Drawing by Lionel Liron
Richard Gloucester, King of England, will have a chance to keep his throne again in the new game from White Dog Games, Loyaulte Me Lie, Bosworth Field, August 22, 1485.
From designer Michael W. Kennedy, the game uses the terrain of the actual battlefield site, discovered after a ten-year search by university staff, located several miles from where it was thought to be. With counter art by Lionel Liron and Tom Cundiff, and map art by Tim Allen, Loyaulte me Lie will have a 22" x 17" game board, over 120 die-cut, 5-8 inch counters and markers, and a four-page rulebook. Publication date is mid April, 2012.
White Dog Games
The adventure of board game development.
Thursday, March 1, 2012
Tuesday, February 14, 2012
Wednesday, February 8, 2012
El-Teb and Tamai (Sudan 1884)
Development has started on a simulation of two 1884 engagements in the War on the Nile. One is El-Teb. This was a brisk action in the Sudan between a British expeditionary force led by Sir Gerald Graham sent to secure Nile bases for a possible relief of Khartoum and Mahdist allies led by Dinga. A small action, it was nevertheless hard fought with artillery on both sides and dramatic infantry and cavalry charges. A second game will make a boxed set. The battle of Tamai, fought a short while after El-Teb, featured the same antagonists (Graham and Dinga) in a kind of War on the Nile grudge match. The games will each feature a 17" x 11" game map, about 60 die-cut counters and markers, and easy-to-play rules. It will be offered in folio as well as boxed format.
Draft Counters

Draft El-Teb Game Map
Draft Counters

Draft El-Teb Game Map
Labels:
British,
Dinga,
El-Teb,
Khartoum,
Mahdist,
Mahdist Wars,
Sir Gerald Graham
Wednesday, January 25, 2012
Bosworth Field
This is an example of a counter icon by artist Lionel Liron for Loyaulte Me Lie, a game about the battle of Bosworth Field which essentially ended the War of the Roses. Loyaulte Me Lie is scheduled for release in May-June 2012. The game will feature, in addition to Lionel's counter art, a game map by Tim Allen with terrain based on recent battlefield archaeology. Tom Cundiff will fashion the counter designs for the game using Lionel's art.
All Is Lost To Me: Pavia 1525
All Is Lost To Me:Pavia 1525 has been published in both boxed and folio formats. The battle of Pavia in 1525 has been hailed as the first modern battle, marking the rise of hand-held firearms as a tool of warfare. In this titanic clash - the most decisive of the Italian Wars, caused by French territorial ambitions in first the Kingdom of Naples and then the Duchy of Milan - the French troops were smashed by the Spanish Imperial Army. King Francis I was captured and the cream of his nobility slaughtered. France's greatest defeat since Agincourt, the battle dramatically swung the balance of power in Western Europe.
Blasting its way to prominence in the Battle of Pavia in 1525 the harquebus became the bench-mark for an entire species of guns whose basic design persisted until the 19th century. The harquebus fires round soft lead balls at a muzzle velocity of about 1,000 feet per second which will, at 50 yards, penetrate about 3mm of steel plate. Guns before the harquebus were crude, fired from the waist and ignited like a firework. By comparison, the harquebus was a revolution. It provided a wooden stock, shaped to allow it to nestle into the shoulder, which now meant that you could aim the gun.
Morale checks are an important aspect of All Is Lost To Me: Pavia 1525. They help simulate the type of combat in the subject era and represent both sides of the same combat effectiveness coin: morale and organization. Morale is the willingness of a unit to stand and fight and organization reflects the ability of a unit to maintain cohesion or formation. A unit becomes “disorganized” as a result of combat or when certain terrain is entered or crossed. For example, a harquebusier unit entering a marsh or crossing a stream becomes disorganized. The ability of a disordered unit to conduct combat is lessened. Similarly, if a unit has a morale problem, it may not fight as well and cannot initiate combat.
Lowered morale and panic can be contagious. If units in a hex are disorganized or routed, friendly units nearby may themselves become disorganized. Requirements for morale checks of friendly units adjacent to routed and disorganized units simulate this chain reaction of disorganization from one unit to another and are independent of corps affiliation.
Game design and counter art by Lionel Liron. Counter design by Tom Cundiff. Cover art by Mike Mirfin. Vassal module being developed by Art Bennett.
Blasting its way to prominence in the Battle of Pavia in 1525 the harquebus became the bench-mark for an entire species of guns whose basic design persisted until the 19th century. The harquebus fires round soft lead balls at a muzzle velocity of about 1,000 feet per second which will, at 50 yards, penetrate about 3mm of steel plate. Guns before the harquebus were crude, fired from the waist and ignited like a firework. By comparison, the harquebus was a revolution. It provided a wooden stock, shaped to allow it to nestle into the shoulder, which now meant that you could aim the gun.
