Showing posts with label Dark Age. Show all posts
Showing posts with label Dark Age. Show all posts

Monday, March 3, 2025

RPG Review: Pendragon 6th Edition - Chaosium

 

I think there is something wrong with me.  I love RPGs with social systems that reduce player agency and boxes players into certain values, almost like you are part of a civilization that has certain mores, customs, and ways things are supposed to be done.  Games like Legend of the Five Ring with its very rigid social system appeal to me.  Therefore, it is only natural that I would be drawn to this.  

Pendragon is about semi-mythical, romanticized Knights of the Arthurian tradition.  Like Samurai, Arthurian Knights had a code of servitude they were supposed to live by.  They had a social role in society of warriors and protectors.  They serve a lord and in exchange are taken care of by their lord.  The lord provides food, shelter, housing, and equipment in exchange for service and acts of bravery and violence.  Knights must follow their lord, and interestingly, protecting the weak is at best secondary and is often not even part of their job.  

If you have read a lot of Arthurian folklore and legend you know that knights are big personalities full of foibles and swings of passion.  They are not like Samurai in that regard, who are supposed to be supremely stoic.  Knights are figures of romantic (in the literary sense) character and that brings bouts of moodiness, melancholy, and madness.  Knights were full of feelings about their duty, chivalry, and courtly romance that they expressed in the literature.   

Before we get too far, know that this is a hefty tome!  It is a nice, full-color hardback with 251 pages of details.  There are a few ribbon book marks built into the spine.  I think those will be necessary to keep track of key parts of the book.  It is clear that the author Greg Stafford knows a thing or two about Arthurian lore, both literary and historical. They are clear that this is not a book about the actual time period of the Dark Ages, but how the Arthurian Legends that have been passed down to us in literature.  

So, let's take up our lance, sit astride our chargers, and prepare to go on a quest into these rules......


 Things I Liked

There is a lengthy discussion at the beginning about what a knight is, and what a knight isn't in terms of Pendragon.  It has some detailed discussion about female knights, and cites some literary and historical examples.  It also discusses why you may come across knights doing bad things or things they should not be doing.  This is followed by an idea of the themes of the game, and how it should be played.  This is necessary to help ground the GM and players into the game system and what it is trying to simulate.  This is not the world of Dungeons and Dragons, not even close. 

I think my favorite part of this game is the Opposed Traits system.  There are a list of "Knightly Traits" that are opposed to each other.  These Traits are split so they add up to 20.  For example, your two traits are 13 Merciful/Cruel 7.  The GM will call on you to take dice tests to determine how your Knight will respond to various situations, so they might call on you to make a Merciful check to spare a fellow knight in battle.  You roll a d20 and try to get below the dice check required, if passed you get to act Mercifully, if failed you make a dice test on the Opposed Trait to see if you act the opposite.  In this case a Cruel 7.  If you roll under 7 you act Cruelly towards the fallen knight.  If you roll above, you can dictate your action.  Therefore, you can give your Knight preferences for how they will act, but in the heat of the moment they may act in a way outside of their normal character.  This can lead to great melodrama and tragedy, actually codifies knightly conduct in the rules, and fits in nicely with the Arthurian theme.  However, some players may not like this as it removes some "player agency" from the game.  

An extra wrinkle to the Traits system, is that Knights often have certain "Passions" that they can call out to temporarily boost a Trait.  These Passions help further differentiate Knights from each other, and they fall into various categories based on the nature of the Passion.  Things like Homage to their Lord, Love of Family, Passion for their gods, and Hate for a Foe fall into these categories but diversify the longer you play.  Failure on Passion related checks can lead to bouts of madness and melancholy.    

One key component of Pendragon is that everyone dies!  However, there are detailed rules for playing not just a Character, but a family line of Knights.  Therefore, if your first character falls, but has an heir you can continue the adventure with their off-spring or close relative taking up the mantle.  There are rules for passing on Glory, Passions, and other details down the family line.  This type of play is encouraged, and finding a spouse and having heirs is a key part of the game play IF you want to follow the full Arthurian myth cycle from the very beginning to the end, as it covers 150 years or so of time!    

