Saturday 17 February 2024

Mission

 The Dwarf High King has instructed his son Kassarlun and his Wizard Grimlough to travel in secret to the far North of the Forest of Dimm. Their mission is to try and discover what (or who) has been stirring up the Goblins and Wildmen, leading to more frequent attacks on the Dwarves.  


I'm still working on a set of Skirmish/Tabletop RPG rules based on Swords, Sorcery & Squares, and the following game is part of the development process.

The Dwarves need to get across the board to move onto the next stage


Attacked by wolves

The wolves are driven off temporarily 
The wolves block the Dwarves path

The Wizard climbs a tree and hurls down fireballs

Eventually the fireballs succeed in killing a wolf

The remaining wolf is chased off

The Dwarves must now rest while the Wizard attends to their wounds, before continuing their journey North.

Sunday 5 November 2023

Return to the Blue Hills

 Today's game was inspired by details for a scenario sent to me by Geoff (aka Elliesdad).

A horde of Western Wildmen, led by their Warlord Gilpin Shortbeard, have been spotted moving towards the Blue Hills country; specifically one of the Dwarf iron mines, the name of which translates from the Dwarfish as Whutzyrsiz. Since the death of King Harno, Kassarlun, one of the many sons of the High King Brurus, has been ruling the Dwarf community in the Blue Hills. Quickly assembling a force, Kassarlun rushed to the aid of the miners.


 A quick word on the scenario instructions; the Dwarfs at the mine are not heavily armed. Initial SP values were reduced to replicate this. The Dwarf reinforcements would arrive on Turn 4; they were diced for (1d6 1-3 meant they were not available). Kassarlun would be arriving with just one cavalry and one infantry unit. The mine entrance is concealed in an outcrop of rock; the mine area is well defended, penalizing attackers rolls. The objective of the Wildmen is to capture the laden pack animals that were ready to depart with the Dwarf's iron ore. 

The fortified mine with miners and pack animals

The arrival of Gilpin Shortbeard and his horde

The battle begins: Gilpin's cavalry cover his flank

Kassarlun and his diminutive force (no pun intended) arrive

The Dwarfs in the enclosure hold on while the reinforcements battle the cavalry

Gilpin joins the battle at the gate 

Gilpin breaks through the Dwarf miners and enters the enclosure

Fierce fighting inside and outside the mine enclosure

Gilpin finishes off the remaining miners; both sides reach EP on turn 12

At the end of the game the Wildmen had control of the pack animals and as such won the day. Gilpin and his horde made off with the iron ore leaving the Dwarfs to bury their dead and start mining again. 

Monday 30 October 2023

The battle at Arnow Ridge

 After his defeat at Wich, the Ogre Mazrug, accompanied by the surviving members of his Orc band, fled into the wilderness of Nordland. Ten leagues North of the Barony of Bleakmoore, at the end of a line of hills, lay the ruins of the Castle named Arnow. Here Mazrug made camp. 

It was here that the Baron and his men found the Ogre.

Mazrug, his Orc band and some Goblin Cavalry he has collected await the Baron

 
The attack begins


The Baron's men close in on their prey

Reaching EP Mazrug cannot flee and is forced to enter the fray 

The Ogre is surrounded

and finally defeated

And so the Baron of Bleakmoore avenged the fallen of Wich. 
The Baron's force started with a numerical advantage that I thought that they'd need in attacking a semi-fortified structure. Even though they suffered some casualties the dice favoured the Baron, including some extraordinarily skillful archery from the bowmen on the left flank who fired incredibly accurately into the castle ruins. 

Saturday 30 September 2023

The Battle at the Village of Wich

 On hearing reports that the Ogre Mazrug was leading a band of Orcs towards the border village of Wich, the Baron immediately sent a small force to defend the citizens. He would personally lead another force, aiming to arrive just before the enemy. (The inspiration for the game was Peter's recent Scenario which can be found Here).

The defenders would be two units of the Baron's men-at-arms and a unit of locals with bows.


