Monthly Archives: November 2013

Field of Glory Ancients (30/11/2013 Solo)

Finally – a run through of FOG:A. Inspired to finish my 15mm troops by Sgt Steiner’s accounts on his blog, they have finally made it on to the table (with a lot of help from Lancashire Games excellent painting service!).  I discovered a few rules I hadn’t picked up on my read-throughs (e.g. Impact Foot – even Romans it seems – are Shock troops and have to pass a test to stop an uncontrolled charge if in range), but mostly this was a chance to get a flavour of the rules rather than getting every nuance right. I played Gallic against Middle Republican Roman and hadn’t a clue if I was using the correct tactics most of the time, but even at this early stage there were some fun moments – average Roman cavalry charging and breaking superior Gallic types or 3 bases of Hastati beating up 8 bases of Gaestati. First impressions are excellent and I’m looking forward to a game against an opponent over Christmas.

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Cuba Libre, Rebel Raiders on the High Seas, Longstreet & Saga

My gaming has been restricted lately due to illness, but hopefully I’m on the mend now. One casualty of this was a game of Longstreet which I started but didn’t get to finish – here are a couple of (poor) photos of that game which at least give a flavour of the cards and unit sizes.

Rebs behind a wall

Rebs behind a wall

Union advance

Union advance

Unfortunately I didn’t get to play for long enough to form a concrete opinion on the rules, but I definitely want to give them another try soon.

On a recent holiday from work, I got a few solo run-throughs of “Cuba Libre” from GMT in – though I was a bit lukewarm on “Andean Abyss” (the first game in the COIN series) “Cuba Libre” is much more my thing with a smaller map and a faster playtime. Of course, we’ll need to see how this plays out face-to-face, but I have high hopes for it.

Cuba Libre midway through a solo game

Cuba Libre midway through a solo game

Going back in time to before the long, hot summer, Nick and myself had both been given GMT’s “Rebel Raiders on the High Seas” for our birthdays in June, so it was a no-brainer to try to get it onto the table as soon as possible and we managed this in late June. It was our first trip to sea since a 7 hour marathon “1805:  Sea of Glory” game in October 2009, which we of course failed to finish – “Rebel Raiders” looked more promising in the “finish in an afternoon” category, with 3 hours being the predicted play time. It isn’t a card driven game as such, more card assisted, but gripping none-the-less. The Union have to enforce the blockade whilst at the same time trying to conquer forts and ports by sea and river – the Confederates have to send out blockade runners to bring back goods, giving them victory points which can then be spent on building ironclads, raiders or cannons for port defence.

The east coast as the Union blockade tightens

The east coast as the Union blockade tightens

The Union dice rolling was truly appalling during the game with only Key West falling in the first 2 years of the game, but despite our unfamiliarity with rules we nearly got the game completed, so for once the playtime estimate looks about right.

Cards of the coast of Florida

Cards off the coast of Florida

I have put my non-playing time to some good use by finishing my Scots and Irish warbands for Saga – expect to see these on the table over Christmas in at least one of our usual multiplayer games.

Scots Hearthguard

Scots Hearthguard

Scots Spears

Scots Spears

Irish Hearthguard

Irish Hearthguard

Next Saturday I hope to see a few Saga tournament games at Warfare in Reading, though unfortunately I won’t be playing 😦

Until next time…