Monday 29 January 2024

Clotted Lard 2023 in Support of Devon Air Ambulance


Following up from the post covering the fun and games at Clotted Lard 2023, link below, it gives me great pleasure to update the club and all our fellow Lard enthusiasts who attended last year's meeting, that the event raised £350 in support of our chosen charity Devon Air Ambulance.

The helicopter rescue service does a magnificent job in keeping Devon residents and all our annual visitors, of which the county welcomes double the population in the busy months of the summer season, with folks flocking to enjoy the beaches and their traditional Devon clotted cream teas, with of course jam on top, safe on our very rural roads, often many miles from a General Hospital and the critical care that can be provided there.

Devon Air Ambulance Trust

As always, much fun was had by all and we had some wonderful games and figure collections on show, all being played in the characteristically light hearted style that typifies the way Lardies like to play their games with the emphasis on 'playing the period not the the rules'.

So it was great to know that at the same time all contributions raised on the day were helping to support a very important charity.

Devon Wargames Group & Too Fat Lardies - Clotted Lard 2023

In addition to the monies raised on the day, the club, as usual, was very happy to top the amount up by a further £100 agreed unanimously at our AGM held the following month, together with another £10 donated by a visitor on the day allowing us to send a cheque for just over £460.


Once again, thank you to everyone who took part in Clotted Lard 2023 and for making it such a successful day in more ways than one.

Thank you especially to Bob Connor for all his hard work pulling this and the previous five Clotted Lards together, with this meeting his signing off and handing over management to our new Clotted Lard Cat Herder, Colin, who will be picking up the reins in 2024. 

The Devon Wargames Group looks forward to hosting Clotted Lard 2024 and welcoming our guests later this year.

JJ

Saturday 27 January 2024

Romans v Goths/Huns in 28mm - Lion Rampant Second Edition.


The new wargaming year got off to a cracking start when Mike C offered to bring his lovely collection of late Romans and opposing barbarians to run a Lion Rampant (LR) set-to at club this month based on the scenario 'Hammer and Anvil'.                                                                                  


I still refer to my first edition copy of LR, and must update myself with the newer second edition at some time, but found the rules just as fun as the first time I played them, perhaps more towards the game parameter rather than simulation, but still a well crafted set of rules that produced a gripping narrative of a game.

Our table set up with the Roman infantry in the centre and their cavalry and supporting light infantry nearest to camera. At the opposite end of the valley are the approaching Goths and Huns 

The preamble for our late Romans versus Goths and Huns clash sees the latter returning to their homelands after a successful expedition raiding the Empire and have been tracked down and cornered by the local Roman Dux in a wooded valley, with a Roman force of heavy infantry together with some light troops and archers thrust forward to its centre intending to provoke an attack.

The Goths and Huns, full of bravado after a, so far, successful raid into the Empire, advance up the valley with a mixed force of infantry and bow armed cavalry

The Roman infantry have the support of a strong body of heavy and light cavalry, with some drawn up at one end of the valley behind them, ready to come up in support and deal with any barbarians attempting to pass and escape home, whilst coming up behind the Gothic-Hun horde are another force of Roman heavy cavalry and light infantry, acting rather like 'beaters' to drive the game-birds towards the guns and pick up any limping stragglers.

Gothic light infantry move into the woods flanking the valley sides

The Goths and Huns have only one object in mind and score victory points accordingly, namely to exit as many units as they can off the opposite end of the valley, whilst the Romans are seeking to send a firm message to other potential raiders by destroying as many of the enemy that they can, being rewarded similarly for doing so, in victory points for each enemy unit dealt with.

The Gothic-Hun force are very mobile with plenty of missile troops as well

Steve M was my fellow Roman commander and duly took the Roman infantry in the centre of the table, whilst I strapped on my spurs, grabbed my kontos and led the Roman cavalry, ably supported with a unit of light infantry specially trained to keep up with and support my 'donkey wallopers'.

The Roman shield wall braces itself for the impending assault as their cavalry advance up the valley to their support.

Meanwhile Nathan and Sam loosened up their bow arms, filled the quivers with extra arrows and divided their forces as they led their men towards the Roman line ready to pepper them with missiles as other units explored the flanks of the valley looking to exploit beyond and enable better routes of exit for their comrades.

First clash as the elites of both sides go toe to toe on the Roman left as the Huns try to force a way past the Roman infantry. Both Roman commanders would meet their end on this part of the battlefield.

The scenario creates a great struggle as the barbarians attempt to force their way up the valley by either breaking Roman units already in their way, attempting to hold them up, or using their rapid movement capability inherent in a light cavalry force to exploit gaps to either escape off table or support the struggle in the centre.

