Friday, 13 August 2021

Hold: Pratplatkof

 Some explanation and commentary here for the battle of Pratplatkof. This is behind the scenes and Out of Character. 

The In Character video report is here: https://www.youtube.com/watch?v=uOni1nTXyk0


I made up a screen for the background of shots so folks don't see so much of my shed. The clouds are blu-tak'd on, so can move to show the passage of time - or fall off without me noticing to destroy any and all realism.

Houses and Trees are inherited from the old QMCG inc - Warhounds - I was there at the final division of the spoils, and took some things. The houses are too big for 15mm scale, but look okay in the distance.

The Maustrian Militia - they don't have the orange band at the top of their flag to show they are not part of the full-time Military (or something - make up your own story). 
For this game I used my 15mm AWI figures - but both sides are the Continentals - no redcoats, since there are no Crimsonians on the field. 
The Maustrian right - you can see that some of the flags are on upside down - the Orange should be on the top. I need to pay more attention to this kind of thing...

The Maustrian Left. Militia in front, regulars behind. Militia run when a unit nearby breaks, so there is no point putting Militia in the back, since if they make it to the front the unit they were behind would have broken anyway.
In my test photos I had a flag bearer follow Stepka around so it would be easy to see where he was. I decided against it as it was too distracting in the photos.

See what I mean about the flag? 
The road is rice that has been "washed" with food colouring, and then dried. I've had it for years. It makes for a flexible road path, looks good from a distance, and is only slightly annoying to clean up at the end. 10/10, would recommend. 
General Von Mauskopf and Prince Stepka meet before the battle, calling on each other to surrender. The audio section of this was damaged in the video report, so that's what happened there.
I think this is where I decided to get rid of Stepka's Banner.

Yup. Gone now.
Lots of photos. This was going to be a big thing, with speeches, and rhetorical flourishes.




And from above, showing the whole field. The fences are merely for display, by the way - they had no effect on the battle or rolls.

Opening Cannon fire. The orders were "focus on counter battery fire."

I added some arrows to show movement.

The Maustrians move into range - except against the Guards - the Infantry does not want to end up in grapeshot range of the Adoean Artillery.

Left of the road.
Right of the road. 

The opening volley from the Infantry on the left "pinned" the Militia (smoke in the front). 
The Adoean guns fired on the infantry in front of the Guard, hoping to "pin" or "disrupt" them.
On the left, the opening volley is less powerful.

Artillery can fire and move - unlike the infantry. In 2x2 once Infantry start firing they are "pinned" and cannot move in the next turn. The guns are field artillery, so can be "manhandled" or "prolonged" across the field (albeit slowly).


Von Mauskopf watches the battery fire.




Then the guns move up some more. The aim is to get within normal range (6 inches) of the enemy guns and really pound them to bits.


But during the Adoean fire (player one moves, player two fires), the Infantry with the upside down flag in front of the Guards become pinned (I said disrupted in the video - this was wrong).

The pinned thing means that the Guard can charge to contact with less chance of getting trapped and pinned themselves.

Stepka joins the guard and they advance.
The Infantry get to shoot, but are pinned, so don't get "opening volley". The Artillery fire in support, and scored a hit, but Stepka used one of his "Bravado" rerolls to push through. The Adoeans have two rerolls - one for having a higher quality fore (Guards and no Milita) and one for Stepka - charismatic leader that he is. They only used one Bravado reroll all game.


The Guard charge home. I think the figures are dismounted AWI Cavalry - probably Dragoons or something.


With an advantage for Guards in Melee, and General Attached, the Adoean gain +2 to the combat roll, and send the infantry running.

Since a unit broke near the Militia, they run as well. The other units don't care if Militia run - it is to be expected!

The second line of Infantry have a better chance of holding the guards - having already fought a round of combat the Guards get a net +1 to their roll (Guards+1, General+1, already fought -1).

They roll high enough to destroy the unit in front, but not enough to force them to pursue further. They had an optional "follow up", and I rolled to see if they would keep going, but the did not.





It's Maustria's move now, and the units turn to engage the guard - they could have charged I suppose, but Guards, General attached, etc. It would have been a close thing. Instead they just advanced...



And rather than shooting the Guards marched backwards, at half speed (3 inches at this scale).



