Wednesday, 13 December 2006
The Bridge at Springfield, ACW
1. We used unpainted, plastic 20mm ACW figures. This is a throwback to our old days when we just started with miniature wargaming. But in some way, I do feel there is something very attractive playing with these figures -- as long as there is a nice terrain setup.
2. The scenario came out of BattleGames issue #2, a magazine that regularly prides itself on its 'Old School Wargaming Spirit'.
For the ruleset, Brother Against Brother was used, but hexified of course, since we use the Kallistra terrain as our terrain of choice. The rules can be used as-is, dividing all ranges given in inches by 4 to get a range in hexes.
The scenario saw a force of Confederate rebels against an army of Union soldiers. The Union's mission was to capture a bridge, whilst the Confederacy had to defend it. Eddy and Frank played the Union, while Phil and Bart took the roles of the Confederate commanders.
After the initial deployment of the defenders, the Union had to divide their force in three attack columns. Each force has an officer, able to give orders to squads belonging to that company.
The game started pretty smoothly. The first Union troops where shot at by a Southern artillery battery placed on the centre hill near Devil's Rock. On the Union left flank, progress was smooth, with a Confederate cavalry squad wiped out after a gallant charge by the latter. The central artillery battery near Devil's Rock was routed by return fire, and the Union right flank exchanged shots with Southern troops cleverly hidden in woods on the Southern left flank.
This was all without the involvement of the defense line of Confederate infantry near the Springfield Bridge, which Engineers were busy preparing for demolition.
Alas, near turn 10 a morale card had to be drawn by a squad on the Union left flank, indicating their Officer was shot by a sniper. THWACK. This meant all squads could only load and fire, as long as no replacement officer was found (30% each turn). Unfortunately, all the Union squads were in cover and unable to exchange shots with the Confederate troops, which led to much frustration on and near the battlefield. In the mean time, the central Cavalry of the Southern Rebels, led by Jubal Early, wanted to charge over the central hill. After some initial hesitation, they were unable to reach their intended target, an out-of-command Union Cavalry squad, so they took out their carabines, effectively causing their opponents to skeedaddle.
This was the final straw, and the Union conceded -- sort of -- since it was late already in real time.
Everyone agreed it was a fun game, and the BaB rules are really working well, but in hindsight, the Officer Thwack morale card was the wrong card at the wrong time, and probably too devastating as a random effect.
Sunday, 10 December 2006
You can't start young enough...
Thursday, 7 December 2006
Celtic figures
Well, for Celtic figures, you're spoilt for choice if nothing else.
Because Celts are the figures featured in the WAB book, just about
everyone and his dog do a Celtic range.As to my Celts - they're mostly Foundry, with a few Renegade and Old
Glory chariots and Old Glory infantry. The vast majority is Foundry
however, bought way back when they were just putting their stock into
packs and selling off the non-pack-packaged stock at ridicilously low
prices. They're good figures, and I would recommend them, except for the
price of course. However, it is rare you can not get any sort of
discount on Foundry stuff, and I believe they're doing their usual horde
deals for Christmas again, although that would mean buying *a lot* of
figures to get a good price per figure.The Old Glory figures I have for infantry are the older Caesar's War in
Gaul (CGW or CWG) range, not the newer Celtic range (Update: it turns out these figures are now the PPC range). The figures are on
the good side of the Old Glory spectrum, but still suffer from the
typical Old Glory 'awkwardness'.The Renegade stuff is truly chunky: they outmass just about any other
figure on the table, and the swords are indeed as massive as they look
on the website. I've only got a few of their chariots, so that doesn't
matter that much, but I would not combine Renegade infantry in a unit
with another manufacturer's figures. They're good figures though, on a
par or even better as Foundry's, except for the chunkiness.All that aside, would I want to start over, I'd have a good look at
Gripping Beast. They suffer from a few flaws (typical poses, impossible
poses to stick spears on with a few of the spearmen), but they look
gorgeous on the website.
As a bit of gratuitous self promotion (hey, it's my blog after all), you can ogle my Celts [here](http://www.flickr.com/photos/robartes/sets/72057594075245680/).
TT tags: miniatures wargaming
Thursday, 23 November 2006
Another Colonial Game
The setup : King Leopold II is on a personal inspection tour of his little piece of personal property in Africa, visiting a diamond mine. Taking a coffee break at the local fort a scout comes running in with news : Zanzibarians see his presence as an opportunity to enlarge their trading empire and have instigated a revolt amongst the natives who need not much motivation to kick some white butt anyway. A messenger is immediatly send to the main encampment demanding quick rescue but for the moment King Leo, his retinue, a company of Belgian troops and 2 companies of Askari will need to hold the fort until the rescue party arrives. The size of the native force is considerable - at least 12 companies worth of warriors. Can the fort hold ? Will the rescue party arrive in time ?
Bart & Eddy playing the brave natives. Phil, Koen (later replaced by Frank) playing the "Force Publique"
Pre-game native tactical talks decided that taking the fort should have precedence over trying to slow down the reinforcements so only a minimum of 3 companies are going to be used to try to buy time for the others to take the fortress. Such a suicide mission is tailor made for Eddy while Bart would use his tactical finesse (read : mini-maxing) to take the fort. The ambush was set. Let them come and don't throw those spears until you can see the white of their eyes.
