Last 15 posts from Irr Wb (F)

Kas’trum Campaign Pre-season Game one – One of our Ruperts is missing.

Posted on June 4th, 2017 under , , , , , , , . Posted by

The early morning Sun licked steaming humidity up from the marsh surrounding the canal hamlet of Roogie’s Landing. The adjutant of the Earl of Hereford’s Regiment of Foot (The Hedgehogs) was doing his best to shuffle papers in the marsh reed shack that…

Kas’trum Campaign Pre-season Game one – One of our Ruperts is missing.

Posted on June 4th, 2017 under , , , , , , , . Posted by

The early morning Sun licked steaming humidity up from the marsh surrounding the canal hamlet of Roogie’s Landing. The adjutant of the Earl of Hereford’s Regiment of Foot (The Hedgehogs) was doing his best to shuffle papers in the marsh reed shack that…

Kas’trum Campaign details, details, details.

Posted on May 27th, 2017 under , , , , , . Posted by

So having a broad goal in mind, let’s put some structure around it. Drawing inspiration from the Too Fat Lardies At the Sharp End campaign supplement for Chain of Command, as well as earlier ideas of how Kas’trum fits in to the broader fluff of Space 1889, I came up with a rough ladder campaign as shown below. Each number refers to the “rung” hex two rows down. Each hex is notionally 20 miles across representing one day’s march under normal conditions though this scale will be stretched or compressed as required. Movement for earth forces along the canal will not be too difficult as there is easy access to water. Moving deeper into the desert will create severe transportation problems as the amount of water needed by pack and draft animals rapidly outstrips their ability to carry it.  Martian forces will be much less constrained.

The “Ladder”

At the left on the main  north-south canal we start with Roogie’s Landing, a minor backwater of a hamlet surviving quietly under Human occupation. Unfortunately, the earthers have discovered that the inhabitants have been carrying on a bustling trade in black market goods of Crocean origin. What was not immediately clear is how the goods were being smuggled in, that is until it was revealed that Roogie’s Landing was not just a simple village in the wetlands but that it was the endpoint of a heretofore unknown canal going to who knows where.

To the east of the landing is campaign location 1, a stretch of Martian desert with not major features. Location 2 features some ruins, or perhaps not depending on how much terrain I want to make. Three will have some sort of temple or monolith. Four is more desert leading to five, an as yet unnamed small village providing respite for smugglers as well as farming for trade. Six, seven and eight are all variations of endless sand and stone. Nine is a border village between swamp an sand. Ten is swamp, allowing for possible naval action bringing us at last to Kas’trum proper.

I sat down with an rand() function and the Soldier’s Companion book and came up with the table below:

Proposed specs for Kas’trum – randomly generated

Population
10 = 100,000 inhabitants
Government
Weak Prince  
Strong Merchants
Corruption
Honest
Economy
Mixed
Economic Vitality
Wealthy
Army Quality
Good
Mercenary Quality
One level better so Excellent
Army Size
9
Fleet Quality
Trained
Fleet Size
10
Fleet Value
400K
Attitude
Very Friendly
Not bad and about what I wanted but Kas’trum should be a minor power and not a major city state.

So let’s tweak it a little. In actual lead, I have six bands of Kas’trum foot with another of mounted, possibly borrowed from Crocea. In addition, I have a company each of Hill Martian foot and mounted, a smattering of artillery and of course Antevaax’ flying hordes. By the book, each population number provides two bands infantry, one of mounted and two guns. Wealthy cities  have one additional band each of mercenary cavalry and infantry and an additional two guns per number.

I’m ok with recycling units to a degree but that’s usually reserved for the barbarian hordes so let’s drop the numbers a little. I also don’t think Oh’ktava’an, I mean the merchant’s guild or should that be the Prince would really be “very friendly” to the locals let alone off world invaders, so let’s tone that down too.

Revised specs for Kas’trum – Final

Population
4 = 40,000 inhabitants
Government
Weak Prince Strong Merchants
Corruption
Honest
Economy
Mixed
Economic Vitality
Wealthy
Army Quality
Good
Mercenary Quality
One level better so Excellent
Army Size
3
Fleet Quality
Trained
Fleet Size
3
Fleet Value
140K
Attitude
Indifferent
So there we have it. Now I just need to re-stat my existing units and we are good to go.

City Troops:

Oh’ktava’n’s Experimental Company – The Stalwarts: Regular E0
Kas’trum Fencibles: Irregular X0
First Kas’trum Marines: Regular V1S
Loyal Kas’trum Company: Irregular T2
Kas’trum Civic Guard: Irregular X2
Red Caps and Blue Bonnets: Irregular V1s

Foreign troops and Mercenaries:

Num’da’s Raiders: Irregular V2
Kas’trum Scouts: Irregular V2
Second Oenotrian Lancers – The Canal Terrors: TBD
British stats will be pulled from one of the stock units.

