Monday, January 10, 2022

Outlandishian Chronicles

 It’s campaign season again in the land of Outlandishia.  When last we left our heroes, the Earl was frantically rebuilding his thrice shattered forces and dipping into his treasury to hire some decent mercenaries this time. The Earl has obtained the services of 2 units of Dense Shock Infantry from the fallen Roamer Empire, as well as siege engine.  (These are the best units in the Earl’s forces).  He has also managed to rebuild his Extra Heavy Cavalry  which was obliterated in the 2nd battle of Bridgeton.   (Unfortunately they rolled… “poorly” for their unit stats.  I rolled 9 times on 3 different D20 dice and the highest roll was a 5 giving the Extra Heavy Cavalry a base die of a D4.   Clearly the dice gods do not favor the Earl and that unit is cursed.  Although given the unit was vaporized in it’s last battle, I guess the poor quality makes sense).


Meanwhile in the City of Wander the Capital City of the (once great) Empire of Roamer Dictator Serious Smackdownum was counting the bags of gold that the Earl had paid for the use of his troops.  “That foolish old fraud, paying me to give my Legions battle experience.  If the Count doesn’t kill him, he will rue the day I launch the campaign to restore  the Empire and bring these upstarts to heel”, he cackled as let the gold coins rain down on his head.  “The Intelligence General Bigus Dikus learns on their fighting styles will be well worth any loss of blood for the coming crusade.”


The Count spent the off season consolidating his gains.  The Count was able to take control of the now isolated village of Maizeland without a fight, simply by reducing their taxes by 50% from what the Earl had been levying, oh yes, he may also have threatening to burn the village to the ground and sell every female child to the Northern Barbarians if they refused he offer. 


 The Spring thaws have abated somewhat, and the Earl seeks to gain a march on the Count and retake Muscato and teach those disloyal upstarts in Maizeland a lesson.  Unfortunately the Count’s light cavalry patrols have spotted them, (rolled a 20 on a d20) and the Count has just finished consolidating his troops at the scene of the last battle as the vanguard of the Earl’s forces come into view. 


Let the foolishness commence!



The table is laid out.  To the left (North) are the forces of the Count, and to the right (South) are the advancing forces of the Earl.  The Earl’s plan is simple… ADVANCE!, and hope his crossbows and bows can whittle down the Count’s forces.  The Count plans to hold his center and hope his firing does the job, while he smashes the flanks.  Given how outlandishly abysmal shooting has proven to be so far in the campaign, I can’t believe either of these bozos would put any faith in shooting.  We shall see.


So much lead, so little time

Wednesday, December 15, 2021

Outlandish Teaser

 Watch this space after the first of the year for the continuation of the Outlandishian Chronicles.  I’m tracking down my notes from earlier in the year to determine just what mercenary forces The Earl D’Greer may have at his disposal as he attempts to salvage his realm (and his life).  Look for Count William to possibly employ some mercenaries to finish off this campaign quickly.  


There are rumors that other realms may get involved (only the dice know).  And the Count's spies have reported that the ancient (fallen) realm of Roamers have offered troops as mercenaries to the Earl.  The Roamers are the southern most realm in my poorly sketched world map (not shown).


Speaking of maps, below is the regional situation between the Earl and the Count as the campaign ended last season.  The festivities started with the Count controlling everything North of the River, and the Earl everything South of the river.  At the end of the season, the Count had acquired Bridgeton and Muscato, and effectively isolated Maizeland, but didn’t bother to occupy it.



Red town symbols are the Count.  Purple town symbols are the Earl.  Sorry about the quality of the photo, but apparently HP has decided my 10 year old printer/scanner has met its planned obsolescence date and it refuses to recognize my computer for scanning.  But I can still print to it - strange.


And while we're on the topic of maps… Does anyone know of any good (free or inexpensive) mapping software out there?  I’m really tired of using maps that look like a 3rd grader made them.  