Mazrug (General) arrived to the North of Wich, shortly before the Baron. A unit of Warg Riders that he had sent ahead were to the East of the river, and delayed whilst they constructed a log bridge. The Baron's force would arrive in the North East, using the existing crossing point. 

Mazrug's main force advance

The Baron's force crosses the bridge North of the ravine

The attack begins. (Wich is treated as defended so -1 to attack dice)

Casualties mount on both sides

Orcs are in the village!

The Baron's force reach Exhaustion Point and can no longer advance

Mazrug's force reach EP without securing the village

Mazrug chose to advance all his force towards the objective rather than leaving a rear guard. I decided that the Ogre had no news of the Baron's force that was approaching fast behind him. This is a nice little scenario that definitely needs to be played again.
The Baron has unfinished business with the Ogre Mazrug who has inflicted great loss of life in Wich, though the village held out against the attackers.

Sunday 13 August 2023

The Attack upon Saint Barnabas's Retreat

 Following his successful attack on the Bleakmoore supply caravan, that resulted in the death of Sir Roderick, Chief Guthrumm was emboldened and led another attack into the Barony.

His target was the Retreat of St Barnabas, a monastic complex in the hilly country near the (notional) border with Nordland on the very edge of the Northern March. The Monks of St Barnabas had established the Monastery one hundred years previously to serve as both a centre for prayer and to play a missionary role in converting the Wild Men to the true faith.

Recent raids on the Monk's farm land had resulted in the Baron sending a small force of his soldiery to defend the Monastery. As Guthrumm's force approached these men were already behind the thick walls of the Retreat...


Turn 1 sees the arrival of the Wild Men. The Bleakmoore soldiers, 1 unit of Men at Arms and 2 units of Archers are behind the walls. The Wild Men have no missile troops and are relying on a mass attack of the walls to overcome the enemy. To score a hit on the defenders the attacking men need to roll a 6. The defenders have a 360 arc of fire. To win the Wild Men need to hold the Monastery on Turn 15.  The Baron will arrive with reinforcements on Turn 4+1d6 - a roll of 4 meant he'd arrive on Turn 8.



A hail of arrows met the charging Wild Men; a few fell and did not get up. The attack on the walls was grim and some Bleakmoore men had already become casualties early in the fight. The Monks tended to the wounded inside the church.


Fearing the arrival of reinforcements, Guthrumm positioned his horsemen to the East of the Monastery. The attack continued through the morning, but the Bleakmoore men held on.


 As midday past the Baron and his horsemen rode into the valley. Sighting the enemy they charged.



Guthrumm and his men put up a staunch fight but as the afternoon wore on it was clear that they weren't going to defeat the Baron this day.


Turn 12 saw the Wild Men reach Exhaustion Point and by the end of the day Guthrumm admitted defeat and rode away with his remaining men in tow. Victory for the Baron.



Sunday 23 July 2023

Ambush in Bleakmoore

 This game was inspired by Table Top Teaser No2 Wagon Train by C S Grant that appeared in Battle for Wargamers magazine in April 1978. I played the scenario many times as a teenager using Airfix figures.

In this version, men from the Barony of Bleakmoore are bringing supplies to a small fortified camp in the Marches. They are led by Sir Roderik of Spode (name borrowed from PG Wodehouse). As they approach the fort they are attacked by mounted Wildmen. The fort garrison may not venture out but can fire and defend themselves.

The first wave of wildmen appear over the hill

The supply wagon

The wagon moves on while fighting ensues on the left side



The next wave of wildmen have struck the front of the column


Turn 13 Sir Roderik has fallen and the Bleakmoore men reach Exhaustion Point



The victorious Wildmen make off with the wagon of supplies despite a flurry of arrows from the fort.
*New* Unit type Peasants SP2 move as Infantry.

First Mini-Campaign: Part Two

 



A scene from the battle at the forests edge - Bradgrik and Gunagg meet in battle




The diminutive Dwarf force is further reduced 

Escape

*New Creature*: Cave Giant (Troglodyte) stats: SP4, Move as Giant, +1 Attack bonus, may throw rocks 2 grid squares during firing phase.