Eumenes & Antigonus Go To Partizan

So, another Partizan has rolled around and we took along our two year Successors project to do a display game of Paraitacene 317BC where the forces of Antigonus Monophthalmus and Eumenes of Cardia met in the first of their duels for Alexander’s empire.

Before we review the game however, what about the show?

First take was, busy 😀 But not in a bad way, even at the peak show point (between 11.00am and 1.00pm) the numbers weren’t so overwhelming that you couldn’t move and looking out from our pitch you could see that the punters were moving about freely. I couldn’t comment on how well the traders did as we were tied to our spot but there looked to be decent numbers around most stalls.

Next take was the vibe, and that is always a good one. For me the show has always exuded friendliness and good humour which is the principal reason for us attending as demonstrators and this one was no exception. We had many positive comments on the game, some great chats with people we’d never met before and renewal of contact with folk we hadn’t seen since the last show. Also the hooking up with some of our followers on Twitter which I just love, so good to put a face to the profile 😃

Of course Partizan sells itself on the quality of the games on display and this year was no different with many fine games available to feast the eye upon.

As is always the case for ourselves being tied to the game there is very little time to really look at the other games and this one proved no exception – I think we got half an hour each to whizz round, pick up a couple of pre ordered things and have a quick look at what was going on.

For me, the preferred games are the the ones that look like an extension of what a club or group of mates is capable of and by inference what a newcomer or player of only a few years experience could aspire to within their circle of gamers. These games will feature well painted mini’s, based up consistently, deployed over some decent terrain which isn’t beyond the skills of most gamers.

I completely appreciate the enormous amount of modelling skill, time, effort and expense that some of the demonstration boards have had poured into them but I do ask myself, what happens to all this gorgeous stuff a year later?

What of our efforts?

With only two of us moving the figures around and an awful lot of chatting 😂 it was slow going but hey so what, people seemed to like it and we had a good day.

For the record, Eumenes crushed the Antigonid left flank and at end of play had his veteran cavalry sweeping behind the Antigonid lines, similarly on the other flank, a rather more tough fight did finally see the Antigonid cavalry defeated also. In the all important centre we had elephants panicking and getting in the way and a couple of support infantry clashes which saw both sides losing their mercenary hoplites, alas no push of pike 😥 we were just too busy talking!😂🤣

All in all though a great day. Many thanks to the organisers for another flawless show and much love to all those that stopped by and commented.

April 2023 Report

Back from holiday we were into a multi command GNW game which saw two fairly evenly matched sides slug it out over a convivial afternoon of gaming.

The Russians deployed with half of their cavalry behind a stream on their right supported by a foot brigade and the rest in the centre hoping to use a patch of wooded scrub as an area where they could deploy their other cavalry dismounted to slow the Swedes. The Swedes themselves deployed all their horse on the left with the aim of smashing their way across the stream and thinly held the centre and right with their foot.

As always the Russians had the toughest job given the poor morale of their troops but the cautious advance of the Swedes rather played into their hands in the early moves.

On the Swedish left the massed cavalry attack was funnelled by the stream and marsh behind which the Russians were hiding and in the early moves they took losses from musketry fire but once they got going it was difficult for the Russians to hold on. The Swedish first wave were indeed repulsed but when the second wave crashed in the already weakened Russians collapsed and fled the scene which forced a morale test on the supporting infantry who decided that home suddenly sounded very appealing!

Across the Russian centre and left the plan of dismounting the dragoons worked and the Swedish advance in the wood slowed to a crawl but on the left where the village was located the Russian foot didn’t fare so well and after a stiff fight they gave up and fled.

All told, a strong Swedish victory. For those that are interested the bulk of the figures are Foundry with Old Glory in support.

Next up was another Successors game with the predominately Victrix collection, this time Eumenids v Antipatrid.

In this encounter Eumenes was significantly outflanked on his right so had to get on with it before the jaws closed.

Being superior in cavalry and elephants, as well as having the better quality infantry, Eumenes got a bit cocky and galloped his right wing cavalry across the face of his infantry in order to overwhelm the Antipatrid sole cavalry force on their right. Not surprisingly this was a fail, the cavalry got tangled up with the enemy foot resulting in the loss of the Xystophoroi and the slowing of the Eumenid infantry advance.

The Eumenid left wing cavalry did the job they were meant to do which was slow up the Antipatrid shock cavalry and in fact such was the accuracy of their volleys that they saw off the opposing Thessalians, although the nearby elephant might have been a bit of help 🤨

In the end, of course, it was the infantry centre that settled it and the better quality Eumenids burst through their opponents before the jaw could close about them although in reality this was more to do with over timid play by the commander of the Antipatrid left – problem of a Napoleonic player being more concerned about nice neat lines and not getting stuck in 😂🤣

After the intensity of a couple of big battles we changed the pace with a Franco Prussian skirmish game around two scouting parties coming to loot a monastery.

The rules were a set of amendments to an existing Napoleonic set held together by a rough narrative and making up stuff along the way that we hadn’t catered for – surprisingly it worked and both sides managed to get off with something although the French lost their officer and several troopers.

Although this was a bit of fun we reluctantly came to the conclusion that we just don’t get enough out of gaming this so the collection is going to have to be sold on. If you are interested then drop us a line on the site and we’ll get back to you with details and photos.

