Wednesday, June 30, 2021

Horseflesh for Dinner - Saga AAR

I recently met up with Josh for a game of Saga. Neither of us have had much experience with the new version, so we decided that a simple Clash of Warlords would do well to shake out the cobwebs and get a handle on the rules.


I brought out the Normans, with a Warlord, two units of six mounted Hearthguard, a unit of eight mounted Warriors, a unit of eight Warriors with crossbows, and a unit of eight Flemish Mercenaries. 

Josh brought his Jomsvikings, with the legendary Warlord Sigvaldi Strut-Haraldsson and five units of Hearthguard, two of which had great weapons. 

Sigvaldi ended up being fairly tough opponent. He had Resilience (2), which meant that he could take a point of fatigue to stop two uncancelled wounds. He gave his entire warband Armor 6 against shooting attacks. He could cancel advance melee Saga abilities with a dice roll against his Wrath tokens (which Josh largely forgot to use), and could remove the opponent choice of either allowing Saga abilities to happen or letting the Jomsvikings gain Wrath tokens. Yeesh.

The goal of Clash of Warlords is simple - play until one side cannot generate Saga dice anymore, then tally the dead. Whoever scored the most points was the winner. 


The game started with my mounted Hearthguard riding down a smaller unit of Jomsviking Hearthguard, who still managed to mangle my unit with their Great weapons. 

Josh pushed up hard through the village, forcing my mounted Warriors to flee after being savaged. Since I couldn't stop his Wrath generation thanks to Sigvaldi's Sly ability, the Jomsvikings Battle Board abilities hit harder. 


Unfortunately, my slow moving Flemish Mercenaries never got a chance to get into combat, and since they were mercenaries, didn't generate a Saga die for me to use. And while his warband has less models in it, each of those models were Hearthguard powered up by Wrath tokens. Josh used these to deadly effect, especially the ability that gave the Jomsvikings javelin shooting attacks, which my mounted and unshielded troops were especially weak to. 

It also didn't help that Sigvaldi's Resilience (2) meant that my Warlord couldn't seem to do enough damage to his Legendary opponent to deal the final blow. 


It was Sigvaldi that struck the final blow that brought down my Norman Warlord and ended the game. My unit of crossbow Warriors was too small to generate a Saga die, and the Flemish Mercenaries (which Josh had kited the whole game) couldn't contribute. 

With that, we crossed the fields of battle and counted the dead. Josh scored 26.5 massacre points, while I scored 23. It was a close battle, but the Jomsvikings could count it as a victory!

As I say in most other after action reports, I hope we play more. Josh is definitely interested, and picked up a box of Wargames Atlantic's Dark Age Irish to expand his warband options. 

Wednesday, June 23, 2021

Glory: 1861 - Rules Review

While reading the latest issue of Wargames, Soldiers & Strategy, I came across a review of a newly released set of rules for the American Civil War; Glory: 1861, written by Jon Sutherland and published by Caliver Books. 

Now, normally I'd gloss over something like that, as ACW rulesets are pretty ubiquitous in the wargaming scene, and I've already got Fire & Fury and Pickett's Charge as my go-to rulesets for my 10mm collection.

What caught my eye, however, was the subtitle for the rules: "Raising and Leading a Regiment to Glory."

Now that was interesting. From my experience, most ACW rules either focus on skirmishes or start with the regiment as the main tactical element and go up from there. Glory: 1861, however, uses companies as the tactical element, and does not feature any cavalry or artillery in the main rules.

Well, mostly. We'll get to that. 

So, that was my curiosity piqued. However, beyond the somewhat brief overview in WS&S, I couldn't find much chatter about the rules. No review, no forums, no Facebook groups, as far as I can tell (if there are any that you know of, let me know). So I decided to grab a copy for myself and review them. 

The rules start with an overview of the aim of the game; that is, commanding a regiment. It also has a brief historical section leading up to the war and the war's first year. There's a full Order-of-Battle for the First Battle of Bull Run, which is offered as a selection of regiments that players can use to base their regiment on. 

