Tuesday, February 14, 2012

Cupids.

Hi,

Seems appropriate that on Valentine's day I post some archers.

003

Impetus Unit Type: S
Base Size: 8cm x 2cm
Manufacturer: Old Glory 15mm

These are Old Glory 15mm Late Persians, suitable for an Achaemenid force. The Antigonids can take a few as skirmishers in Impetus, and as with the Persian horse, likely represent troops picked up in the struggle over Babylon.

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I found the painted up fairly quickly. While I wanted to keep the bright colours, I limited the palette a bit in order to finish them a bit quicker.

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This is the final base for my 300 point list. I know have a viable, fully painted army for a miniature game for the first time in about a year, so needless to say, am stoked to get in a game. The guys at the club are playing Check your 6! this week, but I'm hoping to get a game in next week. In the meantime, I'll try to get some glam shots of the army assembled.

Next up will likely be some 6mm SYW French. I pushed pretty much all other projects aside in the last push to finish these guys, so want to get caught up on the SYW. I'll probably use the expansion of the Antigonids (and the start of the Spartans) as a break from knocking out French.

FMB

Saturday, February 11, 2012

Persian Immersion

Hi,

Finished up the last cavalry unit for my 300 points of Antigonids this morning, some Persian cavalry. My guess is these are included in the list to account for local allies that joined up with Antigonus when he made his bid for Babylon.

001

Impetus Unit Type: CM
Base Size: 8cm x 6cm
Manufacturer: Old Glory 15mm

These guys, like a few others in the army, are a bit of a fudge. The figures are actually Old Glory's extra heavy Persian cavalry, and I suspect are intended to represent satrapal guard or other elite units in the LAP army. They are, however, the only Persian cavalry figures I have besides a few Paphlagonian light horse. In the Antigonid list, the available Persian horse are VBU 4, and seem consistent with either regular cavalry or Persian colonists. I've based them 5 to a base, rather than the 4 their VBU suggests, because I suspect in future I'll use them in an actual Persian list for what they are, heavy cavalry, once I pick up suitable replacement figures.

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The figure with the mace is a bit of a conversion. One of the things I'm realising is that the figures I picked up in trade a while back actually give me the basis for several starter armies in Impetus. Later Persians are one option, although I'll need a bag or two extra, notably of command figures. In meantime, I clipped the javelin from one of the riders, repositioned the hand, and made a mace with a bit of steel wire and brass tube. It's not perfect, but it distinguishes him from the other riders, I think it works ok.

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With these guys done, the only thing left is another unit of skirmishers. I think I'll do a unit of Persian bow, as this will give me one of each type (sling, javelin, bow) to experiment in game.

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I'm looking forward to them, as I found painting these guys quite fun. The patterns, variety, and bright colours make for a nice change compared to the more sober colours and consistent unit schemes I used for most of the Antigonids.

FMB

Wednesday, February 8, 2012

Plateaesque. Kind of.

Hi,

Got in a game of Impetus last night, 300 points of Spartans vs. late Achaemenid Persians. JJM (of the THMG)was kind enough to bring along his old school 25mm figures, and I was able to get in a test run of the Spartan list I'm planning. Led by the brave general Vadizonos, my Spartans set out to drive the barbarian king and his slaves back from whence they came.

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I ran a couple of Spartan phalanx, an allied phalanx, my max cavalry allotment (that would be one unit) and assorted peltasts and skirmishers. Across the table I faced three phalanx (two made up of traitorous mercenary Greeks, and one of barbarians seeking, for once, to fight like men), along with a number of cavalry. I was defender, and managed to choose ground that would funnel the barbarians into my phalanx while guarding my flanks. We tried the alternative deployment that's mentioned in this year's tournament pack, with each of us holding back a number of bases equal to our commander's bonus as a second deployment.

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Typically fearful of the might of Greece, the opposing general hid himself on our far left, while the brave Vadizonos took up his place at the front of his Spartans.

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The goal was to hold off his left and centre long enough for my Spartans to move into the "chutes" defined by the terrain, and core through him. While this would mean the allies would likely end up casualties, I figured the loss of some non-Spartans was a small price to pay for driving off the barbarian invaders (to the greater glory of Sparta).

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The first few turns saw some fairly rapid movement. I pushed forward, aiming to get my skirmishers and peltasts into the forest and onto the hills, securing the flanks of my phalanx. My overall plan was to refuse the right flank, and throw the allied greeks, a skirmish unit, and if necessary, the cavalry at him on the that side.

