Sunday, July 12, 2015
Blood on the Sand
We played a first game of Habet, Hoc Habet! yesterday at The Panzer Depot in Kirkland, WA. Phil Bardsley's grandson Zach was in town and wanted to game, so we decided to do something simple and quick—without, of course, factoring in our ignorance of the rules. I'd given the rules a read and thought I had the gist, but actually playing the game disabused me of that illusion.
We played "cut-throat" with each taking a single gladiator and fighting all against all. We used my big 35/40mm Jugula figures from Gripping Beast. I made some quick gladiator stat sheets yesterday morning using Adobe InDesign. We each chose a gladiator and rolled 4 x D3 to get a total of points we could use to customize our gladiators. Phil chose a Secutor, Zach chose a Retiarius, and I chose a Thracian.
For simplicity sake, the stats for the gladiators were pretty equal. Where they differed was in the weaponry. I quickly filled out the armor and weapons stats for the gladiators. The Thracian and Secutor are both sword armed, but the Secutor has a large shield and the Thracian a regular shield. Both also have full helmets, leg and arm armor. The Retiarius is mostly unarmored and has a trident and net. The net is a bit of a novelty and works a little differently than other weapons.
Habet, Hoc Habet! uses playing cards to determine the order of actions in a turn. Each gladiator got three cards and the order of play goes by ranking of the card (King - 2) and by suite (Spades-Hearts-Clubs-Diamonds) in case of ties in the ranking. Aces are an extra card that lets the holding player interrupt any action and play a free action of their own (Phil got two aces on the first turn). Jokers let the holding player re-roll and die.
Phil moved first and went after Zach's Retiarius. Zach moved towards Phil. I hung back waiting to see what would happen. Phil attacked first, but Zach's Retiarius managed to block the strike with his net. I thought at the time that the net took damage in blocking a sword cut, but I later thought I was wrong and returned the net to undamaged. I've since learned that I was right after all: nets used to block cutting weapons, like swords, receive damage equal to the hit points they block. In Phil's case, he did six points of damage to a net worth 8 points. Also, the net blocking the sword, should have deprived Phil's Secutor of his sword, which was moot after the next actions.
Zach struck at Phil next. In a very bad sequence of poor die rolls, Phil failed to block the trident thrust, which landed on his Secutor's right arm, which was armored. But then, he failed to make the saving roll to count the armor in defense. Zach managed to inflict 5 points of damage on the Secutor's right arm, which could take only 4. The attack deprived the Secutor of the use of his right arm, effectively disarming him. I've since learned that it also counts as a MIGHTY BLOW, which does more nastiness. At this point, Phil and his Secutor were hors de combat.
Now was my time to strike and I went after Zach's Retiarius. I managed to hit and Zach managed to block with his trident (his net having been damaged by Phil's Secutor). I rolled a natural "0" for my strike, which calls for a roll on the Critical hit chart. The result was that I would do double damage and cause damage to any blocking weapon/shield. The attack destroyed the Retiarius' trident, but I failed to do any further damage to the Retiarius.
Next turn, I managed to strike first but rolled a natural "1" on my to hit roll, which means a fumble. The result of that was a permanent -3 from any damage points from my sword. In response, Zach successfully netted my Thracian. In his next action, Zach wanted to attack but had no weapon, his trident being destroyed blocking my sword last turn. Instead he picked up a rock (they are, apparently plentiful in the arena) and tried to bash me. But rocks have a low damage potential and my Thracian was pretty well armored. Bash away though he tried, he couldn't do any damage.
Being netted, I could do nothing until I cut my way out with my -3 damage sword. I tried again and again, but failed to do any damage. A sword does 1 x D6 damage (now a -3 for me) and I got no possible strength bonus because I was netted. I slashed and slashed but could not cut my way out of the net.
At this point, we were at a stand-still. Zach's Retiarius could bash away to no avail at my Thracian, who could not cut himself out of the net.
