For the second day of the competition I fielded my Komnenan Byzantines; they are probably the most competitive of my Book III/IV armies, and quite a change from the plodding armies I normally field. I used them at the Worlds, so I’ve had a fair bit of practice with them now.

  • Andrew Taylor (IV/82a French Ordonnance)

First up I faced Andrew; I’ve played him a few times now and am yet to win, but I fancied my chances with the match-up here. He didn’t lay down masses of terrain, and I felt my cavalry would be able to handle his archers, being able to concentrate on one wing before he could react.

Initial deployment against the French.

After the two swaps; the bow move sideways.

I set out to win on the right wing; unfortunately this involved the commander facing a round of shooting before I closed for combat. At 4-4, I figured the risk was OK, but once his archers moved into range it was 2-4 and more nerve wracking. Well, I rolled a 1 and it was game over, 1G-0, with first bit of shooting. Something of an anticlimax!

  • Jared (IV/66 Later Polish)

My second encounter was against a Polish army that was extremely mobile: knights, cavalry, light horse, a war wagon and some crossbowmen. Jared had only had a couple of games the day before, when he and his friend expressed an interest in playing as they were browsing the competitions.

Initial deployment, after the swaps aimed to get the archers facing his knights

I got off to a very lucky start on my right flank where my light cavalry, fired up by the sight of the camp, chased off both the Polish light horse and even managed to get rid of a cavalry. The game seemed assured, but the crossbowmen swung the balance, shooting up an element of cavalry and then an archer (on it rear rank, I think). Meanwhile, I’d lost two light horse against the Polish cavalry to give Jared a 4-3 win.

The final scene, as the massed crossbowmen break the Byzantine archers

  • Kees (IV/59a Post-Mongolian Samurai)

My last game before lunch was against a Japanese army. I was apprehensive about winning when he lay down a lot of terrain and deployed in it.

Initial deployment to get clear of the hills.

However, Kees chose to come out into the open and fight. I was still unpacking from column when we contacted, but in a reversal of my first game, I took out his general with my knights when he rolled a 1. Game over. A bit of an anticlimax in some ways, but more time for lunch!

The knights advance after breaking the Samurai commander (note the general's more conservative deployment!).

  • Andrew McGregor (III/77 Scots Isles & Highlands)

After lunch I faced an army I didn’t expect to be much trouble—massed blades without psiloi support against mounted should be a doddle! However, it’s never wise to underestimate one’s opponent, and I advanced too fast, trying to get my light horse away from his archers. He made contact and fled some of my light horse leaving my commander exposed. He closed the door on him and it was a 3G-0 defeat! I did help Andrew to the extent that I pointed out his options (as like Jared he was new to DBA), but my mistakes were all my own doing!

The Varangians and Normans never saw combat before it was all over on the right flank! What was the point of gaining control of the wood if I didn't sue it to anchor a flank?

  • Arne (III/74 Fanatic Berber)

In my last game of the day I faced Arne, making some nice symmetry, facing the same opponent for my first and last games. I was the defender against some insanely aggressive Berbers. It was an open board and the two armies were well matched.

Initial deployments.

Arne advanced two psiloi into the wood behind my horse, forcing one of my cavalry to shield them and prevent them from going after the camp. Meanwhile, I soon lost my knights and got my light horse into quite a jam ahead of the army (the general was still with the bow thankfully). However, I had the PIPs, and Arne didn’t have many for a while, to retire my light horse out of the mess they’d got themselves into. Arne sent his knight against the cavalry guarding the woods. I was very lucky to survive being overlapped by them, but with light horse support I destroyed the knight. Meanwhile my archers started to shoot up his light horse. I’m a bit hazy how it ended now. I think I retreated one of his elements into the rear of one of mine making it 4-4, but I managed to get one of his to win a very close game.

Finishing on a win was a good way to end, but given that I’d had two very quick games that were over almost before they had begun, it was good to finish with a really close and interesting game.

I need to be a little more cautious with the Komnenans; the Varangians never saw combat, which is suggestive of my not really working out how to use all 12 elements; the archers did see action in a couple of games, but in others I rushed into action without them. I’m better at not getting the LH into a fix with wild moves (though it was only luck against the Poles that saw them survive), but getting them to work with the archers is something I’ve not really sorted out.

All in all, it was a great two days. I enjoyed playing all my opponents. It reminds me why I like DBA; whereas other competitions at Conquest had awards for good sportsmanship, such an award for the DBA one would be redundant, as there was not a backdrop, whether only implied or not, of dodgy players to make such an award meaningful! A big thanks to Keith for organizing the competition and soldiering on through it despite being under the weather.

Yesterday I got along to a 28mm DBA day at the Auckland Wargames Club. It had been proposed by Jerome, who on the day asked me to organize things. As we had no map and no theme—the armies were what people chose to bring—I went for what I could remember of the system described by Chris Brantley on Fanaticus:

http://www.fanaticus.org/discussion/

We went for random rounds that led to the loser becoming the winner’s vassal. After three rounds there were two equal factions and we decided the winner with a game of BBDBA.

