The battle of the Mariol coast.

At the same time as the battle of Mariol, on the 11 of Arkenan, the rebel fleet with their Argimiliarite backers, returned to the war zone. To avoid an attack through the unprotected harbor by Vilmirans marines, the rebels decided to attack the Vilmiran fleet led by the war master Duke Elgar Esholta.

Elgar Esholta, sailed the fleet to an apropriate spot for defence as his fleet was outnumbered. The rebels had earlier in the campaign disembarked their marines for the land campaign in Kletch and had now embarked new ones, though unexperienced. With their superior numbers the rebels, under Admiral Lupus Barka, would be able to swarm the Vilmiran fleet with smaller ships and then send in their heavy vessels. But, this was to prove otherwise.

We played the battle with Langton models. The Vilmirians are represented by the Republican Romans, and the rebels as pirates and Carthaginians.

The rebel fleet have more and faster ships with incendiary ammunition on many ships. They have inferior marines.

The Vilmrians have heavier ships with better Marines.

We have made a lot of adjustments to the Naumachiae game to make it faster, better and less mind boggling. The game has good core mechanincs but needs speed.

The battle was very satisfying for the Vilmirian player as the tactics proved to work. The rebel chief admiral Lupus Barka was taken captive and the prisoners prepared for the slave market. The rebels could have been luckier as the number of ships gave them a good advantage. They could have made multiple rams on many ships as this would be very important in winning a combat, but alas the formations did not hold and they rebels rushed into combat. Great glory and victory to the Vilmirans and Admiral Esholta.

Without a functioning fleet, the main rebel army is now locked between two major Vilmiran forces, and the rebel cities lie open for attack. A critical time for the rebellion. And in the rebel camp, disloyalty and self interest threatens the fight for freedom.

Movement took very long this time, as the ships where positioned at odd angles and far away. For the Vilmirans this was good. But for the next battle we might double the speed rates and missile values to speed up play. This means that a lot could depend on who has the turn, so alternate squad movement might be vise to include.

Advertisements

The assault on the walls of Mariol.

After a month of siege and building equipment for the storming of the walls, it was time to assault the walls. The Vilmirans are again represented by the republican Romans and the rebels are represented by the Gauls and a few other ethnic groups, skythinas among them.

Genral Brakk, “The Hammer of Aine”, was preparing to lead the assault in person. Two of the rebel Dukes was present in the city, and trapped if all went well. The rebel general Serdiar, serving as regent for the boy duke Sirrus, would lead the defence of the city. At the gates of the Vilmiran siege lines, the Mercenary, Prince Barazhatutas, prepared his dismounted horse archers and diverse cavalry nobles for an assault on the siege lines.

About 14000 Vilmirans agains 12500 rebels behind thick walls.

The rules are Hail Cæsar with adjustments and house rules for the siege equipment and wall assault. I find the Dacian supplement with siege rules a little abstract, so we did some adjustments. The time and material cost for the siege equipment has its main source in Gaius Julius Cæsars siege of Avaricum, Alexanders siege of Tyre and the Successors. The Helipolis have its source from the siege of Rhodes (if i remember correctly).

The photography was less prioritized as the battle turned challenging. The Vilmirians would eventually take the center walls and beat the rebel forces. The rebels would chase the attackers from the flanks, but alas, it was not enough to stop the attackers in the center. As the rebels gathered for a last heroic push through the wall breach, to attack the Vilmiran forces in the rear, general Serdiar died as he was pushed back. This concluded the battle and the rebels had lost their city of Mariol.

The two dukes of Mariol and Khandar retreated to the inner citadel of the city with about 1000 men for a last stand. The citadel is surrounded and negotiations for surrender will be started. About 4500 prisoners can await slavery, but the population will be spared and given new husbands from Vilmirian legionaries. The generosity of Brakk will be mentioned in songs…maybe.

 

The Grain War goes into crucial face.

Our RPG campaign moves forward with important events in the civil war. The players, after having tried a failed sabotage attempt against the siege lines around Mariol, are faced with a difficult situation. Their main army is far from the City of Mariol wich is under siege from land and sea. Kalvan, the rebel leader, has put emphasis on his own city Kletch and the surrounding district. Much to the frustration of the other rebel commanders they are unable to reach Mariol in time to launch a rescue attempt.

The rebel army also has to manouvre around Aine, wich holds a large Vilmirian force. They manage to avoid battle due to skilled commanders and cross unhindered over the river. They now hold the bridge to the protectorates.

To aid the besieged rebels of the protectorates at Mariol, Kalvan decides to detach the whole cavalry force and force march these to the siege lines. The exhuasted cavalry under Prince Barazathutas dismount and prepare for an attack against the outer siege walls of the Vilmirian army.

At the same time, the rebel fleet has returned from the south with freshly raised marines sponsored by the wealthy traders of Argimiliar. The marines are of poor quality but the fleet is numerous. The Vilmiran fleet withdraws from the harbor blockade, but disembark marines to aid the siege before they set out to confront the rebel fleet.

The rebels have a larger fleet than the Vilmirians so the Vilmirians decide to stay on the defense. The rebel fleet attacks at the same time as the assault on the Mariol city walls begin.

Two important battles that may prove crucial for the outcome of the war.

 

A Naumachiae battle

The following battle was between Carthage and Rome. We wanted to test out further improvements to the Naumachiae game, to speed up and streamline play. I also wanted to test out how the “flanking” fleet order would play out in the game. The fleets where roughly the same size with the carthaginians having light triremes as opposed to heavy. The fleets where also designed to reflect the type of ships in our rpg campaign.

 

The rules adjustments get better as play turned out fast and with a minimum of bookkeeping.

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.

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.