Showing posts with label Have a Heart. Show all posts
Showing posts with label Have a Heart. Show all posts

Thursday, 2 November 2017

An Inca Revival

No, not Vilcabamba, although the troops in the pics would certainly work for that.  I've had these figures for ages and re-based them for Piquet style games a couple of years ago.

Whenever I re-read Hemming’s “The Conquest of the Incas” I can't help feeling it would be a poor heart indeed that didn’t race with hope for Manco Inca as he attempted to contain or even reverse the Spanish Conquest. Of course we know in advance how it ended.  Still and all.

Brave boy.  He was an innovator too, making and stockpiling pikes and with a few pals learning to ride and use a lance.  Had his initial revolt succeeded it's possible the Inca like the Mapuche could have held out.  A great "What if".

Here are some of the toys all Mike's Models and still available from Essex and a good fit with Khurasan Conquistadores.  I hope you like them.














The odd fellow or so in animal masks are totally a-historical but I couldn't resist using them. As to when they will see action, possibly next year as there is a queue of games I want to play before hand.

Sunday, 8 January 2017

2017

It’s a new year and I hope you all have a good one.

I’m going to be concentrating on finishing last year’s projects and hopefully getting a few more games in, all of which will appear on this blog.

Some folk have been kind enough to ask for copies of Have a Heart and At the Ends of Empire which is very gratifying.  

I want to do another test game for each of them and following that I will make a PDF and QRS freely available for both sets for anyone who wants them.  The Army Lists, and I will be adding new ones, will be on this blog should anyone wish to use them.

Sometimes you begin a project and lose interest-usually after spending a lot of money.  I thought my Seven Years War project had gone this way but as if by osmosis it revived itself.   So, with no further ado here are some Austrians.



Regiment Von Browne above and some Croats below.





Here is the redoubtable regiment Botta.


As ever thanks for reading and more very soon.

Sunday, 4 September 2016

Armour and Army Sizes

This is by way of a ‘note to self’ type of post but it might be of interest.  Firstly, armour – it seems to me that the best way to handle armour in At the Ends of Empire is the troops with the best armour reduce their opponents Combat Die by down one dice size.  So a group of Pict nobles with a Combat Die of D10 will find that reduced to D8 when they take on a unit of mail armoured Romans. Likewise a unit of veteran mail clad Romans would find their D10 Combat Die reduced to D8 if faced by fully armoured Sassanian cataphracts.


Secondly army size- I’ve never been much bothered about points systems.  After all a major part of a general’s art is to fight at an advantage.  That said lots of folk want a bit of equity in their games for obvious reasons. In Have a Heart and At the Ends of Empire the simplest way to achieve this is to ensure an equal number of Morale Points on each side.  A Roman army of full timers is therefore going to be considerably smaller than a Pict army of mainly part timers.  

I’ll see how it works in practice.

Monday, 22 August 2016

Coming up next


Ancients was my first gaming love other gaming interests came later. I'm enjoying renewing my acquaintance with the end of the period via the development of At the Ends of Empire.  Consequently, there will be more posts on the Picts, British, Angles, Irish and Saxons in no particular order.  I hope folks find these interesting but the prime purpose is to help me clarify my own thinking about warfare in Late and Post Roman Britain.

There is also the third play test for Have a Heart which only needs player availability to take place.  Hopefully this will be sooner rather than later.

I have now got my copy of Sidhu’s The Second Anglo Sikh War and it’s a massive tome.  When I’ve read it I will report back, his first volume was met with much deserved acclaim-so I’m expecting a treat.  

I’ve a piece written about Highlanders at war that currently needs some photos so that will appear too.


More soon and thanks for reading.

Wednesday, 17 August 2016

Of Markers and Men and Morale Points

As I prepare for the third play test of Have a Heart it occurs to me that I haven’t mentioned the markers I use in lieu of record keeping or the individual command stands needed for the game.  I have also revised my thinking on Morale Point generation.

First the Markers these are:

A ‘Shocked’ Marker
An out of ammo Marker
Casualty Marker
Out of Command Marker


Here, in the above order are my markers. I need to make the last two more natural looking.

Here are some new Have a Heart command stands.



I have moved away from the idea of a Morale Point table to a simpler system with a bigger random element.  As previously discussed each player would count up the number of units in their army allowing 1 for a normal unit and 2 for an elite one. Then add 2 for the General and 1 for each sub commander the total being the number of Morale Points so far. Each player then throws a D6 and a D12 the difference between the two scores being added to their total.  Potentially the player could receive an 11 point bonus or none at all and everything in between.  I'll try this out in the next Play test.

Finally, here's a few more men, Minifigs Tlaxcala.  I really like the guy with the Crane back banner.





