Using the Field of Glory wargaming rules & Dragon Magazine #56, I am continuing to represent Gary Gygax's Orders of Battle for certain renowned armies from the World of Greyhawk.
Considering the massive size of the following army, I am still using the ratio of 250 men per base.
To continue...
Horned Society's Army List
Commander-in-Chief:
Hierarch Blontug
(C 4th, F 9th, T(A) 9th level)
= 1 base
The commander of the Host of the Hierarchs, Blontug is a much feared half-orc of great power.
Sub-Commander Plar Rostal (F 11th level) = 1 base
A renowned human fighter leading all of the cavalry forces of the Host of the Hierarchs.
Sub-Commander: Seenia (F 6th, MU 6th, T 6th level) = 1 base
A renegade (sylvan) elf serving as leman to Plar Rostal.
Medium Cavalry: 5000 = 20 bases
(3 models/base; riders, horses, leather armour & moderate shields, hand weapons)
Armoured Infantry (Humans): 5000 = 20 bases
(3 models/base; foot troops, helms & chest armour & moderate shields, hand weapons)
Armoured Infantry (Goblins): 2000 = 8 bases
(3 models/base; foot troops, helms & chest armour & moderate shields, hand weapons)
Armoured Infantry (Orcs): 4000 = 16 bases
(3 models/base; foot troops, helms & chest armour & moderate shields, hand weapons)
Armoured Infantry (Hobgoblins): 7000 = 28 bases
(3 models/base; foot troops, helms & chest armour & moderate shields, hand weapons)
This is 94 bases with 279 models on them.
Next time...Bandit Kingdoms
Ciao!
Grendelwulf
Showing posts with label Armies of Oerth. Show all posts
Showing posts with label Armies of Oerth. Show all posts
Wednesday, March 17, 2010
Saturday, March 13, 2010
Armies of Oerth, Part VII: Iuz
Using the Field of Glory wargaming rules & Dragon Magazine #56, I will continue setting about representing Gary Gygax's Orders of Battle for certain renowned armies from the World of Greyhawk.
Considering the massive size of the following army, I am still continuing the ratio of 250 men per base. This will keep the number of bases manageable on the game table. If you have the room (and the time) to build a massive force of models such as this, I wish you the best. Please, wish me luck also because I am building it too.
To continue...
Iuz's Army List
Commander-in-Chief: Iuz, The Old, Demigod
(C, 16th level & T(A), 16th level) = 1 base
Whether luz is a human who has become demon-like through the centuries, or whether he is a semi-demon, a cambion (as some suggest, a by-blow of Orcus), no mortal knows. He is, however, the first known godling of Chaotic Evil, whose wickedness and treachery are infamous throughout the Flanaess. luz rules a portion of Oerth, a horrid territory which bears its master's name, from the cursed city of Molag. Few creatures beyond the boundaries of this domain will even speak his name, let alone adore him. Clerics of luz dress in rusty black (their master's favorite color) or white streaked with rust-red bloodstains.
Sub-Commander: Lord Choldraf (C, 14th level) = 1 base
Sub-Commander: Mellard-Plict (MU, 12th level) = 1 base
Heavy Cavalry: 2000 = 8 bases
(3 models/base; knights on horses, heavy armor & barding, hand weapons)
Light Cavalry: 1000 (Guards) = 4 bases
(2 models/bases; riders on horses, no armour & small shields, hand weapons)
Heavy Infantry: 2000 = 8 bases
(4 models/base; foot troops, heavy armour & substantial shields, hand weapons)
Crossbowmen: 2000 = 8 bases
(3 models/base; foot troops, leather armour & moderate shields, crossbows)
Goblin Infantry: 3000 = 12 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)
Orc Infantry: 6000 = 24 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)
Hobgoblin Infantry: 4000 = 16 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)
Infantry (various humanoids): 5000 to 8000 = 20 to 32 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)
So, this totals 103 to 115 bases with 307 to 343 models on them.
Now, the army listed above seems to be quite a massive, unwieldy force to bring to the typical wargame table. Especially if you are using one of the smaller forces that I have previously outlined. Remember, you could simply change the ratio of men-at-arms per base to represent a portion of the larger army's forces.
Next up: Horned Society
Ciao!
Grendelwulf
Considering the massive size of the following army, I am still continuing the ratio of 250 men per base. This will keep the number of bases manageable on the game table. If you have the room (and the time) to build a massive force of models such as this, I wish you the best. Please, wish me luck also because I am building it too.
To continue...
Iuz's Army List
Commander-in-Chief: Iuz, The Old, Demigod
(C, 16th level & T(A), 16th level) = 1 base
Whether luz is a human who has become demon-like through the centuries, or whether he is a semi-demon, a cambion (as some suggest, a by-blow of Orcus), no mortal knows. He is, however, the first known godling of Chaotic Evil, whose wickedness and treachery are infamous throughout the Flanaess. luz rules a portion of Oerth, a horrid territory which bears its master's name, from the cursed city of Molag. Few creatures beyond the boundaries of this domain will even speak his name, let alone adore him. Clerics of luz dress in rusty black (their master's favorite color) or white streaked with rust-red bloodstains.
Sub-Commander: Lord Choldraf (C, 14th level) = 1 base
Sub-Commander: Mellard-Plict (MU, 12th level) = 1 base
Heavy Cavalry: 2000 = 8 bases
(3 models/base; knights on horses, heavy armor & barding, hand weapons)
Light Cavalry: 1000 (Guards) = 4 bases
(2 models/bases; riders on horses, no armour & small shields, hand weapons)
Heavy Infantry: 2000 = 8 bases
(4 models/base; foot troops, heavy armour & substantial shields, hand weapons)
Crossbowmen: 2000 = 8 bases
(3 models/base; foot troops, leather armour & moderate shields, crossbows)
Goblin Infantry: 3000 = 12 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)
Orc Infantry: 6000 = 24 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)
Hobgoblin Infantry: 4000 = 16 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)
Infantry (various humanoids): 5000 to 8000 = 20 to 32 bases
(3 models/base; foot troops, leather armour & moderate shields, hand weapons)
So, this totals 103 to 115 bases with 307 to 343 models on them.
