Wednesday, March 2, 2022

Back to the "old place" for Old West Miniatures

    The balcony of Andy's MDF Saloon was where Mike W's "Gamblers" set up to gun down all comers
It had been awhile since we did miniatures gaming on Sunday night at our regular spot (which I call Wallace's Brewpub). With Covid dialing down, host Mike W felt good about us gaming in persons again at his place. His basement is spacious, well-lit and includes two of his home brews on tap -- so, I missed gaming there for more reasons than the camaraderie! 

    Joel's gang set up a couple doors down from the saloon in Andy's Old Western town
The game for the night was Old West miniatures, run by Andy S. He's been collecting buildings for 28mm Old West and has a good selection of miniatures already painted up. We kind of nudged him into running a bit earlier than he was planning. Keith promised he'd bring along terrain to supplement what Andy had so far, so the slight arm twist worked. Andy set up a very intro level scenario with each of us controlling three figures from a faction -- townsfolk, in my case. Mike W played the Gamblers (or as Joel called them, the professional assassins!), and Mike S the Ranchers. Now that I am writing my report, I don't remember what Joel and Keith's factions were called! Andy had given figures the weapons the miniature had cast on and a skill for one or two of the miniatures in the faction. Everyone was basically equal, though.

    The last mistake Mike S's Rancher made was peeking around the door to shoot at the Gamblers!
We talked about it and decided to have Andy secretly write who each faction had a score to settle with. Two of the other four opponents were written on your roster, and my Townsfolk were supposed to go after Mike S's Ranchers and Mike W's Gamblers. This didn't necessarily mean they were out to get me, though. We had no idea who was gunning for who. In the end, the only other faction I ended up shooting at was Keith's because it seemed obvious to me that he was coming after me. Mike S's faction wasn't deployed far from mine, but he went out of the other entrance of the barn onto the main street, fairly far away from Ma, Pa, and Jeb's house my figures were deployed in (I felt I had to name them!).

    Another dead Rancher - this one the lone figure killed by accumulating three wounds
The main street was the location of the Swingle Saloon (yes, Andy had the MDF sign made for him!). Upstairs, the Gamblers were deployed and immediately stepped out onto the balcony and began blazing away at Mike S's Ranchers. Mike earned his "assassin" nickname honestly, quickly taking out two of Mike S's figures. Andy was running Fistful of Lead rules, which are a fast, beer and pretzels set. When you hit an opponent's figure with a shot, you roll another 1d10. On a 1-5, you pin the enemy (which they have to roll to recover from on their turn). On a 6-8 you wound them (three wounds and you're dead). On a 9-10, they're killed immediately. Want to guess what Mike W was rolling a LOT of...??

    Jeb peers around the family home sensing trouble as furtive shapes are seen moving his way
I thought the rules worked out well, but I was a little bothered by the high amount of insta-kills that we had. What's the point of having a rules mechanic where you take three wounds if all but one of the figures gunned down were killed by a roll of 9-10? I think the rules show good potential for a quick skirmish, but I was a tad concerned whether this was a die rolling anomaly for the evening or how most games of Fistful of Lead progress. Ever the wiseacre, Keith replied to my comment that it was an anomaly, kind of like the way I roll dice but in reverse!

    Poor Ma...she spent the entire game dashing around trying to draw a bead on someone but never did
On my turns, I sent Jeb and Ma to sneak alongside or through the buildings to get an eyeball on the action in the main street. By the time we got close, most of the Ranchers lay bleeding in the street and the Gamblers had pulled back inside the building from the balcony. Two of Keith's figures were headed my way, so I pulled Jeb back to help Pa. Pa was my "Deadeye," but I think Andy meant to write "cross-eyed." As Keith had mentioned, my die rolling was poor and Pa's shots were going alarmingly awry. Keith felt so confident that he could rush up on Walleye Vision Pa that he ran right up to the first story window of Pa's house. Pa dashed downstairs (without falling) and blazed away through the window (pronounced "winnder"). To everyone's shock, Keith's gunfighter fell dead. I theorized that the distortion of the window pane meant Pa hit where he wasn't aiming and actually nailed the guy. With an "immediate kill," of course, as the theme was for the night.

    "Walleye Vision" Pa finally hits something -- one of Keith's gunfighters through the window
That was most of my action. Ma was having a hard time getting into position to take a shot and ended up never firing the entire game. Jeb fired once and missed -- proving that he was his father's son. In other action, Keith traded gunfire with Joel for most of the evening with (I believe) each losing one. Keith had deployed in the Gentleman's Club, and we assumed when his remaining guy withdrew from the fight, it was actually his "turn." He put away his pistol and pulled out his...well, you can figure out where our banter was headed.

    Another look at "Swingle's Saloon" as the action unfolds, and guns begin to blaze away
I think everyone enjoyed the game. It was great to be back together pushing minis across the tabletop and rolling dice. I can normally take or leave Western games (not my favorite type of movie either), but Fistful of Lead is quick and simple. I like that there is enough chrome to customize figures and give them some personality. I will probably end up buying the PDF from Wargame Vault, just so I can tinker with them, too. I have been wanting to find something to play some beer and pretzels Pulp style games with, and these may work. We'll see. Hopefully, we will also see if the immediate kills were an anomaly or if that is indeed how the rules play out. It would be easy enough to adjust the rolls down to 6-9 is wounded, and only a 10 is a kill.

    These were the rules we used for the evening and they provided a fun, fast game
In the meantime, it gives me fresh incentive to work some more on my post-Apocalyptic rules. I even came home Sunday night and fished through my drawer of unpainted lead and pull out the figures for the next faction I plan to paint up. So, maybe look for those soon on here, along with another batch of Saga Mongol cavalry that is nearing completion!