The participants were:

Andrew: Sea-Peoples (I/28)
Alistair: Spartans (II/5a)
Mark: Gauls (II/11)
Steve: Marians (II/49)
John: Marians (II/49)
Jerome: Early Franks (II/72d)
Mike: Vikings (III/40b)
Richard: Ghaznavids (III/63b)

This made for a preponderance of blade armies, making my Gauls a better choice than I’d thought. I’ll only describe my games, except to say all the games came to a result apart from one in the first round between John and Andrew; they started late and their blade were only bouncing each other back when we called time.

In the first round I faced Jerome, who’d not played DBA before. Our armies were fairly similar, except my Gauls had more cavalry. Jerome stayed in a big wood initially, and when he started to move, he didn’t have enough PIPs to get fully out of it. I hoped to contact his general with my cavalry and overwhelm him, but I ended up making contact with my warband on his, and owing to the effects of pursuit it soon developed that I had the edge, as I could get rear-rank support when he was still in BGo. I lost my psiloi on one flank, but got a 6-1 on a double-rank Wb and from there the advantage stayed with me.

The final situation against the Franks.

My second game was against Ghaznavids; it was a match-up I didn’t expect to do too well at, as my Warband would not like his two elephants. However, Richard, had not played DBA since version 1 and didn’t know about the second move of warbands. I was blessed with a plenitude of PIPs at the right time and was able to get warbands into his spear. On the first round my cavalry bounced off his, but on the second I got a pair of warbands against the spear next to his elephant general and a psiloi onto the general. The dice smiled on me; both his spear fell to my warbands and then my psiloi rolled 5-2 on his general for a surprise victory. Richard would not have allowed me to get so close if he’d known about warbands’ charge move.

Warbands triumph over elephants.

For the third round I had the victors meet. I faced Sea People and didn’t get the table edge I’d hoped for. The Sea People deployed between two hills. I ended up losing as I got dragged into fighting in the centre rather than waiting to win on my right flank. This happened as I tried to provide overlap support on the right flank, which drew my cavalry forward to provide it. My one attack on the right flank (which took 4 PIPs to coordinate) was repulsed without success. In the centre my general was double overlapped and rolled a 1, silly chap!

The Gallic general cops out, and it's all over against the Sea People.

At the end of this round Andrew commanded me and Alistair, who had defeated Richard: one elephant recoiled into the other, oh dear! Richard had a point that this was a consequence of the depth of 28mm elephants. What happened was one elephant was recoiled then attacked in it flank. It turned to face, and coward that it was, recoiled again into the other elephant. In 15mm it would have recoiled behind the other elephant. The Spartan camp was a rhino being led away in chains; now they could use an elephant, or at least bits of one!

John faced Steve, and the resolution of this Roman Civil War was that Steve was his vassal as was Jerome, who had defeated Mike. Mike and Alistair decided to sit out the final battle, leaving Andrew and John to attempt to bring their inconclusive opening battle to a result. This time with allies. Andrew was the aggressor, so we got to match up our armies to our advantage. Andrew faced John on the flank with BGo, I faced Steve on the more open flank and Richard’s cavalry and elephants faced Jerome’s warbands with a bit of wood in the way.

The battlelines are drawn. The Sea Peoples on hte right with the Gauls in the forefront.

From the other end of the field.

On my end of the field I was hampered by low PIPs (1s) for about 3 turns. I decided to try to get my cavalry across my front and around the Roman flank. I was very lucky to do so without getting caught. Meanwhile, the Ghaznavids had lost a light horse to warband who closed the door with their second move. He then advanced against the Romans, hoping to get the elephants at the warband. However, his cavalry were swept aside by the Romans and it was all over in the centre.

I then had great PIPs. I was able to get my general behind the Roman line to attack their psiloi, something I can’t remember ever managing before. The warband had the PIPs to double-move into overlap and combat. It was looking good. The general despatched the psiloi. The cavalry on the flank had overlap from a warband; 3-2 odds and the Romans had nowhere to recoil. They got a stick, sigh! From there it all went wrong. The next combat was no longer 4-4 odds, but 4-5 and was recoiled. The last two were doubled and the Gauls were broken. But for that second combat I might have broken the Romans and kept the game alive. It was a victory for blades; curse their tenacity! Steve’s Marians soaked up the pressure from most of two armies and came out with barely a scratch!

The final result. The Ghaznavids are in retreat and four Gallic warbands have been broken. Meanwhile at the other end of the field little has happened.

This was an enjoyable day; it had a good turn out and all the games were played in good spirit. Some of the players decided DBA wasn’t what they liked; the fast-play rules have their own quirks that need to be learnt, and there is nothing in the rules to allow for better quality troops. Thank you Jerome for proposing the day and Andrew for providing me and Steve with armies.

This is the second such event at the AWC; I hope there will be more. I may try to encourage something similar to be organized at the North Shore Club, perhaps in 15mm and with a theme. It makes for a fun day.

