Saturday, 9 March 2019

About the fug.......

  Hello out there!. It feels like forever since i had the urge to put pinkie to keyboard!. The main problem has been a general 'gaming fug  roun' these 'ere parts. My attitude to all things gaming was a general meh that has lasted for the last few weeks!:


 An all covering feeling of not being arsed to actually get on with anything has held sway hence the lack of postage on this blog!. Looking back over my output shows several unfinished projects that need a ruddy good getting on with but i just have not had the gumption to actually do anything about them. I'm mainly talking about the two campaigns i started last year, the pike and shot fantasy rules, a ton of basing and other bits and bobs. I assume this is fairly normal hobby behavior as lots of bloggers talk of the 'lost mojo' so i will not be worrying and i hope it will be followed by a burst of pent up creativity from the very depths of my toy soldier bothering soul.
 I have even tried to get a game on despite ll this but have yet to feel the urge to post it, now its been too long to remember the ins and outs of the action (it was something to do with Orcs on a stag do but the actual idea escapes me).  I have plenty of ideas but weather for now they will happen is another matter. A mash up of  dark age warfare/zombie apocalypse sounds fun or a vikings in o lost world setting (dinos everywhere!) but even typing about them fails to get the blood pumping enough to actually plan anything. But i'm sure normal service will be resumed shortly!.

  While you wait here's some Bill Bailey clips as a form of appeasement/ distraction:





Gotta love Mr Bailey!.

......Oh and this is my 100th post!,.....yay!........

........'till next time.......

Monday, 4 February 2019

More One Hour Wargames bodgings!.

  Over the last few days your 'intrepid' blog scribbler has suffered from:

So ball achingly crap it got its own header!!!!!!!

    Which, as anyone who has also suffered from any type of:


   Will know leaves you with a foggy, deranged, wondering mind (and running nose) that means you ponder stuff you never knew needed a pondering. One such thing that my (already) sick mind was left on 'spin' mode over the subject of high fantasy. Now i'm not a high fantasy type fella, as far as i'm concerned the Elves can frickin' well stay all sailed off to wherever they punted off to (one for the Tolkien lot there). I have always enjoyed my fantasy with a touch more 'grit' and realism (if you can have it in fantasy) but i was however raised on a steady diet of Fighting Fantasy and Warhammer so i will assume some of it must have stuck in me somewhere!.

One of young Sprinks' five a day!

  So having twatted about with Neil Thomas' 'One Hour Wargames' to make fantasy pike and shot rules i thought i would attempt to bodge together a way to play 'satisfying' 'quazi-medieval standard' style fantasy (you know, Knights, Dragons, Wizards, Orcs etc....but not Elves, Elves can eff off!). So i sat down with a copy of said rules and came up with the following ideas:

These will also only work if you have a copy of 'One Hour Wargames' by Neil Thomas, i'm adding to whats already there, you will need the book to play. 

So..... What i have basically done is combine troop types from the Dark age and Medieval rules and then use them as is, the unit types i've gone with are:

KNIGHTS, MEN AT ARMS, LEVE and ARCHERS from the medieval rules, along with WARBANDS, CAVALRY and SKIRMISHERS from the Dark age rules. The thinking was that most of this type of fantasy is medieval based so adding Warbands (orcs, barbarians and other 'undisciplined' troops) and Cavalry (lighter and 'tribal' horse) as well as Skirmishers (Foresters, rangers, tribal skirmishers etc) to give the flavour required from the wilder races the typical 'good-lawful' Knightly types like to repeatedly stab and bludgeon. You could even chuck in ARTILLERY from the Horse and Musket rules for the true 'warhammer' taste!. Play the troop types as is and bobs you're uncle!.
  I would also throw in my morale rules from my 'one hours worth of free rules' giving Knights and Men at Arms a +2 mod and Leve and Skimishers -2.

 I know what you are thinking:

Your brain is good, it deserves a header of its own!.

  And i take your point. So heres some extra stuff to 'pep' it up:

Monsters: I tend to run them by picking either Men at Arms or Knights as a kind of 'base' (Men at arms for lumbering giants and ground based stuff due to the ability to absorb more damage, knights for faster stuff like flyers etc) and then add some choice bits from the list below to add some character:

REGENERATION
    During the units move phase it can regenerate by rolling 1d6-3, remove this number of hits from the unit.

FLY
    The unit may ignore effects of terrain while moving and can interpenetrate any unit it wishes. It must follow the terrain rules when deciding where to end its move.

