B-Sieged – Goblins

This is a quick post for this week. As a change of pace and scale, here are some of the smaller 28mm figs for the Orc invasion addition of B-Sieged. Part of that is to have some Goblins, who are the smaller ‘ranged shooters’ of the enemies attacking the castle. These stand back and destroy the walls of the castle from a distance. There are 8 of them provided and so I show them all below. They are all the same pose as one would expect.

Below you can see the figs in a little more detail. These are not super inspiring to be honest but they are much better painted than not. So, they are done now and ready for the table. Sorry for the bad lighting for the picture but hopefully you can see enough of the figs to make out the paint job.

I continue to focus on this game to get it all painted while doing other things. It will be nice at some point to have it all done – even though I should likely concentrate on Zombicide as we play that more generally. Still this is a fun game the couple of times we have played it.

Posted in 28mm, Board game, Fantasy | Tagged , , | 2 Comments

Gauls and Ancient British – More Chariots

Ok this is the third post of Gaulish/Ancient British chariots and the last one. This finishes my chariots for the project. You can see them all below, all 20 of them. These are mainly for ADLG games. ADLG allows for a very chariot heavy style Ancient British force, so this means I can now field that. I think such forces allowed in other games as well – such as MeG as well as Infamy Infamy. This collection should be more than enough for either games, I hope.

Below are the closer up shots of the last 8 chariots. The others in the photo above have been shown in close up in previous posts. You can see that I again have varied the chariot fame colours of these again. These first ones match chariot colours I have seen a sample chariot on the TV in documentaries- so might be a realistic shade. I might have done more like this but I got carried away with other colours.

I have done one of these bases with all white horses. That is so it can be an included general should I want it to be. Included generals in Chariots is a typical thing I do in ADLG army building – it is an efficient use of points. I’m not sure if it would work as well with these but trial and error will prove that out.

From the back you can see the bright colours I used for the riders as well. They are the leaders and hardest fighters in the army after all. It seemed sensible to have these guys especially bright and colorful.

Talking of that, the last set of 4 below are the most basic of the the painted clothing schemes. They still have somewhat bright colours but are not as extreme as some. The chariots have a whitewash style vs. the lighter shades of the previous set. The reason for doing these generally in 4’s of the same style is purely the batch size I was using when painting them. But it will give them a mixed up look on the table.

The basing makes these look cool though and really highlights these are not in the mediterranean area. Yes they may invade too take on the Romans as early Gauls did, but that mixture of green bushes gives them the right impression of Northern Europe.

Before anyone asks, yes these are all still Old Glory 15mm figs. I had built up a big collection of them over years before starting to paint so that made it simple. I do like those and they pint up nicely. They are not the ‘best’ figs around some would say, but at the same time work out economical and effective for my painting style.

So there we are, the Ancient British or Gaulish battle chariots are ready to face the Romans and any other force heading their way.

Posted in 15mm, Ancients | Tagged , , , , , , , | 2 Comments

Gauls and Ancient British Chariots

Following on from the previous post which included some Chariots, this one has another 8 painted and done. These are all ready for the table. These are standard chariots used for normal game elements. Nothing too flash really. The Gauls only have so many chariot options but in many games – including ADLG you can have an Ancient British ‘Panzer regiment’ as an army. Ok well quite a few anyway. They can be the backbone of an army, making for an unusual army in the time period of the late Roman Republicans. So why not have a good collection of these.

These are all OLG glory 15mm models. I have some with the pointy helmets and then others with a more Gaelic standard warriors. But I can use them as needed in games for whichever. I assume the Gauls may have used those helmets as well. There was a good amount of trade between the northern Gauls and Brits I believe.

Below is the rear shot of these first 4. You can see the cloaks etc on some of them and it will be easy to use those for a general if needed. I have kept the colours bright for these figs, as let’s be honest only the best and richest would be using chariots for battle.

So on to the second set of models – another 4 chariots. Again these will be able to be used as needed but I wanted to ensure that they mixed in with the other troops in the army. So the basing stays the same.

