed 3 pieces of bad going diagonally across the board and a road down the center.  There was enough space for my 4 pike between the bad going, but not his 6.  My plan was to catch his flank of his pike as he tried to push through the bad going, or crush him in the bad going if he tried to take the central hill.

Early on, things were going well, but eventually he started catching up.  We ended up in another very tricky tactical battle with elements all over the place.  He killed a fourth element before I did, and took victory at 4-3.

The event was a lot of fun, as usual.

The main mistakes I know I made in this event were taking some small risks of losing instantly, and taking advantage of short-term tactical benefits while failing to maintain coherent battle line.  I noticed several times when I was broken into too many groups.  I know the decisions that brought me there made sense at the time: I was intending to win with combat odds that were in my favor, not to lose and end up spread all over the place.

I enjoyed playing the Lysimachid army, but I have mixed feelings about it overall.  I guess I’m not inspired by it, even though it’s quite fun to play.  I think it worked well in this campaign event: if I attacked I could choose an enemy who had more light foot and would likely place terrain; but if I was attacked it was most likely by a 6xPk army so I could deploy bad going and gain an advantage. 

I may not play this army again soon, but I think a triple Lysimachid or triple Kassandros army might be a better alternative than double Alexander with Mountain Indians.

It was another great convention!  Now I’m looking forward to Post Tax Day BBDBA in Columbus, Stoogecon here in town, and Historicon.

Cold Wars 2011: Friday

I didn’t take enough notes to post details of everything I did at Cold Wars, so a summary post will have to do.

We stayed at the Lancaster Host again… that place is getting to be a bit of a dump.  We got a pretty crummy room: it reeked of smoke and had clogged drains.  Fortunately we really only slept there anyway so it wasn’t a big deal.  On the other hand, food options are better than they used to be.  There are burritos available for lunch, and the “family restaurant” next door turned into a Japanese/sushi restaurant.  They also still have the nightly pig roast, if you’re into that sort of thing.

JM and I arrived a bit after 8pm on Thursday, so we probably could’ve played the Dismounting Knight event.  Instead, we decided to get in some more games of Hordes of the Things, since we had hardly ever played and had an event on Saturday that sort of expected us to know most of the rules.

BBDBA Doubles

Friday’s main event was BBDBA Doubles.  JM and I took Alexandrian Imperial (II/15) with a Mountain Indian Ally (II/2).  This was supposed to give us good punch in Alex’s mounted wing, a defensive wall of pike, and lots of bad going troops in the ally.  It’s a high aggression army, so we expected to attack every game, and weren’t disappointed.  Although we considered many of the enemies we might face, some of our opponents gave us a bit of a surprise.

Stephen Aspenberg and Doug Austin

In the first game, we faced Doug Austin and Stephen Aspenberg, playing Bosporans and Sarmatians. They had a lot of knights, with some light troops and artillery in the center.  We deployed the mountain Indians on the far left flank to outflank them, and Alexander on our right.  Unfortunately my Mountain Indians were crushed by playing with knights they should’ve stayed away from, and our pikes were too far off our right flank to be as useful as we would prefer.  In the end, they beat us with two commands demoralized after taking 50% losses to the army; but our C-in-C command had no casualties; mostly because they took so long to get into contact with the enemy.

Alex and Jonathan Bostwick

Next we faced the Bostwicks, who had a ton of cavalry with some light foot in the center.  Since they didn’t have anything affected by double ranked pikes, we thinned out our line and faced them on a wide frontage.  My Mountain Indians had relatively even odds against their Cavalry, but they were more able to take advantage of holes in our line, so my right flank was the first to fall.  On the left, we fared much better: JM demoralized their C-in-C command.  Unfortunately, we had more losses than they did, so we didn’t win outright.  Instead, we lost the battle of attrition as they killed us faster than we could kill them.

I think our setup worked better in this game, and I’m not sure how we could’ve improved things very much from a strategic perspective.  One possibility would’ve been to place our Mountain Indians in the center, and hope they responded by deploying their Cavalry opposite us.  This would’ve been essentially the same matchups we had, except our pike would have been able to gang up on them… eventually, if they ever made it into contact with the enemy.

In the third round, the only teams we were likely to face were both from Pittsburgh and were both playing Ptolemaics.  We ended up facing Larry and Rich instead of Tim and Lisa.