 

Things I Did Not Like

The dice mechanic for resolving basic tests and opposed tests is somewhat convoluted and non-intuitive to me.  For starters, it is a d20 system but it is a roll under system.  Never a fan of roll under, but I understand why here.  Crit failure is a 20.  Crit success is if you roll the exact number of your stat.  In addition, if it is an opposed roll you will need to roll lower than your stat, but above your opponent.  The good thing is that this can lead to a variety of success states, but ultimately is not intuitive to recall at all!  This is before we get into Passions and other variables that can be applied to rolls. This leads to some convoluted sets of modifiers that I think I will need a cheat sheet to keep track of what does what, what is a success, partial, failure, etc. for a while when playing this game. 

Combat uses the basic system mentioned above with skill checks.  The hardest part if cross-referencing the Crit Success, Success, Failure, Fumble chart.  There is also distances and weapon damage, knockdowns, etc.  A QRS will be needed until you get the hang of it.  It is also important to note that combat can be rather brutal with people dropping weapons, weapons breaking, and getting knockdown a lot.  Plus, a Knight can't take that many hits without being knocked out.  To make it worse, healing can take a long, long time in this game because there is no magical shortcuts.  Healing is done on a weekly basis.  Therefore, fighting is common but can get deadly relatively quickly.  Thankfully, most Knights are more valuable alive as ransom to their fellow knights or are fighting to the first blood.  

The book is very comprehensive and has a great table of contents and a list of key tables.  I really liked the Key Tables contents page.  However, the book does place rules in some strange places and there is a mix of flavor text and rules in some parts.  I think this will make it challenging at times to play.  

The Core Rulebook references a lot of other rulebooks and they are not covered in this book.  I was a bit surprised by this, as I expected to get the rules for the game.  Apparently, this is more of the Player's Handbook, with different books for Gamemasters, Estates, and other details.  Supplements are fine for a game, but I feel the naming of this book is a bit misleading.  I would therefore not call this a complete game because a lot of key ideas are touched on, but not covered.  SAD!  

There was no introduction scenario to help GMs and Players get introduced into the setting and the game.  That disappointed me. I am left not exactly sure how to introduce my players into this world or how to even get a grasp on creating adventures for this game.  Double SAD! I guess for that I need to get the Starter Set too? 

Meh and Other Uncertainties

All players start as Squires.  In order to become full-fledged Knights there are a few mechanical things they need to do.  This includes hitting certain thresholds of Skills and Glory mechanically.  There are also some other Role-Play aspects such as age, having a Lord, etc.  Therefore, this game starts with young adult characters and follows their careers as they age, grow old, die, and then carries over to their heirs!  Each adventure is one year in the longer campaign, and the end of each session has a "Winter" phase where characters update for the next year.  This includes aging, skill development, etc.  It reminds me of an "End Phase" in wargaming.  Keeping track of the year, and how it corresponds to the Arthurian timeline is relatively important in this game.  

The game uses Glory as the main metric for determining success, well; there are a lot of ways to measure success.  You can level up certain traits to become various types of Knights like Chivalric, Religious, etc.  You can level up and down your Honor rankings.  There are a lot, but the main mechanic is Glory.  As you complete adventures and tasks you earn Glory.  It is also something you use to measure against other Knights you encounter as well.   

This game has dedicated rules for solo play.  I think this system really works well with that format.  I have to admit, the big appeal to me of RPG is the social group aspect.  Take that away and I might as well play something else.  However, the way this game is structured made me question my own thoughts on solo-play.  It is more about "discovering what happens".  However, it speaks to the somewhat abstracted nature of the game compared to some other RPGs out there.   

There are three chapters dedicated to arms, armor, and horses (?).  Horses are actually a pretty big deal in this game and not the disposable things you see in most Fantasy games.  I think one of my favorite tables is the Horse Personality table, as players as expected to role-play their mounts as well!  The game has several pages dedicated to creating Heraldry for your Player-Knight.  Of course, it is just a short primer on a topic that whole books have been written on.  However, even this small sliver is very interesting.   

Final Thoughts

This is a relatively crunchy game that leans more towards Simulation than it does Narrative.  However, the simulation is focused on a fictional world of the Mythical King Arthur cycle.  Therefore, it is not for the feint of heart.  I really enjoyed how the game "codified" and "systematized" the conduct of Knights and this is one of the few games I have seen that have managed to codify such a behavior based system into rules.  

