Sunday, January 26, 2020

Take the Bridge- Konflikt '47


The Germans and the Allies had already fought over the bridge many times...
today would be no different.
On January 11th SAG's sub-club, YHP Bolt Action Club, supported Your Hobby Place Fredericksburg's Winter Bash event by running "Take the Bridge- Konflikt '47".

This Konflikt '47 scenario was very simple: "Bring a 750 point list for Bolt Action or Konflict '47.  Assault through a town to capture the bridge!  Players will be assigned to the Axis or Allied teams according to their list.  No restrictions, but be aware it is an urban game!"

In the event, we had Japanese, American, and German Bolt Action lists, and Canadian and German Konflikt '47 lists.  Since we had three German players, the Japanese became honorary allies for the fight, so we had a 3 vs. 3 game.  The board utilized Wayne's gorgeous Arnhem bridge surrounded by more of his beautiful ruined buildings.  We divided the board into six zones and rolled randomly to assign starting zones, while the goal was to control each end of the bridge.

The game was a lot of fun, even if my poor Japanese infantry list was overwhelmed after snipers took out my suicide anti-tank teams and leaders before we even got started - ruined buildings are FAR less open then intact buildings, making the terrain less urban then expected. Starting off in the sights of the Waffen-SS (the only German Bolt Action list) as well as suffering the attacks of German werewolves made for a brutal evening for the Emperor's bushi!

On the other hand, Ren's Canadians, despite brutally effective Automatons, found the terrain well suited to German zombie hordes, which eventually overwhelmed them. The American's deployed an ancient M3 Grant tank and did quite well with it against the modern and fantastic walkers and other vehicles deployed by the Germans.

Perhaps most devastating for the allied side was the confusion of the battlefield. Allied fubars abounded, sending American rifle squads running in the wrong direction, while the Canadian artillery barrage landed on the already embattled Japanese force rather then the German foes.

The result, of course, was a devastating and complete German victory. In the Konflikt '47 universe evil has the upper hand!

Few people know that in the Konflikt '47 universe, G.I. Joe's foes, Cobra, began as allies of the Germans! :)

In support of their Puma armored car the Waffen-SS advance on the Allies.

Zombies and werewolves surround an overwhelm the Canadian Churchill Meteor

The destruction of the Japanese platoon has left the Americans all alone.
Here, the M3 Grant continues to cover the street as American riflemen climb onto the bridge.

The German Spinne Light Panzermech marches beneath the Canadian artillery spotter.

Ignoring the remnants of the Japanese, the SdKfz 234 Puma faces off against the M3 Grant.

Japanese infantry face off against Aryan werewolves, cold steel versus fangs and claws...

The Waffen-SS prepares to launch their assault.

Special thanks to Buck & Eric for the pictures in this entry.

Ad Imperii Turn 2

Ad Imperii
An L’Art de la Guerre Campaign
Turn II - Summer


James and Jake prepare to determined the fate of Saxony!
James aka Azariôn, King of the Sarmatians (#77) left Dneister and invaded Saxony. Unfortunately, he encountered a Roman army there which defeated him, while a second Roman army invaded Dneister. despite the defeat, the wily Azariôn negotiated terms with the Romans, conceding Dneister unfought while occupying Saxony. Meanwhile,  he appointed a new proconsul, Achaxe, who raised a field army and invaded Dacia. He started the turn with 3 talents, and collected 5.  He spent 2 talents raising a field army and 1 talent paying upkeep for the field army he already had.  At the end of the turn his empire controlled 6 provinces, two field armies (the field army in Saxony id disorganized, and must spend a turn resting & regroup, or spend a talent to reorganize quickly), and held 5 talents. His proconsul Rassgos still kept the nascent empire humming in Sarmatia, while his new proconsul Achaxe led a field army in Dacia.