Plus, the Super-Secret-Squirrel Project X is moving along nicely and needs a decent map.  I’ve finished the background on the three protagonists to the point where they are presentable… mostly.   And the painting is starting to kick into high gear.  And a map would be useful.


I hope everyone has a great Christmas (or whatever you may celebrate) and a safe fantastic New Year. 


So much lead, so little time



Wednesday, November 10, 2021

Proper Painting Part 2

 Greetings.  It’s been a while.  Just another quick post to prove I’m still alive and kicking and slapping pigment on lead.  For this installment a few more command figures and things that go ‘boom’ in the night.


It won’t be much longer until the snow starts to fly, and then the foolishness of the Outlandishian Chronicles will start back up.  Will Count William finally be able to finish off the Earl?  Will the Earl D’Greer be able to survive and maybe eek out a victory?  Will any of the other neighboring realms get involved?  Only the dice know.


On to the Photos.  


First up a rather dour looking Russian Commander.  The figure is from Front Rank.



Second up, a much more dashing Russian Commander.  The figure is from Front Rank, I think it’s the Czar Alexander figure, but I’m not sure.  I plan on using him for a dashing Cavalry commander.  Pay no attention to the mud splashed up on the horse’s hind leg.  


Speaking of Front Rank I just read where Gripping Beast has/is acquiring Front Rank.

And now the things that go boom…


This organ gun battery is from Old Glory and will see action in the Outlandishian battle, just not sure which side it will be on.


And the siege train, appropriate for multiple eras.  These are Old Glory figures as well.  I’m not sure how I ended up with two packs of them, but 4 batteries of mortars should put the fear of indirect fire into any defender.


That’s it for now.  I hope everyone in the U.S. has a happy Thanksgiving in a couple of weeks.


So much lead, so little time.

Wednesday, September 15, 2021

Proper Painting

 Not much progress along the hobby lines of late, but with the season starting to change, that should change as well.  I have managed to complete one ‘proper’ war gaming unit.  

The Isoum (or Izyum, or any number of different spellings) Hussars are now ready to take to the field for the glory of the Czar.  I don't think the photographs do them justice, but here they are.


I haven’t decided what the next painting project will be, although the Super Secret-Squirrel Project X has been taking what little time I have available of late.  I really want to get the background of that finished (actually dusted off and updated) soon.


So much lead, so little time 

Thursday, July 22, 2021

A Little Progress

 Well, it’s been a while hasn’t’ it.  Now that summer finally arrived here in the ‘Sportsman’s Paradise’ hobby time is at a premium.  Still I managed to complete the below two units.  I still have a couple more that I need to paint up before I can play out the next battle in the Outlandishian Chronicles.  

But I think I need a break from this era.  It’s time to go back to the ‘true’ wargaming era, and I have the perfect unit waiting to be primed.  Stay tuned… who knows I may actually finish them/post them before the end of the year.  

I also really need to find time to do more background work on Super-Secret-Squirrel project 'X', which just may be the dumbest thing I've ever tried.

First up, a unit of Longbow men.  These will join the ranks of the Earl as he desperately tries to 1) keep what he has left of his realm, and 2) take the battle to the Count to retake his lost towns.

Figures are from Crusader, War of the Roses range

And a slightly different view

And lastly a unit of Medium Cavalry.  This will be one of the Mercenary units I rolled up for the Earl.  Hopefully, they perform better than his Northern Barbarian Mercenaries did in the last battle.

Figures are Old Glory that I found rolling around the bottom of the lead pile, I think they're  Bosnian Cavalry from the Eastern Renaissance range

That it for now.  Hopefully the next post happens quicker than 4 months. 

So much lead, so little time

Thursday, April 15, 2021


And more odds and ends. 

Greetings.  The painting motivation has been ‘low’ of late, but I finally managed to slap some paint on lead.