Tuesday, February 8, 2022

Picts Outmaneuver Vikings in Battle of Heroes

 

    My Picts and loaned-out Vikings clash in Battle of Heroes at our February Saga Game Day
We had a light turnout -- only six players -- for our February Saga Game Day at the Guardtower East in Columbus, OH. It was so light that we decided to postpone the next turn of the Strongholds & Realms campaign and just play one-off games. Mike K had messaged to say he would be running late, so I volunteered to wait on him and let the other four get started. Bob B and his Age of Invasions Romans matched up against Mike S and his brand new Avar army. They were playing Battle of Heroes. Dave E also ran AOI Romans against Jenny T's Vikings. They also decided to play Battle of Heroes. In fact, all three games that we played this month were that scenario from Book of Battles. Doubtless, all three were different with the random aspect of Terrain, Deployment, Victory Conditions, Special Rules, etc.!

When Mike arrived (6 players -- three Mikes!), I loaned him my Viking army and we got set up. He had not played Saga since October, so I tried to help him through selecting his army and terrain set up. Mike went with my standard Viking army -- warlord, two units of 6 hearthguard, two units of 8 warriors, and one unit of 12 levy archers. I explained that he'd be facing my terrain-dependent, Pictish army of three units of levy (one javelin, one bow, and one of my brand new crossbowmen) and three units of ordinary foot warriors. He won the roll to be first player and I talked him through the choices available in Battle of Heroes. He chose Terrain and Special Rules, hoping to limit my terrain and missile power.

    Picts & Vikings deploy fighting across the width of the table in the special rules for Battle of Heroes
Things didn't work out as well as he might have hoped on terrain placement. I still got a large forest in the center of the board, a small one on the left, and he placed a marsh in his left rear. I placed one final seet of fields before the die roll said we were done with terrain. However, Mike caught a small break with the Refused Flank setup, which shifted board 90 degrees and had us fighting with the short edges as our baselines. This took my woods out of easy reach and left me with only the marsh and fields on my side of the table. Our victory condition rule was "Target," which allowed us to nominate an enemy unit after deployment that would count as bonus points for killing those figures. He chose my levy bow, while I chose one of his 6-man hearthguard units. Since each figure counted as double for Massacre Points, I figured one point doubled to two would give the most bang for the buck, so to speak.

We are also using "Night Fight," which meant any unit without another friendly unit within Short at the start of the player's turn would receive a fatigue. I deployed my levy as far forward as I could so we could be fighting around the large woods as quickly as possible to take advantage of our special abilities on the Pictish battle board. Deployed about a Medium back from the levy was the second line of three warrior units. I planned to shoot, shoot, and shoot again at the Vikings as they advanced. If any charged and pushed back my levy units, I would counter-attack with my warriors.

    Pict crossbow and javelin men veer left around the woods to get a clear shot at the Vikings
On Turn 1, I sent my crossbowmen, who had been in the center opposite the large woods, to the left. They and the javelin levy advanced as far as they could with one move, hoping on the next turn to get a shot at the hearthguard unit we'd picked as our Target. The bowmen, knowing they had a bullseye painted on their chest, scooted to their left to shelter behind the woods. They loosed a volley on the first turn killing one of the Viking archers. That would be the sole contribution of those two units to the entire battle, as it turned out!

    Little happened on the right flank, as my warriors held back and the bowmen sheltered behind trees
The action looked like it would take place on my left, as I'd hoped. Mike bravely advanced his hearthguard that I'd targeted alongside a warrior unit and the warlord. I had made sure my levy ended slightly more than a Long away, so he would have had to use three movement activations to charge them, so was unable to do so. On our half of turn two, I loaded up more Saga dice in my Levy Activations slot than I ever had before -- 4 dice! Both my crossbow and javelin levy fired twice (the crossbowmen having to sandwich the shots with a move partially into the woods, as per the Saga rules). With 27 shooting dice we managed to kill only three of the six hearthguard. Our rolls, especially considering the +1 for crossbow, were quite poor and his saves were spectacular until the final shot.

    Crossbow bolts and javelins flew to try to cut down his hearthguard, but the dice said otherwise
Still, three hearthguard are nothing to sneeze at and they charged into the levy javelinmen, killing eight of them and hurling them backwards. Mike had loaded up his battle board abilities to augment the charge, more than compensating for our Feint ability, which allowed the levy to save on 4-6 on 1d6. What's worse, is we didn't kill a single figure with 8 attack rolls. Dice were definitely NOT going our way, early on! He advanced his warriors to attempt to screen his hearthguard from my retaliatory shooting. However, the crossbowmen moved up further along the woods edge and fired a shot into them, killing two this time and bringing our targeted unit down to one figure. That was better! We followed this up with a warrior charge into the screening unit of Viking warriors. The Norsemen closed ranks, and did a great job saving against our hits. We each took two hits, which meant my warriors fell back.

    Pictish and Viking warriors clash, Celt against Norseman, and fight to a draw
At this point, Mike began to get a little nervous about his warlord's position commanding a dwindling flanking force. He moved him back behind the woods to join the other hearthguard unit, who began to march into the woods towards the crossbowmen, but couldn't reach them. On the Pictish half of the turn, we shot down the sole survivor of our targeted unit, then the crossbowmen beat feet by playing Scouts. I used this Long move to withdraw them out of the woods. Meanwhile, a fresh unit of warriors charged in and massacred the remaining Viking warriors on the left flank. At this point, I knew the game was won on points. I invoked the end of game special rule, which allowed either player after four turns to call a premature end to the game, with their opponent getting only one turn. 