You can see that I have varied the colours on the chariots themselves. That should allow me to differentiate between elite and ordinary chariots when on the table. My experience so far has been chariots do seem to get benefits from being elite. They are not the most maneuverable troops so that bonus can really help. That is especially when I roll badly…

These chariots are at best javelin armed. That gives them a little ranged attack but not much. Still, this now gives me 12 bases of chariots for the Ancient Brits/Gauls. That is starting to be a good number to overpower and out maneuver any in period Western European opponent. They will not match up well to some of the steppe armies as well though I suspect but we will see.

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Gauls or Ancient British Command and Chariots

When I finished my Gauls, a while back, I said that while I had done everything I wanted for them. I knew at that the time I was not completely finished with that project. That was a much because I still had stuff in the lead pile for that period. So, this is the first of several posts which will show the Chariots I have completed to extend this force. These are to allow a morph/convert my army of Gauls into Ancient Britains as well as provide the Gauls with their chariot options.

First, though are the 4 extra command stands. I have done these for an Ancient British ADLG army. I believe most of these figs/chariots are from Forged in battle – although there may be an Old Glory 15mm one mixed in there as well. You can also tell I tried to do these a little brighter than typical troops. They are leaders after all. I heavily used contrast paints on these. Those work great on cloaks and stuff which these figs have in spades. I find they are quite useful for horses as well. I’m not the greatest at painting horses but the contrast give them more shading than doing a standard paint and wash effect. I likely should try to do the lower legs a darker colour on the horses as I have seen that works well, but for me these are ok for the table top in 15mm.

There is a proliferation of the horned helmet in these, as three of these bases have figures with them on. I believe these are modeled after the waterloo helmet found in Thames river. Still I like the look of these models and the do give a different feel than the Gaulish command. I did the horns a different colour but not sure if that would really have been the case – but it makes them stand out more.

I did one of the chariots with a pink cloak. That will do nicely for my Boadicea general if needed. I did not do any real research on hair/colthing colours etc but the model is wearing a long dress and my version has blonde hair.

Of course I will be able to use these for command of Gauls as well. That is especially if they have chariots in the force. I must admit I tend to shy away from Chariots and Elephants as command stands – they look great but they are big models for the bases. They also ‘waste’ an expensive model on a command stand which is just a general.

In this case though I realized I had quite a few chariots. I feel the buying over time before painting this army may be at fault for that. So I had enough that I could use a couple on the command stands.

Next are 4 old glory 15mm chariots ready for the table. The model has the chariot driver stood. I think that modern research has shown that like the forged in battle chariots, the driver likely actually sat down in the chariot. However, it seemed like a lot of hard work and risk to remodeling the make that change though so these all have stood up drivers. It is a minor detail anyway really and a conversation point if any ‘ancient historical rivet counters’ come around and comment on my toys.

You also can see that I have continued to use the same ‘bushy basing’ for these as I did with the Gauls. That will allow me to integrate models as I need to into the Gaul lot as well as use them for the Ancient British. I actually quite like the look of the bases done this way as well. I am not sure how nice it would have been riding a chariot in an overgrown field but these are gaming models, not museum pieces so what the heck. Also no one had perfect lawns at the time so I suspect long grass and bushes were somewhat the norm where these functioned on the battlefield anyway.

One of the chariots has white/light coloured horses which I use to indicate an included general if needed. I do have to say most of the warriors are in chainmail though and that figure does not really look much different than any of the others Still it’s easy to make out on the table. I have the above commanders if I really want them to look the part.

These are enough for making a DBA army from the toys I have for either the Gauls or Ancient British – but don’t worry just like a bus more of these may be along soon.

So there we are – more hairy barbarians, but this time on chariots. This reminds me, I really do need to read Infamy Infamy to see how the Gauls/Ancient Brits can be used in that rule set.

Posted in 15mm, Ancients | Tagged , , , , , , | 2 Comments

Destroyed Building

Just a quick post today. This is a 15mm ruined building which can be used for various games – but especially WW2. It likely would be usable for other periods as well, especially earlier horse and musket period. I had finished this a while back and so I have been waiting for this to get shown here.