We’ll start with the proper war gaming figures.  I had planned on this unit of Landsknecht Arquebusier’s serving  as a mercenaries for the Earl to hire in the ongoing Outlandishian Chronicles.  I drew up a list of 10 possible mercenary units from my collection, rolled a d10 4 times…  Let’s just say the Earl rolled poorly.  I still may end up giving him this unit when the next campaign season kicks off.  We’ll see.


The figures are Front Rank.

My color pallet is rather subdued, so they aren't as garish as they probably should be.


And now for the odds and ends.  Let’s start with the Games Workshop stuff.  As I recall these are from the Vampire Counts range.

A pleasant looking fellow.  I'm sure he's a hit with the ladies.  Although I thought the Goth look was out this year.


With a hat like that you have to take him seriously.

And for the last of the Games Workshop stuff

You have to Batty to pay the Games Workshop prices


I have no idea who the manufacturers are for the rest of these.  I know they date back to the 1980’s, and compared to current sculpts they are really tiny.  These were mostly completed, and just needed a little touchup and a quick wash.


They most be aristocracy, their skin seem rather pale

Very long swords... over compensating?

As I’ve been digging through the lead pile and finding these old D&D/Fantasy figures I’ve decided that maybe, if we’re ever allowed to game in person again, I need to find a local D&D group. (Sacrilege I know).  Given the events of the past year, I really could use a nice, safe fantasy world to immerse myself in from time to time… just a thought for now.  


Stay safe,


So much lead, so little time



Monday, March 15, 2021

Odds & Ends

 This will be a super quick post.  Not a lot of activity on the painting table of late as other priorities have been higher on the list.  However, I did manage to complete a couple of random figures, and a couple of them may actually make it on to the table at some point.

First up, a left-over Old Glory figure, to serve as a Cavalry Commander.

Next up, a Roman General, with Warhound from Warlord Games Hail Caesar range.

I found the below dashing young man in the bottom of the lead pile.  He's from the 1980's, but I have no idea who manufactured the figure, the marking on the base wasn't legible.

The brazen barbarian shown below is also from the early 1980's.  Again, I couldn't make out who the manufacturer was.

The view from the boat as he approaches with his booty.

And the view from Village as he makes good his escape.

I don't recall when or where I acquired this one.  

And lastly, a couple of poor beast of burden.  These are from Wizards of the Coast.  And despite being plastic, they painted up rather easily.

Spring will be here soon (hopefully).  Take care and stay safe.

So much lead, so little time.

Tuesday, February 23, 2021

A little more painting

 I managed to set aside some time over the weekend to complete a little painting.  

First up, a proper historical figure from a proper era.  This Russian Commander is a Foundry figure if I recall correctly that has been languishing at the bottom of the lead pile for far too long.  



And next up, another unit of Spearmen.  The figures are Old Glory, Eastern Renaissance range, Hungarians if my memory is correct.  



I tried a different basing technique with this.  Normally I coat the base in Drywall Joint compound.  But as I had a container of the AK Terrains Dry Ground compound I’m using on super secret squirrel project x, I thought I’d give it a try.   It was a tad bit too light colored for my preference at this scale when it dried and it didn’t really take a stain nearly as well as the Joint Compound does.  I may give it another try with a different stain approach.

This is the basing material.  It went on easier than the join compound I normally use, and had a nice gritty texture.

Now I need to go rummage through the lead pile and see what strikes my fancy next.  The Earl is definitely asking for some cavalry reinforcements.  And the Russian's have been demanding a Grenadier unit or two for some time.  We’ll see what I can find.


So much lead, so little time

Friday, February 19, 2021

Battle of the Crossroad

 When last we left our protagonist, they had deployed in a nice flat open field (honestly, who in the right mind would pick that for battle ground).  I fought this out 2 weeks ago and apparently didn’t keep as detailed of notes as I should have because I expected to write it up last week.  It’s hard to believe that the last battle was back in October.  In some ways it seems like it was just last week. 

So, let's get to it.


