Sunday, November 17, 2013

Game day at Flying Heritage Collection


On Saturday, NHMGS held a game day at the Flying Heritage Collection at Paine Field in Everett, WA. The event was the brainchild of Justin Spielman, who is the education coordinator at the collection. He talked it up with John Kennedy at The Panzer Depot and Kevin Smyth, NHMGS president for life, and so it came to pass.

The FHC is quite amazing. It's a pet project of Microsoft co-founder Paul Allen and he has been able to collect and restore to full working condition an amazing assortment of aircraft and tanks, mostly from the WW2 era. (It's just one of those things you can do when you've got 15 billion dollars.) We were situated in the museum right next to the M4A1 Sherman. In honor of our event, Justin had the turret turned to face the area where we were gaming.

The perfect venue for WW2 gaming!
I volunteered to run a small game of Bolt Action pitting Marines vs. Japanese in the first session (10:00 to 1:00).

My Bolt Action game setup 
Doc Marshal and I were the Marines and Jerry Tyer and another player were the Japanese. We went a full six turns in less than our allotted time, which speaks volumes on the efficiency of small, multiplayer games.

There were several other games. Chris Ewick of The Game Matrix in Tacoma came up and ran an interactive Battle of Kursk game in both sessions using Flames of War rules and miniatures. Damond Crump and Lawrence Bateman ran a WW2 skirmish game using Damond's home-brewed rules Fire and Manouver.


I haven't played the rules, yet, but Damond was kind enough to give me a copy at our Fort Steilacoom event in September. They look very interesting and have a lot of good ideas that make them a bit less game-like than Bolt Action without wandering into the tedious dread of being a "simulation." I'm eager to give them a try as soon as I stock up on the D20s required for the game.

Fire and Movement game with a MiG 29 in the background
Other games included a Check your 6! game run by Paul Grandstaff and an Action Stations! game run by Dave Schueler and Kevin Smyth.

Air gaming with a Ki-43 "Oscar" in the background
Dave and Kevin's Action Stations! game
Also on hand were some people from the local IPMS chapter. It's good to know the plastic modeling community is still alive and kicking. Even before wargames caught my fancy, I was an avid plastic modeler. It's one of those hobbies that I fear is dying because of competition with video games, etc.

After my game in the morning, lunch was provided in the parking lot by Michelle Wheeler and Hugh Singh of Stonehouse Miniatures. Michelle prepared two excellent barbecue options with fixin's. After lunch, I took the opportunity to browse the collection. We were in Hangar B with the tanks 'n' stuff. Hangar A is devoted to planes and a few rockets.

The tanks were amazing. All in all, the collection has a German Jgpz 38(t) Hetzer, a RussianT-34/85, and American M4A1 Sherman, a German kettenkrad, and two German Flak 37 "88"s.

Nothing says "Welcome" like a Hetzer at the door

Despite being a guy who likes tanks 'n' stuff, apart from the collection at Ft. Lewis, I haven't seen any vintage tanks up close. Having the Hezter and T-34/85 right there was like seeing PanzerBlitz come alive.

T-34/85 in winter white
Hanger A had a few beauties like the world's only IL-2 Sturmovik in flying condition. It was acquired and restored in Russia. The original pilot of the plane, a retired Marshall, requested and got a fly-over at a celebration marking the 100th anniversary of the Russian air force.

The flying tank
They also had a Me-163 Komet. It looked good and may fly—but probably only once.

The Me-163: dangerous to friend and foe alike
The museum also boasts the only surviving Fw-190 D-13 "Dora" in existence. The volunteer staff syas that it's flyable, but because it's the only one remaining, they never fly it. Otherwise, the planes in the collection get taken up once a year.

Long-nosed Focke-Wulf
There are a lot of other very nice items, including V-1 and V-2 rockets, a Mitchell B-25, Curtiss P-40 Warhawk in AVG colors, etc.

I left after I took my tour and didn't stay to play in the afternoon games.

I'll have to come again and bring my dad. The FHC is only a stone's throw from where I live. The planes in the collection take off from Paine field and I have often seen them flying over the skies of Lynnwood.

Monday, November 11, 2013

To Bottoscon and Back


I'm just back from my first trip to Bottoscon in Surrey, BC, home of the world's largest Canadian flag. Rob Bottos has been hosting this convention on his own at various venues in British Columbia for several years and it's starting to get a bit of critical mass. There were 79 pre-registrations and several more people showed up and registered at the door. We probably had just shy of 100 attendees over the three days of the convention. I heard about it for the first time at Dragonflight in August. With my renewed enthusiasm for boardgames, I jumped at the chance to attend a full-on boardgame convention of mostly wargames.