My initial thoughts on Habet, Hoc Habet! were a bit morose. The game seemed awkward and didn't work as I expected, but on reflection, that may be more a matter of fumbling through rules without having a good sense of the game flow. I sat down earlier today and started writing out a flow chart of the turn sequence, especially that attack sequence, and I have a better appreciation for how the game works. It needs a second game or two to get a real sense of it. I also want to complete my remaining gladiators, so we have more types to choose from.
I also got to wondering whether the rules might not be adaptable to my Bronze Age skirmish figures. I'm still waiting for Ganesha Games to release it's ancients skirmish game and I rather fear I may be waiting for a long time. Ganesha seems to be putting a lot of their effort into other projects.
Labels:
gladiators,
miniature wargames,
Skirmish games
Friday, July 3, 2015
BTGOA: The Force Thickens
I'm just about finished with my Algoryn force for Warlord Games' Beyond the Gates of Antares. Over the past few months I've managed to bang out three regular AI squads, one AI assault squad, one AI infiltration squad, a command squad, a mag light support weapon and crew, and an x-launcher and crew. At this point I only have some spotter and targeting drones to complete, which I would do if it weren't so hot right now.
A little support from my friends
I have two support weapons and crews complete. The light mag support weapon is a kind of sci-fi version of an MMG. It has a rate of fire of 3 and a +2 strike value (the amount that a target's "resist" value is reduced).
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| Light mag support weapon |
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| X-launcher |
The only missing support weapon is the plasma cannon. John hasn't gotten them in at The Panzer Depot. There was one mis-marked pack, but it's contents were the mag light support weapon. I'll have to wait until John gets another in. From the beta rules for BTGOA, it looks like there are other support weapons that Warlord hasn't released figures for, like a light plasma support.
The squaddies
I now have three regular Algoryn armored infantry (AI) squads. The Algoryn AI aren't bad. Their mag weapons are pretty effective and their +1 reflex armor, combined with their normal "resist" value of 6, gives them a 70% chance (1-7 on a D10) to survive a hit (reduced, however, by the weapon's strike value).
Each AI squad is five figures: one leader with a mag pistol, three squaddies with mag guns, and one squaddie with a micro x-launcher, which is a hand-held version of the support weapon, except that it can use direct fire at effective and long ranges (up to 30"). The leader figure also carries an x-slinger, which is a very short range version of the x-launcher.
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| AI advance! |
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| Command squad |
My favorite new unit is the assault squad. These have mag repeaters, which means a higher rate of fire than a mag gun, but no extreme range and a strike value of +0. What makes the assault squad tough is the "d-spinners" that they use for close combat. The weapon has two attacks (two dice per figure) at a +2 strike value, but it also distorts the effect of weapons used against them, giving a +2 to their "resist" value in close combat.
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| D-spinners ready |
The background story for BTGOA says that Algoryn infiltration squads are made up of women fighters only. They're not much different in games terms than a standard Algoryn AI squad, except that they have MAG repeaters for weapons, like the assault squad, and include two targeting drones (which increase their hit probability).
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| Infiltration squad w/o drones |
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| Lt. Shapley Bottoms leads the troops |
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| Kids, don't hold your MAG repeater like this at home |
I still need to get a plasma cannon to complete my Algoryn force. After that, I'll likely start some Concord troops as an opposing force. There are apparently people who play/have played/will play BTGOA at The Panzer Depot, but I haven't crossed paths with them. I do have plans to get a small sample game in later this month with Phil Bardsley, when we'll also give my 35/40mm gladiators their baptism of sand.
The BTGOA rules haven't been released and are only available in a free PDF, which has been supplemented with several smaller PDFs with additional rules. The rumor I hear from John Kennedy is that Warlord Games will release BTGOA in December this year. They've been working hard on having an initial release available of multiple races/polities for the system. So far, Algoryn, Concord, and Boromites are available, but previews from the Warlord website shows more in the works.
Saturday, June 13, 2015
Bolt Action Again (or is it Column, Line, and Square?)
