23 July 2017

Matataww'ia for SAGA

It is nice to get back to some 28mm figure painting. One of the good things about SAGA is you can paint up some Dark Age figures and these will do for many Northern European warbands. But they are not going to work for the crusades.

Several years ago I painted up some Andalusian Moors before SAGA: the Cross and the Crescent was released. I could get 4 points toward a moslem warband but not more. Over the winter, I painted up some moorish bowmen so I was just one point away. I decided to go with a Dogs of War unit to make up the extra point and after having a look, I decided of course to go with some Naffatta. Who would have thought it. 

I decided to go with Footsore Miniatures, I have had bad experiences with casting on other producers of moorish 28mm miniatures. The Footsore only have two Naffatta figures but I felt this was OK and I have had some excellent casting from them in the past. These were a little rough but cleaned up easily enough.

I also needed a Warlord that was a little less spectacular than the one I had painted for my Andalusian force, the Matataww'ia were a pretty grim bunch.

So there we have it, by painting up 4 more bowmen, I can also field a Saracen warband!

19 July 2017

Legio Pallidus Mor: The Pale Rider

I have had this model on my painting desk for quite some time, but finally got it finished yesterday. This Warhound Scout Titan represents the first Allied Lords of War weapon that I have added to my Epic Blood Angels force. At 275 points it was not too costly. Again from the 40k Fan Site.

The Warhound-class Titan belongs to the smallest class of Imperial Titan, and is used as a scout or as the flanking element of a Titan Legion in conjunction with others of its kind. The Warhound-class Titan is thus the most common form of what is classified as a Scout Titan by the Collegia Titanica.

The Epic 30-40k World is quite complex to the uninitiated but I am slowly starting to understand it. As noted above the Titans serve different Forge Worlds and at the break up of the empire during the Horus Heresy like the Legion Astartes, the Collegia Titanica also split into Traitor and Loyalist factions.

My next decision was what loyalist Titan legion I should pick, as I was running through the lists I came upon the name Legio Pallidus Mor. I had made my decision. More from the 40K Wiki.

The Legio Pallidus Mor is one of the most ancient Titan Legions of the Collegia Titanica and has always been a fervent supporter of the Emperor of Mankind. The Legioparticipated in some of the most gruesome fighting of the Great Crusade, often fighting side-by-side with the grim Astartes of the IV Legion, the Iron Warriors. Within the Pale Riders this is a source of both great pride and great shame: pride for the bloody battles and protracted sieges that eventually led the Iron Warriors to rebel but only deepened the Legio 's resolve and devotion to the Emperor, and shame because they did not call out the change that overcame their allies. It was this shame that led the Pallidus Mor to sequester almost all of its historical data, though they valiantly fought in defence of the Imperium during the Horus Heresy.
Since the great betrayal by their closest allies, the Legio Pallidus Mor's credo has been one of self-reliance, dogged tenacity and grim fatalism. As a Legion, the Pale Riders have never cringed to pay the butcher's bill, and accounts of detachments emerging decimated but victorious from a battle are the very epitome of this mentality. A Princeps of the Pallidus Mor will always march expecting the worst possible outcome. He will not allow himself to be misguided by the vain trappings of honour and fame. He will sacrifice anything, including his life, that of his crew and most important of all, that of his God-engine, if it means securing victory. Perhaps unusually for a Titan Legion, none of the Princeps of the Pallidus Mor are interred in an ammiotic tank but choose to remain close to their human form while commanding their Titan. Additionally, this Legion's Titan crews keep themselves in peak physical condition and undergo regular training and fire-drills to allow them to defend themselves in hand-to-hand combat. As a consequence, each crew-member always carries a side-arm should circumstances dictate the need to fight outside their God-engines or survive alone in the wilds.
Their colours are midnight black and ivory which also attracted me. I just could not get the ivory right so I decided to try a yellow glaze and lo and behold, I got yellow. Not initially what I planned but attractive enough and definitely different the my red coloured Blood Angels. First time I used a glaze, I was quite impressed, I will have to experiment some more with them.

It is armed with a Plasma Blastgun on the right and a Vulcan Mega Bolter on the left. I hope I have it right.

I used the vallejo alcohol based metals a great product.
I left the armour on the leg simple with the hope that I could find an appropriate  decal.
I left the main body simple
I got the idea to add a couple of troopers from Iannick. They really add the dimension of scale
Need to take down the side view ports (eyes), a little maybe.

15 July 2017

Finally Some Painting: Javelin Attack Speeders

I have been very slow to get some painting done over the last 4 months, I suppose this is normal after the Painting Challenge but I also unexpectedly became quite ill and for 6 weeks in April and May, I had 3 hospital admissions and emergency surgery....it was not fun. I am all recovered now, so time to get back to the paint table.

I had started these figures in early April, they were almost done aside from some finish work. On the table with them was a Warhound, hopefully I will get this finished soon.

