Sea Peoples 1

In preparation for my Historicon games, here’s the first of several new additions to my Sea Peoples army. 

These are Foundry figures.

I got them in late 2024, using their annual Christmas discounts. 

Between tariffs and a big shift in the exchange rate since then, that proved to be a judicious move!

They are mostly treated as Javelin armed Warbands in To the Strongest!

A matched Set?

 

Knowing that my plan for Historicon 2025 included several games with To the Strongest, I was very pleased to discover a Kickstarter for “Egypt Mythology” playing cards. While they failed to reach their funding goal the first time out, they succeeded on the 2nd try. The artwork is beautiful; the picture is clickable. I’m debating throwing one of the Court cards into one of the Egyptian decks at each shuffle, and having the card act as a chance card that might effect one or more commands on either side.  Something to think about!

They also did a “Black” deck, which is seen here. 

Finally, the 3rd Lord of the Rings deck from Jackson Robinson, “The Return of the King”.   Along with the two matched decks, I am now the proud possessor of a T shirt bearing the White Tree of Gondor, LOL! Perhaps zi will do a version of the Battle of Pelennor Fields at some point!

Easter parade – Scots version!

 

Everyone loves a parade, right? This army was finished last fall but the weather just now cooperated enough for some shots of the entire army.  Ready, maestro?!

Here’s the ECW Scots version!

In your bonnie blue bonnets
and plaide with tartan on it
ye will be the finest laddies

 in yer Easter parade.

I’ll be all in clover

to have yous look them over

the braw loons noo struttin’ oot in me Easter parade!
On the parade ground, with a drummin’ sound
the photographer has snapped us
and you’ll find that they’re in the Scots grand couture!
Oh, one could write a sonnet

about their bonnie blue bonnets

I dinnae ken if ye lyke me wee Scots Easter Parade!
With apologies to Irving Berlin and Scots everywhere, LOL! 
ECW Scots Covenanter  Army

Infantry

8 regiments of Foote  (160)
3 Scots Highlanders (36)
2 Forlorn Hopes (8)
1 Swordsmen (6)
Cavalry/Dragoons
Scots Cavalry (12)
Scots Lancers (12)
Scots Dragoons (4 mounted, 16 foot)
Artillery
30 crew with 6 guns (need to add a few more gunnes)
Command
6 mounted 7 foot figures

Total Scot:  

210 Infantry,  24 Cavalry,  20 Dragoons,  30 Artillery Crew/6 guns,  13 Command


Plus 45 generic casualty figures

1st Battle of St. Albans, May 22, 1455 at HAVOC

 

After sharing the complimentary breakfast for overnight guests with Chris Parker, I set up the table for my Sunday morning Wars of the Roses game. Left to right, as best I recall are Andrew (plaid coat) as Richard Neville, Earl of Warwick (Yorkist, red dice frames); Eric as Richard, Earl of Salisbury (Yorkist, grey), Steven as Clifford and Percy (Lancastrian, brown and yellow)), Devin as Buckingham, Somerset, and King Henry VI (Lancastrian, Blue and orange), and finally Robin as Richard, Duke of York (Yorkist, white). 
Warwick advances on the Town, and it doesn’t take long for Salisbury to advance along he road through then town as well. The rules used were Test of  Resolve, by my friends, Tim Couper and David Knight in the UK. 

Warwick has taken one of the buildings, and Salsbury is making his stake at the entrance to the main square of the town as well; York’s men are advancing at the top of the picture. Warwick and York both had longbow units, and made good use of them, while there were none on the Lancastrian side!

Warwick is making good progress clearing out the Lancastrian defenders; he ignored several chances to “find the gap”, as it seemed to be of no advantage in the circumstances. 

The Yorkist enter the square, only to se the unfolded Royal Banner of King Henry VI! The first 3 units in a row desert, unwilling to oppose the crowned King of England! (They needed a score of 8+ on a D12 to pass; once the first unit passes, no further checks are requiured).  . 

Longbowmen shoot at Clifford and his men, as well as the King and his bodyguard! 