Stepka moves over to help rally the unit on the left, still pinned from firing.
 The Guards move backwards out of the range of the pursuing Infantry

The guns fire out of their flank into the guard, so gain a bonus for grapeshot and for the enemy flank, but get a big negative - not all their guns can fire - so the Guards just ignore it and keep on marching.

If the guards could have been pinned they would have been in a bad position and been shot to bits - but they just kept ignoring the cannon fire and retreating in good order.


After about six turns of shooting each other, the Militia finally become disordered, and will be vulnerable to an attack. 

But to charge them the Infantry behind the fence will need to rally from shooting.








Stepka rides over to rally them, which they do with the necessary 6! Any other result and they would have stayed pinned and kept on shooting.
Cleared of their smoke, the regiment is ready to advance.

Disordered units cannot move or fire, so the Militia are trapped. (I think Light Cavalry and Light Infantry can choose to rout - but are destroyed on a 1 or 2).

Meanwhile the Maustrian Militia rally on the left behind the lines,

And reform

But the Regular Infantry refuse to rally, even with Von Mauskopf present. They failed 3 rolls to rally on a 4+.

only the cannon are firing now...

Stepka orders the Charge, but does not accompany the assault - he has seen enough close hand melee this battle...



First round of combat is a draw. The red die is the Adoeans - they get +2 for their enemy being disrupted, and the Militia get -1 for being Militia. So reroll.

The Militia are beaten, but have forced the Adoeans to fight two rounds of combat, making them vulnerable.

With modifiers, the difference is 4, which means the Adoeans must pursue / advance, right into the waiting fresh unit - it's a trap!





Except it is not. The Adoeans are at 02 to their roll, having fought two rounds of melee already. But the Maustrian 1 is an awful result, and they...

Break and run.










Von Mauskopf calls it a day and retreats. 3 of 8 units lost takes the army to breaking point.


The three lost units - two with flags upside down! Perhaps they are in distress!



This result might seem strange, but it accords with the auto-resolve rules - for Campaign purposes, the Maustrians lose 3 units (2 Infantry, 1 Militia). The Adoeans lose 1 unit due to casualties from all that cannon fire and musket volleys.

Stay tuned for more battles!


Tuesday, 10 August 2021

How to write orders for Maustria

 I've had some questions about how to write orders for Maustria, so this is a general post about that. Discord is not ideal for this kind of stuff.




Basically, orders can be as complicated or simple as the player desires. You could just say "Send that army this way, and build some stuff" and I will work out how that happens. But I would prefer something more detailed than that.


Let's refer to the rules for the Simultaneous Turn Order, and use the Top Left Nation as our starting place.


1.       Gather income from cities (this is automatically done in the spreadsheet) - See "Cheese Income" (yellow cells in the diagram below)

2.       Pay Supply for Units in each Region - the player will need to put a number in the cell at the left to show the Total Maintenance Cost / Supply Cost (red cells in the diagram below). The number bottom right will update as the number of units in a region changes as they move, so the number that impacts the Treasury of Cheese will have to be put in manually (with a negative sign - they are eating all that cheese!). The weather is fine, so the numbers will be equal. If there were snow, etc, these costs could be doubled.



3.       Spawn New Units and trade goods - Cities that have new units appearing place those units in the spreadsheet, and trade goods are gathered to be exchanged.

Top Left City is spawning a new Light Infantry unit this turn (turn 4), so that needs to be added to the Units list for the region, and the number of units in the region updated. Two cities are producing Trade Goods, so there will be two to swap with other players in phase 5. #003 CITY NAME is producing a Cavalry unit that will spawn in turn 5.

4.       Determine new city production - Cities that produced a new unit / trade good this turn can be given orders to produce something else. If no orders are given, a City will default to trade goods.

Top Left City will start a new Guard Unit - this will take 3 turns to create, so will spawn in turn 7.

5.     Exchange trade goods with other players, then cash for income. - this will happen in the discord - communicate with other players (or NPC nations) to exchange Trade goods as desired. "I'll give two goods to Manarth, if they give three to me", etc.

Top Left Nation has two Trade Goods, and exchanges them with Dunbarra.Top Left Nations gains two "foreign" trade goods, worth 4 Cheese. If no one would trade with Top Left Nation their own Trade Goods are worth one Cheese.

6.     Spend Cheese - build fortifications, pay back loans, extract bribes, diplomausy, do "other" things.

Top Left Nation decides to spend 2 Cheese to improve the FORT at #004 PORT NAME. It will now be FORT 2/4.