A couple of games

15 June, 2011

I got a couple of games last month at the Auckland Wargames Club on a Thursday night. There were four of us there playing DBA. Geoff was trying it out with Philip, and they had a couple of Polybian Roman encounters against New Kingdom Egyptians. I played John twice. He used my Seleucids and I went Carthaginians. I went for maximum elephants and two psiloi / two warband. I won both games as the attackers. In both John had a central BGo hill. In the first I occupied this with Spanish and Gauls. My Gauls saw off his mounted who attacked on the flank while the Spanish got the scythed chariot. I think an elephant took out some pike (aided by two overlaps and a good die-roll).

In the second game I had my camp behind a swamp, but didn’t position any troops near it and John redeployed his psiloi and rushed them across on the first turn to sack it, ouch! I dithered a fair bit with redeploying mounted to retake the camp before realizing it was hopeless. I then advanced on a wood that had some pike in it (courtesy of the swap). These didn’t like meeting warband, but before this, I’d survived a SCh attack on my LH that was very lucky. I think I also got a 3Kn to gain a second lucky victory. Good fun! Good to see the Seleucids were so loyal to me!

Today I introduced my brother to DBA, on holiday from England. He’s a keen gamer, but has only played board games and computer games. I think he enjoyed the game. He wanted an army with horses, so I suggested Komnenans. I took Pre-feudal Scots, as the only near contemporary opponent that was nicely based (I forgot about the Goblins!).

Chris was coached by me and went for a flanking raid on my camp. My LH got the rearmost of his LH column and a Ps stopped them for one turn before they attacked and doubled it. Meanwhile on my right flank my commander and two warbands were facing a Norman mercenary knights and an auxilia with psiloi support. It see-sawed a bit, but when low PIPs kept the centre of the Byzantine army back, I was able to flank the knight with a spear, only for it to recoil me. I then attacked the knight with the spear (I had only one PIP). It died, but turned the knight, freeing the Scots commander from its ZOC and allowing him to get the psiloi that had gone for overlap support on the warband.

The camp resisted the attacks of the Pechenegs valiantly, and I got the auxilia with the warbands and the general flanking. It was 3-2 to me. However, in the last turn, after an attack on the centre had not done much of consequence, the Byzantines were able to overlap a spear that fell to the Varangians (the spear had got a stick to their disadvantage), and the two warbands were swept away by the knights. However, the camp continued to resist the Pechenegs and the game finished 5-3 to the Byzantines, repelling this unrecorded Scottish crusade (one of those that forgot what side the Greeks were on!).

The final position: the Scots needed heroism from their warbands to equal that shown in the camp. They might have taken out a cavalry on their left flank if they'd lasted another turn.

Pre-feudal Scots rebased

13 March, 2011

I’ve updated the army page for the Pre-feudal Scots. They had been rebased a while back, but I’d not got around to doing the finishing flocking. They were needed as a stand-in army for Greg at the IWC, which was the spur to do the flocking. They look much improved I feel.

The new look Pre-feudal Scots.

The old-look army.

I’d like to redo the rest of my Early Medieval armies, but I can’t see it happening at the moment. I really need to finish the Normans/Anglo-Normans to make it worthwhile, and I just don’t have the time. The only project I might get done is painting a couple of Seleucid knight elements to allow me to field that army (with generic Hellenistic pikes and light foot).

In this day of the competition I took my Komnenan Byzantines, whom I didn’t expect to do too well, but who actually surprised me. I suspect if I was more observant of my opponents, I’d have picked up that they were nervous of their potential mobility.

  • Tim’s Italian Condotta

This was a fun game, where Tim insisted on having a littoral landing. His knights arrived in a block in the middle of the field. We surmised this was at the Doge’s insistence, as they had no plan after this. They looked splendid, however, and the Doge perhaps enjoyed the spectacle from his galley.

Nevertheless, the knights, aided by two light horse, put up a good fight and my attempt to encircle them did not succeed in eliminating them. One of their light horse went down, and I chased the other to the far corner of the board with a cavalry and a light horse. One of the knights was also destroyed, but I had lost three too, and had to fall back on my archers, who destroyed another knight. In the last turn, Tim attacked the cavalry facing his light horse with a psiloi overlap. The odds were 2-1 to me, but a win to him would give him the game. The dice gods smiled, and I doubled the light horse.

Attempting to stop the knights from getting away from the waterway almost lost me the game. It became a slog where overlaps to me only gave even odds against the knights. Still, letting them get out to deploy would not necessarily done me much good either.

  • Adrian’s Samanid Persians

My next game was against an army I’d considered taking myself (if I’d decided to buy and paint it!). I like the Samanids; they remind me quite a lot of the Later Carthaginians. I was the attacker and deployed with my archers in some rough in the middle of my line. Adrian’s forces came out between two small steep hills with the centre of an elephant flanked my auxilia on the open side and psiloi-supported spear in the centre with two bow next to them, then the general. On his right flank, he had two cavalry and a light horse.

