8th Army – Crusader Tanks

OK it’s been a little while since I showed some of the British tanks I have done, so here is a platoon of three Crusaders. These are the last platoon of tanks I have for this army. The Crusaders were decent mid war tanks used by the British. Over 5,000 Crusader tanks were manufactured and they made important contributions in the desert war. They were not the best tank though. Their protection was limited and always had issues in guns used – it was upgraded through the various version but they were often outgunned and challenged to penetrate German tanks. They were also quite prone of mechanical issues and especially early on were prone to breakdowns. Overall, they were good when facing the Italians but modern German tanks were a challenge, which I guess that’s not saying that much about their power. Still they were one of the main cruiser tanks for the British from 41 though to 42 and saw service right up till late 42. They also were surprisingly successful for all their issues.The characterful and stylish angular turrets made a shot trap if an incomming round hit them right making this a nasty risk, which did not help their combat capabilities. One crippling problem though was a lack of HE shells which limited their use vs. infantry and especially made them vulnerable to Axis anti-tank guns.These three models are all battlefront. Like all the others tanks in my 8th army force I have them painted in the same British desert style camouflage. In games this platoon needs to move and get to flanking positions against most German armour or anti-tank crews.  These are really light tanks and they should be used as such. As with all of my British 8th army desert force they are not custom built as a killer combination of units but are more a characterful and realistic force. So having these around makes a lot of sense for mu gaming options.I must admit I do like the look of them, but for all the reasons above you’ll agree they will likely not be massively successful in action.  Used as light tanks on a flank though with the infantry and Matida’s in the center they should be effective.  Otherwise in games like CoC they may be flanking force to support infantry. That’s how they were often used – as they were at the time one of the fastest tanks in the desert I believe. If they can attack not from the front they can be a powerful unit, but a frontal battle charge will likely just end up one way.

One of the last things I found when reading about these is they were another British tank which created the ‘Tommy cooker’ name. That was due to their capacity to catch on fire when taken out of action. I know the Sherman had that issues but I had not realized that there were other tanks with a similar issue.  So there we are, another set of tanks and the last I have for the force at this point. I need to get these and the others I have on the table i.e. ‘the field of battle’ a few times and see how good or bad they really are before doing more tanks. I do still have a few more items to finish in this force though.

Posted in 15mm, World War 2 | Leave a comment

8th Army – More small bases and treasure chests

A bit of a mixed bag post this week, just showing a few more painted items. First, as a follow up to the post two weeks ago here are another 8 extra small Flames of War bases.  These again will be used for general troops and/or casualty replacements in games where the figure count on a base matters. Most of the figures are metal but there are a few plastic ones in this mix from the Battlefront packs that I have. They are a mix or 2 and 3 figures on the bases so should be useful in most cases.These all continue to be in the same style as all the rest of the troops I have for the force. I will continue with the basing in the simple manner as I’m not sure the desert really needs a lot more.Secondly, included here is a picture of another small project I have done. This is from a Kickstarter and are ten treasure chests from the Dungeons of Massmorra game. They were I believe a KS additional item which came for free. These will actually be useful in that game (if I remember them) but also useful for games such as Frostgrave as well. Infant they may be more useful in those games than the original where card pieces still work. I included Bob to give some scale to the chests.So there we are, just a quick painting update this week.

