It's that time again for our quarterly meet up with our friend Richard from the West Country, which took place on Wednesday. Due to various health issues we switched from the scheduled Shed West location to Shedquarters. There were five of us: Richard, Chris K, Phil, Gary and me. Chris A had failed to secure a day off work, so was absent.
For our opening game I went with "Blood Red Roses". I have blogged about this set of Wars of the Roses rules before, (here and here) and these have now been published for purchase by the Society of Ancients. The publication includes two packs of printed cards that are an important part of the game system. It's been nicely produced and is reasonably priced at £15, given the cost of printing bespoke card decks. Richard is the President of the SOA so it seemed sort of appropriate. I have corresponded with the author and he has taken on board some of my thoughts and given me a credit in the rules. I have paid for my copy however so feel able to comment fairly on the game, without suggestion of freebie bias.
The rules give a stylised Wars of the Roses battle with a lot of period feel. I think it is a good model for how armies form up and fight and is a different take to the normal approach. It's a game system that should be tried if you have an interest in the period. It has issues. I pressed the author heavily to include historical scenarios and he did one, Blore Heath, which personally I don't think is enough, but it's a start.
The cards produce randomised armies of mixed quality and type, which works really well. Then another small deck allows for different quality of commanders and other variables ("Field Defences" for example). Players divide these cards up into 2 - 4 groups (Vaward, Main Ward, Rearward and Reserve) and determine where they are to enter the battle. The games is played on a 5 x 5 grid, but mostly it takes place in the 3 central zone columns. The system also has a crude terrain generation system which does the job but as it's mostly random you can get odd outcomes. We had four terrain pieces, all of which ended up at the same end of the table, mostly in the same column.
Richard partnered Gary as the Yorkists, and Phil and Chris teamed up for Team Lancaster. I have prepared sheets simplifying the set up process and done labels for "Battle Stance". There's a BGG page for the rules, and I've uploaded the two files for these playing aids (although at the time of writing they're stuck in web master review limbo).
As the battlefield was squeezed by the terrain, Gary and Richard went for a Vaward and Mainward and a small reserve. Phil & Chis went for three Wards and a LARGE reserve. Despite prompting they put all their cavalry in the centre of the army whereas I think it's best use is as a reserve to appear on an open flank.
The Yorkists, on the left, went forwards immediately. The Lancastrians sat on their base line. Phil wanted to move forward, but kept failing his Mettle test to change Battle Stance to something more aggressive.
Gary cranked up the aggression in the distance and launched an "Assault" on the opposing Lancastrian ward. They outnumbered them and quickly inflicted a lot of damage.
The Rummikub tiles show the Ward Cohesion level. It starts at six and normally only goes down. A Ward breaks when it hits zero. Chris passed most of his "Mettle Tests", and having boosted his Cohesion due to the presence of Margaret of Anjou was looking safe. Richard failed all of his and went from 6 to 2 in short order. Ooops.
Richard put on "Crossfire" again. Most people have a view on Crossfire, and most people who know it regard it fairly well. It's a clever game, now mystifyingly out of print. My copy hasn't seen a lot of use. Second hand copies are priced around the £30 mark. Honestly, with modern print on demand publication I have no idea why Arty Conliffe doesn't just upload the files and be done with it. Phil & I have played it before, Gary & Chris hadn't, and it takes a while to get used to. Gary & I took the Russians and Phil & Chris the Germans.
Frustrated by my inability to hit anything, Gary staged an assault on the left, covered by smoke to get him in range. When the smoke lifted he opened fire (13 dice as normal) and got two hits!!!! He passed the turn to me and I missed again.
I nicked some of the set up from "Lost Battles" as usual. Richard swapped round with Chris and took command of the Romans with Phil, whilst Gary & Chris ran the Carthaginians.
Chris did a good job of encircling the equites with his Numidians, whilst the Roman infantry spread out to engage all along their front.
There was a serious cavalry melee going on at the far end of the table, but I was using my phone camera, so I didn't have my SLR with telephoto to get any close ups. In the centre you can see that Chris has done a decent job of surrounding one of the hastati units.
The Romans are grinding their way through the centre. Phil complained that the warbands were too tough so the Carthaginians couldn't envelope the Romans. He's not wrong, and it worked in his favour as he was playing the Romans.
The Roman consul in the centre did superb work keeping his chaps in the game, and succeeded in destroying the warbands that had assailed him. Chris is pointing at the dice to show he rolled two pairs of double 6 in combat, but when called on to roll the same to kill the Consul he could only manage a 3.
Hannibal had been galloping up and down keeping his warbands in the fight, but alas his luck had run out and he was killed in the melee.
Can't ask for much more than that, good games and good company, just the best.
ReplyDelete"Thumbs up emoji"
ReplyDeleteA busy day then! I imagine it would call for a fit bit of stamina. On the other hand, three very different topics and game systems would probably have a refreshing effect.
ReplyDeleteOne would like to pull off a Cannae on the war games table (even the Narses victory at Volturno - occasionally also called 'Cannae' - would do!) . The problem is, I imagine, as put by some historian - possibly Livy, I don't recall: 'For a victory like Cannae you need a genius like Hannibal on the one side, and an idiot like Varro on the other.' Whether or not this is a calumny upon Varro's name, you don't usually get such disparity of 'competence' (let's call it), on the war games table!
Cheers,
Ion
Swapping games keeps it fresh as you have a break between them. I think AMW was the perfect game system to end with as it is so simple and easy to play. If it was Livy, I think he's right. The Romans very nearly win, and would have done if they'd played their hand more sensibly.
DeleteI'm not surprised your CF game went astray, you just drop a dice when firing at targets in cover, the hit roll is still 5+. It is only a 6 if you are firing at bunkers.
ReplyDelete... so in summary, the dice kept us amused all day. Wargaming, eh!? :-)
ReplyDeleteRegards, Chris.
That's about it, I guess
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