The model I think is from JR miniatures. It’s great as a terrain item but a little small for using for real 1 to 1 scale games – although to be fair houses were smaller than they are today. Having a load of these around does allow for nice looking games if nothing else. I’m slowly building a decent terrain collection over the years and this is part of it.

Posted in 15mm, Modern, Terrain, World War 2 | Tagged , | 2 Comments

Wars of the Roses – Henry Tudor DBA army part 2

This is a follow up post from the last one, so by all means check the previous post out for the other elements of this army if you have not seen that. This post will show the missing elements of the DBA army for Henry’s rebel army.

The first group to show are three blade elements – bill armed troops from English/Welsh lands of Henrys supporters. I did most of these in a blue colour although only 2 of the elements really look to be liveried troops. The 3rd could well be a mercenaries or paid by the French who helped a lot in Henry’s bid for the crown which – worked out at Bosworth.

Next, I have 2 bow elements, which match the 2 liveried billmen. So these are the bow from the same supporter. The colours I chose are actually Henry Plantagenet as well as Henry Beaufort. The latter is a much more likely candidate for this time period/army. His family certainly helped Henry Tudor gain the thrown, so it seemed a reasonable choice to use his livery for these troops.

After those, here are a couple of optional choice elements. Thats an artillery and a crossbow armed skirmisher unit. In the period these would definitely have been mercenaries/paid professionals and so they get the random bright outfits for the period. The cannon looks huge but in fact that would be a small piece for the time. Anything mobile (to any great degree) would be smallish in caliber. Still it’s nice to have the option and this will be useful for ADLG armies as well.

Lastly for this army is the commander/general. Yes this is a DBA army but I have done these on round bases. I know that is hearsay in DBA terms but there is a reason – well two reasons really. The first is that these figs are for ADLG as much as DBA and so having 2 round command bases is a great use of these figures in the DBA pack. In ADLG round based generals are not fixed to troops and so can move around their command making them much more useful than the fixed ones.

The second reason is that in DBA Henry Tudor’s command is actually a CP (Command Position) element in DBA, This is a rare element in the game. It acts like a blade but can not move into contact with the opposition. So, I decided the round bases on a square sabot would make that very clear in a game of DBA. I purposely decided to use the biggest/deepest CP element base possible as well. It could be a 40 x 40 element but I went with the 40 x 80mm version.

I found from the web that there is a rumour that the DBA author Phil Barker really did not believe in Henry Tudors military skills. Thus, he added an option of him to be CP element vs. something like a knight. From reading the histories Henry did have military commanders to run his armies vs. commanding them himself. So this was unlike most of his contemporaries. At Bosworth it was King Richard and his knights who charged Henry trying to kill him. From my understanding Henry did very little to really engage this and did not do the noble thing of coming forward to face Richard. In fact the ‘schoolboy history’ I was taught stated Henry kept throwing troops in front to Richard to kill him vs. facing him himself. That sounds very much like a planner and thinker type thing to do rather than a martial hero, and so maybe this is not that bad a modeling after all.

So below you can see the generals mounted on the Sabot for play in DBA. It becomes a very big item when done like this and quite unwieldy in the game – which I guess is the purpose. For the few times I likely will use the in DBA though it will work.

To close this out below is a picture of all the army completed and all together. This is an interesting army to field in period as it has a very different feel than the standard DBA Wars of the Roses army. This has a good foot base and lots of blades, fewer bows than the others and the option for Pikes vs blades. The CP command element makes it different as well – as that can not be used aggressively. Being as deep as it is also makes it a challenge to command. I look forward to trying this on the table at some point. It also gives me now a good start into a ADLG Wars of the Roses force as well.

Posted in 15mm, Ancients | Tagged , , , , | 2 Comments

Wars of the Roses – Henry Tudor DBA army part 1

I mentioned previously that I had a few DBA armies for the Wars of the Roses which I was using as a starting point for my Later Medieval 15mm collection. So here is the start of a second DBA army. This is the army of the rebel Henry Tudor – so the ‘winner’ of the Wars of the Roses if you want to think of it that way. This is the army for the Bosworth campaign. I’ll split this army over 2 posts as it’s a little much to put it in a single one.