Posted in 15mm, 28mm, Board game, Fantasy, World War 2 | Leave a comment

First game of Saga v2

So this week I played my first game of the Saga v2 rules. I have yet to read the rules but do own them. So this was a bit of a learning game for me. I had managed to scan a few things on the net about the new version, so was not coming into this completely cold. My opponent Perry was playing Irish list but with some very middle eastern stand in models and you can see a close up shot of them below. I suspect they will really be used when the crusades book hits over here. I know it’s released but I have not seen it over in Canada yet. The toys are nicely painted and that the main thing, so I had no issue with the stand in’s – I much prefer that than unpainted models.The Irish have champions still and the new version makes levies much more effective so he had 3 of them, 2 champions, a unit of warriors and a mercenary hero/single character. He set up covering one corner of his deployment zone and about half the table width in, as you can see below.
I used my Welsh – so this was going to be a ‘javelin fest’ with lots of tricks. I say that as both are armies have their fun ‘magic’ powers on the saga battle board. So rather than just hitting hard they have reaction or subtle mechanic change rules which make them unique and different. I had 3 small hearthguard units of 4 figs each in the centre and 3 warrior units, 2 mounted on my left flank, with a unit of warriors on foot holding the right against the main force of the Irish. The table was set out below. We just scattered some terrain vs. using anything in the rules.My basic plan was to use the foot warriors to hold the main force of the Irish in place while the mounted units went around the flank . Then with help of the hearth guard they would all destroy the Irish. I also remember from the old version that Irish champions and warlords were a pain and hard to kill so my thought was to focus on his levy units to take away saga dice and their space taking abilities. With those dead it should be easier to take out the characters.One change with the new rules is the ability to move unengaged units once without a die. I did this in the first turn and used a welsh ability to ignore terrain. So the Irish were a little shocked by the rapid movement of all the Welsh to just outside long range by turn 1. The holding Welsh warriors hid behind terrain knowing their time would soon come, especially as in the Irish turn their battle line moved forward in their turn. I also learnt about the special Irish extra hits power on their characters – which was enabled in most game turns it seemed. It uses 2 Saga die but does make them extra resistant to damage. That reinforced my thoughts/plan to focus on the levies really though. The next turn my aggressive nature got the better of me. I could not sit for a 3rd the game without getting stuck in. So after moving the flanking cav again, I moved my other unit up close to one of the enemy levy units. A flight of Javelins took out a couple of the levy and then I used a Welsh battle board power to force the Levy to charge my unit- through bad terrain. This worked and I only lost one warrior to the levy and did a loads of hits in return but after some really good save dice rolls the levy still had enough figs to count for a saga die generation. This left my horsemen exposed so I used the foot warrior unit to charge another levy unit in the center. Oddly, this was much more effective and again for a single casualty they kill 6 of the levy. Still not enough to stop them generating a die but that was a bit of a bloodbath, with half their number dead.The Irish turn went somewhat as expected though with them concentrating on the exposed warriors but I was surprised they were not as effective as it could have been. This time it was my turn to roll decent save die! It does not happen often so heck that was a nice surprise. The Irish did move to surround my two warrior units though.The Irish have battle board abilities to use one die to activate a lot of units but only once which the allowed them to use other dice for powers. So my warriors needed to do something on my turn. to break out of this.

