By Fire & Sword

Historical war games, from ancient times through to modern day. Special focus on World War II battles with Flames of War

By Fire & Sword

Postby Scarface Turner » Sat Dec 21, 2013 9:30 am

Nick this was the other set of rules I was thinking of http://anatolisgameroom.blogspot.se/201 ... rsion.html
Check those pages out for the very highest of production quality...simply a beautiful rulebook.
Rules reviews detail a very solid ruleset, ongoing support and an expansion supplement already in development.
Suitable for tournament play as well which would be very interesting if we could drum up enough interest after the inevitable scale debate :)

http://www.fireandsword.wargamer.pl/

Tournament Rules and army support PDF's here
http://www.fireandsword.wargamer.pl/ind ... itstart=40
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Re: By Fire & Sword

Postby Scarface Turner » Sat Dec 21, 2013 6:34 pm

A review of accessory packs...dice are sexy as are the metal order tokens!
Bit hard to see the detail on the casualty markers but I found it interesting that you use them to mark where units die as you can loot dead bodies for extra ammo :w00t:
http://anatolisgameroom.blogspot.se/201 ... s-and.html
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Re: By Fire & Sword

Postby Scarface Turner » Sat Dec 21, 2013 9:10 pm

Ordered the rulebook as a christmas present :)
Wasn't aware that their miniature range and game is 15mm either!
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Re: By Fire & Sword

Postby Scarface Turner » Mon Dec 23, 2013 8:01 am

Finally found some close up pics of the 15mm miniatures.
Reviews state they are very well sculpted and clean casts...there was an early issue with the Swedish Cavalry which was rectified.
TT will wet his pants when he sees these.

Cossack Wagon Train! http://sklep.wargamer.pl/en/koz-3-cossa ... train.html
Cossack High Command http://sklep.wargamer.pl/en/koz-5-cossa ... mmand.html

So many interesting units...Polish Winged Hussars are another fantastic looking bunch http://sklep.wargamer.pl/en/pol-1-winge ... pol-1.html

But in the end the garish colours of the Ottoman Empire would win me over I'm guessing!
Ottoman High Command http://sklep.wargamer.pl/en/ott-3-ottom ... mmand.html
Ottoman Deli http://sklep.wargamer.pl/en/ott-9-deli.html

They also produce a very impressive range of terrain for the period http://sklep.wargamer.pl/category/en/og ... zem-tereny
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Re: By Fire & Sword

Postby Scarface Turner » Mon Dec 23, 2013 8:20 am

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Re: By Fire & Sword

Postby Scarface Turner » Tue Dec 24, 2013 12:14 pm

Looks like the next book these guys are working on focuses on the Second Northern War..."The Deluge".

Brings in a bunch of possible new armies, some changing sides midway through the conflict!
All the armies from By Fire & Sword would likely remain but with the possible inclusion of some/all of the below

Austria
Denmark
Dutch republic
Hungary
Brandenburg-Prussia
Transylvania
Moldavia
Wallachia
Lithuaia
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Re: By Fire & Sword

Postby Truscott Trotter » Tue Dec 24, 2013 1:31 pm

MTE i HAVE SEEN THE RULE BOOK - bARRIE HAS A COPY ITS TOO MUCH FOR THIS bEAR OF lITTLE bRAIN BUT VERY NICELY DONE
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Re: By Fire & Sword

Postby Scarface Turner » Tue Dec 24, 2013 3:10 pm

Yeah was talking to Barry the other day about it...looks like I will have to get an opposing army to fight my Turks and demo it :)
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Re: By Fire & Sword

Postby NickB » Wed Dec 25, 2013 2:09 pm

I'm willing to put up an opposing army. I was thinking of doing Swedes, but if no one is doing Poles I will do Poles!!!!
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Re: By Fire & Sword

Postby Scarface Turner » Wed Dec 25, 2013 8:18 pm

I will bring in the book Nick when your next up and we can have a flick through. Plenty of info on their website and downloadable content ect. Basing seems straight forward and looks like units come with appropriate sized metal bases.
Poles look great (Winged Hussars!) and Swedes appear to play a major role in both the first book and the upcoming "Deluge" focused release. You pick and I will run the opposite...I will be painting up two armies at any rate for demo games. Ottoman Empire will be one then a major player as well (Swedes, Poles or Muscovites depending on what you select).