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The central hill became a focus of real conflict. His phalanx(es?) was deployed on the other side of it, and although by the end of the game they had pushed their way on, it acted to slow him down, and gave me the chance to move, and choose where to fight.

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He advanced his cavalry on the left:

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And on the right.

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I think his plan was to use his horse archers on my right to flank / fold me up. Ever since playing against Otherdave and his horrific horse horde, I've had a healthy respect for CL with composite bows, and frankly, was more than a little worried about what might happen if he got around my flanks. Fortunately, he pushed them forward far enough that they disordered, and overlooked the threat my javelin-armed skirmishers represented. They slid into position to shoot point blank, and Mars was with me. They got a couple of hits, he rolled a 6 on cohesion, and poof:

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No more CL. This prompted a running discussion about whether the modifiers for point blank shooting are too powerful. As someone who's been both on the receiving end (pesky Numidians, curse them!), and the giving, I quite like them as is. They don't pose a reliable threat to any unit that isn't already weak or damaged, but the potential forces both you and your opponent to take them into account.

With the horse archers out of the way, I was able to bring my allied phalanx and Spartan cavalry up to support one another, and was fairly confident I could hold the right flank, at least long enough to get the job done on the left.

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He brought up his cavalry, but wasn't able to evade when I pushed my phalanx forward.

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This had fairly predictable results, although as I recall it took a round or two of combat.

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On the left, things were heating up. His Paphlagonian CL and Satrapal Guard CP ended up jostled in the tight terrain, and were ultimately pinned between the forest and my Spartan phalanx. For barbarians, the Satrapal guard were almost decent fighters, and despite the forward grind of my brave Greeks, managed to keep making cohesion tests, so that I was only able to wear him down one VBU at a time.

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Perhaps it was the presence of their king, driving his slaves onward with fear?

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His greeks, seeing their flanks in trouble, began to push forward across the hill in the centre, while their Persian imitators did likewise. I threw forward a screen of light troops to occupy them until Vadizonos and his picked men could choose their moment.

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On the right, the allied phalanx had been thrown back by the Persian cavalry, with not insignificant losses. I wasn't too worried however, in that I expected that even if the damaged phalanx broke, the Spartan cavalry would plug the gap.

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In the centre, a unit of his Persian bow had boldly marched into the midst of my army, and despite repeated showers of missiles from my own light troops, refused to leave. I can only assume they had stumbled across their first taste of good Greek wine, though given my troops total inability to score even one hit, perhaps the drinking occurred somewhere else . . . .

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On the left, things were going well. His Paphlagonians had fallen to combined missile fire from my Skiritai and Peltasts, and his Satrapal guard retreated from the fury of our Greek spears. Clearly, whoever was leading the barbarians had decided to retire while his skin was still intact. Instead he advanced his barbarian slaves, dressed in a mockery of hoplite panaloply, towards their inevitable doom at the hands of the Spartan phalanx.

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On the right, my allied phalanx had finished off the cavalry, but they were sorely damaged, and over-extended.

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When they were charged by a group of mercenary traitors, however, I think Nike herself must have possessed them, for they fought like true sons of Greece.

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The drove the enemy back, licking their wounds, and rethinking the choice they had made to accept barbarian gold as the price of their honour.

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In the center, his kardakes managed to roll over one of my peltast units, but this left them exposed to the vengefull fury of Vadizonos and his men, who drove into the midst of them so hard, that when the killing was finished, they had passed completely by the second group of mercenary traitors.

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At this point, my foe was all but vanquished, his army teetering on the edge of breaking. With his cavalry gone, and a great hole torn through his phalanx, the slightest factor could tip things in my balance. It was then that the skiritai, showing the honour that has long served Sparta, and desirous of glory, rushed forward. Daring the remaining satrapal guard to charge them, they hurled their javelins at the foe, and one, guided by the hand of Athena, struck the barbarian king through his heart. Broken, their leader dead, the barbarians fled the field.

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It's been a long time since I played a game in this scale (the last time was back in June), and I'd forgotten what it was like. Playing at the larger scale is almost like playing a different game. Units move much faster, relative to the available space, and the table feels much more claustrophobic. It all makes for an even more intense game, through I think at the cost of some of the tactical manoeuvre, and the sense of pacing (skirmisher fight, cavalry fight, clash of the heavy infantry) that I've come to expect from the 15mm game.