The Romans deploy before their camp.
Beginning of the end for the Sarmatians
Jake aka Caesar of Triumvirate Rome (#82) was extremely busy as the Roman Empire began its destined march to greatness. Crassus, fresh off his diplomatic triumph in Gaul convinced the Gauls to pay for a new Roman field army to invade Belgica and Saxony.  Crassus then defeated the Sarmatians in long, hard fought battle in Saxony.  Meanwhile, Caesar marched the field army from Pannonia into Dneister.  The Sarmatians sued for talks, and granted the Romans Dnesiter, while it pleased Caesar to allow them Saxony, Crassus returned with his victorious but disorganized field army to Belgica.  A new proconsul, meanwhile, raised a field army in Narbo, then marched through Aquitania and into Iberia - the Spanish retreated rather then give battle. On Italy's northern Adriatic coast the senate funded a Roman fleet in the Central Mediterranean at Caesar's command. Rome began with 2 talents, and collected 4 more, while it's Gallic allies collected 3. Rome built a field army and a fleet, and paid to maintain a field army for 5 talents total cost.  The Gauls paid for the Roman field army costing 2 talents. Caesar's Republic ended the turn controlling 7 provinces and the city of Rome, while hoarding 1 talent and they were allied with the Gauls who controlled 2 provinces and 1 city, while also hoarding 1 talent. Crassus (now competent) commanded a disorganized field army in Belgica (1 turn rest or 1 talent to reorganize), Pompey commanded a field army in Iberia, and Caesar commanded a field army Dneister. 

Chris aka Eritus (competent) of Syracuse (#50) remained in Sicily, but raised a second field army there.  Meanwhile, while his proconsul, Septuris (now competent), continued to besiege the city of Carthage. Septuris army reorganized during the siege. Syracuse collected 4 talents at the start of the turn, adding to its bank of 3.  It paid maintaince for a field army and raised a field army for a total of 3 talents spent. At the end of the turn Syracuse still controlled 3 provinces and the city of Syracuse, held 4 talents in its treasury, its field army was besieging Carthage and a second field army was in Sicily.

Chuck aka King of the Hellenistic Spartans (#61) led his field army across the sea from Crete and invaded Cyrenaica. His new, Proconsul II raised a new field army in Sparta. He collected 4 talents at the start of the turn but had no banked. he spent all four raising the new field army and maintaining his previous field army and fleet. At the end of the turn Sparta controlled 4 provinces and the city of Athens, but its treasury was again empty. His allies the Macedonians controlled 1 province and had 2 talents banked.

Doofacus remains the figurehead of the Seleuco-Persian Empire, a Profane Alliance led in truth by a cabal of generals.

Ken aka Syphiliticus I (competent) of the Seleucids (#42) and his field army continued to besiege Pergamum. Proconsul Testicules raised a Seleucid field army in Judea (#103) and invaded Egypt, besieging Alexandria. The Seleucids collected 4 talents and had 2 banked at the start of the turn. They spent 3 talents raising and maintaining field armies. Their ally Judea collected 2 talents.  

Eric aka Xericxes II of the Achaemenid Persians (#64) marched from Syria through Arabia and into Arabia Patria. Brodangelas raised a field army and invaded Galatia. The Persians collected 3 talents and held 3 talents banked. They also spent 3 talents raising and maintaining armies.

The Cabal (Ken & Eric) ended the turn controlling the Seleucids with 4 provinces, the city of Tyre, and 3 talents in its treasury and ally Judea, controlling one province and banked 2 talents.  The Cabal equally controls Persia, which holds 5 province, the city of Babylon, and has 3 talents in its treasury.

In this campaign, Commanders in Chief gain in ability as they win battles.  Three generals are now competent:  King Eritus of Syracuse (#50), King Syphiliticus I of the Seleucids (#42), and proconsul Crassus of Triumvirate Rome (#82).

The empires are beginning to close, next turn should see more battles...

Thursday, January 9, 2020

The Bondswords for Kings of War


Ath Tel' Kerym Manth or “By the Sword Bonded” 
-Bondswords’ motto

The Bondswords, An Army for Kings of War

Many years ago, in high school, I was inspired by the ‘Sacred Band of Stepsons’ of Thieves' World to create a character for our AD&D campaigns who would establish and run his own mercenary company. Unfortunately, at the time the groups I gamed with were falling apart so I was forced into a lot of solo play, but that worked out, since once the company was established I could ‘play’ it as the gamemaster and set up various miniature war game battles to watch the group advance in power and influence. Thus Gildor Inglorion and the Bondswords were born, and they served me well as a background for player characters, non-player characters allies and antagonists, and just general flavor background in my AD&D campaigns and miniatures battles using our preferred fantasy miniatures wargame, TSR’s Battlesystem 2nd edition.