STRONG
    In combat it can roll 2d6 and choose the best result when determining hits.

BREATH ATTACK
   Shooting attack with a 6'' range doing 1d6 damage.

ALL SHIT YER BREACHES SCARY
   Any unit in combat with the unit that is forces to test morale must -2 from the roll.

BLOODY RAMPAGE
   If any enemy troops are within the units maximum move distance and L.O.S. at the start of the units move roll 1d6. On a 1 or 2 the unit MUST charge the closest enemy unit it can see.

A BIT STUPID
  At the start of the units move roll 1d6. On a 1 or 2 the unit may not move or fire this turn.

 I'm sure you can come up with more but these are a few of my ideas.

Hero Types: There are 4 sorts: Warrior Hero, Wizard, Ranger and Warrior Priest.
 Hero sorts are single minis based on as small a base as is practical. They are 'joined' to a unit by placing them in contact with the front edge of a unit you wish them to join if they are on foot or to one of the side edges of the unit if they are mounted. Once with a unit they can not leave for the duration of the battle and are considered to be part of the unit.

For example:


The hero types work as follows:

WARRIOR HEROES:
       A unit with a warrior hero attached may roll 2d6 when attacking in combat and pick the best roll for their total hits.
May join KNIGHTS, CAVALRY, MEN AT ARMS or WARBAND.

WARRIOR PRIESTS:
     If a unit has a warrior priest present they can add +2 to morale tests they are forced to take.
 May join KNIGHTS, CAVALRY, MEN AT ARMS, LEVE, WARBAND or ARCHERS

RANGER
   A unit with a ranger may roll 2 dice when shooting and choose the best roll for their total hits.
May join ARCHERS or SKIRMISHERS.

WIZARD
   A wizard begins the battle with 1d3+1 spells. Spells are randomly generated from the list below:

Roll 2d6 for each spell and consult the list (i made earlier!):

2) Finnagrees fogg of fuggish forgetfulness No 27
    Cast this spell at the start of the opposing players Movement.
    It is cast on one enemy unit within 10'' and sight of the casting unit.
  This spell creates a foul smelling mist of forgetfulness around the feet of the target. They become confused and generally forgetful when it comes to what they are doing and how to go about doing it.
The effect on the unit is that any dice they roll this turn are halved as is their maximum move distance.

3) Steffanos old salve of soothing serenity No 118
   Cast this spell at the start of your movement phase.
   It is cast on a friendly unit within 6''.
   The target feels a wave of soothing overcome them, calming them and healing their wounds.
   This spell allows the target to remove half their hit markers (rounding up).

4) Delganos' Dark blast of darkest darkness No 6
   Cast during your Shooting phase.
   This spell is cast at an enemy unit within 12'' and line of sight.
   The target is engulfed by a blast of black fire that burns, flays and does other things of an unpleasant nature.
  The targeted unit receives 1d6+2 hits.

5) Winnifreds wonderful winged wind of wonder No 84
   Cast at the start of your own movement phase
   The spell is cast on a friendly unit within 6'' and line of sight.
    The target unit may move up to 12'' and can FLY this turn.

6) Webbertons wild whooshing wind of wildness No 49
    Cast during your shooting phase.
    Cast at an enemy unit within 12'' and line of sight.
    The target unit is moved 1d6 backwards in a straight line away from the casting unit. They maintain their facing when moved. If the move takes the unit into contact with a friendly unit the movement stops and both units receive 1d6-2 hits. If the unit is moved into contact with a terrain type it may not move through or end its turn within it stops on contact and receives 1d6-2 hits. If it contacts an enemy unit the moving unit stops once in contact and is now in combat but will not attack this turn.

7) Barratonies bonkers bravery most exceedingly brave No 154
    Cast when the target unit is required to take a moral test.
    Cast on a friendly unit within 10'' and sight of the caster.
    The target unit will be assumed to automatically pass their Morale test this turn.

8) Ronnefagies reviving of raging reanimated reavers No 22
   Cast at the start of your movement phase.
   Cast on a clear patch of ground at least 5'' square within 6'' and sight of the caster.
   When this spell is cast the sun hides behind black clouds, the earth shakes, lightning flashes and thunder rumbles. Spooky organ music rings out and a cackling can be heard on the breeze. The earth in the area the spell is cast on gives way as long dead hands pop out of the ground, pulling the long dead back to the surface. Before anyone knows it a unit of undead Men at arms stand in the casting area, totally under the control of the caster!. These warriors are now part of your force. they work exactly like a normal unit of men at arms. The unit is destroyed if it fails a morale test OR if the casting unit is eliminated.

