Monday, December 1, 2025

Seleucid vs Seleukid

A Headless Body Production

Venue: Harve de Grace Community Center
Event: Barrage 2025
Theme: Classical theme, round 1
Players: Phil running Seleucid, list 42
              Chris Sikorsky running Seleukid, list 42
Game System: L'Art de la Guerre, 15mm, 200 points per side.

This the first round of the world famous L' Art de la Guerre tournament in sunny Maryland!

I drove down the day before and played my favorite battlecruiser (yes, I have a favorite battlecruiser, don't judge me) in a game of Jutland. See pictures later. Spent pleasant night in a 1.5 star hotel, and breakfasted at a Waffle House. What is not to like? 

And because Walt has a subtle sense of humor, the first game will be a Seleukid civil war! Winner gets naming rights for the dynasty.
 
The Forces:
The Seleukids are commanded by unnamed commanders.  I think there was a Brilliant and two Competents. 
1 Xystophoroi, Heavy Cavalry, Impact
5 Pike
3 more units of horse, qualities uncertain
2 Asiatic horse, Light Cavalry, Javelin
2 Elephants, Mediocre?
2 Galatians, Heavy Sword, Impetuous
3 Thracians, Medium Sword, 2HW
1 Cretans, Light Infantry, Bow, Elite
1 Cretins, Light Infantry, Bow
2 Lycians, Light Infantry, Javelin
Breakpoint of 25

The Seleucids are commanded by Larricles, <Τεμπέλης>, a Strategist. His brother Darricles <Τόλμη>, the Brilliant, and his other brother Darricles <Τόλμη>, the Ordinary.
6 Pike
2 Argyraspids, Pike, Elite
X* Heavy Cavalry, Impact, Elite
4 Thracians, Medium Swordsmen, 2HW
2 Thureophoroi, Medium Spearmen
2 Cretans, Light Infantry, Bow, Elite
2 Cretins, Light Infantry, Bow
2 Slingers, Light Infantry, Sling
2 Scythed Chariots
Breakpoint of 22 

*Formally known as Xystophoroi

Display Conventions: When you see a jagged word bubble like "Ouch!" or "¡Ωχ!" this implies a disorder caused by missiles. Letters in parenthesis represent some up or downgrade for the specific unit. For commanders it is s for strategist, b for Brilliant, c for Competent and o for Ordinary, u for unreliable. For troops it is e for Elite, and m for Mediocre. Other abbreviations, Hvy Heavy, XB Crossbow, LB, Longbow, Jav Javelin, 2HW 2 Handed Weapons, B Bow, Kn Knight, HKn Heavy Knight, HC Heavy Cavalry, Md Medium, Sgt Sergeants, LC Light Cavalry, Chr Chariot, Cat Cataphract, Pa Pavise, LI, Light Infantry, HG Hand Gun, FKn Foot Knight, Hvy Spear, Heavy Spearmen.

Inappropriately capitalized words are used to highlight terms that are specific to the game. For example Brilliant, Competent and Ordinary have specific game values for the commanders.

Any ambiguity as to what was moved or who is being referred to is to be considered Fog of War and part of the fun. 

"XX" implies a unit killed in that location on that turn.

Deployment:

The board before adjustments
The board after adjustments.


 Other pics before the game:

The cheer leading squad on 155 


 The battle of Jutland:

German battle cruisers heading for the rear of the British column and will eventually cross the 'T'. German battleships race the front of the British column and deliver, and receive, a pounding as well.


 

Materials of this game are all 3D printed and beyond first class in quality.

Back to the Ancients battlefield.

Deployment: 

The Seleukid's (top of panel) deploy on the coast's edge, with their Thracian/Elephant command. Pike in the center, and the bulk of their cavalry on the right where they have plenty of room to maneuver.

The Seleucid's (bottom of the panel) deploy away from the terrain and coast, but have their Thracians ready to invest the plantation and field if needed. Their pike have equal numbers with the Seleukid's heavy foot. But only a single horse to match the Seleukid's 5 troops of cavalry. 

Turn 1:

The Seleucid's main line advances just a single march. Their cavalry swings wide to see what they can lure away from the Seleukid cavalry command.

