Latifunda! Warhammer 40k 2ed / Rogue Trader inspired battles.

Welcome to the Latifunda system.

This is a place for grand andventure and great opportunity as well as Epic battles. I made a background for our 40k 2ed and Epic Armageddon battles. The planetsystem is designed to accomodate any situation and scenario that we want to play. The main planet is inspired by the Logans World setting from rogue trader. The southern hemisphere provides a logical setting for 28mm skirmish battles with raids and a flavour of rpg. Warhammer 40k 2ed, Necromunda and Gorkamorka will be used to create small scale conflicts as the rules describe many detailed situations and scenarios. They have the same basic structure, wich is an advantage as there are a lot of systems to remember. We might try to play a few scenarios with Tomorrows War if we bother to structure the forces witht this system. The drawback with TW is that there is no effective way of creating the forces with a point system guideline, so you spend a lot of time with paperwork. This is something the designers have ignored and has led to us not using the system as much as we would have liked to. The planet images below is not of my own creation, exept a photoshop collage of the Latifunda planet. I picked them up form a forum that i dont remember the name of at present.

Since it must be about 18 years since we last played 40k 2ed we wanted to have a test run. We palyed two battles. The first was supposed to be a scenario with a vanguard of imperials protecting a village from orks, but as we spent some time with points, the idea was scrapped and a rather unbalanced setup came to be. We quit after a few turns and started a new one. The second scenario was a pitched battle, but the competitive nature of my opponent led him into placing all his squats in one corner. It was a late evening and we had some discussions regarding the line of sight and cover rules. We had opposing views regarding “true line of sight” and “abstract line of sight” wich led to the game bogging down. We agreed to have this cleared out for our next game, as its such a waste of time discussing such problems. A laser pointer, good will and a combiantion of the two principles will be the salvation of 40k 2 ed for us. Tomorrows War solves this problem with line of sight in an exellent way, but using the rules might loose some of the 40k flavour. Anyways, birth problems aside, we enjoyed finally having our models on the table.

 

We wil be back with more 40k 2 ed in the future. Hopefully with a more smooth game and interesting scenarios with objectives and story.

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2mm ancients progress

I have collected some 2mm miniatures from Irregular miniatures recently. They look better than one would think taking in account what is generally represented through the pics you would find on the web. I have based them to be used with Hails Cæsar and tried to follow what historical documentation there is with the setup and structure of the soldiers.

The legionaries follow the Polybian structure. I chose to place the frontline Hastati in a battle line, as i guess this is the way they would fight when done with manouvering about with their handy maniples. They are two maniples to a base with 80 man in each maniple.

The gauls or celtiberians are about 150 – 160 man to a base.

Hoplites are placed in 6 ranks, as this is a little more economic than the 8 ranks, and is more proportional to the other units. 240 men to a base.

The macedonian phalanx is 300 men to a base. I wanted them to be 16 deep as this was probably the standard used in ancient times. 10 blocks of pike make up one base.

Heavy infantry/light infantry is otherwise placed in 4 ranks deepth. H inf 160 men. Light inf 100.

Skirmishers are about 30-40 men.

Cavalry is between 30-50

Light cav is 15-30

I placed some selvat dust clouds behind some of the troops to make some effects. I really love the way you can pley around with formation movement and individual models as well as blocks. I will make some “in fight” bases in the future. I also used some skirmish troops as casualty markers in the same fashion as we do for our 6mm figuers.

The models accompany my langton ships quite well and the lan is to have enough soldiers to field some battles historical or fictional in 1:1 ratio without problems. As Hails Cæsar is a very versatile system, all i have to do to get a faster game is to double the base width. I hope more people start using this scale to represent model battles, because you can really do great and epic things with them. Apart from Irregular miniatures, Langton makes superb ships and buildings. Brigade models makes a great assortement of buildings. To my eye 1:900 and 1:1200 goes well with eachother.

Right now there are about 10 000 2mm soldiers. 4000 of these are in a Polybian legion.

hail cæsar battle in 2mm

The previous battle did not go well for the rebels. They elected to flee back to the main army, but the Vilmir (roman) commander followed in hot pursuit. The generals skills in field tactics was measured against each other. This meant a 70% chance of the rebels getting caught. They did not, to their luck.

We decided to play the pursuit scenario anyways, to see how it would have gone, and if the scenario would be off balance.

The Carthaginians were the pursued and the Romans, the pursuers. The Carthaginians would have to deploy in center. Due to previous losses they had about a hundred points less. Their aim is to escape to their table edge. The romans had the possibility to place two divisions in a flanking maneuver. They would need a command roll to appear. -2 the first turn, -1 the next and normal thereafter. The Carthage players would be allowed to ignore the proximity rule due to their aim of escaping. They were also allowed to chose the time of day they where to stand and fight, as described in the Dacian Wars supplement. Facing the sun is a disadvantage.