Friday, 12 August 2016

A Work in Progress

On the 31st of July I blogged on Combat - Bernal’s story and concluded by saying that I wanted Have a Heart to be able to reflect that sort of fighting.  Bernal’s story is important because he was there as a soldier and he wrote, remarkably frankly, about his experience of the Conquest.

We have had two play tests so far, and shortly there will be a third, with one victory a piece.

So onto the game itself.  First, I think the outnumbered Cortez lost because he fought an offensive battle on bad ground.  Had he taken a defensive position and made the Mexica fight on the plain he would have done better.  In fairness a couple of Spanish sub commanders would have helped too. 

Where they could be brought into play the cavalry and Lombard guns were powerful.  The Spanish foot should have been flanked by allies and given more space to work and in the next test I’ll ensure that. 

I liked how the use of Morale Points worked in terms of improving chances.

The Heroes of the game were undoubtedly the Jaguars of Texcoco and the nobles of Tlaxcala, elite troops, and like all Heroes they were lucky.


Did Have a Heart reflect the sort of fighting Bernal Diaz described? You can read the extract and the play test and decide for yourself.

I still see Have a Heart as a work in progress but I'm happy enough so far.

Wednesday, 10 August 2016

The Second Play Test- Part 5

Axayaca wins the initiative 8-2
Card 1 Army Morale
Card 2 Melee-No contact.
Card 3 Group Move on an even dice The Mexica centre emerges between the skirmishers and Jaguars and Eagles attack the Spanish and Tlaxcalla. The Spanish recoil is blocked by the Otomi and the unit is lost.  The Tlaxcala hang on.
Card 4 Melee The Jaguars pay a Morale Point for a ferocious attack on the Tlaxcala bows who are destroyed.
Card 5 Command, Card 6 Manuoevre-no action.



Cortez
Card 1 Missilery Reload. The Tlaxcala bows fire to no effect.
Card 2 Move on an even dice.  The Otomi turn to face the Eagles and charge both sides inflict casualties.  The Spanish cavalry hit the Eagles in the flank destroying them.



Card 3 Lombard Reload.  Poor dice and no casualties perhaps they overshot.
Card4 Move Cortez attempts to create a new battle line.
Card 5 Melee No contact.
Card 6 Command Cortez attempts to rally the Spanish swordsmen but fails.


Cortez wins initiative 8-6
Card 1 Army Morale
Card 2 Missilery Reload-more poor dice for the Tlaxcala archers.

Axayaca
Card 1 Army Morale
Card 2 Lull

Cortez wins the initiative 3-1
Card 1 Command. Cortez rallies the Spanish swordsmen and in paying to restore their unit integrity spends his last Morale Points.  Game over.  The last pic shows the so far un engaged Mexica.  Texcoco did most of the fighting.

I'll need to have a think about all this but I enjoyed it and I hope you did too.


The Second Play Test- Part 4


Cortez wins the initiative 4-2
Card 1 Group Move on an even dice.  The Spanish swordsmen charge the Texcoco Jaguars and the Tlaxcala nobles turn and hit them in the flank.  The Spanish are sent back reeling (bad dice) and the Tlaxcala held in melee (even dice), heroic stuff from the Texcoco Jaguars.



Card 2 Move. Cortez sends the cavalry to protect the flank and advances up to the tree line where allied fire power clears away the first line of Mexica skirmishers.


Axayaca
Card 1 Move on an even dice.  The Mexica army moves into view and begins (poor dice) to envelop the allies.  More Texcoco warriors come to support the Jaguars.
Card 2 Melee. The Tlaxcala nobles are hit by a unit of warriors who they send hurtling back. Their grim battle with the Texcoco Jaguars continues.

Axayaca wins iniative 11-2
Card 1 Missilery Reload-markers removed.
Card 2 Manoevre Mexica skirmishers form up on the flanks of the Eagle and Jaguar knights.
Card 3 Army Morale
Card 4 Missilery Reload. The allies are hit twice Tlaxcala archers retire and the Spanish take casualties.
Card 5 Melee. The Texcoco Jaguars and the Tlaxcala nobles both pay a Morale point for a ferocious fight in which Tlaxcala prevails – preserving the allied flank. The Texcoco Jaguars retire.
Card 6 Command. Cacamatzin begins to rally the Texcoco troops. Only one unit of warriors fails to respond.
Card 7 Lull.
Card 8, Command
Card 9. Missilery Reload. The Mexica skirmishers fire again to no effect.



Cortez
Card1 Lombard Reloaded- The Lombard is masked by the retiring Tlaxcala archers.
Card 2 Melee-No contact.
Card 3 Manuoevre The Tlacala nobles square off against the rallied Texcoco. The Lombard is turned on the Mexica. The Tlaxcala Otomis turn to support the Spanish.




Card 4. Army Morale, Card 5. Lull, Card 6 Lull, Card 8 Army Morale, Card 9 Melee. No action on any.