The Stooges: Rich Baier and Larry Chaban

Since Saturday’s campaign theme was a Successor event, we did a bit more thinking than average about how to face another Pike army.  The biggest questions we had were: what do you do with the Mountain Indians, and how can you break their C-in-C command when it’s built entirely out of Pikes?  Our typical strategy was to try to break the C-in-C command, but against pikes we might need to settle for killing everything else; but we needed to keep their pike at bay while we did it.  The answer we came up with was to send the Mountain Indians against their pikes, while facing the rest of their army with our remaining two commands.

The Mountain Indians have 7 elements that can’t be harmed by pikes unless they step out of formation and make themselves vulnerable, so that’s relatively safe. Our light horse general can also quick kill their pikes relatively easily… in theory.   We did relatively well, but our main mistake was to send too much of our pike against their pike instead of facing their lighter troops.  Our other big mistake was thinking the center of their line was made up of auxilia, when it was in fact blades.  They concentrated two commands against our C-in-C command, and crushed us relatively quickly.

Littoral Landing Lovers

After BBDBA Doubles was a themed event that only allowed Littoral armies.  In the first round, I faced Larry and he finally got his payback against my as-yet-unbeaten Leidang (III/40d).  This time, I took 1xKn, 5xBd, 3xAx, 1xPs, 1xSp, 1xBw.  I did a landing and had some initial success, until he killed my bow with his knight and rolled me up.

Doug Mudd

Next, I faced Doug Mudd.  The game went so quickly, I don’t remember his army.  He attacked, and did a landing behind my line.  Using a first turn psiloi double move, he sent a psiloi against my Knight general, which turned to face.  The combat was his 2 to my 4 with me quick killing him, but he rolled high and recoiled my general into my own troops, winning the game 1g-0 before I even had a turn.  Oops!  We had a lot of free time, considering some players weren’t even done deploying yet, so we played an unofficial rematch (shown here), and I beat him in this second game.  I don’t think either of us did a landing.

Stephen Aspenberg

In the final round, I faced Stephen Aspenberg’s Athenians.  I decided that since this was a Littoral Landing event, I’d better do another landing.  I sent 2 elements against his flank, and he sent 3 against mine.  My elements were able to kill 2 of his, while I held off his landing with only 2 of mine.  When we met in the middle, my blades beat his spears and I won.

This leaves my Leidang with a 7-2 record, which I’m only keeping track of because it’s one of the only armies I’ve managed to win consistently with.

Midnight Madness

I don’t remember a lot about Midnight Madness (and don’t have any pictures), but there wasn’t much to remember.  In the first round, I played my Hittite Empire (I/24b) against Jonathan Bostwick’s Minoan & Mycenaean (I/18).  I won, but that’s all I remember… though I have a feeling neither of us remembered to place our camp.  In the second round, I faced Later Mycenaeans and Trojan War (I/26) and lost.

Battle at the Crossroads: 2011

Saturday was Battle at the Crossroads in Cambridge, OH.  Rich, Larry, JM, and I drove out to participate in the DBA pyramid format event.

This year’s theme was Vikings and their enemies, so I brought my Leidang army. The composition I used was: 1xKn (gen), 5xBd, 1xSp, 3xAx, 2xPs.

There were several special rules in effect to keep things competitive for the Vikings.  I’ll list them there for future reference, and to provide context for the tactical decisions shown in pictures below:

  • Knights other than generals don’t quick kill blades
  • Blades fight at +4/+3
  • Viking blades receive rear support by psiloi against foot (as well as mounted)
  • Vikings always attack, Leidang always defends
Larry contemplates his fate.

I beat Larry a few weeks ago, so he wanted a grudge match. He wrote “same year as Alan” as his army’s year selection, and we were paired up in the first round.  He brought East Frankish: III/52, with plenty of emasculated knights.

I had a plan for the first round, when I knew I’d be defending against a non-Viking.  I set up two medium-small central woods and the required waterway.  The intent of the terrain was to divide the enemy forces, while maintaining superiority in the bad going.

The biggest flaw in my plan was the possibility of a littoral landing.  I hadn’t considered whether to land, or what to do with my landing force if I did.  Nevertheless, I held back 2xBd and 1xPs and deployed everything else from the woods to the water.

On the first turn, I brought on my landing force somewhat forward, and angled toward the center of the board.  Here, they got in my way and inhibited my movement; but, they also restricted Larry’s ability to advance effectively on that flank.  They required many pips to unscrew completely, but in the mean time they weren’t a big liability: they mainly delayed any action on that side of the board.

