Friday 30 August 2024

ProjectSeleukid - 28mm (Trallian) slingers

Sitting down to get started on my Galatian cavalry, I had to wait for some wash to dry on the horses, slipped, and painted up a small unit of slingers. These are Macedonian slingers from Crusader Miniatures; decent if unremarkable figures. Nominally they are sitting in as Trallian slingers for our Magnesia project.

According to Livy, 1,500 Trallians were deployed on each flank at Magnesia. Other Trallians are listed (by Livy and Appian) among the mercenaries fighting for Pergamon and Rome on the otherside of the battlefield. Beyond that, there doesn't seem too much consensus on who they were, or what they may have looked like. 

Duncan Head argues very plausibly that they were armed as slingers. In both armies they were partnered with Cretan archers, and on the Pergamene side, they were also joined by Achaian peltasts. In a later passage, the "the Cretan archers, the slingers and javelinmen" are mentioned facing off against the Seleukid chariots, Presuming the javelinmen are the Achaians, then the Trallians would be suitable candidates as the slingers. As they were also brigaded with Cretans on the Seleukid flanks, perhaps the same argument carries forward. We also see slingers and archers brigaded together in other Hellenistic armies. For the Seleukids, the Elimaiotes and Kyrtians are another example.

They may have been from the city of Tralles in Karia, southern Asia Minor. Geographically that would make sense, however, it would be unusual to have a body of slingers recruited from a Hellenic (or Hellenised) polis. More commonly you might expect an urban area to provide thureophoroi or the like. 

Alternatively, they may have been mercenaries recruited from among the tribal Trallians - sometimes said to be Thracians, otherwise Illyrians. A tribal grouping would make more sense for providing slingers. Strabo through that Tralles had been settled by the Trallians but that may or may not have been an aetiological explanation for the similarity in the names.

Also, given we had our one day of summer today, I also managed to get some spray varnish on the full army to date. Here they are in their multi-coloured glory: 1396 points for a Fantastic Battles army, or 279 points (almost three divisions) for Hail Caesar.



Sunday 25 August 2024

ProjectSeleukid - 28mm Companion cavalry

Making some further progress with ProjectSeleukid, were are my Companion cavalry in 28mm from Aventine Miniatures. These are lovely sculpts with loads of detail. 

Sadly, the weather has been so very mediocre that these boys still need to be varnished for protection and the remove some of the shine.

Two elite Seleukid cavalry units, each 1,000 strong, appear to have served alternatively or together as the king's bodyguard. The Royal Companion cavalry, drawn from the best horsemen of Greco-Macedonian descent in the kingdom, and the Agema cavalry, drawn from the best Iranian horsemen in the kingdom. After the loss of Media in the 140s BC, the Agema seem to have been recruited from the city of Larissa in Syria, a colony settled by Thessalians a century and a half before. 

For our Magnesia project, Andrew has the Agema (right flank) and I have the Companions (left flank).

This wonderful Angus McBride painting (used here without permission) shows his interpretation of the Companions (C). I'm not sure about the shield personally, but a great image none-the-less!

Saturday 24 August 2024

A week of Fantastic Battles and Fantastic Scuffles

Due to a twist of fate I found myself  showcasing a game of Fantastic Battles through my work in the museum sector last week! We were approached by Ballycastle Men's Shed who are researching the battle of Glentaise (1565). They are looking to create a gaming table based on the local topography, and build armies based on the best evidence of the available forces. 

The battle of Glentaise is a window into a fascinating part of Ballycastle (and North Antrim) history - seeing Shane O'Neill's Irish bring low James McDonnell's Antrim Scots, but inadvertantly clearing the way for the rise of Sorely Boy McDonnell who's life reads like a Boys' Own adventure and would have a lasting legacy in the area. 

Chatting with Jon form the Men's Shed, I suggested that Fantastic Battles would give the flexibility needed to replay the battle. He invited me to demo a game up at the Shed, and with the agreement of my manager, away we went. 

This time we weren't using armies of the correct period - just a trial run using my Classical Macedonians vs Thessalian Greeks (c.650 points per side), but it was a start to help the gents come to terms with the core concepts of wargaming and get a feel for 10mm models as a scale.