Morale checks are an important aspect of All Is Lost To Me: Pavia 1525. They help simulate the type of combat in the subject era and represent both sides of the same combat effectiveness coin: morale and organization. Morale is the willingness of a unit to stand and fight and organization reflects the ability of a unit to maintain cohesion or formation. A unit becomes “disorganized” as a result of combat or when certain terrain is entered or crossed. For example, a harquebusier unit entering a marsh or crossing a stream becomes disorganized. The ability of a disordered unit to conduct combat is lessened. Similarly, if a unit has a morale problem, it may not fight as well and cannot initiate combat.
Lowered morale and panic can be contagious. If units in a hex are disorganized or routed, friendly units nearby may themselves become disorganized. Requirements for morale checks of friendly units adjacent to routed and disorganized units simulate this chain reaction of disorganization from one unit to another and are independent of corps affiliation.
Game design and counter art by Lionel Liron. Counter design by Tom Cundiff. Cover art by Mike Mirfin. Vassal module being developed by Art Bennett.
Labels:
All Is Lost To Me,
France,
Habsburgs,
Lionel Liron,
Mike Mirfin,
Pavia,
Spain,
Tom Cundiff
Tuesday, January 17, 2012
Shield Wall Set Up
This image was taken from the Vassal module for Shield Wall built by Art Bennett. Units are shown in their set up positions. Production counter and map art for the game was done by Daniel Lamb.
Neuve Chapelle AAR
(Note that the game map used in this AAR is the play test map. A production map will be used for publication.)
Bob DeMaio and I (Hermann Luttmann) played a brutal game of Neuve Chapelle last night. I've attached pictures for your enjoyment. This time I deployed my Brits one space away from any German units (to avoid friendly fire) and did not stack the entire game, unless it was necessary. My first turn went horribly wrong as the prelim bombardment did nothing and the assaults were butchered by horrible die rolls. Not only that, but once again Britsh command was crap as three out of four divisions were out of command. By the end of the first day, I had made little progress and suffered awful casualties. As you can see, the Germans started the second day in great position and throughout the day pushed me back foot-by-foot until breaking through my middle on the third day. Great game and very exciting.
Bob DeMaio and I (Hermann Luttmann) played a brutal game of Neuve Chapelle last night. I've attached pictures for your enjoyment. This time I deployed my Brits one space away from any German units (to avoid friendly fire) and did not stack the entire game, unless it was necessary. My first turn went horribly wrong as the prelim bombardment did nothing and the assaults were butchered by horrible die rolls. Not only that, but once again Britsh command was crap as three out of four divisions were out of command. By the end of the first day, I had made little progress and suffered awful casualties. As you can see, the Germans started the second day in great position and throughout the day pushed me back foot-by-foot until breaking through my middle on the third day. Great game and very exciting.
Saturday, January 14, 2012
Shield Wall AAR
This is an AAR on the game of Shield Wall provided by Chris Hansen. This AAR has eight photos that shows action at different points of play. All images can be clicked to enlarge. This play uses the play test map and counters. The production map and counters were done by Danial Lamb and can be seen at White Dog Games.
First turn:
Game set up image
Normans
I started the Normans a little conservatively, advancing everyone just a hex or two on the first turn. Archers performed amazingly. Four huscarls lost their shields and only one archer ran out of arrows. No Norman Melee or Saxon Rout this turn.
Saxon
I kept the Saxon leaders close to the front line so they could aid in rallys and was able to rally two huscarls back to shield status. No Saxon Melee combat or anything following this turn this turn.
Picture of first turn
Image of the board at the end of the first turn
Second turn:
Normans
I decided to get aggressive and advance my Norman markers up the hill. The knights primarily led the way with archers taking positions nearby to try and weaken the shield wall before their attack. The Norman archers performed well again. One huscarls lost his shield and another was eliminated by shots from two different archers. The Brenton and French archers weren't so lucky. Brentons lost one archer and the French lost both.
The Normand melee combat phase didn't go terribly well for them. The Brenton units and most of the Normans didn't score a single hit, even though knights were on the front line. The French units fared better by eliminating one furd and reducing two huscarls to shield down status.
Saxons
The Saxon units adjacent to the eliminated huscarls unit survive their route check.
A few saxon units, including one leader move to the front lines to fill in the gaps left by the eliminated furd and huscarls units. Both of them are in EZOC and will Melee combat.
