Showing posts with label Oenotria. Show all posts
Showing posts with label Oenotria. Show all posts

Monday, May 16, 2016

Martian Muster


This past weekend, I set up my games table in the garage and got all my Space 1889 bits out to photograph and inventory. A fair bit of this has appeared before in different configurations but everything is now mustered into more or less fixed units, and colour coordinated too! Taking the inventory also allowed me to figure out what pieces needed to be repaired and based up and where I needed to add some rank indicators to bring the units in line with the morale rules.

Oh'ktava'n's Experimental Company - The Stalwarts
All armoured with shield gunners in the first half company, cutters in the rear. Regular V0 or E0

Kas'trum Fencibles
An armoured front half company with a mix of cutters and shield guns backed by an unarmoured half company of cutters. Regular T0 or V0.

First Kas'trum Marines
A regular pure shooter company, under strength but equipped with rifled muskets. Regular V1S 

Loyal Kas'trum Company
A very conventional city state unit with shooters and cutters. Irregular T2

Kas'trum Civic Guard
An irregular unit with mixed shooters and cutters in the front and pure cutters in the rear. Irregular T2 or G2 seem most likely. Though they might get a boost for their fancy black uniforms. 

Pier Worm Roaster's Guild Social Club and Civil Defence Force "The Red Caps". (Left)
The Gentleman's League of Redweed Harvesters and Patriotic Rifle Corp "The Blue Bonnets" (Right)
His August Eminence and Grand Master of Secret Societies (Centre)
The Red Caps have been described elsewhere.   The Blue Bonnets are new comers who claim their constant battles against the armoured mud-crab make them far better shots than mere slug poachers. The Grand Master has his fingers in most occult goings on including the Ground Cleansers and possibly even the Cult of the Worm.   X3S or V3S. Rifled muskets.
Second Oenotrian Lancers - The Canal Terrors
After the dragoons were rotated out, a stronger contingent of lancers was sent in as replacements. Armoured and (obviously) equipped with lances, the Terrors are regular V0H so lots of close combat bonuses.
Num'da's Raiders
Boosted by brothers sisters and cousins in search of booty, the slightly under strength Raiders are Irregular T2.


Kas'trum Scouts
Again seeing an influx of mercenaries from the hills, the scouts have a half company of shooters and another of bow. Irregular T2.

The Horde of Antevaxx
The Ochre Horde of Antevaxx Rules for their use have been laid out in an earlier post. Irregular V1 or E1 for King's Guards


Mixed artillery
As mentioned in a previous post, the canal Martian gunners are used to mark when field pieces are on the Martian side manned by Askari crews. New additions are two howitzers, four RAFM Greek fire projectors re-purposed as light guns and two ancient ballistae - stats for which I have not yet settled on.

Moeris Lacus Dragoons
A new unit of light cavalry with musket and sword, the Dragoons are Regular X2. Alternatively they can act as Light Horse or mounted infantry.


Moeris Lacus Trucial Company "The Prince's Own"
Recruitment efforts have boosted the Prince's Own to a full company. As before they can also play on the Martian side as Askari deserters. Or they can act as Dragoon dismounts. Regular X2


Gerneral Sir Not Appearing in this Film
Ok he was still in the box when I had the rest of the Earth forces out to photograph.


Royal Marine Light Infantry
Still in need of an officer. These can, in a pinch, sub in as some sort of foreign European force. Regular V1.



3rd Civil Service Rifles - "The Paper Clip Boys"
A slightly over strength company of riflemen from the Dominion of Canada. Regular X2S.

The Queen's Own Something or Others
Good old regular line infantry. The blue facings suggest Guards but these can be used for any British unit as required. Regular V1

Gatling gun and Pack Options
Just a Gatling gun and a couple of types of pack animals to lug it around. Charging at the elephants gets a +1 down hill bonus - these are big castings.


Tri-wheel Draisine
An armoured rail vehicle to patrol my monorail.


Ewing System rolling stock
A quickly put together locomotive and rolling stock for my monorail. On the flatcar is  another tri-wheel that remarkably survived a fall to the garage floor. It is going into the shop for a re-glue and re-paint.

The To Do pile
From left to right, repair, rank and re-base.


All The Toys
All the toys on the table. It is 4' by 7'. I think I have enough for now....