In my turn I rolled good Saga die for once and decided to continue to attack aggressively. Yes, people who know me are not shocked at this aggressive tactical move I’m sure. I used the mounted warriors to charge the remaining levy in the center and took them down to a single fig. The foot warriors were there to support and I started to move some of the hearthguard forward to help, but I could not move everything with the limited dice I had. I waited for the counter attack which I knew was coming at this point though.The Irish turn saw the destruction of the mounted warriors and my foot warriors were taken down to half numbers and retreated from losing a combat. So that was as expected really. Getting in the middle of the opponents forces with just a  couple of units is never great. The supporting  hearthguard unit was starting to close though. I was limited by an awful saga die roll… all die rolled the weakest symbol which limited me for what I could do, both for powers and units to control.The main thing I decided was for the hearthguard unit to attack and destroy the second of the levy units. I tried to get them to safety but instead exhausted them – which is easier in this version of Saga. I forgot how easy it is to do that. By now the flanking mounted warriors were around the hedge and getting ready to make their play. The Welsh warlord and another hearthguard unit was also on the move while the Irish now we’re starting to look a lot thinner on the ground.The next Irish turn their mercenary attacked and destroyed my exhausted hearthguard unit but only after they had been peppered by their champions and warlord by javelins. Warlord definitely seem to shoot more than I remember in the last version.My unit of foot Warriors were gainly holding out vs the other levy unit but at two fatigues they were not doing much. That’s something which has changed in this version, as fatigue seems to be more of a tactical factor vs. the last edition. More units doing one or two actions seems the norm here vs the super units doing quite a bit and then losing fatigue in combat which happened from what I remember in the old version. They did get knocked to just above the size where they would  generate a SAGA die with the full force of the Irish on them. I used one of the Welsh evade abilities to keep them alive a little longer but by the time it was my turn to move they were down to a single figure.With a pretty poor saga die roll again the next turn, I did managed to get my remaining mounted warriors into combat with the Irish foot warriors. Although I lost 4 figs the Irish lost 5. That worked to take another unit out of generating saga die for them. However, I could really do little else apart from set up some reactions to moves. The Welsh have quite a counter punch capability so I was starting to slowly get used to that. It’s also useful to get troops away from trouble with an evade action.The next turn though I was ready to deal with the last levy unit. I used a saga ability to force the levy to charge my lone warrior, who died manfully but brought them out of cover and gave them a fatigue. Then the hearthguard unit close by pounced on them and to the loss of one of their own killed all but three of the levy. In a competitive game I might not have done this sacrifice of a single figure unit but it seemed like a fun idea to get the levy out of the bad terrain.Talking of that, I also charged my remaining mounted warriors at the mercenary. Even with advantages on my side it did not work well though and he killed all them. I definitely need to read the rules up on the characters again as they seem harder in this version than the last one. In a tourney or a competitive game I might not have done this but I wanted to see what happened. I predicted they would to be able to kill him and that expected result did really happen. Still what the heck.In the last turns, the Irish did not have enough Saga die to do that much – especially not power their extra defence power. So my idea of taking out the levy to remove saga die had worked to an extent. I was also getting the hang a little more of moving units etc and using the Welsh board which helped a little as well.I waited for the Irish to set up and power saga abilities to weaken a unit, then I moved that unit away with a reaction ability. This saved some of the worse of the damage the Irish warlord/champions can do with Javelins. It also left one of the Irish champions exposed and I did finally kill one of them with my final fresh Hearthguard unit. I also killed the last of the levy so the Irish has 1 levy fig in the table and their characters. Another typical saga game where not many models survive the game!In the end I’m not sure who won as I’m not sure what victory conditions were, but we had fun. We both had a good time playing the game which is the main point. It’s given me the push to read the rules and get back playing saga again which is good as well. I say that but still have not opened the book to read them yet but I will.

Tactically, I need to get better at moving more units and doing combined tactics as it’s obvious this version has a little more focus on that than the last one. Javelins also are nasty – helping in attack but also reducing your own armour which is not great. So I need to get better at using the Welsh board for the attack and counter move style fighting.

Overall, I have to say  Saga 2 is a fun game and may well be better than the first version. It does not seem any worse that’s for sure. Its another game to use my Dark Age toys with as well as Lion Rampant which I really like. We had a fun game and knowing the rules will certainly help for the next game I play. The Welsh also are aggressive enough for my style and come with some tricks so I will try them again. They are different than the Vikings I played often in V1.

Posted in 28mm, After Action Report, Ancients, SAGA | Leave a comment

8th Army – Small infantry bases

Time to show more pictures of my infantry for the 8th army project. There are a few more of these bases but I’ll still try to keep this to reasonable sized post. These are all painted in the same style as the other infantry – both single and the medium and normal Flames of War bases.

First we have 7 bases which are small Flames of War ones. These have either two or three figures on each of them. There is a scattering of Bren guns across the bases, but obviously only one per base at maximum. One even has a officer with a cap – a real gentleman giving commands to the foot soldiers in his command. They will be of use for any game which uses either bases or single figures as they can be substituted for the medium fames of war bases after casualties. So great for battlefront or chain of command. They can also work for full squads in slightly larger scale games – such as Iron Cross.Most of these models are from the metal platoon packs that I had from Battlefront. That’s actually one reason that the faces are a little clearer – or rather the nose and mouth is more pronounced, as their eyes tend to be hidden by their helmets/hats. That’s compared to the plastic battlefront pack I used for the single penny based figures. There are a few plastic figs in these though, so they can be mixed.

