Friday, 8 May 2015

'Black Powder' Kreigspiel

Anytime for wargaming in the past few months has been in very short supply due to the usual factors of work and family life. Finally the planets aligned today, giving me a brief window to get some form of solo game in. I decided to give my Kreigspiel style blocks a run out along with 'Black Powder' as in the next few weeks, if all goes to plan, I will be playing quite a few games with this ruleset.

Scenario Details
I toyed with various scenarios, eventually settling on Scenario 4, 'Encirclement or Breakout' from 'Scenarios For All Ages' by Grant & Asquith. The forces were exactly as per the book, with two blocks forming a unit, with infantry side-by-side and cavalry one behind the other. The single square blocks were horse artillery and the round ones command units. 

The Red forces had advanced deep into Blue territory, expecting to launch an attack on the Blue forces in the bottom left hand corner. However as dawn broke, they realised that they were in danger of being surrounded and cut off. Their objective was therefore to exit off any table edge with 80% of their forces intact. For the Blue forces their objective was to destroy or capture 60% of the Red forces.

Nominally I set this battle circa 1750 somewhere in Europe, with both sides having 'vanilla' forces and a command rating of 8. I've added some comments to the photos to give an idea of how the game played, rather than a detailed AAR as this was very much a trial game.

The table with both sides in their deployment zones. The Red forces had 3 command units, the same as Blue, but Blue had them split with one per force.
Red decided to exit off the way they had 'come on' but all Blue forces moved toward them at great speed (2-3 moves due to good command rolls).
Combat is is joined, with Blue cavalry charging into the Red infantry rear unit, whilst the Red roght flank shoot at the Blue forces sweeping around the wood.
The Blue cavalry win the combat, pushing Red back, but flee having failed a morale test themselves due to a single casualty suffered!
Red carrying on moving as quickly as they can towards their baseline, with their right flank once again taking the attack towards the Blue forces by the woods.
Blue press forward where possible.
Despite the pressure, Red manage to extract a large part of their forces (the blocks in the bottow left hand corner).
Blue closes in for the kill, hoping to inflict severe casualties to give them victory...
...but despite destroying one unit, the other flees off the table, resulting in a draw.

Post Game Thoughts
Well it was great to be playing a game again after such a long break. It's been sometime since I played 'Black Powder', but below are some thoughts on the game, the blocks and the rules:

  • The Kreigspiel style blocks work for me visually. I know they won't be to everyones taste, which is understandable, but I like them. In fact I'm considering investing in some Lego blocks of different colours and shapes to give me more 'detail' to the units for future games.
  • They also allow for a very simple Fog-of-War to be replicated on the tabletop. As each block is the same size, your opponent won't know whether they are facing Cuirassier cavalry or Prussian Landwehr, until the unit can be spottted or a unit reveals itself due to its movement rate. This is something that I will be exploring in future games when I have an opponent.
  • The 'Black Powder' rules are pretty easy to pick up and are a nice toolbox for those that want to add variety and detail to their units. I'm still a complete novice, so am looking forward to exploring the options and period details in future games. Ditto 'Pike & Shotte'.
  • The only downside with 'Black Power' I would say is the extremely generous movement rates. This has been commented on by many other gamers, and I will look at the suggestions that address these issues in a 'Hail Napoleon' article in a past issue of WS&S.
  • The scenario played suffered a bit from the above 'va va voom' movement as mentioned above. If the red forces had had some good die rolls and the Blue bad, they could have gotten off the table without a shot being fired. Hopefully the above solution will help fix this. 
So all-in-all nice to have given my blocks and the rules a quick run out. I think based upon tonights game I will go with some smaller forces and some simple encounter scenarios, just to allow me to get a more detailed hang of the game mechanics, as well as a feel for certain periods, unit upgrades etc.


Friday, 13 March 2015

Dawn attack - Campaign Game 3

For the third game in our campaign, Dave and I decided that the 'Dawn Attack' scenario fitted the bill. The scenario was played straight from the book, with no house tweaks or anything. The game was played over a week ago and despite some notes, my recollection is a bit vague. However I will do my best to give you a feel of how the game played out.

Deployment
Dave arrayed his forces in his deployment zone, screened somewhat by a marsh and hedge, with a wood in the centre to try and disrupt my troops as much as possible. As per the scenario I moved two of his units (see the end for thoughts on this), choosing his Companions and one unit of cavalry. I 'broke' the cavalry up to try and slow down their formation into a group that would most likely hinder my advance. As Dave only had to hold on for 14 Turns for a win, anything I could do disrupt him would help my cause.