Wednesday, December 24, 2014

The Forces of Kas'trum for Space 1889 (and Happy Holidays)

In the swamps between the cities of Crocea and Gorklimsk lies the independent town of Kas'trum. Though out of the thick of the current war against the Earthers, Kas'trum provides an important gateway to the High Martian liftwood groves to the north. The exact details of this town are not yet known, but below is a brief report on the military forces thought to be under her control.

I sat down the other day to look over the new acquisitions as well as my existing troops and come up with some reasonable units. Unfortunately, RAFM packs provide figures in multiples of three while the official Soldier's Companion organizations are in multiples of eight. Eight and three don't factor well so it took a bit of thinking to make it all work. Ratings are all conjectural at this point but more or less follow the book.

Canal Marines
Marines simply because I like the blue scheme I used for the originals. A little light with only 15 in the unit rather than the usual 19, these will be pure shooters with rifle muskets or possibly breech loaders. I am thinking Regular V1S or E1S.

The Stalwarts
My conception of  Oh'ktava'an's experimental shield gunner company. One half company each of gunners and cutters, all troops get the +1 defensive bonus for being armoured. This is a defensive rather than offensive unit. Regular V0 or maybe even E0.

Kas'trum Civic Guard
Basic city infantry with the usual smooth bore shooter/cutter split. Irregular T2 or X2

Kas'trum Fencibles
A mix of armoured (+1 defensive bonus) troops  armed with shield guns and choppers in the front half company and a twelve man over strength cutter company in the rear. Another defensive unit Irregular T0 or X0. I might try splitting morale with the front half company getting V0 and the rear T0  or even G0

Kas'trum Volunteers
A mishmash of civic minded militia. Mixed shooters and cutters in the front half company with all cutters in the rear. These boys are enthusiastic but Irregular G1 or at best T1 armed with a few smooth bore muskets.

Pier Worm Roaster's Guild Social Club and Civil Defence Force "The Red Caps". 
Well known for their marksmanship but better known for their drinking, the Red Caps began as an informal gambling league when the Roaster's Guild started taking bets on who could pick off the most marsh slugs - rapacious predators of the pier worm. Marsh slugs have excellent vision making them a tough prey to tackle. The Red Caps bright head gear and garish clothing show in part their contempt for the eagle eyed slug.  Irregular X3S or V3S. Rifled muskets.
Second Troop, Third squadron Crocean Heavy Dragoons
A Gashant unit on loan from the city of Crocea, the 2/3 Dragoons give Kas'trum some mounted support. Regular V0H

Num'da's Raiders
A Hill Martian light cavalry unit hired by Kas'trum to provide long range scouting. Irregular T2

Kas'trum Scouts
Another half band of Hill Martian mercenaries, the Scouts provide reconnaissance and skirmish capability to the city forces. Irregular T2
  
Moeris Lacus Trucial Company "The Prince's Own" 
 A dual purpose unit. As loyal sepoys, The platoons can be split up and assigned to red forces to provide a much needed native scouting capability.  As mutineers, they can be used to give Martian forces a much needed boost to their fire power and morale. Regular X2 (I love these sculpts)

The Rest
Left over figures who will serve as overall field commanders, rebel leaders and other roles as required.

This will give me five possibly six companies with some supporting troops as well - note that the two Martian Whitworth guns are not depicted here. Hopefully, they will be able to take on a British platoon, maybe even two.

In any event they give me much to paint over the holiday period.

Merry Christmas and Happy Holidays to you all! May your pier worms always be well smoked!


Tuesday, December 9, 2014

More Reinforcements for Mars

A bit of overtime came through from work so it was off to the RAFM site to order up some much needed reinforcements for the forces of mars.  This time around, it was two more legions of Mars and enough Colonial Martian Infantry to bring the existing platoon up to full company strength.

This will give me just under 6 warbands of martian infantry, a troop of heavy canal martian lancers, a troop of hill martian light cavalry, a full warband of high martians in both flying and on foot configuration (or 2 if I don't worry too much about mixing), two Whitworth rifles with Colonial or Martian crew . The colonial company mentioned above can fight either for the Great Red Queen across the ether or switch sides in true Sepoy style and help to throw their oppressive masters off the beloved red planet.  In addition I have a troop or so of Boer War era mounted rifles I plan on doing up as German mercenaries in the service of a Martian prince or as British colonial irregulars.

With all that in place, I might just be able to take on a British rifle company and survive.... maybe if the dice gods are kind just maybe....

