Wednesday, 15 July 2015

EBay Purchase of Some Arab Figures

I recently bid on and won 2 EBay Lots

I won a total of 25 mounted and 56 foot. There were two damaged spears on the mounted figures and the foot were unbased. A quick sort out with a pin drill and some superglue fixed one of the figures whilst I decided to completely carve off the other broken lance to turn the figure into a bow firing commander. I added magnet sheeting to all the bases, painted the edging to match my own figures and matched the basing of the cavalry as best as I could.

Museum Miniatures Peasant figures based up as poorly equipped skirmishers

Museum Miniatures Peasant figures based up as poorly equipped rock throwing skirmishers

Museum Miniatures Women & Children based up as Arab Conquest Irr Bg S for DBMM - FOR SALE 1 of 2

Museum Miniatures Women & Children based up as Arab Conquest Irr Bg S for DBMM - FOR SALE 2 of 2

Museum Miniatures Mixed Peasant Males based up as Horde - FOR SALE

Rear View of above

Converted Museum Miniatures Archer General with repaired horseman with paper standard

Rear view of above

Museum Miniatures Muslim Cavalry with officer & paper standard

Probably Museum Miniatures Muslim Cavalry with officer

Rear view of above

Museum Miniatures Arab Light Cavalry



Latest Painting Additions To My Ancients

Todays Mixed Additions to my DBM Ancients

I finished off 151 mounted and 531 foot today totalling 203 elements worth of troops. Some were rebasing only figures on very tired looking bases with about half being new additions. Some of the figures are very old and I am guessing their codes. I will be splitting the post into three to make it manageable.

Minifigs Z655 French Voulgiers with Axe & Z630 French Spearmen?

Minifigs French?

Minifigs French

Essex MID18 Mounted Sergeants
- commission as Marcher Cavalry

Essex MID18 Mounted Sergeants

Rebased Essex MID87 & others Peasants 

Mixed Minifigs, Essex & Unknown

Essex Mixed MID73/74 Billmen

Essex Mixed MID73/74 Billmen

Minifigs Z631 French Voulgiers

Minifigs Z631 French Voulgiers

Mostly Mixed Minifigs Feudal Foot

Essex Mixed MID73/74 Billmen as Low Country Planconmen

Essex Mixed MID73/74 Billmen as Low Country Planconmen

Unknown Viking Types

Essex MID20 Mounted Crossbowmen


Is DBMM Really A Much Faster Game?

Faster Yes Or No?

Following a series of posts in the DBMM Yahoo Group about night attacks and wasted times travelling hundreds of miles and then ending up sitting motionless due to night attacks I decided to examine the recent DBMM results posted on the BHGS website.

I looked at the listed scores and took the median range of 10-15 VP which are various sorts of draws.

Roll Call
There were 14 players listed with their 58 scores shown indicating 29 games ?
There were a total of 20 scores in the range of 10-15 VP [10 games?] out of these 29 games making it over 34% of games were draws.

The Challenge
There were 28 players listed with their best four scores shown indicating 56 games ?
There were a total of 44 scores in the range of 10-15 VP [22 games?] out of these 56 games making it over 39% of games were draws.

So it seems that despite the claim that DBMM gives a much faster game over a third of the results showed that this isn't the case and players can expect a third of their games to end without a decisive result when using DBMM.

I often get a lot of stick if I post comments about the rules on the DBMM Yahoo Group and the moderator would not allow my statistical examination of the above results as he said it would "just inflame things".

One poster accused me of attempting to hijack the thread for my own personal reasons and then proceeded to attack me for only achieving three winning draws in the DBM Challenge to ensure I got a podium place in the last round.

Funnily I never claimed MM players entered tournaments and then only played for draws and most of us enter tournaments to win irrespective of the rules used.

Where does DBM come in to all this? Well I never mentioned DBM and I imagined its a cheap jibe at me for only achieving 18, 19 and 19 in my first three games despite trying as hard as possible to win in those rounds. The Challenge had a much higher proportion of draws than normal, 12 players with 24 games played over four rounds. Taking the range of scores shown as 12-20 VP [16 games?] meaning that 67% ended in some sort of draw.

I looked back at the Roll Call DBM results just to see if there was any pattern there, 9 players with 18 games and 11 games in the same result range - so 61% this time.

