Tuesday, 22 September 2020

Orangenland - a 17th century imagi-nation

 A couple of years ago, I received The Pikeman's Lament rules as a Christmas present. I liked the idea of using the rules for a Thirty Years' War project, originally planning to use the really nice Peter Pig ECW 15mm figures, with multiple figures on bases to make each unit look bigger, but I later thought about doing it in 28mm instead. I like the look of the Warlord Pike and Shotte figures, especially the plastic boxed sets. I worked out that I could probably put a nice starter army together from a single box of infantry and one of cavalry.


Anyway, to do a project, I would need some context, a backstory for the troops. So, I invented a North-western German state, the Duchy of Orangenland.

Orangenland is made up of three separate territories which were once feudal possessions of the House of Chalon-Arnay, which acquired the title to the Principality of Orange in the late 14th century. Sometime after 1500, the lands passed into the hands of an illegitimate son of the House of Chalon-Arnay. This son, Philibert of Orangenstadt, became a soldier of fortune in the armies of Emperor Charles V, who ennobled him as Herzog von Orangen, uniting the three Kreise of Orangenstadt, Orangenwald and Orangenburg into the Duchy of Orangenland.

Although Philibert was a Catholic, his son  Karl Adolph adopted the Lutheran religion in the 1540s, and the Duchy adopted Lutheranism following the 1555 Peace of Augsburg. Herzog Karl I died in 1584, leaving his son Karl Christoph as Herzog.

Orangenland remained a minor North German state, known mainly for brewing and pork products. Orangen Weissbier was and still is famous as far away as Ruritania The local wine made from the Elbling grape variety is, occasionally, drinkable.

The wine of Orangenland is the main reason why the ruling House of Orangen was an early investor in distilling. Orangenweinbrand is a much more popular drink than most of the wine produced in the Duchy, and is even exported to places as far away as Syldavia and the Duchy of Strackenz.

So, in 1618 on the eve of the terrible Thirty Years' War. Orangenland was a peaceful backwater, but Karl Christoph, Herzog von Orangen had grand expansionist designs and aspired to military glory. Unfortunately, his ambitions were greater than his Treasury permitted and he soon became heavily in debt and became unable to pay off his mercenary general, Willem van Metwoorst, who refused to leave the Duchy with his army unless the money he was owed was forthcoming. Karl Christoph's unscrupulous younger brother Georg Wilhelm had long harboured designs to replace his brother, and to that end began negotiations with several banking houses so that he could borrow enough money to buy the loyalty of Captain van Metwoorst for himself, and then arrange an accident for Karl.

Following the unfortunate hunting accident, Herzog Georg Wilhelm gained an alliance with the United Provinces, claiming an almost completely non-existent but artfully constructed familial relationship between the House of Orange-Nassau and the House of Orangen. This helped smooth the path between the Orangenland Treasury and the banking houses of Antwerp and Amsterdam.

Willem van Metwoorst, was granted the title of Captain General of Orangenland and the army became organised along Dutch lines. From the late 1620s onwards, the Swedish King, Gustavus sent military aides to the Duchy and Scottish recruits began to swell the ranks of the army. A stout defender of the Protestant religion, Georg Wilhelm deftly managed to steer a path between his somewhat dissolute and murky private life and the sterner demands of his professed faith.

So, there is the introduction to Orangenland, its ambitious Herzog and his hard-bitten Captain General Willem van Metwoorst. I shall return to the Duchy again in the future.







Tuesday, 15 September 2020

First thoughts on Infamy, Infamy

I have played around ten or so games of Infamy, Infamy, the TooFatLardies ancients skirmish rules to date, so I have had time to gather a few thoughts, although I cannot pretend to be in the position to really write a definitive review. All of the photos were taken at two days of (socially-distanced and Covid-safe) Infamy, Infamy games at BIG in Bristol recently. I shall intersperse my comments in between the pictures, but they won't necessarily relate to the images.



Now, I am a big fan of Lardie rules. I would say that Chain of Command and Sharp Practice are the two rulesets that I like more than anything else, from any rule publisher. Therefore, I was overjoyed when the news broke that Richard Clarke was working on rules for Ancients, specifically for Romans. It gave me a reason to buy the delightful Victrix plastic Romans that until now I'd never had a need to own.


I had a chance to play a couple of games at Crusade in Penarth back in January, before the plague descended upon the world, and I'd enjoyed the experience, but I wouldn't say that I really understood the rules, because I had found it hard to stop thinking about it as Sharp Practice with swords and spears. This, I have to stress is a big mistake. The rules are really very different.


