Vikings
Anglo Saxons on left, Vikings on rightPitched battle in the center
Vikings
Anglo Saxons on left, Vikings on rightThe peasants of the Sciatica Empire continue to fight back in small skirmishes.
An encounter takes place along the road to Onaiazo with mercenaries hired by the Sciatica Empire.
As always, please click on any photo to enlarge:
The peasant pikes are destroyed, but the peasant bows force the heavy cavalry to retreat
The peasant long bows continue to inflict damage
Despite taking heavy casualties themselves, the Peasant rebels finally destroy the heavy cavalry and the mercenaries of the Sciatica Empire are defeated
Victory: control the heights
OOB:
**** Peasants:
3 long bows
3 blades (regular infantry)
1 unit of pikes (regular infantry)
**** Sciatica Empire mercenaries:
3 long bows
2 blades (regular infantry)
1 heavy cavalry (elite)
The Sciatica Empire is in the process of completing construction of its ultimate weapon, the “Death Wagon”. On its way to the site of final construction, it breaks down. Seizing on this information, the rebel Niemannites plot an ambush to destroy the “Death Wagon” before it is completed and becomes invincible.
The Niemannite command and longbows
Niemannite longbows and peasant infantry with scythes
OOB:
Niemannites:
1 leader (regular infantry), Hans
2 light infantry
4 regular infantry
2 longbows
Imperial Death Wagon:
3 regular infantry
3 light infantry with muskets
1 Wagon, leader, attacks as crossbow, cannot move, until repaired, counts as heavy cover (-2) 6 damage to destroy
WARG (Wednesday Afternoon Retired Gamers) rules are an unfinished, simple, and non-commercial set of rules protected by numerous curses and cantrips.
WARG games are played on a board that is 9 X 9 squares (size of squares varies according to base size to allow 2 bases in square for close combat) and divided in to 3 equal zones (left, center, right). Though we have played on a 7X9 board, still using the 3 zones.
WARG activation cards:
At start, draw 2 cards, select 1, draw card, when entire deck is used, reshuffle discard pile, repeat.
Note: for solo play, use 2 decks drawing 1 card each turn per side/deck.
The activation cards:
1 unit each zone; 1 unit left flank; 1 unit in center; 1 unit right flank; 1 unit both flanks; all units left flank; all units center; all units right flank; all units both flanks; all units; 1 unit any zone; 1 unit with command unit.
If card cannot be used, discard and 1 unit anywhere can be activated.
Optional simple activation is roll a 4, 5 or 6 on a 1d6 for each unit to see if it is activated every turn or roll a 1d6 each turn to determine the number of units that can be activated.
We use a "scenario sheet" with the order of battle, victory conditions and any retreat restrictions or special rules.
Influences for WARG rules: "DBA ", "Triumph!", Bob Cordery's "The Portable Wargame" series, Osprey Publishing's Rampant rules series, Neil Thomas' "One Hour Wargames", Borg's "Command & Colors" and the countless number of free or low cost homebrew rules sets shared on the internet.
The current WARG rules are in the files section of the Gamer's Guild FB group.
Portable Fulford Gate being stored:
The first major conflict of the first English Civil War.