Sunday, 26 November 2017

Battle Report: Something's Wrong

Somewhere off the Coast of the New World, 23rd March 1582


Charles Asquith had not been able to believe his luck when they’d first arrived at the town on the coast of the New World. They’d expected to have to fight the treasure fleet, but for whatever reason it wasn’t here, just warehouses full of treasure. The garrison had put up a brave fight, but after the fortress’ guns had been silenced a few broadsides had been enough to put them to flight, those who were lucky enough to survive at least.

Now the crews of his small fleet were landed, burning anything they couldn’t bring to the ships and preparing to load the precious cargoes of gold, silver, coffee, chocolate and all manner of wondrous things into the hold of their ships. Quite frankly, the raid couldn’t have gone better.

Just as he smiled in self congratulation, he heard a cry from the lookout in the tower of the Papist’s church. “Sails on the horizon! Spainiards!”

The Lord had punished him for his complacence and hubris. Now he had to save his men from his punishment. "Load up the ships now, as soon as they're full we make for the open ocean." he barked at the nearest men. 



The view out to the ocean from the English perspective.
The town would be just off the nearest map edge.

This game pitched a force of English raiders in a bay trying to escape with their ill gotten gains past a Spanish fleet. In the pre-game setup, the English chose to spend time loading their ships with looted treasure, constraining their deployment zone, while the Spaniards chose to forge ahead at maximum speed, allowing them to deploy a squadron near the exit to the bay. 

The English fleet consisted of three squadrons:

Ark Royal (Great Ship), Hawk and Viceroy (Small Galleons)
Royal Sceptre (Great Ship), Endeavour and Prince Hall (Small Galleons)
Revenge and Golden Lion (Medium Galleons), Alfred and Fortune (Small Galleons)

The Spanish fleet also had three squadrons:

Neustra Senora de Rosario (Great Ship), Magdalena (Medium Galleon), Explorador and Leon de Bronce (Medium Hulk).
Santa Maria (Great Ship), Intrepido (Large Galleon), Reina del Ecuador and Princesa de Ibiza (Medium Hulk)
Senora de Valencia, Santa Catalina and Aguila (Large Galleons)

One of the English players immediately embraced the piratical nature of their mission, sending the Endeavour and Prince Hall away from the fighting at maximum speed with their cargo, while the Spaniards closed in on the exit to the bay. 


The English attempt to escape the encroaching Spaniards


Spanish forces hem in the English vessels against the headland.
After a couple of turns the Spanish squadron headed by the Senora de Valencia was able to open fire on the English ships, but some truly terrible dice rolling meant that the only result was some smoke, wasted ammunition and traumatised fish. 
The Royal Sceptre escapes any harm from the opening salvo of the battle.
The Ark Royal's squadron retaliated in the next turn, inflicting telling hits on the Senora de Valencia before the Spanish ships maneouvered to stern rake the Fortune and the Royal Sceptre. While the Fortune escaped unharmed, the Royal Sceptre took a serious hit, slowing her as well as knocking out some of her firepower.
English ships scramble to avoid boarding and open fire on their attackers.

The Spanish circle around the English and continue to pound the Royal Sceptre

With the two as yet unengaged Spanish squadrons forming a line and blocking their escape, the Revenge and her squadron attempted to pass astern of their formation, but the Spanish responded by moving in, managing to ram the Fortune and Alfred and board them. Both crews were overwhelmed and the vessels struck. 
Two English ships are overwhelmed by Spanish boarding parties.
Realising the danger they were facing, the other English commanders decided it was time to make an exit. The Hawk and Viceroy both made a break for freedom, while the Revenge and Golden Lion attempted to break through the Spanish blockade, hammering the Intrepido as they did, inflicting heavy damage on her and leaving her with only a single Hull point remaining.
Cannon fire devastates the Intrepido
Two Spanish ships attempted to board the Golden Lion as she made a break for the open sea, but the crew managed to beat off the attackers, with casualties on both sides. She managed to avoid fouling and made off. Meanwhile, the Royal Sceptre continued to limp away, lining up a broadside on the nearly crippled Intrepido. 
The Intrepido founders under the firepower of the Royal Sceptre
The broadside tore into the ship, knocking off her last Hull point and causing her to founder. Despite this success, three of the English ships remained dangerously close to Spanish vessels, allowing them to retaliate, once again ramming and boarding the Golden Lion. She once again managed to fend off the initial boarding attempt, but when she attempted to escape she became fouled with the Spanish vessels. 
The Golden Lion, trapped and under heavy attack.
Before she could disentangle, the Spanish once again attempted to board her, finally forcing her crew to strike their colours. Meanwhile the much slowed Royal Sceptre found herself trying to hold off three Spanish vessels. She managed to force one to strike with a brutally effective short range broadside, but was hopelessly pinned and fouled, although she managed to repel a first boarding attempt. 

