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2024-11-08

SAGA Age of Chivalry English

 I should know better than to launch a load of big projects at the same time. Well, at least one of them's finally been "finished" (not quite, as always with me, but good enough to showcase at least). It did of course grow in the making. I am nothing if not consistently expansive. Anyway, some English (or "goddamns", as the French called them)


The English were initially intended as small secondary force against my main French force for Blood & Crowns, as well as SAGA Age of Chivalry. I should have known... this now compromises 10 points in SAGA, and god only knows how much for B&C.

First up is the big cheese (or perhaps the big fish), the Warlord/Noble leading this rabble. All the figures are mounted on individual 20x20mm bases, saboted into a bigger base for SAGA (but detached for B&C). Do note how he's also gotten an extra big flag, to make it a bit special (despite just being a George Cross).

If the Warlord's the big fish, these has to be the chips. The Men-at-Arms, in plate armor and with a variety of can openers (and some banners, because it's not a late medieval army if there's not a plethora of waving flags). The sharp eyed might notice that one of them has the same heraldry as the warlord. I might have gotten ideas for a new warlord after already having painted one. Which then got degraded to some kind of secondary hero (depending on what options will be available in Age of Chivalry).

And then there is the mainstay of the English. Ranks upon ranks (upon ranks, upon ranks...) of Longbowmen behind stakes. Age of Chivalry will even have rules for the Stakes, so I had to make some markers (50x25mm bases, so they're easy to transport, and can also allow for some modularity in case other games use different dimensions). Since the Perry kits these are all built from come with the stakes, these were quite simple to make.

And then some more Longbowmen, these in somewhat more skirmishing poses, serving as a bit of an elite (in case I need to make such a distinction).

And next-to-last, some more Longbowmen. Someone suggested that the English needed to be at least tried to be played with 6 SAGA points of archers. And I couldn't resist. These fellows are even more elite than the skirmishers, showcasing some Veterans with access to plate armor (for their legs, at least. Presumably, they want their arms free to work those bows).

For a fun alternative, I also did some mounted archers, carefully painted to correspond to the Veterans as close as possible, as if they had just jumped up on some nearby horses to ride off (English archers were often mounted for rapid movement, only dismounting once in position).

Some of the longbowmen have put back or laid down their bows and grabbed weapons for closer ranges, so if need be, I can field 12 men for melee (or they'll just fit in among the regular archers), giving some modularity.

But that's how I managed to get a full army, and then some, before the book was even released. Now to expand them with some burgundian mercenaries (as normal Warriors, and maybe some Mounted Men-at-Arms) for Blood & Crowns... and maybe so I can use them as Burgundians in Age of Chivalry, too.The "small, secondary" army just keeps growing. Oops?

/Fool Out



2024-01-01

New Year 2023/2024

 Happy New Year!

I didn't write one of these last year (because, frankly, 2022 felt like a horrible year), but lets try to get back into things, 2023 felt like the year when I got the painting mojo back. Two projects got finished after way too long, and a third one was both begun and finished.

First up, my SAGA Carthaginians finally got to a playable state.

Since they're SAGA Carthaginians, they can do with some more figures, but this has given me a taste of what I might want, so they will be expanded... eventually.

And then, I could finally reveal my major project, Napoleonic British

Just the first (well, 2nd) Brigade, for now, but there should be more coming there. Also, eventually (I think part of what made 2022 so bad, was that I painted a lot of these, which I then didn't want to reveal... and also, those red coats are a pain)

And then, the hobby gods smiled at me, and I both started, and finished, the "Anglo-Danes" that I bought for 2022... that ended up as a shit-ton of Anglo-Saxons instead.

That was a good feeling, getting all those done in more or less one go. They're not quite finished (I have ideas for another 36 figures), but they do quite good enough for now.

Of course, these weren't everything I got painted, only the biggest projects. There were also a variety of Vikings

(A few hearthguards, a banner bearer, some Levy with Javelins, and a hero).

Also, some Wargames Atlantic Conquistadors (very colorful fellows)...

...as well as a few Azteks for them to fight and/or ally with.


(None of them are intended for strictly historical purposes, for now they'll make a good warband for Frostgrave: Ghost Archipelago if that ever picks up at the club again)

In more Frostgrave-related stuff, there were some big, fuzzy fellows.