For what it's worth, the Macedonians won the day, scattering the Thessalian cavalry and supporting light infantry, leaving the hoplites exposed and surrounded. 

Through Ballycastle Museum we'll be supporting the project as it comes together and hope to exhibit the finished table/diorama in the museum when the current refurbishment project is finished.

Over the weekend, Andrew, Jim and I sat down for a catch-up and very first play through of Fantastic Scuffles, the work-in-progress skirmish version of Fantastic Battles... 🙈

It was a simple scenario with five treasures of randondom value (worth 1, 2, 3, 4, and 5 victory points respectively). Each of us too a wee party - my kobolds, Jim with Clachtoll & Nigg, my wyvern-goblin duo, and Andrew with a party of brawny orcs supported by a troll and a clutch of goblins. 

Despite being the weakest party on paper, Clachtoll and Nigg managed to fly about and collect three of the treasures, while the kobolds and orcs thrashed about scuffling over the remaining two. After seven turns it was clear that Jim was going to be victorious and Andrew and I withdrew our respective parties to count the cost. 

Most aspects of the rules worked well, a number need more testing, and there a few changes that are definately required. All in all, it was great to get testing underway.

Sunday 18 August 2024

Itinerant Adventurers (part 2) - elven ranger and human cleric

Rounding out my party of 28mm itinerant adventurers are two new characters, an elven ranger and a human cleric. This should give a well-rounded party of characters to carry out some fantastic scuffles and secure some loot!

The cleric is a Reaper Bones miniature. I don't know why, but I really struggled to get rid of the mold line on this figure, even with the soft plastic. I thought I had it, but the paint really showed it up as an issue again. I like the figure, but I certainly don't love it like the rest of the party and she may find her position in the party challenged by another magic-user in the future.

Seabhac the Exile is another 3D print, this time sculpted by RN Estudio. I really like this sculpt, clearly informed by Legolas from the Peter Jackson movies. Ducking from tree to tree, Seabhac is a prince among his own people so he says, inbetween making disparaging and border-line racist comments about every non-elf he meets. His only nod to the party's sky blue theme are the flights of his arrows.

Friday 16 August 2024

Devilry Afoot: Lughnasa 1624 (part 4/4)

It was a dark and stormy night (no, really). The Watch have been sent to the ruined abbey, a couple of miles outside Frommage, to break up a coven of witches reported to be meeting there. It’s a chance to regain their reputation and confidence after they failed to protect the village from the Ghoul attack.

Dogberry and Margaret Pole have been killed in action in the last couple of months. The remaining four Watch members who must undertake this new expedition are Turncoat, Bumpkin, Slide (& dog), and Bottom.

*************

Here’s a bats-eye view of the area. The stone walls are all that is left of the Abbey. The central pillar is apparently now the focal point of the Witches’ rituals, as indicated by the peeled hazel wands placed around it. The Witches - Rapunzel, Grizelda, and Bob - are in the centre near the pillar. Here they are in close-up.


The hunting party can be seen with their lanterns approaching from the North. 


Turn 1
The chit-pull sequence was HWHWHH (H hunters, W witches). The Witches were startled at first by the unexpected visitors (Grizelda initially Fled) but after that is was Charms flying thick and fast. By the end of the turn Bottom and Slide were charmed, and Turncoat had had to be slapped out of it by Bumpkin, the only Hunter who resisted the charms. 


The pink tokens represent hunters who are charmed. Yellow for lanterns.

Turn 2
The chit-pull sequence was WHHWHH. The hunters did better this time, mostly continuing to advance. This seems to have panicked the coven, prompting all Witches to flee as their 2nd activation. But not before Bumpkin actually attacked Bob, inflicting 1W.


Turn 3
The chit-pull sequence was WHWHHH. The witches are alternating between Charm and Flee activations, with a few Intimidates and the occasional - and so far unsuccessful - attempt to summon an Imp. So now two of them are hiding in the shadows of the orange tree, although Bumpkin, despite being Charned successfully activated on 2 x D10 and has moved into contact with Bob. His ‘move & attack’ failed though, as did Bob’s opportunity attack in response.