After a long hiatus and rescheduling due to illness, convalescence, and assorted other evils, we finally got together this afternoon for a Bolt Action game set in North Africa. Phil Bardsley had an idea for a scenario he wanted to try, so we carted in our toys and set up a game.
Dick Larsen and I were the British, Phil and Bill Stewart were the Axis. The figures used in the game were Phil's DAK infantry and tanks and his Italian M13/40; Bill's DAK infantry, sandbags, and craters; and my British infantry, tanks, and French Foreign Legion infantry (Les Kepis Blancs). Dick supplied the "gerbils" or "dust bunnies," "tribbles," etc. that represent the dust clouds raised by moving vehicles in the desert.
The Axis mustered the following:
- 4 x DAK infantry squad
- 1 x Italian infantry squad (dug in)
- 1 x DAK MMG
- 1 x DAK mortar
- 1 x DAK command squad
- 2 x Pz III (long 50mm gun)
- 1 x Pz IV (long 75mm gun)
- 1 x Pz IV (short 75mm gun)
- 1 x self-propelled sIG 33 (Pz II chassis)
- 1 x M13/40
The British Mustered the following:
- 3 x British infantry squad
- 1 x Foreign Legion squad
- 1 x British command squad
- 1 x British MMG
- 1 x British mortar
- 1 x 2 pdr AT gun (w/Bren carrier transport)
- 1 x M3 Grant (75mm/37mm)
- 1 x Crusader tank (2 pdr)
- 1 x Valentine tank (2 pdr)
- 1 x "Honey" tank (37mm)
The scenario is set in the aftermath of a sandstorm that's scattered everyone. An Italian group is laagered in on a small rise (with a bit of support from their German friends). The remaining troops from both sides are converging on the Italian position with the objective being possession of the Italian position at game end. The converging troops enter the board on turn one using random placement.
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| The Italians all snug in their laager |
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| First kill |
Phil moved his panzers (which came in across the board from him) against the British armor, which all came in on the far end of the table.
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| "Panzers vor!" |
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| Dragging a "gerbil" through the desert |
In the next turn, my 2 pdr, fresh from knocking out the sIG 33, managed a long-range shot against the rear of Phil's M13/40 and knocked it out.
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| Getting warmer in the laager |
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| Half a league, half a league, half a league onward |
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| Tank battle |
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| Men against tanks |
Phil turned his infantry against my infantry, joining in with Bill. Bill moved his other tank forward with the intention of joining in the fight against our tanks.
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| Bill advances past the burning wreckage |
I didn't succeed; nor did I expect to (though I hoped). Dick tried another attack on Bill's other tank, which by now had turned around to machine-gun him, but failed the check to go in. Bill soon gave me another burst from his tanks MGs and I was left with two intrepid survivors for my squad.
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| Fewer men against tanks |
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| Changing ground |
Our tanks were outclassed and outnumbered to start with, but more so now. Phil managed to knock out the Crusader on the last turn, leaving only the Valentine standing alone.
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| Endkampf im Wusten |
Postscript
It had been so long since we played that we had to recall, dimly, what all the Bolt Action rules were. We've all been playing war-games for so long that we have rattling through the empty corridors of our brains a lot of rules that are like (or we think are like) the rules we're using. Whenever a question arose, there was much quotation about this rule and that, which could have been from Bolt Action, but more likely from On to Richmond! or Column, Line, and Square.
We tried a new method of activation for this game. Instead of activating one unit at a time, we activated groups of unit. For example, my three infantry squads were one activation. Each could receive orders on it's own independently and took hits, morale, order tests, etc. separately, but activated on a single cube.
My appreciation of this method is mixed, though I remain pretty much a skeptic. On the one hand, it seems to move the game along because you have fewer activations, but you still have as many orders. In effect, the method just elongates a single activation. We only played three full turns, I think, and it took us more than two hours. If we really want faster-moving games, we should use fewer units.