(The club has started a Wildwoods campaign, and I felt a hankering for some thing pre-historic)

And I even got a piece of terrain done!

(Yes, it IS huge)

Because I'm slightly masochistic (it seems), I also painted up some Highlanders, for those napoleonics (my, so far, single ahistorical addition, other than these, I'm sticking to the officila OrBat for 3rd Division in 1812)

Gordon Highlanders. Half a battalion as I do them. So I need to paint another 20 sooner or later... (I jest a bit, I'm not that traumatized, even if these fine fellows took me 2 months).

And in a sudden christmas rush, I started 10 English 1400s Men-at-Arms on Christmas Day. And got them finished in time for New Year

I don't know quite how it happened, but I certainly aint complaining.

Add in a variety of one-offs, random adventurers, some more monsters, and some smaller expansions for old armies, and I end the year on 

  • 244 approximately human-sized figures
  • 25 cavalry (or about that size)
  • 5 bigger beastie (or things on bigger bases, at least, including the fuzzies up above)
  • 1 Piece of Terrain
  • 3 Saga Objectives

Not bad at all, if I say so myself.

For next year, I'll set a two-part goal. The most important one, that I think I have a chance of fulfilling, is to simply paint at least 240 minis in total (averaging 20/month). If I keep going like I've done this year, it should definitely be doable. Especially considering some of the projects I have in mind.

What are those projects, then?

Well, 4 different SAGA warbands (one of which I've already started)

  • English for Age of Chivalry (that's those Men-at-Arms above, as well as some more, and lots of longbowmen), which will also do double duty for Blood & Crowns (I do so love when one project gives more than one army in the end
  • French, also for Age of Chivalry, as well as Blood & Crowns. I have a few already painted, an old project that petered out into nothing.
  • Undead Legion, for Age of Magic. I accidentally painted up 3 zombies in 2023, and got a hankering for more... also, I have some excellent Necromancers, creatures, and a dragon that I now have an excuse to paint and use
  • Normans, for Age of Vikings, doing extra duty as either Spanish or Crusaders for Age of Crusades. I already have Normans, but with the new Victrix releases, I feel a need to redo these. And while I'm at it, I might as well do them more Italo-Norman, and make them suitable for a variety of uses.
  • Something Napoleonic. Either a brigade of Portuguese (my initial plan), or perhaps just enough Frenchmen to have two forces for Sharp Practice, and get some actual games in with that.

That should give me plenty to do. And the best part is, I have pretty much everything I need for that already (unless I go with the French), so I'll even reduce the Pile of Shame!

Once more, Happy New Year

/Fool, out

2020-06-09

Oak & Iron has finally arrived!

After some slight delays (a missed containership, a new year, and a global pandemic,if I've managed to keep things straight), it is finally here. The Oak & Iron kickstarter, the new game from Firelock Games (the Blood & Plunder folks). Since it got delayed for Europe, it's not quite the new hotness any more, but I found myself quite excited when I got it none-the-less (certainly helped by the fact that I've conciously not followed the game much on social media).


Doesn't look all that much, does it? Still, the art is pretty to look at, that's always nice.

But we're not here to look at pretty boxes. What's in them, you ask? Well, let's have a look.


First up, we get some nice cardboard markers, rulers, and tokens. Good printing, but not something to get overly excited about. More exciting is almost the gaming mat included in the box, with a very nice bright blue Caribbean sea printed on it. Surprisingly good quality, but then this is in part sold as a full game in the one box, and you need a gaming mat for this (unless you want it to look truly bad).



Next up, more cardboard, some flat but quite beautiful terrain. Double-sided, too, allowing for either fog banks or islands, or rocks/shoals for the smaller parts. And very easy to get of the cardboard squares as well (yes, the big island fell out by itself when I picked it up the first time).


And it matches amazingly well with the included gaming mat. The advantage of designing everything at the same time and place.


Finally, the thing everyone's excited about, the ships. You get six ships in the core box, a Light Galleon, Corvette, Sloop, Brigantine, Fluyt and a Petit Frigate. These ships should all be familiar to players of Blood & Plunder, who might own larger versions of these (and I'm not kidding about that, see further down).