Another skirmish was next with a medieval away game which was a tourney to select those who would be sailing away on a campaign using the old Lamming rules. Nothing else to say really.

Final game of the month was an Ottoman v Swedes game circa early C17th.

The terrain was split by a stream which flowed between two large hills (on the Swedish deployment baseline) and had two formal crossing points (a pontoon bridge and a ford) although the stream could be crossed by anyone albeit at a reduced rate. A burnt out village and a wood anchored both flanks on the Ottoman baseline and a small village sat in the middle of the more open plain beyond the stream.

Both sides opted for the ‘smash through with all your cavalry strategy’ 😂 The Swedes deployed almost all their cavalry to the right of the big hill (where the two landskap regiments spent the whole game) comprising 3 units of Danes, 3 units of Swedes & 1 unit of Finns covered by a skirmish screen of Transylvanians; on the other side of the hill, ready to cross the stream via the ford were 2 units of German cavalry and a Scots brigade on the other hill. The Ottomans deployed their 6 units of Feudal Sipahi and 2 units of Sipahi of the Porte in the centre, just short of the stream, screened by 3 units of Azabs, the pontoon bridge on the left was held by the Voyniks and the right by 2 units of Tartars.

In the initial stages it was all about the skirmishers; the Transylvanians got the worst of the shooting from the Azabs who had waded across the stream and retired hurt, the Tartars got tied up with the Germans in a back and forth which eventually saw the Germans retiring having been unable to get up close enough to fully utilise the caracole.

Out on the Swedish right the Finns avoided what would later become death central further over and in a brief, but too late, affair drove the Voyniks back across the bridge in rout – this was the single success the Swedes enjoyed.

In the centre the Sipahi’s took longer to get over the stream than their general would have liked but the Swedes & Danes were held up by the over enthusiastic Swedes pushing through the Danes and disordering everyone and then realising that being disordered as the arrows started to fly in wasn’t such a good idea!

The early Swedish attacks went well, sending the Azabs scuttling back across the stream but by then the Sipahi’s had dried themselves off from the crossing and, after a volley of arrows, charged in and the rot started 😓

The repulse of the initial attack wasn’t the end of the world for the Swedes and the units that retired would soon rally but in order to keep the Sipahis back the cavalry general committed his Danes to the charge rather than shooting (carbine armed). This just didn’t work out well, a couple of the units refused to charge which meant that their opponents were able to get the jump on them next turn and the one that did charge just got mashed up. Suffice to say the Sipahis “got their dander up” and were all over the Danish cavalry who then retired into the the Swedes who off course couldn’t get organised quickly enough to repulse the following on Ottomans.

Realising all was lost the Swedish commander and his downcast cavalry general conceded. A crushing Ottoman victory.

In other news some more figures were added to the future wars project, cheers Mark.

Extras for the GNW collection were recruited, thank you Neil.

Additions to our Mexican bandits for the western gunfight project, thanks Vlad.

Iraqi command stand stand for the Iran Iran Cold War Commanders project.

More for the modern skirmish collection, wonder if they’ll actually get used? This is such a rabbit hole 😂

Well that’s it for the month, not a bad one, next month is Partizan and we’ll be taking the Successors on tour so if you’re going to be there find us and have a chat 😀

March 2023 Report

Not such a busy month what with holidays and a show to distract us but we did our best 😀

First up was an Italian Wars game, Venetian v Florence, so lots of crossbows and condottierre 😁

The focal point of the game was the monastery on the hill which the Florentines made a key part of their attack sending 4 units of militia crossbow to scale the walls and occupy it, the Venetians decided to ignore it and advance across the plain towards the waiting Florentine pike.

I’ll admit it was a painfully slow game; both commanders were overly cautious, trying to keep their troops aligned rather than striking out with a select few, a tactic that suited the Florentines and negated the Venetian strength in better cavalry.

Lots of crossbow shooting was the predominate feature of the game which blunted the Venetian piecemeal cavalry attack and made the Florentines almost impossible to dig out of the monastery. When time was called we ruled a narrow Florentine victory, not because they had done anything outstanding but because the Venetians hadn’t done anything at all 🤣

Next up was a clash from our Timurid collection, Muscovite v Golden Horde, lots of cavalry zooming about.

The Muscovites deployed all of their Boyar cavalry (6 units) on the right behind a hill with the intention of sweeping up and over it to turn the Golden Horde left. Their centre was weekly held by Polish spearmen and Prussian allies out on the left covered by a wood.

The Golden Horde deployed their Cuman allies to cover the hill (not realising an avalanche of steel was coming their way!) and deployed their own Mongol troops in the centre (light horse covering the heavy horse), leaving the right devoid of troops, reasoning that the woods would slow down whatever the Muscovites deployed there.

The main part of the battle was the fight for the hill where the Cumans did a fine job of holding up the Boyars with some deadly arrow storms which halted the lead units. This in turn negated the Boyar numerical superiority as they traffic jammed behind the lead units.

Eventually the Boyars were able to drive the Cumans from the field and swing inwards to attack the vulnerable Horde centre – or so they thought……

In the centre the sheer volume of arrows did serious damage to the spearmen and a couple of well timed charges from the heavier Horde cavalry sent them packing after a brief fight. In the time the Cumans had tied up the Boyars the Horde had swept away the Muscovite centre and left.

