Saturday, 25 March 2023

54mm crusades wargame

 This game was played using the following figures. saracen infantry are all Britains made in England or in Hong Kong. the ones made in Hong Kong are cheaper to buy on eBay because they are of less interest to collectors but they're actually better painted. saracen cavalry again are Britains with the exception of the camelry which are Supreme and word purchased from Hobby Bunker in the USA.

the crusader cavalry is all Timpo foot knights Timpo and other infantry is either airfix or an anonymous modern Chinese manufacturer.

I bought most of these figures in quite large lots on eBay UK they actually work out cheaper than buying 28 millimetre metal figures and they come ready painted and can just go on the table.

for this game I used the Neil Thomas ancient and medieval wargaming rules but I did make a number of amendments to these.

The Crusaders had 13 units and the Saracens had 15 units, it was a straight up battle.

Saracens took the first turn and were inclined to see what the Crusaders would do however when the crusader crossbowmen open fire and caused some casualties this stung with the Saracens into advancing as quickly as they could. as soon as they came into range they opened up with a volley of arrows along the line which inflicted a sprinkling of casualties on the Crusaders.

The Crusaders retaliated by attacking the saracen cavalry on both wings.

the infantry lines now advanced towards each other continuing to trade arrows and crossbow bolts. one of the crusader crossbow units was quickly illuminated by missile fire.

the lines clashed, the better armour and morale of the crusader Knights started to tell, however the saracen made use of gaps in the crusader line to carry out of flank charges wherever they could. These flank charges did not seem to bother the Templar Knights in slightest.

after a couple of rounds of melee it became clear that the Crusaders were prevailing. on the crusader left flank they had been unable to break through the saracen cavalry, however on the right flank they had broken through and were ready to sweep around and take the saracen army in the rear. at this point we did a count of bases lost and found that the Saracens had lost over 50% of their bases and therefore the Crusaders had won. also they had lost all three of their army commanders in combat.

it was a really good game and using the Neil Thomas rules was played out in only a couple hours.

in retrospect the Saracens probably needed a couple more units to even up the odds and would have benefited from a larger table where they could have used the superior whenever mobility of their cavalry.

The two armies face each other
Supreme camelry

Britains Saracens

Saracen left flank

Crusader right flank

Templars and crossbows

Crusaders sweep forward


Saracen countercharge


Anonymous chinese made crossbowmen



General view of the Crusaders

Clash of cavalry

The opposing generals face each other


The peasants are converted chinese figures

Crusader general gets stuck in

Templars are flanked - they don't care



Looking sticky for the Saracens

Crusader cavalry break through on the right flank

AWM rules and lists for Crusades

Crusaders

Holy order mounted knights – armour 4+, morale elite

Holy order foot knights – armour 4+, morale elite

Crusading mounted knights – armour 4+, morale average

Crusading foot knights – armour 4+, morale average

Men at arms – armour 5+, average morale, medieval infantry

Crossbowmen – armour 6, average morale, heavy archers

Crusading peasants – armour 6+, morale levy.

Artillery – as the rules, fires in alternate turns.

Saracens

Guard cavalry on camels – armour 4+, morale elite, heavy cavalry

Standard Saracen cavalry – armour 5+, morale average, heavy cavalry

Saracen infantry – armour 5+, morale average, medieval infantry. Move as warband.

Greek fire throwers – D3 automatic hits no save in the first round of combat.

Changes to the standard rules

Crossbowmen – may move ½ and fire;

Saracen infantry and cavalry – may move and fire bows; 1 bow shot per 2 bases in a unit rounding down.

Saracen cavalry may move and turn without penalty. They may fire after moving. They may withdraw from combat with crusader cavalry in the second and subsequent rounds. Standard Saracen cavalry move as light cavalry.

Commanders – Saracen units with a commander count as one morale level higher. Crusader units gain an extra dice in combat.

 

 


Sunday, 5 March 2023

54mm pirate wargame

 

Originally I was going to do this project in 28 mil. I bought some Foundry pirates second hand cause I really nice pictures and started painting them up. then I realised how expensive 28 mil ships were going to be to buy.

I love eBay and on eBay I bought half a dozen Playmobil toy ships. the six cost me less than £50 including postage. however they were a bit big for 28mm so the project went into the doldrums.

then I thought why not do it in 54 mil? the Playmobil ships are ideal for 54 mill.

The Playmobil ships are actually really nice models, I repainted them using aerosols and acrylics, some of the original models came in strange colours, but it's easy enough to repaint them.

As for 54 mill pirates, there is a set made by Mars which is quite good, you can also pick up some on eBay which are made by a Chinese toy manufacturer called hing fat, the easiest ones to obtain are made by a company called Glencoe, you can buy these on Amazon UK for around £14.00 a box and that includes shipping from the US. these different sets are all scale compatible, the Mars figures are perhaps a little larger than the others. I've also bought some call to arms British Light Infantry from the American war of independence to use as royal naval marines, but I've only painted up a few so far. I also drafted in some Armies in Plastic Boxers to make up the numbers.

on the large ships I have a crew of 16, on the smaller ones a crew of eight.

