A tabletop gaming blog, with a vague bias towards Central/Eastern Europe and the Early Modern period.

Sunday, November 29, 2020

Primavera Occulta playtest thoughts

 Played a quick solo game of Primavera Occulta (52-card version). Still toying with some details, but feels fun to play overall. Lots of tension in the rolls, plenty of options to consider for each turn, the occasional moment of crystal-clear hindsight. Maybe next time I'll manage to make a proper battle report of it.




The turning point turned out to be the shooting of the priest, and the subsequent defection of his summoned spirit (in cat form) to the rival gang. Unbalanced? Or an appropriate risk/reward trade-off? Also, still considering where playing a card (as opposed to drawing a card or rolling a die) is or isn't appropriate. Gonna try a few more games and see... 

Thursday, November 26, 2020

more objectives for Primavera Occulta

 Treasure chests are all well and good, but I wanted a few more objectives with a little more character...

The Caryatid Column (statue lady) is the only unconverted purpose-built item here, from Reaper. The goat statues are little knicknacks tied around the necks of a certain beer brand that unfortunately I cannot recall the name of, based on pennies. The emerald tablet is the butt end of a plastic fork, with some "carvings" poked onto the surface with a knife. The skeletons are made from the Warlord Games (formerly Wargames Factory) skeleton infantry sprue, which is also the source of the horned skull. The pedestal for the horned skull is a pushpin.

Saturday, November 21, 2020

Objectives for Primavera Occulta

Here are some basic objectives for Primavera Occulta, the Renaissance skirmish game I've been posting about. I eventually plan to make some less generic ones, but these will do for early playtesting. The idea is that some objectives need to be claimed by a Mental test, others by a Physical test, and some can be claimed by either. So, if the objective is in a grave, it's purely a physical issue of digging it up to claim it. If it's a pile of treasure or an open chest, it's a mental test to sort through the trinkets and find the esoterically-valuable piece. If it's a closed chest, it's either a mental check to pick the lock or a physical one to bust it open. Not sure which of these the candelabra is, but I like how it looks.


These are all Reaper minis, except the gravestones which I believe are 4ground.

With an eye to playtesting, I've actually re-written the basic rules to use a standard 52-card deck. The extra complexity of the Tarot deck will be necessary for the campaign system and a more advanced magic system further down the line, but for playing through the basic mechanics there's no reason to restrict my potential playtester pool. And speaking of which, if you are interested in trying out these rules, let me know at thaddeus.urban[at]gmail.com and put "primavera occulta" in the subject line.

Thursday, November 12, 2020

Renaissance Occultism Skirmish Ruleset Concept

 Years ago, I bought a tabletop RPG that uses Tarot cards as its primary resolution mechanic. This inspired me to buy a deck of them, and also to start reading about their history. I was delighted to learn that their documented origins (if not the cartomancy traditions that grew up around them) go back to the Italian Wars, a period that already interested me for other reasons.

One thing lead to another, and I started to brainstorm ideas for a Renaissance-era wargame that could incorporate some of the more esoteric aspects of the era's culture. I have now written enough rules for it that I've started to playtest, although it will be some time yet before it is worth sharing.

The current notion is that every warband has a core of four "initiates", inspired by the court cards of the Tarot, who practice, to varying degrees of success, some form of ritual magic. Each warband has a "King", representing a true renaissance man who is either the leader or the chief patron of the occult circle; a "Queen" of high intellectual or spiritual achievement; a "Knight" with fearsome physical prowess; and a "Page" that is a novice type character with room to improve. Reinforced by hirelings and the occasional summoned spirit, they battle other small groups of occultists over the wealth of esoteric texts, alchemical formulae, and ceremonial objects that have accumulated in and about the Italian Peninsula as a result of various historical currents of the final century of the medieval era.

Here are some examples of how I might represent these initiates with miniatures from my Italian Wars project (plus a few from other projects), from left to right in the order described above, followed by a spirit and a couple sample hirelings:




For my own solo playtesting convenience, they are roughly color-coded, but I probably wouldn't do that for the "real thing".

Generally speaking, D12s are used for "mundane" actions and Tarot cards for magical effects. I anticipate the games themselves being fairly quick (am playtesting on a 2ft by 2ft area), with much of the enjoyment coming from the campaign system (probably also Tarot-driven) that links them.

Tuesday, November 10, 2020

Not-renaissance Characters

 Posting from my phone because today got weird, but here's another piece of the puzzle: 

lesser spirits that take the form of humans (in anachronistic garb) or animals (but sinister or out-of-place).

 


Greater spirits with no fear of displaying their otherworldly natures.



Wednesday, October 28, 2020

More Renaissance Characters

 Here's some more, these are all Assault Group (except the mace and mace hand are from Perry plastics).



Still messing around with rules stuff on a conceptual, pre-playtesting level, but I think I'm starting to close in on some gameable ideas...