Having played Darrell, Andrew and Jer Morgan in the first three Challenge rounds respectively all of them will confirm that I played as hard and fast as I could to win.

My blog of the games below shows how the games progressed.
I only achieved a podium place because I fought Gareth to destruction and having played him on lots of previous occasions I know hes a very competent player too. Only a spectacularly good result would have given me a podium place and I went for it when a defeat would have given me mid table mediocrity again!

Having attacked Darrell's Spanish ally for 8 bounds in my first game without almost no success, we both kept drawing, it was both frustrating for both of us, whilst Jer’s Spanish ally evaporated in quick succession!

Getting back to DBMM travelling for long distances and ending up playing games where you sit stationary for 45 minutes because of a night attack mechanism prevents you from moving and either getting destroyed as they get into the perfect position with almost no penalty or fighting an inconclusive game must be very frustrating to all concerned. The same can be said for DBM when Dust Storms happen that slow everything down. MM players say that the entire rules should be used warts and all as its what makes the game and whilst playing a friendly at a club I tend to agree because we all want to be tested in our game play. In a time limited tournament setting there is something to be said for the BHGS DBM convention of not playing Time of Day unless both players want to and always playing Weather unless both players agree not to.

Passing comment on night attack mechanisms isn't hijacking things and perhaps some list members should think about the deficiencies in the DBMM rules before making attacks on others whose choice not to use them because in their opinion there are plenty of better rules out there to use for ancient based games but instantly go into "Fan Boy" attack mode because someone else views dare to not agree with their own.

What does come out of this discussion is whilst the DBM player base is much reduced from the Golden Age of "One Game To Rule Them All" in today's fractured gaming community DBMM has signally not taken off to replace DBM in the big tournaments with Field of Glory still dominating most tournament numbers in the UK.

Its usage is patchy around the world with it being none existent in some regions with either DBM or FoG dominating.

Wednesday, 8 July 2015

My Finalised Christian Nubian List

My Final Christian Nubian List Idea


After studying the various lists sent to me and having played one game I decided I wasn't totally happy with the way the army was configured so here is my 3rd version of this interesting and problematic army.

03/12. CHRISTIAN NUBIAN 550 AD - 1500 AD [1175 AD – 1500 AD]
Dry. Ag 1. Rv, H(G), RGo, M, D, BUA.

1 x C-in-C – with horse armour -, Irr Cv (S) @ 19 AP – 19 AP
1 x sub-general – with horse armour - Irr Cv (S) @ 19 AP – 19 AP
1 x sub-general – on camels - Irr Cm (S) @ 21 AP – 21 AP
5 x Court cavalry - with horse amour, Irr Cv (S) @ 9 AP – 45 AP
4 x Mounted warriors – Irr Cm (S) @ 11 AP – 44 AP
8 x Mounted warriors - Irr LH (O) @ 5 AP – 40 AP
2 x Camel scouts - Irr LH (I) @ 3 AP – 6 AP
22 x Swordsmen and spearmen - Irr Wb (F) @ 3 AP – 66 AP
8 x Archers - Irr Bw (O) @ 4AP – 32 AP
11 x Archers - Irr Ps (O) @ 2AP - 22 AP
2 x Javelinmen – Irr Ps (S) @ 3AP  - 6 AP
6 x Immobile baggage – Irr Bg (O) @ 0 AP – 0 AP
7 x Thorn boma to protect baggage – TF @ 1 AP – 7 AP
Only after 1174 AD:
Bedouin Arab allies:
1 x Arab ally-general - Irr LH (O) @ 10 AP – 10 AP
9 x Arab cavalry - Irr LH (O) @ 5 AP – 45 AP
3 x Arab camelry – Irr Cm (O) @ 6 AP – 18 AP

Command 1
1 x C-in-C – with horse armour, Irr Cv (S)
22 x Swordsmen and spearmen - Irr Wb (F)
6 x Archers - Irr Ps (O)
29 E/26 EE/9 D [25% = 6.5 EE]

Command 2
1 x sub-general – with horse armour, Irr Cv (S)
5 x Court cavalry - with horse amour, Irr Cv (S)
8 x Mounted warriors - Irr LH (O)
8 x Archers - Irr Bw (O)
5 x Archers - Irr Ps (O)
2 x Javelinmen – Irr Ps (S) @ 3AP  - 6 AP
29 E/25.5 EE/8.5 D [25% = 6.5 EE]