My thought is that 2 or three troops will go after 'X', and being elite and armored, 'X' could possibly outfight them. The slow advance of the main line had more to do with a bad roll for the Thracian's command points. And that elephants suffer combat penalties in the plantation, but not the field. So no hurry to make contact there.

The Seleukid's are not going to kid around here. Sending 4 troops after 'X'

The rest of their line advances 3 UD's

Turn 2:

Larricles orders his Thureophoroi forward, ZOCing one of the Seleukid lights. 'X' charges, hoping for a lucky die roll and destroying the other light horse, but no such luck.
Larricles splits his phalanx in two. One group to challenge the Seleukid horse, the other the right flank of the Seleukid phalanx. Where he will have an overlap.
The brothers Darricles advance a single UD.
Sliding right into the rough.
The Seleukid light horse disengages, allowing their heavier lancers to charge.
Led by their fanatical Galatians, the Seleukid phalanx charges across the field.
Their Elephant supported Thracians advance to taunting range.
 
Chris did not realize that elephants are disadvantaged in the plantation. I was thinking he was just accepting the elephant minus in order to gain the advantage of the overlap.
 
Turn 3: 
'X' is routed. But Larricles orders a taxis forward to hold the line.
Here comes the press of combat. Fortune smiled on the Seleucids. Literally rolling one better in every adversarial dice off.
Larricles has the left overlap, and brings up the chariots to plug any holes that develop.
I think this would be a good time to complement Chris's casualty markers.
By the river, the dice begin to change. One Thracian warband is routed by elephants. In the plantation, despite being -2 on the die roll, the Seleukid elephants (mediocre!) roll a win.
The Seleukid horse command is going to have nothing to do with the pike, and head deep behind the Seleucid lines.
Galatians and Thracians rout. Both sides trade a Taxis of Pike.
The lines by the river thin out rapidly.
At the bottom of the third, the score is 13 of 22 for the Seleucids
To 12 of 25 for the Seleukids.
Turn 4:
Larricles has a surplus of command points. Sending a taxis to challenge a light horse. Another taxis turns on the flanks of the Galatians, routing them. The Scythed Chariot charges a pike and routs it as well.
Darricles has a pike push through the Seleukid line. And sends his chariot into an elephant, and routs it as well. This would be the first time I have had a double win with the chariots in a single game. Usually, I don't see two wins with the chariots in a whole tournament.
At the bottom of the 4th, another Seleukid taxis is routed, leaving just two, disordered taxis.
Their elephant in the rough stalls, and suffers a disorder as well, taking the Seleukids over their demoralization level.
I think this is a setup between Caesar's legions and the Gauls.
Very small figures, but nicely painted.
A very busy role playing game.


 

Monday, November 24, 2025

A Slaughter of Scots*

A Headless Body Production
Venue: Ferrell Fire Hall, Monroeville, NJ. Where 5G goes to die.
Event: Kozcon ADLG organized by Don Manser.
Players: Phil Gardocki running Scots Isles, list 187
              The Biumvirate of Don Manser and Kevin Swanson running MedEvil Scots
Game System: L'Art de la Guerre, 200 points per side. Round 3
Scale: 25mm 

*You can consider the title as foreshadowing or Chekhov's gun.

KozCon is held in memory of our good friend and avid gamer Dave Kozlow who passed away in 2012. If you've ever had the opportunity to play in one of his many games at HMGS events you know that he was not only a great person but also a notable credit to our hobby. In light of Dave's five year battle with cancer ALL proceeds from KozCon are donated to the American Cancer Society. 

The Forces:
The mEvils were commanded by Haggis MacDare, His cousin Dweeb, "Oh what a big flag he has", and their cousin, MacBuggeroff.  Probably they are competent, but you wouldn't ken to look at them.
4 Noblemen of high station and low morals
2 Foot Knights
5 Pikemen, practicing their kaber tossing.
4 Longbowmen?
5 other foot that could be anything
3 Wee lads with sticks and string
Breakpoint of 22, maybe 23, we Scots have difficulty counting over 21*.