Koen/Frank played the fort CO while Phil would lead the rescue party. Well, it's always said you need 3 things to win a card-driven game : a good plan, good cards and good dice. The plan was good : those 3 delaying action companies did their duty, holding until the last man, even managing to wipe-out one of the rescue companies so that in the end only 2 companies got through to the fort. Too little and too late because the combination of attacking the fort only from one side, hereby halving the return fire, good cards and good dice had steadily eroded the fortress defenders. One company of the valiant relief party was still able to make it onto the walls, but sheer numbers prevailed, resulting in a vacancy add in Vacature : Job : King, degrees : none required, previous experience : women preferably.
Le Roi est mort - Vive le Roi.
Wednesday, 8 November 2006
The Legion in the Desert
Full reports will no doubt follow ...
Crisis 2006
As usual, this convention is the highlight of the year for wargamers in the Low Countries and surroundings. The large hall was filled with traders and clubs. The SnV participation game was using a hexified version of the Wings of War boardgame. Dogfights in WW1 have a certain romantic feel, and we had quite some succes attracting players for short 10-15 minutes duels in the air.
Anyway, just go and see the pictures at http://www.tsoa.be/ .
Tuesday, 24 October 2006
Timers and Hourglasses ...
A few years ago, I was also very interested in game called TAMSK, a game in the GIPF series. In this game, timers are also used. They determine when a certain piece needs to be moved. If the time runs out, there are penalties involved.
Another turn-less game is Icehouse. In Icehouse, a number of pyramidal playing piece are put on the table. Players can take pyramids, put them on top of others etc., all without turns. This seems as if it can be chaotic, but in practice, it works really well.
Especially Space Dealer got me thinking about ising something similar in miniature wargames. Most wargames we play are centered around turns, in which a number of units can do something. Possibly card-driven sequences or command-and-control rules can limit the number of troops one can move and or the type of actions one can do, but basically, the game is still turn-based.
But it doesn’t have to be. Inspired by Space Dealer, I started thinking about using a turn-less structure. Suppose you have a number of units on the table, and both players have 2 or 3 timers at their disposal. A player who wants to move or fire with a unit, puts an order chit next to the unit, along with a fresh timer. The timer starts to run, simulating the time for the unit ‘to get ready’ to act on the order. Once the timer has run out, the unit can be moved/attack/fire, and the timer is available to put an order next to another unit. In the mean time, other timers might have run out, and acted upon, and the opposing player does the same. Thus, the game becomes a flow of a sequence of actions by units, the exact order of which is determined by the timers.
Of course, it would take some time to tune this. If the timers take too long (10 mintes ...), players will do a lot of thinking, and watching impatiently untill one timer runs out. On the other hand, if the timers are too fast (5 seconds ...), the game becomes a chaotic scramble. The optimal duration of a timer should allow for a decent, steady pace of play, with time in between to allow for some proper tactical thinking. Also, it would require reasonably fast resolution rules. Resolving an action that takes longer than the time needed for a timer to run out is impractical.
I plan to use this mechanic in one of my future games -- maybe a fantasy battle using my hex-based Te Wapen rules. In the mean time, any comments are welcome.
Wednesday, 11 October 2006
Straight from the hip
The following shootists had answered the call for a final showdown :
Phil “Doc Savage“ DutrĂ©
Koen “Brawl Bait” Devroey
Frank “Eagle Wings” Vleugels
Eddy “Crap Shooter” Sterckx
First scenario : Last Gringo Standing – a straight shoot-out, everyone starting in a corner
Koen and Frank immediately started shooting at each other while Phil used his usual subtle tactic of charging straight ahead at full speed to join the fight while Eddy was using the cover provided by the town houses for a sideways approach.
As soon as Phil was in range, Frank suddenly noticed he left his spare pants or bullets or whatever behind a tree somewhere and “advanced to the rear”, while Koen circled the stable, not trusting the moves Eddy was making. But the one who should have been more careful was Phil : while making sure he remained in cover for both Frank and Koen he didn’t watch his back too carefully and Eddy got the first kill of the night : a headshot. It wasn’t going to be the last : of the 7 player killed in the course of the evening, 5 were headshots. Our tactics may be lousy, but our aim is straight.
Of course this move to kill Phil had left Eddy totally exposed so Koen who had circled the stable managed to first immobilize him by putting bullets in both his legs and then finish him of with a headshot. Meanwhile Frank had found his courage and some spare bullets and the final showdown between Koen and Frank was decided in the latter’s advantage.