However with fresh Roman units, mainly cavalry, entering the table at either end, the Gothic-Hun force have to be wary of becoming to embroiled in the fight and forgetting their mission objective, namely to escape off table

Roman heavy cavalry come up at the canter.

Similarly the Roman force is looking to fight and win as many struggles as possible by routing enemy units, but are forced to spread themselves thinly initially to plug potential escape routes, with the cavalry acting like fire brigade units moving back and forth to plug gaps or aid in the destruction of an enemy units brought to battle.

Inevitably gaps in the line occur and the units end up too busy fighting elsewhere to plug them all and so the game develops into a struggle for both sides to put points on the scoreboard with early victories.

The Roman infantry are forced to spread their line to contest the passage of enemy units.

Our game followed the script closely, with the Romans scoring some early victories that forced the Goths and Huns to fight and destroy Roman units to create gaps in the line, which created choices for the Romans as to when and where to put their units into fights to attempt to overwhelm opposing enemy units, or to leave a fight in the balance to free up a unit to move to fill a gap in the line.

As the Huns and Goths press forward the trap is sprung as the first pursuing Roman units enter the valley in their rear.

As the game progressed more and more units were removed from the table either as battle casualties or as escapees, with the final fights producing a close finish as both sides looked to see how many successes they had accumulated and where another potential success beckoned, with the last few remaining barbarian units moving at flank speed for the nearest exit, whilst Romans sought to overwhelm those not quick enough to join the withdrawal.

Roman heavy cavalry come on in pursuit of a Hun unit.

As it turned out, after the dust of battle had settled, the game ended in a draw with equal points gained by both sides, but with the Romans paying a dividend on their hard earned result, with both their commanders in the infantry and cavalry making the supreme sacrifice for the Empire.

The battle reaches its close with the Roman infantry thinned out but not beaten but with Roman cavalry forced to ride to their right flank looking to cut off escaping enemy units.

Thank you to Mike for hosting a splendid game to start the new year on and to Steve M, Nathan and Sam for creating the drama of our game.

JJ

Saturday 20 January 2024

Frostgrave Campaign (2023-24) - Game Four, Felstad.


Despite an enforced break over the Christmas period the warbands had only to pass through the gate at the edge of the last table to find themselves in the city square of Felstad, with all its attendant mystery and danger. [In the photo below you can see the stone gate on the right of the picture, with the graves at the bottom of the picture nearest you on the Northern edge of the city].


Having been the first through, the Chronomancers (Orange Team) were able to deploy in the furthest (Eastern) half of the table, whereas the Elementalists (Green Team) were slowed by having to roll 5+ (D20) to enter.


This hindrance worked well to set the warbands up to fight each other (as opposed to staying out of each other’s way as per the beginning of other games) because the Elementalists saw it as an attack/defend situation and launched an aggressive thrust South out of the gate.


The Chronomancers, having deployed as two groups to cover the maximum ‘discovery’ area, adopted a more of a foraging strategy and quickly discovered three of the seven ‘Shards’, five of which had to be brought together to imbue a magic user with ‘The Knowledge’ to exit the table, winning the game and beginning the long trek back to their magic order. Magic users were able to sense shards within 6”, whereas mortals had to have line of sight, which ended up with a ranger walking right past one as he saw it through a doorway!


Things were going well for both sides until they both ran into unique problems: for the Elementalists, they were striding forth attacking one of the groups of the Elementantalists in the South. Their weapon of choice was Conan, their barbarian (I know, I know. It had to be done.)


Having a magic weapon and all sorts of useful buffs he was designed as a one man killing machine, pairing with the Wizard to lead the attack on anything in their path. Poor Conan (centre - with axe - on picture above) must’ve overdone the steroids though, because though he had the muscles of a god, he had the mind of a jelly-baby. Just before the Chronomancer’s own barbarian could step up to challenge him, a quick thinking apprentice cast mind-control on him and made him one of their own. [This was done on a roll of 20, making it virtually impossible for the Elementalists to regain control of him in later turns.]


Disaster! Immediately Conan turned on his own Wizard and started swinging his axe. The
next few turns saw the Wizard reduced to just one point of health, desperately running from his own accomplice and eventually having to ‘Leap’ himself to safety (if he’d failed that spell he’d have died, having just one health at the time). It just went to show that a well timed strategical magical spell can disrupt the most dire of circumstances.