I also think that basically it skews the sense of how the rules are intended to work. Activations by pulling order cubes out of a bag is to randomize the order of units doing things. If you make larger groups of units, you get less randomization and can overwhelm a single unit by shooting at it with several units at once before it has a chance to do anything. That may happen anyway in a game if all your units get an activation cube before the other unit does. But, the probability of having three activations before the opponent gets one is low, but it's an even chance with this method.
Post-Postscript
In the post-game retail moment, I picked up some more Beyond the Gates of Antares figures. I've already completed 2 regular Algoryn AI squads, 1 AI assault squad, 1 MAG support gun, and 1 command team. I have a third regular AI squad in the works.
The figures I picked up were an AI infiltration squad, an X-launcher, and a pod of targeting drones. I've been making good progress on the figures I've done so far, so I expect to get these done in time for a first game (maybe) later this month.
Labels:
Bolt Action,
WW2
Friday, June 12, 2015
La Gloire Est Bannie (The Glory Has Departed)
Yesterday, I found buried among my various quaint and curious volumes of forgotten lore a 24-year old issue of Empires, Eagles, and Lions. I thought about the era of amateur wargames newsletter publishing it represented and the words of Matthew Arnold's Dover Beach came to mind:
...Now I only hear
Its melancholy, long, withdrawing roar,
Retreating, to the breath
Of the night-wind, down the vast edges drear
And naked shingles of the world.
Long out-of-print, Empires, Eagles, and Lions (EEL) was a nifty little bi-monthly newsletter put out by the, apparently now defunct or disbanded, New Jersey Association of Napoleonic Wargamers. It had a run of 118 issues being published by RAFM in Canada over a period of 20 years. After that, The Emperor's Press in Chicago took it over in 1995, gave it a cosmetic makeover, and restarted at issue #1. It soon fell into a bit of disrepair, nearly died, revived again, but after just 13 issues, it ceased publication for good.
It was a labor of love by a group that was devoted to gaming the Napoleonic era, the quintessential wargaming period—quintessential regardless of whether one considers it the apogee, nadir, or "black hole" of the hobby. As such, it was a beautiful example of a dead genre: the hobby newsletter for, by, and about hobbyists and their hobby.
EEL was mostly the product of Jean A. Lochet, who was the managing editor and a notable authority on all things Napoleon. The illustrator and "Misc. Subjects Editor" of EEL was Mike Gilbert. Back in the 70s and 80s, Mike illustrated several rules books for Fantasy Games Unlimited (including Down Styphon! which he also authored and about which I have blogged in the past). Mike's playful artwork graced many pages throughout the newsletter and included section and article headings.
As well as regular comic features.
I've enjoyed Mike Gilbert's art wherever I've encountered it (see below). He had a distinct style that was simply fun. Sadly, Mike passed away in 2000 due to complications during heart surgery.
The EEL issue I found seems to be the only one I have left, though I never had many to begin with. I discovered EEL around 1993 and managed to get about a half dozen issues or so (older and newer versions). At the time, I was much involved playing Napoleon's Battles and imagining that I would be a dedicated Napoleonics gamer. Silly me.
Mulling over my serendipitous find, I couldn't help but think that some kind of shift has happened over the last quarter century. The genre represented by EEL has died out. Sure, there are a lot of wargaming magazines, perhaps too many, but the current crop of available publications has lost something. They're a new genre unlike the old genre, which has died, is dying, and shall die.
The great example of that dead genre was Hal Thinglum's MWAN. It was first issued, I believe, by Dave Arneson (of D&D fame). I'm not sure when Hal took it over, but it became the finest example (but maybe the only example) of a one-man operation that had a very large international distribution. MWAN was a 5.5" x 8.5" (8.5" x 11" folded and stapled) format that grew and grew. By the time I started reading it, it was a fistful of paper held together by a few groaning staples (though it soon went to a perfect bound format). The articles were uniformly good and Hal, who had a real day job, did a masterful job getting it out regularly. Reading MWAN, even though one wasn't a member of the Midwest Wargamer's Association, felt homey. Hal was everybody's friend and because of that, MWAN was your local newsletter, no matter where you were.