Not shown is the 30 page rulebook and a small trees worth of cards. All of which I will probably memorize, if I know myself right.


Of course, all the ships in the core box are a bit... not compensatory enough. Men of War include some heavier girls, with the 4th, 5th and 6th Rates (the 4th rate being a true Ship of the Line, while the 5th and 6th still counts as Frigates). And yes, the 6th Rate looks suspiciously like the 6th Rate I haven't yet managed to paint in 28mm for Blood & Plunder.

And of course, you get tokens (shown) and stat cards (not shown) for these ships as well.


And if you want some true compensation jokes, look at the Ships of the Line, for the 1st, 2nd and 3rd Rate. All of them are humongous. How humongous, you ask? Suffice to say, most of the ships are incredibly light, but the 1st rate have some honest weight to it, to the point that it amazed me when I first picked it up (as a happy coincidence, after having looked at the Sloop directly before that, for maximum contrast).


The last box is smaller, with only a Sloop (upgunned, of course) and something converted to be close to a 6th Rate (the infamous Queen Anne's Revenge). I find it oddly amusing that this box contains so much revenge, Blackbeards Revenge, with the Sloop Revenge and the ship Queens Anne's Revenge... someone's looking for revenge, all right.

Of course, also included is the expected tokens and ship cards, but also a captain card for Stede Bonnet. And yes, I'm very tempted to use the Revenge for my ordinary Sloop, simply because the rigging looks awesome.


All in all, that's a moderately sized fleet that now enters the painting queue.


The details on all the ships are exquisite. Just look at the tiny gun carriages on the Sloop. I'm equal part excited and terrified for trying to paint these. (Mast removed so that it's easier to see everything)


Talking about details, the sides of the Brigantine share an amazing amount of detail with the 28mm version, including the curlies on the fore and aft deck railings. I might have to invest in some truly tiny brushes for this.


The stern of the Petit Frigate looks familiar to anyone who's looked at the Blood & Plunder ships. I am eternally amazed at the amount of details they've managed to fit in there.


And now for something that isn't just a down-scaled version of a 28mm ship (if only because the thought of this one in 28mm is terrifying, and my back hurts just imagining carrying it). The 1st Rate. 

Look at all those cannons! (Masts again removed for ease of viewing)


The decks also look incredible, with capstan, stairs (that at least look reasonable), and a whole lot of cannons.


And with a massive, and at the same time exquisite stern, too. I probably shouldn't paint her first, I need practice before that.


I did say the 1st rate was huge (in case the fact that she barely fits onto the base isn't a clue). Here she is next to the Sloop, once again for maximum contrast.

Now I just need to 
  • Paint all of these
  • Read, learn and understand all the rules and cards
  • Figure out how to give them interchangeable flags (because I want them to have full flags, and of course they need to be for the correct nation I've elected to play this time)
  • Figure out how to transport them all. Because while they're small, at the same time, they're not.
Any advice welcome

/Fool Out, slightly overwhelmed

2019-11-07

Blood & Plunder - Scottish Militia

Most of my latest haul has been painted. A whole lot of Blood & Plunder Englishmen and generic Europeans, with the intent of using them for the Scottish Militia list. Of course, they will be equally useful as actual englishmen, expanding my collection of such to a respectable degree.


This should be enough for various iterations of 200 point lists. Might have to expand with a few models, but not many.


First up, the militia, and the commander. English Militia models (and a few spare Freebooters), and will be equally useful as English and generic European Militia. The large unit is only 10, which makes them probably to most likely to get expanded to 12. The smaller unit of 8 should be fine as is, it would be rare to need two large units.


And of course, some more solid Soldiers. Once again, either generic European Soldiers or English Musketeers. Two units of 8 ought to be enough. Can be fielded with or without bayonets, and half of them have actual bayonets modelled on their belts. I am inclined to go with bayonets, for that scottish feel of the charge.

That finishes the core troops of the scots. Not that much to choose from, either cheap militia who's mediocre at range but might surprise in the melee, or more expensive soldiers who are decent to good at both range and melee. Or, preferably, a mix of both.


For support troops, there are three to choose between. First up, artillery. because sometimes, you just want to have the biggest gun on the field. These can also do double duty as Sea Dogs (or European Sailors), if one elects to leave the cannon behind.