This section also lays out with what a typical regiment in the game looks like, and what other items you'll need to play - a handful of d10s and a half-dozen d6s, preferably three each of two different colors. There's also basing standards and the introduction of the "Regiment Card" which acts as your regiment's character sheet.

Players use Glory Points to make purchases for their regiments, and players start with 50 points to purchase their starting troops. 

Since a standard starting company of Inexperienced troops costs 4 points, and you'll need to spend 3 point to purchase your command figures (the regimental officers, the second and third officer, the two regimental banners, and a drummer). That leaves 7 points to spend on improving your regiment and its officers, and other bonuses. 

Each of your officers will gain a random trait, and your companies will also randomly roll for the quality of their troop and commanding officer. 

You can also spend points on bonuses. These can improve the stats of your officers, give additional training to your regiment, or purchases bonus cards that are randomly drawn at the start of each game. 

A small aside: Getting a least two of these cards (you get two cards per point spent) is worth it at your regiment's start. The cards are provided as copy-able sheets in the back of the book, and their affects range from simply improving your priority (more on that in a bit) to allowing additional moves in a turn to having off-table artillery support or a unit of dismounted cavalry showing up.  

A fun aspect is determining how long your regiment has signed up to serve. If your regiment's term is only three months, you'll have to test each of your companies to see if they disband after six games (as the game assumes your troops will see an average of two engagements per month). On a roll, you troops may stay with the regiment, or you'll see an influx of green troops. 


Games start with both sides rolling to determine their objectives and what their opponent's side of the table will look like. There are charts for both defenders and attackers, and if the scenario is more akin to a meeting engagement then both sides can roll on the attackers table. 

A game turn is taken in phases. Players roll a d6 and three Glory Dice, adding together the d6's result and any 6's on the Glory Dice. This determine their Priority level, which determines how many activations a regiment gets in a turn, and in what phases. A higher Priority gets you more activations in a turn, and if both sides are activating in the same phase, you roll off using your regimental officer's initiative plus a d6.

Companies have a variety of actions they can take during a turn, from firing to loading to moving into formations like line or skirmish. These actions may take multiple phases, so a company might spend the entire turn firing or freeloading, or quickly moving across the table. 


Combat is split between ranged fire and hand-to-hand fighting. 

Firing is done with d10s, one per firing base. The number of hits are cross-referenced against a chart that determines how many hits are kills and how many cause Terror, which will affect a units morale. 

Hand-to-hand fighting uses d6s instead, comparing the two sides' results against each other. 

Morale checks occur in certain circumstances, such as when a company comes under fire for the first time in a game, or a unit's Terror level is equal to or greater than the number of bases in the unit. A d10 is rolled with relevant bonuses or penalties. The results can range from a unit carrying on as normal, or routing and fleeing backwards (but not being removed from the table). 


As for my conclusion, well, I'm planning to put together two regiments with Old Glory's Blue Moon range of 18mm minis, as I already had some of these when I was trying to figure out what scale I wanted to play in (and ultimately ended up going with 10mm). With two minis to a base, it shouldn't be too difficult to paint up. 

The regimental commander and A, B, and C companies of my planned Union regiment

These are a clever set of rules that I don't believe has much competition in terms of other rulesets. I'm not sure how viable it would be for pick-up games, and it might be a little boring (and ahistorical) if you had the same two regiments going up against each other. I could see this being a fantastic game for clubs to play with a campaign, with each club member controlling a regiment and playing games, potentially with some club members also taking the roles of brigade and division commanders (maybe we'll see this in a future supplement alongside cavalry and artillery rules).

Check this rules out if you're an American Civil War enthusiast, or a wargamer who appreciates the application of role-playing elements to wargames. Hopefully we'll see a PDF of the rules which will make them more widely available. 

