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Wargame: Byzantines vs. Orcs

Back on March 31st we played our first game of One Page Rules, using the Age of Fantasy ruleset. We fielded an army of Byzantine warriors versus an army of Orcs and Ogres.

Everyone fell instantly in love with the rules!

I plan on using those rules quite a bit for our wargaming since it seems to hit the perfect spot for (1) quick to learn even if you play infrequently, and (2) able to support multi-genres. I plan to add a few house rules and try them out for WWII, Warmachine, Starships, Middle-earth, Mecha, etc. So expect a lot of after-action reports and rules questions on the One Page Rules forums. Given I’m a Patreon backer I’ll also start helping out a bit with beta testing things.

There were a few things we got wrong at first (though it did not spoil the fun):

  1. Initially we had the defender rolling Defense, and we misread the rule and though a ‘success’ meant you blocked the attack (since that is what a ‘Defender’ sees as success). Makes more sense how the rules work if you have the Attacker roll for defense we found out.
  2. We forgot to move the attacker in melee back by 1″ a few times after they finished attacking.

We also have some additional rules questions which I’ll post when I get a second.

It was great fun!

Byzantine cavalry wheels and attempts a charge on the orc unit

Byzantine cavalry wheels and attempts a charge on the orc unit

Note the hairband used to denote casualties

Note the hairband used to denote casualties

We had 3 players -- 2 dividing the Byzantine army, the other fielding the Orcs

We had 3 players — 2 dividing the Byzantine army, the other fielding the Orcs

Byzantine versus Orcs and Ogres

Byzantine versus Orcs and Ogres

28mm Middle-earth Miniatures for RPGs and Wargames

I am doing research on what manufacturer’s produce Middle-earth compatible minis with human males in the 28mm or 30mm height range.

Background: I have hundreds of D&D and Pathfinder miniatures (where human males are 28mm tall, sometimes closer to 30 or even 32mm tall). Some call it ’25mm Heroic’ but these larger minis look noticeably taller than the traditional 25mm counterparts. However, most of the Middle-earth miniatures lines are in the true 25mm size range, not 28 or 30mm.

I want to buy minis to use for Middle-earth wargames which will field around 100 models on the table using the Dragon Rampant rules. I am also starting an ‘Adventures in Middle-earth’ roleplaying campaign, so I’d like to use these same miniatures in both Middle-earth wargaming and in tabletop roleplaying games. So I’d rally like my Middle-earth armies to be in the 28mm or 30mm height range.

I asked on the “Wargaming in Middle-earth” Facebook group and got some great feedback!

28mm Metal & Plastic Miniatures

Northstar’s Oathmark miniatures range has a nice range of goblins, dwarves and soon will have elves as well. It is worth taking a look at Frostgrave stuff as well.  These look to be the best looking manufacturer in this size range.

If you go hunting for Dark Age / Saxon cavalry there’s a load of great options out there in 28mm. Gripping Beast do them in metal and plastic.

Footsore Miniatures also have nice mounted Saxons.

I hear that there are plans to add goblin riders, but I’ve not seen official news on that.

Size Comparisons

There are some great blog posts showing the different sizes between GDW Lord of the Rings figures and models such as Oathmark:

Rebased Heroclix Models

I also plan to rebase some Heroclix Lord of the Rings models. I’ll touch up the paint jobs a bit. These are a quick, inexpensive way to get Middle-earth figures on the table that are the 28mm size range.



Using Dragon Rampant for Middle-earth Wargames

Dragon Rampant is a fantasy version of Osprey’s Lion Rampant. Both have excellent reviews, and let you play fast-paced wargames with 60-100 models on the table in only an hour. I read Dragon Rampant and I am VERY impressed.

Over on the Wargaming in Middle Earth Facebook group, in an informal poll I ran, Dragon Rampant was voted the most popular ruleset to re-enact Middle-earth scenarios (at least for casual gamers), beating out even the various licensed Middle-earth wargame rules. While Adventures in Middle-earth is great for D&D 5e roleplaying, a 5e battle with 50 creatures is going to take over an hour. A wargame like Dragon Rampant has a different focus with rules like Morale and Glory which I think make it an ideal companion to Adventures in Middle-earth for a game club that wants to do multiple kinds of gaming in Tolkien’s world.