I attempted to go after his right flank with the knight, a cavalry and a light horse. He then reinforced it with his general, and I pulled a light horse across to help, deciding also to retire. Unfortunately, the speed of the knight meant I was still in range. He attacked and I lost the cavalry; I was lucky not to lose the others. I had three PIPs, I could not retreat them out of danger and if I lost them I lost the game. It looked grim, so they decided to go out fighting. The light horse facing the general stayed put and gained a bow support. The other two charged into combat. The knight stuck, but the light horse rolled a 6. Adrian rolled a cocked 5; it wasn’t badly cocked, but it saved my life, as his reroll was a 2. The next turn my knight destroyed the opposing cavalry and his general beat a hasty retreat. I must have got the other cavalry on that wing, as I was three up. I decided to charge his elephant with my general and the rest of the cavalry. This was to get a 3-1 attack on his flanked auxilia. The first time this didn’t succeed, but my line held and I got it on the second try to give me a lucky win.

  • Jason’s Anglo-Normans

The third game was a disappointment, as I attempted to redeploy my mounted from one wing in column. I’d made it too, it seemed, but when I went to check they were not ZOCed by his advancing knights (they weren’t), Jason said he had the move to make this happen. I had no way of knowing if he did, but it wasn’t really a question of proof; he had moved the knights, taken his hands off, gone on to another move. If he wanted to redo his move, he had to ask my permission, which I was perfectly entitled to deny (p. 8:  ‘a legal tactical move cannot be taken back once the element has been placed’). I shouldn’t have let him turn it into an issue of whether he was telling the truth. Caught in the ZOC I went down 0-4G, ending my run and tarnishing the morning, indeed the whole event!

  • Stan’s War of the Roses English

Stan deployed on a low hill with a blade centre and two flanks of three 3Bw. On his right flank was a large wood. I advanced two 2Ps into it on the first turn, and then advanced the auxilia and blade after them. However, with little movement from Stan (he finally advanced just off the hill) and 6 PIPs, I advanced my cavalry only this left flank. It was anchored by a light horse in the centre to avoid a bad overlap, and it had an overlap on the left flank. However, I had no success. I was thrown back along the line, losing two 3Cv, though the light horse only recoiled.

On Stan’s turn he advanced on the light horse, hoping to flee it and set up good odds on an overlapped cavalry with psiloi-supported blades. The light horse didn’t flee, but recoiled to provide an overlap and keep the odds at 3-2 in his favour. A 6-1 in my favour brought me back into the game, and even though I only had a single PIP, I was able to take out an unsupported blade to set myself up for an unlikely win. Unfortunately, my General rolled a 1 when shot at by supported archers, going down on a 1-4 roll. Stan got another element and took the game. I felt my initial attack was unlucky, though its odds weren’t stunning, but my comeback more than made up for this!

  • Stephen’s Later Crusaders

Stephen deployed his camp in a corner and spent most of the game advancing his bow in column up through a wood on the flank onto a road. They saw no action. Nor did his knights. However, with five spear and a cavalry he nearly beat me, owing to my overconfidence that combined with lacklustre early combat dice saw my general back into his cavalry with no room to spare.

The cavalry and a spear on a gentle hill looked an easy prize and would open up the left flank. I had all my cavalry against it and a light horse. That seemed more than I needed and I had the PIPs, and the poor judgement, to pull off two cavalry to advance on the main body behind this attack. Sure enough I was driven down the hill and lost two cavalry to blocked recoils. I feel Stephen was a gentleman not to push how much room my general had on his second recoil, as it had no room to spare. At this point I hung on, eventually killing the cavalry and one of the spear, but my knight twice could not destroy an unsupported spear even with an overlap to help. There was some desperate fighting, and my general survived the risk of friction kills. In my last turn, with one PIP and the crusader knights and bow finally getting in range, I charged this spear again; this time it had rear support and finally we swept them away to take the game 4-3.

The winning moment from Stephen's side. The knights, supported by light horse, have just destroyed two spear.

If I’d taken my time with the troops on the hill, it could have been an easy win, though the melee that developed consumed all Stephen’s PIPs as he fed his spear into the fight. Had it developed differently, his knights and bow might have got into the action and changed things.

  • Rhys’s Early Burgundians

(Going down in a flurry of 1′s)

While my early battle results had gone against me in the previous battle, any hope they would come right in this battle were soon disappointed. Artillery shot a knight to death (1-4 dice). Low PIPs stopped quick closing for action and I lost on both flanks fast. A light horse destroyed by knights made it two (another 1 for combat, think); mutual shooting destroyed a bow (low again) and an attempt to salvage some dignity in what was likely to be my last turn was not aided by PIPs. A light horse charged bow, only to be doubled, while a flanked light horse did survive an attack by cavalry for some pride. Overall, though, this was a battle I never even got a chance in, as it was over so fast.