I always wanted to build a Roman force. I wasn't interested in building a Gallic or Germanic force, and I am still not. Dacians, one of the subjects of a future rule supplement are a different matter. I like the Dacians a lot, but they are as yet an unknown quantity in Infamy, Infamy terms.

When it came to a force, I specifically wanted an auxiliary force. After all, those were the guys who did pretty much all the heavy lifting when it came to cross-border raids and punitive counter attacks. The legions were never stationed along the limes. They were held back for those situations when a larger force were required. To be honest, I don't see the legions as being the skirmishing types, certainly not in the Early to Middle Principate periods.



So, what do I think about the rules? 

Well, to be honest, I think they are something of a Curate's Egg. There are definitely good things here, but equally, there are other aspects of the rules that I find problematic. I shall go into some of these later. My aim here is really to try and gather my thoughts in one place, and then go back in a few months once I have hopefully properly got to grips with the nuances and quirks.


As a Roman player, one thing I like is the way that to prosper, one has to play to the Roman strengths, things like formal drill and flexibility, two things which benefit the auxilia and which I suggest you really have to understand to have any chance of winning in scenarios set in bandit country. From my experience, winning in bandit country is very difficult indeed and I am not sure that it really reflects the historical record, something that I will return to below.


The legionaries are very tough cookies indeed. They are classed as having Heavy Armour, which gives them a 50% chance of surviving hits in combat, whereas the auxilia only have a one-in-three chance, being classed as having Medium Armour. To be honest, I personally think that this is historically incorrect. Early Imperial auxilia are pretty much wearing the same defensive kit as Late Republican legionaries, and also as many Imperial legions too, because we know that legionaries in reality weren't always equipped with the classic lorica segmentata (a modern coinage, we don't actually know what the Romans called their segmented cuirasses made of strips of metal). Legionaries also wore mail and scale armour, as can be seen on many surviving monuments, the Tropaeum Traiani being a prime example. Also, in pitched battles auxiliary cohorts fought alongside the legions, and were trained to fight in the same way as their citizen colleagues. We also have accounts of battles where the legions were held back as a reserve and the auxilia took the brunt of the action. Tacitus mentions this in his "Life of Agricola". However, I can understand why the rules would seek to make a distinction. Without a legionary/auxiliary difference the rules would lose some variety for the Roman player. 


Auxiliaries are also distinguished by having flexible drill, which means that they can skirmish as well as fight as drilled troops in hand to hand combat. Inexplicably, perhaps, they are only allowed bows as ranged skirmish weapons, plus javelins, which are shorter ranged. There isn't an option for them to have slings, despite the huge number of Roman sling shot we find in archaeological digs. The only slingers allowed to the Early Imperial Romans are tribal ones. I see this as a shortcoming in the force rosters.


Now, on to cavalry. The Romans didn't really do effective cavalry. They did have citizen cavalry a long time before the period of the rules, that was the origin of the Equestrian Order, after all. However, by the period under discussion, cavalry were recruited from outside the citizenry, from the peregrini, the non-citizen inhabitants of the Empire or from allies. The cavalry were therefore part of the auxilia, mostly, and were of two types. They were either in specific cavalry units, known as Alae, and were clearly thought of as excellent troops because they were paid even more than the legionaries, or they were integral parts of mixed auxiliary units known as Cohortes Equitatae. 

A Roman player can have either type of these cavalry in their force. However, and this seems odd to me, they do not count a being drilled troops. I do not understand why this is the case. We know that the Roman cavalry spent a lot of time training in complex movements and in fighting and other drills. The 2nd century author, historian and military commander Lucius Flavius Arrianus, better known as Arrian actually wrote a military drill manual, the Ars Tactica (Techne Taktike in Arrian's original Greek), which was devoted, in part to cavalry drill and the Hippika Gymnasia, those ritual parade ground exercises which were designed to show off the proficiency of Roman cavalry in their combat and manoeuvre drills. It seems to me that Roman cavalry should be drilled and have the flexible characteristic too.



There are significant differences between the Romans and their barbarian opponents, which seems to me to be the right way of approaching what was, in many respects asymmetrical warfare. Where the Romans have Drill, which stiffens their defensive capabilities, the trouser-wearers have Fervour, which boosts their attacking qualities. They can also Ambush from predefined points and they have access to Fanatics, the kind of frothing lunatics beloved of both Hollywood and classical writers, for different reasons.

Now, as concepts, Fervour, Fanatics and the ability to ambush when the Romans are in bandit country are all fine concepts, but, and this is a big but, I have issues with how these things work.