Second scenario : 2 versus 2 - Eddy and Koen defending the town, Frank and Phil trying to take it over
As Koen was starting at the other end of town, Frank and Phil’s tactic was to both concentrate their movement & fire on Eddy. Frank got in range first, but Eddy kept dodging every incoming bullet and in return kept hitting Frank in non-vital parts. What exactly constitutes non-vital parts with Frank is still open for debate. When Phil got into range their firepower was even doubled, but still no hits on Eddy. Finally the cavalry arrived in the form of Koen who got into Phil’s rear. Suddenly things happened very quickly : Phil shot at Koen : straight headshot, Phil shot at Eddy : straight headshot – game over in the blink of an eye. Against the odds and all that – “it’s a dice game”
Third scenario – Sheriff versus 3 lousy bandidos trying to blow-up the prison – aka : Let’s kill Koen
Eddy’s legendary lousy playing style dictated the tactics of the 3 bandidos : he would go straight through the middle attracting Koen’s fire while Frank would move to the right and Phil to the left. Sure enough the plan worked : Koen got pretty preoccupied with shooting long range at Eddy, scoring a leg hit, but nothing more. Meanwhile Frank and Phil had closed in fast and trapped the hapless Sheriff in the alley behind the prison. With no way out the Sheriff took 3 bullets in the chest before finally succumbing to the endless barrage of brawls and shots.
Fourth scenario – Stagecoach – Frank commanding 3 bands of outlaws versus 2 wagons full of gold that had to move across the table and exit at the other end.
As one band of outlaws started in the town on our right and another across the river on our left, the only viable tactic was : get out from between them as fast as possible, keep hugging the river so the town gang may not get there in time to stop us. Eddy with the Winchester and Phil with the shotgun on the first wagon, Koen with his Colt on the second. Firepower up front to confront the bands – it looked good in theory.
The tactic brought the wagons close to the band across the river but there was nothing we could do about that. Sure enough it worked : the town band got in a couple of long range shots but proved ineffectual at stopping the wagon train but the outlaws across the river were another thing as they refused to stay on their side of the river. Phil and Eddy both took out a couple of bandidos but by sheer numerical superiority (and keen positioning) they managed to drag Koen from the second wagon and into a brawl. It looked bad for a while but good dice allowed Koen to get back on the wagon and continue the epic journey. But the river outlaws weren’t about to give up as they knew our wagons would slow down while crossing the river and sure enough they managed to drag Koen a second time from his wagon, this time fatally wounding him with Phil helpless because he needed to reload and Eddy’s Winchester not effective at such a close range.
With Koen dead and the second wagon needing a driver there was just one available option for us : Eddy would have to kill the remaining outlaw while Phil would jump from the first to the second wagon. Amazingly the plan worked and we got across the river into safety. Well, relative safety because a third band confronted us : Indians who had all won the Lottery and bought themselves Winchester rifles. Our plan remained : full speed ahead and get through them as fast as possible. Not knowing where we would hit their line the Indians had spread-out a little so we didn’t have to confront all 5 of them at close range and in hand-to-hand combat which together with the protection of the wagons (read : good dice rolling) proved enough to get us through. We had tragically lost Koen on the way, but the gold got through and we would receive a nice bonus.
Four games in under 3 hours – a fast and fun evening
Monday, 25 September 2006
Now that's a wargame terrain!
The picture shows only a small part of the entire setup - it wraps around in the distance on both sides. My wargamer's brain went in over drive with the possibilities of gaming on it :)
Thursday, 14 September 2006
Full Thrust
Now, some people say FT does not have a lot of tactical depth. I do agree in some sense, since once you have mastered the movement rules, it all comes down to selecting what weapon type to fire first. However, when space is littered with planets and asteroids, things become interesting.
The first scenario we tried was a classic Space Academy asteroid belt run: steer your ship as fast as possible around the table without crashing into any big space object. Phil won this Space Race without too much trouble and was promoted to Space Cadet of the Year.
Now that everyone had the movement rules mastered, it was time for a more interesting scenario. Frank, Koen and Phil had a cruiser each, and their mission was to intercept an enemy fleet of 4 ships (Bart and Eddy), before these were able to check a suspicious radar blip on their screens. The tactical plan of Frank, Koen and phil worked brilliantly: send a cruiser on each flank, turn around the asteroid belt, and end up smack in the aft-arc of the main ship of the enemy. This all worked very well, so well even that Eddy's two ships were just obliterated in the process. Not to worry, Bart gave one of his commands to Eddy, so the game could continue.
With all ships converging on the same location, and the big one effectively standing still, the game to a small shootout. Eddy lost another ship, and after some shooting, the last big ship of the BartEddy alliance exploded in space.
So, the overall effect was that Frank, Koen and Phil had won the game (although we admit we had some lucky dice rolls on crucial shots), and that the intruders lost 4 ships, 3 of which that were under Eddy's control. After the court-martial it was decided he had to spend at least 5 years frozen in the Jive Cubes on Sigma Alpha X . Bart was sentenced to one week of forced labour in the Cobalt Mines on Pegasus III. Frank, Koen and Phil all won a free cruise to the Pleasure Palace of the Batuvian Demon Whores on Andromeda IV.
So far the Full Thrust game! On to the next dice-rolling fest!
_Update_: (robartes) [Some pictures](http://www.flickr.com/photos/robartes/sets/72157594284291860/) of this game are now up on Flickr.