I even wrote them up for an article that Dragon magazine rejected, but which the Candlekeep website has published: The Red Knights: Soldiers of Fortune. The Bondswords were basically retired back in 1998 or so, when our Forgotten Realms campaigns and associated miniatures battles petered out.  It saw some resurgence in the play by email RPG campaigns I ran, but only a few individual members and small parts of the whole.

Now, however, SAG is beginning a Kings of War escalation campaign, one without any narrative.  I was inspired to pull the Gildor Inglorion & the Bondswords from retirement and see how they perform in this new system. Below is their conversion to Kings of War 3rd edition, with little of the old fluff or AD&D stats, which can still be found on the Candlekeep site at the link above.  I’m hoping to write up each battle they fight in the campaign as if it had occurred in the Sword Coast region of the Forgotten Realms, where the Bondswords were based (most likely in the years 1371 DR and later).

Sadly, when I left Columbus back in 2003 I left 95% of the Bondswords miniatures with my old gaming group. So I am rebuilding and repainting the army, I’ll post pictures when it is finished. The idea is to use old school miniatures when possible, but sadly most of the army will be newer plastics.

The Bondswords mercenary army is a Kingdoms of Men list.  When options and magic items are included below, there points have already been added into the unit point costs listed.


Sword Company is made up of two-handed swordsmen in plate mail. This company's captain is the elven warrior Romul. They are represented by Foot Guards in Kings of War.

Arrow Company is made up of longbowmen in a plate breast plate. They are led by Kellin, a half-elven archer. Since Kings of War doesn’t allow one to armor archers, I gave them the Aegis of the Elohi as the closest thing. They are represented by Bowmen in Kings of War.

Bolt Company is composed of crossbowmen in chainmail. Their captain is Gelmark, a human warrior who wields a Blade of Slashing. They are represented by the Crossbow Block in Kings of War.

Scout Company is a skirmisher company, its members scouts and thieves.  They carries short swords,  short bows,  and slings while wearing leather armor under camouflaged cloaks.  The scouts are led by Rodro, a half-elven thief. They are represented by Bowmen in Kings of War. In order to duplicate their scouting skills, they start with either The Scrying Gem or Maccwar’s Potion of the Caterpillar.

Lance Company is the cavalry company.  Its troops wear plate breastplates and ride warhorses into battle.  They carry shields, lances, and longswords into battle.  Lance Company is led by human warrior Arborious. The have the Pipes of Doom to reflect their impact on enemy morale. They are represented by Mounted Sergeants in Kings of War.

Sapper Company is the artillery of the Bondswords.  The troops wear leather armor and carry shortswords, while crewing up to three ballistae. These are light weight machines and break down into six component parts that can be easily assembled or disassembled.  The company uses mules to carry the ballistae & ammunition. Mylor, a human engineer, is the sapper company commander.

Recruit company is made up of new members. The recruits wear chainmail, shields, and are armed with spear and long sword. Recruit Company is represented by a Shield Wall in Kings of War.

Spell Company consists Gildor's apprentice mages.  They are represented by Wizards in Kings of War. Up to 3 of them might be fielded, unless Turuko is fielded as a wizard.

Athovul is the Bondsword’s assassin and spy, he is represented in Kings of War by the Assassin with either the Scrying Gem (when not used by the Scouts) or the Brew of Sharpness.

Sergeant Major Gres, who possesses a loud,  leathery voice, is in charge of training and discipline for all the Bondswords, and often acts as the Bondsword’s standard bearer.


Turuko is the Bondswords’ war priest, devoted to the Red Knight, goddess of strategy.  In Kings of War he is either the Captain [1] (when Gildor is not in that role) or as Wizard.