Looks like 2014 is going to be the year of Historical's :-)
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Re: By Fire & Sword

Postby Scarface Turner » Thu Dec 26, 2013 8:58 pm

Conversion rate for Polish zloty to Aus dollar has those skirmish sets at $57.00 AUD.
Not sure if thats the way I will go or just tailor up a list I like.
Cheap entry though.
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Re: By Fire & Sword

Postby Scarface Turner » Fri Dec 27, 2013 6:35 pm

Nick if you want to do the Polish Lithuanian Commonwealth then I will happily fiekd a Swedish army and pick up the Ottoman Empire as well
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Re: By Fire & Sword

Postby Scarface Turner » Sat Jan 04, 2014 10:20 pm

Without a shadow of a doubt this is the nicest looking war games rulebook I have ever laid eyes on...it makes Battlegroup Overlord look like a second hand comic book!
When they mentioned photo's of re-enactors scattered through the book I immediately thought "poo" but they really look the part wearing/wielding high quality reproduction period armour and weaponry.
Now to see if the ruleset holds up instead of just looking pretty and with over 400 pages to chew through it might take a while to form a solid opinion :)
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Re: By Fire & Sword

Postby Scarface Turner » Mon Jan 06, 2014 10:05 am

Well I finally managed to get a little time to start dissecting the rules. After reading/rereading the first eighty pages I have started to form an opinion on this....it's an absolute little (actually huge) gem!
Firstly the translation from the native language to English has been faultlessly handled...no awkward phrases as is sometimes common with this process.

So how does it play?
Basically a D10 system (faction dice are dead sexy!) playable at four levels, Skirmish, Divisional, Field Army or Great Army with list support included in the book and additional PDF support on their site.
WYSIWYG and IGOUGO in play with the latter having a very nice little twist in that IGOUGO is conducted in "each" of the games five activation phases making for some excellent tactical variety in gameplay.

Phases The game is broken down into five main phases with players both completing each phase before moving on to the next. Player with initaitive decides who goes first for the round.

Initiative Phase Decided by a D10 roll but can be attributed "command points" from your Commander in Chief depending on how badly you want the control for the turn.
Keep in mind that command points are vital components of the game and usable through all phases so blowing them all on an initiative roll bonus for one round might not be the best choice...then again it might :)

Orders Phase Game revolves around orders issued to units with commanders screaming out commands in this phase setting the flow of events for the turn. Some things can impact this such as command range with high command having greater influence than junior commanders ect. Some units can not have orders allocated such as fleeing troops until they have rallied and reformed. Orders consist of Move, Charge, Defence, No Order and Flight with the later not an actual order but a condition attributed to a routed unit which prevents order allocation. Orders are given by placing tokens face down behind the appropriate unit and revealed in later phases.

Movement Phase consist of all the usual options, wheeling, charging, countercharging, marching, countermarching alongside formations such as line formation and column formation with the latter required for marches. Unlimbering is handled well! There are also Special Maneuvers allowing rapid reforming/ direction changes ect but come at the cost of both movement distance and additional command points. All in all movement is handled very well with reforming very intuitive and sensible. Basic troop movements see Fast Cavalry move 20/20 (cm), Cavalry 20/10, Aggressive Infantry 10/5 and Infantry/Wagons 10. One nice touch was Open Order movement (not to be confused with command orders!) which sees a unit spread out a short distance to make it harder for incoming enemy fire giving them a better chance crossing open ground before closing formation prior to delivering that deadly charge!

It's at this stage you start to get a real appreciation of the ruleset and the tactical flexibility the phase based IGOUGO approach delivers.
An excellent example is offered where your prized cavalry unit have been out maneouvered in the previous round and are now looking down the barrel of a devastating flank charge from a unit of enemy mounted dragoons. Being the cunning commander you are though in the orders phase you allocate a defence order to your cavalry. This in turn allows them to Countercharge so once those dragoon spur into a headlong charge towards your position you decide the best form of defence is attack and gallop out to meet them! Basically the charge distance between the two units is halved with a clash of horseflesh and lances at the midpoint (movement permitting).

Another example that follows sees your poor gallant cavalry, having brought time for your beleaguered foot troops, decimated in their charge...killed to a man as it were!
Again your cunning battlefield wits prevailed and having moved you line troops armed with arquebuses into range you elected to choose a "delayed fire" combat action which permits you to shoot at any stage during the combat phase. Seeing as your own troops block LoF and you couldn't shoot through your charging cavalry you elected to wait for the outcome of the charge (which wasn't good!)
Good news is though that now those dastardly evil dragoons are milling around like fools reforming after their victory likely dreaming of the glory that will be attributed to the feat allowing you to unload a full unit of lead into their midst!

I wont go into combat phase or reorganisation phase as yet because I need to finish the rules section before forming an opinion but the basics are handled very well from what I have read.

Ranged weapons have short or long range brackets indicated similarly to movement ie 5/0 for a pistol meaning 5cm with no long range shooting. they then have a couple of additional rules that allows them to be used in close combat (1 shot) and usable from horseback.
Your bigger matchlock type weapons are something from memory like 10/35 (cm) with long range shooting handled nice and simply by rerolling hits.
RoF also impacts with some of the heavier hitting weapons (19-22mm shot) having a nice long range but due to firing forks being needed due to weapon weight and slower reload times it's factored in.
Ranged weapons also have differing effectiveness due to shot size, barrel length ect. and I will put a couple of weapon stat blocks up when I get a chance.

Simply put...I cannot wait to see those flowing feathered plumed helmets of the Winged Hussars as they charge across the field to ride down Nick's hapless Swedes!
Amazing work, six years in development and refined to the current published version. You can clearly see this was a labour of love for the writes and all involved.
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