These are metal figures painted in the livery of the Blood Angels for my Epic Armageddon force for the 30k Horus Heresy. They are lovely little models and it was fun painting them although I did find it a little difficult to pick up after 3 months, so they may be a little rushed.

They represent a Legion Javelin Attack Speeder Squadron, this is made up of 5 vehicles. It is worth 250 points towards my planned 4000 force. I am not sure which core detachment they will support as I am reorganizing my army. Here is the blurb from the 40k Wiki.

The Javelin is a fast attack anti-gravitic skimmer used by the Adeptus Astartes in a role similar to that of the more common Land Speeder. However, unlike the Land Speeder, the Javelin mounts heavy anti-armour weaponry that it uses to engage enemy armoured vehicles and heavy infantry. The Javelin is armed with either a set of twin-linked Cyclone Missile Launchers or Lascannons as its main weapons. These weapons are located on the vehicle's flanks. The Javelin is also armed with a pintle-mounted Heavy Bolter that is used for close-range protection from enemy infantry. The pintle-mounted Heavy Bolter can be replaced with either a Heavy Flamer or a Multi-Melta. The Javelin can also be outfitted with a searchlight and up to two Hunter-Killer Missile Launchers for added firepower.

Three Lascannons and 2 Missile Launchers

photos updated 7-18-17

14 June 2017

Général d'Armée: Vimeiro Hill 1808

I thought I would see how GdA works with less then the recommended number of brigades, so I took the Vimeiro Hill scenario from the General de Brigade Scenario book #5. Here we have 3 brigades per side and the British only have 2 until turn 5.

Below we can see the hill in the farground with the 3 attacking French brigades in the foreground. Very little terrain is required so it is a simple terrain to set up. The scenario sets the game at 12 turns with the British having to break 3 French Brigades or alternately the French have to have units on Vimeiro Hill and break 2 British Brigades. The hill is a gentle slope so offered no impediment to movement.

The British

On the British right flank is Fane's brigade made up of the 50th Foot (large) and a two regular battalions, the 5/60th and the  2/95th with some skirmishers from the 1/95th rifles. These units are of Line quality except the 95th that are graded as Veterans.
Attached to Fane's brigade is a RFA battery, in the background we can see Wellington with his 3 ADC's. As one British brigade is not available until turn 5, one ADC can only be activated only on a 5 or 6. 
Anstruther's Light Brigade on the British left flank, made up of 4 regular sized battalions;  the 9th, 43rd, 52nd  and 97th battalions with some skirmishers detached from their light companies. The two light battalions are Veteran and the other two are Line.
The French

Here we have Charlot's brigade made up of 4 battalions of line as well as some detached skirmishers and an attached medium foot battery. These were all graded as line.
Junot with his 3 ADC's
Here are two small brigades, to the right of the photo is Kellerman's brigade comprised of just 2 battalions of Elite  combined Grenadiers. Next to it is another small brigade of 2 battalions of Veteran Grenadiers under GdB St Clair. They have an attached Veteran Foot Battery of 4pders.
Charlotte's brigade assemble into Attack columns and advance to take the hill!
They are encouraged forward by Junot's ADC's with a Forwards Tasking.
On the next turn Junot uses his ADC's to give direct orders to take the hill by the Infantry Assault Tasking. This allows multiple battalions to charge with support/ care was taken to avoid the mass battalions disadvantage. I use red discs to indicate a charging unit, the mini dice are recording causalities. As Charlot's lead two battalions charge the British line fires in response causing some attrition.
One French battalion is thrown back but the 1/32e ligne charges home, engages in melee and drives back the 9th regiment of foot.
Meanwhile on the British right flank the 4 battalions of combined grenadiers manage to advance as well. The French were quite successful with ADC taskings, and were able also to get St Clair's brigade on Infantry Assault. Here you can see both battalions charging the 95th. Kellerman's Elite grenadiers are not on an Infantry Assault so can only charge with 1 battalion. Both the 5/60th and 2/95th Rifles are quite successful with their fire in response to the charge............
................but unfortunately for the British, the French are able to charge home and Rout the  Rifles causing the brigade to Falter. The British right flank is collapsing.
Back to the French left flank, Turn 5 finally and Acland's Brigade arrives. The Line 2nd and 20th Foot advance with Elite rifle-armed skirmishes.  
Charlot sends his 2 rear battalions to protect his right flank, they get placed on Infantry Assault and by good dicing are able to throw back Acland. The 20th Foot Rout!

Fane's brigade is pushed off Vimeiro Hill, 2 battalions are dispersed. All 3 British brigades are faltering  so on turn 9 the British withdraw and relinquish the Hill!
So a great game, I hope to play this again at the Hobby Bunker tomorrow with Adam. I plan to add an ADC to each side. Playing solo is OK but a real opponent is better.

As you can probably tell I am really enjoying this set of rules.