The poses are not that dynamic or really combat positions. That’s ok really though and in some ways it’s nice to not have loads of the shooting gun poses. At the same point that was something which some of these early Battlefront packs lack is some action figures. Most are moving around but not really look like they are in a fight for their lives.Next up is the big boss commander that has a FoW small base all to himself, along with a couple of anti-tank rifle teams. These were used in the desert and were to my understanding somewhat effective, right at the start vs some of the Italian vehicles. However, as the war progressed became less and less so to the point that in 1941 they were pretty useless vs tanks and armoured cars etc were their targets and even then at short ranges. They were in the end replaced by PIAT for the fighting in Sicily/Italy and the Western Europe.Below you can see a close up of the faces. At this range they do not look that great – but on the table it comes out looking good. I’m not the greatest painter but not bad either. Have found that in 15mm to make faces show up on the game table the very fine blending and such touches don’t work well. The models are just too small to have that work compared to say 28mm. So a little more direct style is needed.So there we are. I have more of these bases, which I’ll show in a later post but these are a nice start for the small based foot.

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8th army A13 mkIV’s

The A13 ‘s were not the greatest tank of the war by far and did not have a great showing with the BEA in France in 1940. However, they were one of the best available cruiser tanks the British had for the early campaign’s in the desert. So they were used in some numbers – but never enough for the troops there. The A13’s were better than the slower and earlier models around so maybe they can be called the best of a bad bunch in some ways. I believe they were also well liked by the crews.

For my early desert games it seemed only sensible that I should have some of these and here they are. I have ended up with 4 of them – good enough for a platoon and a separate command tank. By ’43 they had been phased out and replaced, but before that they were common on the battlefield. These are in the same camouflage pattern as my other tanks, so they will fit into the force I have nicely. According to British doctrines of the time these would engage the enemy tanks and let the infantry with the Matilda’s deal with the infantry. That meant that these were never provided with HE ammo for their guns, making them not as useful in a general role. They at least have a machine gun though which at least gives them some anti-infantry capability.I must admit they are not the prettiest vehicles to me, but in some ways have a modern look with the small aspect and obvious sloped armour plates. The large wheels and suspension make them look more from the 30’s though – which of course is what they are.

These models are from the Russian company Zvezba and although not perfect they do the job for me. My biggest concern is that the gun-barrels are very thin, but I guess that would be the case for metal as well. The turret to chassis connection is quite a pain as well. So I doubt I’ll be moving the turrets too much unless I have too.So there we are. I don’t believe these have a great reputation on the table nor were they the greatest tank in reality, but they are useful for any early/mid period games. They are decent in that period and a nice historical tank for my forces.

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Rum and Bones – squid sword undead

So after a battle report and a few posts of the desert troops, its time to change it up and show some more Rum and Bones models. These are more of the undead pirate crew from the first game, this lot with dead squids on the end of their swords! They are another of the ‘odd’ poses for the undead pirates but heck. I’m actually looking at my Zombicide Black Plague figs I have and may start doing those as well, as that’s one of my favorite games… The current Zombicide in space game is another that I’m going to buy into so I need to start to get some of my to be painted backlog done. I have said I want to try to get 2 of my large Kickstarter games done this year so maybe it’s this and that system… I will say that having the models painted in a game does make a huge different to the overall feel and enjoyment of the game, in my opinion anyway.

