Marian Romans

A reasonably nice picture of my new Marian Romans. These are the Wargames Factory figures which have received a lot of bad press and I admit that I was initially quite disappointed when they arrived. The plastic was very shiny and the detailing of the chain mail was poor. Once sprayed with black primer however the detail became much more pronounced and the chain mail dry-brushed very well. They fit together well and make for a very good figure for the mass of an army. They are not going to win awards, but look fine with a basic wargaming paint job and are very cheap into the bargain.

Sizewise they are a perfect mix with my Gripping Beast republican Romans, which are at the smaller end of the modern scale. Not so great with modern Foundry figures, but the size of them is getting stupid (as is the cost).

Marian Roman legionaries
Marian Roman legionaries

A couple of minor irritations. Wargames Factory haven’t yet learnt GW’s trick of including lots of extra arm and weapon options on the sprue. As a result you can’t have all of them with swords or all of them with pila; there needs to be a mixture.

Part of this is also that they have missed a trick or kit flexibility. If they had added in heads with multi-feathered crests, these would have been perfect for earlier Roman principes. Add in a few arms with spears as well and you could have made Triarii as well. Then you could have combined these head and arm sprues with a different body sprue and you have Hastati as well – voila, most of the figures for a Polybian or Camillan Roman army with only a couple of extra items on the sprue, and you have increased potential sales by another 50%.

Flames of War

I was going to put up some pictures of my Ottomans, but there seems to be a monsoon outside and the figures are in the garage. Since my Panzer Lehr FoW figures are actually in the house, I will put up some pictures of them instead.

Platoon Command Sdkfz 251/10
Platoon Command Sdkfz 251/10

First up, a platoon commander 251/10 with a 37mm AT gun. Fairly useless against tanks at this stage of the war but very handy against enemy half tracks.

Grille H
Grille H

Second, some organic fire support, in the form of two Grille H. Basically a modified Pz II chassis with a 150mm heavy infantry gun mounted in an armoured box. Hopefully these will be useful for knocking dug-in enemy infantry out of their fox-holes, while still being able to keep up with the rest of the company.

Pz IVH
Pz IVH

And finally, some divisional support, in the shape of an attached platoon of Panzer IV(H). The last version of the Panzer IV and still fairly handy although seriously outclassed by the Panther. Perfectly capable of handling itself against the Sherman or T34, but showing its age against the Firefly or T34/85.

Task List

Right, the painting the lead mountain I already have rather than buying more policy is starting to bear fruit, although I am now getting the ‘just 4 more figure to finish the army’ urge.

Anyway. my Ottoman Turks got the treatment on holiday, so there will be some pictures of them up soon when I have taken some OK ones.

Also on the list are:

Marian Romans in 25mm – using the Wargames Factory figures which have had a bad se of reviews but which I have felt paint up quite nicely. Nine elements done, seven more required for the minima of 16 in the Marian list (and who takes more than 16 Bd(O) in a Marian list?).

25mm HOTT armies. The Undead Egyptians are progressing nicely but the Dwarves have all stepped backwards as their basing is rubbish so that needs to be redone.

15mm FoW – a Gepanzertepanzergrenadier Kompanie for the Panzer Lehr division. I think I only need to buy another 4 Sdkfz251/1’s and I have all the figures for 2000 points, and the vast majority of them are painted as well, so the end is in sight here.

15mm Later Achaemenid Persians are still stalled while Xyston get round to producing some Massagetae, but I need to paint the rest of what I have got and sort out an army list for them.

Further down the line:

Remodel the Lizardmen and get some more Stegadons – we hates you GW, we hates you

Finish off the Necrons (maybe they will get a decent codex one day?)

Finish off the High Elves – but for which system?

Rebase the pyschodelic Dark Elves for HOTT

Kofun Japanese – at least paint what I have while waiting to be able to afford a bunch of figures from the US.

The new combat system…

…as used this evening. And when I say new, I mean stolen from Pendragon.

This is to avoid the problem with high-skill Runequest where combat is just a series of successfully parried attacks. Realistic, in that two highly trained swordsmen will keep fencing with each other, but tedious because it is only resolved as fatigue starts reducing skill levels.

So instead the Pendragon system. Here the aim is to roll under your skill, but more than your opponent. So there is an advantage in having a higher skill than your opponent because it gives you more headroom – the range of numbers where you are succeeding and your opponent can’t because it is more than his skill, so if he rolls higher than you he fails.

Obviously a 01-05 can’t be a critical in this system so instead your skill is, and the numbers immediately below it. So if you have a skill of 43, 42 and 43 will be a critical. 01 – 41 will be a success, but if you roll 36 and your opponent with a parry skill of 55 rolls 44, he has parried your sucessful attack.

More Magic

Although these are actually earlier thoughts about how a magic system should work.