I'd like to get a chance to contact the author of the rules, as I'm looking for PDF copies of the Regiment Card and QRS. I've also got a couple questions about missing modifiers in the Morale section. 

If you've got any questions or thought of something I didn't cover, please leave a comment!

Addendum: Having now actually had a chance to play a game with the rules, I must note that there are more holes present than I am comfortable with. Multiple sections seem to be missing or forgotten. This is a shame, as it does affect my interest in the rules. Personally, I'm going to try and write out my own modified version that will hopefully fill in those holes, and tweak some of the various aspects of the rules that I wasn't satisfied with. 

Wednesday, June 16, 2021

When is a Gate not a Gate? - Middle Earth SBG Tournament AAR

This past weekend I attended the first Atlantic City Open, an event run by Frontline Gaming. 

The Atlantic City Open is the third series of events run by Frontline. Their other two are the Las Vegas Open and the Lone Star Open. Since Adepticon takes care of the Midwest, Frontline decided to start up the Atlantic City Open to cover the East Coast. 

The stars of the event were Warhammer 40,000 and Age of Sigmar, but there were also events for Kill Team, Star Wars Legion, and Lord of the Rings, which is what I took part in. 

Since it had been more than a year since I'd gotten MESBG to the table, and my last time playing was the less-than-inspiring MESBG tournament at 2019's Fall In!, I decided to bring a somewhat less-serious list and just have at it, fully expecting to be staying down at the bottom tables.

I ran the "Black Gate Opens" Legendary Legion as my force. This list severely restricts the options I could take from Mordor, but gives two bonuses: the Black Gate version of the Troll Chieftain, which gains an extra point of Might, Will, and Fate as well as the Fearless special rule, and a special rules that gives +1 on Wound rolls if enemy models are outnumbered in close combat (this does not include supporting spears, however).

Mordor - Black Gate Opens Legendary Legion, 700 Points

  • Black Gate Troll Chieftain
    • Morannon Orc, Banner, Shield, Spear
    • Morannon Orc, Shield
    • 5x Orc Warriors, Shields, Spears
    • 5x Orc Warriors, Shields
  • The Mouth of Sauron, Armoured Horse
    • 5x Orc Warriors, Bows
  • Mordor Troll Chieftain
    • Morannon Orc, Shield
    • Orc Warrior, Banner, Shield
    • 4x Orc Warriors, Shields, Spears
    • 4x Orc Warriors, Shields
  • Orc Captain, Shield, Warg
    • 4x Orc Warriors, Shields, Spears
    • 4x Orc Warriors, Shields
The scenarios for the day were randomly decided from a small pre-determined pool. 


My first game was against Robert and his Minas Tirith army, which was led by Denethor alongside Borormir, Madril, and a mounted Huron. With plenty of cavalry, bows, and Fountain Court Guards, this list could out-fight, outs-hoot, and out-move me. The objective was Seize the Prize, where both sides would race to uncover an artefact in the middle of the table and hold it until the other side broke or the round ended. 

While I had priority for most of this game, I messed up from the start and didn't deploy my Trolls in front of the Orcs so they weren't much help, and the Black Gate Chieftain ended up surrounded and slain by Boromir. As Robert pointed out after the game, I should have used the Orc Captain and the Mouth of Sauron to rush up and try to defend the objective. But it ended up in Huron's hands and I never got the chance to get it back. 

In a desperate bid for points I tried to rush Denethor with the Orc Captain. But I rolled poorly and the Orc Captain was trapped and slain by the Steward of Gondor and his accompanying soldiers. 

This ended up as a loss, 0-7. 


My second game was against Kevin and his Black Numenorean themed Mordor force. Led by the Dark Marshal and a Black Numenorean Marshal, Kevin's entire force had Terror and was mostly mounted, which meant I was unlikely to engage on my terms (especially with the Dark Marshal's "Harbinger of Evil" special rule that gave all of my units within 12" a -1 to their Courage).