The Second Play Test -part 3

Cortez wins the initiative 11-9
Card 1 Army Morale-
Card 2 Move but on poor dice the army goes forward the cavalry securely tucked away.

Axayaca turn two cards
Card 1 Manoeuvre-
Card 2 Melee- no enemy in reach

Cortez wins the initiative 11-9 again.
Card 1 – Army Morale –
Card 2 Command Cortez rallies the cavalry

Axayaca turn 2 cards
Card 1 Group Move – Cacamatzin’s Texcoco warriors move, still concealed by the tree line, to within striking distance of a Spanish flank mixed unit.


Card 2 Move on an even dice. Cacamatzin leads a unit of Jaguars, paying one Morale Point for a ferocious attack, and one of warriors hit the exposed Spanish mixed unit front and flank. Spanish fire power shocks the Jaguars but not enough to stop them.  More warriors attack the adjacent Tlaxcala archers.  Crossbows and arquebus are fired, arrows fly and Atl Atl are hurled, The Tlaxcala commanded by Xochomitl drive back their attackers but the isolated Spanish unit is gone and prisoners have been taken. They'll be dancing in the streets of Texcoco tonight.



Axayaca wins initiative 6-3.
Card 1 Army Morale-
Card 2 Lull
Card 3 Missile Reload the Texcoco warriors reload.

Cortez
Card 1 Manoeuvre – Spanish and Tlaxcala turn to face the Texcoco, Lombards deploy and the cavalry turn to line.  The allied battle line is restored.
Card 2 Lull
Card 3 Move - the army advances – slowly due to low movement dice.

Axayaca wins iniative 10-5.
Card 1- Melee-no enemy in reach
Card 2 Command
Card 3 Army Morale
Card 4 Melee--no enemy in reach
Card 5 Missilery Reload-no target

Cortez
Card 1 Lombard Reload The guns fire twice and drive back a unit of Texcoco warriors with losses, Cortez playing a Tactical Advantage card for added effect.
Card 2 Melee – no troops in contact.

Card 3 Group Move on even dice. Spanish swordsmen charge the Jaguars and the Tlaxcala nobles attack the warriors.  The Tlaxcala push the warriors back, but the Spanish are repulsed as Axayaca plays a Tactical Advantage card and pays a Morale Point for a ferocious Jaguar defence. The Spanish suffered from the effects of having seen comrades captured.



Card 4 Missilery Reload Tlaxcala fire at the Jaguars to no effect -poor dice.
Card 5 Army Morale.

And that concludes Turn One. Both card decks are shuffled and turn two begins.


The Second Play Test -part 2

Cortez wins the initiative roll by 4-2 and turns 2 cards.

Card 1 is a Move card on an even roll which means the Spanish troops still in column form up in depth and the whole army moves forward in three battles.  Only the guns and the cavalry remain in column and the latter unwisely moves across the front of the Mexica.
Card 2 is a Lull card.


Axayaca turns

Card 1 a Command card – nothing is required.
Card 2 a Lull card.

Axayaca wins the initiative 8-5.
Card 1 Army Morale -.
Card 2 Manoeuvre the Mexica on the low hill form up in depth.
Card 3 is a Missilery Reload card that enables the Mexica slingers to shoot twice at the cavalry.  Causing a unit integrity loss on the Spanish – it’s a small unit and cannot afford this.


Cortez turns 3 cards

Card 1 Lull
Card 2 Missilery Reload – no targets
Card 3 Command.  Cortez joins the cavalry but fails to rally off the unit integrity loss.  He does need to achieve this.




The Second Play Test - Part 1

Here we have the Spanish column heading for Mexico.  There are 20 Spanish cavalry, three hundred foot, some light cannon and 500 Tlaxcala.  Facing them is a Mexica expeditionary force of 1,500 men.  The Mexica want a horse and some prisoners and the Spanish want to secure the entrance of the pass through the mountains.   All of the generals, Axayaca and Cacamatzin, and Cortez and Xochomitl are very competent.

You might think the Mexica force is too small for the task and there is something to that. Though we can bear in mind  that due to circumstances Cortez never faced the full might of Mexico - We could consider this a preliminary engagement. 

I'm going to take the AAR in stages so we can see how the rules work - or don't as the case may be. I should say, like all Piquet games, Have a Heart moves along quickly.  So to Turn one.
Axayaca for Mexico wins the initiative roll by 9-4 so 5 cards will be turned.
 
Card 1 is a Move card and the Mexica move their troops down to the tree line and send a strong force to occupy a low hill. From the Spanish perspective most of the Mexica army remains out of sight.
Card 2 is a Lull card-nothing happens.
Card 3 is a Missilery Reload card but no targets are available.
Card 4 is a Command card and a leader joins the Mexica on the low hill.
Card 5 is an Army Morale card – nothing happens.