Undeterred the Boyars swept down the hill seeking glory and exposed flanks but the Horde now committed it’s as yet unbloodied Guard for the decisive encounter.

The Guard were the decisive factor, one charge, one round of melee and their opponents were galloping away pursued by the triumphant Mongols who then ran over another unit and Boyar morale collapsed. The battle was over and the Golden Horde was triumphant.

Next on the agenda was an away day sci fi game with friends in the Coventry & Warwickshire area.

I can’t say I really had any clue what was going on but fun was had.

Back at the ‘eagles nest’ we indulged ourselves with a big SYW game featuring our Prussian and Austrian collection.

In our scenario an advance guard of Prussian Frei Corps and other assorted light troops had seized a crossroads and nearby hill in anticipation of the advance of the main army. The Austrians had been alerted by their scouts and their main army was closing fast, hoping to crush the advance guard early and gain the initiative.

The game became a race against time as both sides tried to push troops piecemeal into the combat zone.

The big moment was the crash of two Austrian cavalry brigades into the lately arriving Prussian ones. The fight went back and forth and by the end of several turns the Austrians were triumphant.

Unfortunately for the Austrians however the Prussian infantry had formed a decent enough line to dissuade any further attacks and as the Austrian infantry had been fairly dilatory elsewhere the day was the Prussians and the road junction was held.

Our final game was a multiplayer FIW game with British regulars and Rogers Rangers trying to get to an abandoned fort before opposing French regulars and allied Hurons.

Entry points were randomly chosen – which rather favoured the British, and off we went for an enjoyable couple of hours of sneaky Hurons, volley firing British and dying Frenchmen.

Clear winners were the Hurons, who occupied the fort with the loss of only one brave although, as the British player pointed out, “what the hell are they going to do with it now they are in it?” 😂😂

March of course is also Hameerhead month and so we ambled along to Newark and met friends we hadn’t seen for a while, caught up with the Twitterati and even spent a bit of money. Some nice games on offer which we just didn’t get round to playing in and an eclectic collection of items available at the table top sale. A good day out and worth the trip.

In other news some more of the 10mm Iran Iraq project got finished, not far off doing an actual game soon I think 😉

Also some pack animals, Danish troops for the GNW collection and Austrian artillery. Slow and steady wins the race 🙄

We’ve also spent some time talking about slimming down the collections to a manageable size. The Prussians that featured in this blog are definitely going so if anyone is interested in a sizeable Prussian army (mainly Front Rank) please get in touch. The rest of the ACW collection is going to go as well plus some of the skirmish themes that just never went anywhere. Maybe I’ll do a separate blog post prior to banging stuff on eBay.

Anyway, that’s it for this month, see you next month 😃

February 2023 Report

Our first game of February was our first run through of the Battle of Paraetacene, originally slated for a visit by our good friend Gareth Lane but unforeseen circumstances prevented that so Dave and I hacked on anyway.

Dave took on the role of Antigonus and I shouldered the mantle of Eumenes.

Contrary to history, the Antigonids did well on both cavalry flanks, driving back the Eumenid forces and killing Peucestas on the Eumenid right.

In the centre however the Eumenids repeated history and drove in the Antigonid centre despite being numerically inferior. Three Antigonid foot units routed and Asander was killed in the fighting, the rest of the foot failed their morale and grudgingly ceded the field.

As a run out for Partizan in May it was a worthwhile exercise and gave us a couple pointers on massaging the deployment. Confidence is high for Partizan 😀

Next up was a WWII Eastern Front game; Partisans v Germans. A simple game featuring 2 squads of Partisans attacking an occupied village receiving supplies.

The game was fast and furious; so fast we had to add an extra Partisan squad after one was effectively wiped out 😏

End result was, the supply column was shot up as it tried to escape and the command bunker was overrun. A good morning of fun and fury 😄

Our next game was late war WWII Eastern Front with Sgt Steiner and his squad running short of fuel and needing to leg it for the last bridge into Germany.

In hot pursuit was a Soviet regular squad and a Radachevski squad whose entry points were randomly generated.

In a somewhat one sided game the Soviets were victorious and none of the Germans returned to the homeland.

Next up was a rerun of the ‘last bridge’ scenario this time with more players and revised forces. This time we had 2 under strength German squads and the pursuers were all motorised regular Soviet infantry – 2 squads and an HQ section. The randomising for the Soviets was more detailed this time featuring, time of arrival, place of arrival and method of arrival. The German players were in the same start point and had the same route home but unbeknown to them there was MMG & Mortar support on the far bank of the river that would be triggered once they had passed a certain point on the board.

This was a much better matched game and gave us a tense running firefight game with a nail biting finish.

The support fire did the trick and 3 Germans made it across the bridge, the rest were lost to the earth of Mother Russia.

Next was the refight of Paraetacene with Gareth which has been described in the previous blog post.

Our final game of the month was an away game set in WWI East Africa using The Men Who Would Be King rules.

We had a laugh and moved the figures over some very pretty terrain but I can’t say the rules did it for me but hey, we had a social.

On the getting stuff done front I managed to complete an Iranian tank battalion for Cold War Commander in 10mm – all a bit new to me but quite pleased 😊

A trio of messengers for the Successors project.