Turn 4
The chit-pull sequence was HHWHWH. Now all the Witches are hiding in the shadows of the tree. Tho ‘hiding’ is a relative term as they’re all illuminated by the lanterns carried by Bumpkin and Turncoat. There have been some attacks and Bumpkin has taken 1W and been charmed again. Turncoat however has resisted several charms hurled at him. Slide and Bottom are still hanging about in the rear, bedevilled by activation fails.


For the Witches I am using red tokens next to the figures to show wounds. But for the hunters I am marking wounds on their profile sheets off table. So far, Witch Bob and Hunter Bumpkin each have 1W. 

Turn 5
The chit-pull sequence was WHHWH. Bumpkin received another 2W from Bob and is OOA, and Turncoat was charmed by Grizelda. But then Slide rushed up to free Turncoat from the enchantment, and Turncoat then attacked and killed Bob. Bottom also finally made it into contact with Rapunzel, but his attack, and her opportunity response, both failed. 


Turn 6
The chit-pull sequence wasWHWHH. The two remaining witches both fled, and I ruled they would flee away from the orange tree to seek new hiding places. Thus Rapunzel ended up in the shadows of the stone wall, and Grizelda in the shadows of the red tree. Both were attacked, but both attacks failed, and Bottom was forced to retire in face of Intimidation by Rapunzel. 


Turn 7
The chit-pull sequence was WWHHH. Rapunzel takes her chance, clambering over the stone wall and escaping into the darkness. Grizelda fights on alone, fending off both Turncoat and Slide, neither side taking any wounds tho Turncoat is charmed again. Bottom rushes towards the action …


Turn 8
The chit-pull sequence wasWHHWH. Grizelda keeps fighting, but takes 1W. She Intimidates Turncoat, but later he shakes off his charm. 


Turn 9 
The chit-pull sequence was HWHWH. Turncoat moves back with a move+attack, giving Grizelda another wound. She manages to Intimidate Slide, but then he moves back into contact (no activation point to attack with). She Intimidares Slide (again) and Turncoat, but Bottom is unmoved. He attacks, scores another wound, and Grizelda is dead.


Washing up
Bumpkin will recover from his wound, but slowly, and will suffer penalties in the next hunt but be fully healed if he survives that. 

There are 2 dead witches so that’s 40 shillings bounty to be divided between the four hunters. 

The hunt has not been a success as one witch escaped, though it’s been good for the standing of the Watch in the eyes of the village (and of themselves). 

Turncoat and Bottom each gain +2 experience points, and Bumpkin and Slide gain +1 each. 

*************

That’s the end of the Lughnasa 1624 hunts. Of the six Watch members who started (leaving Prudence out of reckoning) two have died (Dogberry, Margaret Pole) and four have survived. Bumpkin has two lasting injuries but he also has 4 experience points so is able to ‘cure’ his arm injury using these. The others also have between 3 and 7 experience points each (4 points buys you a new skill). Slide and Bumpkin have upgraded their kit from Club to Sword. All have money in their purses, ranging from Turncoat (14s) to Bottom (39s) after paying upkeep costs.

If I pick up these characters again for future use as the Frommage Watch, I’ll be limiting them to quite modest upgrades. I want to maintain their profile as somewhat reluctant, ill trained, and poorly equipped village police. Upgrades they earn or buy would most likely be spent on ale and other such priorities.

Cheers from Pattaya
Mark

Thursday 15 August 2024

Devilry Afoot: Lughnasa 1624 (part 3/4) - a plethora of Ghouls

Some time after the Troll incursion, Sir Barty Hardacre wrote to his cousin Mistress Prudence* to describe the event. She’s an experienced monster hunter, and on receipt of the news she paid a visit to Frommage. For research purposes (she has the Scholar archetype).

*************

*MP (and her sometime associate Father Ted) featured in some of my playtest games, and she brings the following accumulated profile.

Mistress Prudence
Scholar. Astrologer (6, 10), Steady aim, Huntsman, Nightsight, *Backslider.
Sword, Crossbow, Buffcoat, Cuirass.