    The Picts pour in more reinforcements against the Viking thrust and begin to wear it down
Mike gamely sent his hearthguard forward to charge into my victorious warrior unit, cutting down more than half of them. His archers lobbed their first shot of the game, but caused no casualties. When counting up the points, the Picts were clearly ahead, 19-8. In retrospect, I pointed out he probably should have played Odin at least once or twice in this game. It is the Viking's best defense against shooting, and though he had it queued up towards the end of the game, he never played it. Exhausting one of my shooting units would have been a big benefit to him -- especially if he followed up on his half of the turn with a charge into those exhausted levy! I really liked the addition of the crossbowmen to the army. Being able to hit hearthguard on 4-6 is nice, and adds another threat to the Pictish arsenal. 

   The Viking warriors and hearthguard eliminated, the Picts begin to pull back, confident of victory
In the other games, it was Rome victorious. Bob chased the Avars off of the board, demolishing them 32-12. Dave was also victorious, with his 8-man hearthguard unit leading the way to a 23-14 victory over Jenny. As a recap, the games were:

  • Bob B's Romans (AOI) defeated Mike S's Avars in Battle of Heroes, 32-12
  • Dave E's Romans (AOI) defeated Jenny T's Vikings in Battle of Heroes, 23-14
  • Mike D's Picts defeated Mike K's Vikings in Battle of Heroes, 19-8

    There was one last Viking charge made, but it could do little to stem the tide of the Norse defeat
In a couple weeks, we have a double bill of Saga here in Ohio (see our Saga Ohio Facebook page). On Saturday, Feb. 19, there will be a Saga Tournament at Battle at the Crossroads convention in Cambridge, OH. The next day, Adrian will be hosting a Saga Game Day at the Dragons Guildhall in Beavercreek, OH. Unfortunately for me, I will be busy both days with my student Model United Nations club, so won't get to attend either. Hopefully, others can make it and both days will be a success!

Thursday, February 3, 2022

Pictish Crossbowmen for my Saga army

    My final addition to my Pictish Saga army - 12 levy crossbowmen from Gripping Beast
I had been using my 28mm Pictish figures as Scots for quite some time before the new Saga: Age of Invasions book came out. Its appropriate, as the medieval Scots were an amalgam of the Pictish kingdoms and the immigrant Scots kingdom of Dal Riata. Together, they formed Alba, or Dark Age and medieval Scotland, which is the period the Age of Vikings book covers. Naturally, when Age of Invasions came out, I was interested in trying out the retooled Pictish battle board. I had never played the other one, content to wait for the new one I'd heard was on the way.

    There were four poses in the 12 figures, but with the tartan and checkers, they look varied enough
Troop-wise, the one thing I needed to get to really take advantage of the new list was a unit of Levy crossbowmen. There is both archeological and pictoral (no pun intended) evidence of the Picts utilizing an early crossbow. The weapon is effective in the Saga rules, and would be a great option to add when selecting my army. Previously, when fielding levies for the Picts, I was using bow or javelin-armed troops. My plan now that I have this batch painted is to field one of each weapon type.

    The checkers and tartans I 'painted' with Micron pens, while the other patterns were done by brush
I got the figures from Gripping Beast. Last summer, I had entered 8 Mongol cavalry figures in the Saga Thorsday painting contest. I was the "random" winner -- not the entry they chose as best painted, but one they picked as a consolation prize, of sorts. I held off for a couple months ordering anything, and Andy from Gripping Beast was patient and said take my time. Once Age of Invasions came out and I got a chance to play the Picts, I knew that was what I wanted. So, I ordered it, and they shipped it quickly from England.

    I found it easier to draw the lines of the tartans with the pens than I have in the past with a brush
The Gripping Beast Pictish crossbowmen are cleanly cast, and consist of four poses. That means there is a repeat of three of each pose in my unit of 12. That's not a problem because I planned on painting them up in a variety of colors, each with their individual tartan, checkered, or cloak pattern. After painting up my previous batch of miniatures (Mongol cavalry), these seemed to go SO fast. There is a minimum of equipment on these -- cloak, tunic, belt, quiver for their crossbow bolts, and the crossbow. I decided that I wanted to keep the cloak colors on a woodland scheme -- contemporary accounts say the Picts were great at concealment and hiding in ambush. So, no really bright colors. I also went with dun to light brown tunic, undecorated. And I decided to use my Micron pens to do the lines and checkers for figures who had a tartan or checker pattern. I wasn't sure how it'd work out, but I was VERY happy with how they ended up looking. These are better than my more recent attempts at checkers or tartans with a brush, by far. The ink in the pens should probably be left to dry on the figures for a couple days before doing a wash over them. I had one that ran a little bit when I washed it the next day.

    This pack of six Micron pens cost about $20 at Hobby Lobby
I also decided to put some flower flocking on the bases, like I did with my Carolingian army. I figured it would make differentiating the crossbowmen from the archers easier when I was pulling miniatures out of the box. Finally, I painted them up in two batches of six. Hope you like how they came out -- I know I did!

Monday, January 24, 2022

Mongol Cavalry - 2nd Batch Completed After Long Gap!

    Another troop of Mongol cavalry gallops out from the steppes to raid their neighbors - 28mm Curteys
It was midsummer when I painted my first batch of Mongol cavalry. Now, snow covers the ground and I am just finishing the second batch. I know that painting mounted troops takes longer than foot, but this was ridiculous! To be honest, I have not spent the last six months on these figures. Rather, the Mongols were pushed to the back burner and I didn't begin my second batch till a couple weeks ago. The intervening time was spent painting figures and terrain I would need to host the Saga tournament at Advance the Colors 2021, as well as some demons for Reign in Hell, and a couple batches of post-Apocalyptic miniatures.

    I tried a new method of painting the robe patterns on these miniatures - color Micron pens!
One of the things I like about these 28mm Curteys miniatures is that there is so much variety in poses. I'd ordered a good number of packs when I bought the figures for the army from 1st Corps. So, it was fun to pull out the previous eight that I had painted and look through the packs and pick out the miniatures that I wanted to paint. I like to mix in a pack of four horse archers with one of the many command packs they produce. This gives not only a nice variety in poses, but also in weaponry. After painting this batch, I am definitely making a change for the rest of the army, though. Eight mounted 28mm miniatures is simply too big of a batch for my tastes. I prefer painting in smaller groups of figures. I don't know whether it is because I get bored doing that mean reins, saddle straps, etc., all at once, or if I like to progress more quickly. Either way, the biggest batch I'll do from this point is five or six.

    Lots of patterns to do on these figs - from the dappling on the horses, to the robes, quivers & shields
Another change I'm going to make is chocking up something I was trying with this army up to a failed experiment. After cleaning the flash from the figures and gluing on any shields, I used white glue to attach the rider to a wooden peg. In the past, I would epoxy the riders to the mounts before priming and painting. However, while painting the Carolingians, I got annoyed by how hard it was to get in behind the shield of the rider. So, this would allow me to turn the figure to any angle necessary, I thought. It DOES make painting all parts of the rider easier. However, there's a problem. Not all riders fit securely onto all the horses. Some had huge gaps between the saddle and the bottom of the rider. For about half of the finished riders and mounts, I had to fill in the gap with green stuff and paint more. I have had this occur with other miniatures, so I don't think it is a particular problem with 28mm Curteys. I think it is even MORE annoying to have to go back and fix the miniatures after they're painted than it is to get my brush in behind any shields. So from now on, I am back to attaching the riders to the horses before priming and painting!

    I am a fan of the sheer variety of poses in the 28mm Curteys Mongols - different poses and weapons
I did something brand new on this batch that I am extremely pleased with. Instead of using my 10/0 brush to paint the patterns, I purchases a pack of colored Micron pens. I fought it is MUCH easier to draw designs with a pen than it is with a brush (for me, at least!). The pack had a half dozen different colors, which gave me a lot of leeway on color combinations to use on the patterns. I had previously experimented with a black Micron pen for tattoos, lettering, and stuff, and considered it a success. Why not take it to the next level, I thought? You DO have to be careful about doing a wash or anything over top of the ink in the pens. It will run if it isn't completely dry. However, I found that waiting a couple days was enough. I may also try on the next batch to seal the miniatures with clear coast before doing my black or brown wash over the figure. I am very happy with how the robe patterns came out on this batch of eight.

 

    Lots of equipment on these minis, some of which gets its own pattern like these quivers & bow cases
Painting these miniatures are very time coming -- especially in batches of eight! Even so, there are weapons, quivers, bow cases, saddle pouches, drinking gourds, extra weapons, and more festooned all over these riders. I have been putting patterns on the quivers and drinking gourds, too. There is definitely a "too much" line you have to be wary of crossing when doing miniatures like these. Painting every article of clothing or every piece of equipment with its own pattern would be too jarring to the eyes, most likely. So, it is a kind of "less is more" effect. I suppose very subdued patterns might lessen the jarring effect. Frankly, though, it is a good thing not every piece of equipment is decorated!

    Step 1 to making the figures less top-heavy -- gluing on lead sinkers from a fishing supply store
One potential drawback to the 28mm Curteys miniatures for some is that they are noticeably smaller in size than other ranges. However, I made it a point to compensate for that with a taller oval base (ordered from Litko Game Accessories). I also ordered the matching magnetic bottoms to stick to my tin-bottom trays. I have to be honest. I ordered about the smallest oval base I thought the figures could conceivably fit on. Why? Welllll...in Saga, Mongol mounted warriors are armed with composite bow, which has a 6" range. Huge bases would simply make it harder for a back rank of figures to get within range. Smaller bases can squeeze together more closely, plus the base's shape should allow the back rank can interlace with the front some. Yes, I know that seems "gamey." However, I honestly think it will be a challenge to do well with a horse archer army in Saga. It is so easy to load up a board with terrain, and the composite bow doesn't seem like an overpowering weapon for most of the army to armed with it.

    Step 2: Paint the base with 50/50 brown paint and white glue and dip into fine, brown ballast
This solution to basing lead to another potential problem. Would the figures be too top-heavy? The smaller footprint of the bases meant this might be an issue. How to counteract that? I got the idea to buying lead "sinkers" from a fishing equipment store and glueing them along the base. I wasn't 100% sure a cluster of 8-10 of these would make a difference, but I was willing to give it a try back when I did my first batch this past summer. After the figure is epoxied onto his base, I squirt Tacky glue around the edge of the figure's metal base. I then push in as many of the tiny sinkers as I can.

    Step 3: Paint base in 50/50 white glue & water, then dip into Woodland Scenics Blended Turf
Once dry, it is now time to cover up these little bumps with flocking. I begin by painting the base and sinkers with a 50/50 mix of brown paint and white glue. I then dip the base into fine brown railroad ballast from Woodland Scenics. Once that is dry, I cover the base with a 50/50 mix of white glue and water. I then dip the base into Blended Turf from Woodland Scenics. Next, comes the first spray coast of clear matte. Once that is dry, I paint blotches of white glue onto the base, covering it up with Blended Grasss from the same manufacturer. While still wet, I add in a handful of tufts, and the bases are complete. I was very pleased to see that the figures DO seem very bottom-heavy now. Was the sinkers? All the flocking? Not sure, but I'm happy my base experiment seems to be a success with the Mongols.

    The final product - a rounded, hopefully natural looking base that blends in well with the tabletop
So what's up next for me? Well, I got a group of Pictish crossbowmen to add to my Picts Saga army. So, I am squeezing that in first, before working on more Mongols. I promise it won't be another six months before I paint up my next batch!




Monday, January 17, 2022

Picts Emerge Triumphant at Saga Tourney at Game Table Adventures

    My Pictish army at bottom closes with Ted H's all-foot Crusader force in round 1's Change of Plans
Drust son of Drust set a cup of whiskey in front of his father the king and then relaxed into his own carved, wooden chair. The bard began to strum his harp as he saw Drust take a sip from his own cup. "Tonight, we hear the tale of Prince Drust's battle against the men of iron who invaded our isles." Drust remembered the mist that plagued the Orkneys for days prior to the arrival of the strange fleet. Their sails were emblazoned with red crosses, as were many of the host themselves. Drust had been tasked by his father with repelling the unexpected invasion. So, he assembled his warband. Half were veteran warriors, while the other half were the untried and adolescents...

    Drust's Picts faced Ted H's all-foot Crusader army in the first round in the Change of Plans scenario
My first battle in the Game Table Adventures tournament Jan. 15, 2022, was against Ted H's Crusader army. Surprisingly, it had no mounted troops. There was only one small unit of foot knights who remained close to the warlord -- the rest of the army were levy and warriors (like my army). There were two units of levy pilgrims, one of warrior crossbowmen, and two units of foot warriors. 

For the tournament, my Pictish force composition was identical in all three rounds. The tournament allowed a 7-point list, from which you choose 6-points each round. My unused 7th point was the Molossian mercenaries (war dogs). Here were the forces I used:

  • Pictish Foot warlord
  • 3 units of 8 Pictish foot warriors
  • 1 unit of 12 Pictish levy archers
  • 2 units of 12 Pictish levy javelinmen

    Two units of Pictish levy javelinmen cut down the crusader crossbowmen with accurate volleys
 
Round 1: Change of Plans vs. Ted H's Crusaders

One of my later opponents was surprised by the size of my army. Three units of levy really pad out the numbers of your warband. I took all three levy rather than the dogs in the first round because I wanted more missile troops. My plan would be to harass and wear down the crusader's slow-moving footmen. When the crusaders charged my levy units, their sheer numbers should allow them to survive, and my plan would be to then counter-attack with my warriors.

Ted's crusaders moved first and advanced steadily on his first turn. We were playing the Change of Plans scenario, which has you count victory points three times. At the end of Turn 3, each player tallies their Slaughter Points (enemy slain). At the end of Turn 5, we would calculate Survival Points. And finally, at the end of the game, we receive bonus Conquest Points based off of our units that are fully beyond the centerline of the board and inside the enemy's half. Like Ted, I also advanced steadily. My first target would be his crossbowmen (his sole missile unit). I advanced both of my units of javelin levy forward quickly, one deep onto the wooded hill and the other alongside it. Each threw their volleys of javelins. Ted's saving rolls were horrible all game, spectacularly so on turn one. Six of the eight crossbowmen fell, as did two of his foot warriors.

    The crusader pilgrims advanced through the center valley but were blocked by Pictish spearmen
The crusaders were undeterred, though, and continued to advance. Both pilgrim units advanced into the center valley between the forested hill and gentle hill. The foot knights marched forward to plug the gap created by the loss of the crossbowmen. The enemy foot warrior who'd been stung by my levy javelinmen charged in and drove them back into the forest. On the Pictish half of the second turn, my levy units continued their volleys. The javelin men targeted the foot knights this time. My above average rolling and Ted's below average saves continued unabated. All but one of the foot knights fell transfixed by the Pictish javelins. Meanwhile, the archers began to target an advancing crusader warrior foot unit that was marching across the gentle hill towards them.

    Crusader foot warriors hurl Pictish javelinmen back into the woods in
It gradually became obvious that Ted's battle plan was to rely on his pilgrim's enthusiasm. He used the crusader board's advanced Saga abilities to have them fight as warriors and activate for free. One charged into a unit of Pictish spearmen who were blocking the center valley. The veteran Picts closed ranks and hurled the pilgrims back. The other pilgrim unit charged into the woods and shoved back the other unit of javelinmen. 

    Pictish archers whittle away at an advancing crusader warrior unit while Pictish spearmen close in
The first phase of my battle plan was nearing its end. Two of my three levy units were depleted, but still at about half strength. It was time for my Pictish warriors to do their part in the struggle. On the far right, a unit of Pictish spearmen charged and shattered the crusader footmen who had chased the javelinmen into the woods. On the far left, another unit of Pict spearmen closed in towards the center. In the center, the already-engaged unit of warriors remained in place, blocking the Crusader advance.

    

    At game end, the crusader warlord has only the remnants of a pilgrim unit left in his command

Ted continued to use his Saga dice to hammer the pilgrims into my troops, but each time we withstood his blows, backing off slightly or hurling them back. Their numbers were being whittled down. On Ted's turn, my troops would either close ranks or play one of one or more of our defensive Saga abilities to minimize casualties. On the Pictish turn, I used "Stalking" regularly to add 3 attack dice to shooting, and "Ambush" to give 4 bonus attack dice to attacks. There are more lethal melee abilities on the crusader board, but Ted was feeding his dice to his pilgrims instead. As the game wore on, the Picts continued to grind down the enemy army while taking way fewer casualties. Soon, all his warriors were gone, as well as one of the pilgrim units and the last surviving foot knight. I "called off the dogs," so to speak, and focused on moving my entire army across the centerline of the table. Ted did likewise, but the score was very lopsided in this game, and I was off to a 1-0 start in the tournament!

    Rich S studies the deployment of his Welsh and my Picts in round 2's Claiming Territory

Round 2: Claiming Territory vs. Rich S's Welsh

The cheers of the king's hall rebounded from the rafters as the bard finished his song. Whiskey cups banged on the oaken table and Drust beamed as his father's men cheered the tale of his victory. The bard held his hand up for silence and the noise slowly died away. "Since it is our Prince's birthday, we will have another tale of the martial prowess of our king's heir.  Who remembers the raid on Damnonia?" Drust looked around the hall and saw many of his men from that raid nod their heads, their eyes misting over with memories. "We shall have that song again tonight!" the bard shouted and the hall erupted again...

Those on the Saga Facebook groups and our local group know of my utter disdain for round two's scenario, Claiming Territory. Four objective markers are placed on the board, two on each player's half (their position selected by the opponent). The ONLY way to get points in this game is to move one of your units within Very Short (2") of these while keeping any enemy more than Short (4") away. That's it. Squat on the objective markers and rack up the points. Slay the entire opponent's army? Meaningless. No points at all for killing enemy troops, or losing your own. The Conquest Points chart in the Book of Battles is also heavily weighted in favor of large units of warriors. If your army is composed of no or few warriors you are at a big disadvantage here.

    My right wing deployed to seize one objective marker, while the archers prepare to harass the Welsh
The good news was this was my third time playing this scenario, so I knew its quirks. Even better news was I had 3 points of warriors in my army. For this game, I split them not into three units of 8 but instead into two of 12 figures. My entire battle plan was to squat these big units in front of the objective markers (back rank within 2") and block the enemy's access to them. And rack up the points. Offensively, I would move my two units of javelin levy to contest one of Rich's markers. If I could cause him to not score it for a few turns, he would be too far behind in Conquest Points to come back. What's more, Rich had not played this game before and did not change his unit sizes to maximize his points. As the game unfolded, Rich had an old gamer phrase for the way it played: Sitskrieg (little maneuver - mostly sitting and staring across the table at your enemy).

    My left wing, which would seize and guard one objective and move into position to contest the other
I absolutely love the Welsh army and it is one of my favorite armies I have ever played in Saga. There are so many ways to "mess" with an opponent's battle plan on its board. Plus, it has some nice abilities that provide it a powerful punch. Rich's Welsh warband was composed of two units of 4 mounted hearthguard with javelins, 1 unit of 8 mounted warriors with javelins, two units of 8 foot warriors, and one unit of 12 levy with bows. He began the game advancing his right wing close to the objective marker on his side of the table -- the one I would end up contesting. The other marker, he sent only a unit of foot warriors to claim it. The mounted warriors stayed back and kept an eye out to make sure I didn't get to close to the warriors they were guarding.

    The key maneuver in the game - my javelin levy occupy scrubland that denies the Welsh one objective
On my half of turn one, my 12-man warrior blocks moved in front of the objective markers and adopted a defensive posture. The three levy units raced forward to get within range of the enemy, but staying completely inside the terrain to minimize the effects of a mounted charge. To conform to the terrain, the javelinmen were several ranks deep, which meant very few could get off a shot at his mounted hearthguard. The archers had a longer range and killed one of the enemy warriors. On Rich's turn 2, he sent one of his mounted hearthguards to pull my the old trick I would use with my Moors. He dashed forward, threw javelins, then pulled back. With his unit being only four figures, and mine being 12, it would take a lot of turns of this to have any effect on the points I was racking up, though. Trying to be courteous, as Rich is still learning the nuances of Saga, I pointed out a better use of his battleboard abilities to do this mounted skirmishing tactic.

On my half of the turn, it was time for Rich to show me something about the Welsh I had never really used the way I played them. I moved one of my javelin units up to hurl missiles at his cavalry. He immediately played Guerrilla -- which takes place after my move but BEFORE the free shooting activation. To get all of my levy in on his cavalry, I ended up within range of not only HIS cavalry returning fire, but the javelin-armed warriors to their right and the levy archers to the left. Before we could get off a shot, the levy were plastered with 14 attack dice of shooting! To add insult to injury, when I opted to take my free shot with my surviving javelinmen, he played Evade, and scooted this cavalry back out of our range. That cancelled our shot at their declared target as it was no longer within range. Whoa! I had never happened upon this in my half-dozen games with the Welsh. As I had planned to do, I then pulled the levy back with Scouts, sheepishly vowing never to try that again!

    Static positions on the right - Pict archers unable to shoot Welsh warriors (who would Evade away)
If the Welsh activation reactions were keeping me from targeting his vulnerable mounted troops, the Pictish board had its own ability that deterred him from routing out my levy contesting his marker. Masters of the Field takes an area of uneven terrain and turns it into solid cover for my troops (also not slowing us down as a bonus). It can be played with either an Uncommon or Rare and I was thankfully never short of those in this game. Every single turn the scrubland that my javelin levy lurked in was solid cover for us. What's more, I queued up good defensive melee abilities in case he did decide to try to drive us out. 

In the end, Rich chose not to risk the casualties and try to force the levy out. Thus, we devolved into a Sitskrieg. Neither of us moved from our hunkered down positions. Granted, he SHOULD have tried it. Otherwise, I would continue to pile up 6 Conquest points every turn while he would get only 2 points. And that is what happened. The game ended with a lopsided total in favor of the Picts, even though Rich had killed 10 or so figures to my one. And this is why I detest Claiming Territory. I won this game mostly with my unit sizes and a little bit of maximizing the terrain. I can guarantee that I will never choose this scenario in any tournament that I run, even though my victory in it took me to 2-0. 