Turn 1 Welsh - 9LPs Irish - 6 (1) LPs
The Welsh advance got off to a classic with:
Steve: "Watch me blunder in the first Turn."

Well suprise, suprise that is exactly what I did! Complete Muppet. It did cause much hilarity but once the laughter died down, the blundered unit advanced forward which was what I wanted to do in the first place. Elswhere the Welsh advanced whilst the Irish tried to form groups.

Both sides deployed ready for a merry-go-round chase around the central wood.
The Irish after I had moved two units.
The Blunder...
... and the Muppet that rolled it.


Turn 2 Welsh - 9 LPs Irish - 6 (2) LPs
General movement by both sides, with the Welsh moving cavalry and skirmish units forward, whilst the Monks just knelt and prayed. The Irish formed up as best they could.

The Welsh wheel around the wood whilst the Irish try and form up to get away as quickly as they can.


Turn 3 Welsh - 9 LPs Irish - 6 (3) LPs
Basically a repeat of Turn 2

The Irish have been able to form up and make good use of the wood to keep away from the Welsh.


Turn 4 Welsh - 9 LPs Irish - 6 (4) LPs
The Welsh line starts to break up due to failed Bravery rolls, especially with the cavalry stalled in front of a major part of the Welsh battleline. The Irish deploy a screening force by the hedge whilst they try and manouevre round the wood.

The battlelines of both sides fragment.


Turn 5 Welsh - 9 Irish LPs - 6 (5) LPs
The Welsh manage to move enough units into range of the Irish, triggering an uncontrolled charge. This is enough to stall the planned withdrawl of the Irish, allowing the Welsh to bring their advantage in units and Leadership die to bear.

Battle is joined at last.
The Welsh win, pushing the Irish back.


Turn 6 Welsh - 9 LPs Irish - 6 LPs
Both sides are irresistibly drawn into the battle, which is what the Welsh wanted.

More units move into combat, but a major part of the Welsh warband is stuck behined their cavalry.
The mixed melee is clearly evident.
Units move into the woods but are unable to see each other. The Irish Companions and support start to make a dangerous flanking move...


Turn 7 Welsh - 9 LPs Irish - 6 LPs
The Welsh cavalry finally manage to charge, but it is still hard to bring units to bear where they are needed. The first losses happen, with the Irish losing 2 units to the Welsh 1, all being skirmish units.

The Monks have advanced but 3 units of the Welsh left flank simply cannot find a way into the melee.
Battle rages in the woods, but the Welsh are able to use their extra Leadership points to their advantage.


Turn 8 Welsh - 8 LPs Irish - 4 LPs
The loss of 2 units really hurts the Irish cause, as the Welsh now have a 2:1 advantage in Leadership points, allowing them to dominate the combat.

Despite still not being able get 3 units into combat, the Welsh certinaly have the upper hand.


Turn 9 Welsh - 8 LPs Irish - 4 LPs
The Welsh pressure finally tells as the Irish lose a Warrior and Cavalry unit. This much surely spell the beginning of the end for the Irish...

The Irish are under pressure all across the battle lines.


Turns 10-11 Welsh - 8 LPs Irish - 2 LPs
The Irish manage to hang on in Turn 10, but in Turn 11 they lose more units, causing them to automatically break.

The Irish under severe pressure on the left of the woods...
... that proves too much in Turn 11, handing the game to the Welsh.


Post Game Thoughts
As always another entertaining game of Dux Bellorum. So as usual some post-game thoughts:
  • This was always going to be a hard game for the Irish, but especially off the back of two successive losses and the advantages that that had given the Welsh.
  • Dave's tactics were spot on in trying to avoid combat as long as possible. However some failed Bravery rolls put pay to his plans early on, allowing the Welsh to force the Irish into combat.
  • We thought that the ability of the Agressor to swap two pairs of units a bit harsh, so we reduced this to just two units. However, this really hampered Dave, so in future games I may ditch this (but see below re: LPs).
  • One thing that has really stood out in this mini-campaign is the advantage that having 3 extra LPs has given the Welsh. At the start I didn't think this would be such a game changer. How wrong could I be. Originally I was going to take 'Stampede', but Dave chose this along with 'Wardogs'. This only left my with my unit of 'Monks', so I chose these plus another point of leadership just to see how it played. Well, it really handed the Welsh a massive advantage, which only became obvious having played so many games. This may be due to the fact that we played with 32 points plus 5 points of Strategies & Tactics, just for the fun of having plenty of choices. However this is something to bear in mind for future games.
Well, for our final game we have settled upon the 'Bard's Tale' for a suitably fitting and bloody climax to the campaign. Both sides will only have 32 points and no S&Ts, so I imagine it will be a fast and brutal game, which should be great fun. Now I just have to paint up a Bard figure in time for next week.