Larry sent his horde and a spear around the other flank, and I countered with 2 Auxilia.  In the end, I killed a bunch of knights on my right flank, and he killed my auxilia on my left flank.  Result: 4-2, I beat Larry again.  Overall, the battle was a confused mess; but I find that I often prefer a confused mess instead of two straight lines walking straight forward.

Dan Joyce’s Sub-Roman Brits; Mike Demana’s Vikings

In the second round, we faced Dan Joyce, C-in-C playing Sub-Roman British; and Mike Demana playing Vikings. We placed woods on the sides of the board to narrow it, and a steep hill in the center.  I deployed on the narrower side, and as expected, Mike’s Vikings ended up opposite me.  Larry deployed against Dan’s force on the other side.

Pulling it out of the fire

Larry made me roll his PIP die so he could blame me for the bad rolls.  He got his bad rolls, and his command was the first to break.  Things were looking bad, and we were about to lose.  Eventually I pushed Mike’s Vikings back far enough to take the nearest camp, which happened to be the C-in-C’s camp on the wrong side of the board.  The two element loss was enough to break the command, and we won.

This was an interesting, stressful game. It felt like I was running out of time, but only because I was anxious to see how things turned out in the next few turns.

The Final Round

In the final round we played a 4-on-4 game against Scott Ludwig’s Early Germans (C-in-C), Andy Swingle’s Vikings, Rich Baier’s Leidang/Viking (I forget which), and Dave Welch’s Welsh.

Initial deployment; more Vikings are off our left flank

We deployed on one side instead of in the center, which was a bit of a mistake, in retrospect.  Mike’s Vikings were on our far left flank by the board edge.  I came next, and Dan Joyce’s British were at right flank of our initial deployment.

In response, they deployed more centrally, and narrower.  They ignored the vikings on our far left flank, so in order to include them in the battle we’d have to walk slowly so they could catch up.  Larry, with the most mobile force, deployed on the right flank at the end of our line.

A better initial deployment might have been to deploy centrally, and place Larry’s mobile command last on whichever flank was more vulnerable.  However, the enemy still would’ve been able to  ignore our slower flank, so we probably wouldn’t have gained anything.

Just before we made contact

In the early game, I wheeled to the right and Mike sent his Vikings over the hill, while the rest of our army stood still.  Eventually we clashed.  Dan and Larry faced 3 commands against their 2, and suffered for it.  Also, Larry could have as many 1’s as he wanted on his PIP die, which I was still rolling.

Hilarity ensues; the end is almost nigh

Larry’s command broke first, and then Dan’s. On my side of the board we had superiority, so we broke Andy’s command and then Rich’s.  Neither C-in-C command was close to breaking, but we were both losing a lot of elements. 

The End.  This used to be straight battle lines?

In the last few turns, we were each a few elements away from the 50% losses required to lose.  Larry’s command was completely destroyed or fled off the board, and Dan was hanging on for dear life and winning some tough combats more often than statistics would suggest.  It was a battle of attrition and a race to the bottom.  My general ran rampant in the center of my flank, killing demoralized elements as quickly as possible to increase our death count, but Mike killed the decisive element: Andy’s blade general.

It felt like we lost this game several times, but “it’s not over until the fat Viking sings” and it was a good thing we stayed until the credits rolled.

Our side won, and I ended up taking first place for overall points, probably because of Valdemar the Victorious’ killing spree in the last game. Quick killing demoralized blades with your knight general is the kind of fun you really shouldn’t indulge in very often, or you might get spoiled.

Thanks to all of my allies and opponents for the wonderful games, and special thanks to the organizers for staging this event.  I hope to be back next year!

The Offwhite Tower

Behold The Offwhite Tower,  impenetrable stronghold of the Pretentious Elves.

After showing off the preview of this tower, I’m not sure I have much useful to say about it.  It’s a Hordes of the Things stronghold, suitable for use with 25mm basing.  As buildings should be, it’s slightly smaller than true 25mm/28mm scale; but it’s also about 14″ tall, so it’ll probably be the tallest thing on the table most of the time.

I turned the tower on the lathe, in two pieces.  Then, I carved shallow areas for the windows, and scribed vertical lines to define the brickwork and shingles.  Finally, I added cardstock details around the lower windows and door.  It’s based on masonite with stones, flock, and static grass.

The Elven general stand was painted by Bob Barnetson and is representative of the army that will defend this Stronghold.