Saturday, October 3, 2020

A medley of Renaissance characters

 Been painting up a variety of figures for an Italian-Wars-adjacent mini-project. Spinning off of my Novara (1513) project, I've been toying with an idea for a small-scale skirmish game set in the same era. I don't want to share too much of my planning at this point, but I'm happy to post these miniatures by way of preview.

I've organized them by manufacturer, for no particular reason.

First up are two unconverted Old Glory Landsknechts from their artillery crew set.



Next are some Perry "European Armies" figures, I'm done some modest converting to bring some of them forward a decade or two, but as you've probably noticed by now my sense of period-specificity is impressionistic at best.



Last up for this post are some metals from Warlord Games' landsknecht collection. Lots of character in these. No conversions except for a beard on the herald/town-cryer type character.


Got some TAG minis on the way, then after that I might start talking a bit more about the specifics of the new project...

Tuesday, August 25, 2020

Gosiewski Rides Out (Pikeman's Lament AAR)

It took a while, but I finally bought a battlemat (from deepcut), set up some tables (uline), and put together a solo Pikeman's Lament game to refamiliarize myself with the system. I even tried to write a narrative battle report, but it was really hard to account for the high number of botched orders.

The terrain is pretty minimal, PL says at least one piece per quarter so I went with that. The forces are PL approximations of a couple of skirmish lists from By Fire and Sword, a game that I doubt I'll ever play but regard highly as a resource.


In particular, the BF&S ruleset has made Wincenty Korwin Gosiewski a minor celebrity among Eastern European Renaissance wargamers, on account of his 1649 raiding party being the only way to field winged hussars in the skirmish level of that game. His Cossack foes for this battle are based on the generic Cossack skirmish force from the same game. For the scenario I went with the basic Ga Pa line-up-and-fight deal, with the Cossacks defending and the Lithuanians attacking.


Cossacks:
2x12 veteran shot (Registered Cossacks)
2x12 shot (moloitsy)
2x12 clubman (peasant rabble)
1x6 commanded shot (plastuny scouts)


Lithuanians:
1x6 veteran gallopers (hussars)
2x6 trotters (rajtars)
2x6 raw gallopers ("cossack-style" light cavalry)
1x6 dragoons

To keep things simple, I made the hussars Veteran Gallopers but not aggressive, both because I didn't want to have to remember the mechanic, and also because I felt that the Gosiewski Party background justified less reckless hussar behavior. I also made no attempt to represent the spearmen mixed in with the Cossack moloitsy, I have a few ideas on how to do so, but didn't want to bother with house rules for this game.

Turn 1: the rajtars and hussars advanced, but the "cossack-style" light cavalry and the dragoons stayed put, a reasonable enough set of results. The actual Cossacks all advanced, save the moloitsy on the side of the village (who were not asked to), and one of the peasant rabbles (fair). The plastuny scouts moved with special elan, accruing a bonus point of honor for their officer on account of their remarkable sneakiness perhaps. First blood to the Cossacks!! Not in-game, but rather, when I was moving one unit of moloitsy, a Cossack in the stationary moloitsy unit stabbed me in the finger with his wire spear, hard enough to draw literal blood. Good for him!


Turn 2 began well enough with the rightmost rajtars advancing, but ended prematurely and absurdly as the hussars decided to flee a half move, apropos of absolutely nothing. The now-exposed rajtar unit prepared for the worst, and while the first salvo from one registered Cossack unit did indeed halve their numbers, the rest of the Cossack army was apparently as confused by the hussars' retreat as the other Lithuanians were....



For Turn 3, obviously the priority was to get the elite hussars going back in the right direction (i.e. towards the enemy), but they were unable to move as their commander had to pause to receive a dispatch from high command; unfortunately, his dragoons were being reassigned, effective immediately. Gosiewski's only solace was that his foes remained baffled by his force's shambles, and themselves took no action.

Turn 4 saw the bulk of the Lithuanian force (both light cavalry units and the intact rajtars) finally advance, but a botch on the hussar order saw them become wavering! Perhaps their lances and wings had gotten tangled as they attempted to turn back to face the Cossacks? For their part, registered Cossacks shot down two more rajtars (although the final member of that unit refused to budge), and the other registered unit moved up to the fence, but when the moloitsy outside the fence were ordered to shoot, they decided to advance instead. While it is usually a poor plan for infantry to charge gallopers in this game (or ever), given how poorly the Lithuanians were performing I can't blame the moloitsy for feeling pretty confident.




Turn 5 began with the hussars successfully shaking off their wavering status. This auspicious occurrence was followed by a "successful" caracole from the intact rajtars, that is to say, they received and executed the order, but failed to do any damage to the registered Cossacks opposite them. The remaining cavalry all moved as directed, marking the first turn in the game where an entire force carried out all orders. By way of contrast, the Cossacks failed the first order given.



