Thursday, February 20, 2020

Another Round of FOG 3.0 in Lee's Basement

Managed to get a game of FOG 3.0 at 800 points against Joey Miller last week in Lee's Basement.  Joey opted for Ottoman Turks with a Serbian Ally and I played Crusaders circa 1101 AD.  I did not take notes but managed to snap a few pictures of the action.  Joey won the initiative, chose Developed and opted to take two open fields, and the compulsory village.  I took the compulsory enclosed field and an open.  Most of the terrain fell on his side of the table but I was able to move the village onto the center line.  He ended up moving first and the battle see-sawed back and forth for quite a while.  At one point, I had him within two points of breaking only to loose it in one turn when things went pair shaped.  Final score was 10 of 11 attrition points for the Ottomans to 12 for the Crusaders.  Multiple turns of the Crusader not in the center refusing to wheel onto the flank of the Ottoman cavalry helped me snatch defeat from jaws of victory.  Here are a few pictures of teh game as it progressed.

Initial deployment






This was the last picture I took as I got caught up in things.  The Ottoman cavalry at the top of the picture ended up getting routed off the table by my knights.  There were Janissaries in the open field at the top and they came our swinging eventually driving towards my camp and turning around and destroying one of my knights.  My spearmen in the center eventually made a CMT and attacked the Ottoman cavalry in the center but it was too little too late.  A great game and lots of fun.  Joey and I finished in around 2.5 hours.

Meanwhile at the other end of the table, Lee Cleveland with Burmese was fighting Vince Solfronk with Anglo-Irish.  The Anglo-Irish did not like the elephants that much.

Monday, February 17, 2020

FOG 300: Crusader vs Fatimid 1101 AD

Another adventure in Outremer this week with a detachment of the forces of the Holy City meeting a force of the Fatimid Caliph somewhere on the road to Acsalon.

Crusader List and Host:


Fatimid List and Host:



The Crusaders won the initiative and opted to fight in agricultural.  The Fatimid took the compulsory open field, a gentle hill and a gully.  The Crusaders took the open.  The open ended up being picked up with the gentle hill landing in the bottom right corner of the Fatimid deployment zone and the open field ending up on the side edge of the left side of the Fatimid zone and then shifted to the middle of the table.  The gully ended up 4" in and just off center of the Crusader side of the table.

The Fatimids deployed with the Ghilman deployed in line with the lancers to their right followed by the Red flagged Abid al-Shira and then the Green flagged Abid al-Shira slightly echeloned back towards the table edge in front of the Fatimid camp.


The Crusaders deployed with the Superior Green knights on their right followed by the Average Red knights in line in front of the camp and then the armoured spearmen anchored on the gully,  The Average Blue knights were deployed to the left of the gully.


Both armies deployed with a full view of the battlefield.


The Crusaders moved first with the Blue knights moving a full 5" forward and shifting 1 base towards the top of the board.  The spearmen moved 4" forward and shifted 1 base towards the Blue knights.  The Red knights and Green knights moved 5" forward and shifted 1 base towards the spearmen in their first move and then moved another 3.5" forward stopping just outside of 5" from the Fatimid line.  The Crusader general moved to the spearmen in Joint Action.  (Unfortunately, the Buzzard cam was shot out of the sky by roaming Bedouin so no picture survives of the Crusaders opening moves).

The Fatimid first turn opened with the Ghilman and Lancers moving as a group to 3" of the line of knights.  Both Fatimid foot BGs moved 3" straight ahead.  In the shooting phase, the Ghilman were only able to score 1 hit on the Red knights who shrugged it off.  With no melees to resolve, the turn proceeded to joint action to end the turn.


To open the Crusader 2nd turn the Green knights declared a charge forward and the Red knights rolled not to charge.  The Red knights failed the CMT not to charge and plowed straight ahead.  The Ghilman evaded 5" back and the Green knights charged forward 5" afterward.  The Red knights charged forward into the Fatimid lancers.  The Red knights scored 4 hits on impact to 3 from the Fatimid lancers (who were fighting as superior).  The Red knights survived their death roll but the Fatimid lancers suffered a base loss yet passed their cohesion test.  In the maneuver phase, the Red knights conformed to the Fatimid lancers and the Crusader spearmen moved 3" forward.  The Blue knights failed a CMT to expand while stationary and opted to hold in place.  In the melee phase, the Red knights scored 3 hits to 0 from the Fatimid lancers and 0 from the Abid al-Shira in overlap.  The Fatimid lancers survived their death roll but dropped to disrupted on their cohesion test.  There was nothing to do in joint action so the Crusader 2nd turn ended.