Post game thought

Tuesday, 3 March 2015

Dux Bellorum Blunders Table

During our current campaign, Dave suggested we try using the Blitzkreig Commander II blunder table, rather than the 'lose 1 point of cohesion' suggestion from the rulebook. Now I love this blunder table as it can really add spice to a game. Ask my friend and regular gaming chum Craig, who has a tendency to explore all the options of this table! So I thought I'd give it a go and after a few tries, I came up with the following table.

When a Blunder occurs, roll 2 D6 and refer to the table below for the result:
 
2 -  Roll 1 D3 and the Bravery of the unit or group is reduced by this amount for the next turn.
3 - The Bravery of the unit or group is reduced by 1 for this turn and next turn.
4 - The unit or group makes one half base width move directly towards its own baseline.
5 - The unit nearest to the enemy loses 1 point of cohesion. If there are several unit that qualify, randomly roll to see which one it is. The loss of the point of cohesion may lead to the loss of the unit.
6 - The unit or group makes 1 half base width move directly towards the nearest enemy unit. If this brings a Warrior unit to within 1 base width of the enemy, they must charge into contact as if using the uncontrolled charge rule.
7 - The Companions unit makes 1 base width move directly towards their own baseline.
8 - The unit or group makes 1 base width move directly towards the nearest enemy unit. If this brings a Warrior unit to within 1 base width of the enemy, they must charge into contact as if using the uncontrolled charge rule.
9 - The unit nearest to the enemy loses 2 points of cohesion. If there are several unit that qualify, randomly roll to see which one it is. The loss of the 2 points of cohesion may lead to the loss of the unit.
10 - The unit or group makes 1 base width move directly towards their own baseline.
11 - The Companions unit Bravery is reduced by 2 for this turn and the next turn.
12 - Roll 1 D3 and the Bravery of the unit or group is reduced by this amount for the rest of the game.

It is up to the player whether to include a whole group in the result of the blunder, or just one unit. The former may seem a bit harsh whilst the latter may break up the group as a result of movement or loss. Just play what feels right for you. After all it is only a game.

So there you have it. I hope the above may be of interest to you. In the last game my Monks blundered, rolling a 5 which led to the loss of a unit of skirmishers as they already had lost 1 point of cohesion. As a result my left flank was exposed, but it caused much hilarity for both myself and for Dave.

If you have any thoughts, comments or suggestions on the above, I'd love to hear them.

Sunday, 1 March 2015

River Battle - Campaign Game 2

For the second game of our Dux Bellorum campaign, Dave and I decided upon the 'River Battle scenario from the rulebook, details of which can be found below:

Scenario - River Battle
  • Details as per the scenario on p58.
  • Deployment as per p18.
  • The River was not classed as deep, thus allowing for a more fluid battle.
For this game Dave decided, rather reluctantly, to drop the Killer Sheep and Wardogs, opting wisely to spend his 4 S&T points on an extra 2 points of Leadership. Having seen the effects in previous games, this almost gave the Irish parity with the Welsh. 
 
Deployment

Both sides deployed for battle.
The Irish have their skirmishers in the woods on their right flank, with a large cavalry force on their left.
The Welsh have skirmishers on both flanks and the Monks in the centre for divine intervention.

 
Turn 1 Irish - 8 LPs Welsh - 9 LPs
The Irish were the Agressors and got off to a good start, with all units moving bar the cavalry, which Dave had declared as his strategic reserve. Obviously they thought that being in reserve meant that they shouldn't move! For the Welsh the pattern was similar, except that the Monks remained praying at the foot of the wonderous cross.

The Irish skirmishers push on through the woods, to try and turn the Welsh left flank. In response the Welsh sent a lone skirmishers unit to try and slow them down.


Turn 2 Irish - 8 LPs Welsh - 9 LPs
In essence a repeat of Turn 1, with the Irish cavalry and Welsh Monks refusing to move, leaving both of us cursing said units.

The Irish line holds its shape, whilst the Welsh one breaks up to deal with the developing threat to its left flank.
The Irish horse in the background are not playing ball, whilst the Irish skirmishers are really disrupting the Welsh line, just by their presence.