Combat systems in RPG are normally well honed, based on actual experience, and allow a number of rounds of sparring and gradual degredation of the enemy. In systems like RuneQuest, you have the opportunity to parry, and you can decide how much armour to wear in a trade-off between skill levels (modified by encumbrance) and protection.

Magic systems on the other hand tend to be much simpler (caveat here – I haven’t bought a new RPG in 20 years so they have probably moved on). What I am looking for is the tussle of power between two opponents as they strive overcome each other’s power. The touchstone is the scene in the Lord of the Rings (the book stupid, not the film) where Gandalf is trying to seal the door from the chamber of Marzabul (sp). To misquote – ‘…the counter spell was terrible and in the end the door was destroyed, along with part of the chamber…’.

This is what I want – the ability to start casting a spell, for the target to realise it and start casting a counter-spell, the for the original caster to increase the power and so on. As part of this there needs to be a separation between the amount of raw power that a caster has access to and their ability to control it, so there is the temptation to use more power and suffer the backlash. The use of magic should be instrinsically dangerous, especially with powerful spells.

It should also have some sort of moral hazard, because it normally does in fantasy literature. And this I think should be tied into how you obtain power. Magical power should be ubiquitous, but low density. An individual caster should have enough power to light a match. To cast powerful spells you need to concentrate power, and half of the magic system should be ways of doing this. At the moment, a number of schemes spring to mind:

1. Cast for a very long time – ritual magic, hours or days of chanting, requiring endurance rolls, as the power builds and builds.

2. Have many people casting – the metaconcerts of the Many Coloured Land or the ur-vile wedges of The Chronicles of Thomas Covenant. The interesting question here is whether the ultimate caster can handle it all.

3. Divine power – all the catsre does is open the gate and lets the power from the other side stream thorugh. If the source is not beneficent though who knows what else may come through.

4. Black magic – tap into the power of a thousand human sacrifices. This is the fast route to power, and therefore gives the players an essential moral dilemma and the chance for the NPC baddie to circumvent all the irritating PC restrictions.

Social Magic in RPG

I have had a long running issue with the power of magic in D&Desque role-playing games. They allow too much power without any corresponding responsibility – no society could possibly survive in such a situation. It would only take one disaffected 20th level magician to destroy 1000 years of progress.

Runequest had a more realistic system, where powerful magic was utterly embedded in the system, so you had to be part of the social structure in order to gain access to it. The problem was that it lacked the pzzazz of the D&D system.

What I am looking for is something in the middle, and today’s idea is this. Many systems have the idea that metal or encumbrance interfere with magic, to reinforce the standard trope of the unarmoured mage.

What would happen if people interfered with magic as well. The more intelligence there is in the area, the more difficult it is to cast spells. You need to open yourself up to the flow of power to cast spells and people make that more difficult.

The advantage of this is that you can still cast the powerful fireball down a dungeon where no one is around, but you can’t cast it so easily in a village and it is very, very difficult in a great metropolis. A self-levelling system? I think I need to think through the ramifications of it, but it could be a nice little idea.

WAB Armour

I quite like the Warhammer Ancient Battles rules for doing small scale skirmish battles, although I think they don’t give a good feel of a larger scale battle very well at all. This is a problem with some of the army lists, like the later Byzantines, where you want a unit of really nice looking kataphractoi but can’t really justify having an imperial guard regiment in an army of 80 men, which would really have just been the garrison of a frontier fort.

There are a couple of things that I would like to change though, to give it a better feel.

The first is purely nomenclatural. The names of generals are always too important. My 80 man byzantine force (its not an army) will be let by a Turmarch or similar, not by the emperor. Its easy to change this though.

The second is a spin-on from WFB. If the unit width to qualify for ranks were upped to 5 it would give the battle-lines a thinner, more realistic feel, rather than the deep company columns you often seem to get at the moment.

The third is the big one. It dates from the very first days of Warhammer, back in the ’80s. At that point there was a fundamental misapprehension. Being on a horse does not give you extra protection if you and the horse are a single entity. It makes you more vulnerable. Because of this mistake, everything thereafter has to compensate in WAB to make up. Ideally the situation should be:

Missile fire should have a +1 to hit cavalry, as they are a larger target. In hand to hand the larger target is outweighed by the extra height the cavalry-man has.

Saving throws should be:

None as a base for everyone.

+1 for a shield.

+2 for a large shield for infantry (-1 move).

+1 for light armour for infantry.

+1 for heavy armour for cavalry.

+1 for light armour and cloth trapper for cavalry.

+2 for heavy armour for infantry (-1 move).

+2 for heavy armour and barding for cavalry (-1 move).

+4 for cataphract armour and barding for cavalry or mediaeval full plate and plate barding (no extra bonus for shields, -2 move).

So the saving throws would be:

None – anyone

6+ – infantry with shields or light armour, cavalry with heavy armour, cavalry with shields, cavalry with light armour and light barding.