9) Dolcilanos Dome of dithering disharmony No 77
  Cast at the start of the enemies shooting phase.
  Cast on one enemy unit within 12'' and sight of the caster.
  The unit targeted by this spell cant work out how a bow actually works!. They may not fire this turn.

10) Rochelle the Reds rather rapid recipe for rather rapid rapidity No 6
  Cast at the start of your movement phase
  Cast on a friendly unit within 6'' of the caster.
 The target unit may move twice during this movement phase. These are two moves so the unit can turn before and after each move as normal.

11) Horace Hoppanitys' Hue of horrors most horrific No 10448374998
    Cast at any time during your shooting phase
   Cast on one enemy unit within 6'' and sight of the caster.
  The target unit must take a moral test right away, even though it is the shooting phase. If they pass but take further damage this turn they must still take a moral test in the check morale phase as normal.

12) Didderees dispelling dram of darn damnation No 444 4444
   Cast when the opposing player declares he intends to cast a spell but before the effects of such a spell are resolved. The opponents spell is dispelled and has no effect!!.

 You may roll the same spell more than once.
The spells are single use so once cast they are discarded.

Spells are cast automatically just say you want to use it in the correct phase at the right time and it will take effect. A wizard may cast as many spells per turn as he wishes. Once the unit the wizard is attached to fails a morale test all spells are lost.
Wizards may join Man at Arms, Warbands, Archers, Leve, Cavalry or Knights.

Picking a force.
I know what you are going to say:

Alright calm down!....

Right again, the random type tables in the rulebook wont work here but instead i use a point system. All troop types are worth the following:


....ok these little header bits are getting silly!.
Also monster upgrades are added to the cost of the base unit at the cost of 1 point per upgrade.
Heroes are worth 1 point each except wizards who are worth 2. I find it best to limit heroes to 1 hero per 10 points (or part there of).

I find it best to play with armies of between 12-20 points, an example of a 15 point force might be:

2x warband (4pts), 1x Archers (2pts), 1x Leve (1pt), 1xKnights (3pts), 1x Warrior Priest (1pt), 1x Wizard (2pts), 1x Cavalry (2pts). This gives 6 units with 2 having an attached hero.

So thats just some ideas to make this work, and it has given me the base rules i need to do my own high(ish) typicalmedievalbasedtotalypredictablefantasysetting that i will call the 'magical' world of:



.....more to follow!!!......

......'till next time.........

Thursday, 31 January 2019

More extra fluffy bastard fluff!!

Bastards!.

Just another of my quick posts to point you in the direction of more background material written with my whole fantasy pike and shot type bits in mind. This time its the turn of the grim northern types from Fossestershire. Click here (or on the relevant tab at the top) to peruse the collection of grumpy men and beasts (and i think what must be a record number of 'bastards') held within. As with the page on Crivenshire i have included all the rules needed to use the army in my 'One Hour in Olde Albilande' rules for Neil Thomas' fine 'One Hour Wargames'. Anyway, have a look and as always comments are welcome.

'CCHHAARRRGGGGEE YYAAAA BBAASSSSTTAARRRDDDSSSSS!!!!!!!!!'

.......'till next time.....

Thursday, 24 January 2019

Crivenshire marches!!!!

The revered colours of  CRIVENSHIRE you unwashed pleb!!.


Just a quickie to point you in the direction of the tabs at the top of this page (not the very top of course, just below the header or you could click here which will get you to the designated destination). I have bashed together some 'fluff' i believe the cool kids are calling it for the first shire in the ongoing campaign setting i have been building for far too long!. Thats right, i finally have something solid to show for it!!!. The page details some bits and bobs to give a feel of the character of Crivenshire and some rules for including some famous and unique troops that march to war with them in my One Hour Wargames variant!. Please feel free to have a peruse and as ever any comments are welcome.

 Belching Bessie and the Kings Regulars give some Berkinshire scum what for!!.

.....'Till next time.....

Saturday, 19 January 2019

A futile exercise in turd polishing!

    Hello all, just a quick update to say i have tidied up my fantasy pike and shot add on bits for 'One hour wargames' by Neil Thomas by adding some pictures and bothering to spell morale correctly( you can check out the changes in the relevant tab above). I spent a while earlier on today taking a few 'arty' snaps with the help of the ever present Wronghammer re-enactment society ( all tastefully done of course!) to hopefully break up the 'dry' wall of text that are the rules i have bodged together, pictures a bit like this:

 
   Nothing earth shattering but they add a bit of colour and context for the setting (i hope!).