So back to these figs. I tried to make these nice and colourful, I actually did the squids with 4 colours so you can see them all below. I nearly did each one unique and then decided that the set of 2 was alright. It’s hard to claim these are realistic so it seems silly to try to do too much in that style. So better to just go with it – weird undead pirates. They  will be bright and I wanted to ensure that each model was a unique color scheme even if they are the same models.  Below are the close up pictures of each one, which will allow you can see the models in detail. Again they are done to IMO a good tabletop level. They won’t win awards but are way better than the bare plastic. The models are the usual CMON plastic and have a decent amount of detail but not the same level that you get in metal models. So they do take a little different style of painting. Thick paint hides the details so it’s thin coats and highlights/dry brushing which I find works best.All these have the same ‘deck planking’ base effect. Although not great it is fairly simple to do and does work, especially on the table top when playing the game, as you can see in the first photo. I’d love to do real wood as that adds a lot to the texture but I have some many toys to paint that I just want to get these done and to a decent tabletop state.So there we are. Still more of these to go before I even finish the full force is done but this is now moving towards getting the undead crew table ready.

Posted in 28mm, Board game, Pirates | 2 Comments

Hail Caesar – Biblical 15mm game

I have been showing a lot of models recently so as a change of pace here is a write up of a the game Hail Caesar and a mini review of it as well. The Hail Caesar (HC from now on) rules are not new but at least around here do not get too much table play. That’s a shame really and one thing I’m correcting. It’s the Warlord ancients set and is based on the similar concepts as Black Powder. It’s legacy is in Warmaster and is aimed for ‘lots of toys on the table’ gaming but in a fairly fast moving gentlemanly gaming style. All these rules were written by Rick Priestly. Overall, it’s a fun set of rules for big games which move at a decent pace. It’s not a competition set of rules, and not one for rules lawyers or those wanting loads of fine details – it’s a big picture game.

It does work well for that it’s aimed to do and is a good set of rules. They allow a decent amount of tactics and dice rolling without getting bogged down in too many details. They allow for big games and many players – which I believe was the aim. As an example the game this week had 6 players, each with 2 commands of troops. This was on a 12×4 foot table, with 15mm figs to give room to maneuver. I umpired the game and provided all the figures. The pictures and over narrative here are from last weeks game.img_5126The game was new Kingdom Egyptians with Sea People allies vs. Hittities in a stand up fight. The battlefield worked for chariots, with generally a lot of open flat ground with some gentle hills and a little rough terrain on the edges. After all they would not fight in an area which did not suite chariots at all.

All the figures are my 15mm armies. I don’t have any good command stands for these armies though. So I used 20mm round circles for those – white for Sea People/Egyptians and black for Hittites. Not sure what I really want to do for those in the long term…I don’t really want to use (and paint more) chariots but may have to…img_5128Like most of the games in this family of rules (Black powder etc.) command and control is based on stating what you want to do and then rolling 2D6 roll under the commander target number (usually 8 but can vary depending on their skill). The better the roll the move activations troops get to complete the stated actions. They get up to 3 move actions. If the roll is failed then the commander can order no more units in that command. A 12 and they roll on the blunder table – which I have to say is somethings a little tame and I may have to tweak that a bit for 15mm figs.img_5132The first moves of the game were typical, with some commands doing nothing while others moving rapidly forward. Units in column get a single move even if the command fails to move them. That’s cool and provides a good way to ensure units away from battle keep moving. But fighting in column is a really bad idea, so you need to get out of column when close to the enemy. Also units close to opponents get the option to make a single move a single move if the commander does not want to roll for them. This is often a good idea as well for commanders and another cool idea.img_5129We played using cm’s not inches but that was the only change to the rules. Standard units were 80mm wide (2 DBx bases) wide. This works well for 15mm figs and allows a decent amount of maneuver on a 4 foot wide table. Skirmishes are always in one order when using y 15mm miniatures which makes things simple as well.