Iranian Scorpion recon tanks ready to roll.

Another month done. Thank you for reading and see you next time.

The Welsh Eumenes Triumphs At Paraetacene

After a couple of false starts we managed to get our good friend Gareth Lane up for a refight of the Battle of Paraetacene 317BC between Eumenes representing the house of Alexander and Antigonus Monophthalmus rebel and empire builder.

The battle is a fairly big one in the annals of the Successors, around 40,000 men per side, and a big one for the collection, which we just about were able to realistically represent.

Historically it was a kind of a draw with both sides claiming victory by the standards of the day. In a purely numbers sense Eumenes was the more successful, inflicting losses of around 8,000 in dead and wounded as compared to 1.500 on his own side. The protagonists at the time and later chroniclers argued the toss about who camped on the battlefield first etc, something that as gamers we can never recreate.

Gareth opted to be Eumenes and as the troops were already laid out more or less historically all that was left to do was for me to run Gareth through the nuances of the rules and then have at it. This may sound a bit glib but inside I was somewhat nervous as this was the first time someone outside of the ‘inner circle’ 😅 had played the rules and I didn’t want them to have a crap time.

The armies were as follows:

Eumenes deployed himself on the right wing to start the battle where Peucestas commanded 2 x veteran lancer Xystophoroi, 1 x Cappadocian satrap cavalry, a unit of psiloi covering the front and a couple of elephants, opposing him was Peithon commanding 2 x Tarrentine skirmish cavalry and 3 x satrap cavalry. Antigonus, along with his son Demetrius, personally commanded his right wing of 3 x veteran lancer Xystophoroi facing off to Asander commanding 1 x Tarrentine skirmishers, 1 x Greek skirmish cavalry, a unit of psiloi and 2 x Cappadocians.

The Eumenid infantry centre was split between on the right the Hypaspists, the Silver Shields, and two bodies of Macedonian pike screened by 3 x psiloi and two elephants all under Antigines and on the left 2 x mercenary hoplite units, and a unit of mercenary peltasts screened by 2 x psiloi and two elephants all under Teutamus. Opposing them, again split between right and left, was Medius commanding the right phalanx consisting of 5 blocks of pike, 1 veteran, 2 normal and 2 levy screened by 3 x psiloi and two elephants and Menander commanding 2 x mercenary hoplites and 2 x mercenary peltasts screened by 2 x psiloi and two elephants.

Coffee consumed we set to and the opening phases mirrored the historical prototype. On the Eumenid right, Peucestas surged forward and although delayed by the harassing tactics of Peithon saw off all the opposition and by games end had captured Peithon and dominated his side of the table. On the Antigonid right, Antigonus took some losses from the opposing skirmishing cavalry and infantry but ultimately routed the Cappadocians and by games end was pursuing them in the direction of the Eumenid camp. On both cavalry wings all 4 commanders were committed to actively leading individual units in order to make progress and so risked death or capture.

In the infantry centre the opening phases were taken up with the psiloi exchange shots and elephants making a mess of things 😂 Overall, the Antigonids had the better of it but eventually the psiloi had been cleared to the rear and despite the fun of elephants charging each other and mauling themselves to death it was soon time for the main event.

When it came to the nitty gritty the gods favoured Eumenes. On the strong Eumenid right the Hypaspists did nothing, being blocked by one of their own elephants being locked in a duel to the death with an opposing elephant, but the Silver Shields proved their worth and smashed the peltasts to their front and had carved a hole in this sector of the battlefield by games end.

On the Antigonid right their own veterans performed equally well and ripped through the peltasts of Teutamus’ command but this was to be the only clear Antigonid infantry victory.

It was in the centre proper that the decision was made. The two pike under Antigines were fortunate in facing off to the Antigonid levy and although there was a bit of back and forth first one levy broke and then the other, already in a mess from fighting off an elephant, broke when charged. Further along, one of Teutamus’ hoplite units held as it gave ground to the opposing pike but then a rampaging elephant hit the flank of it’s opponent and they recovered enough to send the opposing pike backwards who then failed a morale test and broke. There was now a significant hole in the Antigonid centre and with night drawing in (Gareth had a drive home to make 😞 ) we agreed that Eumenes was victorious.

It can’t be a Successors game without an elephant story or two. Of the ten elephants involved (scale wise each is a squadron of about 8) five panicked upon the death of their mahout and ran about the battlefield to a lesser or greater degree; 1 on the Eumenid right ran about on the empty plain causing minor annoyance, 2 ran into their own troops (1 each), disrupting the advance and eventually being killed off and the 2 others ran into fellow elephants and fought long drawn out melees; 3 other elephants died in separate fights or from missile fire.

As a recreation of the battle the game was pretty successful. Both sides’ right wing cavalry put their opponents to flight and by the end of our fight Antigonus was in the more advantageous position with the Eumenid infantry being far off and pushing forward. In the centre however the Eumenids definitely had the better of it and may have surpassed their historical prototypes. All in all then a success.

From a rules perspective this was really pleasing; Gareth is an experienced player and cut his teeth on ancients back in the days of Warhammer Ancients Battles so his take was important. His analysis was that the rules were fairly intuitive, easy to pick up, flowed well and nothing screamed out as a problem which was good to hear. For me, I think they are done now, a couple of clarifications in the fine print and I’m going to call it ‘mission accomplished’ which is a good feeling 😃

So, game over, fun had, satisfaction obtained. I hope you’ve enjoyed the read and until next time, keep well.