In some ways, this is a bit of a throwback design to things that were popular in the 80s.  RPG Design has moved a lot in that time.  There are some things that are very detailed and focused on, but other very important aspects are just handwaved.  In addition, a lot of outcomes rely solely on dice rolls.  

That said, like Legend of the 5 Rings; this is not an RPG for the newbie role-player.  This requires a couple things to work.  You have to be willing to engage with it for what it is.  This is not a rules-lite Narrative heavy game.  This is a crunchy outcome generator for Arthurian legends.  If you come to this game with the wrong thought process, it will be very disappointing.  Come at it in the proper context and interest in Arthurian Legend and you will have an amazing time.       


Become a Patron and get access to all the cool stuff, a peak behind the curtain of Blood and Spectacles, and early-access to playtest games!  


You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

Check out the latest publications and contact me at our Blood and Spectacles website

Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!                        

Monday, February 24, 2025

On The Painting Desk: Anglo-Saxon Shieldwall for Fury of the Northman

 

The first big painting project of 2025.  I am working on an Anglo-Saxon army for Fury of the Northman.  I picked up the miniatures for it in 2024 but did not get the time to work on it back then.  However, it is winter time and there is no better time to paint a big project than now.  I am using a combination of Victrix kits, the Late Anglo-Saxons, the Early Anglo-Saxons, and the Dark Age Archers kit for this army.  The army will look like this: 

  • 1 Unit of Shieldwall Nobles as Thegns from the Late Anglo-Saxon kits
  • 3 Units of Shieldwall Militia as Fyrd from the Early Anglo-Saxon kits
  • 2 Units of skirmishers/irregulars from a mix of Early and Late Anglo-Saxon kits
  • 3 Units of Archers from the Dark Age Archer kits
That is enough for an army plus some swappable extras to play against my Dark Age Irish and my Viking force.  That will allow a pretty decent campaign mix.  Still thinking about a Muslim army for this period too. 


I decided to get started on the Shieldwall infantry first.  That is the heart of most armies in the Viking Age isn't it?  Well...... no..... but it is for this one!  I have been spoiled by all those Heroquest models because I forgot what a pain it is to actually assemble your models!  That really slowed me down.  However, I soon had the 40 shieldwall models all assembled and put on washers.  Then, before painting I of course gave them an undercoat of Grey Seer.  

Before I got started, I decided I was NOT going to be using Speedpaints on these guys.  All of my other Historical models I use the base coat and a wash method.  So these fit in, I decided I wanted to do the same with this army.  Therefore, after spray undercoating it was time to start batch painting.  

Here is a quick look at my batch painting technique.  I have obviously batch painted a few armies in my time, so I think I have a decent technique down for it.  First thing I do, is paint all of their flesh and all of their shoes/boots.  I typically use three different colors for their footwear.  


From there, I start painting from the lowest layer up.  Typically, that is the pants!  I decide on the various colors of pants I want, then I start to break them up into smaller groups, so that each unit will only have one or two guys with the same color pants.  


I then, do the same thing with the next layer.  In this case, it was going to be the leggings.  I typically use the same colors I just make sure a guy with that color pants doesn't get the same color leggings.  I then make one last mix up for their tunics.  I tend to do the same thing but with fewer colors and larger batches for all the colors as I move up the model, so belts, hafts, armor/helms, etc.  You may have also noticed that I keep all the shields off, I paint those on the sprue separately and add them just before basing.  

Of course, I got a bit impatient and spent some time away from the Fyrd, and focused on the Thegns and got them done the fastest of all the Shieldwall infantry..... woops......


All that chainmail was just begging for me to finish it off.  Afterall, they look so... unfinished... in all that gun metal and polished silver.  I couldn't let that stand!  I finished the base colors with a nice coat of Strong Tone wash. The guy in the purple cloak is supposed to be my Earl.  I like to give my officers purple..... it is a hang-over from my ancients painting.  Any excuse to use purple am I right!  Like the Fyrd, I will be painting the shields and adding them last.  

With a small hit of Dopamine to help me get to the end, I went back to working on batch painting the Fyrd with my tried and true method.  I mean, it is only 30 of them right!  The biggest "batch" to batch painting with these guys will be their tunics.  I mean, these look super comfy and I am hoping one day they come back in style!  It is basically a really long and flowing shirt belted around the hips?  I would wear that.  