5+ – infantry with large shields, infantry with light armour and shields, infantry with heavy armour, cavalry with heavy armour and barding, cavalry with light armour and light barding and shields.

4+ – infantry with light armour and large shields, infantry with heavy armour and shields, cavalry with heavy armour and barding and shields.

3+ – infantry with heavy armour and large shields, cataphract cavalry with full armour and full barding.

No-one would have 2+ or 1+ saving throws.

Story 1, Chapter 1 (Draft) – repost

Reposted as I inadventently deleted it.

Like all stories this story starts with a city, an incredible city. Alzahar, rising from the rocky wastes, animpossible mountain of jumbled dwellings and houses, as baked yellow and brown as the wastes themselves, a thousand years of habitation piled on top of each other, inconceivable in this waterless land. Trade routes from far off lands converged upon this point and the city lived for the bellow of camels, the aroma of heavy spices and the flow of gold from hand to hand. As the weary traveller approached across the rock shards of the wastes, the secret of Alzahar became visible, the great rift, hidden from distant sight, that carved through the wastes and out into the sand sea, where the waters of the Gualf emerged from their underground course and cut a great gorge through the soft sandstone of the wastes. Here, a thousand feet below the wastes, were gardens and fields of plump dates, rushes and birds nesting in the caves that lined the cliffs. And at the head of it all, at the point where the stygian river emerged into the harsh glare, straddling the head of the gorge was the great city itself, hewn from the dust-coloured stone on which it sat, rising like a cancerous tumour from the rock itself. Alzahar, the very heart of the world.

The arrival of a caravan from across the wastes was not an event of import in the life of Alzahar. It required a few officials to bestir themselves in order to inspect the burdens the camels carried, assess and log the contents, fill out forms and register the travellers. It bestirred the crowd of beggars and children and crowded round the newly-arrived offering services that they needed after weeks in the desert; a room, a bath, food, companionship, a beautiful girl, or several. To the seasoned traveller these were annoyances, they had favourite haunts, long term companions, places they knew were clean in every sense. To the first time traveller, they could be deadly, leading to a blind alley in the furthest reaches of the city and a quick end.

This morning’s caravan was no different to any other, arriving in the early hours before the midday sun started to beat down mercilessly. It came from over the Bathan hills and from the far off port of Arcolan, on the Inner Sea, part of the Empire. It brought goods that only the Empire could provide, cheap but well made swords and spear-heads, beautifully decorated pattery in the latest styles, salt. Amongst the travellers however was one who was new to Alzahar, white skinned after the fashion of the Sealanders. The crowd by the gate marked him, the desert traveller attire badly worn, by one not used to it, but also the outline of a sword visible under the long robe, the hilt occasionally visible as he moved.

Formalities past, he hefted a small bundle over his shoulder and after a few brief words and directions from the caravan leader strode off, taking the central road out of the irregular market place by the west gate. The caravan would take the large road that ran south along the city wall, towards the rich merchants quarter, but the central road he took led upwards, twisting and turning past the blank fronts of ancient buildings, into the very heart of the city. Alzahar had not been built on a hill, but war, local feuds and the passage of ages had crumbled many of the oldest builsings of the city to rubble and future generations, had just built upon the wreckage that they couldn’t salvage. As a result the centre of the city had risen gradually higher and higher and the few truly ancient buildings that still stood now opened to the street on what had been their third or fourth floor, everything below relegated to unlit basements. The city stood not so much on a hill as on a termites nest, riddled with long abandoned cellars, rooms and tunnels, home to vermin and those who preferred to conduct their business in the dark.

The buildings towered overhead, cutting out the bright sun and keeping the street cooler than expected. The street wound onwards, past doorways barred with great metal bound doors of wood so ancient, desicated and worm eaten that they looked as if a single blow would shatter them. A small gaggle of children and youths followed, eager to see where the stranger was headed, if he knew him himself. At each turning he stopped, considered and then took the higher road, or at least the road that seemed initially to lead higher, until at last he emerged again into the light, in an irregular and empty square at the top of the city. Opposite him stood a large building, its great gate, large than any other seen so far, flanked by a pair of stone towers. Above the gate was a stone arcade or loggia, a balcony facing the square below.

Crossing the square the stranger banged on the gate, the noised echoing around the square and hollowly within. Nothing stirred, save an old beggar on the corner of one of the other streets that led into the square, who sidled slowly over, hobbling and hawking as he came.

“No-one there” he said, “no-one there long time” he continued in a strange argot of local Sidelhian and the Rhamonian of the Inner Sea.

“But this is the palace of the king?” asked the stranger, in a different version of the same argot.

“Once, once was, no king here now.”

“Where is he then?”

“I take you, maybe, it is good for me, maybe” the beggar suggested.