The Count won the initiative and opted to let the Earl go first.  

On the last card of the initiative the Earl turned a move card, and his mighty army surged ahead, one move segment except for Captain A. Noid who managed two segments, and with his eyes on the Count’s weak flank to his front had his cavalry unit oblique to its right.  

The Count also turned a ‘Move’ card in his first initiative, and Cuss-a-lots cavalry command already dreaming of how impressed the Tavern Wenches would be by their exploits sprinted 2 move segments forward, but were unable to contact the Mercenaries stopping a little over 1 inch shy of their opponents.   

Curt-the-Lesser moved 3 move segments, after the cannon fired to no effect (honestly, I don’t’ know why I bother with anything shooty if it isn’t in the flank, it doesn’t seem to do anything).  The Arquebus armed Skirmishers moved into firing distance and unleashed a thunderous blast of gunpowder, flame and smoke as if the demons of the Earl’s nightmares had come to life.  When the smoke cleared, the results were… underwhelming, inflicting no damage, (they apparently forgot to load any shot).  

While Captain TBD on the Counts’ left flank plodded ahead one segment with a wary eye on the surging advance of Captain A. Noid opposite him as his command moved into an echelon formation.  It was at this point that Captain TBD  sent his first  messenger to the Count asking for assistance in reinforcing his pitifully weak flanking force.

Next the Count’s forces turned an ‘Uncontrolled Advance’ Card.  All of the Count’s commands except for Curt the Lesser pass the test, and Curt’s command moves forward one segment.

The Count’s forces finished the initiative with a Missile Reload card.


Overview at the end of the first initiative.  The Earl's forces on the left, the Count's forces on the right.


End of the first Initiative.  
Close up of the action between Cuss-a-lots knights on the right and the Mercenaries  on the left at the top of the photo.  And a portion of Curt the Lessers command on the lower right and Wrong Way Wray's command on the lower left.


The second initiative was a tie.  Reshuffle the decks and go again.


The third initiative saw the Earl win by 4 and he opted to go first.  

The first card turned was a Move 1 Command card.  And the Earls right flanking command under Captain A. Noid wins 2 move segments!  The Medium Cavalry charge towards the Whirling Mass light cavalry opposite them, who fire and retire.  “Now with the rabble out of the way I can roll up this pitiful flank” cackled Wrong Way Wray.

It was at this point that Captain TBD sent his second messenger to the Count begging for reinforcements.

Next the Earl turned a ‘Courage’ card, as the Yellow Shield Knights were considered Fearsome after the last battle, the Mercenary command had to test, and the Saxon Infantry failed, and fell back in disorder.

The Earl’s last card was a Maneuver Card, and his Heavy Crossbowmen opted to turn ninety degrees to flank their opponents, trusting to the crappy shooting to continue by the Count’s forces.  This allowed them flank shots at both the Skrimish and Formed Arquebusers.  Unfortunately, given then range, they opted to hold their fire until they could move closer and roll something other than a D4.

The Count’s third initiative was mostly useless cards with the exception of a Missile Reload.  Both the Arquebus and crossbow armed skirmishers reloaded and let fly…  The crossbows naturally missed.  BUT, the skirmish Arquebus actually hit something an inflicted a two stand loss, BUT…  since it was skirmish fire the result was that the skirmishers opposite them were disordered.  Which doesn’t cost any morale chips, but does put the Earl’s skirmishers down one for firing.  


End of the Third Initiative.
Captain TBD of the Count's forces on the upper left.  Captain A. Noid's forces of the Earl on the upper right.  Captain A. Noid is already salivating at the possibility of his cavalry turning the flank. 


The Fourth initiative is where the pace finally started to pick up.  The Count won the initiative by 2 and opted to go first.  The first card turned was the ‘Uncontrolled Charge’ card.  The Yellow Shield Knights of Cuss-a-lots command won three move segments and the other unit of Knights won two move segments.  It could be a bad day to be a Mercenary.