7.     Movement orders for Units - any unit can move up to its move distance (normally 3 regions for land units, 5 for sea units). Write something like "108 - 2 Inf to 114, via 112 and 113"

For Top Left Nation, they decide to move all units from 001, 002, and 004 to 029 to threaten the Maustrian Border...

The units are moved in the spreadsheet, and the number of units in each region is updated. Notice that the Total Maintenance Cost for is now 4.7 Cheese - if nothing changes due to combats, etc, this will be the amount of Cheese that will need to be paid next turn in Maintenance.

8.     Resolve Battles, Sieges, Assaults - these will be resolved by the GM, though there will need to be some questions about increasing casualty rates, etc, as required. This could be included in advance as standing orders, like "always increase casualty rate if victorious to the point where the opponent takes as many casualties as possible without taking more friendly casualties as a result."

Top Left Nation has no battles this turn, so that has no effect on our example.


Here are the same orders, but written out:

1. 4 Cheese income from Cities
2. Pay supply cost of 1.6 Cheese
3. Spawn new Light Infantry in #001 Top Left City
4. Top Left City will produce a Guard unit in turn 7.
5. Exchange 2 Trade Goods with Dunbarra. Cash for 4 Cheese.
6. Spend 2 Cheese to increase fortifications in #003 CITY NAME to level 4.
7. Move: From 001 HQ, 2Cav, 2Inf, 1Light to 029
                From 002 2Inf to 029
                From 004 2 Inf to 029

8. No combat expected - if attacked and victorious, minimise own casualties.


Monday, 9 August 2021

Three new units of 6mm Infantry painted up

 Due to our recent lockdown in the Brisbane area I broke out some unpainted 6mm miniatures and got out the brushes to while away some time.

Three units managed to get painted and based, and I made up some flags as well.

I'm pretty happy with them. They will appear in the War of Maustrian Succheesion videos in coming weeks as Militia or the units of smaller nations that join the war on either side.

If you would like to participate in or contribute to the Succheesion games, leave a message below.









Friday, 6 August 2021

August Australian Armada Atournament Alists

These are the lists for the August 2021 (Morons) Tournament.  

Name: What is this Trash
Faction: Imperial
Commander: Admiral Screed


ISD Kuat Refit (112)
• Captain Brunson (9)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• Assault Concussion Missiles (5)
= 137 Points

Gozanti Cruisers (23)
• Hondo Ohnaka (2)
• Comms Net (2)
= 27 Points

Onager Testbed (96)
• Admiral Screed (26)
• Veteran Gunners (5)
• Gunnery Chief Varnillian (6)
• Orbital Bombardment Particle Cannons (5)
• Cataclysm (5)
= 143 Points

Squadrons:
• Morna Kee (27)
• 3 x VT-49 Decimator (66)
= 93 Points

Total Points: 400

Name: Hi I'm new here
Faction: Rebel
Commander: Admiral Ackbar


MC80 Assault Cruiser (114)
• Admiral Ackbar (38)
• Ray Antilles (7)
• Early Warning System (7)
• Enhanced Armament (10)
= 176 Points

Assault Frigate Mk2 A (81)
• Flak Guns (3)
• Reactive Gunnery (4)
• Linked Turbolaser Towers (7)
= 95 Points

Assault Frigate Mk2 A (81)
• Flak Guns (3)
• Reactive Gunnery (4)
• Linked Turbolaser Towers (7)
= 95 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
= 33 Points

Total Points: 399

Discord Name: Divad32843

[ flagship ] MC75 Armored Cruiser (104 points)

-  Leia Organa (com)  ( 28  points)
-  Aspiration  ( 3  points)
-  Kyrsta Agate (off)  ( 5  points)
-  Local Fire Control  ( 4  points)
-  Flak Guns  ( 3  points)
-  Electronic Countermeasures  ( 7  points)
-  DBY-827 Heavy Turbolaser  ( 3  points)
-  High-Capacity Ion Turbines  ( 8  points)
-  External Racks  ( 4  points)
= 169 total ship cost

Modified Pelta-class Assault Ship (56 points)
-  Skilled First Officer  ( 1  points)
-  Projection Experts  ( 6  points)
-  External Racks  ( 4  points)
-  Intensify Firepower!  ( 6  points)
= 73 total ship cost

Nebulon-B Escort Frigate (57 points)
-  Yavaris  ( 5  points)
-  General Draven  ( 3  points)
-  Projection Experts  ( 6  points)
-  Heavy Fire Zone  ( 4  points)
= 75 total ship cost