Turn 3 Irish - 8 LPs Welsh - 9 LPs
Things really hotted up in this turn. The Irish horse had obviously been lulling the Welsh into a false sense of security, as they rolled a double 1, promptly charging right across the river into the Welsh horse. Shooting by the skirmishers was ineffective on both sides. However a mass of uncontrolled charges erupted from both lines, the result of which was the loss of 2 Irish Noble units with the Welsh having sustained lots of hits, but no losses.

The Irish horse charge home.
Battle is suddenly joined.
Leadership points are carefully placed.
The Welsh sustain lots of hits, but crucially are in a position to turn the Irish left flank.


Turn 4 Irish - 6 LPs Welsh - 9 LPs
The battle continues to rage, with the Irish turning in on the Welsh left flank, but critcally the Welsh have turned the Irish left flank, with the Irish losing another unit.

The centre generally holds, bit both flanks are being threatened.
The Welsh left flank manages to hold, but the Irish one has been turned. The Irish horse have been unable to destroy their Welsh counterparts and are now threated to the flank and rear by Welsh foot units.


Turn 5 Irish - 5 LPs Welsh - 9 LPs
The battle reached its bloody climax, with boths sides taking significant losses. The Welsh Monks kick things off with a blunder, resulting in the loss of a skirmish unit on the left flank. In the cavalry clash, both sides lose a unit of horse. The slow attrition that the Welsh have suffered in previous turns finally tells, with them losing 3 units to the Irish 1. 

This put both sides on a break test, which the Irish failed and the Welsh managed to pass.

The bloody end...
...with the Welsh just managing to hang on.


Post Game Thoughts 
Once again another great game, that could have gone either way at the end, even with the possibility of both sides routing off the table. So as always a few post game thoughts:
  • Not having the river classed as deep made for a much more enjoyable game. It allowed both sides freedom of manouevre, but still restricted the horse units.
  • Not having a hill made the game more fluid, as neither of us were fixated upon one piece of terrain.
  • Leadership points are proving to be the most useful thing as far as Strategy and Tactics are concerned. Once you start to get behind on these, it is very hard to come back in the game as the opponent can dominate the combat area.
  • Lose a flank and you lose the game. A simplistic view but the loss of the flank tends to be critical, unless you can realign quickly.
  • Again I had one turn, Turn 3,  of some very lucky die rolls, leading to the loss of 2 Irish Noble units. Dave on the other hand had poor die rolls in his cavalry charge in the same Turn. If I had lost my cavalry, his horse could have rampaged into the Welsh rear, which would have greatly affected the outcome of the game. On such little things do games turn upon.
So with another Welsh win, the next game will be 'Dawn Attack', which should favour my Welsh as not only will I have more points to play with, but the Irish will only have 1 leadership point on Turn 1, 2 on Turn 2 etc. Dave will also only have 3 S&T to play with, so has decided to call upon his wardogs again.

Things are moving nicely towards a natural finish for this campaign, after which we are most likely to move onto Black Powder in some form or other.

Tuesday, 24 February 2015

Modern Skirmish Gaming

After an enforced break caused by the usual clashes of work or family commitments, my regular gaming partner Craig and I were finally able to meet up for a game. We decided upon a game set in his fictional African country of N'Bote using the recently published free rules from Spectre Miniatures. I had played the Beta rules before and since then they have undergone quite a re-write according to Craig. They were fun to play first time round but lacked a certain something as I won the game easily without really having to do anything. So I approached the game with an open mind. As usual Craig had set up a lovely table with plenty of cover, but as I took the camera out the batteries died on me. Fortunately Craig has put up an AAR on his Blog, so you can see how the game unfolded there.

So how did I find the game? Well it was very easy to pick up again and had certainly improved over the last game. As usual we made a few mistakes with the rules, which in retrospect favoured my Militia forces. This did not take anything away from the game which had a certain cinematic feel about it, but with plenty of challenges for both sides in how best to use their troops. Actually having a printed rulebook to hand rather than a pdf. on a tablet etc made a huge difference as we were both able to read the rules at the same time as we went along. We both felt that the lack of spotting rules needed to be addressed, but some house rules should easily work to fix this. All-in-all a nice little ruleset that gives a fun and action packed game without constant reference to tables or the need to different die etc. I'd highly recommend that you download the free rules from the Spectre Miniatures website and have a look for your selves.