Look, it's the Power Rangers: Dark Ages!  Go, go Power Rangers!  Here the Fyrd are about half finished.  From here, it is about painting up the belts, pouches and gear that they are all wearing.  This is mostly Skeleton Bone, Dessert Yellow, Leather Brown, and Fur Brown.  Again, each model typically uses two different gear colors to mix it up.  Since I use those colors on their tunics (or are they tabards?) you have to make sure you don't make the belt and gear the same color as the clothing.  Easy to do when batch painting.  

It is always amazing to me how "finished" a model becomes when you paint their weapons.  I could have a full unit painted, but not their weapons and it would look like I still had a ton left to do!  Since they are spears, I mixed it up with different colors on the hafts using the same colors as their belts.  Then, I painted up all the metal, including helmets, buckles, spear points with a variety of Plate Mail, Gun Metal, Bronze, and a few Metallic Speedpaints for variety.  Once again, hair color was one of my favorite parts using a some yellow, and orange, but mostly ash grey, dark stone, fur brown, and monster brown.  The base colors were all in place! 


The last step to finishing the basics on these guys was a nice Strong Tone wash using my Armypainter washes.  The Strong Tone is black based and it works well with Chain Mail and armored minis.  These guys are not wearing chain, but I used it on the Nobles.  I felt like if I switched to a Light or Soft Tone they would not blend in as well.  Those tones are sepia based.  So, with some trepidation I hit them with the Strong Tone......


Oh yeah, that darkened them up.  However the blend in pretty good with the leader squad.  The only left to do is to base them and get their shields painted.  Man, I hate painting shields, but especially Dark Age shields.  You can see how it went last time with my Vikings, but you will have to see how these turn out.  

Painting these 40 guys to this level took me about 4 days of work, spread over a couple weeks of time, a few colors here and there.  I rarely get to just sit down and paint for 3 days straight!  Most of my painting projects I pack up in between sessions, but these guys just sat on the desk and waited pateintly.  I do not think I would enjoy just sitting down and painting all day!  I tend to do a color or two, get up, do something else for a bit, and then come back to it.  

Next up, I will go over the shields and start in on the Skirmishers and Archers.  Probably another batch of 30-50 guys.  Until next time! 

Bonus Content! 

I managed to go down and play some of the new edition of Kill Team with the True Crit Gaming Guild.  I took the Hand of the Archon out to play since it had an actual Kill Team box and I hoped the rules were still current.  No idea still, but my opponent was nice enough to let me use what I had.  


I honestly only picked up on a few differences compared to the last edition.  Of course, the missions changed, some of the keyword rules changes a bit, assets changed, and the way Conceal/Engage worked changed a bit.  They also ditched the stupid shapes instead of numbers thing.  However, it seemed to play pretty much the same after that.  However, it is also possible that I never knew the old rules well enough to notice the differences!  


This was a classic battle of dwarves vs. elves, as my friend took the new League of Votann Scavengers for their list.  I couldn't tell you too much about them, except they seemed to be a close ranged team.  They had shotguns and a lot of pistols and CC dudes.  I had them pretty well shot up, and managed to out flank them.  We scored points by being in the enemy control zones and deployment zones.  They had some resourceful tricks, but ultimately the Dark Eldar were nastier this time.  


I saw the Hivestorm box at the store, but ultimately I doubt I will pick it up unless I come into some sort of windfall.  I really do not need two new Kill Teams when I all ready have more than I will probably use!  Plus, I am not sure the rules changes are enough where I feel like I need the update to the newest edition in order to keep engaging with it on a casual level.  

Until next time!  



Become a Patron and get access to all the cool stuff, a peak behind the curtain of Blood and Spectacles, and early-access to playtest games!  


You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

Check out the latest publications and contact me at our Blood and Spectacles website

Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!        
  

  


            

 


Monday, September 26, 2022

Battle Report: Fury of the Northman - Cattle Raid in Hibernia

 


Hello faithful readers!   Today, we will be delving into the Fury of the Northman rules as I take my Victrix Vikings out against my Wargames Atlantic Hibernian Irish.  

Erik Greybeard had heard the tales and seen the wealthy himself.  These islands had loot, and his fellows had told him how soft the brown frocked defenders had been.  It was incredulous to hear that they were unarmed, and had all that gold sitting around!  It was too good to pass up.  