The Yellow shield knights use one segment to contact the Mercenary Cavalry, one segment to initiate Melee which they win, but only manage to inflict a one stand loss, pushing the Mercenary Cavalry back.

The other Unit of the Count’s Knights  uses one move segment to contact the Pict Mercenary spearmen, and one segment to initiate Melee and inflict a 2 stand loss.  They also doubled the defensive die roll, thereby routing the Picts, who pass through the unformed Saxons.  Both units of  Knights pass their pursuit checks and stand fast.

The Earl failed to turn any cards that could be acted on in his phase of the fourth initiative.


End of the forth initiative  from the Earl's point of view.  

The first of the Northern Barbarian mercenaries routing, in this case Picts.  Spoiler alert, they'll soon have company.  Someone should tell the Earl that cheap Mercenaries are normally not really a bargain.

The Earl won the fifth initiative by 2, opting to go first.  His only usable card was undisciplined missilery, which failed to inflict any hits, but left his units unloaded.  It was around this time that the Earl drained his first flagon of wine.

The Count then promptly turned a ‘Lull’ card, and the Earl seized the initiative turning a Melee card which couldn’t be used.

The Count next turned another ‘Uncontrolled Charge’ card.  The Yellow Shield Knights win two move segments, contact and melee the Mercenary Cavalry inflicting 1 stand loss and doubling their die roll.  Since they doubled the die roll on a unit that was already disordered, the Mercenary Cavalry route.

The other unit of the Count’s Knights contact the Saxon Infantry and initiate melee, winning the die roll 7 to 1.  The Saxons take a two stand loss and since their roll was tripled they route unralliable. 

At this point one of Cuss-a-lots aids heard him cackle “this will impress the Tavern Wenches even more than my new Codpiece”.


View of the routing mercenaries from the Earl's perspective.
Cuss-a-lot's knights have seen off the nasty, smelly barbarian mercenaries and are now nicely positioned to roll up the Earl's flank. You'll notice 6 rocks on the routing units which represents 6 lost moral chips, given that the Earl only had 14 morale chips to start, things aren't looking good early on.

View from the eastern flank of the battle field.  This better shows the mass of Cuss-a-lots cavalry at the top of the photo sitting on the flank of the Earl's infantry just waiting for either a maneuver card or to win 2 or more move segments so they can use one segment to maneuver.

The sixth initiative was won again by the Earl for two cards.  The Earl turned a ‘Look to the King’ and then a ‘Move’ card.  The Routing Mercenaries made their obligatory router move and skedaddled off the table, causing the Earl to bellow “Damn their disloyal hides.”  With his left flank now gone, the Earl switched from wine to distilled spirits.

Captain A. Noid rolled up one move segment, and started side stepping and shifting units to prepare for the inevitable turning of the flank by Cuss-a-lots knights.   

Wrong Way Wray rolled up two move segments ordering his Cavalry to pull back and turn to face the Count’s Knights, while his Halberd unit moved into contact with one of the Earl’s units of Swordsmen.  

The only card the Count had he could act on was a ‘Move’ card.   Cuss-a-lot had oen move segment, not enough to allow him to change facing, so he repositioned his units, pulling the Yellow Shield Knights back to the flank of the Earl’s Swordsmen while his other unit of Knights moved forward, dreaming of rolling up the Earl’s line.


The Earl's view of the battle field at the end of the 6th initiative.  His left flank is looking a little shaky.  But on his left flank Captain A. Noid's cavalry on the far right, is behind the Count's skirmishers and almost on the flank of the Count's Spearmen.  The pesky whirling mass light cavalry of the Count is is the red spec in the upper right corner.

The view from the Count's perspective.  His Knights on the right flank ready to turn and cause chaos.  But his left flank is looking a little shaky with his (red) Light Cavalry way back at the moment.  while the Earl's Medium Cavalry (green) is getting close to be able to turn the flank.