*************

It didn’t take Prudence long to discern that the Devil’s work was afoot in the parish of Frommage. The faint but unmistakable foul odour of ghouls was wafting about, for those (like her) who knew the signs. The inexperienced often confuse it with the stench of open drains. In fact a plethora of five Ghouls is lurking in a copse not far away, waiting for the witching hour.

The ghouls are identified by the colours of their tatters of clothing. 


So the Watch was at full available strength, with professional support, when the Ghouls struck. Turncoat and Slide are at the S end of Frommage near the burned-out house. Bottom and Pole are in the centre of town. Prudence is in one of the houses, to be determined randomly when the attack begins.


Turn 1
The chit-pull sequence was  WWGWWGGW (for Watch & Ghouls). The Ghouls appeared in two groups. Two came in from the W, near the red tree. The other three came straight down the High Street from the N.

The W group, White & Brown Ghouls, made straight for Slide & Turncoat, nimbly jumping the wall and fence. White wounded Slide’s dog, and Brown intimidated Slide, causing him to retreat. 

The N group advanced towards Pole & Bottom, who retreated but were attacked. Pole took a wound. 

Last to activate was Prudence, who (it turned out) had been in the small house with the timber upper storey. However, perhaps asleep, she failed both activation D10. 


Turn 2
The chit-pull sequence was WWGWGWGW. The Ghouls attacking Slide and the dog didn’t inflict or suffer any more damage, and unaccountably ran off into the darkness (a Hide and a Flee reaction). But in the main fight, Pole took another wound and Prudence took 2W. She’s not having a good night and her armour couldn’t stop this attack. One of these attacking Ghouls ran off too. But they have done quite a lot of damage to the Watch.


Turncoat has snuffed and stowed his lantern, as he cannot effectively wield his Polearm while carrying it. 

Turn 3
The chit-pull sequence was WWWGWGG. Disaster for the Watch. A relentless wave of attacks and Intimidation moves by the Ghouls, with crucial activation fails by some of the Watch, saw the front line pushed back, with Pole and Prudence both OOA, Bottom with 2W and Turncoat with 1W. Only White Ghoul has been hit, with 2W (after deducting other hits to other Ghouls due to their ‘cannibal’ trait).


Turn 4
The chit-pull sequence was WWGGWG. The carnage continued. Turncoat and Bottom were both put OOA by receiving a third wound. That left only Slide and his (1W) dog. Who legged it.


This final view shows Slide & dog running for their lives, with three Ghouls stalking after them. The two other Ghouls in the background are feasting on Turncoat and Bottom. White and Green Ghoul each have 2W, so not entirely one-sided, but the outlook for the Innocents of Frommage, asleep in their houses, and now with no defenders, looks dire. 
 
Turn 5
Played on paper only. There are three inhabited houses, and I checked each to see what would happen when a Ghoul tried to break in. Ghouls have only two chances to ‘defeat’ the door of a building. Time is against at them as dawn is close. 

The half timbered house held a family of four who were all slaughtered.
The largest house held three Innocents. Three were slaughtered and one fled off table. 
The third house was empty.

Washing up
Mistress Prudence  recovered from her injuries but is traumatised by the experience. Luckily she has enough Experience points in hand to overcome this.
Margaret Pole died of her injuries.
Turncoat made a full recovery.
Bottom also recovered but carries horrific scars.
Slide’s dog automatically makes a full recovery.

There are no bounties as no monsters were killed.

All human survivors get +1 experience point for taking part in the hunt.

Afterwards, all survivors pay Upkeep from their purses, and two Watchmen, Bumpkin and Slide, stash their Clubs and buy Swords.

The Ghouls slink away before dawn. They couldn’t eat another mouthful. 

