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Saturday 29 August 2020

Sword & Spear Second Edition Review

Sword & Spear Second Edition Review  

1000 point each side, deployed. photo DSC00857_zpsarxdfw2k.jpg 

 

 I used to play a lot of ancient & Medieval back in the day with WRG 6th edition rules, then fast play DBA and then DBM arrived and became the standard set of go to rules, with extensive army lists covering every conceivable army that marched to war. Then DBMM came out and no one played it at the club, although we stuck with DBM, new comers felt DBM chess like and complicated jargon within the rule book. 

A few of us attempted Tactica, which was a good stop gap, but eventually ancient & medieval became a pretty much unplayed period at the Club. Then Warhammer Historical came about and released Hail Caesar, then others followed, all trying to get the ultimate rule set. Gipping Beast introduced Saga as a Skirmish/ Small unit set, and have recently brought out Swordpoint. We found a Kings of War Historical set on the web, we tried them and thought these would work for us. 

Then, about four year ago, Mac introduced me to a set called Sword & Spear, so, I looked them up and purchased a set. And the rest as they say is history! 

Now with it’s much better written second edition, with army lists downloadable from the S&S website, a Forum and Face Book page for any questions, etc, I have enjoyed the rules immensely. These will be good for competition play, as it would enable different armies from differing epochs to fight as they class troops simply.eg Heavy Foot with Armour and Spear. 

 http://polkovnik.moonfruit.com/sword-spear/4583102656 

The rule book is forty eight pages, with twenty nine pages covering the rules, with FAQ pages and nine popular armies. With lots of explanations and diagrams of various situations. The rules are broken down to concise easy to find sections, from the set of the battlefield right through to some scenarios. It has a very good index for looking thing up, when a query arises. 

S & S can be used with any basing sizes as the combats see units fighting Offset. The rules also use DU’s which are Distance Units, and are used for shooting moving and command radius, and is 1 DU is equivalent to half the width of the frontage of a base. Although, if you use differing base frontages, as I do, then decide what your DU will be. My 28mm DU is 60mm and my 15mm is 40mm (15mm armies are based as DBM).

 Each Army requires commanders and they can have a general and captains, at differing points costs, which both do the same thing in reducing the Discipline of units, when attached, which in turn makes it easier for the unit to do things. The General has a command radius of 8 DU, and the Captains 4 DU. 

The units are very generic, with extra traits dependant on type, so Knights, Bow armed Cavalry are all classed as Cavalry, but the knights have an impact ability and the Bow armed Cavalry have a shoot ability. The army builders point up the army for you and a normal evening game would be approx. 400 – 600 points, but I would suggest smaller games of 300 – 400 points to get used to the rules. 

The Stat line is broken down thus, Type, Discipline, Strength, Protection, Missile, Other. 

Type – All mounted is Cavalry, except Light Cavalry, Heavy, Medium and Light foot, Elephants and Artillery. 

 Discipline – The units Morale status from 3 (good Quality) to 6 (levy). This can be adjusted by commanders. The better the Discipline (lower number), the easier to manoeuvre. 

 Strength – This is your fighting quality (how many dice you roll for shooting, defending from shooting, Melee and most importantly, how many kills the units takes before routing. 

Protection – This allows the player to adjust combat dice, dependant on level of protection or lack of it. 

Missile – If unit has a shooting capability, this tells you, with what, Javelins, Bow, etc. 

Other – This is normally an ability, like Impact (for knights) 

At the pre-game set up you both roll for terrain. This done with players choosing and placing terrain pieces determined by dice rolling. Then you “Scout” each others army by secretly taking dice from your army dice pool and adding it to your Light Horse. Whoever loses deploys first! 

The game is normally six turns long and each turn is broken down into phases controlled by the dice. Each player has a different colour and each unit has a dice in the bag. Each phase is played by drawing dice from a bag and for a normal game seven dice are drawn, the player that has the most dice drawn this phase, is the aggressor this phase. He then rolls his dice and assigns them to his units he wishes to activate and the number on the dice must equal or beat the unit’s discipline. The lower the discipline the better quality the unit. Once dice are allocated the other player then rolls his dice and allocates them next to his units he wants to activate. A unit cannot be activated unless a dice has been placed with the unit. 