January 2023 Report

So, the excesses of Christmas and New Year are long gone, although strangely the expanded waistline isn’t🙄, and we’re slowly back to gaming.

Our first game was actually an ‘away game’ with ‘The Regulars’ an ad hoc group of Warwickshire gamers meeting kind of regularly playing all sorts of games. On this occasion it was south of the border 1913 and the Mexican revolution where 4 separate factions vied to complete their objectives.

High point of the game was the Federales firing squad that missed the prisoner and then proceeded to chase him Keystone Cops style across the board until he ran into the arms of a revolutionary gang who exchanged a few shots and then exited the table.

Equally funny (or frustrating, depending on who you were) was the gang of gringo gunslingers hired by the government forces who did absolutely nothing to help the government. Oh well 😕 Lots of laugh were had so a good start to the year.

Back at base we had a short Successors game to try a couple of rules mods which worked quite well so they’ll be incorporated into the set.

Next, the gang was back together after a very long absence and we celebrated with a French Wars of Religion game.

In this clash the Huguenots were largely cavalry based plus a couple of Legion shot units facing a Catholic army of gendarmes backed by more serious foot, namely Swiss and Spanish.

The Catholics decided to gamble all on their gendarmes sweeping away the more numerous Huguenot gentry in a series of charges and it nearly worked 😮. However in a game of rolling cavalry melee’s which saw all 3 Catholic cavalry colonels killed numbers told and the gendarmes were shattered.

With their cavalry gone the Spanish and Swiss departed unharmed and the Huguenots wisely watched them go. An exciting game from a period that hasn’t seen the table for a while and the rules held up which was nice.

Next was another group game, this time our beloved Arthurian, featuring a Pict invasion of Powys & Gwynned.

The Picts deployed their infantry in the centre and left of the largely open field but placed their cavalry beyond a river on the right hoping to use this to shield them as they attempted a long flanking move – it nearly worked!

As always the nice neat battle lines soon became disjointed on both sides and bodies fell into melee piecemeal with the Romano Britons generally getting the better of it.

The Pictish cavalry attempt at turning the flank was stymied by a Powys division which managed to defend the banks in what turned into a very bloody affair.

Ultimately the loss of a sub leader undermined the Pictish assault and they returned north with nothing to show for their efforts.

Last game of the month was ourselves hosting a ‘Regulars’ meeting and we chose to get out the Syrian cityscape for a multi player game.

Our scenario was two Spetsnaz detachments heading out in BTR60’s to rescue a downed Hind crew stuck in the militia end of the city. The militia players had a number of entry points they could choose and the entry point for the BTR’s was randomly diced for.

As is always the case in these multi player games nothing quite went to plan 🤨

The militia plan was for two groups to advance toward the crash site, one on the road with a truck mounted ZSU for support and the other through the rubble to overlook the crash site. The third group was to ambush the BTR’s near their entry point as they came up the road. The Spetsnaz only had one plan, get up the road, get the crew, get out, shoot anything that gets in the way.

The ambush part of the militia plan failed almost immediately. The RPG shot missed and exploded in the street alerting everyone to trouble and the BTR’s kept going. Rather than then stalk the BTR’s by using the buildings as cover the militia player decided to take on the army check point (which was only there for scenic affect) and by the end of the game had lost all of his squad. Strangely this was the same player who screwed up the Mexican game with his non participating gunmen 🤣

The other two militia fared better to start with. The ZSU brewed up one BTR but was itself taken out by an RPG. A brutal gunfight in the street and some desperate hand to hand fighting finished off one militia squad leaving the third to attempt to stop the rescue but superior fire power suppressed them and the rescue was complete.

It was a tough fight but enjoyable for all and great to get the buildings out.

On the project front I managed to get back into the 10mm Iran Iraq painting and some Iranian Chieftains are virtually done. A lot of time has been taken with amending the Successors rules and I’m hoping for that to be completed by the end of February.

Not a bad start to the year. See you next month!

December 2022 Update

So the year draws to an end and the last blog post of the year is prepared. I’ve rather enjoyed the discipline of at least one post a month so I think I’ll continue the process into 2023. The idea of entering the world of YouTube posts has been discussed but I’m not sure if I’ve got the patience for it. Anyway….

First up was an ‘away game’ set vaguely on the North West Frontier, featuring, British, Russians and local Afghan tribesmen. The rules were Fistfull of Lead Bigger Battles so any relation to historical reality was purely coincidental but a fine time was had by all.

In brief, the British sorted out the Russian armoured cars, the Cossacks kept well out of the way, the Afghan tribes sneaked about and then launched a savage attack on the British and cut them down, dispatches were sent to the Queen covering up the disaster 😄

Back at base we had another run at the Indochina game, mainly because the table was still set up from November.

This time the Foreign Legion managed to deliver to both camps and see off the Viet Minh attacks with some losses but not anywhere near as heavy as those the VM suffered.

Next up was our Successors game previously reported on so nothing else to say really.

Next was a return to one of our neglected periods, the French Indian Wars.