For the casual wargamer, these seem like ideal rules, much less crunchy than even Sword & Spear (which plays in about 2 hours). Only 66 pages packaged in a small, easy-to-read booklet. What’s not to like?

BoardGameGeek Overviews:

The books cost only about $12 to $14 on Amazon:

I definitely want to give these rules a shot.

Here are the first three scenarios I’d like to try (text is taken from the book). They give you a flavor for the book’s tongue-in-cheek writing style:

SCENARIO A: GORY BLOODBATH ON THE PLAINS OF DOOM

Bloodbath is a straightforward fight to the death between opposing Warbands. It’s a good scenario for multi-player games or for your first game of Dragon Rampant. Both the Attacker and Defender must attempt to slay or rout their enemies to achieve victory.

SCENARIO F: POT BOILER

“Would you like a hand with that soup?” The attackers need to move quickly – the defenders have captured ten of your kin, and rather than selling them into slavery, they’ve decided to rustle up a tasty meat-based snack. The defender must attempt to rescue their medium-rare friends before the pot boils over.

SCENARIO C: DEATH CHASE

Run for your life! Ambushed while out on a routine patrol, the defenders must flee for their lives, and the attackers must take those lives from them.

A 24 army point Sea Elf Warband: Prince and Bannermen (Elite Foot, eader, Reduced Model Unit) @ 6pts, Guardsmen (Elite Foot) @ 6pts, rchers (Light Missiles, Sharpshooter, Invisibility) @ 9pts, Spearmen (Light Foot) @ 3pts.

A 24 army point Sea Elf Warband: Prince and Bannermen (Elite Foot, eader, Reduced Model Unit) @ 6pts, Guardsmen (Elite Foot) @ 6pts, Archers (Light Missiles, Sharpshooter, Invisibility) @ 9pts, Spearmen (Light Foot) @ 3pts.

 

 

Redmark Session 33: The Lost Conclave of Dreams

Redmark Date: Third Age—April 17-?, 1331

Leaving the small village where the party had freed the young green dragon, the party headed north in an attempt to reach the middle of the plateau. After several hours of travel, the party could see a large thunderstorm heading their way and decided to try to find cover. The rain came with a vengeance and the lower portions of the plateau became covered in water. Seeing that they now needed higher ground and cover, our intrepid travelers spotted what looked to be an overgrown hunting path leading up a small hill. Rain drenched the travelers, wind howled and lighting struck ever closer to their location. Seeing a small clearing with some kind of structure up ahead they made a run for it. Near the edge of the path Quintos spotted some very large creatures that appeared to be ants the size of house cats! As the lightning struck, the ants seemed to glow and electricity ran between them. Covering a large potion of the path and well into the trees on either side, the ants were suddenly a formidable foe. The group took turns one by one jumping over the ants and made it across with only one stumble… a painful one at that as lightning coursed through the party at that one mistake.

In the clearing the party spotted a large structure that looked to be somewhat similar to a church, somewhat like a small fort, and somewhat like a very large house. Seeing this strange place as their only option they headed to the door and found the door open. On the door, in a language that only Quintos could seem to understand was the phrase “Herein lies the treasure of 100 kingdoms.” Finding this interesting Lundie, Marcus, Quintos, Ghost Dancer, and The Duke headed inside.

Inside the front door was a beautifully hand carved small stone entryway. After some careful inspection Lundie noted that the very stones this structure was built from actually originated in Redmark! A larger, second door sat between the party and true respite from the storm, and without much effort they were able to open it and head inside. On the back of the door was another message in the same unfamiliar script, “Within these halls rests weapons to remove oppression, defend the feeble, and weaken the mighty. Enter with caution if you are not of like mind.” Inside the compound was a sweet smell of baked goods, distant laughter and revelry, and incredibly cleanliness.