Command 3
1 x sub-general – on camels - Irr Cm (S)
4 x Mounted warriors – Irr Cm (S)
2 x Camel scouts - Irr LH (I)
7 E/7 EE/3 D [25% = 2 EE]

Command 4
Bedouin Arab allies:
1 x Arab ally-general - Irr LH (O)
9 x Arab cavalry - Irr LH (O)
3 x Arab camelry – Irr Cm (O)
13 E/13 EE/5 D [25% = 4 EE]

Army
78 E/71.5 EE/36 to Break [400 AP]

The idea of this army design is to give you three mounted commands to concentrate your attack using their mobility whilst the CinC keeps the foot under control out of harm’s way unless you decide you want to attack. I would also DBE all of the warband to half the number of elements that need to be controlled if things get out of hand. The TF keeps enemy mounted honest and the baggage safe. The two largest commands are equal sized to give deployment options.

Terrain options:- the invader only gets to choose a Rv or Rd in phase 1 as you don’t have any H[S], in phase 3 they only get to choose M, D, Rgo or H[G] as theres no H[S].

All in all its been an interesting design exercise and a break from having to base up the 187 elements I have just finished painting/rebasing as they were looking very tired.

Even More Christian Nubian Armies

People Have Sent Me Their List Ideas

Here is Graham Brigg's very old list:

C1
CinC Irr Cv(O) 17
5 Irr Cm(S) 55
1 Irr Cv(S) 9
8 Irr Bw(O) 32
8 Irr LH(O) 40
4 Irr LH(I) [Camel] 12
1 Irr Ps(O) 2
28 E/27.5 EE/ 9.5 D [167 AP]

C2
Sub Gen Irr Cv(O) 17
20 Irr Wb(F) 60
5 Irr Ps(S) 15
2 Irr Ps(O) 4
28 E/24.5 EE/ 8.5 D [96 AP]

C3
Sub Gen Irr Cm(S) 21
2 Irr Cm(S) 22
6 Irr Bw(I) 18
1 Irr Ps(O) 2
10 E/9.5 EE/3.5 D [63 AP]

C4-Bedouin Arab Ally
Ally Gen Irr LH(O) 10
4 Irr Cm(O) 24
8 Irr LH(O) 40
13 E/13 EE/5 D [74 AP]

6 x Irr Bg(I)

Army
79 E/74.5 EE/37.5 B [400 AP]

Commands 1 & 2 are equal sized for flexible deployment.
It was a very old list with 8 baggage under old rules.

Here is Hazlebark's list:

C1
CinC Irr Cv(O) 17
5 Irr Cm(S) 55
2 Irr Cv(S) 18
6 Irr Bw(O) 24
2 Irr Bw(I) 6
7 Irr LH(O) 35
4 Irr LH(I) [Camel] 12
1 Irr Ps(O) 2
28 E/27.5 EE/9.5 D [169 AP]

C2
Sub Gen Irr Cv(O) 17
20 Irr Wb(F) 60
5 Irr Ps(S) 15
2 Irr Ps(O) 4
28 E/24.5 EE/ 8.5 D [96 AP]

C3
Sub Gen Irr Cm(S) 21
2 Irr Cm(S) 22
6 Irr Bw(I) 18
1 Irr Ps(O) 2
10 E/9.5 EE/3.5 D [63 AP]

C4 Mameluk Ally
Ally Gen Reg Cv(S) 20
2 Reg Cv(S) 20
2 Irr Cv(S) 18
2 Reg LH(S) 14
7 E/7 EE/3 B [72 AP]

6 x Irr Bg(I)

Army
73 E/68.5 EE/34.5 B

Commands 1 & 2 are equal sized for flexible deployment.