One of the things I like with these rules vs.  the square based movement ones is the flexibility of movement. No protractors for angles or weird specific known move distances in this game. With a reasonable table space there is no end of the world issue which is seen in many games as well. It’s very flexible till you get close to the enemy and even then it’s fairly simple. There are a few basic rules about facing the enemy when close to opponents, but in many ways these are common sense. No sneaking past a flank of an unengaged opponent in a single turn etc.img_5134 One of the interesting things with the stated verbal commands and having an umpire is you can force people to do exactly what they stated. So when one Hittite commander issued the order to move onto the hill for a command that’s exactly what they did. This was not the straight forward move that was desired but what was stated. That was not lost on others in the game and as this was early in the game it just got a laugh but can make for some fun circumstances in games. The verbal commands are fun – especially with an umpire in the game to make players follow up on their stated orders (not what they wanted). It makes people think a bit before just moving.img_5169So with the  two forces moving towards each other in a somewhat uncontrolled manner – some commands sat back and did not. One of the Hittite commands refused to do much all game – which I’ll cover more later. This is where putting units in column helped as even with a bad command roll the means they move 1 activation.
img_5138It turns out that both sides had a similar plan. Each planned to concentrated 3 commands on 2 opposing ones on the respective right side of their line. This of course meant that the center commands could face off one to one, but at a bit of an angle.  So 3 Hittite commands focused on the Sea People allies (as you can see above), while on the other end of the table 3 Egyptian commands focused on 2 Hittite ones (below).img_5139The sea peoples sent their chariots forward and inflicted first hits on the Hittite chariots in front.img_5160But, the Hittite skirmishers came forward and from the chariots flank inflicted a hit and forced them back to be right in front of their infantry. Shooting does limited real damage in a single round but can start to inflict a few hits on units and if a 6 is rolled then the opponent has to roll a break check – which can force them back as in this case. The results can also disrupt units which stops them being given orders (and fight worse) in their next turn. The break test a 2D6 looked up on a table. Over few turns though shooting can start to become effective so it’s to worth sitting too long in missile range of an opponent if you can help it. This seems about right for this period of warfare.img_5154At the same tine, the Hittite Chariots closed in on both sides of the Sea Peoples. This mean there were 2 chariots commands, with a supporting infantry command in the middle of them facing the sea peoples.  It looks like the 3 on 2 plan is coming together on this flank for the Hittites… but it slowed down as many of the Hittite commanders started to fail giving orders on this flank. It seems the Hittite troops were not as enthusistic about this plan as the commanders! Maybe they know the Sea People troops are quite good fighters…img_5158In the center the commands closed, the Hittites keeping their formation better than the Egyptians. But the Egyptians managed to get to the high ground and set up on the slopes which would would benefit them if and when it came to hand to hand fighting.

Most fighting works by rolling a 4+ (with a few modifiers) for the number of dice for the type of fighting. These types are long range – over 6 cm away, short range and support – not touching for full combat to 6 cm away and then melee. Melee has two factors, one for the initial clash and the second for subsequent rounds of combat. I actually like this breakup of the factors and feels right to me. You also get to use your clash for the first round of combat so none of this oddness of having the turn to get the best combat factors for your troops – so Gauls and Knight still can do much more damage in the initial impact than in a long drawn out fight. However, being the charger still give you a bonus modifier to hit. Any hits can be saved by their opponents – on a score based on their stats. Losers of hand to hand have to make break tests, as do those shot at and hit with a 6. There are different result for they type of unit and the cause of the impact. This is fairly simple but give a nice effect to my mind.img_5152Both sides were hampered by poor command rolls in the center but soon the forces were in bow range. The Egyptians had many more bows and made them tell, causing damage and forcing some of the Hittite units to fall back. So much so that they took a risk and charged into hand to hand with some of their units. In hand to hand units which are close also get to support the fight and so this ended up in a big fight. This did not work out well for the Egyptians, but they did not lose a unit but did have to fall back onto the slopes they came from… It was lucky break that they were not destroyed! This was not the only case where a unit with in theory better odds of winning did not in the game.img_5141The middle bogged down though soon and the focus was already on the flanks by this time.

Talking of the other flank, it was a chariot on chariot game – and the Hittite Chariots are slightly better in combat and had more chariots to start with!  The other troops were really in a supporting role. However, the first blood went to the Hittites who again found their skirmishers and infantry able to deal with a scattered set of Egyptian Chariots units. After that though the Hittite infantry threw themselves at the Egyptian supporting foot (mainly bowmen) on the hill. This nearly worked and won them the center/flank. But, in the in the end it was a little too much for those units and the Egyptian bowmen held and fought off the attack.

