Stripped of a number of their heavy cavalry this encounter might be more challenging within only one unit of Knights.
Welcome to "Dust, Tears & Dice", a blog dedicated to the hobby of miniature wargaming. If you fancy gaming periods off the beaten track then this is the place for you. I am a regular member of The Wyvern Wargamers, formerly The Evesham Wargames Club drawing gamers from Worcester, Redditch, Kidderminster, Cheltenham and Stratford. All players welcome.
Tuesday, May 26, 2026
Dust & Tears Campaign - Game 3
Thursday, May 21, 2026
Outremer - Christian Missile Units
What comes first, the painting or the gaming?
Sometimes you need to keep the games going, to drive the painting on. Only a few more Crusader Units left before the decks are clear.
Saturday, February 14, 2026
Saladin & the last of the Arab Cavalry.
A break in the rain, long enough to varnish these - Yes the last of the Arab cavalry for the Crusades. Please no mounted troops for a while.... :-)
Thursday, February 05, 2026
Charge !!!! - Back to the Crusades...
Tuesday, December 30, 2025
Dispatches from the front XXXVII - Last post of the year.
It's been a while since the last dispatch from the front.......
Time for an end of year review and some annual awards to dish out..... :-)
The Crusades project is almost complete definitely a project that got out of hand.... so many cavalry. I bloody hate cavalry. With two more Arab units to go... the aim is get these done before the return to work on the 5th.
With a mix of uniforms ranging from Blue to Khaki they will certainly look that little bit different on the table... Not overly bother by Rules at this stage - Perhaps Chain of Command, Bolt Action V2 or even Xenos Rampant (Tweaked for WW2)
Monday, December 08, 2025
Mr Babbage in the Crusades - Solo Rule Mechanism.
Lots of travelling of late, but it gave me the opportunity to worth through some ideas around the unit generation for the Outremer games on the assumption that all players took a role of the Christian forces. Based on Daniel Mersey's - The Men who would be kings Rules for Mr Babbage, with a blind placement from Joe Legan's Platoon Forward.
Mr Babbage in the Crusades
When determining what enemy forces are being faced use the
number of regular units in the Christian force to generate the number of
‘blinds’ in the Arab force, the only variant to this is that for each Elite
units in the Christian force this generates two ‘blinds’.
Blinds are placed on the table based on the scenario
generated.
The blinds should be placed representing the opposing forces
placed in the best possible position on the table to defeat the Christian
forces. You won’t known what these forces are until rolled, this creates a
challenge that tough terrain might be lightly defended or other areas you face
overwhelming concentrations of enemy forces.
During the game each ‘Blind’ is diced for when spotted
within 24” of the opposing unit. This should encourage the scouting of terrain
with light cavalry or skirmishers. Only unbattered units are able to take this
test.
Arab Deployment.
At any point 1 General may be added to one Arab deployment.
|
Dice Roll |
Outcome |
Positioning |
|
1-2 |
No Arabs
appear in front of your units appear this turn. |
Too far away
to be placed on the table for now. |
|
3 |
1 Arab Unit Roll for
type. 1-4 Spear 4-7
Bow/Skirmish 8 Warriors |
Roll Another
Dice. 1-6 Stay in
Position. 7-8 12”
towards closest Friendly unit if none stay in position. But not within 12” of
an enemy unit. |
|
4 |
1 Arab Unit Roll for
type. 1-2 Spear 3-4
Bow/Skirmish 5
Warriors/Elite Foot 6-7 Light
Cavalry 8 Heavy/Elite
Cavalry |
Roll Another
Dice. 1-6 Stay in
Position. 7-8 12”
towards closest Friendly unit if none stay in position. But not within 12” of
an enemy unit. |
|
5 |
2 Arab Unit Roll for
type. 1-2 Spear 3-4
Bow/Skirmish 5
Warriors/Elite Foot 6-7 Light
Cavalry 8 Heavy/Elite
Cavalry |
Roll Another
Dice. 1-4 Stay in
Position. 5-6 12”
towards closest Friendly unit if none stay in position. 7-8 12”
towards closest enemy unit if skirmish or bow armed light cavalry others stay
in place. |
|
6 |
2 Arab Unit Roll for
type. 1-3 Light
Cavalry 4-5
Medium/Heavy Cavalry 6 Elite
Cavalry |
Roll Another
Dice. 1-4 Stay in
Position. 5-6 12”
towards closest Friendly unit if none stay in position. 7-8 12”
towards closest enemy unit if skirmish or bow armed light cavalry others stay
in place. |
Arab Actions
Roll on the following chart to decide outcome, an activation
roll is still required but a failure does halt the Arab turn.
|
Dice Roll |
Outcome |
Positioning |
|
1 or
less |
Slink away |
Remove from
play (Roll immediately on Babbage Table 3) |
|
2 |
Act with
Caution |
Missile units
advance to within missile range. Skirmish troops may skirmish forwards if
within range. Others remain
in place. |
|
3-4 |
Advance |
Missile units
advance to within short missile range. All others
move forwards with a move action but will not contact. |
|
5 |
Charge!!! |
Missile units
advance to within short missile range, remaining stationary and shoot if
already within range. All others
move forwards with a charge action if within range if not move towards
nearest enemy. |
|
6+ |
Charge!!!
Religious fervour. |
Missile units
advance to within short missile range, remaining stationary and shoot if
already within range. All others
move forwards with a charge action if within range if not move towards
nearest enemy. If outside of
12” may add +D6” of movement to their move. |
|
Dice
Modifiers +1 If able to
contact Christian Unit. +1 If Arab
Elite Unit. -1 If Arab
unit is outnumbered by their opposing unit or a lower status if the unit
sizes are equal if within charge distance. |
||
|
Dice Roll |
Outcome |
Positioning |
|
2 or
less |
Bye Bye! |
The Unit
won’t take any further part in the battle remove from the table. |
|
3-4 |
Gone but not
forgotten |
The Unit my
re-enter the game at a later time add a further blind on the table behind the
most rear blind or Arab unit if no blinds are still in play. |
|
5 |
Same Idea
different place! |
The unit
re-enters the table on a random table edge using a direction arrow (must be a
minimum of 12” from Christian forces). If unable to do so roll again next
turn. |
|
6+ |
Back for
more. |
The unit
re-enters the table 12” immediately behind where it was forced to slink away. (If this
takes it out of play counts as bye bye.) |
|
Dice
Modifiers +1 for each
unit the first time it tests for removal/return. -1 For each
unit the Arab player has already said ‘bye bye!’ to in this game. -1 For each
Arab unit destroyed. |
||
Tuesday, December 02, 2025
Richard I Personnel Bodyguard - Third Crusade
Just missing the November deadline as the weather was crap to varnish.
Bored of the white and having quite a cluster of foot knights, I opted for a small unit of foot knights to act as a personnel bodyguard for Richard I
Wednesday, November 19, 2025
Crusader Spearmen - Fire Forge Games.
Another unit off the production line for Outremer and Lion Rampant.
I figured this time around I will make these more of a templar feel to break up the formations for the Christian forces or should I need to separate out regulars vs veterans.
Sunday, November 09, 2025
November output - Back to the Crusades - Fire Forge - Spearmen
November.... Pressure is on to get the last of the Crusaders done before the end of the year... Ideally Christmas - so 47 nights to finish the Crusader project.... And paint everything in the draw.
After the mixed bag last month this month it's all desert....
Friday, July 04, 2025
Fire Forge Games - Christian Archers.
The marathon painting task rumbles on....
Next up a unit of Fire Forge Archers to add to the march of the pilgrims.




























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