Here is John Davis's List: [from Essex Warriors]

C1
CinC Irr Cv(O) 17
1 Irr Cv(S) 9
6 Irr Cm(S) 66
5 Irr LH(O) 25
10 Irr Bw(I) 30
3 Irr Ps(O) 6
26 E/24.5 EE/8.5 D [153 AP]

C2
Sub Gen Irr Cv(O) 17
22 Irr Wb(F) 66
3 Irr Ps(O) 6
26 E/24.5 EE/8.5 D [89 AP]

C3
Sub Gen Irr Cm(S) 21
3 Irr Cm(S) 33
3 Irr LH(I) [Camel] 9
7 E/7 EE/3 D [63 AP]

C4 Bedouin Ally
Ally Gen Irr Cv(O)12
7 Irr Cm(O) 42
8 Irr LH(O) 40
16 E/16 EE/6 D [94 AP]

6 x Irr Bg(I)

Army
75 E/72 EE/36 B [399 AP]

Commands 1 & 2 are equal sized for flexible deployment.

This have given me some thoughts on how to improve my own list and I will give it some thought and tweak my list and blog it here in a few days.

Tuesday, 7 July 2015

Another Christian Nubian Army

Bertrand Jacquemart Suggested Christian Nubian List

Bertrand said he used to use Christian Nubians lots back in the day and he kindly sent me his list.

1st command :
C-in-C Irr Cv (S)
3 Irr Cm (S)
3 Irr Cv (S)
5 Irr LH (O)
9 Irr Ps (O)
21 E/16.5 EE/5.5 D

2nd command :
Sub general Irr Cm(S)
7 Irr Cm(S)
4 Irr Lh(I)
2 Irr Ps(O)
14 E/13 EE/4.5 D

3rd command :
Sub general Irr Cv(O)
20 Irr Wb(F)
1 Irr Ps(O)
22 E/21.5 EE/7.5 D

4th command :
Arab allied general Irr LH(O)
9 Irr LH(O)
5 Irr Cm(O)
15 E/15 EE/5 D

72 E/66 EE/33 B

His choice of troops rational is below:

No archer. Too slow. Only quick and strong forces. Camels ambushed the second command in a sand dune. The same if possible with Wb. The command of the C-in-C visible except camels if possible. The ally to bypass on a wing or flank march. The idea is to move fast and hit hard. The Wb must draw the attention of the opponent while the rest of the army trying to overwhelm that of the other player. It is possible to lose two commands of mounted troops without losing the army.

It is certainly interesting to see how another player designs their army list. I personally dont think it would suit my style of play though. I am going to give the DBMM army list version some thought as I think it might be better than the DBM version.

Sunday, 5 July 2015

DBM Game Christian Nubians v Chinese Sui

Todays game at Essex Warriors

Bob asked me for a game of DBM last week so he could try out his new army. Yet another Far Eastern Oriental type army, Chinese Sui. I had not looked at this list before and decided that I would try out Christian Nubian.

The main reason for doing this was Tim has been using this army at the club for the last three years with an almost total lack of success that bordered on the unreal. I wrote the list after having a look at his army list and came up with the following organisation using the DBM list at 400 AP.

03/12. CHRISTIAN NUBIAN 550 AD - 1500 AD [1175 AD – 1500 AD]
Dry. Ag 1. Rv, H(G), RGo, M, D, BUA.

1 x C-in-C – with horse armour -, Irr Cv (S) @ 19AP – 19 AP
1 x sub-general – with horse armour - Irr Cv (S) @ 19AP – 19 AP
1 x sub-general – on camels - Irr Cm (S) @ 21AP – 21 AP
5 x Court cavalry - with horse amour, Irr Cv (S) @ 9AP – 45 AP
5 x Mounted warriors – Irr Cm (S) @ 11AP – 55 AP
7 x Mounted warriors - Irr LH (O) @ 5AP – 35 AP
4 x Camel scouts - Irr LH (I) @ 3AP – 12 AP
22 x Swordsmen and spearmen - Irr Wb (F) @ 3AP – 66
8 x Archers - Irr Bw (O) @ 4AP – 32 AP
8 x Archers - Irr Ps (O) @ 2AP - 16 AP
6 x Immobile baggage – Irr Bg (O) @ 0 AP – 0 AP
7 x Thorn boma to protect baggage – TF @ 1 AP – 7 AP
Only after 1174 AD:
Bedouin Arab allies:
1 x Arab ally-general - Irr LH (O) @ 10AP – 10 AP
9 x Arab cavalry - Irr LH (O) @ 5AP – 45 AP
3 x Arab camelry – Irr Cm (O) @ 6 AP – 18 AP
75 E/71 EE/35.5 to Break