Post game Craig and I had our usual chat and one topic that cropped up was the current number of rulesets that deal with modern skirmish wargaming, mainly set in Iraq and Afghanistan. Now neither of these settings appeal to me, probably because the conflicts are too current for my taste and in game terms I don't find the scenarios that interesting. We both tried 'Ambush Alley' a few years ago and despite the rules being beautifully presented, they were awful to play and the scenarios varied in quality to say the least.

I've heard of 'Skirmish Sangin' by RadioDishDash, but as mentioned the setting doesn't float my boat. I invested in 'No End In Sight' by Nordic Weasel Games late last year as they seemed an interesting set of rules but importantly come with a very well thought out campaign system. Currently I enjoy playing linked narrative campaigns, either solo or as with Craig's N'Bote one, dipping in and out as time permits. I believe Craig is using this system for his campaign, but stand to be corrected.

I must be honest and find current African conflicts a little too close to home, given that I have a Nigerian wife, have lived in Nigeria and the current Boko Haram attacks have been rather too close for comfort at times to my in-laws. However I find Craig's setting to be one that I'm comfortable with and more convential as it were, without suicide bombers and IEDs, so something that would have happened in the '80s and '90s. Now these conflicts were brutal at times, make no mistake about it, but for me they are a period and setting that I'm comfortable to game. So much so that earlier in the year I bought some SAS and British Regulars from Empress Miniatures with the aim of joining in with the N'Bote campaign. I'm extremely tempted to buy some Militia as well but in all honesty I know that I simply won't have time to paint them.

I have yet to have a game of No End In Sight or have a proper read through of the rules, but from a quick glance they do look rather good. Of course the proof of the pudding will be in the eating. Either way, it is nice to have found what look like two good, if rather different rules sets for Modern skirmish wargames, not something I had been expecting to play this year to be honest. But then unexpected 'finds' such as this are one of the pleasures of this hobby of ours.

Friday, 13 February 2015

Annals Battle - Campaign Game 1

Dave Fielder and I have been playing some trial games of Dux Bellorum of late, as we awaited the arrival of his rulebook. Fortunately this arrived at the weekend, finally allowing Dave to tweak his warband to suit his playing style and also to get to grips with the nuances of the rules etc. So after a slight delay caused by Amazon free delivery, we were in a position to start our narrative campaign.

To make things easy and to fit in with the start of the campaign, we went for a straightforward Annals battle as per the rulebook. Both sides had 32 points to choose their warbands from plus up to 5 points of Strategies & Tactics. We diced to see who would be the Agressor, with my Welsh winning this and so Dave as Repellor chose the terrain, which can be seen below.

The three pieces were the hill, woods and small village. The fields etc are purely for decoration; afterall we all like to play on a nice table don't we?


Warbands
In the end both our warbands were very similar in style and feel, with details below:

Irish
1 x Companions
3 x Noble Warriors
3 x Ordinary Warriors
2 x Ordinary Riders
2 x Sling Skimishers
1 x Wardogs
1 x Stampede

Welsh
1 x Companions
2 x Noble Warriors
4 x Ordinary Warriors
1 x ordinary Riders
1 x Bow Skirmishers
1 x Javelin Skirmishers
1 x Monks
1 x +1 Leadership Point

The Irish deployed for battle, with skirmish units on both flanks and the cavalry on the left flank.
The Welsh in a similar deployment, with the Monks in the centre to make sure they were in 'range' as much as possible for their leadership points and the cavalry on the right flank.


Turn 1 Irish - 6 LPs Welsh - 9 LPs
Both sides managed to advance all of their units, with the Irish skirmishers on the elft flank rolling a double 1, thus allowing them to advance into the village.


The skirmishers on both flanks advance as quickly as possible to try and gain any advantage of cover offered by the village and woods.


Turn 2 Irish - 6 LPs Welsh - 9 LPs
The 'Killer' sheep failed their command roll, thus disrupting the Irish left flanks slightly. For the Welsh the Monks failed, which had the potential to disrupt their advance as well. All other units were keen to come to the 'party'.

Both battle lines start to fragment.


Turn 3 Irish - 6 LPs Welsh - 9 LPs
Once again the Monks faith in the divine rightousness of their cause failed them as they stayed rooted to the spot and prayed for deliverance from the Heathen Irish. Everyone else was happy to move towards each other.

The battle lines draw ever closer, with Irish skirmishers on the edge of the village and Welsh skirmishers in the woods.

The Monks possibly wisely praying hard for Divine assistance...