He gathered enough of his kinsmen to buy a few ships, and they had set sail.  It had been several days of wet, grey, and rainy weather but they finally found land.  The routes he had been told about were true!  His men pulled up into a cove, and found a beach to disembark on.  

The first order of business would be to find food for his men.  They were tired of the dried fish and fruit, and the barreled water.  They wanted something fresh to dine on.  He heard the bellow of a cow in the distance and his mouth watered.  His men looked expectantly up into the dark woods and rolling hills.  

Of course, the approach of his ships had been seen.  The shepherds ran back to the local village and told the chief of the newcomers.  He sent runners to the other nearby hamlets, and soon the local king had gathered the men folk to defend their lands.  King Ercc went forth to meet the invaders.   

Mission:
The Vikings will be the attackers as they go on a Cattle Raid against the Irish.  They will be attacking as Dusk Approaches as the complication. 

Forces: 
Since this will be a Cattle Raid, the Vikings are allowed 10% more points then their Irish foes.  

Erik Greybeard's Vikings:
Nobles
- Shieldwall
- Boar's Head 

Warriors

Warriors
- Shieldwall

Militia
- Shieldwall

Skirmishers

King Ercc:
Warriors
- Heedless Charge
- Throwing Spears

Warband
- Heedless Charge
-Throwing Spears

Skirmishers
- Throwing Spears

Skirmishers
-Throwing Spears

Slingers
-Skirmishers

Slingers
- Skirmisher

Set-up:
Today we are using a 72MU by 48MU board.  1 MU is equal to 1 inch.  

Per the rules for the Cattle Raid, we rolled up 4 cattle to be herded up and taken off the board.  Both players can deploy two cattle, at least 18MU in from the board edge, and 6 MU from any other cattle. 

In addition, we placed terrain per the rules.  We split the board up into a grid with 6 spaces.  We then rolled off per the chart.  

Grid 1= 1 Level Hill
Grid 2= Difficult Terrain (Field) 
Grid 3= Hedges and bushes
Grid 4 = No terrain
Grid 5= Difficult Terrain (Field) 
Grid 6= Difficult Terrain (Woods)

Both sides place their cattle.   

The Vikings choose to deploy on Grids 1-3.  The two sides take turns deploying a unit until the following deployments are set.  
Irish from left to right: 
Slingers, Warband, Warriors, Skirmishers, Slingers, Skirmishers

The Vikings from right to left:
Skirmishers, Warriors, Warriors, Nobles, Militia

Turn 1: 
As dusk approaches, both commanders gather their Ferocity Points.  Greybeard chooses to spend 4, while Ercc chooses to spend 3.  Greybeard goes first.  

Both sides rapidly rush forward to try and get their hands on the livestock.  The Viking Skirmishers spend the last Ferocity Point to move unimpeded by hill and field.  Their warriors comrades lag behind in the field.  The Irish are content to watch the rest of the Viking force move forward. 

With the baying of hounds, the Irish move forward, their skirmishers and slingers pushing out ahead.  The warriors seem content to deal with the left most cattle.  

The sun does not begin to set yet. 

Irish skirmishers move through a field

Turn 2: 
Both commanders again collect their Ferocity Points.  The Irish choose to bid 4, and the vikings bid 3.  This time the Irish go first.  

The Vikings watch as the Irish manage to leap forward and collect 2 cattle early.  The Slingers on the Irish right secure 1, and the King himself secures another.  

Irish slingers secure a cow, but can they hold it? 


Viking skirmishers secure one of the Cattle on the Irish left.  However, they are left exposed to do so, and there Warrior back-ups are lagging in the field.  Meanwhile, Greybeard and his nobles switch into the Boar's Head as they approach a cow.  The Militia and Warriors move up to support them in open order.  
Viking skirmishers secure a cow, and want to begin to escort it off the board

With the roll of a 6, the sun will begin to set! Dusk has begun! 

Turn 3: 
Both commanders again collect their Ferocity Points.  Greybeard spends 1, while King Ercc spends 3 to go first.  

The Irish slingers around the cattle open fire on Greybeard, but due to dusk they find that they no longer can get a good look at the target.  They are too far in the setting sun!  The same issue hampers the Irish slingers on the opposite side of the board when they go to Shoot at the Viking skirmishers.  