What started out as a single evening game turned into a double header; the original scenario of Indians and Coureur de Bois raiding settlements and making an attempt on the British outpost generated another scenario of Rogers Rangers raiding the Indian village to rescue captives taken in the first game.

We had a ton of fun with both games; both featured some early sneaking about and then fast and furious action where those with woodland skills came off far better than those without.

Next up was the valiant defence at a local ruined temple by the fine individuals of the French Foreign Legion in another re visit of a neglected period.

This is a period for which we have never quite found the rules which give us what we want and this game was played with yet another set that one of the guys had found at the back of a drawer, or something like that 😅

Great fun was had, well only if you were the Legion shooting down tribesmen 🤣, but the quest for THE set of rules continues. I am firmly resisting hints that I should write another set.

In the spirit of utilising existing terrain layouts a quick shuffle of the Foreign Legion game gave us a modern middle east game for our vaguely connected scenarios featuring elusive insurgent groups, contractors, special forces and MENA elements.

For this one our elusive insurgent commander, Mehan Asnik, was meeting an arms dealer near a ruined temple to exchange gold for technology. Asnik bought along a single squad of militia and the arms dealer had his own contractors for close protection, little did they know that two troops of SAS had been dispatched to break up the party.

The SAS spent the early turns getting into position as an unknown (to them) clock wound down for the deal to be completed. By pure chance a militiaman spotted one of the SAS fire teams and opened up – big mistake!

The ensuing gunfight over the next few turns massively favoured the SAS, they were in cover, they were better shots and the enemy were generally in the open reacting to fire.

To be honest we had seriously forgotten how powerful Elite troops can be under the Spectre Operations V2 rules; two troops was way too much fire power, a better game would have been one troop split into two sections and those sections breaking down into fire teams as the game progressed. We had a lot of fun but it was very one sided.

Asnik however, did survive the fight and so our storyline can continue……

Our final game of the year was another Successors game, this time using armies from a little later in the time frame; Antigonid Macedonian v Imperial Seleucid.

In theory the game favoured the Seleucids, better class pike and cavalry but the more numerous (albeit varied) Antigonids more than held their own in a tough battle.

So, the year has closed and we have retired to our camps to contemplate another year of military recreation using miniatures. No major projects are on the horizon; Dave is tinkering with an El Cid set up and I’m going to get back on the Iran Iraq 10mm project while a group of us are kicking of a joint Mexican Revolution project for a series of linked semi skirmish games. All that remains to be said then is Happy New Year and keep on rolling.

The Successors Project: Part Five

“Are we there yet?” And I think the answer to that question is yes or certainly yes enough to be able to field full armies representing the various forces of the Diadochi to a set of rules that gives us what we want.

This week we took our time to play the rules complete, ie, choose two armies from the lists to the proposed minimum points value, choose the terrain from the listed items, work out scouting and deploy for battle. The two armies were Ptolemaic Successor (under Ptolemy I)and Eastern Satrapal (under Peithon), they didn’t met historically but certainly could have. The points gave the Ptolemaic a strong infantry core of, 1 x Agema pike, 3 x Pezhetairoi pike & 2 x mercenary Hoplites covered by Cretan archers, Rhodian slingers and Greek javelinmen; the cavalry wings were made up of 3 x Kleruchoi horse on the left and 2 x Hetairoi on the right. The Satrapal force was much more varied; their infantry centre was, 2 x Pantodapoi pike, 2 x Macedonian pike, 1 x Thracian peltasts & 2 x mercenary Hoplites covered by Cretan archers and Greek slingers & javelinmen all supported by 2 x elephants; the left wing horse comprised 1 x satrapal horse supported by 2 x horse archers and the right comprised 2 x satrapal horse, 1 x Xystophoroi and 1 x light horse javelineers.

A blow by blow account isn’t required here but how well the game reflected what we know of Successor’s battles is worth a look.

Traditionally the left wing cavalry would be lighter and would have a holding role while the right wing would be the stronger strike cavalry; the centre would be the infantry and here would be where the battle would be decided. On the face of it that was what we had although it didn’t quite develop that way….

The opening action was obviously on the cavalry wings – they moved twice as fast 😄 On the Ptolemaic right the strong strike force thing just didn’t work, the elephant was a worry, the enemy horse archers were annoying and the satrapal horse got the drop on one of them and it all went to hell in a hand cart when the commander got himself killed in a melee – lesson, don’t add your leader to a small unit, the percentage chance of dying is rather high 😭 On the Satrapal right their strike force was evenly matched against the Kleruchoi but eventually prevailed and by the end of the game were pursuing the enemy to their camp.

Rules note; as a generalisation, elite cavalry, the Companions in all their various descriptions, are 6 figure units and the rest either 8 or 10 and no it’s not too small, go away and research just how many cavalry as a whole there were (it’s not a lot) and how many of them were Companions. For scale purposes 1 cavalry figure = 128 men, so a base of two figures is a squadron.