 EG: Mac takes 7 dice from the bag, 4 red (Mac’s colour) and 3 white. The red dice is the aggressor this phase. Mac rolls his 4 dice, rolling 5,5,2,1 (I know, Mac only rolling one 1!). The 1 cannot be used and is placed in a unused dice pile and goes back into the bag when all the dice are collected at the end of turn. The 2 can be used to move his knights straight forward as the general is attached to the unit, Discipline 3 minus 1 (gen Attached). The 5 he could place with any unit of discipline 3 or above or he could put both 5s with one unit to give that unit a bonus (see below), or a natural 6 will also give a bonus. The opponent then rolls his dice 6,5,4 and places his dice next to his units he wishes to activate. Whoever gets the most dice will be the aggressor for that phase, even if they assign less dice than the opponent. Once all units have done everything and the phase completed, all dice are turned to show 1. These units cannot receive dice in further phases of the turn. 

 Bonus dice to units: 

                                    1 Distance Unit (known as DU) 

                                    1 Shooting DU extra (Distance)

                                    1 Extra dice in shooting or melee 

 These bonuses are a nice touch as you can stay out of normal charge or shooting range until the opponent puts one or more bonus dice with a unit. 

Dice assigned to units.photo DSC00871_zpsoo60g1th.jpg 

Once all dice are assigned for this phase, the lowest assigned dice goes first. From the example, Mac would move his knights (2) up. If dice for both armies are the same, (5 in this example), the side who are the aggressor this phase goes first. To charge or manoeuvre (anything other than straight ahead) or move & Shoot you would need 1 more than your Discipline. All distances are measured in DU (distance units) which is half the unit’s frontage. With this type of DU, you can play the rules in any scale. Each unit does all its requirements before moving on to the next unit. ie: move, move and shoot, charge and melee. 

Shooting and melee use the same dice mechanics. Shooting is done by measuring the DU between the shooter and target and is straight ahead. Take shooters strength (normally 3 or 2), this is the amount of dice you roll against the opponent’s strength. Any adjustments are made (if the target is armoured, it can adjust one of the shooters dice by one spot). The dice are now paired off, any of the shooter’s dice which double the target’s dice cause a kill and any that are higher but not double, cause a discipline test, which needs to be equal or above targets Discipline stat. 

EG: My Archers, Strength 3, move and shoot at Mac’s heavy foot, so lose one dice for moving. I roll two dice 6,4 and Mac rolls four dice (strength of heavy foot is 4), 5,1,1,1. Paired off the 6 can be adjusted down to 5, as Mac’s Heavy Foot is armoured. Even if Mac adjusted my 4 to a 3 it would still double his 1 so Mac will take one kill. 

When a unit charges into contact with enemy, it contacts, then slides, so that the centre figure is touching a corner (this is done to stop the corner to corner contacts and only allows two units to contact a unit’s frontage), or as near as possible. 

Melee uses various dice: 

                           1 – Unit Strength in dice (strength 3 uses 3 dice)                                     

                           2 – Impetus. This means it has a dice assigned to it this phase. (most units receive an     extra dice, Fresh Cavalry, Elephants and fresh Large units of foot get 2) 

                            3 – An extra dice for each of the following, extra friends in contact with enemy, in the flank of the enemy, doubles, a D6, etc. 

 You could roll anything from two dice up to eight or nine, dependant on the above factors. Both players work out how many dice they need, both roll, and the highest four dice from each player become the combat dice. Pair these off against your opponent’s and then both adjust your opponent’s dice by 1 if you are armoured or 2 if heavy armoured (these dice can only be used to negate the opponent’s combat dice, ie: draw combat). You can though, add 1 to one of your dice if opponent is unarmoured, to win a combat.

 EG: Mac’s heavy armoured foot charge my unarmoured archers, both have dice assigned to them, Mac’s Heavy foot have a two 5s and my archers have a 6. The Heavy Foot are Strength 4 (4 dice) plus 1 dice as they have impetus (which means a dice is assigned to them) and 1 more dice as they have a double, totalling six combat dice. The archers are Strength 3 (3 dice) plus 1 dice as they have impetus (which means a dice is assigned to them) and 1 more dice as they have a six, totalling five combat dice. These dice are rolled by each player and top four are paired off. Heavy Foot highest four dice are, 6, 5, 5, 4 and the Archers highest four dice are 6, 6, 3, 3. The first two 6s are negated, the archers second 6 is reduced to a 5 by the Heavy Foot being armoured, so negates those. The archers are unarmoured (LP-Lacking Protection) so, the Heavy Foot can ADD 1 to one of his dice, so the Heavy Foot’s third dice is a 5 and by making this a 6 doubles the archers 3 and creates a kill. The Heavy Foot’s last dice is higher than the Archers last dice, so the archers must take a discipline test their discipline is 4, they roll a 3, which is a fail and they take another kill. The Archers receive two kills in this round of combat. 

 photo DSC00881_zpsylo4wtfi.jpg 

 When units get whittled down and receive kills to the value of their Strength, they rout and are removed from play. All units within 1 DU either side and their movement DU to the rear take a discipline test, receiving kills on failure. Commanders also have a chance of dying in combat, when all the opponents dice beat all the unit’s dice that he is attached to on a roll of a 6 (5 or 6 if cavalry). If this happens, all units test within the commanders command radius (4 DU for Captains and 8 DU for a General). 