In the following months, I planned four games for the convention and wound up playing in an ersatz fifth. With the exception of Conflict of Heroes, all the games were fairly new to me, having had only a single/partial play or no play at all.

Photography disclaimer: My photographic equipment on this trip consisted only of my iPhone and iPad. Of the two, the iPhone is infinitely superior as a camera, poor though it is. The iPad is truly execrable and I only used it for Saturday night's game because my iPhone was recharging. I apologize humbly in advance for the photos that accompany this post.

Friday

I left home about 9:30 AM on Friday and zoomed up in about two hours. Apart from having to sort out having the bank suspend my card because of "irregular activity" (i.e., a cash withdrawal in a foreign land), I was checked in and ready to go by about 12:30. The convention started at 12:00, but I was one of the early ones. Even Rob wasn't there until after 1:00. My scheduled opponent for my first game, also an American from the Seattle area, didn't arrive until about 2:00. I wandered to the bar to drink a rather tasty Stanley Park 1897 Amber microbrew and then started an impromptu game instead against Kevin Deitrich (KC).

Game 1: Poland fights on!


A gallant TKS holds off the Wehrmacht
The first game was a Conflict of Heroes scenario from the Price of Honour expansion. I played the Poles and KC was the Germans. There were a lot of "armored" vehicles in the game, if the term really applies to the wee Polish TKS tankettes, all but two of which were armed only with MGs. I also had two Vickers E tanks as well as two platoons of infantry. KC had a company of German infantry plus some armored cars and a panzer platoon of two PZ IIs and a Pz III.

At first, the Poles held their own against the Germans, but German firepower and concentration eventually proved effective. I was leading on points until KC captured two control points and surged up to just a point behind me.

The first position—held to the death!
My TKS tankettes were all blasted away and one of my Vickers E's lost a duel with the Pz III. I had only my fall-back position, which was held by three squads, a 46mm light mortar, a 37mm AT gun, and my remaining Vickers E. KC had lost only two units by this time, while my dead pool was about a dozen. Grim as it seemed, I was still slightly ahead on points because my points were mostly scored by not letting my control points get taken. I still had two remaining and KC couldn't get to them by game's end. The Poles squeaked out a win on points by delaying their own destruction.

The last stand
Game 2: Manfred und Lothar sind tot!

The Conflict of Heroes game ended about 6:00 or so and a group of us trudged out for dinner. We got back in by 7:30 or so and went back to our gaming. Without a scheduled game to play, I got drawn into game of Wings of Glory run by Mike Owen. Mike is a true aficionado of the game and has collected and customized a large number of the available models, and has also made some paper models at 1:144 scale for the game.

The scenario pitted Raymond Collishaw's Black Flight of five Sopwith Triplanes against four Fokker Dr.1's of von Richtofen's Flying Circus. I flew Ellis Reid in "Black Rodger" and Marcus Alexander in "Black Prince." Rob Bottos flew the other three "tripes" in the flight. Mike and another player ran the Fokkers of Jasta 11.

Reid and Alexander on dawn patrol
I've never played Wings of Glory before, though I've seen it around for years. We played some Blue Max many years ago, but that was my only foray into WW1 aerial combat. I found that being a miniatures gamer gave me an advantage over the board gamers I was playing with. For most of them, all reckoning involves a hex or square grid, or some other demarcation that regulates movement. They regard free-form maneuvering of game pieces like hippies in a commune regard flush toilets: something to be eschewed. With my experience in naval gaming, it's sort of second nature to me to pre-plot free-form movement reasonably well so I don't wind up colliding with friends, enemies, or myself. I was able to keep out of the furriest part of the fur-ball and keep on my guns on my opponents.

Reid on Lothar's tail, givin' it to 'im proper!
I got a bead on Lothar von Richtofen early on and kept peppering him. I hit him several times, and Rob got at least one burst in him, but the damage was minimal all along—no explosion or heavy damage cards. It took several shots, but he eventually went down in flames after I got a last burst at him.

A few turns later it was Manfred's turn. The Red Baron had been hit more than a few times by Rob's planes, but I got a few in myself and got the last burst in that put him down.