Now, the army listed above seems to be quite a massive, unwieldy force to bring to the typical wargame table. Especially if you are using one of the smaller forces that I have previously outlined. Remember, you could simply change the ratio of men-at-arms per base to represent a portion of the larger army's forces.
Next up: Horned Society
Ciao!
Grendelwulf
Thursday, March 11, 2010
Armies of Oerth, Part VI: Wolf Nomads
The previous armies represented in these articles were all personally gathered troops, without any direct affiliation with any state or kingdom. This time, I will be delving into the greater hordes and legions gathered by the powers-that-be in the Flanaess.
To begin this study, I had to look no further than a Sorceror's Scroll article from Dragon Magazine #56. Gary Gygax gives us a look into the events in the north central Flanaess region. Specifically, the article revolves around two groups of states. In the western region, the events surround the Wolf Nomads, the Rovers of the Barrens, luz, and the Horned Society. Eastward, some interesting developments allow the Duchy of Tenh to make a strong foray into the Bandit Kingdoms.
I am continuing to use the Field of Glory wargaming rules to represent these forces. The only change I am making is to the order of scale for these armies. Previously, I used a representation of 25 men-at-arms per model base ratio. This allowed for a manageable sized army of 100 or so models.
However, some of the following armies number in the tens of thousands. This means one would need a few thousand models! So, I am using a recommendation given in the FoG rules: change the ratio of men per base. For simplicity's sake, I am changing the ratio to 250 men-at-arms per base. For battles between such overwhelming legions, this is entirely appropriate. If, for some reason, you would want to use one of the armies given in any of the previous five Armies of Oerth posts, the representations given here could be seen as representing a portion (a one-thousandths) of the greater legions.
Now, to continue...
The Wolf Nomads' Army List
At one time, the Wegwiur (Wolf Nomads) horsemen contested gladly with the Rovers of the Barrens for the rights to the lands around the Howling Hills and the Dulsi River, sometimes defeating them and sometimes being driven away. With the rebirth of Iuz, the Wolf Nomads shun the territory they once disputed, and are themselves subject to raids from humanoids and humans from Iuz. These Nomads are not daunted by these forays, however, and have given as good as they've gotten. Their banners depict one or more wolves, and their standards bear wolftails and heads.
Commander-in-Chief: Bargru, Tarkhan & Commander of
the Relentless Horde (F 14th level/MU(I) 2nd level) = 1 base
Medium Cavalry: 2000 (Guards) = 8 bases
(3 models/base; riders on horses, leather armour & moderate shields, lances)
Light Cavalry: 10000 (Regulars) = 40 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)
Light Horse Archers: 7000 (Regulars) = 28 bases
(2 models/base; riders on horses, no armour & small shields, bows)
Armored Crossbowmen: 1000 (Regulars) = 4 bases
(4 models/base; Foot, helms & chest armour & moderate shields, crossbows)
So, this totals 81 bases with 177 models on them.
NOTE: Sorcerer's Scroll, Dragon Magazine #55. Gygax has given us a brief look at the racial populations & some national dress guidelines that could be used when painting this army. He mentions the Wolf Nomads being intermixed with the Rovers of the Barons. Even though they are partially of the Baklunish strain, they racially show the darker Flan blood.
Flannae: bronze skin, black to brown hair, dark brown eyes, clothing is of solid bright hues with yellow ochre and vermillion being the favorites, and the more civilized Flan dress in the mode currently fashionable in their portion of the continent.
Now, as tempting to build this army is, the next army I want to tackle is coming up. And it's going to take a lot of building & painting.
Next up...Iuz
Ciao!
Grendelwulf
To begin this study, I had to look no further than a Sorceror's Scroll article from Dragon Magazine #56. Gary Gygax gives us a look into the events in the north central Flanaess region. Specifically, the article revolves around two groups of states. In the western region, the events surround the Wolf Nomads, the Rovers of the Barrens, luz, and the Horned Society. Eastward, some interesting developments allow the Duchy of Tenh to make a strong foray into the Bandit Kingdoms.
I am continuing to use the Field of Glory wargaming rules to represent these forces. The only change I am making is to the order of scale for these armies. Previously, I used a representation of 25 men-at-arms per model base ratio. This allowed for a manageable sized army of 100 or so models.
However, some of the following armies number in the tens of thousands. This means one would need a few thousand models! So, I am using a recommendation given in the FoG rules: change the ratio of men per base. For simplicity's sake, I am changing the ratio to 250 men-at-arms per base. For battles between such overwhelming legions, this is entirely appropriate. If, for some reason, you would want to use one of the armies given in any of the previous five Armies of Oerth posts, the representations given here could be seen as representing a portion (a one-thousandths) of the greater legions.
Now, to continue...
The Wolf Nomads' Army List
Commander-in-Chief: Bargru, Tarkhan & Commander of
the Relentless Horde (F 14th level/MU(I) 2nd level) = 1 base
Medium Cavalry: 2000 (Guards) = 8 bases
(3 models/base; riders on horses, leather armour & moderate shields, lances)
Light Cavalry: 10000 (Regulars) = 40 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)
Light Horse Archers: 7000 (Regulars) = 28 bases
(2 models/base; riders on horses, no armour & small shields, bows)
Armored Crossbowmen: 1000 (Regulars) = 4 bases
(4 models/base; Foot, helms & chest armour & moderate shields, crossbows)
So, this totals 81 bases with 177 models on them.