All the assigned dice are now turned to show 1. This is done to show the unit has been activated in a previous phase. Then commanders are moved if required. 

There are two ways to lose your “kills”. The first and most common way is with a commander attached to a unit and in the “clean up” end phase of the turn. Take the units strength add kills and then subtract the commanders influence (-1), take a discipline test if the dice is equal or greater than the total, remove a kill. EG: The archers have two kills and a commander is moved to that unit. Strength of unit is 3 plus 2 kills total five and the commanders influence reduces total required to a 4. A roll of 4 plus is required to remove one kill. 

The other way is to assign a dice equal or greater than the unit’s strength and kills and do nothing for the whole phase and then the unit loses one kill. A 6 will always lose a kill if kills and strength are greater than 6. 

When the army reaches a demoralization point, normally a third of army points, then each unit takes a discipline test, taking a kill on failure. The army will break when it reaches half its army points. 

After a few plays I found the play sheet was not required. Most who play the rules have their reservations about them, but once played are normally hooked by them. The fantasy version is the same with magic (Shooting) and monsters added to the base set of rules.

Battle in full swing. photo DSC06764_zpsncaldv0n.jpg

15mm Peninsular War British/ Portuguese vs French- Shako II

 The French Army of Spain are in retreat and an Allied force has caught their rear guard covering the entrance to a narrow valley with the main French army trapped if the Allies can reach it quickly. 

 The Allies plan is to push up one of it's Portuguese Divisions and pin the French's left while the British 1st Division push for the valley, whilst the British 2nd Division will attempt to outflank the French's right The Portuguese Reserve Division would follow the British 1st Div up the valley, when it arrives on turn 2 (We diced for where it arrived along our table edge). 

The French plan was to stop the Allies reaching the valley entrance by pushing up along their entire line and hope night falls (or the club has to close!)

All figures are from my collection, and are a mix of manufacturers.

The British/ Portuguese initiative dice were woeful and the French got the drop on us for the entire game! Written orders were issued at the beginning of the game and were questioned as the game progressed.

 Turn 1: The French pushed up their entire line and the Portuguese 2nd Division moved up, as did the British.

 photo DSC02783_zpsaatouto5.jpg 

urn 2: The French won all the initiative dice, and were making it difficult for the Allies to manouver. The arrival of the Reserve Division was not favourable either, and was right into the fray! Allies Right flank, two Portuguese Divisions (3rd Div & Reserve Div). The Division on the left of the picture just marched on and was supposed to be our reserve! The French Dragoons Charge the Artillery and run it down after having it fire and miss! 

 photo DSC02779_zpscrzi1rm6.jpg 

 3rd Portuguese Division, showing their initiative dice!

 photo DSC02780_zpsscmagowf.jpg 

 British Central Division (1st Div), made up of 2 Guards Battalions, 3 Scottish Elite Battalions. 2 Line Battalions and a Light Battalion. 3 skirmish units to their front. The French got to the farm and the cover of the stone walls

 photo DSC02781_zpsidwswizu.jpg 

British Left Flank, 5 Line, 1 light, Heavy Dragoons and a hussar Regt., move up but are mirrored by the French Cavalry

.photo DSC02782_zpsx6y7eyzk.jpg 

French Centre moving up to occupy one of the objectives photo DSC02784_zpslc5bel5q.jpg 

The Portuguese (3rd Div) occupy one of the objectives, having now lost the Artillery and an Infantry Battalion from the first French Dragoon Charge, and now the second French Dragoon Regt. cause chaos within the Allies ranks. The Dragoons had no where to go now but had taken 2 kills and became staggered s one of the Portuguese battalions stood firm! The Allies Reserve Division, now completely on their own and was only 4 battalions big, so could not afford to lose any of it's units. photo DSC02785_zpswqu8albg.jpg 

The mayhem of the two French Dragoons units have caused. photo DSC02786_zpsijmzk3td.jpg 

The centers clash, with the British getting the better of the melees (note the initiative dice). photo DSC02787_zpsps6qdgbk.jpg 

The British left flank lost both it's cavalry unit, both killed outright by very poor British melee and very good French dice, but the so did the French, as they were chasing the retreating British Cavalry. photo DSC02788_zps3k0ijb0f.jpg 

 

And there they are.....Bonjour!

 photo DSC02789_zpsvgrjwmu5.jpg 

 The Allies were just starting to get a foothold in the center, but the lack of Cavalry now made the task very hard to achieve anything, as the French were now in the allies rear, and believe or not all the French Cavalry were still within command next turn as the French pressed the Flanks of the Cavalry less Allies. The allies would not achieve their objective as the French could see what was afoot and recalled units and rewrote orders to secure the center and force the Allies back off table.