At this point, Greybeard attempts to interrupt.  However, he fails to take command and the Irish stay in control of the initiative.  

Irish warband attempt to drive off the Viking skirmishers

With that, the Irish warband commit a heedless charge into the Viking skirmishers.  The Irish warband loses two courage, and starts to waver.  They push the skirmishers back 2 MU and manage to drive off the skirmishers and secure their cattle.  However, Viking warriors are lurking nearby in the field. 

Greybeard again tries to take control, but loses to the Irish on the roll-off.  Irish skirmishers on the far right dash forward  and get between the Greybeard and his nobles and the Irish slingers with the cattle.  Meanwhile, on the opposite side, King Ercc and his warriors move up inbetween the fields.  

The Irish cede control of the initiative to the Vikings.  Eric Greybeard and his Nobles cahrge recklessly forward and clip the Irish skirmishers, as King Ercc and hoped.  The Irish are pushed back 1 MU, and turned around to flee for their lives!

Behind the Nobles, the militia Vikings grab a cow and circle around it to protect it.  The Viking Hirdmen move up to cover the gap between the fields, and form a Shield wall.  The last group of warriors struggles through the field towards their objective.  

End:
The Viking Skirmishers and a unit of Irish Skirmishers are removed from the battle as they rout.  The Irish units that see their comrades flee, pay it no heed.  Meanwhile, the warriors in the field begin to waver from seeing their skirmishers flee from the attacking Irish.  

Turn 4: Final Turn
This will be the final turn as night begins to fall.  Both King's gather their Ferocity Points, with both armies down a unit.  The gives the Irish 5 and the Vikings 4.  Eric Greybeard bids 2, and King Ercc bids 3.  The Irish will be going first again! 

The Irish slingers covering the cattle fire at the oncoming Nobles, who shrug it off by sheltering behind their shields.  King Ercc spends a Ferocity Point to rally his warband from wavering, and fallback away from the Vikings.  The rest of the Irish hold their positions, and turn control of the board back to the Vikings.  

The Viking militia fall back towards their camp with their prize, but they will not be fast enough to leave the board.  

In frustration, Eric Greybeard's Boar's Head smashes into the Irish Slingers by the cow.  The slingers do not stand a chance, and are easily routed.  The Nobles take command of the cow, but are stuck in the middle of the board. 

The vikings in the field manage to secure a third cow, but will not have enough time to get it to a board edge.  

End: 
The Irish slingers flee for their lives, and that leaves the Irish down 6 points, or about 25%.  However, no Irish units are in a position to see them flee, so no wavering checks are needed.  However, at 25% losses,  each Irish unit needs to take a Collapse Test.  The last Irish skirmisher unit flees the board in terror.  The rest hold steady.  

Conclusion: 
This one goes down to the points, as there is no clear winner!  

The Vikings eliminated 8 points worth of Units, but scored no points to cattle.  They lost a 2 point skirmisher unit, so they have a total of 6 points.  

The Irish have 2 points for destroying the Viking skirmishers, and 2 points for retaining 1 Cattle.  However, they lost 8 points of units and end the game with -4 points. 

The Vikings manage to drive away the Irish far enough, that they can get their captured cattle back to camp in the darkness.  However, behind every tree or shrub they pass, they can sense the angry eyes of the Irish on their backs.   By securing some cattle, Eric Greybeard is able to keep his men's bellies full, and the successful battle keeps their spirits high.  With the measure of the Irish defenders taken, Eric Greybeard was eager to raid further inland.  

Well, I guess King Ercc should have challenged those Viking Warriors in the field for control of the Cattle after all.  I was afraid of having to take a late game Collapse Test from a routed unit, and I ended up needing to anyway!  I am not sure challenging the cow by the field would have made a difference.  I also should have not used my skirmisher unit as a speed bump on those Nobles.  

In hindsight, I should have placed my two cows in difficult terrain, and then used my enhanced ability to skirmish to get there faster, and the terrain to help bolster my weaker armor, or to sally out of.  This would have hindered some of the Vikings biggest advantages, armor and formations.  In addition, the Dusk Approaches complication changed the dynamics of the game a lot by minimizing the effectiveness of my shooting, but also reducing the games length!  That really changed the normal rhythm and added a sense of urgency to the whole thing.  

Well, lessons learned on how to play the lighter, skirmishing focused force for next time!  