GR-75 Medium Transports (18 points)
-  Comms Net  ( 2  points)
= 20 total ship cost

3 A-Wing Squadrons ( 33 points)
3 Y-Wing Squadrons ( 30 points)
= 63 total squadron cost

Name: "...I cast Fireball" v4
Faction: Imperial
Commander: Admiral Motti


Victory I (73)
• Admiral Motti (24)
• Flight Commander (3)
• Flight Controllers (6)
• Flag Bridge (0)
• External Racks (4)
• Corrupter (5)
• All fighters, Follow Me! (5)
= 120 Points

Gladiator I (56)
• Skilled First Officer (1)
• Ordnance Experts (4)
• External Racks (4)
= 65 Points

Gladiator I (56)
• Skilled First Officer (1)
• Ordnance Experts (4)
• External Racks (4)
= 65 Points

Gozanti Cruisers (23)
• Darth Vader (1)
• Vector (2)
= 26 Points

Squadrons:
• Major Rhymer (16)
• 6 x Firespray-31 (108)
= 124 Points

Total Points: 400

Name: maryltoluk
Faction: Separatist
Commander: Mar Tuuk


Recusant Light Destroyer (85)
• Ordnance Experts (4)
• Assault Proton Torpedoes (4)
• Swivel-Mount Batteries (8)
• Patriot Fist (6)
= 107 Points

Munificent Comms Frigate (70)
• Mar Tuuk (28)
• Linked Turbolaser Towers (7)
• Sa Nalaor (5)
= 110 Points

Munificent Comms Frigate (70)
• Linked Turbolaser Towers (7)
= 77 Points

Squadrons:
• DIS-T81 (17)
• General Grievous (22)
• Phlac-Arphocc Prototypes (19)
• 3 x Vulture Droid Fighter Squadron (24)
• 2 x Hyena Droid Bomber Squadron (22)
= 104 Points

Total Points: 398

Moron frigates starhawk
Faction: Rebel
Commander: Kyrsta Agate 

Starhawk Battleship Mark I (140)
• Adar Tallon (10)
• Boosted Comms (4)
= 154 Points

MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• Reactive Gunnery (4)
• Assault Proton Torpedoes (4)
• Foresight (8)
= 83 Points

MC30c Torpedo Frigate (63)
• Kyrsta Agate (20)
• Walex Blissex (5)
• Ordnance Experts (4)
• Reactive Gunnery (4)
• Assault Proton Torpedoes (4)
= 100 Points

Squadrons:
• Lando Calrissian (23)
• Nym (21)
• YT-2400 (16)
= 60 Points

Total Points: 397

Name: Raddus Rogues
Faction: Rebel
Commander: Admiral Raddus


MC75 Armored Cruiser (104)
• Ordnance Experts (4)
• Assault Concussion Missiles (5)
• Linked Turbolaser Towers (7)
• Profundity (7)
= 127 Points

Hammerhead Torpedo Corvette (36)
• Ordnance Experts (4)
• External Racks (4)
• Garel's Honor (4)
= 48 Points

CR90 Corvette A (44)
• Admiral Raddus (26)
• Engine Techs (8)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 87 Points

Squadrons:
• Lando Calrissian (23)
• 6 x YT-2400 (96)
• Lancer Pursuit Craft (15)
= 134 Points

Total Points: 396

Name: Tony J Moron
Faction: Imperial
Commander: General Romodi


Onager Star Destroyer (110)
• General Romodi (20)
• Intel Officer (7)
• Weapons Battery Techs (5)
• Ordnance Experts (4)
• H9 Turbolasers (8)
• Sunder (10)
= 164 Points

Interdictor Suppression Refit (90)
• Minister Tua (2)
• Auxiliary Shields Team (3)
• Flak Guns (3)
• Grav Shift Reroute (2)
• G7-X Grav Well Projector (2)
• Heavy Ion Emplacements (9)
• Interdictor (3)
• Reactive Gunnery (4)
= 118 Points

Gozanti Cruisers (23)
• Admiral Titus (2)
• Comms Net (2)
= 27 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• Captain Jonus (16)
• Ciena Ree (17)
• Tel Trevura (17)
• Valen Rudor (13)
= 63 Points

