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Thursday, 2 November 2023

TSA Bring&Buy

About two weeks ago (October 15), Tin Soldiers Antwerp organized a 2nd hand event to give wargamers the opportunity to sell their old junk. With the demise of the bigger miniature wargaming cons in Belgium, this type of smallish gaming events is a nice alternative to meet up with old friends and to buy some stuff.

So, what's the loot? 

There's always room for more medieval types in my collection, so I bought a painted set of 5 mounted knights. Unfortunately, one knight lost his arm and shield during the transport back home, we can quickly repair that.

From another wargamer, I bought this nice pair of carts / baggage wagons. These are always a nice addition to any scenario.

I'm an addict of old wargaming books and booklets (although I do have a rather sizable collection already), and I'm always on the lookout for miniature fantasy figures form the 70s and 80s.


Last but not least, a complete set of Vae Victis, issues 1-60, with all the games still unused inside the magazines.



It was a nice event, and so a lot of wargaming junk got moved around. A good quote I heard on the day: "Wargaming stuff moves around all the time, being passed from wargamer to wargamer, in a continuously repeating cycle. Somewhere in the future, the last wargamer standing will have accumulated all our collective wargaming stuff, as a sort of wargaming black hole. And when that wargamer dies, wargaming ceases to exist as a hobby."

ACW Naval game

A late gaming report, written up by Eddy ....

Yesterday (October 21), Jean-Pierre hosted a game of Sail and Steam Navies: Naval Battle System 1840 to 1880 for us. As this was our first play of those rules JP had decided on a nice introductory scenario : 4 USS ships versus 4 CSS ships on the mighty Mississippi river with some sandbanks thrown in for good measure.

David, the great-grandson of a CSA soldier, preferred playing the USS and it only made sense that JP joined him so both the experienced naval wargamers were on one side.

From looking at the ship cards it becomes immediately clear that in that day and age, no 2 ships are the same and in fact are radically different. So while the experienced USS commanders opted to steam up the Mississippi in a tight squadron I decided on a novel approach that always worked well historically : splitting my force. The CSS Gov Moore was little more than a fast platform for executing a ramming attack and I fully intended to exploit that by trying to outflank the USS squadron.

Sail and Steam - ship cards

The mighty CSS fleet executing my plan:

Sail and Steam - the plan

Of course it was all too obvious and the USS squadron changed course to overwhelm my lonely rammer, but made the tactical mistake of leading that effort with their only decent gunnery platform, leaving my other 3 ships free to blast the lesser USS ships.

One thing about the period which got very well reflected in the rules : it's hard to do enough damage to actually sink a ship - so the encounter pretty much ended in a draw. But we managed to get a good number of turns in as the rules are simple once you play a turn or two. We got a ramming action in, had a critical hit, a crucial initiative die roll that could have changed the story and all the stuff you need to have a nice wargaming afternoon.

What I really liked about the rules is that they're both fast-playing and are exactly at the detail level I want them to be. Also, the research gone into this game is staggering - the heart and soul of which are the ship cards. Hundreds of them, often more than 1 for a ship that got upgraded during the war.

A final note on the models used : there's just one word for them : staggeringly detailed and accurate. As this was the first outing of the models as well I fully expected them to either sink or blow up immediately, but that was not the case. Looking forward to JP introducing a raid, fortresses, boarding actions and all the other good naval stuff.

Sail and Steam - CSS Gov Moore