NOTE: Sorcerer's Scroll, Dragon Magazine #55. Gygax has given us a brief look at the racial populations & some national dress guidelines that could be used when painting this army. He mentions the Wolf Nomads being intermixed with the Rovers of the Barons. Even though they are partially of the Baklunish strain, they racially show the darker Flan blood.
Flannae: bronze skin, black to brown hair, dark brown eyes, clothing is of solid bright hues with yellow ochre and vermillion being the favorites, and the more civilized Flan dress in the mode currently fashionable in their portion of the continent.
Now, as tempting to build this army is, the next army I want to tackle is coming up. And it's going to take a lot of building & painting.
Next up...Iuz
Ciao!
Grendelwulf
Friday, March 5, 2010
Armies of Oerth, Part V: Erac's Cousin
Continuing Gary Gygax's Orders of Battle for certain renowned figures from the World of Greyhawk...
Per the Field of Glory rules, the ratio used is still 25 men-at-arms per base.
The Unnamed's Army List
(a.k.a. Erac's Cousin's Army List)
Commander-In-Chief: The Unnamed
a.k.a. Erac's Cousin (MU of at least 16th level) = 1 base
Once a servant of Good, this very malign individual now serves Hell with will and enthusiasm. Erac's Cousin is seldom seen without a red-eyed rat upon his shoulder. It is also stated that this mage is able to wield a sword with great proficiency (6th level fighting ability!).
Medium Cavalry: 50 (Guards) = 2 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)
Light Cavalry: 50 (Regulars) = 2 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)
Light Horse Archers: 50 (Regulars) = 2 bases
(2 models/base; riders on horses, no armour & small shields, bows)
Heavy Infantry: 100 (Regulars) = 4 bases
(4 models/base; foot troops, heavy armour & substantial shields, hand weapons)
Heavy Archers: 100 (Regulars) = 4 bases
(4 models/base; foot troops, heavy armour & substantial shields, bows)
Pole Armed Infantry: 100 (Regulars) = 4 bases
(3 models/base; foot troops, leather armour & moderate shields, pole-arms)
So, this totals 19 bases with 59 models on them.
Whether or not any of the troops serving Erac's Cousin are humanoid is open to debate. Certainly, humanoid levies will join his forces in some strength if they are called.
Beware the Ides of March!
I will soon be taking a look at some of the larger state armies from the World of Greyhawk previously shown in the Dragon Magazine.
Next up: Wolf Nomads
Ciao!
Grendelwulf
Per the Field of Glory rules, the ratio used is still 25 men-at-arms per base.
The Unnamed's Army List
(a.k.a. Erac's Cousin's Army List)
Commander-In-Chief: The Unnamed
a.k.a. Erac's Cousin (MU of at least 16th level) = 1 base
Once a servant of Good, this very malign individual now serves Hell with will and enthusiasm. Erac's Cousin is seldom seen without a red-eyed rat upon his shoulder. It is also stated that this mage is able to wield a sword with great proficiency (6th level fighting ability!).
Medium Cavalry: 50 (Guards) = 2 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)
Light Cavalry: 50 (Regulars) = 2 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)
Light Horse Archers: 50 (Regulars) = 2 bases
(2 models/base; riders on horses, no armour & small shields, bows)
Heavy Infantry: 100 (Regulars) = 4 bases
(4 models/base; foot troops, heavy armour & substantial shields, hand weapons)
Heavy Archers: 100 (Regulars) = 4 bases
(4 models/base; foot troops, heavy armour & substantial shields, bows)
Pole Armed Infantry: 100 (Regulars) = 4 bases
(3 models/base; foot troops, leather armour & moderate shields, pole-arms)
So, this totals 19 bases with 59 models on them.
Whether or not any of the troops serving Erac's Cousin are humanoid is open to debate. Certainly, humanoid levies will join his forces in some strength if they are called.
Beware the Ides of March!
I will soon be taking a look at some of the larger state armies from the World of Greyhawk previously shown in the Dragon Magazine.
Next up: Wolf Nomads
Ciao!
Grendelwulf
Wednesday, March 3, 2010
Armies of Oerth, Part IV: Tenser
I'd like to take a moment and thank scottsz at Old School Rant and Mike Monaco at Swords & Dorkery for spreading the word about this little project. Hopefully it will inspire others to take to the battlefield!
Continuing Gary Gygax's Orders of Battle for certain renowned figures from the World of Greyhawk...
Per the Field of Glory rules, the ratio is 25 men-at-arms per base.
Tenser's Army List
Commander-in-Chief: Tenser (MU of 19th level) = 1 base
Somewhere along the southern shares of the Nyr Dyv is the hidden fortress of Tenser. It is likely that the identity of the master of the place is kept secret. Tenser is accompanied by a high-level cleric and various other figures of relatively high level, some reported to be demi-human. Some say that the ranger, Otis, is with him. The force is Good in alignment, but its exact disposition is unknown. It is suspected that troops from the surrounding area will join with Tenser in time of need.
Heavy Cavalry: 50 (Guards) = 2 bases
(3 models/base; knights on horses, heavy armor & barding, hand weapons)
Medium Cavalry: 100 (Elite) = 4 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)
Light Cavalry: 50 (Regulars) = 2 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)
Medium Horse Archers: 100 (Regulars) = 4 bases
(3 models/base; riders on horses, leather armour & moderate shields, bows)
Armored Infantry: 50 (Guards) = 2 bases
(4 models/base; foot troops, helms, chest armour & shields, hand weapons)
Heavy Infantry: 100 (Regulars) = 4 bases
(4 models/base; foot troops, heavy armour & substantial shields, hand weapons)
Light Infantry: 100 (Levied) = 4 bases
(2 models/base; foot troops, no armour & small shields, hand weapons)
Heavy Archers: 50 (Regulars) = 2 bases
(4 models/base; foot troops, heavy armour & substantial shields, bows)
Light Archers: 50 (Levied) = 2 bases
(2 models/base; foot troops, no armour & small shields, bows)
So, this totals 27 bases with 77 models on them.