So the first set of figures for this are the 4 bases of Pikeman. These are listed as French or at least mercenaries paid for by the French court/supporters from the continent. Rather than do anything too radical for them I decided I would have then in a plain green. They will in many ways stand out more this way and will be obvious on the table. Not that Pikes are not obvious but hey…

If they are mercenaries then they may well have been Swiss at this time period. Those would have been quite brightly and randomly clothed. The bright and very colorful clothing of the Swiss and other mercenaries was starting to take hold at this time I believe. Now, as an alternative they also could been hired as part of the troops from Earl Gray or the Woodvilles (Earl Rivers) and thus given livery outfits. Both of those early did have all green as their livery colour and were supporters of Henry at the battle. So the all green is not completely wrong – but it is more than likely these would not have been a consistent livery style of outfits like I painted them here.

The Pike are based on 15mm wide bases so 2 or 3 deep will work for ADLG at a push as well. Although I would sort of like more figs on dedicated 40 x 40 based for a pike element at some point . Still they are a good start if I do want a couple of elements in an army list for that game.

Next we have the first alternate troop type for that force. Which would 4 bill/polearm men and are the option if pikemen are not used. These are described as French Voulgiers – which I had to look up. Basically, they are French polearm guys, as a Voulge is a specific type of weapon which generally could be described as a bill/polearm. The collective name for their users is Voulgiers. You learn something everyday as they say. I kept with the standard livery style on a base with these figs and went mostly for reds and blues for different bases. But they all have different ones. These likely were the core of Henry’s army at Bosworth with a few pikes as reserve from what I understand.

All these have the same style basing as the pervious armies I have done. That should allow me to mix and match as needed. That means even though I am showing these as part of the DBA army they will be put into the mix and so they will not be used exclusively with this explicit DBA force.

Lastly for this post, are two bases of foot knights/blades. These are the commanders or hard men of the army. These are the lords etc in the army and the one with the flag can even be the General. I decided to use a generic flag vs. Henry Tudors or the early of Oxford (who was his field general at Bosworth) specifically. So this would be an army commanded by one of his other generals. At some point I likely should try to do some man-at-arms base with specific flags of the significant commanders of forces/leaders.

So there we are 10 bases for the next DBA army for the period.

Posted in 15mm, Ancients | Tagged , , , , , | 4 Comments

Blitzkrieg Commander 4 – Game report & quick review

Well I have not been playing face to face games or doing much of anything socially for the last month or so due to some real world ‘interruptions/issues’ which I won’t go into here. I have kept posting though as you have seen, mainly because of a backlog of projects to show off. I also have continued to paint to a level, but not at the pace I usually do.

Now that said, this weekend Jahan and I found time to try out the Blitzkrieg Commander 4 rules for WW2. This is a game we both have been thinking of trying these rules, so this weekend it was perfect to give it a go. That means this is a battle report and a bit of a review all rolled into one.

I set up the table and created two 1500 pts forces – Germans and Soviets in the summer of 1943 using my models and terrain at home. This was a simple meeting engagement – the aim of which was just to destroy the opponent. We used a couple of optional rules – one for commanders (of the Tanks) allowing a combination of a command unit and a vehicle. We also used the optional rule of not removing hits at the end of a turn. So this scale was more at the multiple platoon level game vs. the standard multiple company level for this rule set. Still it would give the rules a test.

Below is the table setup it’s 5 x 4 table with 3 urban area’s in the central area of the table. I took command of the Germans for the game. This was out first time either of us had played BKC4 – but this is based very much on the Warmaster/Black powder model with alternating turns, command rolls and basic to hit/to save mechanics.

The scenario had a command roll for platoons to move onto the table. The forces were from the book and thus the Soviets were more numerous but had a poorer command level than the Germans. So in the first Soviet turn only 1 of their platoons – with 7 infantry squads and a AT gun came on the table. This was along the road – a bold move by the Soviets.

The Germans had had decent command rolls though and 2 of their platoons moved on the board. The Panzer Grenadiers and a platoon of 3 STUG’s. The Germans also had a recon unit and I tried to use that in this scenario but I never really got good use out of it. I’ll comment more about that at the end. The better command of the Germans allowed these two platoons to move towards the table center with several moves.