Reid downs another Richtofen
We called the game just before 10:00 PM. I was about to turn into a pumpkin, having been up very early cleaning the house so the cat sitter wouldn't think I lived like a feral beast, then on the road for two hours.

As a bit of serendipity, Mike awarded me a Wings of Glory Duel Pack with Richtofen's Dr.1 and Roy Brown's Sopwith Camel in recognition of my success in my first game. The 1:144 scale models are very nice. I'm not sure if I really want to get into this system any deeper than my duel pack, but the quality of the already-assembled-and-painted models makes one think...

Saturday

I got up earlier than I wanted to on Saturday because I still needed to trim out some counters for the Chariots of Fire game I was playing that morning. I spent a good deal of time trimming little cardboard counters in the run-up to the convention. Every game has hundreds of them and it can take hours of tedious work with an X-Acto knife to get them game ready. After about an hour of trimming, I went downstairs and had breakfast with Wilhelm Fitzpatrick, my opponent.

Game 1: Arrows everywhere!

As it turned out we decided to play Devil's Horsemen instead, so I might as well have slept in. Both games are part of GMT's Great Battles of History (GBoH) series. They use similar rules—with which we were both largely unfamiliar—so switching from one to another was no problem. We played the Ayn Jalut scenario. I was the Mamluks attacking the rear guard of Prince Ketbugha's army.

Initial face-off of Mamluk advance guard and Mongol rear guard
The Mongols were fully deployed at start, while I had only a small advance guard. Though technically defending, Wilhelm attacked my advance guard of light cavalry right away to little effect. The game system allows for return fire and as he drew up his light horsemen to shoot at me, my light horsemen shot back to better effect. When I started bringing on the rest of my forces, Wilhelm used Mongol feigned flight tactics, which drew only a few of my units in—but not to ill effect. It turned out that he really just got his backs to me and I could shoot with impunity as unit after unit of bow-armed Mamluks came on the board.

The Mamluks come on
Wilhelm made a strong counterattack with his heavier units (all bow armed as well) that took out a few of my light horsemen. However, weight of numbers started to tell a bit and after two turns, I was starting to turn the Mongol flanks.

The GBoH system, like a lot of GMT tactical games, uses a continuation mechanism (called momentum in GBoH) that enables players to reactivate a group of units for another go in the same turn. Momentum can stretch a single turn out to multiple activations if both sides are successful in getting it. I was able to get momentum multiple times for my light cavalry, which enabled me to do a lot of shooting and maneuvering to bust open the Mongol right flank.

Arrow fire was significant in this game. Both sides are almost entirely armed with composite bows and we spent a lot of effort whittling away at each other. Rolling a "9" for shooting results in getting a Missile Low counter, which gives you one more shot before you're out of arrows. You can re-load your quivers under certain conditions, but while marked with a Missile No counter, you can't return fire. That, in turn, allows multiple arrow attacks with no possibility of reply. Units can wither and rout quickly that way.

We called the game at about 1:00 after just two turns—but a long play time, due to unfamiliarity with the rules and multiple momentums (momenta?). It was a good introduction to the system and has me more eager to play Chariots of Fire. I also have the Chandragupta game in the GBoH series.

Game 2: Bork! bork! bork!

After Wilhelm and I concluded our game, I laid out the board for my next game and went up to my room to chill for a bit. The game was scheduled to start at 6:00 and I planned to get dinner at about 5:00 in the hotel restaurant then meet up with Dan Owsen, my next opponent for our game of Nothing Gained but Glory. However, when I stopped by the game room around 4:30 I found Dan setting up the scenario, so we just played.

I was eager to try the Fehrbellin scenario. I'd read about the battle many years ago, but with the limited information of the pre-Interwebs age, I really didn't know much about it. That mystery made it all the more intriguing for me. To my knowledge, this is the only game to feature this battle, which marked the beginning of Brandenburg-Prussia's rise to great power status.

I played the Brandenburgers and Dan played the Swedes. The Brandenburgers have two commands: one small left wing under Derfflinger holding some small hills where the Brandenburg artillery is placed, and a huge right wing of all cavalry under Hesse-Homburg and Frederick William the "Great Elector." The Swedes were in three commands: two small cavalry wings under commanders sine nomine, and a center, under Waldemar Wrangel, consisting of several infantry regiments.

I came on strong maneuvering my right wing cavalry against Dan's left wing. There was a small gap between the Swedish left and an impassable bog. I shot for that gap with the hope of turning the Swedish flank and attacking the infantry line from the rear. It went well mostly for the first turns, but Dan was successful a few times in trumping my attempts at continuation, so I wasn't able to get as much into single turns as I wanted.