With all the other English ships having escaped, a deal was struck between the players whereby the Royal Sceptre would surrender her stolen treasure in return for being allowed to leave, ending the game. 

A post game tally of victory points saw the English sqweak a minor victory with 25 victory points to 19 for the Spanish. As usual, the game was fun and fast, keeping everyone entertained.

The models were from Tumbling Dice and the rules we used were Grand Fleet Actions in the Age of Sail.

Saturday, 24 June 2017

Battle Report: Battle of Tarama Island, 1908

Onboard the Mikasa, 21st June 0125

Admiral Togo reviewed the charts on his desk, one last check before he got what little sleep would be possible before the fleet raised steam. Before dawn they would slip out of harbour, aiming to surprise the American fleet that was currently blockading the shipping routes from Formosa to the Homeland. Crushing this force would bring the strategic situation into balance. Failure was not an option. 

This game was the latest played in the office, featuring a fictional US-Japanese conflict in 1908. The alternate history here is that the Japanese refused to drop their demands for an indemnity from Russia during the peace talks to end the Russo-Japanese War, antagonising the United States. After a few more months of fighting, the Russians capitulated and were forced to pay the demanded money, restocking the Japanese war coffers. 

Concerned by the rising power of the Japanese, the US imposed a trade embargo in early-1907, which was initially ineffective, while the British withdrew from the Anglo-Japanese alliance. Shortly thereafter, a Japanese nationalist murdered the US ambassador to Tokyo, leading to a rise in anti-Japanese sentiment in the US. Under pressure from the public, the Roosevelt administration decided to use the Great White Fleet to enforce the embargo, placing squadrons on several key shipping routes in March 1908, strangling Japanese industry. The British contributed a small force to aid the American effort, aiming to keep a foot in at the bargaining table of any peace talks to prevent either potential rival becoming too powerful and threatening British interests in the region.

Faced with potential economic collapse, the Japanese decided to make a naval strike, picking off as many of the US blockading squadrons as they could before the US fleet could concentrate. 

The Japanese brought three squadrons:

1st Battle Squadron:

Mikasa (Admiral Togo)
Fuiji

2nd Battle Squadron:

Shikishima (Vice Admiral Kataoka)
Asahi

3rd Battle Squadron: (Made up of ships captured from the Russians in the Russo Japanese War)

Borodino (Vice Admiral Dewa)
Sissoi Veliki

(Technically neither of these ships survived the Battle of Tsushima, but alternate history so shhh)

Onboard the USS Georgia, 21st June 0530

The first sign of dawn creeping over the horizon greeted Admiral Wainwright as he strode toward the bridge of the USS Georgia, the swell gently rocking the ship as she made her way on the mind-numbingly dull patrol. Another day patrolling the endless ocean beckoned, another day of the crew missing home. 

He reached the bridge and looked back over the row of warships, pride of the United States Navy, with the British contingent off to their north. A faint smile flickered across his face, before he was interrupted. "Sir, report from the lookouts." said Captain Qualtrough "Smoke on the horizon East by North East."

Perhaps today would not be so dull after all. 
 
The blockading force consisted of three US squadrons:

1st Pacific Squadron:

USS Georgia (Admiral Wainwright)
USS Iowa

2nd Pacific Squadron:

USS Kansas (Vice Admiral Emory)
USS Missouri

Hong Kong Squadron (Royal Navy):

HMS Exmouth (Rear Admiral Fisher)
HMS Cornwallis 

The Game

The two forces would clash in the straits between Tamara Island and Minna Island, with the Japanese Combined Fleet sailing in from the North East towards the Anglo-American fleet. Both fleets drew up in line abreast, with the squadrons widely spaced. The Japanese placed their 1st Battle Squadron on their left, 3rd Battle Squadron in the centre and 2nd on their right. Facing them, Admiral Wainwright and the 1st Pacific Squadron took the centre of the Anglo-American fleet, the 2nd Pacific Squadron forming their right flank and the Hong Kong Squadron on their left. 

In the first turn, both fleets advanced on one another, opening fire with their forward turrets at maximum range. Japanese fire was mostly ineffective, with all their fire being concentrated on the USS Georgia, destroying on quick-firing gun in the superstructure. When the US forces returned fire, the extra penetration of the US guns under the rules came into effect when a 12" shell from the Georgia penetrated the armour of the Asahi and exploded in her magazine, sending the ship to the bottom. 

The Asahi explodes in the opening moments of the battle.

The situation after the first turn

The next turn saw the two fleets begin to turn to use their broadsides, the destruction of the Asahi clearly demonstrating the potential lethality of engaging even at these ranges, although the Japanese players had noticed that the US ships had additional armour penetration over theirs, so realised they would need to close to be able to threaten the vital systems of the enemy. The Japanese fleet turned to their port, while the allies had a more complicated approach, with the two American squadrons towards one another, while the British ships turned to their port (heading towards the table edge, leading to some comments from the umpire) giving them an arc of fire over a wide expanse of the combat area. 
Under fire, the Japanese turn to unleash all their firepower while still closing to give their weapons the chance to penetrate the enemy's armour.
The US and British ships turn to broadside the enemy, the US squadrons separating from the British ships


The Georgia again took the brunt of the attention from the Japanese, losing her forward top turret, suffering some machinery hits which slowed her and taking other minor damage, several rounds passing perilously close to her conning tower. Return fire from the Royal Navy caused minor damage to the ex-Russian squadron, including knocking out a secondary turret on the Borodino, while the US ships concentrated on the lead Japanese squadron. The Mikasa took a minor hit in her stern, causing no significant damage, before a second hit destroyed one of her 6" guns. Under the rules, there was a chance (1 in 6 in this case) of a flash fire passing along the ammunition supply route and destroying the ship. "It's only the flagship, how bad could it be?" was the utterance as the dice was thrown. And thus ended the life of the Mikasa, Admiral Togo and her several hundred crew. The situation was looking grim for the Imperial fleet. 
A second catastrophic explosion leaves the Japanese Combined Fleet without its Admiral and heavily outnumbered.

The 1st and 3rd Battle squadrons promptly failed their morale tests, while the Shikishima's crew passed, however the decision was taken for her to follow the rest of the fleet in withdrawing, rather than taking on 6:1 odds. 
The remaining Japanese ships being to withdraw at their best speed.
The British ships brought themselves round to keep the range between them and the rearmost Japanese ships to a minimum, while the US squadrons struggled to give all their ships sight lines onto the enemy as the Georgia's loss of speed prevented the two squadrons from cleanly passing each other. 
The American ships pass each other under fire
The British ships continued their assault on the Russian ships, the Sissoi Veliki and Borodino both taking hits, while the US ships which had lines of sight pounded the Fuji as she was likely to be out of sight on the next turn, knocking out her forward turret, taking out her conning tower, damaging her machinery and destroying several other sections including the ammunition path to her aft turret. Rather than risk the ship, the magazine was flooded. 

The return fire from the Japanese was again focussed on the Georgia, although some fire was directed at the HMS Exmouth causing significant scratches to the paint over her main belt armour. USS Georgia began to take significant damage, many below the waterline hits led to widespread flooding and further machinery damage, more hits around the conning tower and a small fire which was swiftly contained. 

The next turn saw the Shikishima turn towards the allied fleet, while the other ships continued their flight. The Royal Navy ships continued to lurk while the range lengthened, and the US fleet continued to attempt to dig themselves out of the tangle they had found themselves in.
The Shikishima turns into the enemy while the other ships withdraw
Japanese fire was split between the USS Missouri, which took a hit to her steering gear, the USS Iowa, which took a hit just below her forward magazine and the USS Georgia, who took minor damage, while returning fire the US and British ships concentrated on the Shikishima, which suffered horribly, losing her forward turret, several secondary guns, taking several hits to her machinery, leading to significant flooding. Several flash fire tests were required, and handily passed.

The final turn passed with only minor damage being inflicted by either side as the Japanese ships slipped away, and the USS Georgia narrowly avoided grounding. With two battleships lost and the blockading force still in place, it was clear the Japanese had suffered a significant defeat, but both sides had had a blast. The pre-dreadnoughts will definitely be back for additional games.

Onboard the USS Georgia 21st June 1835

Admiral Wainwright watched as the two British battleships steamed after the retreating Japanese, gathering speed as they did. The Georgia and the other US ships were launching boats to hunt for survivors, any who had been lost overboard from their ships or any who had somehow escaped the two Japanese ships that had exploded, unlikely as that would be.  

The ship was listing slightly, two turrets had been knocked out and the superstructure was riddled with holes, small fires were burning in many areas. Losses were undoubtedly going to have been heavy, with the Georgia having faced the brunt of the enemy's fire, but he and his men had won the day. With the attack on his force, however, war had begun. He prayed he and his men would live to see its end. 

After Action Status:

Japanese:

Mikasa: Sunk (Ammunition fire leading to magazine explosion).

Fuji: Minor flooding and minor damage to superstructure and machinery leading to loss of speed, forward 12" turret, two torpedo mountings and conning tower destroyed.


Shikishima: Extensive flooding, heavy damage to machinery, forward 12" turret destroyed, 4 starboard 6" guns destroyed.

Asahi: Sunk (Magazine explosion)

Borodino: Minor damage to machinery, one torpedo launcher and starboard side 6" turret destroyed.

Sissoi Veliki: Minor damage to machinery, one torpedo launcher destroyed and small fire (contained).

American:

USS Georgia: Major flooding, significant machinery damage, extensive damage to superstructure, forward 8" turret destroyed and minor fires (contained).

USS Iowa: Minor flooding from below waterline hit. 

USS Kansas: No damage

USS Missouri: Minor flooding and damage to steering gear

British:

HMS Exmouth: Minor paintwork scrapes.

HMS Cornwallis: No damage 

We used the Perfidious Albion rules from A&A Games, the models used were from Tumbling Dice's Age of Battleships range.

Saturday, 8 April 2017

Game Report: Sarcina Vitalis

Southern Gaul, 147 BCE

Gauis Portius Carbo was beginning to regret volunteering for the 'special' assignment. Taking a small team so far from the safety of the Legion in such an uncivilised part of the world would have been bad enough, leave alone doing so in the face of threats of monsters to find a magical spear. Fortunately he and his party had seen off the monsters who had tried to take the spear for themselves without too much difficulty and they'd found what the spy had assured them was the relic they were interested in. Foolishly, as they group had made their way back to their camp, he'd assumed his task was complete and that acolades awaited him. Now he was taking the spy, carrying the spear which, despite it supposedly being able to slay any of the monsters with the slightest graze, he was forbidden to use with a small escort from the marching camp to the main base of operations in the area. 

He had this horrible feeling the enemy would not let such an opportunity to retrieve the weapon before it was unreachable pass.

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Garzan Thrice-Cut waited impatiently, perched upon a rock in the cursed dry-lands, under the burning glare of the sky fire. His scouts were due back soon, having been sent to find the group of mud crawlers with the spear that they were so convinced would be their secret weapon against his kind, which Sargessir had failed so spectacularly to capture. He had gathered a warband and was here to correct the mistake. 

A scout arrived, bowed, and gave his report. "They'll be here by the time the sky fire reaches its peak." Garzan nodded and glanced around the area. It would do for his ambush. 


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Following on from a previous game, we recently played a game of Dragon Rampant (using the Lion Rampant The Messenger scenario), with a Roman force escorting a spy carrying a magical spear with a Formorian warband ambushing them en route to a fortress. 

The Roman force consisted of:

1 Unit of Picked Principii (Elite Foot) (Leader Unit)
2 Units of Principii (Heavy Foot with Offensive) 
1 Unit of Syrian Archers (Light Missiles with Sharpshooter)

The Foromrian Warband consisted of:

1 Unit of Formorian Adults (Bellicose Foot with Mystical Armour and Terrifically Shiny Armour) (Leader Unit and Reduced Model Unit)
1 Unit of Formorian Adolescents with Spears (Light Foot)
1 Unit of Formorian Adolescents with Swords (Light Foot with Offensive)
1 Unit of Formorian Adolescents Scouts (Scouts)
1 Unit of Blood Raiders (Heavy Riders with Fear) (Reduced Model Unit)

The site chosen for the ambush

The Romans chose to attach the spy to their archer unit, while the Formorians detached their scouts and spear armed adolescents to flank the Romans. 
The Formorian flanking force
 
The Formorian main body
The Romans found the size of the deployment area constrained their options significantly, and chose to deploy their archers facing towards the flanking force, with their melee units deployed between them and the Formorian main body.

 
Roman troops march into battle

Initially the Romans moved to attack the Formorian flanking force, hoping to use their archers to soften them up before hitting them with the principii. 
The Roman advance begins
The Formorians attempted to manouvre to unite the two parts of their force, and to avoid the Syrian archers, but were hampered by poor order rolls, allowing the Romans to begin to form a battle line and close in. 
 
Roman soldiers form into a battle line

The Romans were also able to draw first blood, the Syrian archers shooting down some of the Adolescent Spears, causing the unit to go battered, preventing the Formorian's attacking the Principii unit at the head of the Roman advance. 
 
The Syrian archers make their presence known

At this point, the Romans began to suffer from a horribly familiar problem, a string of failed order rolls at the very beginning of the turn, which allowed the Formorian main force to arrive and begin to square off against the Roman line and the flanking force recovered from their battered state, the advantage they had hoped to gain by destroying the flanking force slipped away in the face of the stalled advance. 
Indecision or fear paralyses the Roman advance, giving the Formorians the chance to close in

Finally the Roman troops overcame their paralysis just as the Formorians closed in, the Syrians loosing off a volley at the Formorian spears, killing a further two and once again battering the unit, before the Roman principii failed an attack order. Wasting no time, the Formorians smashed their Blood Raiders into the principii, killing two and forcing the back, but the Roman troops managed to pass their Courage test. 
 
Snarling monstrosities crash into the Romans


Romans fall back in the face of the horrors

The next turn, the Romans failed their first order again, and the Formorians attempted to exploit this, throwing the Blood Raiders against the damaged Principii unit. This time, however, the Romans were able to hold firm and threw back the attackers.
 
The monsters return


Round 2 favours the Romans

Being pushed back left the Blood Raiders exposed and the Syrian archers dutifully filled them with arrows, killing one and routing the other. The Roman leader and the undamaged Principii both attempted to attack the Formorian leader, both being driven back and losing a man in the process, the principii becoming battered in the process, but killing one of the Formorian adults in the process. 
 
The Roman line buckles under pressure

The Formorian Adults unleashed their Wild Charge on the demoralised Romans, killing more of them and pushing them back, leaving only three survivors, while the sword armed Adolescents charged into the other Principii unit. Unfortunately for them, the only result was a dead Formorian and them being forced back. In the Roman turn, they manged to rally the mauled Principii unit, but the Picked Principii failed to charge the Formorian adults, handing the initiative to the Formorians. 
The line breaks and Formorians pour in

Aiming to smash the somewhat isolated Principii unit, Garzan Thrice-Cut led his bodyguard in a Wild Charge into them, cutting down two of the Romans which would lead to them being driven back and becoming battered. A spectacular dice roll however, killed one of the Formorian bodyguards, in spite of the armour bonus and mystical save. 
 
With a roar, Garzan leads his men in a savage charge into the desperate Romans

And then Garzan Thrice-Cut, Champion of God of the Deep, Warlord of the Formorian people, failed his morale check and routed. In addition to depriving them of their leader, this loss took the Formorians to over 50% losses by points, leading to a pair of Courage checks, which led to the remaining spear armed Adolescents fleeing and the Scouts becoming battered. 
Desperate resistance by the Roman infantry causes Garzan to flee
Deserted by their leader, and with the fighting power of their warband halved, the Formorians begin to melt away

Fast running out of options, the Formorian Adolescents charged the battered remnants of the principii unit in front of them, killing or routing all of them for no loss. In the mean time, the scouts rallied from their shock.
One Roman unit is cut apart and flees

The remaining turns saw the Formorians withdraw back, aiming to lure the Romans in closer, while the Romans attempted to get into archery range and exploit their missile advantage. Eventually, the Formorian Adolescents saw an opportunity and rushed the Syrian archers, taking a few volleys on the way in. In the ensuing fight, terrible Formorian dice rolls killed one archer, while the archers impressed anyone and cut down two more of the monsters, leaving a single survivor who promptly routed.
A suicidal charge at the spy and his escort ends in defeat, the sole survivor flees.

In a desperate move, the Formorian scouts moved into range and fired at the archers, causing no harm. One of their number was cut down by a retaliatory volley, before the three survivors were charged and cut down by the Roman centurion and his picked guards. 
Gauis Portius Carbo leads his men to crush the last resistance on the field, cutting them down without mercy.

Gauis Portius Carbo surveyed the carnage around him. More than half his men were down or had fled, although the odious spy had survived at least, his precious cargo unharmed. One of the terrifying mounts the enemy had used was bellowing in agony, thrashing about, while the archers were using it for target practise, laughing at each hit.

Carbo turned to his remaining legionaries, "I want all the bodies checked, theirs are to have their throats cut, make sure none of them get up again. Find any of ours who are still alive and get them as comfortable as possible, we'll move as soon as we can." The men dispersed to carry out their orders as the spy sauntered over, carefully picking his way over dead Romans and monsters alike. 

Before Carbo could speak to the man, one of the creatures at his feet squirmed. He leapt back and raised his sword to finish the creature off, causing it to raise a hand and blurt out something. "Centurion, wait!" the spy cut in. "That was the local Gallic language." 
 "What?"
"That creature speaks a language we know. I want it alive. We've never been able to interrogate one of these things." Carbo spat and turned to his nearest soldier. 
"Tie this thing up, then try and bind its wounds." He turned back to the spy. "This had better be worth it."

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The torture the priest was inflicting upon him was nothing compared to the pain the shame he felt was causing Garzan. His armour had been stripped from him, his flesh tearing as it was prised from him, and now he was being burnt and cut, shamed before he would be killed to appease the God he had failed by running. 

This time the mud-crawlers had been willing to fight, fight with savagery and desperation of those possessed of madness, and in a mad, terrifying moment of madness he had run. 

A wave of pain passed through him and the priest inflicted some fresh horror, and he felt his strength begin to fade.

Summoning every ounce of will and strength he had left, he screamed a curse upon the mud-crawlers as the blackness raced up to embrace him. 

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In a first for this particular series of games, this one was actually close, with bad luck crippling the Roman plans, then crushing the Formorian's hopes when their leader broke and fled. Both sides did seem to have fun though, and the Dragon Rampant rules performed, as usual, very well. Once again we had implausibly unlikely order rolls, with multiple 5+ rolls being failed in a row. There was discussion of mitigating this somehow, or relaxing the rule about ending your turn on a failed order roll as a consequence. 

With this game ending in a Roman victory, the spear is now safely ensconced within a Roman fort, and both sides will have to consider their options for the final game in the series. 

The Roman figures are from Warlord Games and the Formorians from Brigade Models

Thursday, 9 March 2017

Jacet Sepultus

Southern Gaul, 147 BCE

The smell of the burning enemy stronghold’s buildings and fields and the screams of the barbarians suffering their just end hung heavy in the air, or at least that would be what the report to the Senate would say. Truthfully, the three farm hamlet that was burning was no stronghold, and the ‘rebels’ had mustered perhaps ten men, only one of whom had a real weapon, the rest wielding farm implements. Now the survivors were nailed to cross, some still had the energy to scream, the rest were moaning softly as Gaius Portius Carbo marched past, summoned by the praetor.

It was clear that something was not right as he marched into the tent’s secluded rear compartment, the praetor looked impatient, a strange man wearing a hooded cloak and a mask across his face waited in the corner, and on a table was a sack full of something. “Centurion, we have a task for you. You are being asked to volunteer, succeed and you will be greatly rewarded, but we cannot reveal the nature of your task until you do volunteer and swear yourself to secrecy. Naturally, this task will be dangerous.” With the current Primus Pilus due to retire soon, Gaius felt he couldn’t turn down a chance to ingratiate himself with the upper ranks. “I’ll do it sir.” he said “What is it you require?”

The first thing they asked of him was to swear a fearful oath binding him to secrecy. With that complete he faced the two men. “The massacre of the tax collecting party we are here to punish the locals for” the praetor began “was not in fact carried out by the locals. It was carried out by… another… group of barbarians.”

The masked man stepped forward “The enemy massacred the party they ran into and barely lost anyone in the process. As will become clear, when it comes to facing them in battle we will need to have every advantage to overcome the morale disadvantage, especially given our first encounter.”

“Our masked friend here speaks true. He has located the burial ground of a legendary spear, one said to be able to slay any of the foe with the slightest graze. You will take a small party and retrieve it.” Gaius was, to say the least, confused. Roman legionaries feared no barbarian. “What is so special about these barbarians that they warrant such concern?” he asked.

The masked man upended the sack, and some heads spilled out, twisted featured, pointed ears, one with horns like an ox. “These barbarians are monsters Centurion, not men.” the masked man said needlessly. “This legendary spear may be the critical weapon in our fight against them.”

“You are to retrieve the weapon and bring it back, under no circumstances are you to attempt to use it. We do not know what power it has, nor if rituals are needed to wield it. The priests will attend to that when you return. Pick your team, take only those you feel to be most reliable and the bravest, if the enemy learn of our intent you may have to face these horrors.” 

The Warrens

Garzan was sitting on his throne as Sargessir Blood Bound approached him, consternation writ large across his face. The seer was standing by his side, looking as tranquil as ever. “Sargessir, I have a task for you.” Garzan said. “The mud-crawlers we defeated on our last raid, the seer has seen them plotting revenge, and their leaders claim to have located a spear.”

“A spear, said to be able to slay any of our kind with the slightest touch.” the seer joined in the conversation. “A weapon they claim will enable them to destroy us.”

“I have never heard of such a weapon.” Sargessir said.

“Do you not remember the old tales, our ancestors were driven from the dry lands, and the mud-crawlers came into our warrens and scorched them. Perhaps this weapon was involved in that war.” Garzan replied. “Regardless, they believe it will be useful, so we must deny it to them. Take a warband, retrieve that spear. Kill any mud-crawlers you encounter.”

As a follow up to a previous game where the Romans were utterly smashed by a Formorian raiding band we recently played a game of Broken Legions at the office. This game pitted a small band of Romans tasked with retrieving a legendary spear against a Formorian band sent to stop them (using the Barbarian faction list) in the Shrine of the Ancients scenario. The forces consisted of:

Romans 152 points:

1 x Centurion with Tower Shield
1 x Frumentarius (Spy) with Light Armour
3 x Legionary
1 x Legionary with Spear
1 x Praetorian [Side note, since this is a Republican era game we called him a picked Principius]
2 x Numerii

Formorians 152 points:

1 x Tribal Chieftan with Battleaxe
1 x Tribal Champion with Battleaxe
3 x Warrior with Celtic Lance
2 x Warrior 
1 x Beserker with Warpaint
1 x Druid with Familiar and Arrow Warding
1 x Huntsman

The legendary spear was said to be buried in a stone circle, and both bands convered on it (and the two additional objectives in play).
A half forgotten stone circle is about to become the centre of attention.

The Roman party advances towards the stone circle, braced for the horrors awaiting them.

The horrors await, aiming to frustrate the Roman attempt to retrieve the spear.

In the first turn, the Romans moved their spy into sight of Grawl, the Beastman beserker, aiming to lure him out into sight of their two archers. Overcome with bloodlust, Grawl duly obliged and stormed ahead of the other Formorians as they moved into the nearby woods containing one of the objective shrines.
The enemy are sighted.

The Formorians move into the woods to shelter from the threat of the Roman archers, leaving Grawl to face them alone

With the main Formorian force in the woods, the Romans shifted to face down the onrushing beserker, knocking off one of his hit points with archery, while the Formorians pushed towards the stone circle. Grawl charged rapidly at the two archers, getting rather too close for the comfort of the Romans. 
Don't stand there, keep shooting!



Formorians start to swarm the stone circle.

 Grawl's lone charge allowed him to reach the archers, his warpaint allowing him to shrug off another arrow on the way in. Unfortunately, as he was unsupported, the Romans were easily able to swarm around him and before he could strike a blow he was cut down. 

Defiant, but defeated, Grawl falls in a flurry of blows.
The Formorians meanwhile were massing on the far side of the stone circle, aiming to fall upon the Romans.
Formorians await the order to charge.
Recovering from the fight with Grawl, the Romans rapidly rebuilt their shieldwall, felling a Formorian warrior with arrows as they did, while the Formorians moved across the stone circle, ready to strike at their foe. 
Training, discipline and pointy things, the barbarian killing trinity in action
 
The Formorians swarm forward, siezing control of the stone circle containing the legendary spear.
The next turn saw the action reach a climax. The Formorians edged closer, preparing to rush the Romans in the following turn, only to be surprised by a Roman attack which isolated and cut apart two more of their warriors, while another fell to arrow fire. 


A space opens between the two sides as Formorian warriors are cut down by the Roman legionaries who can sense victory is at hand
The final turn we had time for saw the Formorian priest entreat their God of the Deep, gaining a bonus Fate point for all the Formorian heroes, which they put to good use in the ensuing combat rounds to prevent any harm coming to them. Unfortunately for the monsters, being outnumbered, they were unable to inflict any harm upon the Romans by way of reply. 

The clash of weapons finally heralds the full engagement of both sides.

At this point it was getting late, and, heavily outnumbered, the Formorian players conceeded, leaving the Romans with a decisive victory. Only their spy came close to harm, having been shot at and having to use a fate point to avoid taking a wound. The rules were easy to pick up the basics of and kept the game interesting, although our unfamiliarity with them probably prevented us using the various abilities in the most advantageous way, but we'll try better in future games.  

Garzan Thrice Cut was, to put it mildly, apoplectic with rage when Sargessir met him at the campsite. He had brought a raiding force on the assumption with the cursed spear safely out of human hands he could pillage the land at will and drive the mud-crawlers back to their homeland. After he had calmed himself by tearing apart a captive with his bare hands, Garzan turned to his cowering underling. 

"We will retrieve that weapon, and you will bring it to me yourself or die in the attempt." he snarled.   

A few things seemed to be highlighted in the game that we found either odd or confusing. Firstly, Roman Legionaries are really tough, easily comparable to some hero classes (like Tribal Champions). Given the Formorians were never in a position to use their numbers to their advantage, this really hurt. 

Secondly, massing for a charge or similar is very hard, and given the advantages that it conveys this can severely hamper a side. Again in this game, this hurt the Formorians the most. I suspect this is more of a familiarity and implementation issue than a rule one, and will hopefully lessen in future games.

Heavy weapons seem more of a liability than a benefit. The minor damage bonus seems vastly offset by the loss of agility, particularly if the defenders can bring any allies charging into a fight. Maybe it's a case of using them better, but I might well aim to use them less often. 

Finally, the Shieldwall rule is a bit confusing, and open to some generous interpretations. I'm probably going to house rule out some of the more obvious exploits before any future game.

Despite these quibbles, everyone had a good time, even if there were some glum faces among the Formorians towards the end. With the legendary spear in Roman hands, it now remains only to see what the Formorian response will be, and what game that will result in next.     

The Romans were mostly Warlord Games, with the triarii coming from the Crusader Miniatures range, while the Formorians come from the Brigade Models Celtos range.