Soon enough though the Russians forces arrived. The difference between an average command roll of 8 for the Germans and 7 for the Russians would be significant through the game – with the Germans often getting multiple activations while the Russians rarely did. Maybe I just rolled better but this was an aspect which did impact the game throughout. Maybe I need to play games where rolling low helps me.

This was initially telling as these multiple activations and the halftracks allowed one German Platoon of three squads and a MMG to get into the large village area and set up a defensive screen before the Russians got close. The second German squad on foot was now on the table and moving up to support their colleagues to the left of the village area.

The Soviet tanks took the hill between the villages. They also split to target both the German tanks and the troops in the village. But, then they had a blunder on a command roll and had to move towards the nearest visible enemy. This split them up a bit more. That likely was not a great move on their part but the terrain would have been an issue for keeping them all together anyway.

Meanwhile, the Germans started to hit hard at the Soviet infantry on the road. Multiple shots made the closets soviet infantry suppressed and taking hits. This was helped also by the Soviets failing to activate and being out of range for their Initiative move. Meanwhile the flexible doctrine of the Germans really helped them as the extra range of that allowed them to keeping shooting each turn now the Soviets were close.

The other Platoon of the Soviet infantry were on foot though though and did keep moving towards the German lines. They were out of visual range through the wheat field but were getting closer each turn.

The spilt off of 2 Soviet T-34 Tanks enabled a tank duel to develop over the fields of a village. Both sides were protected by the walls of the fields, but the Soviet outnumbered and outgunned. Hits mounted on the Soviets and some suppressions started to be added. It was clear that this was just going to end in a German success unless something changed.

Back around the other village, the Germans kept holding their own. However, they did not really have enough firepower to kill many of the Soviets on the road. Although the Soviet troops were massing they could not get enough commands together to make a decisive impact at this point.

The German second quad had multiple moves to get to the edge of the small woods by the side of the village, so the expectation was they would soon be able to reinforce that side of the German lines

In the next few turns the STUG’s did destroy the two Russian tanks around the second village and even then took out a third in the flank on the side of the hill. So the German armour had done it’s work protecting that flank from attack.

Unfortunately, now bad luck hit the Germans and it was big. A German command blunder had 2 squads charge the Soviets crossing the wheat field vs. having them stop and shoot at the tree line of the woods. One of those squads gots shot up and suppressed, so did not make it close combat. But it was left exposed in the open. The other squad made it into hand to hand combat but was quickly annihilated by the Soviets. We see what attacking unsuppressed troops with lots of support does – it’s not good…

But this also swung the game more into a balanced level, as before this it was looking decidedly one sided. There is a lot more jeopardy for the Germans losing 2 squads as they did not have lots of troops to lose compared to the Soviets. Meanwhile, the German’s in the village had continued to hit and hurt the advancing Soviet infantry.

The remaining Soviet tanks moved off the hill and target the German halftracks – who in return moved to retire. Luckily for the Germans the T-34’s were not great shots but it’s another scare for the Germans. To counter this the STUG’s decide to use the wheat field as a screen and drive to the flank of the Russians vs going through the fields in front of them which are now blocked by the Soviet tank wrecks.

A command failure though meant the first of those STUG’s was exposed as they move around the village. This allows the T-34 to focus on the lead STUG and that first German Tank got destroyed. The STUG’s hit hard but are not as good defensively as the T-34’s. In the next turn the T-34’s also mange to destroy the Scout half track which was lurking on the road. I never really worked out what to do with that other than to auto give an additional +1 on a command roll., so had exposed it more than I should have.

Things looked a little dicy for the Germans here and another critical command blunder on the German Squad injured the platoon commander. So he went from an 8 commander to a 5… Not great. This was instead of continuing the reign of fire which had been thrown against the Soviets infantry. This also meant that the Germans failed to fire their Panzerfaust vs. the T-34. I wanted to see how that worked out.

The rest of Germans had now reached the trees and this allowing them to continue the a hail of German lead being thrown at the Soviet infantry though. The Soviet squads were starting to disappear quite fast at this point. They could not move up fast enough/often enough to really impact the Germans in the building before the hits piled up on them. The Germans in the buildings were in a good position and able to do enough damage on the ttackers.

So it was clear at this point that the Soviet advance had stalled, as they had taken nearly 40% casualties at this point and so the Germans had won the engagement.

So, overall it was a fun game of throwing some die around and we had a fun few hours gaming. Below are a summary of my thoughts on the game. I’ll play again for sure but this still is far from the perfect game IMO. Here are a few thoughts summarized for those interested:

  • Overall it is fun/simple game – there are not many tables to cross reference etc which can be a bane of many games of this period I find. So I like that. It’s fairly quick as well. The only down side is it’s easy to loose track of the number of activations a unit has made previously when you end up with multiple action rolls between them. So that needs a little tracking.
  • I do like the number and scope of the army lists in the game and it is a very professionally finished game. Although we did not use them in this game, the rules include air and art etc.
  • The game allowed for a good amount of tactics and decisions which are impactful in play. That is very important to me in a game like this.
  • It’s nice to see real recce rules in a WW2 game, although this battle was not the one to use them in/show them off. They do seem a little complex/redundant without the use of hidden troops etc. but it is nice to see they have a use vs. just being normal troops with a different name.
  • Command rolls provide ‘friction’, with troops not always doing what you want. The blunders add great story items as well. But the impact of even just a 1 difference in command levels along with the tactical doctrine of the Germans to Soviets made a big difference in this game. So thats something to be aware of.
  • The opportunity fire rule allows units to fire even with poor command, So you don’t feel total out of it even if units fail to activate.
  • The suppression mechanism works well for emulating troops not doing crazy things when taking a lot of fire but not destroyed. Both those help round out the system nicely.
  • I like the fact that units (especially infantry) either die/are surpassed or are still effective. The figure counter style games at this scale seem odd to me. As a commander at this scale troops would be effective, or not, or dead. I do not need to know the exact number of guys in the unit for that.
  • I am happy we used the optional rule of keeping on hits over turns. This game would likely never had ended otherwise (other than running out of time/turns) as it was rare we did more than 3 or 4 hits a turn on units in a turn. See the next comment for that as well.
  • The multiple hits for squads means that a sensible tactic is to focus all fire on a single enemy unit till it is dead. A single squad/tank has issues killing another in a single turn in this game from looking at the math. They need luck and multiple activation to kill a single target. This feels a little odd/wrong to me. As you can see in the report above multiple the German squads were focusing on a single Soviet one to do this. When they succeeded they moved to the next etc. They did not spend time firing at the nearest unit in their command turns other than when they had too (the initiative activation). The results of this are ok at a high level, but it feels odd at a lower action level. A squad of tanks focus on one target at a time till it is dead then move on. This is definitely not the battlefield of if you can see it you can kill it (well instantly at least) as described in many of the history books.

That last bullet is my major issue with the rules. I would have much preferred an ‘it’s dead or not’ type roll/check vs the slow build up of hits from multiple shots/opponents.Well anyway, I hope you enjoyed this read. I will play this game again but the search for the best WW2 rules will continue for me.

Posted in 15mm, After Action Report, Review, World War 2 | Tagged , , , , , | 2 Comments

War of the Roses – Lancastrian DBA part 2

In the last post I showed some of the elements of my latest DBA army and here I will show the rest of them. At the bottom of this I’ll have a picture of the whole army. These are the rest of the Essex army pack that I bought for the opponents to the Yorkist force I already have.

First the list in V3 requires an Art element (which is different than in V2.2 I believe). So I have to have one of those. It also has an optional item of a PS element – which is is a handgunner in this case. The black powder items in armies were starting to rise in this period and thus I have them both as options.

I believe both of these elements would be mercenaries or at least skilled professionals vs. in the retinue of the lords of the time. So I painted these guys in more standard outfits – or unique ones for the army.

Next are another 2 optional elements. The first are Irish (Ax3) and the second is a levy horde (7Hd). Given the options in the list I doubt I will often take either of these options but they are fun to paint and it is a complete army with them. They may also be of use as I expand the force to be an ADLG and larger in size.