  In the "finals" of the tourney, I was facing my nemesis of late: Jim R's Normans in Clash of Warlords

Round 3: Clash of Warlords vs. Jim R's Normans

 As the song of the Raid on Damnonia finished with a flourish, many of the veterans of the battle clustered around Drust and clapped him on his shoulders. A cup of whiskey was slammed down in front of him. Drust hefted it and tossed the fiery liquid back. More cheers resounded from the wooden rafters of the hall. Drust roared, "The Damnonians rightly feared your spears, my brave comrades. Let's hear now of a battle in which we struck blows upon the enemy and received them boldly in return!" Drust waved his cup towards the bard who stood smiling and leaning upon his harp. "If I may ask, will you sing of Orkney's plundering of Normandy and the bloody Fight Amongst the Fens?"

At the end of three rounds, three of the 14 entrants had 2-0 records -- myself, Adrian J's Pagan Rus, and my opponent for round 3, Jim R's Normans. Jim has been a recent nemesis of sorts for me, winning both of our previous meetings. His Arpadian Hungarians (which use the Norman battle board) beat my Carolingians towards the end of last year, and his Normans defeated my Moors in The Crossing scenario at the DayCon 2021 Saga Tournament. Jim has obviously fallen in love with the Norman battle board. Since returning to Saga after sitting out during the Covid interlude, he has played nothing else, to my knowledge. I give it to him that it is indeed a tough army. The 2xLong shot of their levy archers makes it difficult to hide units vulnerable to shooting. The three Activation/Reaction abilities makes it almost impossible for foot-sloggers to catch up with their horse. And their Crusader-style melee abilities mean they pack an incredibly powerful punch. My Picts were in for a tough contest, made all the tougher by the battlefield which include NO pieces of uneven terrain. This entirely took both my Secret Ways and Masters of the Field battle board abilities out of my arsenal. We would fight amidst three swamps (dangerous terrain), with a good area of the board being open ground which the Normans prefer.

    Fearing my archer's effect against his horse, Jim charged them immediately to try to take them out
Round 3's scenario was Clash of Warlords (which Jim also prefers to play on our Saga Sundays). He was first player (I feel I caught a break there) and rolled the "spread out" deployment method. This meant every unit except the warlord had to be more than a Medium (6") away from another friendly unit. Surprisingly, his levy archers were in the open -- not one of the marshes. He did have them in the center where their 2xLong (24") range could sweep the board. There would be no cover either -- marsh is "Low," so doesn't block line of sight. To the archer's right were both units of Norman foot warriors, then further out on the flank were one of the small, 4-man units of mounted warriors and a 6-man unit of Norman mounted hearthguard. Note: I had not realized that the tourney director had okayed the 1/2 point option for buying your troops. Jim bought three points of warrior foot, but gave up half a point to the hearthguard to give them a bigger, more survivable 6-man unit. The Norman warlord was directly behind the archers. Their left was guarded by the other 4-man mounted warrior unit.

Battle lines at the end of Pict turn 1, with the Orkney men scurrying to pin the enemy near the swamps
How would I attack that? My number one priority would be to keep the battle within 4"-6" of the swamp pieces as much as possible. So many of the Pictish battle board abilities require the unit using them to be within either Short or Medium of uneven or dangerous terrain. The three swamps had already taken two of my 10 battle board abilities out of the game. Fighting away from the swamps would declaw the Picts even further. Number two priority was to take out the ridiculous 24"-shooting levy archers -- or at least mask them or reduce their effectiveness. I played a levy javelin unit directly opposite them. To the right of that unit were the levy archers, to their left the other unit of levy javelinmen. On the far left, one warrior spear unit guarded the gap between the swamp and the board edge. In reserve were the two other units of warrior foot and my warlord.

I've found in our games that Jim has two speeds - full stop (when he is just hanging back and shooting you) and super-aggressive. Jim began with the latter, charging a 4-man mounted warrior unit against my levy archers. I understood the move. They are the missile troops that can inflict damage on his cavalry at range. Still, he would likely lose a Saga die -- which is the main point of splitting the 8-man warrior point into two units of four. The Breton cavalry charged in, slew five archers, but at the cost of half their numbers.

    It was important to tie the battle down around the swamps so I could use my battle board's strengths
On my half of the turn, my archers moved close enough to the swamp to play Stalking (gaining 3 bonus shooting dice), then loosed a volley to eliminate the remainders of the Breton cavalry. On the far left, the Pictish warrior unit used Scouts to hurry 12" towards the edge of the swamp anchoring the Norman right. I did not get a Rare, so was unable to move a second unit with Scouts. I was also short on Uncommon dice, which prevented me from having the javelinmen move towards the Norman archers and to try and block out any other targets. This would cost me on the next couple turns. Otherwise, the Pictish army advanced as fast as it could. 

My rapid advance was partly to prevent the Normans from withdrawing to the open areas of the table
Jim's levy archers loosed their usual "ridiculous range" volley (I call it the Norman trebuchet unit) and whittled my levy archers down to 3 figures (eliminating one of my Saga dice - this would be a very tit-for-tat game!). I countered with an aggressive advance on his right. The Pictish warriors moved into the swamp, while the javelin levy advanced alongside in the open and hurled javelins at the 10-man Norman foot warrior units. Bad rolls meant we killed only one. The other javelin levy unit did much better, advancing right into the face of the Norman archers, killing four of them with their volley.