After about four turns, I wound up a victim of my own success. In GMT's Musket and Pike series, every combat results in a formation hit to both sides regardless of other outcomes. Winning two combats in a row, or getting a pursuit result for cavalry, renders a unit Formation Broken. Broken formations can't move and are penalized in combat. The only cure for a lot of broken formations is to rally. I had broken cavalry formations blocking any possible exploitation of the flank. I had to change my orders from Charge to Rally.

At this point, Dan changed his orders to Charge and the Swedish infantry smacked into the Brandenburg cavalry. It was a fright to begin with, but his attacks petered out and left him with a lot of shaken and broken formations.

The Swedish right attacks Deflinger's artillery
I returned to the attack after on turn of rallying to smack into some of the shaken Swedish formations. Attacking infantry frontally is a bit worrisome. Their firepower is formidable and cavalry, who can take only a few hits before they're in trouble—or gone, can be wiped out before they come to blows. I had hoped to avoid this, but I was mostly successful in pushing back, routing, or destroying several infantry regiments. However, my losses were too great. I wiped out the Swedish left wing cavalry and badly beat up the Swedish center, but I lost a lot of cavalry doing it. When the points were counted at the end of the game, it was a decisive Swedish victory.

Broken field in the center
Dinner was a Big Mac and fries delivered by Ralph Shelton and eaten in situ while the cardboard battle raged. We concluded about 8:00 and after wandering the game room a bit, I went upstairs and to bed before 10:00.

Sunday

After a buffet breakfast in the hotel restaurant, I set up for my last game. I played Wilhelm again in a game of Sun of York. I'd only played solo prior to this, so I was eager to see how a game against another player would go.

Game 1: "A Warwick! A Warwick!"

We played two games of the Tewksbury scenario. I was the Lancastrians and Wilhelm played the Yorkists. The first game ended quickly when I took the Yorkist center by storm. We wrote that game off as a learning experience and re-played the scenario.

Lancastrians push The Yorkist center and left in game 1
In the second game, I tried a few things to see how they work. I focused on outflanking the Yorkist right, but got bogged down. My attack resulted in a repulse and the death of the Earl of Devon. Being down one leader would require me to rely more on drawing orders cards to get anything done to resume or repair that battle.

Imminent disaster on the Lancastrian left
Wilhelm drew the "A Warwick!" card, which let him play a treason attempt at one against my unengaged leaders. The attempt was successful against The Duke of Somerset and not only did he turn coat, but all the units in his battle did, too. In one fell swoop, my entire right wing disappeared.

Note: My only exception to this is that the system has some leaders that are considered "true blue" and can't be effected by treason cards. Somerset should be one of these. Three Dukes of Somerset, father and two sons, died for the Lancastrian cause. As Beauforts, they were blood-tied to the Lancastrians and never wavered, even after the Yorkist triumph at Towton and during the long years before Warwick's treason gave the Lancastrian cause a brief resurgence.

Wilhelm advanced his left battle and won initiative on the following turn, which let him capture the battle before I could respond. At this point, he also came on with his center against my only viable battle led by the young Lancastrian Prince of Wales.

I played it badly and my center battle was taken, which lost me the game.

The end of Edward, Prince of Wales
Post-game analysis was split. Wilhelm is unimpressed with the game. I like it and think it bears a lot more play. The system has the advantage of being endlessly re-playable since no two games, even of the same scenario, will be the same. There are also, I think, a lot of yet-undiscovered nuances. In retrospect, I could have played better at the crisis point of game 2, which might have repulsed the Yorkist attack on my center, although the loss of my right battle would effectively pin my center battle to the rear protecting against a flank attack from the captured battle. I might have resumed an attack with my left. A lot depends on the cards.

I got a lot of compliments on my pimped-out game board for Sun of York. One gamer described the system as a card version of a miniatures game. That has me thinking about a way to represent the units in play as stands of figures. For example, knights, bellmen, etc. could be a stand of two or three figures with two square wells that would fit two small dice: one orange die for cohesion and one black die for ability. Missile units would have three dice wells: combat ability for battle and long range, and cohesion. As cards are drawn and units deployed, the stands are used instead. Leaders, too, would be on bases with a die each for leadership and ability. It would look great, but I would have to have a strong commitment to the game system to go through the work to pimp out the game even more.