Next up: Erac's Cousin
Ciao!
Grendelwulf
Continuing Gary Gygax's Orders of Battle for certain renowned figures from the World of Greyhawk...
Per the Field of Glory rules, the ratio is 25 men-at-arms per base.
Tenser's Army List
Commander-in-Chief: Tenser (MU of 19th level) = 1 base
Somewhere along the southern shares of the Nyr Dyv is the hidden fortress of Tenser. It is likely that the identity of the master of the place is kept secret. Tenser is accompanied by a high-level cleric and various other figures of relatively high level, some reported to be demi-human. Some say that the ranger, Otis, is with him. The force is Good in alignment, but its exact disposition is unknown. It is suspected that troops from the surrounding area will join with Tenser in time of need.
Heavy Cavalry: 50 (Guards) = 2 bases
(3 models/base; knights on horses, heavy armor & barding, hand weapons)
Medium Cavalry: 100 (Elite) = 4 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)
Light Cavalry: 50 (Regulars) = 2 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)
Medium Horse Archers: 100 (Regulars) = 4 bases
(3 models/base; riders on horses, leather armour & moderate shields, bows)
Armored Infantry: 50 (Guards) = 2 bases
(4 models/base; foot troops, helms, chest armour & shields, hand weapons)
Heavy Infantry: 100 (Regulars) = 4 bases
(4 models/base; foot troops, heavy armour & substantial shields, hand weapons)
Light Infantry: 100 (Levied) = 4 bases
(2 models/base; foot troops, no armour & small shields, hand weapons)
Heavy Archers: 50 (Regulars) = 2 bases
(4 models/base; foot troops, heavy armour & substantial shields, bows)
Light Archers: 50 (Levied) = 2 bases
(2 models/base; foot troops, no armour & small shields, bows)
So, this totals 27 bases with 77 models on them.
Next up: Erac's Cousin
Ciao!
Grendelwulf
Monday, March 1, 2010
Armies of Oerth, Part III: Robilar
Using the Field of Glory wargaming rules & Dragon Magazine #37, I am continuing Gary Gygax's Orders of Battle for certain renowned figures from the World of Greyhawk. Of course, one thing to remember is this list is thirty years old. I am sure the Lord of the Green Dragons has undoubtedly updated it since this time.
Due to the composition and size of this army, I will be using the ratio of 25 men-at-arms/model base per the recommendation in the FoG rules.
Robilar's Army List
Commander-in-Chief: Robilar (Fighter of 19th level) = 1 base
Sometime over one year ago, Robilar freed a demon, and in the ensuing difficulties, forces aligned with Good sacked and destroyed his stronghold west of the City of Greyhawk. Many of the higher-level figures were slain, but Robilar still has Otto, a high-level magic-user, and Quij, an Orcish hero of high abitlity but low intelligence, as well as some relatively low-leve1 cohorts. It is reported that the following force escaped and is now somewhere in the Pomarj region.
Heavy Cavalry: 50 (Regulars) = 2 bases
(3 models/base; knights on horses, heavy armour & barding, hand weapons)
Medium Cavalry: 100 (Regulars) = 4 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)
Light Cavalry: 50 (Regulars) = 2 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)
Light Horse Crossbowmen: 50 (Regulars) = 2 bases
(2 models/base; riders on horses, no armour & small shields, crossbows)
Heavy Infantry: 100 (Elite Orcish) = 4 bases
(4 models/base; foot troops, heavy armour & substantial shields, hand weapons)
Light Infantry: 100 (Levied) = 4 bases
(2 models/base; foot troops, no armour & small shields, hand weapons)
Heavy Archers: 50 (Elite Orcish) = 2 bases
(4 models/base; foot troops, heavy armour & substantial shields, bows)
Light Crossbowmen: 50 (Regulars) = 2 bases
(2 models/base; foot troops, no armour & small shields, crossbows)
Pole Armed Infantry: 100 (Regular Orcish) = 4 bases
(2 models/base; foot troops, leather armour & moderate shields, pole arms)
This is 27 bases with 71 models on them.
This force is known to be Lawful Evil, but even the minions of Hell eye the army with suspicion due to its chaotic actions.
Next up: Tenser
Ciao!
Grendelwulf
Due to the composition and size of this army, I will be using the ratio of 25 men-at-arms/model base per the recommendation in the FoG rules.
Robilar's Army List
Commander-in-Chief: Robilar (Fighter of 19th level) = 1 base
Sometime over one year ago, Robilar freed a demon, and in the ensuing difficulties, forces aligned with Good sacked and destroyed his stronghold west of the City of Greyhawk. Many of the higher-level figures were slain, but Robilar still has Otto, a high-level magic-user, and Quij, an Orcish hero of high abitlity but low intelligence, as well as some relatively low-leve1 cohorts. It is reported that the following force escaped and is now somewhere in the Pomarj region.