Cortez now turns 5 cards.

Card 1 is a Lull card-nothing happens.
Card 2 is an Army Morale Card-ditto
Card 3 is a Manoeuvre card and Cortez forms his flank troops into deep formation.  
Card 4 is a Melee card but no opponents are available

Card 5 is a Lombard Reload card but the guns are still in column.


Tuesday, 9 August 2016

A Delay

Apologies folks I’m running a bit behind today. Consequently, the Have a Heart play test will not appear until later tomorrow.

Monday, 8 August 2016

The Rest of the Week

Just a note to let readers know that the next three posts will be a card by card account of the first turn of the second Have a Heart play test. The turn ended when all 25 cards had been turned,  There will be pics too and after that I will draw some conclusions as to how the turn played. I’ll do the same with the second turn too.  The posts will begin tomorrow night. Thank you all for your interest.

Sunday, 7 August 2016

Refurbished Minifigs

Bought in the 1980s these little fellows have mostly languished unused ever since.  Given my current focus I thought I’d repaint and rebase them.  I’m pleased enough at the end results.  So the Jaguars:


Some slingers.


More Jaguars and archers.



Warriors



I’m pleased to say they were done in time for today’s game-more of which soon.

Friday, 5 August 2016

The Cards

As readers know I play Piquet style games and that means using cards.

I found some nice, near contemporary, images for both the Mexica and Spanish card decks for Have a Heart.  I was very pleased to find some images of the Spanish and Tlaxcala together.  The cards are now done and you can see them here.  I'll say thanks again to Jarrovian for the cold laminating tip.


Here is a close up of the two images I eventually chose for the back cards.  Mexica on the right and Spanish and Tlaxcala on the left.


The full card deck for both sides is as follows.

Spanish and Tlaxcala
Number of cards
Mexica
Number of cards
Move
3
Move
3
Lull
3
Lull
3
Melee
3
Melee
4
Missile reload
2
Missile reload
4
Tlaxcala
Missile reload
1
-
-
Lombard reload
2
-
-
Army Morale
3
Army Morale
3
Command
3
Command
3
Manoeuvre
2
Manoeuvre
2
Tactical Advantage
2
Tactical Advantage
2
Group Move
1
Group Move
1
Total cards
25
Total cards
25

For anyone is wondering about the ’Lombard’ cards, the Lombard was a type of light, breach loading ship's gun used by Cortez on his expedition to Mexico.  The breaches could be prepared in advance and so a brisk rate of fire was possible for a while. Two Lombard cards might be excessive so I will keep an eye on that.

Wednesday, 3 August 2016

MORALE AND RELATED ISSUES

I’ve been giving some thought to how to handle morale and related issues in Have a Heart.  Lots of games allocate a numerical value to each side representing its confidence and willingness to fight.  As the number diminishes due to attrition of various sorts so the task of the player gets harder -units quit the field and those remaining are harder to motivate, eventually the army collapses unless it wins. It’s a system I like.

In Have a Heart we will talk of Morale Points and they will be generated by counting up the respective number of units and commanders and cross referencing on a table to give the number of Morale Points available to each side. Each ordinary unit and individual sub commander will count as 1, and each veteran or elite unit and General as 2.  To add an element of chance a die role will be involved in producing the final total.

As an example here is part of the Army List for the Texcoco force.  It will generate a minimum 8 Morale Points.  I should say 'Obsidian' below, represents a range of weapons, CD = Combat Die and DD = Defence Die, I hope the rest speaks for itself.  If not let me know.


Unit
Arms
Armour
Range
CD
DD
Extra
Eagle Knights
Obsidian
Atl-Atl
Cotton
2
D:12+1
D:10
Ferocious
Specialist up 1 dice for shooting
Jaguar Knights
Obsidian
Atl-Atl
Cotton
2
D:12+1
D:10
Ferocious
Specialist up 1 dice for shooting
Cuachic
Obsidian
Atl-Atl
Cotton
2
D:12
D:8
Ferocious
Specialist up 1 dice for shooting
Warrior
Mixed unit
Obsidian
Missilery
Cotton
2
D:8
D:6
Stubborn
Warrior
Mixed unit
Obsidian
Missilery
Cotton
2
D:8
D:6
Stubborn


Morale Points will be spent rallying units, paying for a fierce attack or a stubborn defence and simply just lost due to enemy action.  This means that the decision to launch a fierce attack and possibly take prisoners (which would generate extra Morale Points) has to be weighed against the wider needs of the army.  The intention is that the player in each turn must choose a tactical priority and get it right to win.

I'm also thinking of incrementally adding the 'Lull Cards' post first turn rather than having them all in the deck from the get go. Thus friction increases as combat continues.