Spartans, I must say, are a blast to play. At the beginning of the game, I was feeling a tad intimidated, in that it seemed pretty clear I was outnumbered, and looking at a serious mobility deficit. I was able to use terrain to guard my flanks, however, and was also aided by the fact that JJM hadn't taken any light infantry. This meant I could pretty much seize control of the choke points between channels of clear terrain, which let my phalanx move with security. Which they did. Spartans can, when they need to really put on the gas, and in 25mm scale, the can cover ground. For the phalanx with my general, moving 30cm a turn only meant passing a discipline test at 2+, and then one at 3+, meaning I had less than a 50% chance of failing. Spartans fight where they want, and they do it well. It was also a novelty to be able to oblique and otherwise get creative with large units, something my discipline B Antigonids can't do.

I had a blast, and hope JJM did as well. Now I just have to convince him of the validity of those point-blank modifiers . . .

FMB

Sunday, February 5, 2012

Bringing up the rear

Hi,

Finished the third base of pike for my large unit this afternoon:

027

Impetus Unit Type: FP
Base Size: 8cm x 3cm
Manufacturer: Old Glory

Of all the units I've painted for this army, I find the pike hardest to get through. the poses are the most uniform, and there's a lot of them, so it feels like a bit of grind. I also find that because I'm trying to make the formation dense, and the base is so small, there's less room to take advantage of the more scenic basing I enjoy with Impetus.

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That said, when they're all ranked up with the other bases in the unit, it does look at least moderately bad-ass.

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The 400 point version of the Antigonid list I'm planning has another unit of these, and converts the Lykian hoplites for pike. That's a fair whack of painting. I might end up leaving that on the to-do pile for a while. In the meantime, I'm now two bases plus a command stand from fully painted at 300 points. I'm hoping to get in a game on Wednesday, though likely using JJM's 25mm figures. If all goes according to plan, I'll be trying out my planned 300 point list for the Spartans. Assuming the game goes off (JJM is trying to confirm his availability), I should get an AAR up Thursday.

FMB

Thursday, February 2, 2012

The 'cids are alright.

Hi,

So, we had ourselves a gigantoliscious game of Impetus last night, two on two teams, 300 points each, so 1200 points total on the table. Watts and I teamed up with a couple of new players from the THMG; Watts teamed with DaveB and I teamed with marke. Both the new players were using marke's Seleucid figures, so we essentially had a Seleucid civil war with allies (Watts' Republican Romans are now unofficially lead by Maximus Anachronus). We actually used enough of the table that it was generally difficult to get pics of the entire action.

020

Watts and I arrived first, and rolled off for attacker. With my advantage in cavalry, he ended up defending, and laid out terrain. I adjusted a little, to define two or three clear "channels" punctuated with rough ground. In the picture above, you can see the two main channels available for our side to attack, defined by the hill and the two forests. On my far left was another forest that broke that side of the table up into two even narrower channels, visible here:

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Once the rest of the gang arrived, we deployed. I was on our left, with Watts across the table (see above), and marke deployed to my right, opposite DaveB.

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We decided to use the terrain to try and pull off a refused flank. I deployed my cavalry on the left wing. The goal was to advance through the "slot" between the hill and the forest with my infantry, and then loop around to flank DaveB's phalanx, while marke pushed forward to engage his front. I hoped to use my cavalry to screen / hold off Watts' Romans long enough to help marke break DaveB's command, which you can see across the table here:

022

The early stages of the game were the usual process of shuffling forward. I hit a bit of a snag on my first turn, when my leading cavalry unit disordered, and then spent several turns stubbornly refusing to rally. This had the effect of bunching up my entire cavalry wing, and had me moderately concerned that I wouldn't get them forward in time to screen my infantry.

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The result was that Watts was able to "cork" the two clear channels available to my cavalry on the left, and I couldn't use my numerical advantage. The cavalry fight on our left turned into a unit-on-unit action.

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Watts added insult to injury when his pesky Numidians (curse them!) swooped in and managed to deal a point of damage to my CP Agema, robbing them of their lovely impetus bonus.

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I was, however, able to counter with my skirmishers and peltasts, who had advanced over the hill, and after a few successive waves of point-blank missile fire, Watts pulled the pesky Numidians (curse them!) back out of danger. Meanwhile, the rest of my cavalry managed to shake themselves into some kind of order, and moved up to engage the Roman cavalry on our far left.

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In the centre, both my and marke's phalanx continued to grind forward, as the skirmish lines closed. Our opponents had pushed their light troops up a fair ways , but had left their core infantry in their deployment zones. It was becoming clear that if marke and I wanted a fight, we'd have to go to them.

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On the right, marke was heading into a cavalry duel of his own. DaveB had looped a unit of Skythian horse archers around the forest defining the right flank, and a several-turn dance between them and marke's cavalry was about to commence.