Heavy Cavalry: 50 (Regulars) = 2 bases
(3 models/base; knights on horses, heavy armour & barding, hand weapons)
Medium Cavalry: 100 (Regulars) = 4 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)
Light Cavalry: 50 (Regulars) = 2 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)
Light Horse Crossbowmen: 50 (Regulars) = 2 bases
(2 models/base; riders on horses, no armour & small shields, crossbows)
Heavy Infantry: 100 (Elite Orcish) = 4 bases
(4 models/base; foot troops, heavy armour & substantial shields, hand weapons)
Light Infantry: 100 (Levied) = 4 bases
(2 models/base; foot troops, no armour & small shields, hand weapons)
Heavy Archers: 50 (Elite Orcish) = 2 bases
(4 models/base; foot troops, heavy armour & substantial shields, bows)
Light Crossbowmen: 50 (Regulars) = 2 bases
(2 models/base; foot troops, no armour & small shields, crossbows)
Pole Armed Infantry: 100 (Regular Orcish) = 4 bases
(2 models/base; foot troops, leather armour & moderate shields, pole arms)
This is 27 bases with 71 models on them.
This force is known to be Lawful Evil, but even the minions of Hell eye the army with suspicion due to its chaotic actions.
Next up: Tenser
Ciao!
Grendelwulf
Sunday, February 28, 2010
Armies of Oerth, Part II: Mordenkainen
Using the Field of Glory wargaming rules & Dragon Magazine #37 for inspiration, I shall continue to represent Gary Gygax's Orders of Battle for certain renowned figures from the World of Greyhawk.
NOTE: As I explained in my first "Armies" post, the FoG rules state that each base of models could normally represent 250 men-at-arms. I had chosen a 25 men-at-arms ratio per base because it allowed an average sized army full of models to be placed on the game table. Now using this ratio, four of the first five armies range in size from 19 to 35 bases. Mordenkainen's Army comes in at a whopping 161 bases with 341 models (that's 682 counting the horses!). If this were the only army I was ever going to build, maybe I would go for it. To keep it more manageable, and comparable to the other four character armies, I will bump the ratio to 100 men-at-arms per base. This keeps it from being too unwieldy and will only require doubling up its size later.
An army this size is more in league with the larger state armies which I plan to represent later on. I will be using the standard ratio of 250 men-at-arms per base. Yes, the state armies will be THAT huge. For anyone feeling ambitious to build one of these armies in either scale, I will list the number of bases in both ratios. The number of actual models per base will be the same for both.
100 men/base will be listed in BLUE.
250 men/base will be listed in GREEN
So, here is...
Mordenkainen's Army List
Commander-in-Chief: Mordenkainen: (MU of 20th level)
= 1 base / 1 base
Medium Cavalry: 500 (Regulars) = 5 bases / 2 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)
Light Cavalry: 500 (Regulars) = 5 bases / 2 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)
Light Horse Archers: 1,000 (Regulars), = 10 bases / 4 bases
(2 models/base; riders on horses, no armour & small shields, bows)
Light Horse Archers: 2,000 (Levied) = 20 bases / 8 bases
(2 models/base; riders on horses, no armour & small shields, bows)
This totals 41 bases with 86 models on them.
This totals 17 bases with 35 models on them.
This force was known to be Chaotic, possibly Neutral, with an absolute zero-tolerance policy towards Evil clerics.
If anyone else builds any of these forces, please let us hear about it. I would love to see your army. It might just be for nostalgia's sake, but I would love to see some of these legendary armies from the World of Greyhawk causing havoc on wargaming tables somewhere in the world...
Next up: Robilar
Ciao!
Grendelwulf
NOTE: As I explained in my first "Armies" post, the FoG rules state that each base of models could normally represent 250 men-at-arms. I had chosen a 25 men-at-arms ratio per base because it allowed an average sized army full of models to be placed on the game table. Now using this ratio, four of the first five armies range in size from 19 to 35 bases. Mordenkainen's Army comes in at a whopping 161 bases with 341 models (that's 682 counting the horses!). If this were the only army I was ever going to build, maybe I would go for it. To keep it more manageable, and comparable to the other four character armies, I will bump the ratio to 100 men-at-arms per base. This keeps it from being too unwieldy and will only require doubling up its size later.
An army this size is more in league with the larger state armies which I plan to represent later on. I will be using the standard ratio of 250 men-at-arms per base. Yes, the state armies will be THAT huge. For anyone feeling ambitious to build one of these armies in either scale, I will list the number of bases in both ratios. The number of actual models per base will be the same for both.
100 men/base will be listed in BLUE.
250 men/base will be listed in GREEN
So, here is...
Mordenkainen's Army List
Commander-in-Chief: Mordenkainen: (MU of 20th level)
= 1 base / 1 base
Medium Cavalry: 500 (Regulars) = 5 bases / 2 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)
Light Cavalry: 500 (Regulars) = 5 bases / 2 bases
(2 models/base; riders on horses, no armour & small shields, hand weapons)
Light Horse Archers: 1,000 (Regulars), = 10 bases / 4 bases
(2 models/base; riders on horses, no armour & small shields, bows)
Light Horse Archers: 2,000 (Levied) = 20 bases / 8 bases
(2 models/base; riders on horses, no armour & small shields, bows)
This totals 41 bases with 86 models on them.
This totals 17 bases with 35 models on them.
This force was known to be Chaotic, possibly Neutral, with an absolute zero-tolerance policy towards Evil clerics.
If anyone else builds any of these forces, please let us hear about it. I would love to see your army. It might just be for nostalgia's sake, but I would love to see some of these legendary armies from the World of Greyhawk causing havoc on wargaming tables somewhere in the world...
Next up: Robilar
Ciao!
Grendelwulf
Friday, February 26, 2010
Armies of Oerth, Part 0: Field of Glory
Admittedly, I put the cart before the horse by presenting army lists adapted for a system that I hadn't taken the time to explain. Let me make ammends for this...
Field of Glory is a set of historical miniatures rules for ancient and medieval tabletop battles. The rules cover the ancient and medieval period (3000 BC – 1500 AD) from the rise of the earliest known armies through to the introduction of effective gunpowder weapons. The game scale is flexible and the movement and range distances are the same regardless of scale.