This flank did have the big chariot on chariot fight. In the end two of the Egyptian chariot units were initially flanked and held overall but one was ground down and destroyed in subsequent melees rounds. This allowed the Hittites to get on the flank of the next Egyptian unit in the line – one which had been holding their own in the fight. It looked bad for the  the Egyptians here.

It’s worth pointing out the dice on the table you can see in the pictures. Each unit can take usually 6 hits before being shaken – if they ever take doubt this then they are install destroyed. So I use a die to show the hits taken. At the end of the turn if shaken extra hits are removed so usually only a single die is required at the end of turn – multiple are used to show the hits taken that round. A commander can try to rally off a single hit for a unit per turn as their last command – which means this happens rarely.img_5149Surprisingly, although against the odds the Egyptian chariot unit which was flanked won their fight and drove off their opponents. In the other fight both units are shaken.  Being shaken is a penalty to hit and a major factor in the break tests – making it much more likely for a unit to route and disappear from the table. So the Egyptian chariots fought the Hittite challenge to a standstill on this flank. The gamble of taking on the Hittite chariots seemed to pay off.img_5146Back on the Sea People flank, a massive struggle was going on between the Hittite chariots and the Sea People line of units. Although the chariots initially drove back some of the Sea People they decided to try to overwhelm the remaining units in combat vs. pursue those pushed back units. In the end this did not work, as although they had more die to roll the Hittites still did not get the breaks and win by enough to defeat the Sea People. img_5148So, the Sea People foot held the Hittite chariots and even though the chariots had a the better odds it was not enough for them to win with enough for victory.

To prove themselves and hold the center of the attacking forces against them a single Sea People unit charged nearly all of the middle Hittite command, the central infantry between the 2 chariots forces facing them.  The remaining units in this command were still facing the second unit of Hittite Chariots – who kept rolling high command rolls and failing to do anything. This single brave unit faced one Hittite infantry with 3 supports.

Showing how good (or lucky?) they were they forced the Hittites back and won this fight! The nice thing with Hail Caesar is that although it does have a number of die rolls for combat – usually between 3 and 12 for a fight that’s not enough to always balance out the randomness. So fights like this happen and the break tests on 2D6 can mean although unlikely results happen. This makes for a good game as you can judge the odds but still lose.
img_5140Interestingly, the other Hittite command of Chariots kept failing to move. From the middle to the end of game. So their lack of engagement was a huge factor in the result. If they had been able to attack the Sea Peoples as well then I think the story would likely have been different. But their inactively made this a 2 commands vs. 2 fight so the outnumbering on this flank by the Hittites failed. As the umpire I joked that maybe bribes/a deal had been give before the battle. After all maybe that reluctant Hittite commander was just waiting to take over after the loss of this battle…

But time was closing in and so we ended the game with the Egyptians just in control of their own destiny. The Sea People had held and the other units were marginally winning over the hittites that they outnumbers. So, overall, the game was a slight victory by the Egyptians. But the Hittites were very close and both sides would I suspect would claim victory. To be fair, the real winner were us players with all having fun and playing a big game like this in 3+ hours.

So overall, I really like Hail Caesar for big multi-player games. We did a few rules wrong but playing again soon should get those sorted out. All 7 of us had fun last week and I’ll do something similar in a few moths to get the toys on the table again. I need to sort out better command elements though…

I still like ‘too the strongest’ but I think this is rule set is better for the big flowing games I like though. Both work for the same type of game, and have similar command & control system. I just prefer the feeling of movement and the different combat factors which HC provides. This feels more flowing with movement decisions in the game. But both are fun on the table. As a aside, Hail Caesar also has some glorious ‘miniature porn’ rule books with loads of great pictures and scenario idea’s. So although not cheap, if you want a fast playing game which can support loads of toys on the table for ancient games then I recommend you have a look at Hail Caesar.

Posted in 15mm, After Action Report, Ancients, Review | Leave a comment