  • Review

Overall this was a really enjoyable day that capped a really enjoyable event. However, the incident in the third round really has left a bad memory, as that player went on to win the competition and his trouncing of me gave him the points to do it. I feel I let down others by allowing such unsporting behaviour to prosper. It shows, perhaps, my inexperience, and the fact that in DBA I’ve not previously run into players that would try something like this. I can’t believe that he didn’t check for himself when moving them that he ZOCed me if it was that important. It’s the sort of thing I’d have  measured carefully; I’d certainly not dream of asking to extend a move that couldn’t be measured—but he wasn’t even asking, rather assuming I was seeking to question his right to do it, and challenging his integrity in so doing, very shabby!

IWC Pregames

5 March, 2011

The week before the IWC competition I got around to John’s again for a game of DBA. I got the Komnenans out this time. It was a close game that John has described here . I could have defended on my right flank better had I kept two light horse on a hill rather than bringing them onto the line. On the hill the warband and auxilia on that flank would have been reluctant to tangle with them. As it was, despite a few turns of valiant resistance, they were overwhelmed before I could win elsewhere.

At the IWC on Friday I had a number of friendly games. The first was with my Komnenans against Iain’s Later Crusader, a historical match-up. I took three bow and a knight. I was the attacker and Iain put down a waterway and had a littoral landing of two spear. It took me ages to defeat these spear with a cavalry and a knight. The game ended with a narrow victory to me. My centre was scattered, and I lost my general, yet it was 4-4G at the end of that turn and on my turn I rolled 6 for PIPs and out of three shooting chances I got lucky against one of Iain’s Bw to win, but at 5-4G, in the tournament I would score 6 to Iain’s 5, so there wasn’t much in it.

My second game was against Andrew who had dropped in to have a look around. He used Iain’s Greco-Bactrians against my Carthaginians, and describes the battle here. It was a fun game and good to see a fellow blogger in the flesh.

My Carthaginians then faced Connor’s Polybians, and beat them by keeping the spear back and advancing the elephant and commander up one flank, around a wood, where they took the camp. It was a risky tactic that worked as Connor tried to advance on the spear but didn’t make contact before I’d taken the camp. He might have been better to wait for me with his foot.

I then played Connor’s Early Burgundians with my Komnenans; I don’t remember what happened here. I also had another game with the Komnenans against someone else that left no lasting impression.

After dinner Steve and I had a game in our hotel room, his Hungarians against my Komnenans. This was one I won narrowly, though I no longer remember quite how. All-in-all, a great way to get into the swing of the competition.

The other night I got to have a game of DBA with my friend Steve, who was briefly over from Melbourne. I used my Komnenans, as they are now complete (though the latest units are still awaiting flock). Steve used my Goblins, opting for the Shamanid list over the Gobnovids. This has few options, and he took 3x3Cv (1=cmd), 1x2LH (spider), 1xEl (Trolls), 3x4Sp, 1x2Ps, 1x3Ax and 2x3Bw. I took 4x3Cv (1=cmd), 4x2LH, 1x4Bd, 1x3Ax and 2x2Ps. The Ax and Ps option seemed better than the 3Bw for dealing with the elephant.

I was the defender and went for very little terrain, a central gentle hill and two small woods. I deployed with all the light horse on the right wing, the cavalry in the centre and the infantry on the left. The Goblins deployed with the auxilia in the woods, followed by cavalry (and the general), the trolls, the spear and finally the archers. On the right flank wolfriders and the spider were in reserve. In response to this I swapped two of the light horse for a psiloi and the auxilia.

Initial Deployments: Komnenans on the left.

PIPs were plentiful at the start  (as were the photographs!)  and we advanced rapidly.

Turn 1: 6 PIPs apiece.

Turn 2: more high PIPs; those goblin auxilia ZOCed me in such a way that I couldn't contact them this turn.

Turn 3: PIPs continue high. the Goblins retreat and it's the turn of my auxilia to do some ZOCing. Out of camera the two light horse have shot around the woods.

Turn 4 (Goblins): the auxilia hold off the supported attack by the wolfriders.

Turn 4 (Komnenans): the PIPs dry up (1 PIP), which the Varangians use to destroy some archers. If that 6 had been rolled by the auxilia, it'd have been bye-bye wolfriders.

Turn 5 (Goblins): the spear put an element of Kavallarioi to flight and the auxilia (and their support) are now overthrown.

Turn 5 (Komnenans): Eek, another 1 PIP; the Varangians only recoil the other archer.

The Goblin wolfriders and trolls now attacked, as did their spider, which the fearless Varangians put to flight. The trolls recoiled the Kavallarioi they faced, but next to them the wolfriders, even with overlap support, were driven back.

Turn 6: (Goblins): No great success for the Goblins.

In response The Komnenans had 4 PIPs and retired their Kavallarioi. The Goblins then got only one PIP, which they used to try to shoot the Varangians from behind, without success. The Varangians got to use the only Komnenan PIP to go after these unsportsmanlike Goblins.

Turn 7: PIP drought all round.

The Goblins used their 2 PIPs to straighten the line and to recall the spider from its flight. The Komnenans then got 5 PIPs and went after those archers with hammer and tongs, straightened their line and moved the stalled light horse.

Turn 8: Some signs of movement by the Komnenans.