Post mortem

I enjoyed Bottoscon immensely. Rob does a great job organizing the convention by himself. I registered, booked a room, and scheduled games in a burst of enthusiasm after Dragonflight. I went through a bit of waffling in early October, but pressed on nevertheless.

There were a several multi-player games at Bottoscon, which makes sense because you can draw a bigger pool of potential gamers. At miniatures conventions or events, multi-player games are de rigeur. However, board gaming is largely a 1:1 proposition. Except for the Wings of Glory game (which is basically miniatures), all my games were against a single opponent. I didn't fully wrap my head around that for Dragonflight. When hosting a game at Enfilade!, I design a scenario for "x" players and submit it. The game will fill through pre-registration or sign-up at the event and we'll run with however many players we get, even fudging things to get in more. In most cases, I won't play myself, just run the game for others. In the months before Bottoscon, attendees arranged multi-player or 1:1 matches beforehand. I went in knowing what and who I would play. It's a bit different from what I'm used to, but I like it.

It was ironic that almost all the gamers I played at Bottoscon are Americans from the Seattle area, which let me connect with a pool of local board gamers. I'm well aware of the miniature gaming community, so I'm glad to get more involved with a surprisingly large board game community, too.

The next boardgaming convention is Game ON! in February. Game ON! is another one-man show, run by Jeff Newell in Issaquah. I played World at War with Jeff at Dragonflight. Jeff's a big WaW fan and there will be a WaW tourney at Game ON! that I plan to participate in.

Getting involved in boardgame conventions is looking like it will double my convention time. I think that's a good thing...

Loot

Apart from the aforementioned Wings of Glory duel pack, I picked up a used copy of GMT's Crown of Roses. This game adds to my growing bloc of Wars of the Roses-themed games. It looks quite involved, but I'm eager to give it a go. I also pre-ordered Blood & Roses from GMT's P500. Ralph Shelton, the game developer, is a Bellevue local who was at Bottoscon. He says the game is "in-production" and will be released soon. Blood & Roses is game 3 of GMT's Men of Iron series and covers seven battles of the Wars of the Roses. I think this game is the first to actually treat WotR battles in a hex 'n' counter format, so I'm looking forward to it. I've seen images of the game boards and counters and it looks very promising.

Breaking news! I've just heard that Arquebus is the next new title for the Men of Iron series after Blood & Roses. I'm not sure what exact period this will cover, but my guess is that it will be the late, late 15th c. and early 16th c. I suspect we'll see Gonsalvo de Cordoba make an appearance.

Cats

Yes, the cats endured. They were well cared-for and happy Sunday afternoon to have their warm-blooded furniture/bipedal humanoid cat-minder unit back to love and torment. This is the first time I used a professional sitter instead of badgering family or friends into caring for the little munchkins. I see it as the future and the sitter from Fetch Pet Care was great.

Saturday, November 2, 2013

Pimp my game: Sun of York


I picked up GMT's Sun of York this summer in the orgy of boardgame buying I did after Dragonflight in August. I'd seen the title back when it was on GMT's P500. I thought I got on the bandwagon then, but apparently not. For anything that's in pre-order, I don't hold my breath. Game companies' priorities change, designers and companies part ways, or a game takes a helaciously long, long time to develop (yes, I am referring to Academy Game's years-late release of Conflict of Heroes: Guadalcanal). After seeing Sun of York back then, I just forgot about it.

When I learned it was shipping, I didn't move on it for a while. It's a card-based system like Columbia Games' Dixie series. I liked Dixie when it came out and there was a lot of interest when it debuted at an Enfilade! long ago. A lot of the enthusiasm was for the artwork by Eric Hotz; every regiment at Bull Run, Shiloh, and Gettysburg had a card with color artwork showing the uniform of that regiment. I played a few games with Kevin Smyth, but it never caught on, mostly because we play miniatures and our boardgames tend to languish in neglect.

In my post-Dragonflight enthusiasm for boardgames, I started snapping up titles I'd been on the fence about and Sun of York was one of the first I picked up. The game is nicely done and there are hundreds of cards for the York and Lancaster sides. The cards represent the historical leaders, fighting units, terrain features, and special events (like treason, fatigue, etc.). As I wrote earlier, I had some custom dice made that I could use for Sun of York and Richard III to add a little red rose/white rose flavor. I also "sleeved" the cards for protection. Sleeves are sine qua non for CCGs because continued use will wear them out quickly. I probably won't use Sun of York that much, but it's nice to have protection.

