Saturday, 25 June 2016

Andante at the Adige, Renaissance 7th of July 1515

This time our little monthly renaissance assemblage, lets name it, "The League of Cognac" (or rum or ale or lager) for it has a nicer ring to it, meets for battle at 7th of July playing Pike&Shotte with a dash of amended useful rules.

I didn't want to go for a historic battle this time, so I choose a simple two-armies-approach-each-other-scenario, on a 8x6 table, with most of free space in the centre and some hill, maybe 2 houses (BUA), a rivulet( 3") a bridge, and some trees. French (provided and played by Donald) against the Imperialists (provided and played by me) and some Italians, The Venetians (provided and played by Angus) and the Florentines (provided and played by Jack), who will side to even possible odds out.
All armies will be divided into Vanguard, Gewalthaufen and Rearguard (as at least one battalia each). the armies come in from the short opposing edges. Who can get the baggage train (led by one unit) to the other short edge or get the enemy one wins.

As to simulate the slow approach of these two giants, we will split the two big armies into:
 • Vanguard = light cavalry, skirmishers and light artillery, they arrive between the1st-3rd turn (1d6 dice for each), from 1-4 the short edge, 5 the left side 24" into or 6 the right side 24" from the short edge of their side.
• Gewalthaufen = the pikes, all infantry, medium and light artilery, Men-at-arms; arival 4th-6thturn(1-2,3-4,5-6 dice for each 2 units), from the short edge.
• Rearguard = Gendarmes d‘Ordonnance, and baggage train, heavy artillery (all at the 7th), from the short edge, heavy and medium and artillery, for this scenario can move 12" limbered -  once limbered they use the original movement rules. For avoidance of doubt,  heavy guns can pivot, but are otherwise immovable.

The two Italian forces may just built 2 battalions coming in at the slowest speed of their slowest units.

I also like to introduce or suggest (not for this battle, but for discussion/ future use) some (looseley) national differentiators as follows ...
French: can hire the Swiss, can move 2 artillery pieces per battalia into battle (as they are one of the big players with the money to). Can have max 3 Gendarmes units, and 3 Archers (or men-at-arms or similar) and can only hire 1 Landsknechts unit. 1 Arquebusiers per pike block. Can have crossbow units with pavises. No Rodeleros (Sword and buckler men). Can hire stradioti only if Venice is an ally, then max 1 unit.

Imperialist: Cannot hire the Swiss, 2 Artillery per battalia, max. 2 gendarmes and 3 men-at-arms, can hire landsknechts limitless of course. 1 Arquebusier unit per pike block. Max 2 2-handed-sword units (special useful rule +1 combat result against pikes). Max 1 Rodelero unit. Can hire stradioti only if Venice is an ally, then max 1 unit.

Spanish: Cannot hire Swiss, 2 artillery per battalia,  max. 2 gendarmes and 3 men-at-arms, can hire landsknechts, Spanish pikes can have 2 arquebusier unit per pike block. Max 3 Rodelero units. Can hire stradioti only if Venice is an ally, then max 1 unit.

Italians: Can only hire Swiss, if not against France, only 1 artillery per battalia, 1 Arquebusiers per pike block, can have crossbow units with pavises. No Rodeleros. Italian hellebardiers can have extra shields and thus get a +1 to morale save.

Venetians: As per Italians and can have 1 crossbow units per pike block. Can hire Stradioti, limitless

Florentines: As per Italians and can have 2 crossbow units per pike block. Can hire stradioti only if Venice is an ally, then max 1 unit.

My roll call for the battle ...

Stradioti for potential allies, the Van, the main and the rear.

The pike block for the baggage train

The baggage train and the heavy Imperial guns

The Imperial gendarmes and men-at-arms

The gewalthaufen, lots of  landknechts pikes

... and men-at-arms

... and the CinC

The Vanguard with some Light Cavalry and skirmishers

and some Stradioti to share ..



Saturday, 11 June 2016

The First World War

Q: So, you want to set up a game and re-play the First World War?
A: Yes, in 6mm, sort of, that would be the size of the minis bases representing a corps.
Q: The complete First World War?
A: Yes, the complete First World War, inclusive the naval actions, various political and economical aspect and yes and maybe even the fight in the colonies, maybe as a interphase module.

In fact I would just "customise" the late and great 80ies Avalon Hill game by the name of Guns of August, designed by Rob Beyma and transfer it to something what could be called table top. Of course as in the mid 80ies the modules and variants spawned, it offers a wide basement for rules and scenario possibilities and rule changes and amendments.

I was inspired by the latest cross-over from Bluecher that used cards literally and blurred the line between two genres of game concepts. So why not board game?. It would be 4 6x4 ft "maps", which I customised design wise and some 1040 counters that had to be transferred into miniature bases, corps, artillery divisions and sabbot templates that will be used for entrenchments and forts.
4 to 6 players, 1 turn equates to a month,  in a club night, I estimate, we could get 6 month behind us, which leads to if played once a month (in real life) maybe to less than a year.

Q: Doesn't that sound a bit mental?
A:  Yes.

Some early Germans, artillery (WIP) and a Entrenchment and Fort sabbot

the germans behind barbed wire (split up, rolled  up, train cable from H0)

under the basements will be the specs, but that will be for the ones who can't count figures

NW europe (sorry my RAM displayed some of the rail shadows wrongly, that big is the file)

SW Europe together with the NW it will form "the West front" table 8x6)

NE Europe (Northern half of the "East Front" 8x6 table)

SE Europe  (Southern half of the "East Front" 8x6 table)