While all the cavalry shenanigans was going on the phalanx’s ground their way across the table with their respective skirmishers potting away at each other – the satrapal skirmishers had the best of it and drove off their opposite numbers. This worked as we wanted, a few casualties then the psiloi end up behind the pikes where they can protect the rear from any nasty cavalry that come sniffing around 😀

The main event soon followed and we were into the clash of pikes. From a rules perspective it’s all down to who gets the initiative and uses it well, as experience has shown that he who gets stuck in first will just keep on rolling, barring a stroke of real bad luck. In this clash the Ptolemaics got the initiative and ordered all six units in, huzzah! Err, no. Three units refused to charge 😪 and so when the initiative moved to the enemy there was a real sense of tension as they tried to rescue the moment but two of them refused to charge! and so instead of the nice neat straight line, so beloved by wargamers, we had a more staggered look as different merarchia advanced and gave ground independently of each other, which was rather the effect I was after.

Ultimately the Ptolemaics got their act together and superior class saw them through the initial wobble and crushed the enemy centre – both hoplite units and two of the pike units routed and Peithon was killed whilst steadying one of the pike units. In the units that routed the highest loss was at 30% and the lowest around 12%. Much like the real thing this was the end; one side had lost the bulk of its infantry and with the army general dead had no mechanism by which they could rally them until they reached the camp where they would have a single shot at redemption. On the subject of camps, neither side had lost control of theirs, the Ptolemaic camp was the more at risk due to the victorious cavalry heading its way (a Eumenes moment in the making) but it did have two cavalry units about to rally there (or not) but that was all a bit ‘if, but or maybe’, the reality was that some 13,000 men (scale wise) from the satrap army were leaving the field.

But what of those troop types not mentioned so far? Well the elephants were a worry for a while but not for long, the left wing elephant panicked when it’s mahout died (actually it’s a squadron but as a mechanism it works 🤨) and ended up in the way of the Agema pike who charged into it and finished it, the right wing elephant provided able support to the cavalry wing (and managed to stay out of ‘scaring the children’ range) but was ranged in on by the Cretans who shot it down. The Thracians did nothing, spending most of their time lurking behind the right wing elephant.

Once we were done we had a detailed discussion about how the game had played and where we thought we were in the project. First off, the rules; they play well, enough detail to make you think about what you are doing but swift mechanisms to resolve the contest of arms, the overall look seems right and the resolution feels right; we did have a couple of ‘oh shit this isn’t going to work’ moments, such as the failure to charge in the centre but in fact this resolved perfectly well and added a bit of suspense to the game. Secondly, the collection; it’s been quite a journey, it’s taken longer than we thought and even using the plastic figures it’s still been quite expensive which has caused a bit of tension, we’ve side tracked a couple of times – the Galatians are an obvious example, but taking a step back and taking a look at the whole we’ve got a collection to be proud of 🥰 and we agreed that essentially it’s done.

What next? A display game seems the next logical step so our Partizan entry next year will be a Successors refight, either Paraitakene or Gabiene, we reckon we could put on a reasonable version of either with what we’ve got, maybe a few more elephants would be nice 😏

Anyway, thank you for reading along as we’ve developed the project, all polite and useful comments gratefully received, in the meantime, enjoy your gaming, however you do it.

November 2022 Update

Not a bad month, seven games and a visit to Warfare at the new venue in Farnborough.

The new venue for Farnborough was very nice, two rooms, a big one and a very big one; light, airy, catering where you didn’t have to queue forever, plenty of trade and some nice demo games. It’s a bit of a drag coming down from Coventry and I’m not sure I’d do it every year but on this occasion my good friend Mark at M&C Painting was there with the last of the Successors so well worth the trip.

Our first game of the month was a western gunfight set in the fictitious Dardenell County where a pair of Texas Rangers came looking for the Bald Eagle gang and found trouble! A fun little two hander that played out well.

Next up was another gunfight game, this time a multi player game, being a take on the film ‘3:10 to Yuma’ but this time the law were escorting the prisoner off the train and down the main street to the County lock up pending trial. Much miniatures blood was spilt on the streets of Mal Paso as the gang freed the leader and several follow on games were created.

Next up was a big game Cossack v Muscovite encounter which lasted over two sessions. In a game where Tartar allies raced around the table wearing down their slower opponents and the Streltsy performed badly we eventually ended up with each side having a collapsed wing and everyone else in no shape to press for victory. A draw!

Next up was an ‘away day’ WWII game featuring retreating Germans and pursuing Soviets for which I lost most of the photo’s 😪 Suffice to say that only a few Germans managed to avoid their pursuers but we did have the ‘fun’ of the NKVD squad opening fire on troops they deemed not to be vigorous enough in their pursuit of the fascists.

Next was a cartel game where a DEA/Federales task force sprung a trap on two sicario gangs exchanging gold for drugs at an abandoned airfield.

This was probably our best game of the month; the scenario flowed well, players were on good form and the rules covered everything we needed to.

When the game wrapped we had most of the Federales dead or gravely wounded and not a scratch on the DEA agents 🤔, a significant number of dead sicarios and a haul of cocaine but both leaders fled the scene along with the gold.

Our final game was an Indochina encounter with the Viet Minh attempting to ambush a convoy and take out two Foreign Legion camps. It wasn’t our best game and we might give it another run in December but the column just about got through, losing only one vehicle and a few troops, and one camp was hanging on by a thread.

So, another month gone and Christmas is getting closer! Enjoy your gaming however you do it.

Dardenell County Reborn

A few posts back I discussed our tentative steps of getting back into western gunfight as a period and after a couple of false starts we have settled on the rules – The Old West Skirmish Wargames and our scale of 28mm, well actually 32mm given the size of the Dead Mans Hand figures and the Black Scorpion figures!