 


Become a Patron and get access to all the cool stuff, a peak behind the curtain of Blood and Spectacles, and early-access to playtest games!  


You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

Check out the latest publications and contact me at our Blood and Spectacles website

Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!
As you can see, this has been a pretty busy year so far.     
     

 


           

 




Monday, September 19, 2022

Wargame Design: Fury of the Northman

One of my Wargame Design goals for 2022 was to publish a new historical rule set to the Blood and Spectacles page on the Wargame Vault.  My previous historical works include Men of Bronze and Wars of the Republic for Osprey Games.  The fundamentals of these games form a great basis for most pre-gunpowder historical time periods, with a few tweaks.  My first attempt to tweak these rules to a different time frame is to modify them into the Viking Age.  


As I tackle these rules, there are a few key concepts and ideas that I wanted to capture:

1. Scale and model agnostic
2. Use the Men of Bronze core rules as a base
3. Capture the Unique aspects of Viking Age warfare

Scale and Model Agnostic
There is a wide variety of Vikings and Viking Age ranges out there for folks to buy.  I want this game to be able to accommodate a wide variety of miniatures and scales.  I want players to bring their existing armies and models to the table and be able to use them.  Plus, the game does not make use of basing conventions, so you can use single based, multi-based, etc.  

This was easy to do, as both Men of Bronze and Wars of the Republic are both scale and model agnostic.  The game uses Measurement Units as a generic unit of measure.  As always, these can be modified to fit the scale of your minis and the size of your play area.  It is left up to the players to determine the specific distance of a Measurement Unit.  


Use the Men of Bronze Core Rules as a Base
The core rules for Men of Bronze is focused on Greek Phalanx combat, and that seemed like an easy transition to the Viking style of Shieldwall combat.  The basic mechanics are very similar: 

  1. Opposed dice pool tests to determine combat results
  2. No model removal
  3. Resource management for command and control
  4. Special formations for combat benefits
  5. Actions are resolved as they happen
  6. Support troops as force multipliers
  7. Emphasis of melee over missiles
  8. Big battles and small armies
All of these mechanics are tried and true.  They drive meaningful choices for the players.  In addition, they are designed to keep the players engaged so they can react to each others moves by stealing initiative.  This leads to a dynamic, fast moving, and engaging game.  


Capture the Unique Aspects of  Viking Age Warfare
Viking Age warfare had many unique aspects to it.  The key part was modifying the Viking Age units and selection process to reflect those of the time period.  There were a variety of cultures and fighting styles in the Viking Age.  They ranged from the various Norse kingdoms, European kingdoms, Gallic tribes, Iberian kingdoms, and even Muslim forces.  All of them had unique traditions and fighting styles.  

Despite all of these different military traditions and fighting styles, the game captures them into broad and easy categories.  Then, special rules are feathered in to allow for unique aspects of the combat forces to be represented fully.  Army selection is quick and easy.  This allows a broad representation or units and troops with a simple, abstracted system.  

The game includes lists for:

  • Viking, Swedes, Norwegians, and Danes
  • Anglo-Saxons, Franks, Slavs, and Rus
  • Iberians and Muslims 
  • Irish, Scots, Welsh
  • and more
It includes such core units as: 

  • Nobles, Warriors, and Militia
  • Shield Walls
  • Berserkers
  • Heavy and light Cavalry
  • Skirmishers
  • Archers and slingers
  • and more
In addition, unique Raid scenarios were created to give a sense of the nature of Viking Age warfare.  There are also several historical scenarios based on actual Viking battles.  These raids can also be connected into a linked series of battles with the enclosed Campaign rules.  


Conclusion
Hopefully that gives you a feel for Fury of the Northman.  If you all ready have a Viking or a force from the Viking Age you can use them with these rules.  In addition, if you have enjoyed Men of Bronze or Wars of the Republic, you will enjoy these rules.  If you have an interest in Viking Age warfare, you will enjoy these rules.  If you like a good, fast play game that features small armies for big battles; you will enjoy these rules.            

I expect to continue to build historical games based on these same design criteria and base mechanics, but these are the first.  Let me know what you think!  



     


Become a Patron and get access to all the cool stuff, a peak behind the curtain of Blood and Spectacles, and early-access to playtest games!  