The Courier came out in 1968 as the newsletter of the New England Wargamer's Association. It started out as a thin 5.5" x 8.5" booklet. I recall D&J Hobbies having a small stack of them on hand in the mid-70s. I'm sure I picked up a few now-lost copies back then. I wish now that I'd kept them, but like so much ephemera, they're made to be discarded, so they were. The Courier had a makeover in 1979 when it became a truly national bi-monthly publication and restarted with Volume 1, Number 1.
Wargamer's Digest started in 1973 and ran until 1985, when it made a name change to Military Digest (for legal reasons, I recall), and then continued on to 2000. I cut my wargaming teeth on Wargamer's Digest (WD) all through the 70s. The articles were always enticing and they had a WW2 gaming series that I enjoyed immensely. The series featured a lot of scenarios and tactical problems that would make the basis of a nice game system. WD had their own set of rules that were a bit fuzzy. They gave glimpses of the mechanics over several issues, but never actually published them as far as I know. I had a nice stack of WD at one time, but again, the need to purge was greater than my desire to horde, so I sold them off some time back (I think, or maybe they're in a box in my garage...).
Seeing the pictures of miniatures units, like on the cover above, I'm tickled by the bare-bones basing that was de rigeur for the times. These days every base is meticulously terrained with some kind of putty to build it up and ballast, flocking, etc. to simulate the ground covering. Back then, you painted the figure base green and mounted them in multiples on balsa wood painted the same green. Some things do improve over time.
Another lost gem from our bygone era is Wargaming: The Magazine of Fantasy & Historical Simulation. The magazine debuted in 1977 and was published by Fantasy Games Unlimited. It wasn't, however, a house organ for pumping FGU games. In fact, a browse through the four issues I have doesn't show much mention of FGU at all. Apparently, there were only four issues ever published. So it goes...
The articles in Wargaming came from various contributors about many aspects of the hobby. Most were about historical miniature gaming with a minority about fantasy and sci-fi minis. There was a smattering of board game articles, mostly reviews, and a lot of advertisements for figures, rules, games, etc. all circa late 70s. Each issue also came with a little boardgame stapled inside.
There was also a lot of clever art, again contributed by Mike Gilbert (he was more ubiquitous back then than I knew), but also some cartoons by José Neira (who also contributed to The Courier) and Dick Bryant (who edited and published The Courier).
Wargames Illustrated was, for a while, the premier glossy magazine of the hobby, something referred to by some as "war-porn." But its origin in 1987 was a bit humbler. It always had a full-color cover and a color section inside, but most of it was black and white pages with hand-drawn art. The feel of being a hobby mag for, by, and about hobbyists was there.
The magazine got glossier and glossier until it was all gloss. Battlefront Miniatures took it over in 2009 and made it much more of a glossy advertisement sheet for Flames of War and Warlord Games. They even changed the magazine logo. I haven't been able to generate any enthusiasm for WI for many years, but I can always call on Phil Bardsley if I need to consult an old issue (as I have done). He has every one.
Miniature Wargames came out in 1980-something touting itself as The new monthly magazine for the discerning wargamer. MW, like Wargames Illustrated, had color covers and a color section inside. In fact, MW seemed to be almost a mirror image of WI for a long time.
They had a great series by a young Guy Halsall on wargaming early Medieval battles that came out over several issues (all of which I retain). MW is still with us and better, I think, than its near neighbor WI. MW became slicker and more professional over time, but never devolved into someone's advertising sheet.
I've also picked up over the years some issues of Gorget & Sash: The Journal of the Early Modern Warfare Society. This was a nice little magazine for a niche market. Aimed at wargamers, though not exclusively a wargaming magazine, G&S wanted to present the background historical information to gamers interested in the period 1500-1800.