Tough fighting in the Town Square between Warwick and Clifford. With some lucky D12 rolls, Warwick is defeated and his Battle departs, whereupon the sole remaining Yorkist unit decides to depart as well. The Lancastrians are victorious…barely! Most of the commanders on both sides were injured in battle. 
As usual for Test of Resolve, their fates were determined by some die rolls after the conclusion of the battle (which took 2 hours to play, in typical ToR fashion).
LANCASTRIANS

King Edward VI – survived, remained figurehead King

Somerset – escaped, wounded
Buckingham – escaped, wounded.
Percy – died on the Battlefield
Clifford – survived

 
YORKISTS

Warwick  – died on the Battlefield
Salisbury – escaped
Richard, Duke of York – died on the Battlefield


A few more shots of games at HAVOC gleaned from posting by others:

From Friday night:  Battle of Hobkirks Hill;  AWI with Rebels & Patriots – Chris Parker

Rebels & Patriots 28mm | Shortly after the British defeat at Cowpens and Guilford Courthouse Nathanael Greene engages a small force of British regulars and partisan’s including hospital invalids under Lord Rawdon. If Greene can defeat them he could compel the British forces to abandon their outposts across South Carolina and fallback to Charleston leaving the state to the rebels.

Fallschirmjäger descent on Heraklion Airfield

It is May 20th 1941. The German 1st Fallschirmjäger Regiment attempt a parachute assault to capture the Creten Heraklion Airfield. The British 2nd Black Watch Infantry Battalion defense is the only ground force that standing in their way. This is a Skirmish scenario combat game using a combination of Rules from “Skirmish Campaigns” and Bolt Action 28mm miniatures.

Battle of Heraclea 280 BC with To the Strongest!  – Dave Soucy

Pyrrhus of Epirus has arrived in Magna Grecia to assist the Tarentines and other Greek colonies in southern Italy. He sets forth from Tarentum and finds the Roman army under Consul Publius Laevinius along the Sirisin River. The first clash of Legion vs Phalanx is on. Pyrrhus has a surprise for the Romans. Elephants. 

The Warriors (1979) – Maureen Reddington-Wilde

Warriors, come out to playyy-ay! These are the armies of the night: the Furies, the Boppers, the High Hats, the Lizzies, the Turnbull ACs, the Gramercy Riffs, and the Warriors; the Orphans aren’t even in the network, but they rumble anyway. The truce is off — tonight the gangs converge at Broadway Junction to settle old scores and bop to the top in the streets of New York. Can you dig it?

Evidently based upon the movie of the same name, released in, well, 1979!

Street gangs and mayhem

This game was clearly a blast for those who played,
 and won “The Dave” award for best game of the convention. 
Cast of characters.

Wellington’s Waterloo at HAVOC

Saturday night at HAVOC saw the big game – “Wellington’s Waterloo”, with the “Square Eagles” rules. These are a 3d6 variant of Neil Thomas’ “One Hour Wargames”, based upon ideas by Steve over at the  Sound Officer’s Call blog, and also Malcom Wright (who’s rules I used for my three “Waterloo in Two” games at Historicon last year).  .  

Long view of Waterloo at about the end of Turn 2 – French to the right, Anglo-Allied to the left, (10 mm) Hougomont in the foreground. The risges were custom made my be for this year’s game. 

Light Infantry are especially useful combating defensive positions!  French wisely decide NOT to close within 1 box of the British on the ridge, but rather exchange longer range skirmishing fire. 

D’Erlon advances on the French right, with Picton’s command in his sights. 

Action around La Haye Sainte and Hougomont. 

Ney (Mark T) and the Imperial Guard Cavalry support d’Erlon’s advance, whilst Hill (James S) dispatches his cavalry to Picton’s aid. 

Picton’s command is being ground down.

Reille keeps Hill honest; he can’t afford top strip off too many troops to succor Picton, lest La Haye Sainte and Hougomont fall (results in immediate French victory – never yet accomplished in any of these games). 

Picton was hit at least twice (he died at Waterloo in actual fact); his command is down to the Nassauers holding Pappelotte. In the event, the French ultimately decide to let him keep it!

The cards mean it is turn 9 (of 15), and Wellington has lost 10 units to 7 for the French. Scouts report that the troops advancing on the French right are not in fact Grouchy, but… Blucher!  The French need to step up the pace if they are to eliminate 

Lobau (blue command) has lost some of his infantry, and is awaiting an opportunity to charge with his light cavalry where they won’t be shot to pieces on the advance. 

Uxbridge hold La Haye Sainte, but the French Carabiniers have charged onto the ridge!
Turn 10 – 12 losses apiece! Wellington exclaims, “Give me night, or give me Blucher!”