Total Points: 397

Name: Double trouble
Faction: Republic
Commander: Admiral Tarkin


Consular Armed Cruiser (37)
• Admiral Tarkin (30)
= 67 Points

Venator I (90)
• Flight Commander (3)
• Ordnance Experts (4)
• Take Evasive Action! (6)
• Rapid Launch Bays (6)
• Assault Proton Torpedoes (4)
• Swivel-Mount Batteries (8)
= 121 Points

Venator I (90)
• Flight Commander (3)
• Ordnance Experts (4)
• Entrapment Formation! (5)
• Rapid Launch Bays (6)
• Assault Proton Torpedoes (4)
• Swivel-Mount Batteries (8)
= 120 Points

Squadrons:
• 6 x ARC-170 Starfighter Squadron (90)
= 90 Points

Total Points: 398


Name: Auzzie related things Faction: Rebel Commander: Kyrsta Agate Assault: Defense: Navigation: MC80 Battle Cruiser (103) • Kyrsta Agate (20) • Walex Blissex (5) • Gunnery Team (7) • Auxiliary Shields Team (3) • Point Defense Ion Cannons (4) • Turbolaser Reroute Circuits (7) • Spinal Armament (9) = 158 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 53 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) • Tantive IV (3) = 54 Points Squadrons: • VCX-100 Freighter (15) • Rogue Squadron (14) • Lando Calrissian (23) • 5 x YT-2400 (80) = 132 Points Total Points: 397

Name: Dook it like Dooku
Faction: Separatist
Commander: Count Dooku


Recusant Support Destroyer (90)
• TI-99 (4)
• B2 Rocket Troopers (7)
• Hyperwave Signal Boost (3)
• Linked Turbolaser Towers (7)
• Patriot Fist (6)
= 117 Points

Providence Carrier (105)
• Count Dooku (30)
• T-Series Tactical Droid (4)
• Thermal Shields (5)
• Jedi Hostage (3)
• Flak Guns (3)
• DBY-827 Heavy Turbolasers (3)
= 153 Points

Hardcell Transport (47)
• Projection Experts (6)
• Parts Resupply (3)
• Beast of Burden (6)
= 62 Points

Squadrons:
• 2 x Hyena Droid Bomber Squadron (22)
• DIS-T81 (17)
• 3 x Vulture Droid Fighter Squadron (24)
= 63 Points

Total Points: 395

Name: Fun!
Faction: Separatist
Commander: TF-1726


Recusant Light Destroyer (85)
• Wat Tambor (5)
• Ordnance Experts (4)
• B2 Rocket Troopers (7)
• Assault Concussion Missiles (5)
• Linked Turbolaser Towers (7)
• Patriot Fist (6)
= 119 Points

Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points

Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points

Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points

Hardcell Transport (47)
• TF-1726 (26)
• Tikkes (2)
• Comms Net (2)
• Beast of Burden (6)
= 83 Points

Squadrons:
= 0 Points

Total Points: 400

Name: Hawks
Faction: Rebel
Commander: Admiral Raddus

Starhawk Battleship Mark I (140)
• Admiral Raddus (26)
• Kyrsta Agate (5)
• Engineering Captain (6)
• Local Fire Control (4)
• Flak Guns (3)
• Point Defense Ion Cannons (4)
• DBY-827 Heavy Turbolasers (3)
• Magnite Crystal Tractor Beam Array (10)
• Amity (6)
= 207 Points

MC75 Armored Cruiser (104)
• Ezra Bridger (3)
• Caitken and Shollan (6)
• Phylon Q7 Tractor Beams (6)
• Ordnance Pods (3)
• Point Defense Ion Cannons (4)
• Linked Turbolaser Towers (7)
• Profundity (7)
= 140 Points

Hammerhead Torpedo Corvette (36)
• External Racks (4)
• Garel's Honor (4)
= 44 Points

Squadrons:
= 0 Points

Total Points: 391

Jarvis Collins

Make me type things out you swine will you?!

Whale of A Time 
Rebel
394 points

Pelta Assault (97)
General Dodonna
Ray Antilles
Intensify Firepower!
Assault Concussion Missiles
Phoenix Home

Assault Frigate B (93)
Boarding Engineers
Early Warning System
Turbolaser Reroute CIrcuits
Paragon

Assault Frigate B (96)
Boarding Engineers
Early Warning System
Turbolaser Reroute Circuit

Squadrons (108)
Luke Skywalker
Lando Calrissian
5 x Xwings