Saturday 22 August 2020

La Haye Saint- 2 in 1

2 in 1, I hear you say? Destroyed and complete, here's how. You need two La Haye Saints, this is the good old Airfix 1/72nd model from the 70's The base is hard board, and the central paved area is wall paper sample from B&Q (Free). I made the internal damaged walls smaller internally than the shell that will go over it. Make sure before glueing in place (tack with hot glue gun with roof off). photo DSC00782.jpg 

photo DSC00771.jpg photo DSC00770.jpg 

The destroyed parts finished inside the complete shellphoto DSC00777.jpg 

With the outer shell in place

photo DSC00768.jpg

photo DSC00775.jpg 

  photo DSC00798.jpg 

The extended wall on the model had to be made thicker,by using two of the walls stuck together to make a shell,so the ruined wall could not be seen photo DSC00772.jpg

photo LHS3.jpg 

 

 Sand and grit added to courtyard

 photo DSC00782.jpg 

All painted, the finshed project:

The Germans arrive. Zis iz your billet Herr Major.photo DSC00800.jpg 

 "Check out ze buildings men" 

 photo DSC00801.jpg 

 "und ze garten, any zourkraut?" 

 photo DSC00802.jpg 

Allied Aerial observer see whats moving about. photo DSC00803.jpg 

Two Regiments of 25pdrs later

photo DSC00804.jpg

  photo DSC00805.jpg 

I still have 2 unmade complete models to "play" with.

Sunday 16 August 2020

28mm Saxon Army

At our AGM last year I won a Saxon starter Army from Warlord Games. Not the best sculpts by any means, but for free, then fine. I had some metal metals from Wargames Foundry, Perrys and Gripping Beast and added some of the lovely Victrix Anglo/ Danes to up the numbers to a decent sized army for Sword & Spear rules. 

 photo DSC04765_zpsx63ysdws.jpg 

Some Ancient Cavalry that would receive some head swaps. photo DSC04769_zpsnprl0nhi.jpg 

Some Archers from Conquest games 

photo DSC04770_zpsievl5d6c.jpg 

Anglo Danes from Victrix 

photo Phase 2 Victrix 1_zpstutloxlw.jpg photo Phase 2 Victrix 4_zps5tcxr75u.jpg 

Some units were getting steel spears

 photo DSC04775_zps40yld5hr.jpg 

 The sprues were washed and then cut from sprue and kept in this boxed. I cut enough to make one unit at a time (20 figs) 

photo DSC04784_zpsnyenizvh.jpg 

Did some kit bashing too. 

photo Phase 2 Victrix 14_zpseuoxfh1n.jpg 

Victrix straight from sprue 

photo Phase 2 Victrix 16_zps3qoymsrm.jpg 

 First unit made. 

photo Phase 3 1st unit 1_zpsihrdespn.jpg 

2nd unit, using steel spears

 photo Phase 4 2nd unit 1_zpsdw9tgs4s.jpg 

Block painted each unit, then used coloured washes

 photo DSC05064_zpsxdi7stzz.jpg 

Washes

 photo DSC05066_zps35kqamom.jpg 

3 months of building and painting later. Completed Army 

 photo Army Complete 1_zps079gn5ni.jpg 

General & 2 sub Generals (Captains)

 photo Army Complete 2_zpstue8lg5j.jpg 

Javelin & Bow Light Foot. Skirmish Javelin unit (Kit bashed from Conquest Archers Torsos and Warlord Games bits & arms) 

 photo Army Complete 3_zpse2r8bidd.jpg 

Skirmish Bow can also have five extra figures to make an Archer unit

 photo Phase 19 4_zpsaqnua8qg.jpg 

Armoured Thegns 

 photo Army Complete 4_zpsz8ph7hfn.jpg photo Army Complete 5_zpsbvldfveh.jpg 

Fyrd 

photo Army Complete 6_zps7we263xy.jpg photo Army Complete 7_zpse6pgxwnd.jpg 

and Cavalry 

photo Army Complete 8_zpsapngtgdo.jpg 

More Fyrd

 photo Army Complete 9_zpsnoytxtgl.jpg 

Slingers

 photo Phase 22_zpsm9ww2ft6.jpg