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Showing posts with label To The Strongest. Show all posts
Showing posts with label To The Strongest. Show all posts

Tuesday, 29 September 2020

All Quiet On News From The Front

 Well almost, we managed to get a game in a couple of weeks ago or so. We played a straight up Neil Thomas AMW game of eight units each, primarily to try out my new Deep warband addition. Did it help? well not really sure as Dave's dice throwing was shall we say well below average.

The game had the usual to and thro, with the advantage swinging to Romans and then back to the Goths and eventually back to the Romans securing Baldinus a victory over his arch nemesis Bikka.

I didn't take any photos as the next game scheduled here was another outing using To the Strongest, it seemed silly to have practically the same. That said should we be able to have a game next week, who knows these days when the powers that be appear to be winging it, we will instead, having took delivery of Rapid Fire Reloaded be giving them a try.

I have not painted much for myself being busy on commissions and going away for a couple of weeks, on my return I have managed to finish the two Pegasus Models Tiger II's I started.




 That's all for now folks, keep safe and all that jazz, TTFN

Saturday, 25 April 2020

Mount Badon - The Assault

First off a note on using the activation system from To the Strongest, each commander would roll a D6 the result would be the number of activation chits he could use to activate the units in his command. For example, Horsa rolls a 6, he has three war bands under his command he could try and activate one war band six times or the three war band two times each, you get the picture.
Also in addition to other things he could do if attached to a unit, see AMW additions opposite, he could draw another activation chit if one failed to get the requisite score, this would also count towards his available activations. Also if a unit is more than twelve inches away from its commander the activation number required is one higher than required.

Turn One
A slow start for the Saxons - Activations from right to left 6,1 and 1, but the British levy unit on the left takes three casualties from the Saxon archers whilst the warbands advance slowly.
The lone British commander gets 2 activations, getting the archers to fire.

Turn Two
Saxon activations 2, 1 and 5. The British levy unit on the left take more casualties from archery losing a base. Penda Fudd holds his bodyguard in position to await the advance of the warbands on his right, meanwhile the headstrong Hengist on his left leads his warband in a charge against the British archers who against all odds hold them back but at a cost of two bases.

Turn Three
Things are going well for the Saxons, however their warbands are quite strung out and Arthur and reinforcements could arrive anytime.

Turn Four
The Saxons progress is blunted by poor rolls for activation, 2,1 and 1, they really did need the gods to look down kindly this turn.
Time for the Britons to reply and reply they do, Arthur arrives. This puts new life in the troops on the hill bravely holding off the attack by Penda Fudd and his seasoned bodyguard. Obviously tired by the march Arthurs force does little, a low activations roll.



Turn Five
Hengist gets a good activation, despite a tempting flank on the right he as to mind the approaching Britons from Arthurs force on his left so elects to face them, obviously tired from the fighting since turn two his men refuse the charge them.
Meanwhile the fight between Penda and his bodyguard and the Britons with Baldinus fighting among them continues, on the right Horsa's archers fire and wipe out the remaining levy unit while his warband continues its fight against the Roman remnant unit also seeing them off too.
Things are looking bleak for the Britons on the hill, Arthurs men are really tired and still advance slowly this turn, no doubt catching their breath for things to come. However Arthurs knights are in better shape their mounts are suitably recovered and he charges headlong into the flank of Penda and his bodyguard, but they are made of stern stuff and weather the assault (Arthurs men score 4 hits out of a whopping 12 dice, Arthur uses his re-roll with the 8 misses and they all fail to score a hit too! the horses maybe recovered from the march but not the men it seems)




Turn Six
Penda Fudd is slain, the resulting morale checks sees two warbands fleeing the field, in terms of units though things are pretty even at the end of the turn. In AMW the battle is lost when one side is reduced to 25% with the sides fairly equal in numbers I could have continued but deemed that the loss of Penda would see the Saxons withdraw from the field.

An enjoyable few hours, I thought that the activation additions helped when playing solo it gave a lot more uncertainty to proceedings, next time I will try using To the Strongest in its entirety and see how it goes.

Until next time keep safe and KBO

Thursday, 23 April 2020

Mount Badon?

All set up for a solo game tomorrow, the scenario is from Neil Thomas's Ancient and Medieval rules based on the battle of Mount Badon and whose rules I will be using. The Romano - Britons on the hill must hold out until Artorious arrives with his cavalry and reinforcements, this will be on a predetermined move after turn three, I will not know which move, my wife will draw a chit beforehand and I will find out afterwards. To further add a little randomness I will use the activation system from To the Strongest.

The Romano - Britons Await The Saxon Onslaught

The Saxon Raiders Mass For The Assault
TTFN

Wednesday, 18 December 2019

To The Strongest At Strontium

Monday arrived, Dave aka Bikkagern arrived, the table was set, the forces assembled, let battle commence, victory To The Strongest!
Our first game using Simon Millar's "To The Strongest" rules, well my second but that was a long time ago, details here (clicky).
As with all first outings with a new rule set, things were overlooked, misconstrued (not I might add a fault of how the rules are written, just me) neither of which influenced the final result.
A photo montage with comments below
Both Sides Advance

First Contact On The Roman Right

The Centre Becomes Engaged

Boric Is Taken Prisoner, The Same Was To Happen To Corbinus, Not A Fine Debut For Either

Turn Four, Things Were Looking Bad For The Goths, Their Camp Was Taken By Roman Moorish Cavalry, Another Three Victory Medals Down. But Wait! Turn Five Saw Two Unexpected Gaps In The Roman Line

Despite Bringing In Reinforcements From The Left The Romans Are Surrounded And Defeated

Meanwhile Baldinus, Bikkagern And Their Commands Continue To Fight It Out
A splendid hard fought game with some memorable moments, Dave, "I will not try to activate them again needing a ten, I will go on to the next unit" chit draw? Yes you guessed a ten!
Me, "you will like TtS the fighting is quick and decisive" the above starting in turn four and still going on at the end of play.
We will certainly be using TtS again, in fact Dave has asked me to take the gridded mat over in the New Year to have a bash using his Saxons and Normans.

One more game in 2019, over at Dave's on the 30th for a Very British Civil War bash.

TTFN