30 May 2017

Général d'Armée: Vitoria

I have been looking forward to obtaining this new set of Napoleonic rules for almost a year. They were written by David Brown, the author of the well regarded General de Brigade ruleset, and they come from TFL's Reisswitz Press. I have never played GdB, so I really had no specific expectation of the ruleset. I have gone through several rulesets, including Le Feu Sacre, Field of Battle, Republic to Empire, Black Powder, Lasalle, Rank & File and none really sat well with me. They were either too complicated or just boring as they really had weak Command and Control. After playing Chain of Command, I have found rulesets with poor or no C&C really just not that interesting. Any one can push figures about and throw dice but I want a game with some high level decision making.


The rules are written at both the tactical and grand tactical command levels. The smallest game would be a Division aside with 5 brigades at the minimum. A large game would be at the Corps level with 2-4 Divisions per side.

Basing: is agnostic, although it is recommended that both sides be based similarly. Infantry, Cavalry and Artillery units are designated as Large, Standard or Small and are graded as Elite, Veteran, Line or Recruit. Command bases with C&C, Brigadiers are recommended as well as some skirmish bases.

Attrition: is measured using a method of accumulated casualties. A unit accumulates casualties by being fired upon, charged or in melee. Units have a graded loss of effectiveness according to their size and type as well as the number of casualties. There is no stand removal, at a certain point the unit is dispersed and is just removed from the game.

Order of Play: is Command, Charge, Movement, Firing and Melee.

C&C: is really the sterling feature of this ruleset. each side has a number of ADC's equal to the number of Brigades (there is some variation on this if needed). The turn begins with a dice roll to see how many of these ADC's are available for this specific phase. ADC's have multiple uses, they can be used as a Brigade Attachment to insure that a specific brigade will obey orders in a turn, they can be used to coordinate a specific attack, they can increase movement or firepower or to incite a commander into a glorious maneuver to name a few. Once these tasking are applied, each player dices for each brigade to see if they will follow orders or become hesitant. Finally both sides dice for initiative to see who goes first.

Movement: is fixed for specific unit types, in most cases you maneuver or move although standard sized elite units as well as Horse Artillery can do both. You can still fire if you have moved but at a reduced fire power. Movement, maneuver and interpenetration are all dealt with quite simply and after a couple of turns you do not even need to refer to the QRS. Movement is alternative and follows the declaration and resolution of charges.

Charges, Firing and Melee: Are also quite simple. The charge is sequential with each side declaring charges followed by each side carrying out the charge. There is an opportunity for a Charge Reaction. Charge resolution is quite simple, both sides throw 2d6, modified by several easily remembered factors. The pips are tallied up and the difference between each side is applied to the Charge Result Table. Either the charge fails, one side retreats or routs or a melee ensues.

Firing is similar but only one side throws 2d6, followed by the other side. The player with the initiative has the advantage because of this. Again there are modifiers and a Firing Resolution Table is utilized.

Melee is the last step in a turn, here each side throws a fixed number of dice which is again modified by a number of factors and the results are applied to a Melee Resolution Table.

Morale: In each turn a brigade starts out as being Steady or Hesitant, Hesitant brigades can not charge or move forward and have limited fire power. As a result of combat, Brigades can also Falter and as they lose units they become Demoralized.

To test the rules, I put together a small scenario based on one part of the Battle of Vitoria, as laid out above. This was a solo venture which is somewhat difficult as you have no-one to bounce questions off. The author though has been readily available on the TFL forum and has been answering questions quite quickly.

As usual blogger screwed up the order of the photos so they are all jumbled but I think they give you some sense of the game.

British starting position in the foreground with the French just this side of the river.
Near the end of the game, the French are using an Infantry Assault Order to pummel  the British Artillery. 
The British Artillery position covering the French advance with the Portuguese holding their left flank.
The French off table reserves were bought on in the centre once the Portuguese  were weakened , they immediately went on a Assault order allowing them to launch a combined assault with supports.

Near the end of the game, the French right flank that was held by 2 cavalry regiments  against an elite  brigade of British Guards as well as a light dragoon brigade. 
The initial British Guard Brigade advance
The 3rd Guards being ridden down by a single Chasseur regiment
The French off table reserve
The French left flank early in the game, they are advancing against a KGL Brigade.
More left flank action
French coordinated assault
Some Portuguese
British Guard Brigade attempting to flank the French Infantry Assault, they bottled it on  their command roll and hesitated allowing the Chasseur unit to charge into their flank.
The British Guards skulking in square.
The starting French position
It is too bad that the photos are all out of order but this was really not meant to be an Action report. By the end of 12 turns the French had clearly won, both side had lost their artillery and half their cavalry but the British were down to 5 battalions while the French still had 10.


This is a great ruleset, I found it a lot of fun but also challenging. The rulebook is well written and well laid out. I had no problems figuring where things were. Most importantly the gaming mechanisms are quite simple and easily learned. Mr Brown has scored a winner here. I look forward to many more games.

20 April 2017

Général d'Armée

Something to look forward to, as announced on TFL, especially after the disappointment of GBCoC. It looks like my AB Napoleonic army will see the table soon. Will it be the grail, we shall have to see.

Token set: