Thursday, 29 October 2015

Assassins Creed: Syndicate First Impressions Review

The Good

Where to start, firstly the setting. The London the team have created is amazing. Walking around the place in the game reminds me of living in the city, and the city seems alive and dynamic in a way that Paris in Unity did not. The attention to detail, from the colour of bricks, to the adverts and the mannerisms of the NPCs all seem top notch. Even better, the Industrial age cityscape is far better for exploring and climbing around than I anticipated. Combined with the magic zip line producer, navigating the city is a joy. (One thing I should clarify here, although the setting is fantastically realised, all my points in my rant on the setting are valid).

Even the magic zip line producer, or the rope dart launcher as the game calls it, doesn't impact on the game as negatively as I feared. If anything, it seems to have opened up the free-running, making streets less brutal obstacles and removing the need for all the steel cable clothes lines of previous games, and opening up the vertical dimension in play for exploitation. This combines well with the increased numbers of tall buildings and smoke stacks etc, but the device is sufficiently restrictive as to not kill off completely the normal climbing as a useful tool.

What little of the story I have explored has also impressed me. Although it lacks in world shaking history changing events, the small scale gives it a greater human element. It feels (and I am only part way through) like a small skirmish in the Assassin-Templar conflict, giving the two leads key roles in the fight. It's a nice balance, where the actions of the player is actually driving the game, rather than just being a pawn, and hopefully will develop into something larger later on.

Having two playable characters is also an interesting idea, and one which has worked well. Giving the characters separate skill trees with different high end options allows you to customise them to suit tasks early on, broadening them out when points become available. Having them be twins is also genius, the sibling rivalry interplay is brilliantly done.

The NPCs I've encountered thus far are also engaging and surprisingly rounded, even the historical ones who have (in my opinion) in previous games been a bit one note.

Combat has been refined again, and I like the new style. Quick kills and combo streaks are welcome additions, and for once it feels like wait.. wait.. counter is not the only viable strategy. I will also say that the kill animations are impressive, I'm not normally squeamish but a few of them make even me wince.

The side quests, particularly the territory unlock ones are another high point, they're fun, with a good level of challenge and fit the themes of the game well. I also like that the full sync bonus objectives are no longer considered necessary for completion, but completing them gives extra money and XP, which seems like an adequate compromise.

The Bad

Well, more the missed opportunities, as so far I have no major criticisms. I have seen a handful of bugs, mostly sudden spawning in of models onto impossibly terrain, occasionally lifting a body where the body freezes in it's dead on the floor pose, and once I think I saw a pedestrian vanish into the sky.

A couple of things I think could have been done to make things even more fantastic, firstly if a character has just been in the Thames (as in in the water) they should be made more obvious (they'd smell awful) when trying to stealth elsewhere. I'd also like it if I could hop on the trains at stations and know where they were going. (I know there is fast travel, but occasionally I just want to enjoy the environment/grab a drink etc.) The final niggle is a bug where the vendors always respond as if you've not bought anything when you exit the shop, even if you have.

The Verdict

Well, let's put it this way: This post has been much delayed as I've been playing not typing.

In more detail, this is an excellent addition to the series, it feels fresh, the environment is amazing and the story is excellent. It's too soon (for me) to say if it tops AC II or IV, but it is certainly up at their level.

Wednesday, 21 October 2015

Assassins' Creed: Syndicate: A rant about settings

Why Syndicate's setting is bad, and why this is good

 

When I first heard that the next Assassins' Creed game would be set in Victorian England, I was highly disappointed. To my mind, it's a terrible setting for an AC game, there were no great power struggles, no great revolutions. Power in Britain was firmly in the hands of the Parliament, the Industrial Revolution had already passed and society had adapted, the British Empire was the undisputed superpower in the world and would remain so for nearly 50 years. The only attractions of the period are a couple of famous instances, Darwinian theory and the Whitechapel murders (my guess now, Jack the Ripper will be a Templar attack dog and you'll kill him).

So why was this period chosen for an AC game? Well, the fame of Jack the Ripper, the fact Victoria is one of the few British monarchs that many people outside the UK will know of. But overall, I'd say it's a boring, pointless period to put the game in. And this is good.

For those of you I've now lost, let me clarify. AC Unity was set in one of the most fascinating power struggles in European history, where an ancient monarchy was overthrown, the church was challenged and "dangerous" ideals like equality first got a real airing. This was followed by the onset of reality, terror and tyranny overturning the ideals of the revolution and a return to a monarchy (albeit a new one given a certain lack of candidates from the old family). And Arno did next to nothing of note in this great event. Instead we had a (admittedly good) murder mystery and conspiracy story. Arno was not motivated to free the people, by equality or any other Assassin ideal, he was motivated by the desire to redeem himself in the eyes of his former guardian's daughter. To me, this was a colossal waste.

Why this happened I don't know, I think (based on nothing but playing Unity) the team had become more interested in the modern day story/meta game components than the historical part of the story. While I can respect that, and it does have some level of interest for me, I'd much rather take part in the great events in history. This is why I'm pleased that Syndicate is set in a pointless part of history, I can enjoy an interesting story (if of no consequence to the universe) without the nagging feeling that taking part in the events around me would be a better story.

A British Assassins' Creed Game: Where I would set one

 

British history (and to clarify a point that will become important shortly, I'm referring to Britain as a geographical term rather than a political one) is littered with periods of flux, revolution and changing of balances of power. One in particular stands out to me as a perfect setting for an AC game, and I'll lay out my thoughts on why and what form the game could take here.

The period in question is the English Civil Wars on 1639-1660, where fighting took place not just in England, but also in Scotland and Ireland, giving the wars their other name, the Wars of the Three Kingdoms.

During the course of the wars, the English monarchy was deposed and for the only time in history an English monarch was condemned to death and executed by the British people in a (dubiously) legal process. The state religion was challenged, nearly demolished and a new, radical sect seized control. Britain went from a monarchy, to a Commonwealth to a Protectorate, allies became foes and finally a counter-revolution restored, on the surface at least, the status quo from before the wars. 

As I see it, the game would start around the time of the Bishop's War, with Assassin's (including our protagonist as a rookie) supporting the Scottish army as they advanced against the English army arrayed against them. Naturally the Templars will be controlling and backing the established monarchy. Attacking the English camp to assassinate a key Templar and perhaps sabotage powder reserves or similar would provide a clean and easy tutorial mission.

Next, we'd proceed to the increasingly riotous and rebellious Long Parliament, with our character helping to delay the arrest of the 5 Members of Parliament by Charles I soldiers. spreading anti-monarchical pamphlets and otherwise contributing to the rise of the rebellion. When the rebellion breaks out, the Assassins would be tasked with eliminating Royalist officers (the casualty rates among senior officers in the conflict was horrific), sabotaging siege trains and other military related activities, aiming to assist the rebellion in the difficult early stages of the war.

A point on gameplay, I envisage the game returning to a more similar format to the earlier games, with multiple major cities to visit, rather than concentrating in just one place. As the fortunes of war change, the guards in major settlements and strategically located garrisons and camps will change between Royalists and Parliamentarians, with garrisons launching patrols of the hinterlands between the cities (giving players a reason to deal with them rather than just the 100% completion). In settled areas, the Clubmen faction, locals who had banded together to defend their locality from marauders, could form a permanent 'police' to keep the player from stealing and killing at will, while enemy garrison troops would be far more hostile (suspicious on sight etc) while friendly troops would be tolerant of most minor offenses and could assist the player against enemy troops.

I also imagine their being dynamic attacks by Templar forces aiming to recapture garrisons and settlements, even when the player isn't present, just so that the oppressive concerns of civil war are brought home, never knowing if a safe area is still so.

In the next act, the player would have risen in the Assassin Brotherhood after successful actions against the Royalist armies. Their new task would be to concentrate of breaking the Templar hold on the country, as it looks like the rebellion might fail. Going after Templars, their allies and assets would be the first task, after which the hunt for any Precursor artifacts they're using. The relentless pressure on the Templars and the loss of Pieces of Eden would critically weaken the Royalists, allowing the Rebellions fortunes to improve. The Assassin could also be sent to protect the negotiations for the alliance between the Parliament and the Scots, a critical turning point in the war.

At this point, we throw in the curve ball to the plot. The rebellion's leadership at this point fell heavily under Puritan influence, a formerly small, reclusive sect with extreme beliefs and an intolerance for outsiders. When they become a dominant faction in the rebellion, they turn on the Assassins, revealing that they're a Templar dominated faction. The game changes, as all guards are intensely hostile to the Assassins, hideouts come under assault from Parliamentarian troops led by Templar kill squads. Dozens, if not hundreds of Assassins, including key leaders, are killed and the Brotherhood is nearly annihilated. The player escapes with a handful of companions.

The next act would consist of trying to rebuild the Brotherhood in a brutally hostile environment. Establishing safe houses, supply networks and spy rings will be key, followed by recruitment and training of Assassins. At this point the player will become a senior Assassin, by the simple method of having lived. Eventually, the Templars will abandon the Royalist faction as the rebellion becomes unstoppable. For want of better allies, the Assassin's will assist the Royalists, taking part in the escape of Charles I's children and his prison escape attempts prior to his execution. Ultimately though, the new, Templar dominated government will be installed and the Commonwealth will ensue. The Assassins consider abandoning Britain, and many do, leaving the player as the leader of all remaining Assassins in the Three Kingdoms.

Under the player's guidance, the Assassins will attempt to undermine the Commonwealth, eventually triggering the Templars to abolish the Parliament, making Cromwell the Lord Protector, a functional monarch with military backing. This plays into Assassin hands, as the people begin to resent the loss of freedom and imposition of religious values and the abuses of the regime. Eventually, the resentment of the Protectorate, combined with the death of Cromwell (perhaps by Precursor poison or similar that makes it look like a natural death), leads to the return of the monarchy. Unfortunately for the Templars, Charles II holds them responsible for the death of his father, and with a little help for the Assassins, he launches a purge of the Templars, allowing the Assassins to gain ground in the British Isles.

At the coronation of Charles II, the ending of the game, our character, now a Mentor of the Brotherhood, and a young Assassin will be watching from the roof of the Palace of Westminster as, once again, power was invested in one man. When challenged by the young Assassin about his failure to change anything, our character points out to him that, although on the surface, nothing had changed, below there were new rules. The people had learned they could challenge the authority of the old orders, power now rested firmly with the Parliament, as they allowed a King to exist, and that this knowledge and fact would be impossible to undo, even by the most devious Templar machinations, planting a seed that the Brotherhood can nurture into a permanent victory over the Templar desire to control. In my mind, this monologue takes place over a montage of momentous events through history where powers were challenged (American and French Revolutions, Fall of the Berlin Wall etc) as suits the speech.

Aside from the story aspects, the English Civil Wars also suit AC gameplay. Firearms were limited and slow to reload, making reliance on bladed weapons critical in scraps on the scale AC games play at, but allowing for some dramatic battlefield action when needed for the story. High attrition rates among officers allow for assassination missions without the need to make up deaths, the key role of printing presses, powder mills and local fortified strongholds give natural side quests, with obvious gameplay benefits (Clubmen will be hostile if the enemy control local printing presses, and neutral if it falls to the Assassins, powder mills supply local Assassin forces making them more able to defend themselves and allowing the player to re-arm for free, removing enemy garrisons reduces or eliminates enemy patrols).

So that's my little idea for an Assassin's Creed game where the player becomes part of history, just needing one of the "modern world" stories around it. Sadly, with the English Civil Wars being relatively unknown, I suspect it'll never go from my head to reality. But then again, stranger things have happened.

Wednesday, 23 September 2015

Lion Rampant - Adapting for the Ancient Period

Recently I hit something of a snag, I've been painting up some Romans, Gauls and Germans in 25mm, planning to use them in skirmish level scraps (village raids, patrols and ambushes and the like) when it occurred to me I haven't got a set of suitable rules.

No problem, thought I, to the internet, a quick search for Ancient Skirmish Rules will soon see me straight. Saga, nope too late, Dux Bellorum, ditto, and so on. For the Roman period, there seems to be no skirmish rules, only massed battles (well with the possible exception of some Warhammer thingy, but no).

Since I've always been tempted by the idea of collecting middle ages skirmish figures (choosing between the First Crusade/Outremer, collapse of the Byzantine Empire, Mongol Invasions or Wars of the Roses period being the main stumbling block at this time), and with a "Must only buy terrain this year" Salute coming up, I indulged in a copy of the Lion Rampant rules by Osprey and having read through it occurred to me the rules covered exactly the scale of fighting I was looking for in my Ancients.

The task I've set myself is to convert the rules to be suitable for the mid-late Roman Republic, which involves the following steps:

  • Adapting/creating suitable troop types to cover the options available and getting as close as possible to fair "Retinue" points
  • Coming up with suitable leader tables for the Gauls, Germans and Romans (and possibly the Gladiators if I intend to play some gladiator revolt battles)
  • Suitable renaming of everything to be less medieval
  • Tweaking various things like challenge rules etc to better reflect the ancient setting.
With luck, I'll soon have two rule sets for the price of one, expect to see updates here at some nebulous point in time.

Sunday, 14 June 2015

Assault on Villa Giulia

To: Lt P. Leinster, CO 2nd Platoon Dog Company 53rd Armored Infantry Batt.

From: Cpt. J. Northman, Dog Company, 53rd Armored Infantry Batt.

Your platoon is to immediately take position around Villa Giulia (GR: 7612-4431). Battalion S3 reports enemy activity consistent with the expected counterattack. Your platoon is to hold the villa at all costs.



Having pumped out a pair of platoons and supports for Chain of Command in short order, the time had come to put them on the table and get stuck in. The scenario was Attack and Defend right out of the rule book, with the American Armored Infantry platoon defending the locality of the Villa Giulia from an attack by German Panzer grenadiers. 
Villa Giulia dominates the valley floor and the road through it, making it critical to controlling the local area.

American officers take advantage of the villa's comforts.
The Americans took an adjutant, a minefield and a FOO with an 81mm mortar battery, while the Germans took an adjutant, a sniper team and a Panzer III. The Americans also declined to bring any of their integral bazooka teams.

To: Battalion Command, 53rd Armored Infantry Batt
From: Lt P. Leinster, CO 2nd Platoon Dog Company

Combat After Action Report for 23/11/1944 around Villa Giulia

At 0550 we became aware of German scouts probing around out outposts. Shortly after, a German squad was sighted advancing up the road towards the villa, and another squad was seen to the west of the road. Our machine gun squad engaged the Germans in the road, inflicting at least one casualty and causing the Germans to move east off the road.

A brazen German advance up the road is met by a hail of lead from the defenders of the villa.
With German troops taking cover behind the stone walls of a field east of the road, I deployed 1st Squad to cut off their advance. A brisk firefight broke out, in which what we believe to be the German officer in charge was wounded. 

After the initial rebuff, the Germans head east, joined by the platoon CO.
The firefight decimates the German section, and the Platoon CO is wounded.

During the firefight several of our men were hit, but the Germans lost at least four men. The men also reported a possible sniper beyond the German infantry, although this remains unconfirmed.

The Germans deployed an additional squad to try and break through, and the heavy fire from their MG42s inflicted heavy losses on 1st Squad.


MG42 fire devastates 1st Squad as the Germans try to push through the American defense.
1st Squad having been rendered combat ineffective, I deployed 2nd Squad to take over holding the German flanking movement. The firefight continued with light losses on both sides. The Germans then brought forward a Panzer.


2nd Squad suddenly finds itself on the end of the steel fist of the German war machine.

To break the Germans before the Panzer became a serious issue, I deployed my HQ squad at the opposite end of the stonewalled field to the Germans to bring them under fire from two directions.


The HQ squad surprises the Germans from the flank, adding to their misery.

Under pressure from two sides, one of the German squads broke and fled back towards the road where they came under fire from the machine guns in the villa. The survivors fled from the combat area.

Pressure from American rifle fire pins down the second German section.
Fleeing back from the Americans brings the German second section into the sights of the machine gun squad, who carve into them and drive them off the field.

With the Germans clearly in some confusion, we applied further pressure to the surviving Germans east of the road, driving them off. The remaining German forces then withdrew, leaving us in control of the field.

Our losses in the action amounted to 10 enlisted dead and wounded, and one Sergeant lightly wounded and another killed. We estimate we inflicted at least 20 casualties on the Germans, including at least two senior NCOs and and an officer killed or wounded.

A rather resounding victory for the Americans, who had a Force Morale of 8 remaining when the Germans sank to 0. The German players had made a few errors, but two things more than anything crippled them throughout the game: Their wounded senior leader, meaning that he couldn't be activated with all the 4's they rolled for their activations, and their terrible to hit rolls, rarely making more than a 25% hit rate even with a 50% to hit chance.

The latter could have been overcome, given the firepower the German sections could bring to bear, but the former became a serious issue. The German Lieutenant could have been directing the German forces around the field, which would have freed up their Junior Leader and squad activations that the German players had to use to keep that firefight going to activate their third section (west of the road) to flank the American position or bring their tank into play sooner, either of which could have changed the result massively.

That being said, the American player did well, constraining German options and committing sufficient force to the firefight to overpower the Germans in the attrition battle.

Most importantly, everyone had a good dead of fun, even the Germans. Chain of Command is definitely going to become a staple of our office wargames evenings.

Monday, 6 April 2015

New Project: Chain of Command Platoons

Why not add to the lead pile


Having recently acquired a copy of the Too Fat Lardies rules Chain of Command, and having had a couple of test games with stand in models (the sight of Roman legionaries advancing into the MG42s of the Gauls is not one I will soon forget), I have decided to bite the bullet and add to my not inconsiderable painting pile with two platoons. After a bit of consideration, I picked late war western front (Italy or France/Germany) and the Americans and Germans for the forces I'd use.

First up, the Americans. I chose to go with an Armored Rifle Platoon, which consists of the Lieutenant and Platoon Sergeant, two large infantry squads, a smaller HQ squad, a machine gun squad with two medium machine guns and a mortar team as standard. In addition I got some support options, a 57mm Anti-tank gun, a flamethrower team, a mine clearance team, an observer team for a mortar battery, an M8 armored car, an M10 tank destroyer, an M24 Chaffee and an M4A3E8 Sherman.

To face down the green machine, I picked the German Panzergrenadiers, with a leutnant, panzerschreck team and three squads of two teams, each with an MG42 and a small clutch of riflemen. To back up the core platoon there is a sniper team, an extra senior leader (probably some form of senior NCO), an MG42 team, a mortar battery observer, a mine clearance team, a motorbike with sidecar, a Pak 40 Anti-tank gun, a Sdkfz 234/3 armoured car, a Stug III, a Panzer IV and a Tiger 1.

The rationale for choosing these forces was, as usual with me, they offer a variety of play styles. The Germans are fairly simple to play conceptually, each fire team has a lot of firepower, plus panzerfausts to keep tanks on their toes. This also means that a section or team can perform fire support or maneuver roles, giving tactical flexibility. Their weakness comes from a lack of senior leaders (one to the American two) which hampers activity on the field or deployment, and a general fragility due to limited numbers.

The Americans play very differently. With their large squads of riflemen and separated out firepower in the medium machine guns and mortar units, the Americans have great resilience, but need to coordinate their firepower and movement more carefully than the Germans. The presence of two senior leaders also allows the Americans much more flexibility in battle in terms of patching up unit morale, directing the action and deploying troops. The Americans can also bring serious anti-tank firepower by adding bazookas to the infantry squads.

So with the forces assembled (although I won't deny it is entirely possible more supports will be acquired at Salute later in the month), the painting shall soon begin. Assuming my other unpainted projects don't get in the way. Like the 100 or so 28mm Gauls currently occupying the painting table. Bah.

Sunday, 8 March 2015

Action of the 22nd of December, 1942

Action of the 22nd of December, 1942

Flora II MTB Base, Invergordon, UK


Lieutenant R. Hansen RN headed toward the Flotilla Office for the morning briefing. For some reason, he had a nagging feeling this was not going to be a normal day. Two Royal Marines were guarding the office, an unusual precaution. The other boat commanders were already there, waiting impatiently for the Squadron Officer to brief them.

When the SO strode in, he placed in front of the assembled officers a piece of paper.


Well, that confirmed that this would be a dangerous mission. This was the first time the Admiralty had sent orders directly to the squadron, and such a deliberate targeting of a single convoy was unusual. Still, there was no option but to head to the boat and the sea.

Sailing to Norway took the night and most of the next day, although with the winter darkness it was difficult to distinguish between the two. The boats hid up in a fjord for the few hours to wait for the enemy convoy.


The force consisted of two Fairmile MTBs (656 and 660), each armed with a 2 pounder, 6 pounder, a twin 20mm cannon and two twin LMG mounts in addition to 2 18" torpedoes, and 4 MTBs, 22 and 29 armed with two twin HMG turrets and 2 21" torpedoes and 527 and 531 armed with a 6 pounder, twin 20mm cannon and two twin LMG turrets, plus two 21" torpedoes.

Working as two small forces, 656, 22 and 527 as one group, 660, 29 and 531 as the other, the boats took up a position on the convoy's expected route. At 2212, Lt Hansen heard the growl of approaching diesel engines. The boats began to crawl towards the noises, preparing to hit their prey. A fog bank provided cover for 660, 22 and 527 as they moved forward.
The boats close in on the sounds of a convoy
 Taking advantage of surprise, the British boats swept in, picking out two E-boats and two merchants. One E-boat found itself the centre of attention of three of the MTBs. 

Contact! Contact!
Tracer rounds began to fly back and forth, with 660 and the German boat both taking hits. A small fire broke out on 660, while the German boat was hit by 531's 6 pounder, taking serious structural damage, before catching fire, losing the use of its twin 20mm cannon mount and her engines cut out, leaving the boat adrift.

Under a hail of fire, the German boat is left in a serious state.
Additional fire from other boats hit a second German E-boat, damaging the steering gear and caused a small fire on the lead merchant ship, the SS Lina Fisser, allowing the MBTs to launch a barrage of torpedoes cutting across the convoy's route. 
The merchant crews fail to react to the suspicious trails in the water as the firefight rages around them.

With their torpedoes in the water, the British boats swept further into the convoy, using their guns to rake the German E-boats and merchants. The two lead E-boats were left without any useful weapons, while the Lina Fisser manage to extinguish the fire, another broke out almost immediately, as did one on the right hand merchant, the SS Laknes. Two more S-boats came roaring forward from the rear of the convoy, opening fire on the MTBs. 531 took fire and a small fire broke out, while the left flank S-boat took heavy fire, which kept the German crew's heads down as a small fire broke out.

The two forces close in on each other under a hail of fire, with the Germans generally getting to worst of the engagement.

Then the torpedoes struck. The one torpedo launched by 656 missed the Lina Fisser, passing beyond her to hit the Laknes, tearing her stern off, bringing her to a complete stop. Two further torpedoes from 22 struck the wreck moments later near the bow.

The two torpedoes launched by 660 struck the Lina Fisser amidships, leaving her wrecked with the crew hastily abandoning the ship.
Torpedoes devastate the convoy.

29 was able to launch a further pair of fish towards the third German merchant, the SS Maudie. To further confuse the situation, from the south a star shell was launched, illuminating most of the boats in the fighting.

In the next moments, one German E-boat tried to ram 22, but skilled maneuvering by the crew managed to keep them out of harms way, while they battered the German craft with machine gun fire leaving the crew stunned and the boat burning.
A crazed German mariner scrapes the paint clean off MTB22
Being the only remaining merchant, the Maudie suffered horrifically at the hands of the British, raked by machine gun and cannon fire from at least three boats. Seven separate fires broke out along the length of the ship, with bridge hits reducing the crew's ability to respond, but not before she managed to turn head on into the oncoming torpedoes.

Battered from all sides, the SS Maudie rapidly turns into an inferno
To add the the misery of the crew, one of the torpedoes from 29 struck home, causing massive flooding and ripping open the hull, leaving the Maudie barely afloat.

With the Maudie having just 6 Hull Points remaining, Lt "Why is it always me?" Arvinda got 2d6 bonus flooding damage. Oh well.
While the Maudie was in her death throes, MTB 531 was torn apart by close range fire from an S-boat, while on of the first S-boats attacked was finally sunk by 660. From the gloom to the south, more German vessels, a destroyer and two R-boats emerged, rushing to intervene and save what little could be saved of the convoy. 660 suffered a near miss from the destroyer's 105mm heavy guns, causing minimal damage but convincing the British it was time to clear out.

A German patrol rushes into the chaos, with the Elbing class torpedo boat blasting away.
With the final German merchant rapidly succumbing to fire and flooding and enemy heavy forces closing in, the British boats began to make a break for the open sea. 29 bravely chose to halt to pick up the survivors from 531 just as she slipped beneath the waves. 

660 made a break to the west, while 656 broke east with 527. 22 headed north while exchanging fire with a German S-boat. With the R-boats in a half-hearted pursuit of the MTBs, the German destroyer charged into 29 while she was stationary. A last second burst from 29's engines allowed them to escape without serious harm, but left her at point blank range for the German close range armament. Raked by the Flakvierling and a single 20mm cannon mount, 29 was cut apart and foundered.
The action winds down as smoke and darkness make picking out targets impossible. The last German boats concentrate on rescuing survivors
To further compound British woes, 660 was still illuminated and visible to the German destroyer, and with no better target, the German vessel opened fire with her 105mm guns. A solitary hit smashed 660's flank in and she sank, leaving her crew adrift. With all other targets receding into the night and survivors to be rescued, the Germans left the remaining British boats to make their way home. 

In the post game clean-up, it was determined that 660's crew were rescued by another British boat, but the captured crews of 29 and 531 broke under interrogation and admitted they were tasked to attack the convoy specifically. Fortunately, German counter-intelligence failed to link this to the Enigma messages sent concerning the convoy and blamed local resistance movements. While several innocent Norwegians would doubtless be arrested or killed, the ULTRA secret would remain safe.

Lt Hansen shivered uncontrollably for nearly an hour after being hauled out of the freezing ocean. The remaining boats made good time back across the North Sea. 'Whatever was on that convoy had better be worth a whole damn lot.' he mused. With two crews missing, not to mention the wounded and dead among the other boats, this had been a painful day for the MTBs.
With all three merchants, and their cargo of heavy water for the German atomic bomb project, sunk the game was an Allied victory, even with the loss of 50% of the attacking force. Even better, all the players and myself had a blast, even if there were persistent complaints about the heaviest armaments on most of the boats not being able to fire forwards.
We used A & A Game Engineering's Action Stations rules for the game, which performed very well, giving a good feel and a briskly paced game, even with none of the players having played them before. The only major rules mistake I have since spotted was me missing a bonus to hit large vessels, but that was due to my idiocy rather than any fault of the rules or the handy QRS A & A provide. The models come from the Skytrex (now Heroic and Ros) 1/600th Coastal forces range.