Firstly, Ambush Points (henceforth APs). In bandit country, the barbarians get a standard six APs. OK, the Romans can, if they have cavalry and also take a pair of Exploratores as support options scout these and potentially either remove them or convert them into normal deployment points, but they will never remove the threat of ambush. Personally, I see six APs being too generous. I have no problem with the concept, I would just prefer to see the number decided on the roll of 1D6 to see how many APs were available, possibly allowing the barbarian player to spend signa cards (i.e. bonus cards for specific purposes) to buy one or two extra APs if their dice roll is a 1 or a 2.

Secondly, Fervour. Again, great concept. Fire up the lads before they hit the Roman line. Sounds reasonable, except that fervour isn't just for fighting. Fervid troops can increase their movement depending on the amount of fervour they have. They can move an extra 6" if they are fully-charged with 6pts of fervour, without having their fervour reduced. Fervid Mobs can also still move in a controlled way. Now, I have problems with this. I don't think that fervid troops should be capable of operating in a controlled way. I would say that a Mob charging towards the enemy should always be treated as an uncontrollable force and risks splitting apart and therefore each group in the Mob should roll separately for movement. I also think that choosing to add 1" of movement per point of fervour should come at a cost. It seems to me that for each extra inch, a point of fervour should be removed from each group in the Mob when moving in a controlled way, or from each group separately when uncontrolled.

It is only when fervour has been completely removed in combat that barbarians start accumulating shock. Fine, that seems reasonable. The problem is getting them to start taking shock. Not until they have shock and lose a combat will they get pushed back.

Also, they can build up fervour again just as easily once they are out of combat and have all their shock removed. I would say that a Mob defeated in combat and which has taken losses should find it harder to use or build fervour up again. Think about it. They were all fired-up, went in and were defeated. They don't actually even get pushed back until they start accumulating shock. I would say that a Mob in combat should lose a point of fervour for every two casualties they take, and also when trying to rebuild fervour afterwards.

Finally, Fanatics. These guys can be killers. They can ambush from out of a Mob (a sort of ad hoc formation) of barbarians or from an AP and will attack with a guaranteed six points of Fervour. Also, in their first round of combat in the game, they get given Elite status. This means that they get to roll a lot of combat dice. The Roman player cannot even use any drill or signa cards if they are ambushed in this way. A good round of combat by fanatics can severely weaken the Romans, even to the extent of making the rest of the game an exercise in damage limitation. A sneaky barbarian player can even buy Fanatics as support options. I don't have an issue with the concept. I just think that they unbalance the game, even making the whole exercise a fruitless one for the Roman player in some cases. I would prefer to see Fanatics dealt with in a more random way. A few ideas are;

Removing the "elite" status for the initial combat. These guys aren't elites. They are nutters, the kind of guys who would start a war in an empty roundhouse or kill you if you looked at them in a funny way.

Instead of getting a guaranteed 6pts of fervour, rolling 1D6 to see how wound up they are when you declare their charge.

Fanatics should not be given a named leader. They should only have a Supra Numerum one.

Fanatics who ambush from inside a Mob should reduce the size of the Mob by six figures. 

When a group of Fanatics is wiped out, the Mob from which it emerged should take a point of shock on each group.

One group of Fanatics should be the norm. 

I know that these ideas are going to make barbarian players unhappy, but as things stand, even by using all the possible drill choices, the Roman player is likely to be disadvantaged most of the time. My defence is this though; in the historical record, most of the time, the Romans won. Whenever someone points to the Teutoburger Wald, and the subsequent clashes between Arminius and the Romans, it is worth saying that this episode was remembered because it was an anomaly. In any case, Arminius was a Roman-trained military commander, not a hairy barbarian from the dank woods.

I don't want to make it easy for the Roman player, I just want to bring a bit more balance to the game.

Monday, 14 September 2020

Face to face in the village - a Sharp Practice AAR

Yesterday was my first chance to play Sharp Practice for months, for obvious reasons.  It was also my first opportunity to get my recently painted 61st Foot Flank Company skirmishers on the table. 

The game would be an encounter between an Anglo-Portuguese force and a small column of French Infanterie Légère, supported by a medium gun.

Both sides would be trying to secure the village of San Jorge con Pantalones.


The British were first to arrive, with Lt Barnaby Thorne and a single group of the famous 95th Foot. They took up position behind a low wall surrounding a small plantation of fruit trees. Unfortunately, I then pushed them up across the road into danger and they were heavily defeated in Fistucuffs, forcing them back into the fruit trees. Luckily, the gallant Barnaby Thorne lived to fight another day.