 
Turn 4 Irish - 6 LPs Welsh - 9 LPs
Combat was finally joined as the 'Killer' sheep lured the Welsh Nobles into an uncontrolled charge, seeing the demise of the sheep and once again another 2 points of cohesion lost as the Nobles gathered themselves together after their little 'dalliance'. The Irish skirmishers in the village decided to advance out of it, only to be charged by the Welsh riders who made short work of them. On the Irish right flank, the skirmishers got a double 1 and advanced through the weekds to threaten the Welsh rear. Fortunately a unit of Welsh warriors managed to engage them ,but failed to destroy them due to poor die rolling.


Battle finally joined across the board.

The Welsh battle line is badly disjointed, unlike the Irish one...

Turn 5 Irish - 5 LPs Welsh - 9 LPs
Right across the board combat was joined, mainly due to a rash of uncontrolled charges, but nearly all the combats were drawn. However the Irish lost the skirmishers on their right flank, causing another Leadership point to be lost.


Both sides battlelines are by now badly fragmented, with the Welsh in a worse postion but with more leadership pointes to play with.

The battles on the flank could be decisive for the game, plus could the lone unit of Welsh warriors on the hill hold out against the Irish Nobles and their support unit? If they lost, the Welsh right flank would be very exposed...

Turn 6 Irish 4 - LPs Welsh 9 - LPs 
The Welsh still had their pool of leadership points intact, which started to make a difference, as they could place them where it mattered most, whilst the Irish had to husband theirs. In combat, the Irish lost a cavalry unit, whilst the Welsh lost a unit of Warriors and skirmishers.


Somehow the Welsh warriors still held on on the hill, helping to protect the Welsh right flank. Elswhere things were tooing and froing across the board.

Turn 7 Irish 3 - LPs Welsh 7 - LPs 
The Welsh right flank saw the most action, with the Welsh warriors finally succumbing on the hill, but not before the Irish had lost their final cavalry unit and their wardogs.


The Monks prayers appeared to have paid off as things appeared to be going well for the Welsh...


Turn 8 Irish 1 - LP Welsh  - 6LPs
The Irish lost another ordinary warrior unit which put them on a break test, which they passed with ease. However they had no Leadership points left for the next Turn plus they were starting to be outnumbered where it mattered.

Turn 9 Irish 0 - LPs Welsh 6 - LPs
In the end the difference in Leadership points finally told, as the Irish lost two more units and then automatically borke as they had reached 75% losses.

With only two units left, the Irish unsuprisingly broke and took to the hills.

Post Game Thoughts
In the end an absolutely cracking game! With Dave having the rulebook in advance his warband was much more balanced and fitted his gaming style perfectly. We both thought it would finish around Turns 5 or 6, given our previous games, but we were both suprised it lasted as long as it did. We lost track of time as it was such an absorbing game, only being brought back to our senses as my Son came down to inform me it was time for bed! So as always some post game musings:
  • Warrior warbands are great fun to play as their 'uncontrolled charge' means that battle is joined quickly. 
  • Dave wisely used his skirmishers, wardogs and sheep to try and break up my battle lines, which they did. However the Irish skirmishers advancing out of the village unsupported probably cost him his left flank in the end.
  • Stampede is a favourite S&T of both of us, is fun to play and my 'killer' sheep just look great on the table. Dave is now off to try and track down some 10mm geese so that he can have his 'Wild Geese' unit to go up against my sheep.
  • Wardogs are very, very useful as they act like skirmishers but pack quite a punch. A unit definitely to be aware of in the future.
  • Monks are damned useful with their extra 2 LPs for units within 5 base widths. The only downside is that they have a Bravery of 6 and only move 1 base width per Turn. Great for the Repellor, potentially a dead weight for the Agressor. 
  • Skirmishers a perfect for attacking units in the flank or rear, if you can get them round far enough that is. Backed up by some cavalry and they are even more useful
  • I had not spotted that units charging into the flank or rear get an extra two die to roll in attack!!! I knew about units fighting to their flank or rear losing two die to their rolls. So given the point about skirmishers above, attacking a lone unit in the flank or rear makes them potentially very dangerous indeed. Skirmishing cavalry could be even more of a threat but I need to read up on these more as I haven't used them.
So depending upon family commitments over half-term, our next game will be next week. In campaign terms the Irish have only 4 points to spend on S&T, whilst the Welsh have the full 5 points. So the Irish will be at a bit of a disadvantage, but how much remains to be seen. In the mean time lets hope Dave finds his geese and he is also on the lookout for a Celtic cross for a unit of Irish Monks...