In terms of rules I looked a couple of commercial sets, but they were all too complicated. I like a set of rules quick easy and fun to play so I wrote my own which we found to see two sides of a four.

I played six games with these rules now with different people add which one has been a lot of fun have been very pleased that the rules seemed to work well.


Pirate rules

Sequence

Roll for wind direction - it does not change for the duration of the game.

Determine initiative

Player 1 fires and moves a ship and crew

Player 2 fires and moves a ship and crew

Etc.

Crew

Movement 8 inches, no obstacles

Firing –

50% of crew rounding up.

Pistols – 12 inches, Muskets - 18 inches

Hit on 4+, Save on 4+

No cover.

Result –

1-2 – over the side, 3-6 – killed

Combat

Simultaneous

Roll to hit 3+ depending on weapon skill.

Save 4+, captains 3+

Fail result –

1-2 – over the side, 3-6 – killed

Over the side – roll d6, 1-2 eaten by sharks, 3+ climb back up next turn but may not fire or attack.

Ships

Movement

Move 12, 18 with the wind behind.

Turn pivot on stern - galleons – 45 degrees no penalty, 90 degrees half move.

Sloops – up to 90 degrees no penalty

Ships may not turn on the spot.

Shimmying – ships can shimmy sideways 6 inches and turn 45 degrees

Ramming – galleon vs galleon, target 3d6 damage, rammer 1 d6 damage

Sloop vs galleon, 1d6 to both

Sloop vs sloop, rammer 1D6, rammee 2D6

Galleon vs sloop, 3d6 damage, rammee 1d6+2

Firing cannon

Ranges – short – 8, medium up to 16, long up to 24.

To hit – short 3+, medium 4+, long +5

Choose target – rigging/masts, upper deck, gun deck or hull.

Damage roll – 5+

Rigging hit – D3 damage, galleon - 12 points, sloop – 8 points of damage. Immobilized when points level exceeded.

Upper deck hit – d3 casualties.

Gun deck – 1 gun destroyed, D3 damage to hull

Hull – 1 average D damage

Hull – galleon - 20 points, sloop – 12 points of damage. Sinks when points level exceeded. Crew have 1 turn to abandon ship.

Boarding

Boarding takes place as a result of –

Moving parallel;

Shimmying;

Ramming (optional).

The attacker places his troops on the defender figures to figure. Both sides can fire just before combat is joined.

Boarding range is 3 in.

Winning

If there are less than 4 of a sloop crew alive and on deck, they surrender.

If there are less than 5 of a galleon crew alive and on deck, they surrender.

Crew in the water

Join the crew of whoever picks them up.

Pirate rules

Sequence

Determine initiative

Player 1 fires and moves a ship and crew

Player 2 fires and moves a ship and crew

Etc.

Crew

Movement 8 inches, no obstacles

Firing –

50% of crew rounding up.

Pistols – 12 inches, Muskets - 18 inches

Hit on 4+, Save on 4+

No cover.

Result –

1-2 – over the side, 3-6 – killed

Combat

Simultaneous

Roll to hit 3+ depending on weapon skill.

Save 4+, captains 3+

Fail result –

1-2 – over the side, 3-6 – killed

Over the side – roll d6, 1-2 eaten by sharks, 3+ climb back up next turn but may not fire or attack.

Ships

Movement

Move 12, 18 with the wind behind.

Turn pivot on stern - galleons – 45 degrees no penalty, 90 degrees half move.

Sloops – up to 90 degrees no penalty

Ships may not turn on the spot.

Shimmying – ships can shimmy sideways 6 inches and turn 45 degrees

Ramming – galleon vs galleon, target 3d6 damage, rammer 1 d6 damage

Sloop vs galleon, 1d6 to both

Sloop vs sloop, rammer 1D6, rammee 2D6

Galleon vs sloop, 3d6 damage, rammee 1d6+2

Firing cannon

Ranges – short – 8, medium up to 16, long up to 24.

To hit – short 3+, medium 4+, long +5

Choose target – rigging/masts, upper deck, gun deck or hull.

Damage roll – 5+

Rigging hit – D3 damage, galleon - 12 points, sloop – 8 points of damage. Immobilized when points level exceeded.

Upper deck hit – d3 casualties.

Gun deck – 1 gun destroyed, D3 damage to hull

Hull – 1 average D damage

Hull – galleon - 20 points, sloop – 12 points of damage. Sinks when points level exceeded. Crew have 1 turn to abandon ship.

Boarding

Boarding takes place as a result of –

Moving parallel;

Shimmying;

Ramming (optional).

The attacker places his troops on the defender figures to figure. Both sides can fire just before combat is joined.

Boarding range is 3 in.

Winning

If there are less than 4 of a sloop crew alive and on deck, they surrender.

If there are less than 5 of a galleon crew alive and on deck, they surrender.

Crew in the water

Join the crew of whoever picks them up.
















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