You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

Check out the latest publications and contact me at our Blood and Spectacles website

Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!
  

Monday, May 16, 2022

On the Painting Desk- Dark Age Irish are Done (Insert Clever Title Here)

 


One of the key goals for 2022 was to order and complete painting a Wargames Atlantic Dark Age Irish army.  This was to act as an opposition force for my Victrix Vikings that I painted in 2021.  The idea was to use these two forces to help with the marketing and post-production work for a new game system for Viking Age warfare called Fury of the Northman.  This game is based on the Men of Bronze engine and therefore uses armies of similar size.  

In this case, the Dark Age Irish army was supposed to have about 6 units so about 60 models, and include two units of warriors, two units of slingers, and two units of skirmishers.  The focus of this force is greater mobility and firepower than my Viking force.  

In my last post, you got to see some progress on the Skirmishers and Slingers.  There, I also broke down the colors I used with my Armypainter Paints. For brushes, I used basic, big-box purchased brushes.  So, with that let's get into the pretty pictures! 

Here we have the finished Skirmisher units.  The Irish army in miniature format is famous for a few things, including Irish Wolfhounds in battle.  Personally, I think their actually use in battle is VASTLY overstated in wargaming, but it is a fun flavorful unit that makes the army distinctly Irish.  The Wargame Atlantic sprue comes with several of the "Good Boyz" so I figured I might as well use them! 


I also avoided giving the Skirmishers shields for the most part, as I figured those would limited their ability to move quickly and easily through the brush.  This is also the unit I put the most "shirtless" models in, as I also assumed the poorest members of the community would end up here in the army.  


For basing, I used a cheap acrylic paint from a big box retailer, globbed it on heavy with a cheap brush, over the hardware purchased washer, and then sprinkled it with left-over lichen/moss found at the bottom of my terrain storage box.  No need to waste it after all! 

Now, onto the Slingers and how they turned out once I based them.....


and then the other unit of slingers......

Not much to say about these guys.  They have a mix of slingers and just guys throwing rocks.  Or I guess charitably you could say they were there to re-load the slings.  I prefer to think they are just throwing the rocks.

The, the warriors....


 All the shields are hand painted, because I did not buy transfers.  I had forgotten how much I disliked painting shields, so it was a good thing only two units of warriors had them, plus a couple other here and there for unit leaders.  I base panted half Oak Brown, and the other half Leather Brown.  I then used a combination of Monster Brown, Desert Yellow, and Army Green.  The white white ones are Mummies' Robes while the red one is Rust Red.  I then used the same colors on contrasting backgrounds to make the symbols and marks.  Finally, I gave them all a Strong Tone wash.  I tried to paint them all on the sprue, and that made it a lot easier.  After cutting them out and gluing them to the warrior, I had to touch up the contact points with the shield's base color. 

Here is the warrior unit with their Chieftain to lead the force.....

Unlike the Viking army I built earlier, the Dark Age Irish do not make use of the Shieldwall.  Therefore, they will mostly be acting in dispersed, Open Order units.  They did not need to rank up as tightly.  The Chieftain I wanted to have some more vibrant colors and an all metal shield to help him stand out a bit.  

Here is the full army together....


  

I look forward to these guys hitting the table and fighting against the Viking raiders in the coming weeks and months.  I still want to add two more forces to my Dark Age armies, the first is a Anglo-Saxon army because it is iconic to the era.  The second is an Arab force because I am enamored with the historical Battle of Talyata where the Vikings and Arabs fought an engagement.  Plus, it would be a big departure from my other Dark Age armies.

Here's a preview of some Vikings vs. Dark Age Irish action!   


  You can see the rules on the Blood and Spectacles Wargame Vault page to find Fury of the Northman  

In addition to finishing the Dark Age Irish, I also finished up painting my Corinthian War alliance fleet for Poseidon's Warriors.  It is 2 units of 5 fast trireme from Athens, and 15 cataphract triremes from Corinth.  


Next up, I need to 3D print 25 more Spartan cataphract Triremes for the opposing forces.  I look forward to launching a Corinthian War campaign using land and sea battles soon!   

You can follow Blood and Spectacles Facebook page for more fun: https://m.facebook.com/pg/BloodandSpectacles/posts/?ref=bookmarks&mt_nav=0


Or our website:

Or our Messageboard:

Or our Wargames Vault Page: