So, I have been showing the various models for the Ancient Spanish over the last month or so. That’s included enough models to make all three of the DBA v3 army lists plus having some extra’s for the different troop types. I started showing those left overs in the last post. However, those are not the only other troops that I have left though. So this post includes all the remaining bases I have done for the Spanish army. As I like to do I show the front and back of each base in the post.
First we have 10 bases of 3 figure per base medium foot elements. They are likely to be used as medium foot in Hail Caesar or javelin men in Art De La Guerre. These continue into the pattern of colours and basing with all the other models.
These models have a mixture of the large and small shields, although the small are most common. These bases will be used as filler and weaker but faster fighting forces in the larger battles. As I mentioned they may also be used in other armies such as Romans, especially in DBA which use mercenary Spanish troops – where the Spanish can provide the Aux troops types.
The next set to show is the more solid 4 figure per base, Medium foot. There are 6 extra bases of these below. A little more like real battle line troops, but weaker than the heavy foot (blades), they still have a higher chance i a straight up fight. The concept is they are more numerous in most games (other than DBA) and so have a chance vs the heavier style infantry with numbers vs pure fighting power.
The last lot of figures in this post are another set of the same 4 per base medium foot. There are another 8 bases of these. So, that makes 14 new ones in this post!
I did want to have more of these than the heavy foot in the army as I think these were more common in the real Spanish forces. As always I tried hard to make sure each shield is unique across the force.
So that’s the lot for the Spanish. Now I need to do an opponent – don’t worry they are on the painting table already. However, I thought I would finish with a few shots of the full combined army in its storage box. I have been tempted to put magnets on the bottoms of the bases to keep them in metal based boxes, but I have not done that yet. Onto the next project for now.
So this last week I got an oldie but goodie (Muskets and Tomahawks) on the table with a couple of the guys. Here is a quick write up of the game. This is using my 15mm FIW collection and the sabot basing I have . These sabot bases make movement much easier and faster as well.
I’m not going to spend time on the details of the rules. However it is worth knowing that Muskets and Tomahawks uses cards for random unit (well unit type really) activation in the turn and random control of when the turn ends. The game is pretty deadly and as units are fairly small, combat and morale rolls can be massively impactful. I see this as somewhat realistic really though. I don’t believe that all people fight on to the bitter end in such small scale skirmish wars as the French Indian wars. This is reflected in this game, as as many troops can bug out as can be killed in many cases.
I played the British, who had to defend the small hamlet – four buildings. So the major aim is for them was at the end of the game no French forces could be within a few inches (I think 6 is I remember correctly) of a building. A third of my troops started off the table and needed to roll the turn or under to make them be available as reserves that turn. I left off the British Indians, their leader and a unit of British regulars. Let’s just say that most of them were not for all the game as you might expect with my die rolling…
The French forces all came in on the opposite side of the table – the top as you see these pictures in the first turn. Their objective was to scout the table. That means they have to have figures visit each 2′ square section of the table (and have them present in that area at the end of a turn). Once they had done that then get 1/3 rd of their starting force back off the table. To be honest this is a harder objective than mine, but also mine was an easier one to stop.
One of the nice things of M&T is this type of not necessarily completely opposed objectives. The scenario is randomly rolled and had a random rolled end of the game to add some interest to the game as well. I had decided to protect the building and the right corner closest to me from the French. With luck that should stop them getting an easy win and allowed me to concentrate my forces around the buildings. You also roll up for officers and their sub plot, so we did that. My regular officer had an issue with his troops and wanted the deployed line unit on the table to all die/be taken off the table at the end of the game! If they all were removed then I would get that victory condition. The light infantry officer was not having a good time of the war at all wanted to make a statement by dying in hand to hand combat with the French! <sigh> A typical odd but interesting set of sub plots in this game. We kept these sub plots secret so I knew mine but not the French ones. We did know the major victory conditions though.
The first turn had the Canadian militia and the regular French unit moved up to start to threaten my deployed British. They worked hard though to keep out of sight from the British – keeping the distance with the wheat fields and a hill between them and the British. I decided to play a waiting game myself, so did not try to close the gap either.
On the other flank the French Indians started the scouting mission, covering some of the area with the Franches de la Marine providing support and also being a threat in the center which was the other side of the village. Their officer did seems hang back a little from their advance but I did not pay a lot of attention to it.
With that the first turn ended with the French had scouted half the table, but also not threatening the village. So things were ok from my side at least. The game did end at this point, so we continued on. As typical of my luck, my reserve rolls were awful and the only support coming on was the British Indian officer. One guy vs. the all the others who I could have done with. Oh well.
Then the French decided to get aggressive. Their line unit came over the hill and sent a solid volley into my British line unit. After the smoke cleared, 3 of the British were dead. I rolled well for the reaction though, and they stayed where they were after that. A few casualties are par for the course and their officer seemed not upset at all about those casualties either…
It was not long before the British got their revenge though. The remaining 5 British troops returned fire at those French. It only caused a single casualty, but a very poor reaction roll followed by an appalling morale roll left a single Frenchman running back over the hill! We joked that it must have been a gruesome death and his mates wanted nothing similar. One thing with M&T is the reaction roles. Any result of a fall back or flight requires rolling low to avoid figures departing the battle. This can mean as in this case that a small unit is decimated not by casualties per say but by troops deciding that caution is the better part of valor today…
The Franches de la Marine saw what happened to the line and continued to move up though the woods. Their unit in the forest fired at the same British unit in revenge. The Brits could not even see them when the shots came in! I rolled very well for the reaction though (I needed too as such a surprise fire is not great for reactions) and after they fell back I still had 3 of the unit left. This is where as the officer wanted the unit destroyed and it left me a little torn. I wanted this unit dead as a sub-plot victory condition, but with my reserves not available yet, the loss of this unit would risk losing the the game, as there were still a lot of French moving aggressively towards the buildings.
On the positive side for me, the French militia now too it on themselves to move close to my light infantry. The turn order worked in my favor though and after their move so the units could see and target each other my light infantry decimated them in a great round of shooting! There was a single guy left from one unit and three in the other. The officer was also left very exposed – he would not last to the end of the game and would be shot by the British before he could retreat with his troops back into the woods.
That massive damage on the canadian militia units took a lot of pressure off the light infantry. There was a lot less chance of them causing issues on the right flank or getting to scout that area now. The problem though for the British was as the end of the turn was getting close. With that there was still a unit of the Franches de la Marine that had gone around the others and was closing in on building. This was held by my single British supporting Indian officer!
I decided to move the remains of the British line unit into one of the buildings. Also, as the main threat from the Canadian militia had dissipated I moved one of the light infantry units up to face the growing threat of the Franches de la Marine in the woods. That left the other still protecting the right flank from the remaining Canadians. The one Indian in a building had to hold 8 French at bay the next turn it seemed unless more reinforcements arrived for the British.
This is when the end of turn arrived and I rolled to see if the game ended. It would end of a 3 or less on 2D6. I did not want it to end here, with the French so close to the buildings I would not get my victory condition. The only advantage was, nether would the French, as they had still not got any figure into the bottom right quadrant to scout that. Their Indians had done a good gob of getting the remaining ones though.
But the rolls was a 3 – another great roll from me on 2D6! So the game officially ended. We listed out sub plots and as you know I had met none of mine. However, the Franches de la Marine officer had one called ‘I’m too old for this’ – meaning he moved slowly and did not add much benefit to the troops, BUT as he survived he got the minor victory! So in the end this was a minor French victory. That’s where this battle report should really end, with just 2 turns played.
However, with setup we had only played about 1.5 to 2 hours and we had likely another hour of playing available. So we decided to carry on playing and see what would happen, as if that roll had been ok. This scenario rarely last more than 4 or 5 turns, but a 2 turn game is short. So not ignoring that but playing on for another result seemed like a sensible thing to do. Especially as things looks so in the balance still.
The game continued for the next turn and of course none of my reserves were coming after I made the rolls for that. However, the Franches de la Marine continued to be aggressive and they attacked the Indian in the building and killed him with ease. So much for him holding them for a while. After that they started to move towards the last quarter they needed to scout, trying to use the building as cover. If they could get to that last quarter they could get the major victory, or at least start retreating to do it. The French casualties were growing though so that was not helping them. Unluckily for the Franches de la Marine in the buildings though they would end the turn out of range of getting to the remaining area to scout this turn.
Meanwhile, British Light Infantry and the other Franches de la Marine units had been swapping volleys. Both seems to handle the reactions and morale well but by the end of the turn they both were down minimum effective numbers (3 or 4 figures). The British Light Infantry were helped initially by the remains of the line unit and saved by their officer being close – helping them in the reaction checks. I still had the issue that I wanted units to die for victory conditions but at the same time did not have enough units on the table to be safe.
I did move the remains of the British line unit out of the building towards the Franches de la Marine. I had started to move the other light infantry towards them as well. I had a plan that getting the line infantry into hand to hand with the French might end up killing both units if I could get there giving me a major and minor victory! The light infantry were there as backup incase that did not happen.
That turn ended and things still looked in the balance, but maybe swinging in my favor due to the casualties I had inflicted. This time I did not roll for the game to end, so we started turn 5 – and it was clear that this turn would be key though. Could the Franches de la Marine near the village get to the quarter the French had not scouted – especially in the woods which would help them survive the British fire and if located there they would still be close to the buildings stopping the British winning as well.
In turn 5 I finally got the second unit of British regulars from reserve – better late than never. Yes all I needed was a 5 or lower on a D6 and I still did not get the British Indian allies on the table. However, the turn cards worked in my favor, allowing my Light infantry to move up and then shoot at the remaining 4 Franches de la Marine. Between the shot and reaction that destroyed the unit. That was even before the reserve British regulars could even come on the table. So much for those reserves. At this point we called the game as the British had their major victory condition and the French did not have troops left able to complete the scout mission. My plan to deny the French one area of the table had worked meaning they could not get their major victory condition.
So in the continued game finished with a British Victory, with the French minor sub plot succeeding. I still got nowhere close to hurting that old guy. So one victory each really in the British/French stakes.
Overall, I made a few minor mistakes with the rules but nothing that major. Everyone had fun and it was a challenging game. This was 400 its a side and I think that the way reactions and morale works it’s more fun at larger sized forces, as the luck of units ‘disappearing’ due to them is a little less impactful when you have larger forces. It allows better tactical planning as well. So likely the next game will be a 600 point game. The 15mm figs are a little small for visual effect but allow that with ease on a 6 x 4 table.
So after showing the various DBA armies which I can and have made with the Spanish I painted, it is time to show some of the remaining figures. These are extra which I have from the various purchases and will be used when using these figures for either Art de la Guerre or more likely for Hail Caesar games. The first set of figures are the extra foot Skirmishers.
The last few posts have shown that I have a decent amount of these already, That said, here are three more. They again follow the same theme with all the rest of the army and all these are slingers
I should make a quick note on the basing. I have tried to do it to be generic enough to cover lots of locations around the Mediterranean. Yes these guys are Spanish who mostly fought a defensive war against Rome and Carthage. However, they were also mercenaries with those armies and others, so I although I may change this a little, I want the colours and basing to work with other armies I plan on doing as well. So you will see the same style of basing for many of my ancient ‘Roman period’ armies.
The three light horse bases I have shown previously only somewhat cover the Light horse needed for the Spanish in the larger games. So here are another 6 bases of light horse, taking my the total have to an awkward 9.
Even at this time the Spanish were known for their light horse troops so I wanted to ensure that I had a reasonable amount available. Even at this time it seems the light horse were the typical style used though with true battle cavalry being rarer.
Again, this is also another troop which may well find themselves being used in other armies as Spanish light horse were mercenaries. The Romans for the period in most rules have Spanish horse in those army lists so there is one for certain.
Espeically for Hail Caesar having a good number of these are useful as they will allow me to recreate the mobile aspects of the Spanish Army. Even for ADLG I did need some extra light horse to make up a decent list.
Lastlyfor this post, here are 4 more Cavalry elements. Again, with the Spanish horse tradition this is an excuse to have more of these, especially for Hail Caesar games.
Cavalry were not the powerhouse of the ancient world at this time, as the stirrup had not been invented -making the possible blows and horse control a mounted man could deliver less powerful than later times. These still have a place though, as Alexander the Great showed that at the right time a cavalry charge could be devastating all the same. So, although not plentiful these should give me extra numbers of such troops in bigger games.
These figures mainly use the large shield as mentioned in some wargames rules/and background for the heavier cavalry. However, I’m not so convinced that shield size would be exclusively used by these troops. So I mixed it up a bit, as that looks more natural to me, although keeping the large shields mostly in these formed mounted elements.
You can also see the continued use of white and red in the models, but with each figure remaining unique. The force looks like a full group with a theme, but at the same time it’s clear that these guys are not uniformed and formally drilled as say the Roman army would be.
Thats it for now, that’s the extra mounted and skirmishers for the Ancient Spanish. These plus the ones shown perviously give my force a good mounted and skirmishing arm.
Every army needs a camp and as I have shown the 3 different Ancient Spanish versions it seems to make sense to create one for this latest army. At the Black Friday event of a local store last year I managed to pick up a Baueda camp pack which had been sitting on the shelf in the store for a while at a discount. This seems the perfect opportunity to use this and you can see it below.
This is actually a multiple piece kit which makes a camp bigger than the DBA size limits. I believe this will be prefect size for larger games though. You can see it separated out below and the section with the gate is the official max DBA size. That’s only if I don’t count the base ‘in front’ of the wall, so attackers units will have to jump on that base from to get to the wall in play.
I actually did not have the right size basing for this, so that is why put it on a wider base. I like the way it turned out though. For DBA v3 only the walled section will count as a camp and even then I believe that’s the biggest camp size allowed. Still it looks good and that counts for something.
The kit took paint very well and it’s cool that it is fully finished on the inside as well, showing the walkway and even steps up to that. I did have to do some trimming of the pieces to make them fit but that was not too hard.
I think it works well as a camp for the Spanish. After all, I expect them to be fighting on home turf most of the time. I purposely did the wooden fencing with a grey vs bright wood as that’s the color wood fades too over time. This seems to be something which would be created and used for a long period of time by any force.
So there we are a camp for the armies now, and I’ll be able to use this as a fortified camp in ADLG for many forces not just the Spanish of course.
Well this is the third posts on my growing Ancient Spanish force, there will be at least one more post (likely 2) on this to finish showing them all off. The Lusitanian army is the 3rd and last option for a DBA army in V3.0 of the rules. As I have enough different figures for this as well as the previous 2 armies then it only makes sense to show more completed models as this army well. I have to say that although I have the figs for this force it is one which I am unlikely to use on the tabletop. It has Hilly terrain, which is good for a Psiloi heavy army, but the large number of light troops in the force make this a tough force to play with. You can see the full army – with all options below. Note, all the figures here are new to the blog and additional to the ones shown previously.
The cavalry general and light horse are the ‘core’ items which are present in all the Spanish DBA armies. This one if no different and so they have their own general and light horse elements. Again in other rules systems these will be standard elements in part of the larger army.
The core foot in this army are 6 Psiloi elements. These are great in terrain and can be a tough for opposing heavy foot based armies to kill in the open but they are not that strong. They are fast though so have some options around that. It’s against mounted in the open that their weakness becomes all too apparent though. They make this a challenging army to control though and against say the Romans (which is who this lot fought) they have a chance. Fighting with a skirmisher heavy army in DBA needs the right opponents though. In an open play environment they tend to loose.
The next 3 elements in the army are either 3 Psiloi or Aux elements. I would take the Aux option as they give a little more punch in the force. But I have another 3 Skirmisher elements painted, so here they are below. I get to be able to show them to you if nothing else. Yes that makes 9 in total for this army!
As mentioned the Aux are the other option for those elements. The DBA Lusitanian army just has 3 but below I have 6 elements not 3. That is because I have extra ones done and I might as well show these off now. These will be good medium foot or Javelin troops in ADLG or Hail Caesar.
The last element in this DBA army is a single blade element with 4 figures, so a solid in DBA terms. Again, because I’m painting a larger force I include 6 of them here again. Any single one would be OK for the DBA army but they all will be useful in ADLG or Hail Caesar etc games. I have the figures so why not show them here. You can see all the figures have the same basing style and keep the red and white themes I have used in the previous forces.
So there we are – the figures for final DBA option in the Ancient Spanish list. There are still more to come with this force though.
This is a follow up on the previous Guardians Chronicles game blog post, as this one shows the remaining models from the game. These are the hero and the main villains. The models are not great but are so much better for being painted – even to my mediocre standards,
So first we have the four hero models. The models have obvious names – from left to right Golden Boy, Sergeant Freedom, Adam Spell and Super Nova. Typical hero stuff but heck they work. You may notice I did all their bases grey so they would stand out from the baddies on the board a little more.Then, we have the villains (boo hiss etc.) and the one companion for the Heroes to save, which are shown below. Again from left to right these are Kinoichi-chi, Kinoichi-ki, Kinoichi-noi, the big bad Doktor (their spelling) Skarov then Alison in her two forms. She is a companion that the heroes sometime have to try to save in a scenario and if they don’t then she transforms into the right most figure – a Mutated Alison – when the Doktor succeeds in his nasty experience on her.As I mentioned in the previous posts these models are not the greatest and are a little smaller than 28mm. But this was a gift from a friend so I can’t complain. I also found the color scheme for some of the models (Adam Spell especially) are not the greatest for my painting level, but heck at least they now are ready for a table top level. The figures or their painted results are not going to win any prizes, but I was more interested in getting these ready for the table than making them prefect. The quality of the models is poorer than the Zombicide ones, so I had little interest in really spending a lot of time getting them prefect.
The gallery below shows the heroes. I think this is the best way of showing them as they are not that great, but they work on the tabletop. You can click on them to see bigger versions of the pictures in desired. As I mentioned the Magician Adam Spell – the guy with a dark suite on was not an easy model to paint as the artwork for him is mostly blacks and grey which can be hard to do well on figures.
Next, I’ll show the various version Alison. I did her as a black base vs. the grey of the heroes so that they are easier to tell her apart in the game. She holds a folded US flag which was an interesting painting challenge. I think it came out ok (for my level of skill) but it’s far from good. I realized only when taking the photo’s I did the normal figure with red eyes as well… maybe she is angry at the heroes.
Lastly, the Doktor and his three cybernetic clone lieutenants. The Doktor is a typical villain pose and so was reasonable to paint. He is the big baddy in the game. The person playing the villains plays all these and the androids shown previously in the game.
Each of the Kinoichi clones has a different color hair and different abilities in the game. These cybernetic clones are quite small – more like a 15mm figures really. They are black/grey with the white masks which can make them challenging to paint. So although not perfect this paint job works for the the game models.Overall, I’m not really wonderfully happy with my paint results but, equally the models just don’t inspire me or make it easy for someone of my skills to do a lot better. So they will do ok for the game for now. Now to read the rules and see if the game was worth the painting effort
So this is really continuing to show the work on my large Ancient Spanish 15mm project. The next lot to show is a second DBA army from this group of figures. These are all new bases, no repeats from the previous post. This army is the Celtiberian list in DBA. It’s actually very similar to the previous DBA army but rather than Aux for the main combat arm it has Blades. To be honest this makes this army much better generally, with a very solid core – other than against a Warband heavy force. It’s not as maneuverable but the 4 skirmishers and the light horse provide a decent amount of that anyway. This version of the army is also has hills as their home terrain which again is IMO more useful for a defensive army, even if it has a lot of blades in it.
All these models in this post are I believe from the Forged in Battle range. The Ancient Spanish was a force I got from one of the kickstarters that they have run and overall I really like these figures.
The Psiloi – the foot skirmishers are actually a key part of this army. With the terrain for the army being hills, and an aggression of 0 this army should be defending a decent amount. So a couple of difficult hills will be on the table and these troops are suitable for fighting in that terrain. The Psiloi can be used defensively in such terrain but they can also go on the offense for getting on flanks and fighting in the hills. All these are slingers this time in this list.
The mounted arm of the force are next – the general and light horse elements. The general’s element can be used as a normal cavalry base in larger force, but is general in this DBA army. These are the mobile strike force and allow some mobile counter punching strength in the force. Using the general in this manner can be risky but is a good use for them. When playing DBA though it’s a technique which has to be used with caution though as with only 2 elements you only have so many options. I usually end up using these more defensively though in DBA.
Next we have the heavy infantry. These are blades in DBA and there are 6 elements of them. This makes a good backbone for the army and is ‘as good as it gets’ for a western foot based army really. They can stand up to the Roman’s or any other armies that they may face to face. As I mentioned, it is really just warband armies which are a concern for these units, and in those cases they will be used carefully. Blades can win vs war bands but it’s not so certain. It’s these that make this a strong army to my view. With the hills for the flanks and the small mobile force shown above it makes this DBA army very flexible and useful.
You can see these are irregular – each shield is different and although I tried to keep their tunics all fairly light there are various different colors and tones. I know the shield and the results are far from professional level but I will make a reminder that these are 15mm so they are reasonable to my mind.
Finally, in this post I include the command bases for Art de La Guerre. The 4 bases bellow should be good for use in such games. These follow the same colours as the other elements in the force and thus work with them all. They are on 40mm round bases to differentiate them from combat bases.
I like how these are little diorama’s and have done them so they have a little character. It’s funny I have yet to play ADLG but at present I have got back into painting 15mm figs these command bases are one of the reasons for that. A couple of these figures are not from the Forged in Battle range and came from other sources.
So there we are. Another DBA army shown from my growing Ancient Spanish collection.