For the Fatimid 2nd turn, there were no charges to begin the turn.  In the manuever phase, the Ghilman BG turned around so they could fire at the knights bearing down on them.  The Green flagged Fatimid Foot advanced 3" straight towards the Blue knights.  In the shooting phase, the Ghilman managed 2 hits on the Green knights who disrupted on their cohesion test.  In the melee phase, the Red knights managed 3 hits on the Fatimid Lancers who scored none in return as did the foot in overlap.  The Fatimid lancers survived the death roll but fragmented on their cohesion test.  In the joint action phase, the Fatimid general could sense the end was near for the lancers and opted to move to the Ghilman.


The Crusader 3rd turn began with the Blue knights charging the Green flagged Fatimid foot.  The Green knights tried to hold but failed their CMT and charged into the Ghilman.  The Green knights should have listened to their commander as they managed only 1 hit to 4 on impact.  On the subsequent death roll, the Green knights lost a base and fragmented.  The Blue knights, however, beat the Green flagged Fatimid foot 2 hits to 1 who suffered a base loss to the death roll and disrupted.  In the maneuver phase, the Green knights expanded a base and the Ghilman matched by shifting a base to cover an existing overlap.  The Blue knights also expanded a base to get more dice on the Green flagged Fatimid foot.  There was no shooting to be had so into the melee phase the turn quickly moved.  The Blue knights scored 3 hits to 1 against the Green flagged Fatimid foot.  The Fatimid foot survived the death roll but then fragmented.  In the center, the Red knights scored 4 hits on the Fatimid lancers and took 2 back from the lancers and 0 from the Fatimid foot in overlap.  The Fatimid lancers survived their death roll but broke on their cohesion test.  The Green knights scored 1 hit to 2 from the Ghilman who had decided to fight with their general.  The Green knights lost a base to the death roll and then broke on their cohesion test.  The Red knights were too far away to care about the broken Green knights.  The Red flagged Fatimid foot in the center did not care about the breaking Fatimid lancers.  The Fatimid lancers routed 3" and were caught by the Red knights losing another base.  The Green knights routed 4" back.  The Ghilman chased after the Green knights and plowed into the Red knights.  In the joint action phase, the Green knights routed 5" and were then picked up as they were at 50% and broken.  The Fatimid lancers routed off the table.


The Fatimid had no charges to declare to begin their 3rd turn.  The Ghilman pursuit into the Red knights was the only impact to be resolved.  The Red knights scored 1 hit and took 2 from the Ghilman whose general was still fighting in the front rank.  The Fatimid general survived.  The Red knights went on to lose a base to the death roll and then disrupted.  In the maneuver phase, the Red knights shifted a base to cover an existing overlap and the Fatimid foot in the center advanced into the face of the armoured Crusader spearmen.   As there was no shooting, in the melee phase, the Ghilman and the Red knights scored 2 hits apiece.  The Fatimid leader survived the drawn combat.  However, the Fatimid foot facing the Blue knights managed only 2 hits to 4.  They suffered yet another base loss and then broke on their cohesion test.  The Fatimid foot in the center were within 3" but just like with the Fatimid lancers they did not care.  With the second Fatimid BG broken, the Fatimid army broke and the battle ended.


All told the game lasted approximately 55 minutes with a Crusader 4-2 victory.


Saturday, February 1, 2020

FOG 300 AAR: Ayubid Egyptians vs Crusaders

Managed to find the time to get a quick game in Thursday night with John Martin.  He ran Ayubid Egyptians vs Early Crusaders.

Here is a shot of the Ayubid Host.  Two average Turcomans in the front.  The 2nd row is made up of the average Ghilman on the left and the average armoured lancers on the right.  The 3rd row is the superior Ghilman with the FC and the unfortified camp in the back.