“Yes, the king. I will give you money if you take me to the king.”

The beggar turned and shuffled off across the square towards yet another narrow street. The stranger stayed standing in front of the palace. Turning, the beggar gesticulated widlly at him – “Come, come, here, this way”.

Making his mind up the stranger bent down to straighten his boot and then strode across the square, catching the hobbling beggar in a few short strides. The beggar hobbled into the narrow street and then took a side alley that descended a sharp set of stairs, which he negotiated with difficulty. He then entered a maze of smaller streets in the north end of the city. The stranger was no innocent and he recognised that this was a dangerous situation. His senses searched the area aroudn for possible threats and his unease was rewarded when suddenly in a narrow alleyway, there was a scuffle of feet, and two other men burst out from a side alley. The stranger’s reactions were cat-like. He turned and his left hand shot out, the dagger concealed in the palm flying across the intervening gap and hitting one of his assailants in the face. He continued turning, drawing his sword as he went. The straight blade flashed out in a wide circle and decapitated the beggar as it went, his head spinning off into the corner and the knife falling clattering from his hand. The sudden moment of silence was broken by a shout from the ruffian behind him and a scream from the one he had hit. He ran, not pausing to look behind him, but hearing the sounds of feet in pursuit. He turned a corner and continued down another blank alleyway, when he saw a dark-robed figure, armed with a scimitar, enter the alleyway from a turning ahead of him. Turning back was not an option, but he had already noted one of the buildings in the alleyway was little more than a ruin, its doorway gaping open darkly, its upper storeys little more than rubble.

Eldar Vyper weapon efficiency

The big question with the Eldar list is what weapons to mount on your various vehicles. This is a pretty complex question, and varies depending on the vehicle and your opponents, but here are some initial thoughts for the Vyper.

The common factor is that its always fired at BS3 on a Vyper.

Firstly against common infantry types:

Kills per turn: Imperial Guardsmen Tau Space Marines
Shuriken Cannon 1.25 0.63 0.41
Scatter Laser 1.11 0.83 0.56
Star Cannon 0.83 0.83 0.83

So far, so unexpected. Shuriken Cannon is best against Imperial Guardsmen, Star Cannon is best against Space Marines and Scatter Laser is best all-rounder. Now we need to consider the costs of the weapons. Originally I looked at it as the marginal extra cost of the weapon, but for a Vyper where the weapon-load is all there is, I want to look at it as the total efficiency of the vehicle in three different configurations. I have added Spirit Stones to the vehicle as well.

Configuration Price Imperial Guard Tau Space Marines Average
Shuriken-Shuriken 70 3.57 1.79 1.19 2.18
Shuriken-Scatter 80 2.95 1.82 1.22 2.00
Shuriken-Star 90 2.31 1.62 1.39 1.77

The average column here is a bit of a delusion, as it assumes that each of these three will crop up with equal chance. If we assume that Space Marines (and Necrons who have basically the same profile), crop up twice as often as Tau who crop up twice as often as Imperial Guard, then the overall efficiency changes, but not by much. Shuriken-Shuriken becomes 1.70, Shuriken-Scatter becomes 1.64 and Shuriken-Star becomes 1.59. The efficiency has decreased in each case because Space Marines are harder to kill but the relatively minor changes in Space Marine killing efficiency are still outweighed by the massive differences in Imperial Guard killing efficiency.

Conclusions

The overall conclusion is the one that I went into the exercise with as a gut-feeling – for 5 pts its hard to beat a Shuriken Cannon. The interesting thing is how similar in killing efficiency the three different payloads are against Space Marines.

I think that at the moment though, I might go for compromise and equip my Vyper with a Scatter Laser and Shuriken Cannon, if only because I have a spare Scatter Laser from a Falcon that I converted to a Wave Serpent, which allows me to use the Shuriken Cannon that came with the Vyper to upgrade the on-board Shuriken Catapults to a Shuriken Cannon. Why GW never designed their Eldar vehicle sprues to actually have the various options that are possible on the vehicle I will never know – but that’s a whole topic on its own.

Current Projects

My current wargaming projects are (and I need to remind myself of this to stop myself starting new ones):

28mm –

WAB – saxon and viking armies (painted 11 saxons and 8 vikings, to-do 12 vikings and 28 saxons)

DBM – Polybian Romans

WFB – High Elves (need finishing), Tomb Kings (need a couple of figures and a re-vamp), Dwarves (only just started)

W40K – Sisters of Battle (finishing touches), Eldar (new codex, complete change?)

15mm

DBM – Later Achaemenid Persian (about a quarter done, lovely Xyston figures), Minoan (last few chariots, replace all spears with xyston wire spears)

10mm

Warmaster Ancients – Sassanid Persians (about a quarter done)

As wargamers go, I suspect that that is a pretty small painting pile, but then I am omitting the most hopeless cases.