2010 Mike Daddy Memorial WWII Miniatures Game

“Hey, I remember when we used to play WWII games with Mike.”  So, when he’s in town over the holidays, I make an effort to do it again.

For the most part when we play WWII, we play skirmish scale games: individually based infantry and about a platoon on each side.  We also play infrequently, so we seem to have settled on the Disposable Heroes ruleset.  It’s easy to relearn for only one game per year, and it lacks most of the quirks we found in rules like BAPS.

For WWII, I prefer to play scenario games instead of point-based pickup games, so I’ve invested in a bunch of the Skirmish Campaigns scenario books.  They provide a lot of balanced scenarios with different sized forces and boards, with a credible but not overwhelming amount of research in support.

Russian tanks threaten the barn as Germans advance
from the right

This year we played Counter-Attack at Bereza, a scenario from Russia ’41 – Drive on Minsk.  Mike played the Russian force, and Frank and Andy were German.  I ran this as a single-blind game.  Both sides moved their forces on a map, and I made spotting checks. When units were visible, they were placed on the board for all to see.  This slows down the game significantly, but adds a lot: when you don’t know where the enemy is or what their objective is, you have to expect the unexpected.  It’s dangerous to move around not knowing where the enemy is, but you need to be aggressive in order to take your objectives.

In this case, both sides had the same objective: to take and hold the two buildings on the map.  Germans started off board and approached from one side, and the Russians started on the other end of the map but on the board. No one held the buildings initially, but they were closer to the Russian side.  However, the Germans didn’t know where the Russians started, so they didn’t know whether they’d need to assault the building or just walk in unopposed.

Russians hold the house and threaten the German advance

Both sides had only 2 squads of infantry to take and hold the buildings, and 5 tanks or antitank guns.  The tanks were all comparable: early war lightly armed and armored.  There seemed to be two main forces at play here.  The infantry had no anti-tank capability, but they were valuable to help spot the tanks before they were placed on the board.  Tanks also have a hard time shooting infantry in this game, but they can be deadly if they can acquire a target.  Achieving armor superiority was important to save the limited infantry for the buildings.

In the first half of the game, the Russians were in a better tactical position, but lost a few tanks.  They still had a good crossfire set up, and were in cover, so they regained armor advantage before the end of the game as the Germans advanced in the open.

On the infantry side of things, the barn in the center was the first contentious point as expected.  Mike’s Russians made a mad dash for the building with a heavily damaged squad, right in front of Frank’s German rifle section.  He made it into cover, but the Germans drove him off in close combat shortly after.

With Frank’s other section basically gone, this left Andy’s squad to take the second building.  Mike moved into the house with a Russian tank crew, and then reinforced it with his squad of ninjas who made it almost to the last turn of the game before being spotted.  Andy’s infantry took heavy fire, and at this point it became clear that we had a standoff. 

Although the Russians were in a stronger defensive position, the Germans had advanced past the barn.  Neither side had infantry close enough to their second objective to reach it in the two turns remaining in the scenario.  We could have fought a battle of attrition to the very end, but this was only a small part of a very wide front, so it would’ve been as pointless as most real wars are, and no more fun.  We called it a draw and moved on.

Some gamers who play nothing but DBA like to complain that “other games” take a really long time, and don’t produce any decisive results.  Although this game was a perfect example of that phenomenon, there was no real downside this time since we all get along well.  The main point was to hang out and have fun, and we did.  I call that a win.

Hopefully Mike can make it out to Pittsburgh more often.  I enjoy these games, but I am not likely to put in as much effort as I did more than twice a year, these days.

Fall-In 2010: Gallic Wars Campaign

The Two Davids DBA campaign games are a highlight of the HMGS conventions.  When I heard the theme at Fall-In was going to be Gallic Wars, I had mixed feelings.  I don’t like the Gauls as an army, but I basically already had them painted anyway so it wouldn’t require any effort.  After actually playing the campaign, I changed my mind: this was an excellent campaign and I really enjoyed playing this army in historical context (but without Romans).

The campaign had 20 players, with only 7 armies that weren’t a (possibly modified) Gallic list.  There were two Romans, but most of the other armies were also warband-heavy.  Most of the armies were built around a core of warband, and this gave me a lot of opportunities to learn how to use them (or how not to use them).  The armies were all quite evenly matched, but the Davids customized some of the lists, and this provided just enough variation to keep things interesting.

I’ve written a bit about the campaign format before, so I’ll stick to what actually happened.  Unfortunately I didn’t get many pictures during this event, so you’ll have to use your imaginaion.