Romans 530 points

Carthage 420 points

It took about 4 hours.

It went like this:

Conclusion:

The Carthage players had two plans playing at the same time, escape and attack. Not focusing on retreat was a disaster as this would have negated the envelopment somewhat. The Roman player got lucky with the flanking divisions, and this really made it very hard for the Carthage players to escape. The scenario might be better if only one unit is allowed to appear at the flank.

The scenario is meant to be a “standard” way of solving a pursuit in our grand rpg campaign. One player will, if they are caught, probably have less points than the pursuer and the pursuit can be a dangerous situation.

Luckily for the rebel, the battle did not happen in the rpg, but it was a fun game. For the scenario i even made a unit of the 144 surviving pikemen from the previous battle.

Armans mercenaries clash with the legions.

This summer we did a trip to Greece to enjoy sun, wine and old stone. We toured around the Peloponnese and had a look at the various fortifications and towns, all with their own interesting stories. We also brought a rpg scenario and some 2mm irregular miniatures to play out the next steps in our grand civil war campaign. This small battle would be in 1:1 ratio and the Irregular miniatures are perfect for this purpose.

The rpg scenario revolved around two characters competing with Vilmirian officers for the hired hands of a mercenary pike phalanx. After a late night with wine, olives and bargaining, the mercenary general chose to side with the rebels. This led to a confrontation between Armans mercenaries (carthage) and Vilmirian Legions (romans) with the pike phalanx (macedonians) trappet in the middle.

With the different officers competing with their tactical skills in order to gain advantages, the Vilmirans managed to get their light infantry in a forward position. This proved to be fatal for the pike phalanx mercenaries…

 

This was a fun game that lasted about 4 hours (we started late). The rebels should have placed the phalanx in squares to begin with or withdrawn them to their own lines. This would have added a great contribution of men to the rebel cause, but the legionaries cleverly prevented this with their superior tactics.

Over 1000 dead rebels littered the olive groves.

 

 

Dramatic rebel victory.

A strong rebel coalition give battle to the Baron of Krell and his legionaries. The rebels are represented by gallic warbands and hoplite infantry. The Vilmirians are represnted by the Republican Romans. Aprox 11 000-12000 soldiers on the rebel side and 9000-10000 on the Vilmir side.

Nothing went as planned for both sides in the battle. The Rebels had clearly underestimated their own cavalry and overestimated their oponents cavalry. When engaged they proved very strong, as i had feared. The Vilmir side had to engage the cavalry when the left flank failed in their task.

Despite the “high aggression” trait and superior troops, and the fact that the enemy divison was broken, the Vilmir left could not prevail. This was a large part due to unlucky order dice and some blasted skirmishers doing way more damage than is the norm. With both centers in hard fighting and the right center unable to engage early with the rebels, the battle plan fell apart. The resulting cavalry charge on the rebel left was a disaster for the Vilmir forces.

All in all a very fun game with all major protagonists present for the glorious moments. Hard losses on the Vilmir side due to pursuit and many cavalry units left them at aprox 4500 dead as opposed to the rebels aprox 1200-1500 dead.

Both armies have now bloodied themselves severalt times and we reward them with optional veteran abilities as “stubborn” etc.

Battle south of Kletch

As the Baron of Krell withdrew his forces back to Uhio, despite his victory against the barbarian army of Emilio, he is reinforced by troops sent from Vilmiro. The rebels join forces with Kalvan, Arman and Hasdrubal to form a larger army for the defence of their territory. The Rebel admiral left his marines on land and was forced to avoid engagement with the Vilmirian fleet. The rebels take their 10 000 prisoners aboard the trade fleet and escort the wealth to the southern slave markets to reinforce the rebel economy and to avoid uprising among the captured soldiers and sailors.

Reinforced, the Baron of Krell, once again sets out to confront the rebels and smash the rebel city of Kletch. Simultaneously legat Brakk and Graccus lay seige to Mariol and Lysander, holed up in his fortress.

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Naumachiae Naval battle Rome vs Carthage

We had ourselves a battle of Naumachiae to test some simplifications. There are some nice mechanisms that makes it a great game, but we are trying to scale down the book-keeping and make a large naval action playable in an evening.

 

We had a good game in the evening, landing on approx 5 hours.

The reason i like the rules so much is that they take in consideration how ships and fleets moved with communication limits and that speed and maneuver is crucial for success. I`m opposed to the idea that naval battles are just land battles at sea, and i think it`s important to try to emphasize the different tactical aspects of a land battle and a sea battle. So, that is why we simplify this good, but too complex game.