Oh'ktava'an will likely be back over the Christmas holidays. While attending to his - uh - ablutions the other day he realized that while shield gunners can press forward against bows and spears, against rifles, they are far better as defensive troops receiving a charge with their scatter guns at close range. He has also received information from Earther sources suggesting that the British ability to use cover is not as good as many Maritian units. Many red units are unable to spot concealed troops until they are well within charge range. 

More to follow and a lot more to paint

Wednesday, October 2, 2013

A Matter of Tactics - Soldier's Companion

Oh'ktava'an reached into the bowel of roasted pier worms and plucked out a particularly plump one. He slid a thumbnail under the carapace and flipped off the shell revealing the smokey golden contents. He chewed contemplatively, savoured the chewy morsel and tossed the empty shell onto an ever growing pile on one corner of the planning table.  Pier worms were an affectation, no a habit, picked up from his days as a young band commander posted to a remote village beyond the end of the canal as the expression went.
Out there, they were the only reliable food source that wasn't marsh root. In the city, they were the food of the poor and the canal rats, too plain, too simple and too basic for city tastes.

That was the problem laid out on the planning table. Since the Red Devils had arrived the forces of Mars had forgotten the basics. What worked for beating down a rebellious hill tribe wasn't going to water the crops here. These off-worlders knew what they're doing and with arms better than any seen on Mars since before Seldon. Far too often, brash warband leaders had charged the Red Men head on, trusting force of will to overcome force of arms. Far too often they had failed - cut down by measured rifle fire. That many of these officers were militant members of the Ground Cleansers was something of a bonus - there is no room for fanaticism on the battle field.

He picked up a sheaf of papyrus covered with rows of figures. They covered every battle and skirmish since the arrival of the Red Men that his agents could find data for. The solution to the off worlder menace was somewhere in those numbers. He had sent a house servant down to the human quarter to purchase an assortment of toy warriors - in metal no less. To live in a world where good metal was wasted on children's toys...

No matter. Beginning with what was known, he laid out the first problem: A head on charge into the Red Men's line.

Unlike the massed unit tactics used in the old wars between the city states, the Red Men usually formed their men into a line two deep facing the enemy

This was vulnerable to being broken through in melee, but allowed all of the rifles to fire.

The Red Men's guns had so far proven to be most effective starting at about 320 paces* This was just beyond the distance a regular cutter column could be expected to charge  in one battle phase. So a measured move of  just under 160 paces would be required to stay out of the most effective range. (regular foot move is 18", close range for rifles is 16")  He shuffled through the sheets of reed paper.  There it was: with the normal unit of 20 Red Devils firing against a column, there was a 1 in 6 chance of each red man hitting something but also a chance each hit would be harmless. (base hit 6, long range +2, target in column -1  for a final to hit of 7 which is 6  with saves on a 1 or less = 20 x .167 (1 in 6) = 3.34 less save of 3.34x.167 (1 in 6) = .5 therefore 3 hits ) So that would be... about 3 warriors taken out of the battle.  Having taken casualties, trained troops can be expected to falter in the attack.... (morale 8 - 3 hits = morale 5 2d6 for 5 or less =27.8% ~30% )  a little more than 2/3s of the time and stand idle and possibly receive round after round of fire until they break and run. (Check on a 6, or 7 - 29% combined, Shaken on an 8+, 41%)

 Not good. But running away might be their best option anyway. If the Red Men gain the upper hand, that is another round of fire for another 2 warriors down and another chance to for them to break and run. Even if the warriors keep the initiative and charge in...  that's 20 rifles with those infernal magazines at point blank range... (base hit 6, target in column -1 and charging -1 for a final hit of 4 or .667. 2 dice per rifle at short range so 40 x .667= 27 hits ) and the warriors are completely wiped out. An inglorious and pointless death whatever the Worm Priests might say.

Now where are those reports - ah here. For open order after the first move we have can expect: (base hit 6, +2 for long range +1 for open order is a to hit of 6 with saves on 3 in 6. This give around two unsaved hits. Morale 8 -2 hits for final morale 6 ~41.6% . As above check on a 7 or 8 ~30% and shaken on 9+ ~28%  ) two warriors injured and a failed attack 3 of five times.  And these numbers are for Canal regulars, the mercenaries would be less steady in the fight. As expected, frontal assault was not the way forward.

The temple bells sounded across the city marking the midday meal and prayer. The pungent smell of smoked river eel drifted up from the kitchen below. Oh'ktava'an neatly stacked the reed sheets.  There has to be a better way, but first lunch.



*Yes, I am throwing a 0 on the end of the range in inches and calling it paces and changing turn to battle phase just to make the story work. ;)