Both of these customizations to the game components were pretty straightforward, but the biggest thing I wanted to do to pimp the game was make a game mat to play the cards on rather than just bunch them in ersatz areas. The big kicker to Sun of York, like Dixie, is that there is no board. The cards are played in areas that represent parts of the battlefield. In Sun of York, there are 13 areas that represent the left, center, and right rear for each side; a middle ground; and flank positions.

I saw some game boards online that I could print out in tiles and tape together, but I wanted something better. Being a miniatures gamer, I use colored felt for the tabletop as the substrate for the terrain. I figured I could use felt for a Sun of York mat that would look something like the fields of Old England. My idea was that each area would be a separate field and the line separating the areas would be hedges.

Ye Fielde of Battaille
I got a 3' x 5' piece of felt in "pickle green." It's a somewhat mottled medium green color that looks much better for wargaming terrain than a solid green. I chalked out the lines separating the various areas. I then started masking off some areas and spraying them with various colors of Design Master paints. The Design Master colors are flat floral and earth tones because the paint is intended for use with floral design. The varied colors would produce the kind of view you see when flying over fields rather than the uniform mottled green of the felt. After I painted several sections, I used Tacky Glue and model railroad flocking to make the "hedges" that separate the areas. I'm pretty happy with the result.

View from the Lancastrian side
The Yorkist advance into the middle ground at 1st Saint Alban's
"Hedge" details
Lancastrians hard pressed (will Somerset lose his head?)
Even though it's for cards, I get a strong sense a a miniatures tabletop from it. The cats like sitting on it, too.

From start to finish, the game mat took about four days to complete with an aggregate amount of time spent being maybe four hours. Spraying was quick and easy. The longest time was spent waiting for the Tacky Glue to dry.

I'm heading up to Bottoscon in Surrey, BC next weekend for three days of boardgaming. My pimped-out Sun of York is one of the games I'll be playing. The only thing I'm lacking now are deck-holders for the cards. The decks are huge and the sleeves make then very slippery. They tend too easily to slide around and become a big mess of cards on the table when they should be a nice crisp stack. A deck holder would constrain them and make them easier to manage. I have just the thing in mind, but I don't think anyone makes it. I see a custom woodworking project in my future.

Saturday, October 26, 2013

Red, White, & Bubinga (Dicing in Style)


I have to confess that I'm kind of a dice freak. I don't know how many dice I actually have, but I know it's a lot. I have some of every polyhedron type available: D20s, D12s, D10, D8s, D6s, D4s. I may even have a D100 somewhere. I've got them in all colors and sizes, too, from wee little 5mm dice to bigger dice the size of your fist. (The value of either escapes me just now.)

Because they're relatively cheap, I tend to buy a set of dice for almost every game I play—or just because I find a set that looks cool and I want it. I often try to match dice to the era or armies I'm gaming with. For example, I have green speckled dice (like camouflage) to use for playing Bolt Action with my Marines. I have Red dice to use for Soviets, etc. I also have my beloved "ancient dice" that hate Romans.


I can't say that using a custom set of dice really helps (I tend to roll deplorably regardless of the dice I use), but it lends to the feel of the game.

Custom dice

I have two Wars of the Roses board games that use D6 for combat resolution, Richard III: The Wars of the Roses by Columbia Games and Sun of York by GMT Games. While browsing the photos for these games on BoardGameGeek, I noticed a set of custom D6 that had Roses in place of the 1's. They looked very cool. As I browsed through the comments I saw that the person who had the custom dice made provided a GIF file for the rose pattern and the color patterns of the dice. For $1.00 per die, I had Chessex make a matching custom set for me: 12 dice in Lancastrian red and 12 in Yorkist white.

Yahtzee!
Getting custom Yorkist and Lancastrian dice has me thinking about some other custom sets. I can see getting a speckled green set with the USMC globe and anchor for my Marines in Bolt Action and red dice with an Imperial chrysanthemum for the Japanese.

Dice trays

I've supported a couple of Kickstarter projects, so I'm on the mailing list and I get notices of other projects starting up. One of the recent projects was from Wyrmwood Gaming, who are coming out with a new product called a dice vault. It's a very nice box made of exotic wood that you can store a dice set in. I passed on the dice vault, but I visited the Wyrmwood Gaming site and found that they make some very nice dice trays.

