Tuesday, April 22, 2025

Agincourt ... Midgard style!


So Anton is away this week and I volunteered to post up the After action report from our most recent game of Midgard for those of you who are interested.  Before I begin I will apologize as my skills with a computer are far inferior to Anton's so things will not be a glossy as his work, but I hope you will enjoy.  

Thursday, April 17, 2025

A useful resource for MIdgard players


 

       Standing Stone Studio over at Lead Adventure Forum pointed out this handy site for Midgard players. Mogsymakes provides a couple of Force Creators, a playsheet some sample armies and the latest errata to the rules. The Force creators are particularly handy. If you are playing the rules or considering if they would apply to your favorite period the Force Creators are very exciting. Take a look!

Tuesday, April 15, 2025

28mm Bavarian Infantry 1870-71 from Perry Miniatures

  

 front of the box, 
nice artwork closely reminiscent of Rochling's "Landau Gate"  painting
 
        Thanks to the good folks at Michigan Toy Soldier forgetting me a copy of this set to review. 

        Prussia did not go into the Franco-Prussian War on its own, the other German Principalities joined in to help. The Kingdom of Bavaria was one of the larger contributors to the war effort, as well as being the first of the Southern German States to join in the mobilization against France. This force took part in many battles throughout the war. After the war it joined the German Empire but maintained considerable autonomy until the end of the Great War. If you want to paint a force for the Franco Prussian War and don't fancy seas of dark blue Prussians the Bavarians in their light cornflower blue and distinctive helmets would make a smaller self-contained force with a decidedly different look.
        This set provides what would be the bulk of the fighting troops in the form of Line Infantry and Jagers; twenty-eight Infantry soldiers, four command officers and eight Jagers. The miniatures are cast in a medium gray medium hard plastic with no trace of flash and only a hint of mold-lines. The sculpting is up to the usual superb Perry standards with natural poses and realistic proportions enhanced by a delicate understanding of the manner in which clothing drapes over a body. This kit offers both the Raupenhelm and the forage cap as options for headgear. Also included is a set of bases and a pamphlet describing the Bavarian army, it's organization and an assembly and painting guide. The painting guide calls for a much darker blue than many sources (including a good many contemporary ones) than is usually associated with the Bavarian army over the centuries. But I am here to review the minis, not dictate on how you paint them, so on to the pictures.

Sunday, April 13, 2025

More Mucking About With Midgard

        In yet another round of Midgard playtesting The Housemartin and I sat down to play a very similar game to the last one. Housemartin is one of the best rules-analysts that I know, he has a capacious memory and a swift kenning of the implications of rules on the manner in which the game plays. He has had the rules in his hands for a couple of weeks so I fully expected a learning experience as we played.  We had resolved to fully check the text of the rules as we played to ensure that we understood the rules and that we conducting the game in compliance with them. 

       Even with the large armies and constant rules checking we were done inside three and a half hours. I had decided to take pictures after each player activation was completed rather than at the and of a full turn to better illustrate the action. In all the pictures south is to the left. The battle narrative is told from the position of the Saxon commander (me).

the armies ready for battle, Saxons are overweight to their right with all the Huscarls (as well as a Champion and a general) deployed there, the Britons are  also heavy on their right loading all the knights and most of the cavalry there

More Playing Around With Printed Planes

 

       A little while back The Housemartin found the Axis & Allies Air War game. He got some truly lovely model planes (pre-painted, my favorite sort!)  and we played it several times after our usual game. The rules are simple to understand and easy to play, needless to say they were well-received. Of course we all wanted to expand the horizons of the game. Upon looking into the situation further it turned out that the game had been discontinued some time ago and the model planes now came at a premium.

         I offered to give 3D printing the desired aircraft a try and began digging about on the internet to find free STL files of the desired aircraft. It took a bit but I found the files, re-scaled them and printed them out. Out of boredom I painted them and found decals suitable to our purpose. All that remains is to drill a hole in the underside to accept the post from the base.