And finally, there is the European Militia Cavalry. About as good at shooting (and avoiding being shot at) as their footslogging brethren, but horses do move faster, and allow them to carry a plethora of pistols as well.

I will admit to a bit of theorycrafting here, the combination of Brace of Pistols, allowing for rerolls to hit in melee, and Brawlers, where each 10 generates another dice to attack, is something I find great and hilarious (that's a potential 12 hits from 6 models, and a decent chance of at least one 10, which is always exciting). I guess I can't always just go by what is historical.


The scottish militia is quite fascinating, both historically and game-wise. The combination of Quick and Brawlers on all units should make them excellent at going in for a charge. I especially want to perfect the ability to charge forward, fire a musket volley at very short range, then charge in (preferably with bayonets mounted). At a first glance, they might also be one of the better Cavalry factions. They are limited on the amount of cavalry they can take, sure, but they have access to the cheapest possible (interresting, generic European cavalry is cheaper by 1 point per model than similar units in the major nations), while also granting it Brawlers, for an excellent punch in melee.


Naturally, I have initial lists designed for testing these fellows. First up, at 100 points (useful to learn the basics, and for shorter games on a weekday evening), the plan is to field
An Experienced Commander
7 Militia
7 Soldiers, with Plug Bayonets
4 European Cavalry Militia

I am as of writing this unsure if English Militia or European Militia is to be preferred (something to be tested on the field over the next few months), trading Resolve for a better Melee Save. Similar thing goes for European Soldiers and Musketeers, trading better Shoot Save (6 or 7), and taking less fatigue in melee for Resolve (5 or a fabulous 4!, making it unlikely to take any fatigue anyway). Gaming will tell.


For 200 points, the above list will be greatly expanded into
An Experienced Commander
10 Militia
6 Militia
8 Soldiers, with Plug Bayonets, upgraded to Veterans
7 Soldiers, with Plug Bayonets, upgraded to Veterans
6 European Cavalry Militia

Still the same problems of English vs generic Europeans, but this should allow the Soldiers to shine, being able to charge 12" with a spade, or 8" and a volley on the way. Militia will be more Fire Support and clean-up crew (and cheerleader, with the small unit of Militia partly there to be a fifth unit for cards).

Once these two lists have been tested to destruction, it's time to try alternatives.

  • Is an experienced commander needed, if fielding english units at 100 points, or are more bodies better?
  • How well can artillery be incorporated?
  • Are Sea Dogs or European Sailors even worth considering?
  • Characters: a Reformado and/or Officer with the Soldiers would make them even crazier, charging 12" AND firing on a spade. Or just the 12" charge, while still Trained.
  • Musician: might be worth it, might not, but bagpipes do feel kind of necessary.
Time, and games, will tell. Does anyone else have some insights they would like to share?

/Fool Out

2019-04-08

Blood & Plunder Battle Report - Spanish Militia vs English Buccaneers AT NIGHT

Another game gotten at the club. This time, Spanish Militia againt the ever persistent Barrett's (english) Buccaneers. The dual main goals was to test the Limited Visibility (Night) rules (and Caight Unaware), and to try my newly painted Caballero. Game was at 150 points, as Barrett is slowly paiting up towards 200 (and with a few proxied models, at that). The scenario was Raid, from the original rulebook, with aforesaid Limited Visibility and Caught Unaware rules added.

The Spanish Militia list:
Untested Commader (a first for me)
5 Caballero, with a Grizzled Veteran
6 Hostigadores, with a Grizzled Veteran, and muskets exchanged for carbines and Scout
6 Hostigadores
6 Lanceros
6 Soldados

The idea was to see how well Grizzled Veterans can compensate for the commander not having Inspiring, while also being cheaper. In conclusion,  it might work for smaller points, but I think I need a better commander, possibly AND some Grizzled Veterans (I had constant problems of just too much fatigue)

The English Buccaneers:
Experienced Commander
Local Guide
6 Freebooters
5 Forlorn Hope, upgraded to Veterans, and of course with grenadoes
7 Sea Dogs, upgraded to Veterans
6 English Militia

A force perhaps a bit too focused on attacking, which, as will be shown, would be a minor problem initially.