Close up of Curt the Lesser (bottom) and Wrong Way Wray (top).  Note Wray had turned his cavalry toward the Knights flanks.

The seventh initiative was won by the Earl, with the first card turned being  ‘Melee’ card.  As the Earl’s Swordsmen and Halberds were already in contact battle was joined.  Unfortunately, the superior weapon advantage of the Halberd over the Sword was to great and the Swordsmen lost a stand and routed (having lost the roll 1 – 4, being tripled results in a route unralliable).

The next card was an ‘Uncontrolled Charge’ and the other unit of  Swordsmen charged into the Count’s Spearmen to their front, inflicting one stand loss on the Spearmen, but failing to double the enemy roll.  While the Earl’s Medium Cavalry charge the Count’s skirmishers who evade.

The only useful card the Count turned on his move was the ‘Engines of War Reload’ card.


View before the Melee

The eighth initiative saw the Count win.  With his only useful card being  the ‘Leadership’ card, which allowed him to Rally his Spearmen.

The Earl’s only useful cards was a ‘Move’ card which saw the routing Swordsmen unit dutifully run away closer to the table edge.  While Captain A. Noid’s other Swordsmen unit moved into contact with the Spearmen opposite them.  His Cavalry stayed where they were, hoping for a chance to change facing.

Wrong Way Wray could only eek out one move segment, moving his Cavalry forward towards the flank of Cuss-a-lots Knights.  His Heavy Crossbowmen launched a volley into the flank of the Count’s Skirmish Arquebusiers inflicting a 3 stands loss! Finally, shooting actually did something


A bit of lull in the action.  The East flank of the battlefield.  At the top of the photo the Count's Halberds under the command to Captain TBD has seen off the Swordsmen opposite them.  The Count's Spearmen are in contact with the Earl's other unit of Swordsmen.  The Earl's Medium Cavalry (green) patiently waits for a chance to turn 90 degrees to the left.  And the Count's Light Cavalry (red) waits to do something.

The ninth initiative was again won by the Count.  The first card turned was a Leadership card and the Count proved successful in bringing both of his Knight units back into good order.  

The next card was a Melee card, and the Spearmen vs. Swordsmen battle continued, with the result being a tie.  Both units had the same Morale die, which meant the Spearmen won as they initiated the Melee, disordering the Swordsmen.

This was followed by a ‘Move’ card.  Cuss-a-lot had a near maniacal gleam in his eye as he mumbled, “surely this time I can change facing and roll up this annoying line of rabble to my left.”  The die were rolled and the Cuss-a-lot’s roll stopped on …. 1.  No move for him.  The Count next rolled for the command and… another 1 - So much for impressing the Wenches.

Curt the Lesser rolled up 3 move segments, side stepping his skirmishers to clear the line of fire for the formed Arquebusiers who drew swords and advanced into the Earl’s skirmishers who wisely opted to evade.  Curt’s unit of Pikemen took one segment to sidestep, one to move into the flank of the Earl’s Heavy Crossbowmen, and one segment to initiate Melee, inflicting on stand loss on the Heavy Crossbowmen.  Meanwhile  the Halberdiers advanced.

Captain TBD, on the Count’s hard pressed left flank also won 3 move segments.  The Whiling Mass light cavalry moved to the flank of the enemy medium cavalry and unleashed a torrent of arrows winning the roll by 9! However, as it was skirmish fire the net effect was to inflict 1 stand loss.  Captain TBD then launched his Halberdiers into the Earl’s skrimishers, who promptly evaded.  This action resulted in exposing the flank of the Earl’s Heavy Crossbowmen, which the Count’s artillery promptly showered with round shot, inflicting a 1 stand loss.

The Earl’s phase of the ninth initiative which was abysmal, with the only useful card being ‘Leadership’ and every roll failing.


Sorry, no photos.  They looked fine on the camera screen, but too blurry to use on a bigger screen.

