Saturday, November 4, 2023

Big Battle HotT: Spiders vs Asag and the Rocks

Asag's generals strode across the landscape, littered as it was with broken rocks, but more particularly with the mortal remains of thousands and thousands of spiders. Hordes of the things, seemingly unlimited in number, seemingly irresistible .. until that is they had collided head first with the armies of the mountains. Had they had a sense of smell, their senses would have been assailed by the smell of death, the cloying, lingering smell of .. victory. The rocks and stones knew no fatigue, only animation, or nothing, at the hands of the generals and their magicians, God-like in their work. Somehow they knew this would not be the end.

A week or so ago Andy began work on an army of animated rocks, based around the Sumerian myth of Asag. This was to be a 'horde' based army, in Hordes of the Things (HotT) terms, to match my Spider army (also a horde based army), now expanded to Big Battle HotT (72 point) proportions. The rock army is incomplete, so Andy supplemented it with Aliens for this Big Battle outing. I won't give a blow by blow account, merely a few comments along the way, with some concluding comments at the end.


The set up, spiders on the right, rocks on the left, with the flank anchored on a water feature.

Hordes of stones


The Rock CinC, a stone behemoth


















The Spiders' God (Spiderman) did show up.. briefly



Long enough to attack the Stones' magician...

... and eliminate him




Spiderman also eliminated an Aliens' blade element





.. and with that single roll, 

... the God disappeared again




The Spiders left tried to roll up the rocks' right, the behemoth general doing damage along the way

In the centre, the Spiders CinC, a Hero general, pushed hard, and was confounded by Hordes... surprise surprise


The Spider Horde casualties on their right flank, brought back on (seen at the bottom of the photo)







The spiders left flank command loses its general, and is demoralised

The left flank makes a subsequent low PIP die roll, can't hold enough stands, and the whole army is pushed over 50% casualties

This was a very good game. As always, the Big Battle version of the game plays differently to the standard 24 point game. My lessons with the Spider army.

  1. I was defender, and so chose a water feature for my water borne spider element. We used this per Gunboats in the Hordes of The Empire variant of the game. However a water feature down the flank seriously limits the use of the element. Had I placed a 'river' down the centre of the able I would have significantly enlarged the sphere of influence of the water element, and therefore its potential impact on the battle..
  2. The army includes two airboats and two flyers. I split these between two commands. I was starved of PIPs often. I reckon that as a player your plan should work on the assumption that it can still work to some degree even when starved of PIPs. I didn't do that. Therefore aerials saw relatively little use. Had they operated together in one command I MIGHT ell have been able to leverage greater impact form the combat effectiveness against foot.
  3. Gods are fickle eh
Overall a really good game, with a well deserved victory to Andy.

Friday, November 3, 2023

Naval element for the Spider army

A new element type for the Hordes of the Things (HotT) spider army, is a naval element. We plan on using the sort of mechanisms taken from the Hordes of the Empire (HoTE) adaptation to HotT (available on the HotT iOGroup). This one is based on one of the spider species that move around on water, on leaves etc 9see the reference in the illustration text below.

Source: https://mdc.mo.gov/discover-nature/field-guide/aquatic-spiders

Here is my interpretation of Mother Nature in this regard. 





It will cost 3AP (as per an Airboat) but be used per HoTE:

  • Gunboats cost 3ap and play as either a gun, mortar, or a machine gun. May fire in its own bound even if it moved. Gunboats move 400 paces. Gunboats are on 80mm deep bases (15mm). 
  • Transports cost 1ap and play as the type element they are carrying if they are carrying one. If not carrying an element they have a combat value of 0 and use the combat outcomes for Riders. Transports move 300 paces. Transports are on 60mm deep bases (15mm).
  • Both Gunboats and Transports may carry one element. Their movement is limited to waterways. If in contact with the shore they may unload or load one element for the cost of 1 PIP. If a Gunboat and/or Transports are part of an army and a waterway is not placed on the board these elements cannot be used and do not count as elements lost .
  • We have broken artillery down into 3 types - Guns, Mortars/rockets and Machine Guns. All 3 types use the artillery move rates, combat factors and combat outcomes. Guns: direct fire in their own bound if it did not move. Range of 8 inches. We are not distinguishing between type of gun, loading method or crew training. Mortars and Rockets: fire in their own bound if it did not move. Range of 5 inches and may fire over intervening terrain or elements. Machine Guns: fire every bound even if they moved. They have a range of 4 inches. 