FoG is designed to play a battle with 10 – 15 battle groups in a 3 to 4 hour game. Each battle group is made up of variable number of bases, usually between 2 – 12 each, and are maneuvered by commanders as independent units which remain as a single cohesive block for the game. These battle groups move as a unit but the combat system allows the shooting and melee combats to be fought by those bases exposed or in contact. Battle groups are rated by type (cavalry, heavy foot etc) training, protection level, weapons and morale.
A standard turn consists of a set sequence of phases; an Impact Phase (charging and combat) a Movement Phase, Shooting, Combat Phase (in addition to the charge combat) and a final Administrative Phase which deals with a range of command and morale issues. The sequence is logical and straightforward to follow.
The command and control system rates commanders by levels of competence and applies the simple mechanic of distance from the commander to model the efficiency of the army command and control. Commanders can assist battle groups to maneuver, fight and rally. Under some circumstances a commander can provide benefit to a “group” of battle groups which is called a battle line. This simple technique seems to model the efficiencies of a traditional ancient battle-line quite well.
The move system is reasonably simple and intuitive. Move distances, formations and maneuvers (such as wheels and formation changes) are logical and well explained. One clever touch is the Complex Maneuver Test (CMT) which forces battle groups in close proximity to the enemy and who are performing a complex move to roll dice to complete the move. This makes you think twice about performing formation changes within charge range of the enemy! There is some complexity in the move sequence, fighting in two directions and the ability to feed parts of a battle group into an existing melee but the rules do cover these circumstances in sufficient detail to allow an understanding by the second or third game.
The combat system appears complicated but is actually quite straight forward and is well supported by a set of good charts and tables. There are more units able to shoot and skirmishers now take on the important function of forcing the heavy units to take Cohesion Tests from a trickle of shooting casualties inflicted over a long period of time. Melees now take many turns and the disintegration of battle groups is gradual and the effects are more subtle than one would normally observe in a game where each unit fights to the last man. For example the initial clash between an elite Roman Legion and a Gallic warrior band might see the legionaries “disrupted” and even lose some elements but often their better armour, better morale and close quarter training will allow them to (over 4 or 5 turns) whittle down the Gauls and cause them to break and run.
Morale rules are also important in determining the outcome of a battle. Supporting units, location of Generals, routing units, rallying units, “bolstering” (improving a unit’s morale) and the “Cohesion Test” are some of the techniques the game applies to model the impact of morale on an ancient battle.
The game is supported by a detailed set of annexes and a comprehensive glossary which is very useful for new players to this system. There is a range of 13 supplemental books containing specific Army Lists, such as Republican & Imperial Rome, Ancient Greeks, Late Medieval Europe, Byzantium, and the Far East. These books are not necessary for using the main rulebook, but they are well presented and illustrated and provide detailed lists of a broad range of historical armies.
In summary, Field of Glory is a well written and well explained system with lots of clear and colourful diagrams which will ease the pain of learning a new set of rules. The rules have a formed-unit approach that represents many of the aspects of ancient warfare with simple ease. The morale rules add a significant element to the game and are simple to understand and straightforward to apply. The combat rules are not complex, but they do require a methodical and measured approach. New players who rush will either make fundamental errors or become confused about who did what to whom. The rules have been assembled by a group of long-standing wargamers and several of the contributors are classical or history scholars in their own right.
From the designers:
In Field of Glory our most important objective is to make the game fun to play whilst retaining a strong historical feel. So whether you fancy being Alexander the Great or Ghengis Khan, it's up to you, happy gaming and may your dice roll high!
Ciao!
Grendelwulf
Field of Glory is a set of historical miniatures rules for ancient and medieval tabletop battles. The rules cover the ancient and medieval period (3000 BC – 1500 AD) from the rise of the earliest known armies through to the introduction of effective gunpowder weapons. The game scale is flexible and the movement and range distances are the same regardless of scale.
FoG is designed to play a battle with 10 – 15 battle groups in a 3 to 4 hour game. Each battle group is made up of variable number of bases, usually between 2 – 12 each, and are maneuvered by commanders as independent units which remain as a single cohesive block for the game. These battle groups move as a unit but the combat system allows the shooting and melee combats to be fought by those bases exposed or in contact. Battle groups are rated by type (cavalry, heavy foot etc) training, protection level, weapons and morale.
A standard turn consists of a set sequence of phases; an Impact Phase (charging and combat) a Movement Phase, Shooting, Combat Phase (in addition to the charge combat) and a final Administrative Phase which deals with a range of command and morale issues. The sequence is logical and straightforward to follow.
The command and control system rates commanders by levels of competence and applies the simple mechanic of distance from the commander to model the efficiency of the army command and control. Commanders can assist battle groups to maneuver, fight and rally. Under some circumstances a commander can provide benefit to a “group” of battle groups which is called a battle line. This simple technique seems to model the efficiencies of a traditional ancient battle-line quite well.
The move system is reasonably simple and intuitive. Move distances, formations and maneuvers (such as wheels and formation changes) are logical and well explained. One clever touch is the Complex Maneuver Test (CMT) which forces battle groups in close proximity to the enemy and who are performing a complex move to roll dice to complete the move. This makes you think twice about performing formation changes within charge range of the enemy! There is some complexity in the move sequence, fighting in two directions and the ability to feed parts of a battle group into an existing melee but the rules do cover these circumstances in sufficient detail to allow an understanding by the second or third game.