The tenth initiative saw the Earl once again win.  The Earl’s first card was a ‘Melee’ card, the Earl also played the ‘Favor of the Gods’ card he had been holding and launched his Swordsmen into the Count’s Spearmen.  When the dust had cleared the Swordsmen lost the roll by 1 and as they were already disordered, forced them them to rout.

The next card was a ‘Move 1 Command Group’.  The Routers continued the mad dash to the rear and Captail A. Noid’s right flank command won two move segements.  The medium Cavalry promptly turned left 90 degrees, drew a bead on the flank of the artillery, and thundered forward, just shy of making contact.

The Count turned mostly useless cards except for a ‘Missile Reload’,  the Medium Infantry Arquebus unit cut loose on the hapless Spearmen to their front inflicting a one stand loss and reloaded.


Oh so close.  The cavalry are unformed as indicated by the front and rear rank facing each other.


The eleventh initiative was won by the Count, who turned a ‘Move 1 Command Group’ card.  By this point the Count had given up on Cuss-a-lot’s Cavalry command doing any type of maneuvering, and instead opted to move Curt the Lesser’s Command.  

Curt the Lesser rolled up two move segments.  His first action was to charge his unit of Pikes into the flank of the Earl’s Heavy Crossbows.  Curt won the combat by a roll of 12 – 1 and the Earl’s Crossbows were turned into a sticky goo smear being obliterated.  Once again, it was bad, very bad, day to be a Heavy Crossbowmen for the Earl.  The crossbows have been in two battles and vaporized before the end of both.

Smelling blood in the air the Arquebusier’s of Curt’s command fired into the Spearmen to their front inflicting another two-stand loss.

At this point, the Earl was out of moral chips and had started paying the Count chips.

The first card the Earl turned during his phase was a ‘Move’ card, and his routers happily continued streaming to the rear.  Wrong Way Wray began to withdraw in an attempt to save what he had left of his command.  Captain A. Noid won two move segments, a started to pull his infantry back.  However… his Medium Cavalry closed the distance to the flank of the Count’s artillery and started hacking away.  The Cavalry inflicted one stand loss on the guns and forced the gunners to abandon the guns.  


Pikes into the flank of the already battered Heavy Crossbowmen

Overall view of the battlefield from the East flank.  At the top, Cuss-a-lots knights still haven't managed to make that left turn into the Earl's flank.  The EArl's crossbowmen are no more.  And the Earl's medium cavalry are still in spitting distance of the flank of the Count's guns.

And the final act of defiance.  
The Earl's Medium Cavalry under the command of Captain A. Noid finally charge home on the flank of the Count's guns, inflicting one stand loss and forcing the gunners to abandon the gun.  Sadly, the Earl will not be in a  position to cart off the guns at the end of the battle.

At this point the Earl conceded the battlefield.  While the Count with a relatively fresh Cavalry unit to the rear of his entire command opted to let the battered and demoralized forces of the Earl retreat.


Chalk up one more win for Count William.  Billy is going to start to get a big head.


After the tense 2nd battle of Bridgeton, this one really seemed rather anticlimactic.  I’ll attribute it to the Earl’s forces being pretty well battered with a lot of hastily trained Levy thrown in to make up the losses from the last trouncing.  However, the Count’s forces didn’t exactly cover themselves in glory either this time out.   

After the 3rd initiative I thought that Grand Captain Cuss-a-Lot would be rolling up the flanks, but he rather quickly stalled and just sat there waiting for a maneuver card to change facing, which never showed up.  On the Earl’s side, if  Captain A. Noid’s cavalry would have turned the flank before the Earl was out of moral chips, he had the potential to wreak havoc after running off the cannon crew – alas, too little to late.


This will probably be the last battle of this campaign season.  Both forces are tired from a lot of marching and fighting.  Plus the Levy need to get back to the fields to tend to the crops.  The next logical battle would be a Siege of Earlstown, but I’m not in the mood for a siege.  