Lots more to come.

Kas’trum Campaign details, details, details.

Posted on May 27th, 2017 under , , , , , . Posted by

So having a broad goal in mind, let’s put some structure around it. Drawing inspiration from the Too Fat Lardies At the Sharp End campaign supplement for Chain of Command, as well as earlier ideas of how Kas’trum fits in to the broader fluff of Space 1889, I came up with a rough ladder campaign as shown below. Each number refers to the “rung” hex two rows down. Each hex is notionally 20 miles across representing one day’s march under normal conditions though this scale will be stretched or compressed as required. Movement for earth forces along the canal will not be too difficult as there is easy access to water. Moving deeper into the desert will create severe transportation problems as the amount of water needed by pack and draft animals rapidly outstrips their ability to carry it.  Martian forces will be much less constrained.

The “Ladder”

At the left on the main  north-south canal we start with Roogie’s Landing, a minor backwater of a hamlet surviving quietly under Human occupation. Unfortunately, the earthers have discovered that the inhabitants have been carrying on a bustling trade in black market goods of Crocean origin. What was not immediately clear is how the goods were being smuggled in, that is until it was revealed that Roogie’s Landing was not just a simple village in the wetlands but that it was the endpoint of a heretofore unknown canal going to who knows where.

To the east of the landing is campaign location 1, a stretch of Martian desert with not major features. Location 2 features some ruins, or perhaps not depending on how much terrain I want to make. Three will have some sort of temple or monolith. Four is more desert leading to five, an as yet unnamed small village providing respite for smugglers as well as farming for trade. Six, seven and eight are all variations of endless sand and stone. Nine is a border village between swamp an sand. Ten is swamp, allowing for possible naval action bringing us at last to Kas’trum proper.

I sat down with an rand() function and the Soldier’s Companion book and came up with the table below:

Proposed specs for Kas’trum – randomly generated

Population
10 = 100,000 inhabitants
Government
Weak Prince  
Strong Merchants
Corruption
Honest
Economy
Mixed
Economic Vitality
Wealthy
Army Quality
Good
Mercenary Quality
One level better so Excellent
Army Size
9
Fleet Quality
Trained
Fleet Size
10
Fleet Value
400K
Attitude
Very Friendly
Not bad and about what I wanted but Kas’trum should be a minor power and not a major city state.

So let’s tweak it a little. In actual lead, I have six bands of Kas’trum foot with another of mounted, possibly borrowed from Crocea. In addition, I have a company each of Hill Martian foot and mounted, a smattering of artillery and of course Antevaax’ flying hordes. By the book, each population number provides two bands infantry, one of mounted and two guns. Wealthy cities  have one additional band each of mercenary cavalry and infantry and an additional two guns per number.

I’m ok with recycling units to a degree but that’s usually reserved for the barbarian hordes so let’s drop the numbers a little. I also don’t think Oh’ktava’an, I mean the merchant’s guild or should that be the Prince would really be “very friendly” to the locals let alone off world invaders, so let’s tone that down too.

Revised specs for Kas’trum – Final

Population
4 = 40,000 inhabitants
Government
Weak Prince Strong Merchants
Corruption
Honest
Economy
Mixed
Economic Vitality
Wealthy
Army Quality
Good
Mercenary Quality
One level better so Excellent
Army Size
3
Fleet Quality
Trained
Fleet Size
3
Fleet Value
140K
Attitude
Indifferent
So there we have it. Now I just need to re-stat my existing units and we are good to go.

City Troops:

Oh’ktava’n’s Experimental Company – The Stalwarts: Regular E0
Kas’trum Fencibles: Irregular X0
First Kas’trum Marines: Regular V1S
Loyal Kas’trum Company: Irregular T2
Kas’trum Civic Guard: Irregular X2
Red Caps and Blue Bonnets: Irregular V1s

Foreign troops and Mercenaries:

Num’da’s Raiders: Irregular V2
Kas’trum Scouts: Irregular V2
Second Oenotrian Lancers – The Canal Terrors: TBD
British stats will be pulled from one of the stock units.

Lots more to come.

Kas’trum Campaign

Posted on May 25th, 2017 under , , , , , . Posted by

Kas’trumOne aspect of history and war gaming that has always interested me has been the underdogs, the ordinary, the forgettable and the forgotten. It’s easy to get excited about the heroic, the dashing, the elite troops with all the kit as well as the…

Kas’trum Campaign

Posted on May 25th, 2017 under , , , , , . Posted by

Kas’trumOne aspect of history and war gaming that has always interested me has been the underdogs, the ordinary, the forgettable and the forgotten. It’s easy to get excited about the heroic, the dashing, the elite troops with all the kit as well as the…