Almost all Saxon Melee combat has King of the Hill DRM bonus applied as the Normans were never able to breach the ridge line. Only one French Foot unit advanced into the spot occupied by the dead furd. (The huscarls unit that was eliminated died through arrow fire so no one advanced into his spot.)
The Saxon Melee combat goes amazingly well for them. They throw down several sixes and fives and eliminate a French Knight and Foot unit, two Norman Knights and a Foot unit, and one Breton Knight.
The Breton units fail their moral check and retreat from the hill but the Normans and French pass theirs. The Saxons roll for Involuntary pursuit but roll a 1 and don't have to do it. The Saxons also opt not to do free movement so as to maintain their hilltop advantage.
Image of the board at the end of the 2nd Turn
Third Turn:
Normans
The rally goes well. The Breton leader rallies a knight, the two Norman leader each rally a knight, and the French leader rallies nothing.
The Norman units once again move up the hill to face the now weakened huscarls line. Archers move to out of the way positions that still have clear shots.
The archers do very well. 2/5 hit their targets and none are eliminated. A furd and huscarls are eliminated. I conduct a Saxon route check immediately for the adjacent units. Both units pass the morale check.
In Melee combat, the Breton units eliminate one furd and reduce one huscarls unit to shield down status.
The Norman units eliminate one fyrd and in a combined effort between a Knight and a foot soldier, are able to reduce and eliminate one huscarls unit. The adjacent units conduct a rout check. One huscarls unit fails and is reduced to shield down and a furd passes. (The other adjacent unit is a leader and does not conduct a rout check.) The Saxon leader Gurth is reduced to shield down status. The French also reduce one huscarls to shield down status.
All Saxon rout checks were completed immediately upon elimination of huscarls so I move on to the Saxon phase.
Saxon
Rally goes okay. Two huscarls units are restored from the rally pile and one gets his shield wall back up.
Since it is turn three, Reinforcements are rolled for the first time. The roll is a 2. No reinforcements.
Saxon movement occurs. Rallied huscarls units move to fill in gaps in the front line along the hill.
Saxon combat doesn't go terribly well. Only one unit is hit from the French and Breton forces (which is enough to initiate a rout for each of them). Suddenly though when the battle gets to the French, the die luck turns and the Saxons start hitting just about everything. A knight and two foot units are eliminated. Half of the French units are dead.
The Breton and Normans pass their rout check but the French do not (they have not been lucky this turn). The two knights remaining on the hill retreat.
I roll for involuntary pursuit and don't get it. (But for the purpose of playtesting I change my die roll to a 6 and charge the adjacent Saxon units down the hill). The units don't roll terribly well though and only eliminate one knight, even with the charge and berserker DRM bonuses.
Image of the turn 3 involuntary pursuit
As the French leader Robert is left somewhat in the open, the Saxons elect for a free movement and two units move down to fight him. Other units move to strengthen the line and rearrange position (primarily to get a leader off the front line). The free movement gamble paid off as Robert was eliminated.
(I realize that I screwed up and performed Involuntary Combat before Free Saxon Movement but each unit only attacked once regardless so I don't think it affected play too much).
Image of the board at the end of turn 3
Fourth Turn:
Normans:
The Normans get very lucky on their Rally phase with all leaders save William being successful and rallying their maximum number of troops! Lucky for the Saxons, Robert is dead so no French can be rallied.
Image of the board after Norman movement
Archers do reasonably well. One of them is eliminated but they manage to eliminate one furd and one huscarls (which due to the rout check, also eliminates two more furds). There is now a hole in the Saxon line in hexes 1506 and 1607 with no units in the hexes behind them.
The Saxon Melee goes well. Two huscarls units and two furds are eliminated and several units have moved onto the hill top. Everything involved in Saxon rout check either passes or is a leader.
Saxons
Rally goes well for Saxons. Four huscarls are back from the dead and shields go up along the line. At this point, only one huscarls unit is in the dead pile.
Reinforcements roll a 4 so two fyrds appear in 1101.
Movement fills in gaps in the line as best as possible.
Melee combat goes very well for the Saxons. Only one Breton knight and no French units were hit but tons of Norman knights and foot units are eliminated this turn. The resulting advances that the Saxons can do restore the line.
The Bretons fail their rout check but the Normans pass it.
After the Bretons retreat from the hill, the Saxons roll a 6 for the Involuntary pursuit. Six Saxons were adjacent to routed units and charge.
Image of the Turn 4 Involuntary Pursuit
(Again, I made a mistake and did Involuntary Saxon Combat separate from Free Saxon Combat but each unit only attacked once)
The Involuntary combat results in two dead Breton foot units. The Saxons didn't roll great and all of the knights lived.