I think the Count can haul off all the wine from the Village of Muscato, and probably multiple wagons of corn from Maizeland.  The Count will probably station several units of scouts in Muscato as well, just to make sure the Earl doesn’t get sporty, and to prevent him for obtaining any provisions for a possible siege.


Will the Earl spend some money on decent quality mercenaries next time?  Will any of the other realms get into the action? King Calvin of Hos Hobbes to the North of the Earl’s demesne may soon take notice if the Count has too much success.  And mayhap the realms to the south of the Count  sense an easy opportunity to expand their holdings?   Only the dice know.


Time will tell.


So much lead, so little time

Thursday, February 4, 2021

Battle of the Crossroad Prologue

 Welcome back to Outlandisha.  The Earl and Count have managed to get their respective armies in motion.  The Earl’s forces had just finished moving into position when the van of the Count’s forces arrived.  While fighting on ground of the Earl’s choosing, (and why anyone would chose such a flat stretch of land is beyond me) his forces are tired and have suffered two crushing defeats within 2 months.  The loss of his extra heavy knights in the last battle was a serious blow to the Earl.  He's had to dip into the treasury and hire the service of some mercenaries.  Unfortunately, the Earl is cheap, and as they say, you get what you pay for.


The Count’s forces while victorious, are tired.  Hacking hapless Earlings into little bits is hard work.  


The forces are now arrayed for battle.

Deployment from the Earl's side, looking North towards the dastardly cheese stealing Count's troops..

Deployment view from the Count's side, looking South at the Earl's command.  

The Earl's Commands.

On the Earl's left flank, his recently hired Mercenary unit of Norther Barbarians, under the command of Thunder the Barbarian.  When I rolled these up they had the highest combat rating of any of the Earl's infantry.  

Figures are from my Pict army.  The chaps on the front left are Saxon allies that I painted back in 1983.  

The view of the Count's troops in the distance from the Mercenary commanders perspective.

Next up, from the Earl's center is the Command of Wrong Way Ray.  His command was untouched in the previous battle.  Thanks to his abysmal failures at rolling for movement, he never got anywhere near the action.  A unit of Medium Cavalry, Spearmen, and Swordsmen, with the obligatory skirmish archers.

And finally, the Earls right flank and the command of Captain A-Noid.  This command was beat up in the last battle.  Looking at the results of the last battle I decided he could have scraped together enough crossbowmen from his original two units to form a single unit (with recruits from the garrison units) for this battle.  Given the mauling this command took, about half of these units were down one training level for this battle.  

A unit of Medium Cavalry, two units of swordsmen, and one unit of crossbowmen, and two skirmish archers.

And that's it for the Earl's forces.  I think he should have parted with a little more gold and hired more and/or better mercenaries... but the dice are fickle sometimes we let them make decisions.

Now on to the Count's deployment.

On the Count's right flank, opposite the mercenary command we find Grand Captain Cuss-a-lot's command.  Two units of Knights and a unit of mounted arquebus.  The Count has heard tales of an elite unit of mount rifles employed by King Calvin of Hoss Hobs to the north.  While the secret of these 'rifles' eludes the Count he decided to field this unit as an experiment. 

The Yellow Shield Knight unit in the lead... will this performance be as stellar as their last?

And in the Center, the command of Curt the Lesser, loyal lackey to Count William. 

A unit of Skirmish Arquebus, a formed unit of Arquebus, a unit of Halberds and a unit of Pikes.  The Pikes were down one for training as this was the reconstituted Pikemen unit from the first battle of of Bridgeton.  The artillery belongs to the left flank command.

And on the Count's left flank, the command of Captain TBD.  The artillery (worthless as it seems to be) is part of this command.

A unit of Light Cavalry archers, crossbow skirmishers, a unit of Spearmen and a unit of Halberds and the questionably useful (or useless) medium artillery battery.

The table is set.  Let the foolishness commence.

So much lead, so little time