    Knowing their bravery would be sung about, the Pictish youths hurled javelins at the Norman line
Jim went from shooting mode to aggressive mode on turn 3. His warlord, much to my surprise, took on the job of driving off the javelinmen menacing his archers. He loaded up some big melee abilities -- remember, I said the Normans are like the Crusaders and pack a humongous melee punch -- and slaughtered nine of the 12 javelinmen. My other javelin levy unit was charged by the warriors who they'd stung them with a casualty last turn. Six javelinmen fell, but importantly, this weakened the warrior unit even more and would set up my riposte. With a fierce yell, the Pictish tribesmen splashed out of the swamp and into the flank of the Norman warriors. They cut them down to a man, losing only two of their own number. Meanwhile, Prince Drust brought up the other two units of Pictish warriors for the next counterpunch.

    In back to back turns, both Normans and Picts launched bloody charges and counter-charges
This was the polar opposite of my game from my round 2. The Normans and the Picts landed blow after blow on each other's army. As the turns went on, the casualty totals seemed to be about even. The key difference that I was seeing was that I was completely eliminating some of his units, while he was usually leaving a few survivors. I was carefully moving the remnants towards the back and behind my other troops where he couldn't pick them off later with the "Norman trebuchet." On Jim's turn 4, he sent his mounted hearthguard unit to avenge the death of the warrior spearmen. We closed ranks - as we would tend to do on turns he charged -- and were able to keep the unit alive with a single figure, who scurried back towards the swamps. Then, he decided to prove his levy archers had not been defanged by my javelinmen and shot at one of the advancing Pictish warrior units. He put 5 dice into this attack (1 Uncommon to fire the archers and 4 other Saga dice in Combat bonus).  Three spearmen died, but the unit was still at an effective force and producing a Saga die.

    More charges punches landed as the two armies batter each other mercilessly, turn after turn
Now, it was time for the Pictish counterpunch! The levy javelinmen advanced and hurled their missiles at the Norman cavalry, knocking two troopers from their saddles. The full strength Pictish warrior unit charged the remaining 10-man unit of Norman warriors, slaughtering seven of them. This was turning into one of the hardest-fought battles I've played in Saga. I felt like I was using 100% of my consciousness and maximizing the use of every Saga dice to inflict the most casualties on the enemy while trying to minimize their potentially devastating counter-blows.

One of the hardest-fought battles I've played in Saga - I squeezed out every tactic & advantage I could
At one point, we honestly lost track and weren't certain whether we were on turn 4 or 5. We had to retrace what his archers had done to be able to ascertain it. In the intensity of the game, I had forgotten to flip the turn marker die I usually keep on the table. The game came down to turn 6 - no surprise! The Norman cavalry attempted to charge the javelinmen who had wounded them earlier. However, I noticed he had no other way of activating them and they had a fatigue. I played their fatigue, and their charge came up short so was cancelled. Next, his warlord once again charged into the fray, slaughtering to a man my largest unit of Pictish warriors. I was down to three Saga dice for my final turn.
    The cinematic final moment of a hard-fought game: Prince Drust cuts down the Norman warlord!
Now would have been the perfect time to roll a Rare so I could utilize Activation Pool. However, the Rares were stingy in this game despite being plentiful in my two earlier rounds. No Rare on turn 6. Examining the remaining clumps of warriors on both sides scattered across the battlefield, there seemed to be only one tactic: the Norman warlord must die! First, I used "We Obey" to activate the javelinmen to hurl their missiles at the general, hoping to inflict more fatigue. Jim played the levy's own fatigue to raise his armor to five and he survived with no hits. I'd been hoping he would play that fatigue right away. Next, I used a Saga dice to activate them to shoot again. I also played Stalking, giving a bonus 3 dice. After saves, he still suffered only one casualty. However, he was double-fatigued. 

Now was the time, Drust son of Drust knew. Time to forever cement his name in the annals of Orkney legend. Accompanied by his bannerman and his faithful Deerhound Machrie, Drust charged the wounded warlord. His steed pierced by a javelin shaft, the warlord could not get away. Drust raised his sword and cut his enemy down. As the Norman leader tumbled from the saddle, the Pictish prince was certain this would prove to be the decisive blow. Victory would be theirs!

Both Jim and I let out a huge sigh after this epic game. We counted up the victory points. At first glance, it looked like we were tied. Tied?? Then, I recounted. No! I had forgotten to tabulate his six destroyed mounted warriors. That earned 3 more points -- exactly what was needed to go from a dead-even tie to a victory! Adrian actually also ended up 3-0 with is Pagan Rus, and would have won if we did end in a tie. It was a long day, but definitely a satisfying end. After my two previous experiences in Saga tournaments (1-1-1 and 1-2), it was good to get the monkey off my back and have a good outing.

 Here are the standings for the tournament, as given to me by John:

  • Mike Demana (Picts - AOI), 3-0, 110 points
  • Adrian John (Jomsvikings - AOV), 3-0, 97 points
  • Jim Randall (Normans - AOV), 2-1, 92 points
  • Rich Smethurst (Welsh - AOV), 2-1, 84 points
  • Robert Smethurst (Goths - AOI), 2-1, 81 points
  • Theodore Hehemann (Levantine Crusaders - AOC), 2-1, 62 points
  • John Loy (Saracen - AOC), 1-1-1, 70 points
  • David Eblin (Roman - AOI), 1-1-1, 65 points
  • Ross Geidenberger (Vikings - AOV), 1-2, 78 points
  • Jason Stelzer (Romans - AOI), 1-2, 73 points
  • Michael Cooper (Republican Roman - AOH), 1-2, 72 points
  • Karen C (Vikings - AOV), 1-2, 68 points
  • Mike Stelzer (Vikings - AOV), 0-3, 73 points
  • Jenny Torbett (Vikings - AOV) 0-3, 47 points

Thanks for John for running the tournament, and Dan at Game Table Adventures for hosting it.