Searching around the party stumbled upon a small sleeping quarters with some immaculately kept skeletal remains. Suddenly specters appeared and attacked the group. Reacting quickly and efficiently, the party dispatched the spirits, composed themselves and began searching the rest of the rooms they came across. Directly after the fight, the party noticed the absence of Ghost Dancer and began their search for their companion in earnest. In a small storage room the group found some potions of healing, then headed into what looked to be a musical performance room. After stepping inside, the heroes were assaulted by dozens of skeletons and some sort of magical leader who used music to both direct his minions and to distract, delay, and damage the heroes. Quick thinking and decisiveness lead the day as the skeletons were dispatched in short order only to have a more prolonged battle as more of the Died Piper’s tricks came to light. Shadows attacked the warriors, noises blared in their ears, and disgusting long, gangly fingers attempted to worm their way into the minds of those brave enough to stand toe to toe with this foul being.

One final blow from Marcus felled the wicked creature and the party decided to rest in a small stairwell within the room. Quintos read through a small journal that granted insight into what exactly happened in this beautiful place that turned each entity into some sort of undying beast. Before they could barricade the doors, a swarm of hungry ghouls burst through the door stench first. The party sprung into action and quickly took down all six of the lecherous, unnatural things. Having destroyed the bodies and finally closed themselves inside the stairs, the party were able to break away for an hour to truly rest. Opposite the entry door is a larger double door leading to a hall of former heroes. Inside were statues and plaques memorializing the fallen warriors of this compound. Lundie, after some careful searching, found a secret doorway at the back of this hallway and the party turned a small corner to find themselves in another small hallway. Here were two doors. One at the end, about 25 feet away and another midway down the hall, with just a small nondescript door. Opening the door, the party quickly realized their error as two large wights wielding large weapons laid into the group. The battle was incredibly tough and much damage was taken, but the heroes did manage to survive the ordeal and strike down the dead but still alive disgusting creatures. Further inside the small room was a shrine of some kind and Marcus and Lundie were able to sanctify the area and rest with guidance from some sort of goodly deity or instinct.

Fully rested, the party returned to the hallway and opened a large door into what appeared to be a ballroom. Nothing but tables, chairs, centerpieces, and chandeliers were in the room lined with mirrors. Out of the corner of their eyes, each member spotted movement…in the mirrors. That’s where we will pick up next adventure!

Redmark Session 32: The Green Dragon

Redmark Date: Third Age—April 16-17, 1331

April 16

Having recovered from his the bad burrito he ate, Quintos rejoined the party at the small fort that once held those crazy spider lady creatures. As they further investigated the camp, a strange old man approached the party and motioned for them to follow him. His language was unknown to the them and theirs to him. Save but one word, “pe-ale-poose”, nothing could be gained from the party’s attempt to question him. Nevertheless, brave souls that they are, the party decided to follow.

April 17

After travelling through a dense area of forest, they come to a small village engulfed in a green fog. Malo, the village elder, greats them and explains to them that Dayate, their deity and most likely a dragon, is either angry or awakening. This is apparently the cause of the green fog. Agreeing to help bring an end to the fog and find Malo’s missing son, the party heads to the temple.

The plant life has grow at an accelerated rate. Heavily covering the temple in the process. Surviving an attack from some tree creatures, owlbears, the possible desecration of an alter by a party member (this was hotly debated among the group) and living evil vines the party makes it to the center of the temple. And here their be dragon. A green one. Concerned about their impending doom, rightly so I might add, they attempt to parlay with the dragon. It works! They will be allowed to live and the dragon will leave. All that’s required is for them to find her missing younglings. Fortunately, they had been stole by a crazy and rather incompetent local who was hiding just down the hall, which was to small for the dragon to get through. Hmm….come to think of it, how’d the dragon get inside in the first place? But I digress. The party easily dispatched the fool, who’s name was Shell or Shale (does it really matter? He’s dead now) and safely returned the baby dragons to their mommy. True to her word, she leaves and life goes on for the village. Well, for everyone but those poor saps killed by the dragon. Malo’s boy (Dorrick) among them. Life definitely ended prematurely for them. But everyone else was just peachy!

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