I've been a dice tray guy for several years since I found a couple of octagonal trays at the now-defunct Phoenix Games in Redmond, WA. It's nice to have a clear flat place to throw dice where you don't need to worry about getting a cocked die or having a die roll off the table to who knows where. The dice trays I have are very nice, but I was smitten with the Wyrmwood Gaming trays as soon as I saw them online.

They come in two levels, the Affinity and the Lotus. The Affinity are made of common hardwoods like Oak, Cherry, Fir, and Walnut. The Lotus are made with more exotic woods. The rolling surface comes in leather or suede. I immediately ordered a tray made from bubinga wood (straight from equatorial Africa) with a black suede rolling surface.

Harmonizing well with my cherry table
The Wyrmwood trays are rectangular and come with a separate section to hold dice that aren't being rolled, so they don't clutter the table top.

Spacious storage room
Each Wyrmwood tray is handmade on order, so it takes a few weeks to get it. I ordered mine on October 5 and it arrived on the 24th. My only buyer's remorse on opening the package was that I didn't order two. They're that nice.

The price was good at $35.00 for the Lotus ($25.00 for the Affinity). Looking at the Wyrmwood Gaming site just now, I see that the prices have increased since I viewed them yesterday. The Lotus is now $45.00 and the Affinity $30.00. Now I'm really sorry I didn't order two.

Tuesday, October 22, 2013

Red Sabres and Land Battleships


I've been remiss with postings over the last several weeks, so I'm working backwards now to cover our last few Bolt Action games, starting with Saturday's game in this post (because it's fresh in my memory) and going back to July in subsequent posts (for which I'll just make up stuff because I have no recollection now of how the games went).

The genesis for Saturday's game was when I bought a 1:56 scale T-35 from Company B Miniatures at Enfilade! in May. It was a long time getting done, but I finally completed it in September and was eager to get it into a game. I've completed T-35s in three scales now: the C-in-C model in 1:285th, the now out-of-production Battlefront (Flames of War) model in 15mm, and now this great hulking beast.

Land battleship Potemkin
The T-35 fascinates me. The whole idea of the land battleship, of which the T-35 was the epitome, was so wrong-headed—but compelling. All those turrets firing an all-around arc of mayhem has such an irresistible appeal.

Action off the port bow!
The great tragedy of the T-35, of course, is that it never got into serious action and, despite its formidable appearance and bristling gun turrets, it was a truly crappy tank. It was much underpowered, which lead to its remarkable frequency of mechanical breakdown (a fate that befell 90% of the T-35s deployed in 1941). Also, its multiplicity of turrets made it impossible for the tank commander to direct the action of the vehicle's 11 crew because there was no internal communication system.

But this was the occasion to get it on the table as well as to give Bill Stewart's Soviets and Germans a furlough from their storage boxes.

The game was a 1941 scenario with veteran German infantry holding against a Soviet counterattack lead by the T-35 and a couple squadrons of cavalry. We have no 1941 German tanks in suitable camouflage (as a later post of an earlier game will show, they all wound up in Libya), so we had to trust to the Bolt Action rules about the T-35's unreliability, namely that any pin result from fire takes an automatic +1 pin as well. This is a significant drawback because the tank can be reduced to an ineffectual state after just a few hits. However, perhaps as compensation, the Bolt Action rules make its armor a 9+, which is generous considering that the thickest armor on the tank was only 30mm.

The Russians were Jerry Tyer, Dick Larsen, and I. The Germans were Bill Stewart (who painted all the figures except the "beast") and Phil "clear cut" Bardsley.

I was in the center with my "beast" and two infantry squads. Jerry was on the right with an infantry squad, cavalry squadron, Maxim MMG, and an infantry command group. Dick was on the left with a mortar,  infantry squad, cavalry squadron, and mounted command group.

Facing us were Phil on the German right with probably two infantry squads and an MMG, but it was hard to tell because all the trees were in Phil's way. As the game progressed, there were fewer and fewer trees in Phil's position.

Phil's infantry holds the line amidst sylvan splendor 
Bill, on the left, had two squads, an MMG, and two 81mm mortars. Because the Germans had no tanks or AT weapons to counter the "beast," we allowed an integral AT rifle to each squad—which, it turned out, they didn't need...

Steadfast defenders of the pea-patch
I started out advancing a squad down to the river to cross a bridge, which I expected to draw Phil's infantry out of hiding. Once Phil broke cover to shoot my infantry, I unleashed the "beast" and gave Phil three turrets' worth of attention resulting in many hits and a few casualties.