The combat system appears complicated but is actually quite straight forward and is well supported by a set of good charts and tables. There are more units able to shoot and skirmishers now take on the important function of forcing the heavy units to take Cohesion Tests from a trickle of shooting casualties inflicted over a long period of time. Melees now take many turns and the disintegration of battle groups is gradual and the effects are more subtle than one would normally observe in a game where each unit fights to the last man. For example the initial clash between an elite Roman Legion and a Gallic warrior band might see the legionaries “disrupted” and even lose some elements but often their better armour, better morale and close quarter training will allow them to (over 4 or 5 turns) whittle down the Gauls and cause them to break and run.
Morale rules are also important in determining the outcome of a battle. Supporting units, location of Generals, routing units, rallying units, “bolstering” (improving a unit’s morale) and the “Cohesion Test” are some of the techniques the game applies to model the impact of morale on an ancient battle.
The game is supported by a detailed set of annexes and a comprehensive glossary which is very useful for new players to this system. There is a range of 13 supplemental books containing specific Army Lists, such as Republican & Imperial Rome, Ancient Greeks, Late Medieval Europe, Byzantium, and the Far East. These books are not necessary for using the main rulebook, but they are well presented and illustrated and provide detailed lists of a broad range of historical armies.
In summary, Field of Glory is a well written and well explained system with lots of clear and colourful diagrams which will ease the pain of learning a new set of rules. The rules have a formed-unit approach that represents many of the aspects of ancient warfare with simple ease. The morale rules add a significant element to the game and are simple to understand and straightforward to apply. The combat rules are not complex, but they do require a methodical and measured approach. New players who rush will either make fundamental errors or become confused about who did what to whom. The rules have been assembled by a group of long-standing wargamers and several of the contributors are classical or history scholars in their own right.
From the designers:
In Field of Glory our most important objective is to make the game fun to play whilst retaining a strong historical feel. So whether you fancy being Alexander the Great or Ghengis Khan, it's up to you, happy gaming and may your dice roll high!
Ciao!
Grendelwulf
Thursday, February 25, 2010
Armies of Oerth, Part I: Bigby
Over the last year, I have been bitten again by the bug of wargaming. I confess to being an on-again/off-again “Armchair General” for many years. Sitting with my morning cup of coffee, evaluating military actions of the past…it smells like victory! Sure, it is Monday morning quarterbacking from the safe distance of the 21st century, but there is something satisfyingly tangibly three-dimensional about battles with miniatures. Moving through real space and time; recreating scenarios from Hannibal, Caesar, etc… it can be a lot of fun. Now, combine this with a love for fantasy role-playing games and the urge becomes almost irresistible.
I recently found a new wargame system to play called Field of Glory from Osprey Publishing. It drew me in with its nicely compact rulebook and supplements and offers a wide variety of armies and time periods to playout scenarios. About this same time, I was going through some early Dragon Magazines and digging up information on Gary Gygax’s World of Greyhawk. Imagine my surprise when I stumbled across some information regarding the armies of Oerth.
One of the earliest gems I found was in Dragon #37. It has a great Sorcerer's Scroll article by Gygax on Greyhawk's evolution, and (at the time) its intended future. At the end of the article, he gave us an added bonus: Orders of Battle for certain renowned figures from the Greyhawk world - Bigby, Mordenkainen, Robilar, Tenser & "Erac's Cousin". Earlier in the same article, Gary spoke of having a set of rules to set forth the orders of battle of the various governing states of the Flanaess. Players would be able to fight the major battles which could affect the course of history in the World of Greyhawk. Knowing of his roots in wargaming and interest in military history, I would hypothesize the orders of battle given are entirely playable (with probably a few adjustments) for whichever wargaming system one was to use.
As I am currently experimenting with Field of Glory, I intend to represent these armies accordingly. Each base of models can normally represent 250 men-at-arms, but the rules quickly suggest to ignore this (I suppose a player should unless one has an incredibly large battle-table and lots of toy soldiers to fill it with!). The player is advised to treat an army as a coherant whole, representing whatever full-sized army its prototype usually fielded. It aims for reaching the correct shape and feel of the army for a more realistic representation of how it fought. Since this system was not designed with fantasy games in mind, it eliminates the use of magic. Still I think it will be a good system to experiment with. So, looking over the army lists, I have decided each model base should represent approximately 25 men-at-arms each. The reason for the smaller ratio is to allow more bases/models on the board to properly play with.
I would love to build and test all of these armies. But until I can collect sufficient models and have the available time, I am limited to using proxy bases marked for the appropriate troop types. Besides, there are several more related articles from other Dragon Magazines giving additional battle forces for some of the greater state armies. So, to help inspire any other "Armchair Generals" out there with some time on their hands, I will keep it simple and focus on these initial five lists. The first one to look at is:
Bigby's Army List
This army is actually centered in a very good area related to the City of Greyhawk and its surrounding Lands of Oerik, specifically somewhere between the Shield Lands & Bandit Kingdoms. Battlewise, this can bring them into oppostion with the Horned Society, Iuz, or even the Kingdom of Furyondy depending on which way this neutral-alligned force may wish to involve itself.
One piece of triviaI found was "His personal symbol is an open palm behind a large, stylized bumblebee". I do not know if this is from his original beginnings when run by Gary Gygax, or if it was simply added to the character's history at some point later by others. Due to the thematic nature of many spells bearing his name, the 'open palm' is certainly a safe symbol to go with for now.