They were soon joined by some skirmishing flank company troops from the 61st Foot, led by veteran sergeant Harry Stottle, who was soon wounded by accurate fire from a group of Légère Voltigeurs, leaving him in a dazed state and unable to exercise any command for the rest of the game.

The French were also beginning to arrive, as two groups, led by Lt Poulidor managed to seize control of a cottage on the main road through the village.

The Portuguese component of my force soon put in an appearance; three groups of Fuzilieiros from the 20th Regiment, led by Capt. Horacio Cataplana. You can see them here, flanked by the rest of the 61st' Light Bobs, led by Lt. Archibald Leach.

Volley fire from the Portuguese, supported by the 61st, soon took their toll on the French, who were forced back to hide behind one of the village houses.

The rest of the 61st Foot arrived, led by the estimable Maj. Molesworth, forming a second line behind the 20th. Slowly, the British began to advance into San Jorge. My plan had originally been to bring both formations up to the main road and use the skirmishing light infantry to protect their flanks, but the mauling given to the 95th, meant that the Portuguese would have to move obliquely into the trees by the road.

Elsewhere, the French began to advance around the far side of the village.

The French cannon was soon deployed. I knew that I had to eliminate this threat to my line troops, and I pushed the flank company skirmishers around the house on my left flank, even though it was occupied by French skirmishers. I judged it a risk worth taking.

 

Taking up position near a boggy patch of ground, I was able to use four command flags to give the Light Bobs an extra free round of firing before also activating Lt Leach. This proved devastating and wiped out the crew of the French gun, and also giving its supporting infantry a hard beating. The tide was turning my way.

The Portuguese moved up to take up position along the road, while the 61st moved up on their left.

The French charged through the small coppice into my line, but only one group made contact. Even so, they fought well, killing the Portuguese leader, Capt. Cataplana and three of his men. However, I killed six of them and inflicted considerable shock on them too, forcing them to flee.


So, the village ended the day in Anglo-Portuguese hands, with very few casualties on the winning side, apart from the unfortunate Portuguese officer, whose demise will have to be revenged at at future date.

Monday, 7 September 2020

Wagon loads using Bad Squiddo scenic items

A while ago, I posted about a pair of wagons I put together, initially for Infamy, Infamy, one being an open cart that could carry various loads.

I also posted about the Bad Squiddo resin cargo items I had painted. So, I thought that I should put the two things together and put some cargo in the wagon.





I think that these look pretty good and suit pretty much any period, maybe even up to WW2, although in reality they will work best with Ancients, Mediaeval and Horse and Musket games.

A wagonload of barrels and other containers would be a terrific objective for an Escort scenario.


Friday, 4 September 2020

It has been a couple of weeks, but I'm painting again

Yes, I've not done much painting since my last post back on the 20th of August but I have had a lot going on, mainly having two elderly dogs who were ill at the same time (see below).


These are five more of the Bad Squiddo Ghosts of Gaia range. I have painted a number of these excellent figures before for my home-brewed Reivers Of The Outer Rim (ROTOR) science fiction skirmish rules and I felt the urge to paint a few more. I now have more of them than I'll ever need for a single ROTOR gang of fighters, but it does mean that I could field a number of different gangs for different games. Of these five, the ones I particularly like are the two central figures, the priestess/leader figure with the sword and the weird Psyker one, wrapped in bandages and wearing some kind of psychic amplifier device. The two on the right are a heavy weapons team and the figure on the left has a cybernetic prosthesis, so could happily be a cyborg in my rules.

Anyway, the doggies. They are two Westie sisters and they will be 14 at the end of October. Maisie has has a few niggling things happen recently, such as a Urinary Tract Infection, and Daisy has been generally fairly OK but a couple of weeks ago they both became ill at the same time, with stomach sicknesses. So, it was Vet time. As things transpired, while doing blood tests it was discovered that Maisie has developed canine diabetes, probably because of her age, which accounted, in hindsight for her UTI and some quite worrying weight loss since then. Daisy had a gastric infection and pancreatitis. They both spent a lot of time at the Vet on drips and general observation and Maisie had to spend a night at the overnight emergency service for extra electrolytes because of ketone build-up in her blood. Anyway, to avoid a TL:DR they are better again now, and Maisie is now on insulin injections twice-daily.

It was a very worrying time, though, but it is such a relief to see them getting their appetites back and being more their normal (a relative term where Westies are concerned) selves again