We acquired a whole town from one of our gaming acquaintances who was looking to invest in a new bike and added some new buildings and some more figures. We then had a couple of scene setting games to make sure we were happy and just recently held our first proper Dardenell County multi player game.

The game was the film ‘The 3:10 To Yuma’ in reverse. Ours was the ‘3:10 From Tanglefoot’ whereby notorious land grabber and alleged murderer, Abe McQuown, was being transferred from Tanglefoot on the 3:10 train to the county seat of Mal Paso for incarceration, trial and possible hanging, but McQuown had a cadre of loyal followers who had drifted into town determined to prevent his incarceration.

Our game was centred around McQuown being escorted from the train station down main street to the county sheriffs office by two professional gunmen, Matt Morgan & Craig Blaisdell, sworn in as temporary marshals. Waiting in the upstairs office were Sheriff Will Rogers and Deputy Johnny Gannon plus old Ernie Jones downstairs guarding the cells. Three groups of McQuowns gang were randomly positioned around the town waiting for their chance to ambush the marshals – actually this randomisation didn’t work out as well as I expected as the groups ended up within a couple of buildings of each other – such is the nature of random I guess 😄

For the first few moves not very much happened; the marshals advanced up the street guns drawn – yes I know McQuown has got guns but I wasn’t about to break them off and then re-glue them, Charley Prince, Bob Nicholson & Buck Slavin took up positions in the ground floor of the Los Pecos Hotel while across the street, Rick Belden, Ben Nicholson & Fen Jiggs took up similar positions in the Bar and Bunk – both of these were conveniently at the T junction where the sheriffs office stood. The only group doing anything was that of Cherry Valance, Tom Morgan & Curley Burne who advanced up the street from the Western Union office and into the open space of the T to face down the marshals. Somewhere far off, a dog barked 😉

The action started with Valance and co drawing their weapons and Tom Morgan calling on the marshals to let the prisoner go to which Blaisdell responded with a, “get out of our way or face the consequences”. In this moment of calm before the storm confusion set in; behind Morgan a voice shouted “Tom, get off the street!” which was Belden from the batwing doors of the Bar and Bunk trying to draw a bead on Blaisedell, Morgan froze momentarily and Blaisedell shot him in the right arm, seriously wounding him and forcing him to drop his gun.

Then it all got a bit messy. Snapped out their lethargy Rogers and Gannon drew their guns and headed out of the upstairs office, Gannon leading. Out on the street Valance heard and saw the lawmen coming out and squeezed off a shot which hit Gannon squarely in the chest and dropped him seriously wounded and Rogers ducked back taking cover. Back with the marshals all hell let loose as Burne, Jiggs, Prince and Slavin opened up which saw Burne’s shot kill Blaisedell stone dead – there obviously were consequences 😢

In the brief moment of quiet following the roar of the guns as the consequences of what had just happened settled in, Morgan put his arm around the throat of McQuown and jammed his Smith & Wesson against the mans head as he snarled “back off boys or the boss gets it!” as he tried to back heel open the door of the bank – no joy. But clearly everyone’s blood was up and Prince fired again, taking the risk he wouldn’t hit his boss, but (fortunately) wildly missed. Morgan now realised he couldn’t hold onto the prisoner and stay alive so loosened his grip enough to fire into the Los Pecos and in quick succession knocked down Slavin with a head wound and then snuffed out Prince with a precision shot. From the upstairs window of the Sheriffs office Rogers joined the gunplay putting a bullet into Valance but in the confusion McQuown started making his escape turning down into an alley and eventually disappearing into the outskirts of town.

The gunfight however was far from over. Realising his exposed position Morgan ran back down the street to take cover behind a convenient barrel while Rogers fought a lone battle with the gunmen in the street – although it was a bit one sided as he was in cover and they weren’t 😉

Despite fire from the Bar and Bunk and the Los Pecos, Rogers downed both Burne and Morgan which was just as well because under the cover of the firing Ben Nicholson and Rick Belden had sprinted across the street and up the stairs to finish off the lawman so they could make good their escape. First through the door was Belden who levelled his Colt and……click. A dud! Rogers wasn’t so unlucky and his shot shattered Belden’s right arm giving the lawman enough time to knock the bleeding man to the floor and cuff him. Just as well because next in was Nicholson who shot wide as Rogers pulled his second gun and in the following exchange Rogers, and the now recovered Gannon, put a bullet each into Nicholson.

Back on the street the last shots were fired as Jiggs and Morgan exchanged shots, the lawman was a good shot but the range was long and Jiggs was good with a carbine so “when a man with a .45 meets a man with a rifle” and Morgan sprawled in the dust seriously wounded.

And that was it. One law officer dead and two seriously wounded plus a notorious criminal free to cause more trouble; serious questions would be asked! However McQuown was going to need to do some serious recruiting; Prince was dead and Morgan, Burne, Nicholson and Belden would stand trial once they had recovered from their wounds; Valance and Jiggs had made it to their horses out back of the Western Union office and the other Nicholson and Slavin had snuck out of the Los Pecos and disappeared.

All in all it was a good game and created several more possible follow on scenarios, we placed some 25 moves, had a laugh and rolled some amazing dice, good and bad. Perfect 😃