Wednesday 14 August 2024

Devilry Afoote: Lughnasa 1624 (part 2/4) - The Watch are trolled

It was an autumn night in Frommage, a few hours before dawn. The Watch patrol tonight comprised only 4 men. Turncoat was laid up with an ague, or so he said, and Pole was visiting her sister in Ketton. The patrol was at the S end of the village, checking the burned-out house, when Slide’s dog began barking furiously …


Turn 1
The chit-pull sequence was TWWWWT (for Watch & Troll). The Troll ran to its R, and hid in the shadows of the side alley. The Watch advanced, Dogberry and Slide to the fore, with Bumpkin not quite so keen and Bottom, that lone wolf, taking a different route. As they approached, the Troll came out of the shadows and stood in the middle of the street.


The yellow tokens represent the lanterns most of the Watch are carrying. The Troll is illuminated by Dogberry’s lantern, as well as indicated by the dog, at the end of the turn.

Turn 2
The chit-pull sequence was WTWWTW. The Watch continued a cautious advance as the Troll ran back into hiding (it seems a bit out of its depth, perhaps lacking experience in hunting humans) then tried Intimidation, which failed to unnerve any of the hunters.


You can see that Dogberry and Bumpkin have put out their lanterns and hooked them to their belts, in preparation for close action. 

Turn 3
The chit-pull sequence was WWWTTW. Bumpkin and Slide both attacked the Troll, without success but without taking any punishment in return either. Then the Troll attacked Bumpkin, failed, and took 2W in the Watchman’s opportunity attack. The Troll then tried more intimidation, but only Bottom was unnerved and retreated. He’s clearly got cold feet as his activation failed too. 


Turn 4
The chit-pull sequence was TWWWTW. The fight in the alley raged between the Troll and three of the Watch (Dogberry, Bumpkin, Slide). By the end of the turn the Troll has taken another wound (now 3W) but Bumpkin, who had borne the brunt of the Troll’s attacks, was OOA with 3W. Bottom’s cold feet continued, as he failed his activation again. 


Turn 5
The chit-pull sequence was WWTTW. Slide failed activation, no doubt affected by the fate of his friend Bumpkin. Then Dogberry attacked with his Polearm and gave another wound to the Troll (now 4W). The furious monster turned on Dogberry and put him OOA with 3W in a single blow. Then ran a short distance to hide in the shadows of the nearest house. Finally Bottom, activating at last, and using his Swift trait, ran along the alley to join Slide. They are only Watchmen still standing.


Turn 6
The chit-pull sequence was TWTW. At first the Troll stayed in the shadows, but realising that Bottom’s lantern and Slide’s dog were soon going to give the game away, it attacked Bottom, but failed to hit, as did the opportunity response. Bottom failed to activate, so it was left to Slide to attack, he succeeded but caused no wound.


Turn 8
The chit-pull sequence was W***. Bottom successfully attacked the Troll with his Axe, inflicting 1W. This took the monster to 5W and it fell dead. 


Washing up

Bumpkin recovered from his wounds but carries an arm injury that will put him at -1 when using 2hw. I’ll be leaving him out of the next game as he recuperates. Dogberry succumbed to his wounds and died.

The 60 shilling bounty for killing the Troll will be evenly split between the three surviving members of the patrol, so they get 20s each (before paying upkeep) to buy new kit and/or stash away. 

Bumpkin and Bottom both gain +3 experience points for taking part in a successful hunt and ensuring no Innocents were lost. Bottom gets +4, adding another for striking the killing blow.

More later …

Tuesday 13 August 2024

Devilry Afoote: Lughnasa 1624 (part 1/4) - Your rates and tithes at work

I'm delighted that Mark (in Thailand), one of the Devilry Afoot playtesters, has agreed to share another of his narrative mini-campaigns. This time he takes up the mantle of wickedness and witchery in the tiny village of Frommage...

Lughnasa (Eng. Lammas) is traditionally celebrated in early August. It is one of the four seasonal festivals from the days of the (Gaelic & Celtic) Old Gods. It marks the shortening of days and the start hopefully of a successful harvest season.

In Frommage, an isolated village in southern Rutlandshire, it is also the time when folk step forward to join the Watch or, absent enough volunteers, for those in precarious circumstances to be pressed into service. The Curate (Rev Obadiah Slope) and Reeve (Uriah Heep) supervise this with their usual wise benevolence.