Command 1
1 x C-in-C – with horse armour, Irr Cv (S)
22 x Swordsmen and spearmen - Irr Wb (F)
3 x Archers - Irr Ps (O)
26 E/24.5 EE/8.5 D [25% = 6.5 EE]

Command 2
1 x sub-general – with horse armour, Irr Cv (S)
5 x Court cavalry - with horse amour, Irr Cv (S)
7 x Mounted warriors - Irr LH (O)
8 x Archers - Irr Bw (O)
5 x Archers - Irr Ps (O)
26 E/23.5 EE/8 D [25% = 6 EE]

Command 3
1 x sub-general – on camels - Irr Cm (S)
5 x Mounted warriors – Irr Cm (S)
4 x Camel scouts - Irr LH (I)
10 E/10 EE/4 D [25% = 3 EE]

Command 4
Bedouin Arab allies:
1 x Arab ally-general - Irr LH (O)
9 x Arab cavalry - Irr LH (O)
3 x Arab camelry – Irr Cm (O)
13 E/13 EE/5 D [25% = 4 EE]

The idea of this army design is to give you three mounted commands to concentrate your attack using its mobility whilst the CinC keeps the foot under control out of harm’s way unless you decide you want to attack. I would also DBE all of the warband to half the number of elements that need to be controlled if things get out of hand. The TF keeps enemy mounted honest and the baggage safe.
Terrain options:- the invader only gets to choose a Rv or Rd in phase 1 as you don’t have any H[S], in phase 3 they only get to choose M, D, Rgo or H[G] as theres no H [S].

Sods law was that I turned out as the invader so my ideas for terrain had to be rethought.

Bobs army consisted of three commands with Reg generals to maximise his command control.

His commands were organised as follows:
CinC All mounted mixed Kn, Cv and LH 13/13/5 [25%=4]
Sub 1 All mounted mix Kn, Cv and LH 13/13/5 [25%=4]
Sub 3 All infantry mixed Bw X/O, Bw O and Ps 29/28/9.5 [25%=7]
Army 55/54/27

I think his OOB wasnt the best organised as it meant that he could not afford to lose that many mounted troops from each command before they risked breaking. I think he might have been better served splitting the infantry across at least two commands allowing him to have higher break points. Maybe even sharing out the Bw X/O in the sub generals commands and the Bw O with the CinC along with the Ps to give him a command at least able to try and contest RGo.

Had I placed my warband opposite his infantry command it would have exposed it to being defeated in detail before his was able to bring over the rest of his army to support it. If he lost this large infantry command his army broke irrespective of what else was happening to the other commands.

The terrain placement was not that helpful to Bob who for some reason decided to place most of his RGo along the centre line rather than opting to use it as a flank guard to narrow his frontage and force me to attack where he could best use his knights against my warbands.

His deployment was also strange with some of his mounted troops inside the RGo which meant he had to spend lots of PIPs extricating them from potential trouble before my warbands managed to reach them.

I rolled the dice and the ally was reliable and I tried to filter it round the end of his line before he had the chance to close the gap. I pushed the Camel S forward to face his knights in the gap opposite them and rush my warband into his side of the table to successfully occupy the RGo he thoughtfully placed along the centre line for me.

After some inconsequential movement my Cm hit his knights and killed one of them but them a succession of low combat rolls meant that I was only one element away from this command from breaking. I managed to kill the general from his infantry command which meant that his ability to move and react quickly was halved and relied upon his allocating a high PIP dice every turn to enable him to do anything.

My warband acted as a threat in being sitting opposite his mounted forces and tieing most of them down and preventing them from moving across to counter the camelry and light horse opposite his archers.

We played at a leisurely pace and had a fun game stretching over 5 hours. When Bob called time I had lost one command whilst he was one element away from losing his smaller sub generals command. I could not see us getting a result in this game for at least another hour as by them I would have opted to play defensively with the idea of not losing too heavily.

The end score was 6-4 to Bob which equates to 18-14 if using the BHGS scoring system.

All in all I had a fun time trying out a totally new army. I am still very doubtful if there is a good army to be found in this list at 400 AP as its basically all warband with mixed mounted consisting of some cavalry, camelry and light horse with the warband being the main strike force reliant on either fighting through rough going and trying to avoid an enemy that has elephants or knights.

Below is a series of pictures taking through the course of the game.