The Saxons elect a free movement and move several of the rallied huscarls to the gaps in the front line. These result in combat and the rolls go very well. Three Norman knights are eliminated after the combat. Also, a Saxon Furd is within movement range of three Norman archers and moves past them all eliminating them. Only the Breton archer and one Norman archer remain on the board.
At this point, 23 Norman, French, and Breton units are dead and only 8 Saxon units are dead. The Normans are now demoralized.
I realized that a huscarls unit that hadn't moved in the free movement phase could reach William. It was a little bit cheating to do so since reactive combat was done, but I moved him and rolled a 5. William failed his save roll and took an axe to the face. The game was done and the Saxons had won with instant victory. Even without that though, I don't think the Norman side had a chance. The Saxons were able to rally too many troops and just had better luck in combat. (Or I played the Normans very poorly... I've already started thinking of some new strategies for them.)
Image of the game board at the end of Turn 4 (before the huscarls unit killed William)
First turn:
Game set up image
Normans
I started the Normans a little conservatively, advancing everyone just a hex or two on the first turn. Archers performed amazingly. Four huscarls lost their shields and only one archer ran out of arrows. No Norman Melee or Saxon Rout this turn.
Saxon
I kept the Saxon leaders close to the front line so they could aid in rallys and was able to rally two huscarls back to shield status. No Saxon Melee combat or anything following this turn this turn.
Picture of first turn
Image of the board at the end of the first turn
Second turn:
Normans
I decided to get aggressive and advance my Norman markers up the hill. The knights primarily led the way with archers taking positions nearby to try and weaken the shield wall before their attack. The Norman archers performed well again. One huscarls lost his shield and another was eliminated by shots from two different archers. The Brenton and French archers weren't so lucky. Brentons lost one archer and the French lost both.
The Normand melee combat phase didn't go terribly well for them. The Brenton units and most of the Normans didn't score a single hit, even though knights were on the front line. The French units fared better by eliminating one furd and reducing two huscarls to shield down status.
Saxons
The Saxon units adjacent to the eliminated huscarls unit survive their route check.
A few saxon units, including one leader move to the front lines to fill in the gaps left by the eliminated furd and huscarls units. Both of them are in EZOC and will Melee combat.
Almost all Saxon Melee combat has King of the Hill DRM bonus applied as the Normans were never able to breach the ridge line. Only one French Foot unit advanced into the spot occupied by the dead furd. (The huscarls unit that was eliminated died through arrow fire so no one advanced into his spot.)
The Saxon Melee combat goes amazingly well for them. They throw down several sixes and fives and eliminate a French Knight and Foot unit, two Norman Knights and a Foot unit, and one Breton Knight.
The Breton units fail their moral check and retreat from the hill but the Normans and French pass theirs. The Saxons roll for Involuntary pursuit but roll a 1 and don't have to do it. The Saxons also opt not to do free movement so as to maintain their hilltop advantage.
Image of the board at the end of the 2nd Turn
Third Turn:
Normans
The rally goes well. The Breton leader rallies a knight, the two Norman leader each rally a knight, and the French leader rallies nothing.
The Norman units once again move up the hill to face the now weakened huscarls line. Archers move to out of the way positions that still have clear shots.
The archers do very well. 2/5 hit their targets and none are eliminated. A furd and huscarls are eliminated. I conduct a Saxon route check immediately for the adjacent units. Both units pass the morale check.
In Melee combat, the Breton units eliminate one furd and reduce one huscarls unit to shield down status.
The Norman units eliminate one fyrd and in a combined effort between a Knight and a foot soldier, are able to reduce and eliminate one huscarls unit. The adjacent units conduct a rout check. One huscarls unit fails and is reduced to shield down and a furd passes. (The other adjacent unit is a leader and does not conduct a rout check.) The Saxon leader Gurth is reduced to shield down status. The French also reduce one huscarls to shield down status.
All Saxon rout checks were completed immediately upon elimination of huscarls so I move on to the Saxon phase.
Saxon
Rally goes okay. Two huscarls units are restored from the rally pile and one gets his shield wall back up.
Since it is turn three, Reinforcements are rolled for the first time. The roll is a 2. No reinforcements.
Saxon movement occurs. Rallied huscarls units move to fill in gaps in the front line along the hill.
Saxon combat doesn't go terribly well. Only one unit is hit from the French and Breton forces (which is enough to initiate a rout for each of them). Suddenly though when the battle gets to the French, the die luck turns and the Saxons start hitting just about everything. A knight and two foot units are eliminated. Half of the French units are dead.