The Chronomancers weren’t faring much better at this point either. Having collected three shards [picking up a shard ‘activated’ it and caused the figure to be flung in a random direction, as well as running the risk of activating a demon] they activated their first demon.


These hideous protectors of the shards had rules that made them ‘recycle’ until all shards were activated, and all four of them were guaranteed to appear by the time the seventh shard had been activated.


First impressions obviously count, because one Major Demon was sufficient to cause the Chronomancers to change their strategy. Instead of picking up the shards and carrying them, which attracted the attention of demons, they opted to find them all first, leaving them in-situ and intended to scoop them up at the end using distraction to divert the demons’ attention. 


Meanwhile, the Elementalists were gathering on the old library near to both the demon and the other warband. Within it lay one of the entrances to the dungeon (a separate ‘table’ set up adjacent to the main play mat), the other being found underneath the planar tear (Quartz geode) in the other building. 


Bravely, the Elementalist apprentice ventured down the steps with a few of his comrades, discovering a small group of armoured skeletons shambling aimlessly in the centre of the first room. With a combination of ranged attacks and shooting they soon despatched them, but instead of venturing further into the dark void they elected to return to the surface.


Why? Because the conglomeration of just about every other model on the table around the dungeon entrance had turned the game into a huge bun-fight (finally I’d managed to get them to confront each other. Yay!) mostly forced by an aggressive Elementalist contingent who’s strategy seemed to be to remove the competition before looking for the shards.




Rejecting the suggestion of temporary collaboration, the two warbands slapped each other with handbags for a number of turns, reducing the model count on both sides. In fact the Elementalists got quite a kicking, striving for a pyrrhic victory that never came. Both of their magic users were slain at this point, so like Madonna they decided to reinvent themselves once more, adopting the strategy of ‘stopping the other team from winning’. Down to just two figures, the main ploy seemed to be to stay alive and let the Demons kill the remaining Chronomancers!


Duly so, one of the demons chased the remaining Chronomancers down the dungeon steps with her imposing presence, but remaining above for now as no shards were in danger.


Reaching the bottom in a jumble of confusion, the canny wizard decided to still use thelmind-controlled Conan as the pointy-end of their advance.


Further horrors awaited them, and the gang came upon four ethereal ghosts guarding a door to the furthest cavern Just as he was getting stuck in, Conan remembered who he was and was able to turn back on his tormentors.


With all the activity down in the dungeon the demons had been obliged to protect the shards down there and were entering on both staircases, forming a pincer movement on the already engaged warbands underneath.



The trapped Chronomancers turned back to fight new threat from behind, and with a coordinated combination of magical, ranged and meleē attacks they soon discover that demons, despite their fearsome appearance, bleed just like everyone else.



At this point though, unlike everyone else, the slain demon simply respawned back above in Felstad.


Seizing the opportunity for revenge, Conan checked his pockets and discovered a whole load of useful potions which he could use against his former captors. Throwing a magical grenade on the otherwise distracted Chronomancers he killed one and wounded another. This was to be his last victory however, as one of the ghosts he had turned his own back upon sucked the last remaining drops of life force from his majestically chiselled body and caused him to fall to the floor like a felled statue.

Meanwhile, the last remaining Elementalist, hiding in the South tower above, put down his tea and decided to chase down a lone Chronomancer archer and steal his shard. This was sensed by the demons on the other side of the dungeon and they turned to ascend once again in defence of a shard.


The exciting swinging back and forth of the pendulum of fortune had led to a situation where the Chronomancers had struggled through every stick between the legs given to them by their bitter opponents and emerged daylight side with a huge demon between them and the previously discovered shards. However, the demons were now mortal as all seven shards had been activated, and this particular demon was down to just one health.

A final crossbow bolt from one of the soldiers rolled a 12 for a combat score. The demon also rolled 12.


It looked like the demon might survive, until the shooting bonus of the crossbowman (+2) was added to their combat roll. This won the attack, causing 2 damage against the demon, sufficient to see it erupt into a cloud of fiery dust and return to the other plane whence it came.

With this final foe slain, it became clear that the Chronomancers would win by scooping up the remaining shards and killing the last two demons with ranged attacks, and so they were declared the winners of the campaign. Well done Orange Team!

This final game was played in great spirit, with much laughter, tension and cunning use of magic (some of which not detailed here) and made for a fantastic finish to a really enjoyable set of linked games. Thank you to all those who played across the games, and to JJ our club history monitor who seems, despite public facing protestations to the contrary, to be quietly succumbing to the heresy that is fantasy wargaming at Devon Wargames club. 

Mike Robinson (Jan 2024)