At the beginning of Turn 6, the hussars advanced for the first time since turn one, though sadly they were unable to charge due to their previous dawdling. Both units of light cavalry, however, were in range to charge, and did! They attacked the out-of-position moloitsy, the first unit dealing some damage before being scattered by the moloitsy's first salvo, the second dealing additional damage and only losing two men in return. Tied for damage, the second light cavalry unit was forced to withdraw (as the attacker), but both units remained in good order. Meanwhile, the intact rajtars performed another ineffectual caracole, while the lone rajtar was unable or unwilling to perform the maneuver.





Turn 6 continued with the registered Cossack units opening fire on the rajtar squadrons nearest them - the lone rajtar was finally gunned down, while the larger unit lost two cavalrymen. Reduction of the Lithuanian force to half strength meant morale testing for every unit, but only the remaining rajtar unit began to waver. The pastuny, who had scaled the hill in such a praiseworthy fashion earlier in the encounter, seemed content to continue posing, choosing to disregard the order to shoot at the nearby light cavalry.


At this point I called it for the Cossacks. While the veteran gallopers are a tough enough bunch that they might well have been able to turn the tide singlehandedly had the game continued, quite frankly I did not want to give them the opportunity after their absurd incompetence throughout the previous turns.

I'm already planning a sort of rematch, with 36ish points per side to more accurately reflect the skirmish lists, more liberal use of special/house rules, and perhaps even a custom scenario to reflect Gosiewski's historical mission.

Wednesday, August 5, 2020

Mounted Crossbows for Italian Wars

Post-move pandemic hobbying continues! I built a batch of mounted crossbows, mostly from the Perry light cavalry box but with a handful of Warlord's landsknecht bits to bring them into the early years of the 16th century.





My ultimate goal, which I don't think I've actually mentioned on this blog yet, is to field both sides of the Battle of Novara (1513). I'm using Olicanalad's blog as a reference for force construction. It's not so much due to any particular interest in this exact battle, as it is a way to guide and constrain my general interest in Landsknecht, Swiss, and associated early-1500s troop types.

Don't worry, I intend to swing back around to 17th-c Eastern Europe soonish...

Friday, July 17, 2020

new Swiss, new apartment

Hey all, pandemic precautions have been less productive than would be expected, on account of moving to a whole new apartment. But I finally unpacked enough to resume hobby activities! Have some freshly-painted Swiss skirmishers:




As before, batchpainting for convenience. The final units will be more varied.

Friday, May 15, 2020

More landsknechts

Not much to report, just a selection of landsknechts with beidhanders, posted as proof of life as much as any other reason.


Tuesday, March 31, 2020

Shelter-in-place landsknechts

Chicago has a shelter-in-place order, so I packed up some minis to bring over to my girlfriend's place. Not really different from previous landsknechts, just posting for the sake of posting.


Tuesday, March 17, 2020

Vikings

Mostly minis I bought when GB first released their plastics, just rebased and touched up in some cases. Army shot only, I might pick out some favorites to highlight later, but honestly this bunch is pretty out-of-the-box.


Wednesday, March 11, 2020

Now with Flag

The flag is adapted from a wikipedia image of an artifact depicted the thunder god Perun. I was going to add a border, but honestly I kind of like how stark it looks without one...


Sunday, March 8, 2020

more slav elites, and the voivode

The elites are a mix of GB plastics much as before, except the lamellar armor is carved directly into the chest of Dark Age plastic figures (ouch!), instead of being taken from the Arab Heavy Cav box like last time. Also, the flag and horn guys are GB metals, the last of the purpose-built metal Slavs I got from GB. I have yet to decide on a flag for the army.




And here's the general for these guys. He's a Gripping Beast Arab, with a Warlord Games Celt head, and some greenstuff fingers and nasal piece. I figure he's an older dude who prefers to let others do the actual fighting these days, which accounts for his relatively relaxed pose and lack of body armor. He should still stand out on account of having the only helmet in the entire army though...


Wednesday, March 4, 2020

Slav elites and army shot

Here is the final unit of my core Early Slav force, a small group of armored infantry. There are two Gripping Beast metal Slavs, and the rest are kitbashed out of GB plastics.




And with that, my Early Slavs are basically ready to go. I really like how the limited palette approach worked out, they look quite irregular but still visually cohesive and at least moderately intimidating.



(If you're curious about army composition, I literally just looked up the DBA list for Early Slavs and then doubled the figure count. Since that totals to less than 24 pts in Lion Rampant, I then added the "Foot Knight" elite infantry to bring them up to the target.)

Monday, March 2, 2020

Slav Cav

Here are the cavalry for my Early Slavs, just straight Gripping Beast Dark Age light cavalry except for a few headswaps and a greenstuff hat.




Friday, February 28, 2020

endless slavs

Here are the rest of the normal javelin/auxilia early Slav infantry. Still finishing up a small unit of cavalry and one of heavy infantry, then I'll be done with them for a while.






After that I'll probably swing back around to some Early Modern stuff, while also occasionally rehabbing old viking minis and figuring out some details on the mysterious third army for my Viking Age project...