   On a different note i have been made homeless!!!. It began when me and the amazing Mrs Sprinks set the parental controls on our new updated wifi. All good (or so I thought) until I decided to log into this humble blog, apparently this little o' page of mine is BANNED under the settings!!. Its like getting home to find the bloody locks changed!!.

  I'm off to change some settings......'till next time..... 

Wednesday, 16 January 2019

The battle of Bodgeworth

     Can you believe it, the 15th of January already and i've done sod alls worth of gaming this year! (got Space Crusade played with the Sprinklings, which i am informed by them is AWESOME!!!!. and played a one hour medievel game with two of the little 'treasures'). I have in truth not been bothered to get stuff out, sort of a mini mojo gap i 'spose. I have been working on some bits and bobs for the 'One hour in Olde Albilande' ......err...stuff but when it comes to minis and dice i've been less than enthused. This has been nagging away at me, almost to the point where i have been putting myself off with too many ideas for game narrative i cant be arsed to do!. So i took The brave Kaptains advice and just get something simple on the go. What follows is the result of this, so without further ado i give you (and apologize in advance for):

THE BATTLE OF BODGEWORTH 
(or how to get back on the horse you cant remember falling off of)

   The year was something like 1426 or so, two kingdoms were at war for some reason, probably politics or borders or some such, maybe the queens wore the same dress to some do or other....whatever you want really. The two unnamed kings sent their armies to do what armies do to solve the issue that was previously detailed above (sort of). The two forces met at a crossroads, probably of some kind of importance for moving troops and baggage and what not. Facing off against each other the two opposing generals knew that the honour of their generic nation were on the line, it was loin gurding time.....

The feature filled battlefield!

    I used One hour wargames medieval rules for this one with my extra bobbins chucked in. I rolled each force up and got identical results. Both armies were made up of 3 units of Knights, 3 Men at arms and 1 unit of Leve. I decided that the objective for the battle was to hold the crossroads and the game would last 5 turns. Hows that for simple?.

 The army of the kingdom of Generica set up with the foot in the middle and  knights to each flank.
The opposition force of the kingdom of Lackofimaginatia with all the knights to their right and leve holding the left.

  I failed to take many photos during the battle but with no archers on either side both forces just got stuck in from the off resulting in this:

A medieval pile up!!.

Men at arms head for some hills somewhere!.


The whole thing boiled down to a scrum around the objective.

The turning point of the battle was the Lackofimaginatia men at arms holding the crossroads being charged in the rear by some knights of Generica, the men at arms fled leaving in in Generic hands.

By the end of the mindless bludgeoning and needless decapitation the field belonged to Generica, only one unit of opposition knights left to tell the tale.

    You know what, it was a very simple affair but lots of fun and im itching to go again!. I only used the boys armies because they were to hand but i may just play a few more games with them to create a narrative, god knows i have put my heart and soul into fleshing the forces out!. I also have to stress how simple the rules are but please dont be fooled by this, the simplicity by no means equals boring, the added morale rules sped the game up and add a sense of trepidation every time troops are attacked. The game also only took 25 mins to play to a conclusion so its ideal for an evenings campaigning. 

  Well thats hopefully the mini hump straddled, all that remains is to welcome Mr Steve to the unstructured mess of a blog that is this bloody mess you have been reading. Steve writes the rather great Sound Officers Call! blog which you should check out right now...go on, off you pop!.


......'till next time........

Tuesday, 1 January 2019

If you see Mr Thomas, you don't know me o.k.!.


Sooooooo, i have been working on my Pike and Shot and Fantasy rules for a while, honest i have!. However i have become rather distracted by:


This has filled my head with lots of 'what if'' ideas, mainly:

 'What if i could tweak the system to Pike and Shot fantasy?'.
'What if i could include all the different troop types in my setting with minimal special rules?'.    'What if i could bolt on a magic system?'.

   Well guess what.....I have!.

 If you look in the tabs at the top of the page you will see a new tab containing all the rules required to play fantasy Pike and Shot One hour wargames!. Have a look and shudder at my ambitious stupidity!!!!.

There is more to add, the material is pretty rough, it needs a ruddy good tarting up so please excuse the mess and the Shire specific troops are yet to be added, i want to base and photograph them before i write them up so it may take a while, in the mean time the system still works for generic Pike and Shot. So please take a look, any and all feedback welcome!.

 Oh and

I hope your 2019 is full of dice, fun and 'little men'!!!.

.......'till next time......