With three PIPs the Goblins advanced their main line and retreated the wolfriders on their right. The Komnenans had 6 PIPs and tried to pick off the auxilia on the Goblins line, while chasing wolfriders and spiders with their light horse.

Turn 9: The auxilia hold firm.

With two PIPs the Goblins start to close in on my light horse. When he 6-1s one, it starts to look very grim! The auxilia continues to stick.

Turn 10 (Goblins): Oh dear, those light horse are not in a good spot!

The Komnenans are desperate to win this turn before the next light horse goes, but it’s all too much of a forlorn hope; there are no sure kills. Although the auxilia are recoiled, the wolfriders resist the combined attacks of the light horse on the left wing.

Turn 10 (Komnenans): Lucky dice don't save the Komnenans.

Two PIPs are enough for the Goblins, and they close on the light horse; the commander slips in front of the spider, freeing from the light horse’s ZOC and allowing it to flank the light horse. Despite rolling a 6, the light horse are destroyed, and on the left flank the wolfriders in similar straits continue to hold.

Turn 11 (Goblins): Game over, as the second light horse is destroyed.

  • Review:

Sending the light horse around the flank was a big mistake. They could have kept my auxilia alive and killed his. Their unsupported, PIP-sucking death was what cost me the game. When I finally got some PIPs, they should have turned back and supported the main battle, getting back into command range. Some learning to be done there!

Although I lost, I felt that the Komnenans were very competitive, and it was mistakes on my part that undid me. That said, those Goblins are proving tough to beat; in DBA they’re still unbeaten!

Painting Progress

1 September, 2010

Last month was my first back in painting since the overseas trip in June and July. A lot of my effort has been going into rebasing, a project that is still not even halfway completed. I started work on my early feudal Essex figures, rebasing what’d I’d already done. I then prepped the remaining figures. However, though I’ve got a couple of elements of knights almost complete, I’ve more or less decided not to continue with these, but to go back to classical armies. I also rebased a whole lot of goblins, allowing me to use them as pseudo-Ghaznavids and Samanids. This involved a small amount of painting. I’ve also started rebasing my Pre-feudal Scots, who are now just waiting for flock, a job that seems to take a fair amount of effort to do!

I’ve got fairly skilled at rebasing. I’m lucky that I used PVA to glue the figures to the base. I soak the bases off in shallow water and then brush the old sawdust flock off the bases in water; doing this over the sink the last time made things a lot faster. Besides using MDF bases and a new basing mix, the rebasing allows me to be more careful about positioning the figures, trying as much as possible to keep the ‘hands inside the bus’.

The other project for this month was completing the Komnenans. These are now only waiting on a 2Ps, which Steve kindly donated, as I underordered, and a 4Sp, as well as a couple of figures for camp followers. This is the last Outpost army I’ll do, as I find them quite a lot of work to paint. The variances in scale between figures also offends my sensibilities. Therefore, I was very happy that I was able to sell the two other Outpost armies that I’d bought. It’s good to think they may actually get to see a wargames table.

Shifting the two unpainted armies spurred me into a frenzy of reorganization. I have a box with about sixteen small drawers on it that each can hold the figures of an average army. This had filled up last year, and new figures were in various boxes, recently sorted into a filing box. This wasn’t terribly effective, as a lot of what was in the drawers was never getting looked at. I’ve now shifted all the fantasy figures to the box and filled the drawers with the historical figures. At last the figures that I’m most interested in, the classical ones, are easily accessible.

This reorganization, in turn, got me going prepping the classical figures (which is why those feudals got filed again!). I’ve now prepped my Southern Italians (Bruttians, Campanians, Apulians and Samnites). This involved drilling hands for a few hoplites, which thankfully went much better than my first efforts on the Komnenans. I made some hoplon-style shields for their cavalry using green stuff and some dark age round shields. Getting the green stuff out got me going on the Gladiator phalangites, which now all have similar shields. They just now need their pikes. The last bit of serious prepping is doing the spears on the hoplites, but I reckon while I’m in this frame of mind I’ll tackle it before I do any painting. Of course, then I’ll be overwhelmed by choice. One option is to do the Spanish; they’re lovely figures, and their mounted are done (as is the camp, if they can get it off the Carthos!). But the Campanians are looking interesting, as I’m keen to see how their hoplites paint up. And then there’s the Syracusans (and all those hoplite morphs they’ll allow), the Later Macedonians (and a similar wealth of morphs), and the Polybian Romans. Which will it be? Do I have the discipline to finish one, or will I do a bit of each?

I’m planning to paint a Komnenan Byzantine army with Khurasan figures at some stage, but although I’ve finally started, and nearly finished a stand of Normans for the Latinikon, and they paint so easily and look lovely, I reckon I’ll hold off on them until I’m done with the classicals. I’ve more or less decided that I’m tired of allowing preparation for IWC next year dictate what I paint! The Outpost figures should do just fine if I don’t get around to painting a Khurasan army.