The Breton and Normans pass their rout check but the French do not (they have not been lucky this turn). The two knights remaining on the hill retreat.
I roll for involuntary pursuit and don't get it. (But for the purpose of playtesting I change my die roll to a 6 and charge the adjacent Saxon units down the hill). The units don't roll terribly well though and only eliminate one knight, even with the charge and berserker DRM bonuses.
Image of the turn 3 involuntary pursuit
As the French leader Robert is left somewhat in the open, the Saxons elect for a free movement and two units move down to fight him. Other units move to strengthen the line and rearrange position (primarily to get a leader off the front line). The free movement gamble paid off as Robert was eliminated.
(I realize that I screwed up and performed Involuntary Combat before Free Saxon Movement but each unit only attacked once regardless so I don't think it affected play too much).
Image of the board at the end of turn 3
Fourth Turn:
Normans:
The Normans get very lucky on their Rally phase with all leaders save William being successful and rallying their maximum number of troops! Lucky for the Saxons, Robert is dead so no French can be rallied.
Image of the board after Norman movement
Archers do reasonably well. One of them is eliminated but they manage to eliminate one furd and one huscarls (which due to the rout check, also eliminates two more furds). There is now a hole in the Saxon line in hexes 1506 and 1607 with no units in the hexes behind them.
The Saxon Melee goes well. Two huscarls units and two furds are eliminated and several units have moved onto the hill top. Everything involved in Saxon rout check either passes or is a leader.
Saxons
Rally goes well for Saxons. Four huscarls are back from the dead and shields go up along the line. At this point, only one huscarls unit is in the dead pile.
Reinforcements roll a 4 so two fyrds appear in 1101.
Movement fills in gaps in the line as best as possible.
Melee combat goes very well for the Saxons. Only one Breton knight and no French units were hit but tons of Norman knights and foot units are eliminated this turn. The resulting advances that the Saxons can do restore the line.
The Bretons fail their rout check but the Normans pass it.
After the Bretons retreat from the hill, the Saxons roll a 6 for the Involuntary pursuit. Six Saxons were adjacent to routed units and charge.
Image of the Turn 4 Involuntary Pursuit
(Again, I made a mistake and did Involuntary Saxon Combat separate from Free Saxon Combat but each unit only attacked once)
The Involuntary combat results in two dead Breton foot units. The Saxons didn't roll great and all of the knights lived.
The Saxons elect a free movement and move several of the rallied huscarls to the gaps in the front line. These result in combat and the rolls go very well. Three Norman knights are eliminated after the combat. Also, a Saxon Furd is within movement range of three Norman archers and moves past them all eliminating them. Only the Breton archer and one Norman archer remain on the board.
At this point, 23 Norman, French, and Breton units are dead and only 8 Saxon units are dead. The Normans are now demoralized.
I realized that a huscarls unit that hadn't moved in the free movement phase could reach William. It was a little bit cheating to do so since reactive combat was done, but I moved him and rolled a 5. William failed his save roll and took an axe to the face. The game was done and the Saxons had won with instant victory. Even without that though, I don't think the Norman side had a chance. The Saxons were able to rally too many troops and just had better luck in combat. (Or I played the Normans very poorly... I've already started thinking of some new strategies for them.)
Image of the game board at the end of Turn 4 (before the huscarls unit killed William)
Labels:
1066,
Bishop Odo,
fyrd,
Gyrth,
Harold Godwinson,
Hastings,
huscarls,
Senlac Ridge,
Shield Wall,
William of Normandy
Monday, December 26, 2011
Rommel Strikes Back
Rommel Strikes Back is in play test. The 1942 campaign scenario has been written and is being tested. Other scenarios are planned. RSB is a supply and resource management game based on the Western Desert War Campaign of World War Two. A computer game, RSB will be available on both the PC and the Mac as well as Linus. The release date is March 2012.
Labels:
Eqypt,
Germany,
Great Britain,
Lybia,
Rommel,
Western Desert Campaign,
World War Two
Wednesday, October 12, 2011
Eagles Across the Sambre
Eagles Across the Sambre simulates Napoleon’s preemptive campaign to win a political victory by occupying Brussels before Allied armies converged on and invaded France. The historic campaign was lost and won as much by maneuver as battle and, for that reason, the game emphasizes the strategic importance of movement and the effects of command friction, weather, and fog of war on the combatants. Eagles attempts to give the player the experience of commanding a side in the campaign in a simple, fast-play format. Counters represent divisions. Excellent game map by Tim Allen. Free with purchase of a regular game.
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