Now we have another couple of optional elements – the light horse and 3 Pike. The Pike especially is an odd element in DBA to just have a single element of as they work much better in 2’s. But I guess this reflects the small number that there were in the period armies.

The light horse spears are classic Essex soft metal and I may in the end replace them with needles. But I thought I would give these a go and see how they stand up the gaming and movement. The models themselves definitely have some character though as boarder horse.

The last elements of this DBA army are the true mounted arm. Below you can see the two elements of Knights and one of Cavalry allowed in various combinations of the DBA Lancastrian list. Obviously the center element is the general with the guy with a crown and the flag of the green and white livery colours.

I differentiated the knights from the cavalry with the fact that the cavalry do not have any armoured horses and have yellow bands on their lances vs. the red ones on the knights. If you look closely he cavalry guys also have slightly poorer armour but that is a detail not easy to pick out on the table when playing.

I was not super impressed on the banner but tried ti paint it up as best as I could under the circumstances. I know why it was cast around the pole but it does not make it easy to stand out on the table.

I decided to try to do a very green, but mixed basing style for these – they should fit in with the other army I have and work for the period as well as most of Western Europe to be honest.

So below is a picture of the full army. Although not the biggest army in DBA it is up there with the options. This comes in at 19 elements in the army for a 12 element game.

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War of the Roses – Lancastrian DBA army Part 1

A long time ago I did a DBA army for the Yorkists – you can see that here: Completion of the DBA War of the Roses Yorkist army. Well as we have been playing a good amount of ADLG this year and a few people have medieval armies. So, I have working on getting a decent army done for this period. The first stage of that is to do some DBA armies which I have in the lead mountain. I have a Lancastrian army to face the Yorkist so here are the first part of that. Doing DBA armies allows me to use them for that game and are a great start for growing into ADLG forces.

A core of any War of the Roses army are the bowmen, so here are the 4 bases needed for the Lancastrians.

These are all in the livery of Henry VII. That said the white and green are generally Lancastrian colours it seems and may have been used by other ‘minor’ nobles as well. These models are from Essex and are part of one of their pre-made army packs. That said they do have a nice combination of poses as you can see.

I like how these bowmen also have their spare arrows in the ground. This was a period where the quiver was not that much used by foot troops from my understanding, so they work well for the 15th cent. The DBA army list wants all 4 of these in the force so they will be a core piece of the DBA army.

Next are the billmen to support those archers. There are again mandatory for the army and I did them with the same livery as the archers. This will also allow them to be easily differentiated on the table even if someone uses my other army as the the Yorkists have a variety of coat colours/liveries on their figs. You can see that in the previous posts.

You can see these follow a very similar colour scheme to the archers. There is less variety in these models – for obvious reason that they are in a fighting pose, but thats ok. The pose is also little challenging for ‘doubling these up to make them ADLG bases, as the polearm blades do overlap the bases. I hopefully have posed them so they actually will go together without too many issues though.

The view from the back shows the livery well. Note, smart readers may notice that I made a mistake on these really. I painted the while on the right and the green on their left of the whole figure. This works for their fronts but in theory this should I think be reversed on the back to they are still white then green. The livery should be in the same order as the viewer looks on them. So… the colours should have been reversed on their backs. Ah well – I am sure if anyone comments we can have the discussion about me being stupid…as I not going back to repaint them now.

Lastly for this post, are the 2 bases of Men-at-arms. There are 2 optional bases in the list, the first being as an option for the general, the second a man-at-arms as an option vs. other units. I have enough for both, although neither may get used in a game. These also make a nice foot knights base for ADLG.

One of the bases has a banner – taken from the generic Peter Pig banner pack. Note, after some web research I found that many such banners were stiffened vs, being a traditional flag. This was often done with internal poles to make sure the banner was visible. So this is much more straight and visible than a plane flag would be. It looks a little odd, but makes sense as this way it would always be visible to friend and foe. It’s needed when nearly everyone in armour looks similar. It will work well to highlight the general’s base as well.

So there we are. There are quite a few optional items in this army so I will show the rest of this next week. You can also get a hint that I have more models to come as the Peter Pig flag is just the start of models which will be adding to this force.

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