Anyway, I’ve got a graph of painting progress. I rearranged the spreadsheet it’s drawn from by excluding figures I’ve sold or consider surplus (they’re not waiting to be painted if I don’t intend to paint them!). However, this changes the quantity of figures purchased, as these purchases are as though they never happened! Anyway, that saves me from recording a negative purchase for last month, but is less than ideal, as if I sell a painted army the purchases for some time in the past will be retrospectively adjusted. All likely to be of little interest to the reader, but keeps me amused!

Figures purchased and painted by month

Figures purchased and painted by year. If I counted figures sold as a negative, this year would be the first I'd painted more than I'd purchased. Can I avoid any big purchases this year to make that still happen?

Last Friday my Goblins had another outing at John’s. I was going to trial the Samanids (III/43c). John had decided to surprise me by fielding some Eastern Patrician Romans rather than his Swiss. These are a very attractive mix of Khurasan and Splintered Light figures. However, they weren’t painted, but only blutaked to the bases. Cries of horror all around! As the ‘Samanids’ had a fairly unconventional appearance themselves they made no complaint. Both are low-aggression armies and on this occasion the Shamanid Goblins were the aggressors. The terrain was something of a wall of woods with a gentle hill to one side and a road on the edge of the field. I managed to get the woods running along the table rather than between us and watched as the Romans deployed: 1x3Cv (cmd), 2x3Kn, 2x2LH, 2x4Bd, 2x4Wb, 2x4Ax and 1x2Ps. They met this with 3x3Cv (1=cmd), 1x2LH (Spider), 1xEl (Trolls), 3x4Sp, 1x3Ax, 2x3Bw and 1x2Ps.

The armies deploy: Goblins on the left. Oops, no flash!

I wanted to stop the Auxilia from getting into the woods on my side and advanced my spider (2LH) to do this. This created a standoff in the open between his two Auxilia with psiloi support and my auxilia and spider. I intervened with my wolfriders against his psiloi which evened the odds, but got the wolfriders close to his knights. This was a move that was on the edge of legal; there was about a millimetre in it to allow legal contact with the psiloi. The difference that such measurements can make is one of the downsides of DBA and is probably more extreme in the 15mm scale. The battle went the goblins way, though narrowly.

The first time in a while I've won the opening combat—a refreshing change!

The Romans countered by attacking on that flank with their knights and the Auxilia. The goblins were ferocious and drove the knights back, avoiding a ‘buttocks of death’ situation.

Look at those 6s—can it last?

In reply the Goblins had only 1 PIP and tried to win against the Auxilia, but the attack was thrown back (as it had been the first time).

The spider is repulsed again.

The Romans advance at speed on their right flank, while trying to incommode the Goblin auxilia, but events on that flank reverse the outcome of the previous combat.

This time the Auxilia fall back. Note the Roman commander on the hill moving into command range for his right flank.

Again the spider attacks, and again it is repulsed. The Goblin commander moves up to support his wolfriders, and the other wolfriders attack the Roman light horse, but only recoil them.

Indecisive combats on each flank.

Then the Romans try to snare the wolfriders on their right flank, going at them with warbands in the rear and the flank, but the Goblins hang on for a ‘stick’, much to the displeasure of the Roman commander.

Goblins unfazed by hordes of smelly unpainted Germans.

At this point I decided that warbands were too attractive a target for Trolls to ignore (sporting be damned!). Despite the support from the Trolls, the wolfriders couldn’t keep up their resistance and were destroyed, but so was one of the warbands. Attempts to change things on the other flank had reached an impasse; clearly the Auxilia and the spider weren’t really interested! I attempted to beat the knights by sliding my commander in front of them and moving the wolfriders around to provide overlap; I was at 4-3, but think I was recoiled, though it’s out of the camera shot.

Urgh, squished Germans!

The Romans now attempted to destroy an element of spear, and they planned it well: uphill against a cavalry general with a light horse in support, but if they were hoping for dawn at Helm’s Deep, they were disappointed, these Goblins didn’t break, but threw back the cavalry in disarray! The Roman knights have the wolfriders at 4-2, but only recoil them (again, largely out of camera).

Grrr, sissy horseboys!

And then it was all over! The Trolls went after another set of Germans (yum, yum!), and Goblin archers, after spending the whole battle trapped behind the spear, get to turn around and double some clearly disaffected light horse.

Victory to the Goblins!

Gracious in victory, the Goblins made a tasteful cairn of the skulls of the dead Germans on the hill, and tucked in to a nutritious meal of horsemeat (not stinting on human flesh either, it has to be said!). The Roman commander, as his forces retired in defeat, cursed Fortuna (much to the disapproval of accompanying clerics).

  • Review:

After the analysis I did of the dice rolled in the last game, I did the same with this one, and the results were interesting (I missed a combat that were outside of the zoomed-in camera, but it was inconclusive). My total combat rolls were impressively better (52 to 38 in 15 combats). Accordingly they favoured me in 9 of the combats and John in only 4 (two were tied). The distribution of each dice result should be 5 of each number, but there were slightly more 1s, 2s and 4s (7 of each), slightly fewer 3s and 6s (4 of each) and only one 5. Isn’t Excel fun! It’s interesting that the 1s were overrepresented and the 6s slightly underrepresented, as those numbers get noticed. Who ever notices that 5s aren’t being rolled?