Hill has moved to hold the Anglo Allied right, but finds himself stuck between d’Erlon (green), and the Guard (white). 

The British maintain a hold on Hougomont and La Haye Sainte, but seeing the defeat of the Anglo Allied left unfolding, they now press the attack on both! It is roughly Turn 12 here…
Wellington’s Waterloo – the Scenario:
The map – the table is 2 feet long by 5 feet wide, and the tabletop boxes are 6 x 6″.

ANGLO-ALLLIED ARMY

Wellington
Army C-in-C; 31 units – 60% losses = 19 units

May
Rally 1 unit per turn

May
Re-roll Firing dice for

one
infantry unit per turn

Picton
(Orange)

2
Nassau Line Infantry – 6 hits

2
British Line Infantry – 7 hits

1
Medium Foot Artillery – 5 hits

3
Dutch-Belgian cavalry 4 hits

Hill
(Red)

1
British Guard Infantry – 8 hits

1
British Light Infantry – 5 hits

2
British Line Infantry – 7 hits

3
British Light Cavalry – 5 hits

1
Medium Foot Artillery – 5 hits

Uxbridge
(Yellow)

2
Dutch-Belgian Infantry – 6 hits

1
Hanoverian Line – 6 hits

2
British Line – 7 hits

2
British Heavy Cavalry – 5 hits

1
British Light Cavalry – 5 hits

Prince
of Orange-Nassau

(Black)

1
British Guard Infantry – 8 hits

2
Hanoverian Line – 6 hits

2
Brunswick Line – 6 hits

1
Brunswick Cavalry 4 hits

1
British Rocket Battery – 5 hits

FRENCH ARMY

Emperor Napoleon I,
Army C-in-C: 35 units – 60% losses = 21

May
Rally 1 unit per turn

May
re-roll Initiative Die for one Command each turn


Ney
– Additional Leader, can attach to any French unit,

giving
it +1d6 in Assault combat, and may command

up
to 3 French units within 2 boxes

Reille
(Blue)

1
Light Infantry 5 hits

4
Line Infantry 7 hits

1
Heavy Artillery 5 hits

3
Light Cavalry 5 hits

Lobau
(Brown)

1
Light Infantry 5 hits

4
Line Infantry 7 hits

3
Heavy cavalry 5 hits

1
Medium Foot Artillery 5 hits

Drouot

(White)

1
Guard Artillery 6 hits
+1
die when shooting

2
Old Guard Infantry 9 hits, Veteran
released
Turn 6

2
Middle Guard Infantry 8

hits, Veteran
released
Turn 6

2
Guard Light Cavalry 6 hits
released
Turn 3

1
Guard Heavy Cavalry 7 hits
released
Turn 3

D’Erlon
(Green)

1
Light Infantry – 6 hits

4
Line Infantry – 5 hits

2
Light Cavalry – 5 hits

1
Medium Artillery – 5 hits

French
must either take both Hougomont and La Haye Sainte, or reduce the
British army by 60% without suffering the same themselves, in 15
turns. Failing that, Blucher arrives, and Napoleon is defeated. 


What’s that you say?  Who won???!

    At the end of Turn 13, the Anglo Allied army had lost 19 units to 17 French, although they still held both Hougomont and La Hay Sainte.  With Blucher still aways off, Wellington commands an orderly withdrawal down the road to Brussels. “It was anear run thing”, he remarks to his ADC.  Napoleon is happy to get off his horse, having suffered from painful piles (thrombosed hemorrhoids) all day long, which made riding a torture. The game was finished in 3 hours, which was pretty much right on schedule. I may have given a little too much advantage to the French. Next time, I’d eliminate the Napoleon re-roll, and maybe give that ability to Wellington instead. 

Several players and spectators asked about a copy of the rules. I am going to edit them a bit, and then post them to  the blog. When that’s done, I’ll add a link to this post as well. 

Finally, I found out on Sunday afternoon that the game received “The Al” award, for the game with the greatest visual appeal. My sincere thanks to the organizers, who ran a great convention this year. If you live in New England or Eastern NY state, this is a show well worth attending! It has been running for 30 years, and I have been going most years since at least 2007. I really like the new venue of the past several years (The Best Western in Marlborough, MA). Being able to stay overnight on site is a game changer for me, as the drive is about 2.5 hours. It is held in late March or early April  each year, and runs from Friday night until Sunday afternoon.