G&S published its first issue in 1983. The idea was a bit of an experiment, as the editorial in the first issue states. As it turned out, the experiment didn't pan out. After 12 issues over three years, G&S folded. The production values were generally OK, not slick and glossy, and the typesetting looked to be mostly just typed. The covers of the first issues were on better stock with 2-color printing. Inside, the printing was all black and white. Later covers were black and white only, though some were printed on colored stock, which gave a tint to them.
The articles were pretty good. However, the 300 year span of focus rather than being narrow, seemed too broad. An interest in Swiss phalanxes does not necessarily translate to an interest in the American Revolution or the Seven Years War. I think that if yer gonna go niche, go niche. I would have focused on only the later 16th c. through the Nine Years War, but that's me. In any case, I'm still looking for issues in order to complete the set.
Of course, I would be remiss if I didn't reflect back on my own contribution to this departed genre. Starting in 1992, I collaborated with Kevin Smyth on publishing The Citadel - The Quarterly Journal of the Northwest Historical Miniature Gaming Society. The newsletter was begun by Rich Knapton back in the 80s and taken over later by Kevin who became editor and publisher with Bill Stewart performing the tasks of production, mailing, and "guilty conscience."
When I moved out from Chicago, I started working for Aldus Corp., producer of the then-mighty DTP product Aldus PageMaker. PageMaker was a perfect tool for getting a bit better polish to our production, though that polish was an evolving thing. My initial amateur design got a little better as time went on. Kevin was editor, I took over publishing, and Bill maintained "midnight production" with the City of Seattle's printers and then collated, folded, labeled, and stamped every issue that went out. (The US Postal service then took over and made sure that several copies were mutilated before making their way to subscribers.) It was a great time, though I'm sure that Bill's tongue must have revolted every quarter at all the stamp-licking it was being asked to do.
Eventually, I took over editing too when Kevin became President of NHMGS after Dick "President for Life" Larsen stepped down. For quite a while NHMGS offices and roles revolved around a few people who stepped up to fill the needs and do the things no one else would do—except for stamp-licking, that role stayed with Bill to the bitter end.
I have a stash of The Citadel issues started with April 1991 through the time I stepped down from being editor. By that time I was getting more involved with producing the NHMGS website (www.nhmgs.org). It's quite a nice diversion to read through the articles from yesteryear. Kevin and I seemed to do the bulk of the writing overall (being wordy types with little compunction about holding forth), but there are several nice articles from other NHMGS members as well.
Doug Hamm, then VP North for NHMGS, wrote a regular column called "Cry of the North." He also debuted Larry Leadhead in The Citadel before pairing with Eric Hotz (who is actually an artist) on the more polished version.
Other contributors read like a who's who of NHMGS in the 90s: Wes Rogers (who also wrote some articles for The Courier back in the day), Bill Stewart (when he wasn't licking stamps), Mike Pierce, Bill Cooper (The Beast from the East), Charles Sharp, Russ Bauder, Lance Runolfsson, Chris Leach, Dick Larsen, Steve Walker, Bryan Booker (who provided a couple articles about his nifty self-published ancients rules Warriors of Antiquity), Phil Bardsley, etc.
Closing Thoughts
The thing that stands out from The Citadel and several of the other publications, like Empires, Eagles, and Lions, is how much fun they expressed. The contributors were not professional writers, but their creativity and enthusiasm for the hobby was obvious and infectious. The more tight-knit a group, the more likely its publication will reference inside jokes and local lore. Even though that's mostly opaque to outside readers, it still provides an expression of the pure enjoyment that the hobby brings.
I'm not totally down on the current crop of magazines available. They're well-done professional publications with high production values. But maybe that's what sets me back. By becoming more professional and publishing for profit, today's magazines have lost that essential quality that made the older, home-published, hobby newsletters so endearing. They've replaced community with business and gamers seem to have gone from being participants to spectators in regard to all that's fit to print about their hobby. That's a shame.
