Showing posts with label NMTBH. Show all posts
Showing posts with label NMTBH. Show all posts

Thursday, November 10, 2022

Billhooks, Battletech, and Beer




Last Sunday we actually managed to get five of us together for an afternoon of gaming.

We opened with a game of Never Mind the Billhooks in preparation for the release of the Deluxe edition of the rules later this month. I used the set-up for Towton, and the game started with twenty-four 16-figure units on table, or close to 400 15mm figures. The archery was savage and decimated the front ranks on both sides before the Lancastrians finally made melee contact and the Yorkist right flank collapsed. Norfolk entered the table just before this happened, and decided to turn back to London.

We then played a test game of Battletech, which was really fun. Regular readers may remember that I have been looking at Battletech Alpha Strike and Reaper CAV as possible options for our regular mecha game, but now I am thinking Battletech (regular) may be a contender for the times we have enough players to play a team game.

We are now organising another session for the end of the month, when I hope to try out a grid-based Napoleonic game based on the To the Last Gaiter Button rules, and another game of Battletech.

Thursday, October 21, 2021

Battle of Edgcote

The Royalists face their rivals

FG and I played a game of Never Mind the Billhooks on Monday. I picked the Edgcote scenario from Peter Pig's Bloody Barons (1st edition) because it features only two Battles per side (to start with anyway). I did not stick to the order of battle strictly, but tried to preserve the salient points of the battle (from what I could learn on some googling). The Royalists are outnumbered, have fewer archers, but start on high ground, and they have some Welsh pikes. The Rebels have more troops, more archers, and I decided to believe that they have cavalry, because it would make the game more interesting.

What was also interesting was the fact that FG played William Herbert in the WOTR campaign we played many years ago, and had painted command bases for him, which we used for this battle. However, I let him command the Lancastrians so I could take the "defenders", which I thought would be a more passive role and allow me to focus on the rules. Nevertheless, we did get some rules wrong here and there.

William Herbert rallies the troops

The game played pretty much like a standard medieval wargame with buckets of dice (more dice as I have larger units than the in the official rules), and I think FG did not fully appreciate the manoeuvre phase of the game or his advantage in archers.

The Event Cards added a nice touch, and I think are a good way of adding the uncertainty in WOTR battles that come from treachery or just plain blundering in a two-player game.

The Royalist arrows fall short

I do think the game will be even more fun with two or more players each side, and with each player having their own secret victory condition, like they do in some co-operative boardgames.

Welsh pikes see off the Rebel cavalry

I hope to play the game with more players again, once the lockdown lifts.

Wednesday, September 22, 2021

Paper Medieval Tent from Codex Manesse


One of the fun bits about Never Mind the Billhook is this rule about Morale tokens: each army has a number of Morale tokens, and every time you suffer a reversal you have to surrender one of them - when you run out of tokens to surrender, you lose the battle. To keep your opponent from knowing how many tokens you have remaining, the author recommends you hide them inside a miniature tent.

Now I have three 15mm DBX- style camps from the purchases I made on ebay, but these - as many 15mm tents made for wargaming are - are solid tents with no place to keep the tokens. I decided a quick way of making "hollow" medieval tents was with paper or cardstock terrain, and found this one on googling.

The template is in pdf, and comes in layers, so there are different patterns of the scallops, and you can choose to have the flaps up or down. The template seems to fit 28mm figures, but I scaled mine down by 50%, which works well for 15mm.

More importantly, at 50% the template fits just nice around these extra sturdy cardboard tubes which I have been saving up - gluing the template around a sturdy core makes things a lot easier, and also means you can just print on paper instead of cardstock. The template gives a slightly tapering tent, while the tube is straight; this isn't an issue in 15mm since it is easy to compensate by squishing the paper a little, but in 28mm you may want to find a suitable core first - like maybe a small yoghurt tub - and then scale the template to the exact size that will wrap nicely around your chosen core.

Anyway, it was a simple job of gluing the template onto the tube, then cutting the opening for the flaps.

For the roof I simply taped the edges together without bothering with the flaps.

You don't want to tape all the way to the edge, since the edge will need to be cut and folded down, as you will see later.

I chose a 60mm round MDF base as the base for the tent, and assembled the components with white glue.


I then snipped the edges of the roof and folded the tabs down, as you can see in the photo above.

Finally, I painted the base to match my battle mat.

This was a quick and easy project, and I am now thinking of ways to make functional terrain pieces for my other games.

Monday, September 13, 2021

Never Mind the Billhooks Test Game


With no RPG this week, I decided to play a solo test game of Never Mind the Billhooks.

Now I have been interested in the Wars of the Roses for a long time - many years ago we played a 6-player campaign using Warmaster rules, and the campaign rules which we used were submitted to and published in Miniatures Wargame magazine.

Warmaster is a fun set of rules for quick play in a club setting, but I always felt that the armies were too generic and lacked period flavour. I have tried several other sets of rules over the years, including Flower of Chivalry, Blood Barons (first edition), and For Lord Tomorrow is a Busy Day, but none really hit the spot for me.

Then NMTBH dropped in the September 2020 issue of Wargames Illustrated magazine, and suddenly everybody was talking about it. I read a few reviews, and decided to get a hardcopy of the rules and the game cards.


So how do the rules play?

I enjoyed the Manoeuvre phase of the game, when the players would take turns moving units of their armies until one of the decided to shoot or move a unit into melee, when the game proper (with all the phases and activations) would begin. This reduced the amount of time taken before the two sides came to grips, and more importantly gave a sense of manoeuvring - I will really have to look at implementing this in my other games.

The gameplay itself is rather crunchy, requiring players to keep track of number of volleys shot by every archer units, as well as casualties (if using multi-based figures) and disorder and morale tokens. The use of buckets of dice for combat resolution and Special Events/chance cards means things can be unpredictable, but the latter also gave players more decision points and made for a gamey-er game.

Over all I enjoyed the flow of the game. Units deployed, manoeuvred into positions of advantage (or tried to), before the first shots are loosed, announcing the start of combat. Then players have to decide whether to stay at a distance and trade volleys, or brave the arrow storm and try to close for melee and decide things with cold steel... The plodding nature of the infantry means initial deployment is important. In my test game the Lancastrians masked their own gun, the result of which was it never got to fire throughout the game.

I played for about 6 turns before I had to take a break - these rules are a little too crunchy to be played solo. I am looking forward to playing against other players soon.

If you are thinking of getting these rules, you may want to note that a new edition is in the works, with a planned publication date of around Christmas this year.