Rolling of for Attacker/Defender (despite me offering to defend) surprisingly see the Buccaneers as defenders. Presumably, they've plundered a plantation before making camp for the night, and now the defenders of rightful spanish territory see their chance to liberate said plunder, with payment in blood.


The english deployment, with a few lone militia models serving as guards. The lone spaniard (with a yellow base) is the local guide. Probably a deserter, should be shot if possible.


Hopefully the stars of the show, being ready to ride over the bridge.


And they're off! And sanctified balls, cavalry is fast. They easily move 12 inces in a turn (which is also good, because they're not exactly useful or resilient in a long range fight).


The rest of the spaniards creep closer in the dark, with their matches out to preserve the element of surprise.


Everyone has moved closer, all quiet-like.


And the english dogs suspect nothing (despite some horses going all out on the other side of the house...).


"Wait, I think I see something!"


"Is that horses? I didn't know we had any horses..."


"... oh. Those aren't our horses."

Turn 2 is off with a charge. The Caballero lay into the english Sea Dogs, who have no chance to defend themselves, just as the alarm is about to go off.


Men fall and the English even gets some fatigue (these 2 fatigue might have been the most fatigue the english got in a single turn throughout the game...)


The rest of the spanish rush forward, some lighting their matches as they go (an occasion where I dearly wished I had a more competent commander, since lightning a match is a Dedicated Action, and best done by Command Point).


Then, on turn 3, comes the first event, and every single unit with guns start getting some problems (aside from the Hostigadores, whose matches obviously can't foul up since they're not lit yet).


The Caballero continue their push, felling englishmen as they go. But not quite managing to shake the dogs...


Who then promptly cut back and cut down a cavalryman. That Veteran Upgrade is already starting to pay for itself.


The English Militia then proceed to do their drill, and open fire on the Hostigadores barely visible in the dark.


General concencus is that English Militia is a very good unit to have, because they tend to pay for themselves (and if they don't, they weren't exactly expensive). I should probably try that some. I know that it doesn't work for my spanish militia, though...


The fight between cavalrymen and sea dogs wages on, with more horses down.


And the English discover the eternal problem when fighting spanish, the trees are suddenly full of Lanceros.


Sadly, the Lanceros do not choose to stay in the fight, instead skirmishing away. This allows the Militia to charge in and support the Sea Dogs.


A most spectacular display of skill (or possibly blind, rotten luck), later...


And the cavalry has been killed to a man. And I had even been cheesy and delayed their activation a bit longer, meaning they didn't even get a chance to strike.


The game turns on this moment. Instead of the English getting a Strike Point because only the spanish were withing 3" of the objective (the Sea Dogs barely being too far away), it's the spanish who get a Strike Point for having no units within 3" of an objective (with the Caballero being dead, and the Lanceros getting Shaken by Freebooter fire).


It's time for some desperate pushes. The Soldados charge to try and clear a way to the objective, while Hostigadores screen them (and their Grizzled Veteran instil some fervor in the Lanceros).


The screening Hostigadores (and the commander) are cut down to a man, creating a dangerous hole in the spanish lines.


Meanwhile, the forest is full of fighting, with Soldados and bouncing Lanceros duking it out against Sea Dogs and Militia.


The last Hostigadores charge the Forlorn Hope, in a desperate attempt to tie them up before they get to eath grenades (and maybe, if Lady Luck smiles, cut them down... Lady Luck is a [bleep]ing [bleep]).


There is finally some amount of headway in the forest, the Sea Dogs are cut down, but it takes all the spanish have to do it.


In the end, it is not enough. The ground is covered with dead bodies, and too many of them are spanish. They also didn't manage to hold the objective long enough, and stand (well, most of them lie by now) with 2 strike points too many and no commander to even try to rally the troops.

This game turned on two things. I was too slow to activate the cavalry (worrying that if I managed to kill the Sea Dogs too soon, they would be cut down by gunfire), and just as the cavalry died, my dice luck turned absolutely rotten. I didn't run any intricate statistics, but I think 3/4 of the english casualties was from before that point, because after that, I had trouble rolling a 5+.

Oh, well. Next time, Barrett.

/Fool Out.