In the first campaign round I drew a high enough number that I was attacked: by David Kuijt.  This was a short but interesting game.  I  set up to one side of a central wood, but a road ran the length of the board on the other side.  DK ran down the road to take the woods at my flank.  Although I immediately knew the danger, and managed not to get my cavalry sucked into the woods, I did make enough mistakes to lose.  I didn’t have enough warband close to the woods to hold it; and I wasn’t aggressive enough running around the woods with my cavalry to maintain an advantage with the foot I did have.  The entire battle was fought over the woods, the rest of the board hardly made any difference.

The tile selection was modified somewhat this time.  Battle winners always chose two tiles and assigned one to their minions.  David gave me the 1, allowing me to attack.  I chose to fight against David Bostwick.  Unfortunately, I also got the 1 on all my combat rolls, and I was quickly and completely crushed.  I made first contact, and chose fights that were to my advantage; even so, I lost 3 elements on my turn.  On David’s turn, he killed 3 more of my elements.  Several of these were 3-2 in my favor, which required a 6-1 split for me to lose… but I managed, somehow.  I lost, but was still DK’s vassal.

The next round David Bostwick chose the tiles, and kept the 1 for himself; apparently I lost it in my failed attack against him.  He wanted a rematch, and attacked me back.  This game was a bit longer, but it was still bloody… and luckily, this time it went in my favor.  However, since I defended, I didn’t gain him as a vassal.

In the fourth round, I almost had a low enough number to attack… but not quite, so Jan Spoor attacked me.  I don’t remember this game well, but I think this was when I decided double-ranked Warband were too dangerous to use regularly: I lost 4 elements in the form of two warbands along with their rear support.  This put me under Jan’s control and lost DK a vassal.

Meanwhile, in round 4, an interesting thing happened.  Two vassal trees attacked each other in a way that resulted in a loop.  Larry was DK’s vassal; Rob was Larry’s vassal; Doug was Rob’s vassal; and DK was Doug’s vassal.  Apparently there were some intergenerational marriages going on here.  I think this was the first time this happened in a campaign game, and the main result was that all of these players ended up with big targets on their backs because claiming any of them would break the loop and potentially give control of all four of them to a new master.

In the final round, I was able to attack again and attacked David Shepps, who was playing Early Germans.  He had no mounted support, and deployed to the side of a board-splitting wall of woods in a line of double ranked warband, with a warband and psiloi perpendicular and behind to protect his flank.  I attacked frontally but also advanced two warbands through the woods.  They acted as bait and died for their service; but it disrupted his line enough for me to take advantage of him and eventually secure a win.  I won with 5 elements killed to his 4, a close match.  This gave me my first vassal ever!

In the end, I feel like I played well, learned a lot about warbands, and overall had a really great time.  I’m looking forward to future Two Davids campaigns that have more similar armies like this.  It’s sort of like playing a tight theme night at Legions but with more games and a wider variety of opponents.

Fall-In 2010: Open Scramble

Saturday afternoon was the Open Scramble format tournament.  I thoroughly enjoyed this event and look forward to playing a similar event again.

The Scramble format is interesting and different, but like Matched Pairs, you have to be willing to let other players touch your army.  In the first round, each player gets a random army from one of the other players, and is matched against a random enemy.  Players were required to select specific terrain pieces to be used in all rounds as well.  In the second round, winning armies are matched with losing players, but no player can use their own army.  In the last round, each player uses their own army.

The organizers of this event decided to use a timer to ensure the rounds were all exactly one hour long.  I liked this official time keeping, but probably only because my games weren’t too long.  

I brought two “beater armies” for JM and I to use. These are built primarily from the “old school” Carthaginians I bought at Historicon, and since I didn’t paint them and they’re already mostly damaged, I didn’t mind if anyone else used them. I let JM use Gauls (II/11), which I was saving for the Gallic Wars event, and I used Later Carthaginians (II/32) without any elephants, and with 2x3Wb, 1x2Ps for the other option.

In the first round, I ended up with JM’s Gauls, and I was matched against Jason Bostwick, using Later Achaemenid Persians (II/7) with the all-Auxilia option and a scythed chariot. 

This game was over quickly.  Once again I was crushed by an invincible Scythed Chariot.  Jason flanked me and rolled up my line, winning 4g-0 (as shown on the right).

Our results were so skewed that we predicted I’d end up with Jason’s army from the first round, and he’d play with mine; and that’s just what happened.