Of course, blogging has filled that gap to some degree, but blogging lacks editorial control. So many blogs are hit or miss as far as well-developed content goes. It's also hard to find things on the blogosphere. The sheer number of blogs is overwhelming.
I also think it represents or goes hand-in-hand with tendencies in the hobby to spoon feed games to customers. The older magazines really brought out the adventure of the hobby with articles on things like terrain building, figure conversion, figure reviews, scenario planning, etc. The Games Workshop and Battlefront/Flames of War approach is to remove from the gamer any need to research and be innovative, which is, or was, a big part of the hobby. Younger gamers playing Flames of War or Bolt Action have no idea about the history of WW2. They have a nice system where everything is supplied for them and they just build their army lists from preset unit types. The available magazines are bound to evolve to become attractive to that gamer and not the crusty older grognards who recall fondly the time they converted several boxes of Airfix ancient Gauls into Napoleon's Imperial Guard using just an X-Acto knife and hot needle.
The gentleman researcher/writer who birthed the amateur magazines of the 60s to 80s is a dying breed and his ilk won't likely come again. The glory has departed (1 Samuel 4:22).
Labels:
magazines,
old school
Thursday, May 28, 2015
Enfilade! 2015 - There and Back Again... And Again... And Again
Enfilade! 2015 was this weekend. As I have done a few times past now, I drove there and back each day, rather than stay in the hotel. The experience makes me appreciate the wisdom of staying at the hotel. I live 82 miles north of the convention site, so every day was a 164 mile round-trip. Nevertheless, I appreciate being home every night more than I appreciate the convenience of staying onsite.
Day 1, I brought in a car-full of goodies to sell at the bring and buy. Unlike last year, however, I committed to running no games. That made round-tripping each day a little easier because I wasn't attached to a game schedule.
Day 2, I brought Phil Bardsley down with me. He and Kevin Smyth are the only founders of Enfilade! who still make appearances at the convention. This was Phil's first appearance for a few years, but Kevin is still an annual stalwart and ran three games and survived the obligatory drinking bout with the Canadians on Saturday night.
Day 3, I went to early Mass at my parish and then down again to cash out on my bring and buy sales and take home whatever I didn't sell. After lunch in the hotel bar with Kevin Smyth and Dave Schueler, I headed north. (Although I had to stop at Dairy Queen in Fife, WA to wake up, by this time I was getting pretty groggy.) Home by 5:00 PM.
Games
The games looked pretty impressive. The White Rock and North Shore Gamers from Canada put on a couple games in honor of the upcoming 200th anniversary of the Battle of Waterloo (June 18, 1815/2015): the June 16 Battle of Ligny, where "Boney beat the Proo-sians (Way-aye-yah!)," and Waterloo itself.
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| Waterloo: The Prussians move in |
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| Waterloo: The Frenchies mass |
Chris Craft put on a game of the Battle of Agincourt (an upcoming 600-year anniversary, October 25, 1415/2015) that won best of period. Unlike the original battle, the English were run over.
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| Agincourt: The French before the attack |
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| Agincourt: The French press the English line |
On Sunday, Kevin and Dave ran their Raid on St. Nazaire game using David Manley's Action Stations rules, with some special rules of their own for the ground action as the commandos get ashore. They won best theme game for the convention.
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| St. Nazaire |
I didn't buy much. The whole idea of selling things at the bring and buy is to reduce the clutter of stagnant or dead projects. I still have plenty of irons in the fire and I didn't want to just replace new stuff for old. However, I did pick up a few things:
- More Gripping Beast/Jugula gladiators. The Game Matrix had a boxed set of Famila 1 for sale plus some single figure packs. I got the boxed set and one single-pack scissors gladiator.