Tuesday, 26 August 2014

The Battle of Dvin, Spring 363 AD

Outside the City of Dvin, March 23rd 363 AD

Vahan Vzur glanced about nervously as he waited for his army to assemble for battle. The morning had seen the accursed Roman garrison march out to face down his army. The siege was still young and his men were spoiling for a fight. When all was prepared, he marched his men forward under the defiant bellow of the trumpets. Ahead, the Roman banners fluttered in the wind, almost beckoning his men forward. Vahan was painfully aware his predecessor had died shortly after attempting to take this city. "His mistakes will not be mine.." he muttered under his breath "These lands will bow to the King."

This battle, the fourth of the Caucasian Campaign, pitted the might of the two great empires of the region, the Eastern Roman forces sallied out from Dvin where they had been besieged by the Sassanid Persians. Johan commanding the Romans set up the terrain in a nicely symmetrical manner with a solitary hill in the middle of the edge of each of the four sides.

Johan's Romans:

General and Bodyguard (10 A Class Heavy Cavalry)
Clibanarii (10 B Class Armoured Cavalry)
Cataphracts (10 B Class Fully Armoured Cavalry)
Horse Archers (10 B Class Light Cavalry)
Light Cavalry (10 B Class Light Cavalry)
Comitatenses A (24 B Class Heavy Infantry)
Comitatenses B (24 C Class Heavy Infantry)
Medium Archers A (18 C Class Medium Infantry)
Medium Archers B (12 C Class Medium Infantry)
Allied Heavy Cavalry (Western Roman Empire) (10 B Class Heavy Cavalry)

All Roman troops are Regulars

Arvinda's Sassanids:

General (Armoured Cavalry)
2 x Immortal Cavalry (10 B Class Armoured Cavalry)
2 x Cataphracts (10 B Class Fully Armoured Cavalry)
2 x Light Cavalry (10 C Class Light Cavalry)
Light Slingers (12 D Class Light Infantry)
Hunnic Cavalry (15 D Class Light Cavalry) (Note: Due to my idiocy only 10 of these appeared on the field, not that it made any difference)

All Irregular troops.

Deployment:

Johan's mathematically precise terrain deployment was entirely dictated by his planned deployment. Centering his line on the hill, he deployed his medium archers on the hill, with the Comitatenses regiments deployed at its base to protect them. To their right, he placed his general and bodyguard, the cataphracts and on the far right his horse archers. The left cavalry wing comprised the allied heavy cavalry, the light cavarly and the clibanarii on the far left.

Arvinda deployed his forces in a line between the central hills, from left to right comprising his two light cavalry units, the two cataphract regiments, the two Immortal regiments, the Hunnic cavalry (with the general) and the light slingers deployed on the right hand hill.

The armies assembled and ready for battle.

The Plans:

Johan:

I strategically placed my archers on a hill outside the city walls. I placed my heavy infantry so that the Sassanid scum had to approach within archery range to take on the infantry. I put my fastest cavalry around the outside so that I would be able to encircle the Sassanid scum should they go for my infantry and archers.

Arvinda:

Attack!

The Battle:

The battle began with the Sassanid line sweeping forward and the Romans waiting patiently for them to come closer.

The Sassanids approach the waiting Romans

Soon after, the Roman archers began to fire which started off a hail of bad rolls from Johan who couldn't pass a single kill roll for several turns. Initially outranged, the Sassanids were unable to respond and continued there advance. With the wave of enemies approaching apace, the Roman cavalry wings went onto the offensive. Arvinda sent his two light cavalry regiments smashing into Johan's horse archers on the Roman right.

The Roman cavalry races towards the enemy and the first fights break out.

Unsurprisingly, the heavily outnumbered Roman Horse Archers, who were further disadvantaged being Missile troops fighting Basic type troops, got the worst of the hand to hand fighting and broke with the Sassanid Light cavalry in hot pursuit. One of the Sassanid units had the misfortune to smash into the Roman cataphracts and after a brief fight they shattered and broke off. Meanwhile, Johan's general and bodyguard found themselves facing off with both of the Sassanid Cataphract regiments. One of the cataphract regiments managed to push back on wing of the bodyguard, while the other wing pushed back the Sassanids, effectively splitting the bodyguard into two separate units.

In the centre, arrow fire from the Roman archers and darts from the heavy infantry regiments began to cut into the Immortals, whose return fire was relatively ineffective.

On the Roman left, Johan threw his allied heavy cavalry and his light cavalry after Arvinda's general and the Huns. Faced with an imposing wall of steel heading their way, they wisely chose to fall back. The Roman Clibanarii charged into Arvinda's slingers, shrugging off the barrage of lead missiles from the Sassanid light infantry and hitting them in the rear as they tried to flee. The result was predictable and the slingers routed.