This scenario was Lords of Battle, where the goal was to cause as much carnage as possible. Since the deployment for the scenario is the entirety of one half of the table (and at least 1" away from the enemy) we ended up pretty much on top of each other, as I figured Kevin would have the advantage of speed if I didn't deploy closer. 

Unfortunately, my earlier premonitions about the game turned out to be true, especially since I lost priority for most of the game. While my Fearless Black Gate Troll Chieftain did a fair share of the work and ended up squishing the Dark Marshal, the regular Troll Chieftain couldn't pass a Courage check to save it's life. Kevin decided to go after the squishier Orc infantry if the troll wasn't going to engage. 

With the Morgul Knight's lances, my Orcs were fairly easy to kill especially when knocked down from charging cavalry. And it's only after the tournament, at the time that I'm writing this, that I realized that I could have targeted the less-armored horses for extra wounds. This would have also remove the lances and the double attacks on charge from the Morgul Knights. 

Well, hindsight is 20-20. But the game's score ended up 2-8 for another loss. 


As I had expected, I was back at the bottom table for the last game of the tournament. Here I was up against Caleb and his mixed Mordor and Easterlings Alliance, led by Gothmog and the Knight of Umbar. 

The final scenario of the day had to have the dreaded Maelstrom of Battle Special Rules (which I do not like. At all). It ended up being Heirlooms of Ages Past. 

In terms of deployment, the dice could have been worse. The various warbands ended up mostly spaced out, apart from the Mouth of Sauron and the Knight of Umbar, who ended up right on top of each other. In true villainous fashion, the Mouth of Sauron fled on his horse as the Orc Archers in his warband were butchered. The Knight of Umbar gave chase, but the Mouth managed to not only defend himself but slew the Ringwraith before retreating behind the safety of the nearby Troll Chieftain. 

However, I had thought the game lost when Caleb ended up uncovering Heirloom artefact way over on his side early on. But this time my Trolls weren't stymied by the terrain, and Caleb unfortunately rolled a few 1's which Transfixed the model with the artefact and kept it from running away. As my Troll Chieftain held of successive waves of cavalry charges and eventually ended up killing Gothmog, the Black Gate Troll Chieftain went after the artefact bearer and squished the orc. I was able to recover the artefact as Caleb's force broke and fled the table en masse

At the end of this game, I won 12-0. 

While I'm not sure of the final results, I'm fairly certain I was a spot or two from last place. As a consolation prize (I suppose), I received a pint glass for being voted the second-best painted Evil army in the tournament. 

I definitely enjoyed this event more than the one at Fall In!, as this time I had tempered my expectations. At the very least, each of my opponents were a pleasure to play against, and I wouldn't mind heading back next year if there's another event. If I'm lucky, we may see more MESBG players in the area. It would help my rules knowledge and play skills if I could play more often than yearly tournament!

Wednesday, June 9, 2021

Painting Update - ACW, Squadhammer, Battletech

This week's post is another painting update. 


I completed another set of commanders from Pendraken for my 10mm ACW project. Both sides got a Division commander (denoted by the flagbearer), another Brigade commander, and a staff officer model promoted to command either artillery brigades or other formations.


I also finished a Dreadnought for my Squadhammer project. I think the third-party legs look pretty good, giving the Dreadnought a look somewhere between the normal squat, box-shaped version and the sleeker Contemptor version. The Sergeant is for scale. 


Speaking of older projects, I've also finished the support lances for my Battletech mercenary force. A while back I posted a lance of Manticore tanks, which are the main punch of the tank company. 

The second lance of the company is made up of two Bulldog tanks and two SRM carriers. This lance is a close range force that supports the Manticores when enemy units get too close for their PPCs to be effective. 


The third lance in the company consists of two Galleon tanks and two LRM carriers. The Galleons are fast scout tanks that can act as spotters for the LRM carriers. The LRM carriers add to the firepower of the Manticores at long range. 


Finally, I added an air lance of two Warrior helicopters. While lightly armed, the Warriors make for decent scouts for the company.