Thursday, November 2, 2023

German Cavalry for WW1, and some pillboxes

 Finishing a few bits and pieces, and scavenging through the remains of a second hand purchase made some years ago, I found a pile of late war German cavalry, Dragoons, and Uhlans, already painted. I am unsure of the manufacturer for these.  I checked with friend Robert to ensure that cavalry would have a use in some scenarios (I was sceptical, but he confirmed that there will be numerous scenarios in which mounted cavalry can figure) and then set to basing and touching up the figures. There are enough to create three regiments, and a Brigade HQ for Great War Spearhead. Each base represents a squadron.




Last year I also bought some Leven pillboxes and bunkers, and painted up the first three (why three? I had three cut bases spare, and couldn't be bothered cutting more for the time being.. simple!!)



The pillboxes placed on some of the Timecast trench sections.





Righto .. what next? I really should sort the order to Irregular Miniature for the next batch of 6mm figures to complete at least one of these projects.

Friday, October 27, 2023

Raid on a rail junction: 1916

 It was time to bring out Jon's awesome 10mm middle east WW1 figures. Jon designed a small simple fictional scenario: an allied daylight raid on a critical rail junction defended by a Turkish infantry regiment, and a cavalry regiment, supported by two batteries of field artillery. The raiding forces were two mounted Brigades, one from the Imperial Camel Corps, the other a regiment of Australian Light Horse. They included several armoured car squadrons, and six artillery batteries, in support. There was also some possible RFC support. The game was played using the Great War Spearhead rules.

The raid was planned to approach from opposite sides of the objective to try and split the defenders.

Overview of the rail junction

The junction, with two 'village' sectors

Defending Turkish infantry

A deep ravine outside the villages

The overall defence, the Turkish cavalry, alerted to the impending raid, had taken up a position against the rail embankment (top centre of the photo)

Defenders occupying the village sectors (these count as 'outskirts' under GWSH


The 'southern' sweep made by the ALH

The northern wing of the attack (ICC). This Brigade had a timed order bringing it to just short of the objective, a timed order intended to see it attack the junction at the same time as the southern ALH .. I got the timings wrong (surprise, surprise). Both forces dismounted short of the objectives to attack on foot.

The ICC advance


The ALH were accompanied by two squadrons of armoured cars


However the Turkish commander occupied/reinforced the high ground to the west of the junction

The ICC took heavy casualties from flank fire

... and then failed its morale. The raid had failed

The game was intended as a small scenario to get the 'feel' for the theatre. The attack lacked subtlety (my fault entirely) being caught in the open with flank fire. I also forgot the two RFC flights, although casualties mounted so quickly it would most likely have made no difference.

However when all said and done, it was great to see Jon's 10mm figures out on the table.

Sunday, October 8, 2023

Spiders for Big battle HotT

So, I've finally finished the expansion of the HotT (Hordes of the Things) Spider army to 72 points for Big Battle HotT. Well actually there are 74 points here, as I included 2 x Lurkers, but also two additional horde bases so that the lurkers are an option. You could argue that there ought to be more lurkers in a spider army, but.. just .. no.

The complete army (the full 74 point) is as follows:

1 x Hero (general - usually)
1 x God (Spiderman, of course)
1 x Magician (a half spider half human sorceress)
2 x Behemoths (bloody big spiders)
2 x airboats
2 x flyers
2 x Lurkers
42 x Hordes (after all this is meant to be a horde army

The complete army

 
The hero


Again, the hero, rear view

The two behemoths

Spiderman, of course!!!

The two Lurker bases

The sorceress magician

Side view of the two airboats

The two flyers

and.. da dahh.. the 42 horde bases


Finally, the Stronghold

Now, to get it onto the table for some game play

Somewhere in Greece 1941

I have long been a fan of Jeff Plowman's military history writing, and have a number of his books on my shelves. Once again just recentl...