In the second round, I played Later Achaemenid Persians against JM, who had some kind of Crusaders… early, perhaps?  “I came all this way to play against you?”

He defended and set up terrain.  I ended up with a large wood on one flank, and he set up in a line to avoid it.  I set up on my left flank, intending to use the woods as a highway for my light foot, and sweep around his flank on my left while denying his right flank.

This is exactly what happened.  It was a long, hard fought battle, and early on I lost many combats that were statistically in my favor; including losing the scythed chariot almost immediately. Eventually my luck turned and I killed enough elements to win.  Neither of us remember the final score or have pictures of it, unfortunately, but we know the organizers’ notes were incorrect.

In the final round, I fought against Zenboy, aka Michael Downey.  I had my Later Carthaginians, and Zenboy played his Later Achaemenid Persians.  He defended, and placed a wood on one side with two gentle hills and a road that played no effect in the game.

This was a much more straightforward fight than the previous one: we stood in a line and walked straight forward, both of us happy with the element-to-element matchups we had.  Zenboy lost his Scythed Chariot early on against my psiloi, and it was all downhill from there.  Judging by the final photo at the right, I ended up losing only one light horse, and he lost 5 (since the SCh didn’t count towards victory).

The most interesting part of the game was when I used my warband against his psiloi-supported auxilia.  I used one warband to turn the psiloi out of supporting position, and attacked with the front warband first.  He killed the auxilia, and then advanced into flank support position for the second combat against his psiloi, which also died.  I learned something; maybe next time I’ll be able to set that one up on purpose 🙂

I really enjoyed this event, despite the fact that every round I played with or against an army I brought, and only one army in one game was an army I don’t own.  All my opponents were fun to play with, and I learned some tangible lessons.  I like the balancing factor provided by people playing with armies other than their own. I’d like to play another scramble format event, but next time I hope I get to play with some new and intresting armies.

Fall-In 2010: 1491 Pyramid Event

There were two niche events covering the same theme: American armies.  Since I had painted my Tlingit (IV/11) and a camp, I originally planned to play in both events.  After playing in the first event on Friday night, I was uninspired to get up early on Saturday just for my bows to die versus Warbands again.

“1491” was a pyramid format event on Friday night.  In this format, the first round is a series of 1-on-1 games.  In the second round, the winners and losers are combined to form two player teams who play each other, carrying over their losses from the first round.  Luckily we had 8 players, allowing the third round to be two full four-on-four games.

I’ve enjoyed the Pyramid format in the past, but unfortunately I didn’t have as much fun this time.  Although I really like the way my Tlingit look, the Northwest Americans (IV/11) just aren’t very competitive against their contemporary enemies.  They have 10 bows, and I didn’t play against anything except warband-heavy armies in this event.

In the first round, I lost against Ted Galacci, 4-1.  In this event, they matched one game’s winner with the other’s loser, to enourage you to really wipe out the other guy.  In the second game, Bob Beattie was my commander in chief, and JM played under Ted’s leadership.  Our side won 7-2, which sent JM and Ted to play under our enemy’s C-in-C; and we got Mike Guth and another player whose name I unfortunately forget; he left early.

By the last round, both sides had 25 elements.  Or was it 27?  Maybe 26.  I think it was 25.  In any case: this was four players playing about 2 armies worth of elements.  We rolled 4 PIP dice and they were assigned by the C-in-C appropriately.  This left us with almost twice as many PIPs per element compared to a normal game, giving a relative advantage to warbands and players who maneuver inefficiently.

In the end, we lost.  JM’s three remaining elements apparently killed more than their weight in gold… shiny, Aztec gold.

The goal of matching winners with players who lost to someone else was to encourage players to kill as much as possible instead of making arrangements to lose with minimal losses and gain an advantage in later rounds.  I’m not sure this worked out as well as it was intended to.  I don’t think it was as satisfying to play under the command of someone who didn’t beat you; and unless you made an effort to avoid it, it was easy to end up playing against your original opponent in subsequent games.  Finally, I think the game works better with more elements in play during the later games.

I’m currently not very inspired to play my Tlingit.  They’re pretty, but 10 bows and 2 psiloi, while flexible, don’t leave much room for deception. I think I’ll have to let them sit on the shelf for a while to rebuild my interest.

I am interested in trying another Pyramid format event.  JM and I discussed it on the way home, and decided that Samurai armies would work well in this format.  Battles between individual Samurai and joining forces against a common foe feel just about right for this period.