Anyway, the results do confirm John’s complaint that the dice were against him. They kept my surrounded wolfriders alive for one turn and they saved a beleaguered 4Sp (but 4Sp have a refreshing habit of doing that for me); all of which gave me time to win. Having said that, it would have been a different game if the legions had faced the Trolls and not the warbands!

The moral of the story is don’t expect the dice to favour unpainted figures! The better they’re painted the better they fight, though John warned his figures ominously last week they’d have to earn the privilege of paint!

Friday two weeks ago was the first outing for a couple of new armies. One of these were my New Model Goblins, rebased to impersonate DBA armies, in particular those with elephants. As I’m now working on preparing for the second half of the CWC DBA competition and the second half of the IWC one, I decided to field them as Gobnovids, pseudo-Ghaznavids (III/63), one of the most popular armies of the second two books and therefore one worth getting familiar with. These were facing an army that John had just finished, his Later Swiss (IV/79). This is a pike army, which is strong against mounted—if it can protect its flanks.

I’ve been fairly slow writing this up; part of the reason is a lack of interest as the photos came out badly; I used the wrong setting on the camera. Anyway, it was a fun game with some surprising reverses of fortune. It started well for the Gobnovids, as they were the defenders (the Swiss have the same aggression as them). Seeing no reason to be nice, they laid out the minimum of terrain, some small patches of rough and a small steep hill. I suspect also that John may not have got the edge he wanted, as half of this terrain ended up on my baseline.

Initial Deployments: Swiss on the left and Gobnovids on the right. The Giant and Trolls look on from the camp.

After the Swiss had deployed I moved the two spear from right flank in exchange for a cavalry and a light horse (spider). Otherwise they would have done nothing, and the mounted seemed better suited to exploiting that flank. However the spear were facing pikes and possibly knights, so they weren’t in an ideal position.

From memory I had good PIPs at the start and advanced the right flank while wheeling the centre and not advancing the left much past the patch of rough. John seemed to decide that there was no point in letting me get things the way I wanted on the open flank, and advanced aggressively.

The armies close. On the right flank the spider and wolfriders face light crossbowmen, mounted and on foot.

John made my spiders (2LH) pay the price for their advance ahead of the rest of the line. He attacked them with his light horse supported by the light foot and they were destroyed when I rolled a 1.

Ouch! The spiders scuttle off.

Things just got worse for me when I rolled another 1 for the wolfriders against his psiloi. He rolled a 6 and they were gone. So much for a QK on psiloi! I’m sure I must have initiated this combat: 2-1 odds to me with a QK seemed pretty good.

The right flank starts to look tatty.

However, then the dice started to go my way and when John attacked in the centre and on the right; my psiloi and bow recoiled his light horse and crossbowmen and in the centre against pikes the commander was driven back while his left flank got a stick.

Blessed relief from dice hell!

I must have been scuppered for PIPs, as besides having the Ogres that were stuck recoiled, I did nothing. John swung into attack on the psiloi and they were destroyed (another 1-6), but my bow against his other psiloi returned the favour, and in the only other combat my overlapped bow got a stick against his pike.

The Goblins get on the scoreboard, but are now 3 down.

I then got PIPs to burn and the Ogres got out of first gear and rumbled into the pike creating bloody confusion. One peeled off the support of the only rear-ranked block, the other two charged into single-ranked pike, and a spear came across to support the bow. Things got off to a good start when my bow 6-1′ed his psiloi in shooting. Then the Ogres chomped up two pikes and it was all over.

The Ogre king of the Gobnovids revels in the slaughter of the Swiss pike.

  • Review:

You can read John’s account of this here.  He had a tough job trying to win with no terrain to support a flank. I don’t know if it would have helped if he’d tried to echelon leading on the right. I expected to win on my right wing, and very nearly lost there. In the end the dice evened up on that wing, as I got two kills to John’s two. When both of you have low combat factors things get very bloody and this, I think worked in my favour as I was able to win in the centre before the Swiss pike and knights could contact the spear on the left. That said, another low PIP roll on the turn I won would have seen the Ogres standing idle.

I’m becoming less obsessed by the dice, though it’s unnerving to open combat with a pair of 1′s. They evened out as the game went on: my rolls totalled 51, while John’s totalled 50 (such calculations are possible when you put the dice results in the photo!). There were more extreme results than is statistical, as of the 14 recorded combats (there might have been a couple I missed), there were three 6-1s (this should occur 1/18 times). And of the 28 rolls there were six 1s and eight 6s, when statistically each number should occur 4.67 times in 28 rolls.

What such statistics don’t tell is the effect of the dice in individual combats, as in combats with low factors the chances of doubling are much higher. Anyway, besides being entertaining to investigate, this analysis confirms that I got average dice, and average dice with the terrain advantages in this match-up were all that was needed.

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