 

a couple of Fairey Fulmars, two Tupolev SB and a brace of KI-21

scaling up the low-poly models left some flat spots, 
look at the fuselage of the KI-21 between the cockpit and the gunners station

painting and glossing those tiny windows was a pain

The Housemartin had to buy decals for the Fulmars
 but I found spares in my stash to cover the other kits

         A bit of weathering and holes for the support stand and they will be ready for play.

Tuesday, April 8, 2025

Arthur and the Saxons, playing Midgard

a little vignette I made a few years back of the cover of Osprey's
 "Arthur and the Anglo-Saxon Wars" you can find the step-by-step here
   
   Having run several test games to give us a handle on how things worked, and when to spend those all-important Heroic Deeds, we decided to run a "historical game" as in historical according to Arthurian lore. In this game Arthur and his brave lads would be facing the land-hungry masses of invasive Saxons. 
       To add a twist (and test an idea) the Saxons were broken down into three allied, but not necessarily cooperative, tribes.  Collectively they seriously outnumbered the Britons but were laden with slightly divergent victory conditions. To represent this each tribe was assigned a quarter of the total Saxon Reputation points, with the final quarter given to the overall leader to use at his discretion. Reputation earned by each tribe was retained by that tribe and could not be shared with the others. Reputation earned by the overall commander could be used as he wished but he was also leading the center tribe and had to be wary of depleting his supply. This, we hoped, would create a spirit of parochialism amongst the Saxons.
       The Britons had their Reputation points all assigned to Arthur to be used as he wished, this was intended to reflect the superior training and combined purpose to the Britons while defending their homes.
      Each side had an Army Commander, two lesser generals and one "hero at large" who was free to follow the leader of his choice. 
      I ask the dear reader to forgive the messy playing surface, we are still mastering the rules and we were employing a lot of playing aids to speed the game.

Thursday, April 3, 2025

Giving Midgard A Try

 


        I have long held an interest in the period commonly called the "Dark Ages" (I prefer The Heroic Age) and have equally sought a rules set that, to my mind, would reflect combat in that age. Coming from the era of WRG dominance I first sought comfort in crushingly detailed rules (which often gave the gamer more detailed knowledge of the status of troops that any general of the era could hope for) before breaking with that idea with Tactica and then the unique Dark Ages Infantry Slog found in the original iteration of Wargames Illustrated. These both provided entirely different mechanisms and came closer to my goal but lacked the feeling that I got from reading the Viking Sagas and the Anglo-Saxon Chronicle. Leaders were larger than life in those stories. Then along came SAGA.

       SAGA promised much; leadership-driven combat, small units, a lot of characterization. I gave it a try, I wanted it to work, but walked away unsatisfied. Tiny units whizzing around the battlespace on their own, only one hero (in most cases), and the games looked nothing like the battles described in the chronicles of the era. Add to that I had to learn all of the "trick rules" that applied to my army AND all the trick rules of any potential opponent. Oh, and I hate custom dice.

       Hail Caesar is great for large disciplined armies but simply doesn't cut it for Dark Ages. It has some good ideas and the neat special rules make it possible to customize units, but the leaders are bland. We tried for years but again were left unhappy.

       Lion Rampant provided more unit types than SAGA and was dead simple to learn and play but ended up too "gamey" for my taste. I enjoyed it and still play from time to time but in no way assume that it has any semblance to historical combat.

        Needless to say when I first spotted Midgard on the shelf at my local Brick & Mortar I didn't expect much. At first glance I wasn't particularly impressed. But, as I read more about it, I went back and picked up a copy. This seemed to have everything I was looking for. Leaders and Heroes figured large in every step of the game. The mechanics were simple to learn and made sense. Special rules allowed to customize both leaders and units. The morale system emphasized army cohesion and the importance of leaders being seen to lead from the front. All the best bits of the many prior rules sets seemed to have coalesced in this one book. I was intrigued.