Finally, Gildor Inglorion is the commander of the Bondswords. He’s a half-elven warrior/mage, and is represented in Kings of War by a General with a Boomstick, sometimes a foot, sometimes on a warhorse, sometimes on a pegasus. Sometimes, he is represented by the Captain [1].










Tuesday, January 7, 2020

Ad Imperii Turn I

Ad Imperii
An L’Art de la Guerre Campaign
Turn I - Spring 



           The last half of the 1st millennium B.C. was a time of unrest and turmoil in Western civilization.  It saw the transformation of the earliest of the Abrahamic religions from tribal henotheism into monotheism, as well as the development of Greek philosophy from its pre-Socratic to the great schools of thought spread throughout the Mediterranean world. Knowledge of the physical world and mathematics expanded as well, and technology increased dramatically – this period saw an expansion of human knowledge that would not be equaled until the Renaissance over 1,000 years later. 


All of the intellectual and spiritual change occurred while the political and economic world was in constant foment, with massive empires rising and falling with great speed.  When the period began, the center of the western world lay, it might be fairly stated, in present day Iraq, within the languid arms of the Tigris and Euphrates rivers, where civilization had begun.  When the period ended, the center had shifted over 4,500 kilometers to the west, around a city that had been merely the center of a minor, rural Latin kingdom in 500 B.C. 

The ‘Ad Imperii’ L’Art de la Guerre campaign tries in a rather abstract way to explore the possibilities of warfare during this period – and generate some very fun battles. The focus is on military conquest, with some very minor and abstract diplomacy, very little worry on logistics, and no worry about economics or culture at all. The campaign is set in Europe, on the shores of the Mediterranean, and Near East from 500 B.C. to 1 B.C.

Each player controls a King, proconsuls, fleets, and field armies as they strive to expand their empire and control the fate of Western civilization. Essentially, everyone is striving to become the historical Rome of 1 A.D. Armies, fleets and diplomacy require wealth, which is measured in talents in this game. 

The players and their kingdoms will be introduced below, along with their first turn moves. 

James is playing the Sarmatians (#77).  The Sarmatians conserved their talents for later emergencies, while King Azariôn led the army conquering through the province of Gepidae into Dneister, so that at the end of the turn his empire controlled 5 provinces, a field army, and held 3 talents. His proconsul Rassgos kept the nascent empire humming in Sarmatia.

Jake is playing Triumvirate Rome (#82).  His king, Caesar, marched the field army from Cisalpine Gaul through Dalmatia and into Pannonia. His proconsul, meanwhile, went to Massilia and spent a talent to convince the Gauls (#88) to ally with Rome. Caesar's Republic ended the turn controlling 4 provinces and the city of Rome, while hoarding 2 talents and they were allied with the Gauls who controlled 2 provinces and 1 city. 

Chris is playing Syracuse (#50).  His King, Eritus, remained in Syracuse proper while his proconsul, Septuris, led the field army from Libya in an invasion of Africa, holding the city of Carthage (#55). Septuris defeated the Carthaginian army in a hard fought, pitched battle but the city of Carthage proper remains besieged. Before it marches again, the Syracusan army will need to be reorganized. At the end of the turn Syracuse controlled 3 provinces and the city of Syracuse, held 3 talents in its treasury, and its field army was besieging Carthage. 

Chuck is playing Hellenistic Spartans (#61). His King led the field army across to Crete from Sparta, conquering it. He constructed a fleet in the Eastern Mediterranean for 2 talents, and he sent his proconsul with the rest of his treasure to Macedonia (#44), securing an alliance.  At the end of the turn Sparta controlled 3 provinces and the city of Athens, but its treasury was empty. They were allied with the Macedonians, who controlled 1 province.

The final two players threw me a curve ball. 

Ken is playing the Seleucids (#42). King: Seleucus I sent Proconsul Dildonius into Judea (#103) to conduct diplomacy with a talent, gaining their allegiance.    