Across the stream
The eruption of all that firepower from the T-35 got the attention of Bill's mortar battalion. The first few salvos missed, but it would only be a matter of time before they zeroed in. Phil's infantry got a hit against the "beast" with its AT rifle, which resulted in two pins using the special rule for the T-35. I was able to get it firing again and put more hurt on Phil's infantry, but time was running out for the land battleship.

On the Soviet left, Dick began his patented move-down-the-table-edge maneuver. His cavalry advanced, but then bolted back in response to a fusillade of 7.92mm bullets from Phil's MG-34.

Defending "Festung Teichschaum"
On the Soviet right. Jerry moved forward with his cavalry against Bill's advanced position "Festung Teichschaum" (fortress pond-scum). Faced with a bit of boggy ground that impeded rapid movement, Jerry withdrew his cavalry after the mausers opened up on him. At this point, both cavalry squadrons had pulled back in response to German fire, but couldn't get far enough back to escape getting hit.

Red Sabres forward!
Jerry advanced his Maxim gun to a position that took both of Bill's positions under fire, although Bill's reserve position, "Festung Erbsenfeld" (fortress pea-patch) was at long range. The Maxim took a few hits early on and was reduced to one heroic machine-gunner keeping up a desultory fire. The minuses for long range, target in cover, and reduced crew (-3 net) made it tough for Jerry to make any impression on "Festung Erbsenfeld" and Bill's Landser remained relatively untouched throughout the game.

Meanwhile, my infantry and the "beast" were whittling away at Phil's right-hand infantry squad and eventually eliminated it with the help of a few 82mm rounds from Dick's mortar.

However, Bill's mortars had finally zeroed in on the T-35 and it was soon hopelessly pinned. I was able to rally once and roll off all the pins, but I was still stationary under a barrage of mortar fire and by next turn, I could no longer do anything because I couldn't pass an order test.

Pinned and useless
Jerry moved his command group to the "beast" to provide some moral persuasion, but a commissar with a pistol has little effect on motivating a tank to return to a state of socialist ardor sufficient to perform as desired. Despite numerous fresh .38 caliber splash marks on the T-35's paint job, the "beast" would do nothing for the rest of the game and eventually withdrew when the number of pins became too great to ever roll off. Even if I had managed to carry out an action, a -4 or more penalty for pins would render any fire insignificant.

I was able to get my two infantry squads to advance. One went towards Phil's position on the hill and the other moved to flank "Festung Teichschaum." Faced with two Soviet squads closing in, Bill abandoned his position and got himself embogged in the swamp to his rear.

Attacking Phil's hill
Flank attack on "Festung Teichschaum" 
Jerry took advantage of Bill's withdrawal to move his infantry into Bill's former position, where he took out the FO for Bill's mortars, and to move his cavalry around to charge in and sabre the retreating Hun. Stormed at with shot and shell and reduced to 40% of its original numbers, there was no stopping the horsemen once they had a target in range.

Sabres in the bog
But in the next turn, "Festung Erbsenfeld" opened up and eliminated Jerry's few remaining bolshies on horsies. It's a glorious—but brief—career in the Red Cavalry.

Dick had been slowly working away at Phil's MMG with his infantry squad while Phil moved his other infantry squad to counter the advance of my infantry (and replace his eliminated squad). This gave Dick the opportunity to move his cavalry unopposed down the table edge to ultimately break through the German line.

Skulking to victory!
Dick ultimately took out Phil's MMG with an assault, which left the road open to another breakthrough (although he didn't make it off the table by game's end).

My infantry was now effectively out of action due to repeated hits that pinned me to the point of uselessness. I routinely failed order check after order check.

By turn six, Phil had one mostly intact squad left, Bill was still holding "Festung Erbsenfeld" with one squad and an MMG, with his two mortars still untouched.

Holding "Festung Erbsensfeld"
My "beast" had departed and I had two very reduced, very pinned squads. Jerry had a shot-up Maxim and a shot-up squad. There was no chance we were going to get these troops off the board past Bill's positions, but Dick's cavalry was galloping around the German rear area like J.E.B. Stuart and his infantry were close behind.

We called it a minor tactical win for Stalin's minions.

No set plans for the next game, but I will run a small Pacific War game at the upcoming NHMGS game day at the Paine Field Flying Heritage Collection in Everett, WA.