Chaos begins to engluf the battlefield.
In the next turn, the slingers were futher cut apart by the victorious Roman clibanarii, with losses mounting to 50% of the unit's initial strength. Johan managed to halt the allied heavy cavalry while leaving his lights to chase off the Huns and Arvinda's general. In the centre of the field, the Immortals attempted to charge the Comitatenses. One unit passed its morale checks and smashed into the Roman infantry and began to push them back. The other unit, however, failed the checks (spectacularly in a classic example of Arvinda's magic dice rolling) and instead the Roman infantry charged the stationary cavalry and began to cut them apart.

On the Roman right, the Roman horse archers fled off the field and Arvinda was just able to halt his pursuing light cavalry (one of the downsides of irregular forces under the rules is a significantly increased chance of refusing orders). The Roman cataphracts began a half hearted pursuit of the other Sassanid light cavalry unit as they vanished off into the distance. The ongoing fight between the Immortals and the Roman general's bodyguard continued in two halves, with the Roman general and his segment of his bodyguard continuing to push back one regiment of Immortals (with Arvinda rolling poorly and losing by a single point) and the other regiment of Immortals further degrading the other half of the Roman bodyguard cavalry.

Both armies are now more of less fully committed to battle.
In the next turn, the regiment of Immortals that had been charged by the Roman Comitatenses broke and fled to the shame of their reputation. The other Immortals unit, despite heavy losses, managed to shatter the Comitatenses facing them and they broke through the supporting medium archers, demoralising them in the process as the Immortals followed up.

On the Roman left, Johan managed to halt his clibanarii from their pursuit of the slingers and began to draw them back into the central melee. The Huns and the Sassanid general were pushed to the very edge of the field. The half of the Roman bodyguard cavalry that had been losing continued to do so and their morale broke and they fled. Around the Roman general a giant mess ensued as the Sassanid light cavalry closed in from the Roman rear and the Roman cataphracts closed in behind the badly battered Sassanid cataphracts to make a four layer sandwich melee.

The field empties as units flee or are drawn into the central vortex around the Roman general.

The final turn saw the Sassanid general exiting the field with the Huns, the Sassanid cataphracts chasing the routed half of the Roman bodyguard refusing to halt their pursuit and heading off the field after them and the Immortals punching through and routing the large medium archer regiment in their pursuit of the Roman heavy infantry. At this point, Arvinda's only real hope for victory was to kill the Roman general and hope that broke his army.

In the most complicated melee we've had thus far in the campaign, the general's bodyguard took a casualty and (for the second time in the game) Johan rolled one point off the score that would cause that hit to be on the general. The final blow was the rout of the cataphract regiment

With his army collapsing, Arvinda conceded the match. Johan had managed to inflict enough damage on Arvinda's army to gain an additional VP, giving him a 4-0 victory. (Note: I'm thinking of including half the value of routed units to the "killed" VP list to give more of these consolation VPs.)

'Blasted barbarians' muttered Vahan Vzur as he rode around rallying scattered survivors of his army. His anger was with himself, placing himself with the weakest link in his army had meant he had barely any influence over the entire battle and that had cost him. It had cost many of his men their lives, and with this failure he may lose his own life at the hands of the Royal Executioner. 

Perhaps this city of Dvin was a cursed place for his people, he mused as he chased after a small knot of cavalry.

Closing Thoughts:

This battle turned on a few key rolls and moments. Twice Johan's general was nearly killed in the frantic fighting on the Roman right, and if he had fallen it could easily have broken the Roman army, even in the last few turns. At the same time though, the Sassanids failed to make the best of their strengths. As a missile heavy army with high mobility they could have chosen to concentrate on one section of the Roman army at a time, weakening them in sections, whereas they chose to throw themselves at the Romans in big wave across the front, despite being out pointed by around 250 points.

The battle also demonstrated the value of Regulars several times, with Johan being able to bring back several units into the fight after they had broken one opponent, whereas Arvinda had to watch two units of his best cavalry storm off the field in pursuit of broken enemies.

Casualties for both sides in the battle were heavy, with Arvinda losing ~250 points out of 1100 killed and Johan about 160 points out of 1350, a reflection both on the relatively expensive nature of most of the troops involved (a single cataphract or clibanarius figure being worth around 20 points)and the stubbornness with which both sides fought.

Johan:

I lost my horse archers early from a miscalculated charge. Although I easily routed his slingers  as his Immortals approached my heavy infantry I wasn't able to encircle his troops. Arvinda fought very hard and refused to give up even though the odds were stacking against him as his army fled the field.

Arvinda:

Why is it always me?