Eric is playing the Achaemenid Persians (#64).  Xericses, king of kings, had no need of secrecy marched his field army from Mesopotamia into the heart of Syria. As the Persian forces entered Syria Xericxes demanded a meeting with Seleucus I it was discovered that Seleucus had secretly died three months ago of a fever from cavorting around with lose women. Seeing his chance Banducot, Xericxes top general smothered the old man King with a pillow in true Persian fashion and immediately met with the Seleucid General for a truce.  “The cabal of Generals” was formed and the generals installed the puppet king Doofacus to lead the new Seleuco-Persian Empire. The Persian general responsible for this treachery renamed himself Xericxes II. The Seleucid general renamed himself Syphiliticus I, Defiler of Women and Spreader of Disease! 

Syphiliticus I invades and easily defeated the army of Pergamun (#73) and besieges the city, which resists his initial assault.

The Cabal (Ken & Eric) now controlled the Seleucids with 3 provinces, the city of Tyre, and 2 talents in its treasury and it is in alliance with Judea, controlling one province.  The Cabal equally controls Persia, which holds two province, the city of Babylon, and has 3 talents in its treasury.

During the first turn two generals won battles, Septuris of Syracuse and the Seleucid Syphiliticus I. both advanced from ordinary to competent in ADLG general levels. In this campaign, Commanders in Chief gain in ability as they win battles.

Turn 2, Summer approaches!




Sunday, January 5, 2020

SAG in 2019




We had a pretty good year, though I didn't manage to post as many blog entries for the club as I had planned. Hopefully I'll manage better next year.

We played a great deal of L'Art de la Guerre, Saga, Middle Earth Strategy Battle Game, Frostgrave, Napoleon at War, Test of Honor, Age of Sigmar, Necromunda, and Bataille Empire.  We also tried Cruel Seas and Black Seas.  We even managed to play a little Flames of War and some Team Yankee, as well as true 'old school' games like TSR's Battlesystem and Space: 1889 Soldier's Companion. Our associated club, YHP Bolt Action, played a great deal of Bolt Action and Konflict '47.

Our roleplaying group completed the Saltmarsh saga for AD&D 2nd edition, culminating with  a huge Battlesystem battle over the town of Saltmarsh.  Right after we finished that campaign, Wizards of the Coast published Ghosts of Saltmarsh, which kinda figures.

We finished up the year prepping for a new escalation campaign, for Kings of War 3rd edition, which we are starting in January. We started a L'Art de la Guerre campaign, Ad Imperii, which you will see more of on the blog as each turn results will be shared here.

Hopefully, we'll do better on putting up blog entries this year. I especially want to do some highlight specific club members armies, many of our club members are outstanding painters and this is the perfect place to showcase their work.

Below are some pictures from our 2019 games!

Heroes battle the Tree of the Dead and its undead minions in the Cemetery of Sleepy Hollow during our
Headless Horseman Frostgrave mini campaign.

The Headless Horseman is surrounded and trapped in the Western Woods at the climax
of the Headless Horseman Frostgrave campaign.


Necromunda!

The Necromunda guys preparing to take their vicious gangs onto the board...
ADLG, Germans versus Hussites!

The SAG roleplaying group prepares to defend Saltmarsh from
Ken, running the sea monsters and pirates!

Pirates and sea monsters battle the townsfolk throughout Saltmarsh!

Pirates come ashore from their galley.

Chris and Matt play Kill Team: Arena.

Egyptians and Israelis battle it out in a Flames of War fight.

Erik prepares for his game as Jake and Chuck ponder their ADLG moves. 

At Your Hobby Place-Fredericksburg, the YHP-Bolt Action club refights the Battle of Arnhem in Bolt Action.

Saga Normans advance over the hills and through the fields...

In an Age of Sigmar battle using old school Warhammer figures, Lizardmen and Elves battle to control the holy ruins. 

Ren, Eric, and Wayne consider the battle on Arnhem Bridge.

Victorious Germans pour across the bridge.

Chris and Ken fight the Assault of Melas Thirytis on Mars,
using Space:1889 Soldier's Companion rules.

A fight at the gates between warbands in
Middle Earth Strategy Battle Game: Battle Companies


Wargs, orcs, an Men of Gondor fight over an isolated farmstead.


Puzzling over the Middle Earth Strategy Battle Game: Battle Companies rules.