The Scots are commanded by MacLeft, MacCenter and MacRight. All are considered Competent, easily replaceable.
14 Islemen, "Eileanaich", Heavy Swordsmen, 2HW, some are Elite, some are Mediocre
4 Highland Archers "Boghadairean Gàidhealach" (no, I'm going to pepper the report with that) Medium Swordsmen, Bow
2 Levy, "Sgum"
2 Irish "Gaisgich Èireannach", Medium Sword, 2HW
2 Light Infantry, Bow, An fheadhainn òga 
Breakpoint of 24

Except those inbred bastards of clan MacGreviousBodilyHarm, who can get to 12 before needing to take their shoes off.
 

Display Conventions: When you see a word bubble like "Ouch!" or "tha sin a' goirteachadh!" or "Auch!"or "Mah poofy culur bahookie", this implies a disorder from missiles. Letters in parenthesis represent some value change for the specific unit. For commanders it is s for strategist, b for Brilliant, c for Competent and o for Ordinary, u for unreliable. For troops it is e for Elite, and m for Mediocre. Other abbreviations, Hvy Heavy, XB Crossbow, LB, Longbow, Jav Javelin, 2HW 2 Handed Weapons, B Bow, Kn Knight, HKn Heavy Knight, HC Heavy Cavalry, Md Medium, Sgt Sergeants, LC Light Cavalry, Chr Chariot, Cat Cataphract, Pa Pavise, LI, Light Infantry, HG Hand Gun, FKn Foot Knight, Hvy Spear, Heavy Spearmen.

Inappropriately capitalized words are used to highlight terms that are specific to the game. For example Brilliant, Competent and Ordinary have specific game values for the commanders.

"XX" implies a unit killed in that location on that turn.

Any inaccuracies and vagueness as to specific units is to be regarded as fog of war and should be considered as part of the fun.

 
The Board:
The Evil Scots win the initiative and elect to attack in the Mountains!
 
Deployment: 
 
The mEvil Scots deployed their knights to hammer the Islemen's left flank.  Both sides have their shooters deployed on the same side.


Turn 1:
The knights are looking at 7 units with claidheamh-mors, and so advance slowly behind their foot skirmishers.

Their main body of foot double advance.  

While their archers, matching the Scots Archers 1-1, also advance quick march.

MacLeft orders his men forward at a quick march as well.

MacCenter keeps pace.

MacRight advances to cover the flank of MacCenter, and sends his Irish out.

The Scots score their first hit, and respond with an incomprehensible Feegle retort!


Turn 2:
Rob Anybody holds his knights back.

The main body of foot advance 1 UD, filling in the edges with the dregs.

Their Helan archers score again with their bows.
I have to tell the Black Knight that Monty Python references are off the script for this one.  
MacRight and Mac Center

advance to charge reach.  My entire line is 2HW armed.  With some Elites against the mEvil's Mediocre pikes.  It also has the effect of effectively canceling the armor of the foot knights interspersed in the line.

With an overlap advantage, MacRight orders a general charge, but is rebuffed.

Turn 3:
 
The Scot's knights are not going to be showed up by their peasants.


Not much to be said for tactics.  

MacRight suffers some catastrophic losses.  But he has one more Irish warrior in reserve to keep the flank from being totally rolled up.

And a massive charge is called.  The kind of charge you live for with this game.

15 Heavy Swordsmen with 2HW charge.  Ordinary warriors against Mediocre.  Elites on Mediocre!

None of that mattered.  Literally I won two just fights out of 17!  
 
With a score of 2 to 20, of 24, Don and Ken let me off the hook.  There was no need to play this one out.
 
Of course I expected to lose against the 4 knights, maybe holding up against a couple of them.  But I had their flank turned, and maybe would crunch one as well.
 
*The Nac Mac Feegles are creations of Terry Prachett.  Referred to as "Pictsies", a parody of the Victorian concept of refined fairies.  The Nac Mac Feegle were always looking for a fight, in a cheerful sort of way, and when they had no one to fight they fought one another, and if one was all by himself he’d kick his own nose just to keep in practice.”

If you have never read or even heard of Terry Prachett, then you have about 4 or 500 hours of excellent reading in front of you.  Arguably the funniest writer of the last century.  But don't take my word on it.  By the late 80's and 90's, 10% of all Sci-Fi/Fantasy books printed, some 200 million, were his.