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On our far left, things were shaping up. While my persian cavalry had failed to do much to Watts' Romans, a double helping of greek light and medium cavalry had seen them off, while my skirmishers and peltasts had used successive waves of missiles to finally eliminate the pesky Numidians (curse them!). If they have room to maneuver and take advantage of the interpenetration rules, light infantry and skirmishers are an effective tool.

035


Watts still hadn't advanced his infantry, so my cavalry were clear to advance, and engage / screen the infantry as they lumbered their way around the woods. I could actually hear Han Solo yelling "You're all clear kid, now let's blow this thing and go home." The timing was perfect, as my phalanx had just cleared the wood, and could now being to swing right. The were opposed by a couple of units of cavalry, Watt's second Roman, and DaveB's heavy greek cavalry. The right of my phalanx was protected by the woods and a couple units of marke's light infantry, and my left had a skirmish screen.

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On the right, marke had brought his own phalanx clear of the woods, and was poised to begin pushing back DaveB's skirmish line, while the cavalry continued their duel.

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Watts at this point brought his cavalry forward in a bid to flank my phalanx, swinging them around his skirmishers. As I recall, however, they disordered before he could bring them to bear.

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As a result, I was able to throw my own heavies forward and engage them. The combat was inconclusive, and the two units locked into a protracted struggle. Meanwhile, DaveB also brought up some Thorakitai to support his cavalry.

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Way out on the far left, my cavalry, disordered and out of command range, began a wide sweep around the Roman flank. Watts moved his Triarii to intercept, but FP against CL is a tough match-up.

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In the centre, things were going pretty well. Marke continued to push back DaveB's skirmishers while grinding forward with his phalanx. I had both my pike and Lykians lined up for a charge.

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The Lykians managed to disperse the skirmishers in front of them with a reaction charge, while my pike block drove back DaveB's Thorakitai. DaveB countered with a charge into my pike with his heavy cavalry. We ended up pooching this a bit. His initial point of contact was on the flank of my unit, which meant that I didn't get to roll my bonus dice. Marke pointed out at this stage that DaveB's charge hadn't, in fact, been a flank charge (which must begin from behind a line drawn across the front of the targeted unit). Marke, despite this being his first game, had already been right about a few rule questions in the game; it seems there is some benefit to having recently read the rules. I rolled my extra dice, but shouldn't have, as the loss of depth bonus comes from contact on the flank. I'm not sure this had a significant effect on the outcome. As I recall, my pike ended up recoiling anyway, and DaveB was able to recontact, this time to the front. It was a screw-up, however, and my apologies to DaveB.

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In the following turn, my Lykians took out his Thorakitai, and my phalangites finished off the cavalry. I had cavalry and light infantry lined up to engage the Roman foot, which still hadn't moved, and marke's line was beginning to consolidate with mine in a drive toward's DaveB.

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Although I'd lost a stand of pike, things were looking pretty tasty from the perspective of the Antigonid heavy foot.

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On the right, marke was about to finally chase off the Skythians, and his line was closing to engage DaveB, who was starting to look like he'd been caught between a rock and a hard place.

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Unfortunately, we had to call the game for time at that point. The table looked more or less like this, although marke's pike were more advanced, and Watts' end of line Triarii went down to javelin fire from my greek CL before the end ;).

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While there was a chance that Watts could push forward quickly, his FP were in rough ground on the hills. I think marke and I were in at least a decent position to engage DaveB's pike with a clear numerical advantage, and I'm confident that my cavalry, elephant, and lights could have held off Watts long enough to engage DaveB's command.

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This was the first game we've played with multiple commands on each side, and it definitely adds a further dimension to the game. I'm also coming to appreciate the more subtle advantages of good command structure, and good commanders. I'm also increasingly of the opinion that the Antigonid list is damn good fun to play. It really does offer the chance for real combined arms dynamics, and learning how to use units together is becoming a source of pleasure for me in-game.

I'm hoping that we managed to hook a couple of new converts. I think another hour of play would have produced a decisive outcome. One factor I'm noticing with Impetus is that unless both players close to contact, it can take a while before real engagement takes place. This isn't a huge factor when dealing with FP armies like we've been playing, but I think that having to march across the table against a static force with good shooting (say, Indians or 100YW English) would likely be frustrating. This is pure conjecture, obviously, but it would be interesting to see the outcome.

Thanks to both my ally, and my opponents, for what was a tremendously fun game. Hopefully, there will be more in the future.

FMB