Heavy Cavalry: 50 (Elite) = 2 bases
(3 models/base; knights on horses, heavy armour & barding, hand weapons)
Medium Cavalry: 100 (Regulars) = 4 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)
Light Cavalry: 100 (Regulars) = 4 bases
(2 models/base; riders on horses, no armour, small shields, hand weapons)
Light Horse Archers: 100 (Levied) = 4 bases
(2 models/base; riders on horses, no armour, small shields, bows)
Armored Infantry: 50 (Elite) = 2 base
(4 models/base; foot troops, helm, chest armour & substantial shields, hand weapons)
Heavy Infantry: 180 (Regulars) = 8 bases
(4 models/base; foot troops, heavy armour & substantial shields, hand weapons)
Light Crossbowmen: 100 (Regulars) = 4 bases
(2 models/base; foot troops, no armour, small shields, crossbows)
Heavy Crossbowmen: 50 (Regulars) = 2 bases
(4 models/base; foot troops, heavy armour & substantial shields, crossbows)
Pikemen: 100 (Elite) = 4 bases
(3 models/base; foot troops, leather armour & moderate shields, pikes)
So, this totals 35 bases with 103 models on them.
It is mentioned this force has been occasionally allied with:
Elven Infantry: 200 = 8 bases
(3 models/base; foot troops, leather armour & moderate shields, swords/hand weapons)
Kron Hills Dwarven Infantry: 150 = 6 bases
(3 models/base; foot troops, leather armour & moderate shields, axes/hand weapons)
With another 14 bases and 42 models among them, these two additions lend themselves as a nice expansion with more modeling opportunities.
Next time: Mordenkainen
Ciao!
Grendelwulf
I recently found a new wargame system to play called Field of Glory from Osprey Publishing. It drew me in with its nicely compact rulebook and supplements and offers a wide variety of armies and time periods to playout scenarios. About this same time, I was going through some early Dragon Magazines and digging up information on Gary Gygax’s World of Greyhawk. Imagine my surprise when I stumbled across some information regarding the armies of Oerth.
One of the earliest gems I found was in Dragon #37. It has a great Sorcerer's Scroll article by Gygax on Greyhawk's evolution, and (at the time) its intended future. At the end of the article, he gave us an added bonus: Orders of Battle for certain renowned figures from the Greyhawk world - Bigby, Mordenkainen, Robilar, Tenser & "Erac's Cousin". Earlier in the same article, Gary spoke of having a set of rules to set forth the orders of battle of the various governing states of the Flanaess. Players would be able to fight the major battles which could affect the course of history in the World of Greyhawk. Knowing of his roots in wargaming and interest in military history, I would hypothesize the orders of battle given are entirely playable (with probably a few adjustments) for whichever wargaming system one was to use.
As I am currently experimenting with Field of Glory, I intend to represent these armies accordingly. Each base of models can normally represent 250 men-at-arms, but the rules quickly suggest to ignore this (I suppose a player should unless one has an incredibly large battle-table and lots of toy soldiers to fill it with!). The player is advised to treat an army as a coherant whole, representing whatever full-sized army its prototype usually fielded. It aims for reaching the correct shape and feel of the army for a more realistic representation of how it fought. Since this system was not designed with fantasy games in mind, it eliminates the use of magic. Still I think it will be a good system to experiment with. So, looking over the army lists, I have decided each model base should represent approximately 25 men-at-arms each. The reason for the smaller ratio is to allow more bases/models on the board to properly play with.
I would love to build and test all of these armies. But until I can collect sufficient models and have the available time, I am limited to using proxy bases marked for the appropriate troop types. Besides, there are several more related articles from other Dragon Magazines giving additional battle forces for some of the greater state armies. So, to help inspire any other "Armchair Generals" out there with some time on their hands, I will keep it simple and focus on these initial five lists. The first one to look at is:
Bigby's Army List
This army is actually centered in a very good area related to the City of Greyhawk and its surrounding Lands of Oerik, specifically somewhere between the Shield Lands & Bandit Kingdoms. Battlewise, this can bring them into oppostion with the Horned Society, Iuz, or even the Kingdom of Furyondy depending on which way this neutral-alligned force may wish to involve itself.
One piece of triviaI found was "His personal symbol is an open palm behind a large, stylized bumblebee". I do not know if this is from his original beginnings when run by Gary Gygax, or if it was simply added to the character's history at some point later by others. Due to the thematic nature of many spells bearing his name, the 'open palm' is certainly a safe symbol to go with for now.
Heavy Cavalry: 50 (Elite) = 2 bases
(3 models/base; knights on horses, heavy armour & barding, hand weapons)
Medium Cavalry: 100 (Regulars) = 4 bases
(3 models/base; riders on horses, leather armour & moderate shields, hand weapons)
Light Cavalry: 100 (Regulars) = 4 bases
(2 models/base; riders on horses, no armour, small shields, hand weapons)
Light Horse Archers: 100 (Levied) = 4 bases
(2 models/base; riders on horses, no armour, small shields, bows)
Armored Infantry: 50 (Elite) = 2 base
(4 models/base; foot troops, helm, chest armour & substantial shields, hand weapons)
Heavy Infantry: 180 (Regulars) = 8 bases
(4 models/base; foot troops, heavy armour & substantial shields, hand weapons)
Light Crossbowmen: 100 (Regulars) = 4 bases
(2 models/base; foot troops, no armour, small shields, crossbows)
Heavy Crossbowmen: 50 (Regulars) = 2 bases
(4 models/base; foot troops, heavy armour & substantial shields, crossbows)
Pikemen: 100 (Elite) = 4 bases
(3 models/base; foot troops, leather armour & moderate shields, pikes)
So, this totals 35 bases with 103 models on them.
It is mentioned this force has been occasionally allied with:
Elven Infantry: 200 = 8 bases
(3 models/base; foot troops, leather armour & moderate shields, swords/hand weapons)
Kron Hills Dwarven Infantry: 150 = 6 bases
(3 models/base; foot troops, leather armour & moderate shields, axes/hand weapons)
With another 14 bases and 42 models among them, these two additions lend themselves as a nice expansion with more modeling opportunities.
Next time: Mordenkainen
Ciao!
Grendelwulf
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