Here is a shot of the Crusader host.  The two average knights have flags and are on the right hand in the center.  The superior knights are the green and yellow ones on the left.  The armoured spearmen are behind the knights.  The general is an FC and the unfortified camp is in the back.


The Ayubids won the initiative and opted for Hilly.  The Crusaders took the compulsory hill and a broken.  The Ayubids took a broken and a brush.  The compulsory hill and his broken fell on his side of the table.  His brush fell in my middle.  My broken could not fit on his side edge and was discarded.

The Ayubids deployed with the superior Ghilman on the left end of the line partially on the hill.  The average Ghilman and one Turcoman deployed on the other end of the hill.  The remaining light horse Turcomans covered his center with the armoured lancers next to them.

The Crusaders deployed the armoured spearmen in front of the camp.  The two average knights were deployed stretching to the left from the brush in the center of the table.  The superior knights deployed in line at the end of the Crusader front.


The Ayubids had to move first.  The armoured lancers moved straight forward.  The two light horse Turcomans moved toward the center in an effort to get ready for shooting at the average knights.  Both Ghilman moved their full move forward. (No picture).

The Crusaders moved both average knights straight forward 5".  The Superior knights moved 5" forward with a slight wheel to their left.  the General moved to the center average knights.  The Ayubid shooting was poor at best.


The Ayubids expanded the average Ghilman into a line and moved up to within 3" of the superior knights.  The superior Ghilman moved up on the end of the Ayubid line to also be able to shoot at the superior knights.  The center Turcomans wheeled until they were pinned by the center knights to get a die on the superior knights as well.  The other Turcomans moved up a bit to shoot at the average knights next to the brush.  The armoured lancers turned 90 anticipating the knights charging.  In the shooting phase, the Ayubids threw a lot of dice at the superior knights but to no effect.


The Crusaders charged in their turn with all of the knights.  Both Turcoman light horse evaded as did the average Ghilman.  The superior knights made contact with the superior Ghilman with 1 base so there was only one impact contact.  The resulting impact resulted in the Ghilman disrupting.  After conforming the superior knights shifted a base to cover the front of the Ghilman so 3 bases were fighting.  The center average knights rolled down and only charged 3" while the average Ghilman evaded 5".  The center Turcoman evaded 9" and stopped just short of the table edge.  The other Turcoman evaded 7" stopping in front of the Ayubid camp.The Crusader spearmen moved up 4" to stay within 8" to give support where needed.  In the melee phase, the superior knights beat the superior Ghilman again dropping them to fragmented.


To start the next Ayubid turn, both Turcomans moved up to be in position to shoot the knights closest to the brush.  The average Ghilman turned around and measured their options realizing too late that none of their bases were entirely on the hill.  The armoured lancers stayed put.  In the shooting phase, the Turcomans proved inept with their bows.  The average Ghilman were just outside of 3" of the superior knights.  In the melee phase, the superior knights beat the superior Ghilman who routed off the table.  The superior knights pursued stopping at the table edge causing the average Ghilman to evade to the back side of the hill.  In joint action, the Ayubid general moved to behind the center Turcoman hoping to make it to the average Ghilman before it was too late.


Unfortunately, no picture survived of the final defeat of the Ayubids but this is how it unfurled.  The superior knights charged dropping a base back to keep from going off the table edge.  The average Ghilman were less than 3" from the table edge and evaded off board.  The average knights next to the brush charged the Turcomans in front of them.  It just so happened that by charging straight ahead they would clip the front corner of the Ayubid lancers who were within 5" so they did not need a variable move roll.  The Turcomans, however, evaded off the table.  At impact, the average knights, with general attached, managed to roll about as bad as you could rolling 1 hit and a 2 and a 3.  The Ayubid lancers hit twice.  Luckily, the Crusader general survived and the knights passed their cohesion test.  At the end of the impact phase, the Ayubid army was broken with 5 attrition points down to 0.

We finished the game in less than 1 hour and a half.  We hope to make this a weekly event with 1 or 2 games every week going forward.  Until next time...

Blog Update April 2024

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