*************

Four new Watchmen, more or less willing, are enrolled for the next twelvemonth. They join two veterans (former soldiers in the Irish wars) who have opted to continue their service. Not all of the six will necessarily appear together in this set of games. Here they all are, with their key attributes and kit listed below. The asterisked attributes are the various hunters’ secret vices.


Left to Right:
Dogberry
Soldier. Charismatic, *Secret witch
Polearm, Sword, Lantern

Turncoat
Soldier. Charge, *Sadist
Polearm, Sword, Lantern

Margaret Pole
Good wife. devout, Strong, *Flagellant
Polearm, Elf bolt

Bottom
Goodman. Lone wolf, Swift, *Lustful
Axe, Lantern

Bumpkin
Goodman. devout, Penitent, * Flagellant
Club, Elf bolt, Lantern

Slide
Goodman. Penitent, Swift, *Slovenly
Club, Holy item, Dog

*************

The Watch are responsible for running beggars and vagrants out of town, bringing the occasional petty criminal before Sir Barty Hardacre the magistrate, and assisting Slope in his tiresome campaign against popery. But their real work is mounting a guard patrol every night to keep the Minions of the Devil away from Frommage.

Equipping and paying the watchmen is a big drain on parish funds, but no-one questions the expense. Better than being devoured in bed by Ghouls, or having your milk soured by Witches. And much, much better than being labelled a Witch yourself.

They don’t know it yet but the Watch will be busy in the days to come.


A raven’s-eye view of Fromage, looking North. A few Innocents - or are they? - are abroad.

Sunday 11 August 2024

Itinerant Adventurers (part 1) - ogre warrior and halfling rogue

Introducing the first half of my new 28mm itinerant adventuring party, Crom and Lyra Halfcraft. 

Crom came as a bonus free miniature from Red Bard Games when I ordered the awesome wyvern already previewed. It was love at first sight and he quickly replaced the dwarf warrior I was planning to use for the Itinerant Adventurers.

Speaking of love... I've been besotted with this miniature from One Gold Piece since I first saw her previewed. One Gold Piece are the 3D scuplting arm of Westfalia Miniatures which meant that she has been out of my reach for years. I recently found a Spanish printer who is selling her, so snatched her up.  Now, painted and renamed Lyra, she's ready to burgle with the big boys. Incidentally, the lighting doesn't quite do her hair justice - the blending is much more subtle I swear!

Friday 9 August 2024

ProjectSeleukid - 28mm Cretan Archers


Quickly finishing up another small, two company unit for my Seleukids this week, here is a small unit of Cretan archers, 3D prints from Blitzkrieg Miniatures. These minis have fairly simple, bold details making them a dream to paint.

I have a 'history' with Cretan archers ... especially those serving in the Levant in the 2nd century BC. There may have been several years of ongoing research. There was certainly a wee article in Ancient Warfare Magazine (vol. 11.1) which summarised a more detailed paper published in BASOR (vol. 380) in 2018. You can access the BASOR article HERE.

Suffice to say, these guys have a special place in my heart, I'm delighted to have them ready for battle and, knowing the laws of wargaming, I suspect they will be utterly routed in the first turn!



Wednesday 7 August 2024

ProjectSeleukid - Tarantine cavalry


Joining my 28mm Seleukid army is a small two-company unit of Tarentine light horse. These are lovely figures from Aventine Miniatures.


Originally hailing from the Greek city of Taras in south Italy, Tarantine cavalry developed a reputation as superb light horsemen, fighting with javelin and shield, in the late fouth-early third centirues BC. As the Helleinstic period proceeded, Tarantines appear in armies across the Mediterranean. 

By the time you get to the 2nd century BC, it is impossible to know if the Tarentines fighting for the Seleukids were genuine Italiote Greeks, or if the title had become a psuedo-ethnic, applied to all cavalry that fought in the manner made famous by the Tarantines, skirmishing with shield and javelin. 


Regardless, the shield devices chosen for this unit - tiny, tiny, dolphins, are inspired by the autonomous silver coinage of Taras which often showed a horseman on one side (usually the obverse), and the eponymous hero riding a dolphin on the other.