- Books. Gary Williams was selling off a chunk of books from the estate of a friend of his in the West Sound Warriors gaming group in Bremerton. The friend died with a library of more than 6000 books on military history. I think Gary and his widow sold the more valuable volumes for the best price they could get, but Gary brought several boxes to sell at the price of $2.00 per book. It took me three days to realize that the price was that low, so I gleaned through what was left on Sunday afternoon, which was still enough to make me happy. One of the nicer finds is the book Redcoats and Courtesans: The Birth of the British Army (1660-1690). I've been interested in this subject and in the Restoration period of English history for many years. I started reading the book on Labor Day and so far it's an interesting read. I recall in Churchill's Life of Marlborough that young John Churchill got a good start in life through his dalliance with Barbara Palmer, Duchess of Castlemaine and somewhat neglected mistress of Charles II.
- Paint 'n' stuff. I got a few Howard's Hues paints from Monday Knight Productions. No local retailers sell them. I can order them online from MKP, but I tend to look forward to Enfilade! as the time I replace and replenish my collection. I also bought a resin command post model for 28mm WW2 gaming. It's a model of the command posts emplaced on Tarawa by the Japanese. I knew MKP had the model and didn't find it last year, so I was happy to see one available.
- Rules. In addition to the books, Gary Williams had some old rule booklets for sale at $1.00 a piece. I picked up a copy of All for One, which is a sword-fighting game for the Three Musketeers, along with a scenario booklet for All for One. The rules and the scenarios were produced for use with the Redoubt Enterprises Three Musketeers range. I also picked up a copy of Tabletop Games' Sword and Pistol Renaissance skirmish rules.
- More rules. Dave Schueler spoke well of Two Hour Wargames' Hell Hath No Fury rules for tank v. tank games, so I bought a copy from Ed Teixeira. Ed ran a game on Saturday morning (while I was driving there), which went well. I have a lot of unpainted 15mm WW2, so I don't have to buy any new figures for it (just paint 'em).
Other than that, I stayed pretty good. There was nothing tempting me at the bring and buy. I might have picked up some Pulp Figures from Bob Murch on Sunday. He came down from Canada to sell his figures, but he appears to have left Saturday night.
Ex Stuff
I finally sold my 28mm 3rd c. Romans. Thus passes on a project started a decade back. I also sold my unpainted Romans and Sassanids. A lot of what I thought were bits and pieces sold as well. In the end, I did quite well and cleared a lot of shelf and closet space.
I also sold off my Field of Glory Ancients and Renaissance rules and all my army lists. I sold the two painted armies I had last year. They took a lot of shelf space.
Divesting myself of old projects and unwanted toys, books, games is cathartic. So far, no pangs of regret. One thing I didn't manage to sell was my copy of Terry Gore's Medieval Warfare rules. I bought them years ago for a small fortune and never managed to play a game with them. There was another copy for sale at the bring and buy and Kevin mentioned that he almost brought his copy to sell. There is apparently no market for these rules.
I also sold off my Field of Glory Ancients and Renaissance rules and all my army lists. I sold the two painted armies I had last year. They took a lot of shelf space.
Divesting myself of old projects and unwanted toys, books, games is cathartic. So far, no pangs of regret. One thing I didn't manage to sell was my copy of Terry Gore's Medieval Warfare rules. I bought them years ago for a small fortune and never managed to play a game with them. There was another copy for sale at the bring and buy and Kevin mentioned that he almost brought his copy to sell. There is apparently no market for these rules.
Serendipitous Encounters
Ed Teixeira of Two Hour Wargames was at the convention. He used to be one of our stalwarts up here until he moved to Arizona. I have been looking for some betting rules to use with my gladiators and faux Roman coins (the best damn faux Roman coins ever). I was discussing it with Dave Schueler when Ed walks in. He has something. I'll have to email him to get it...
Lost Tribes Update
The fabled lost tribesmen of NHMGS gathered at The Panzer Depot in Kirkland on Saturday. Eschewing Enfilade!, they played an 1814 Napoleonic War scenario instead, using the Black Powder rules. John posted an account of it on his blog.
Labels:
conventions
Saturday, May 16, 2015
And Beyonder...
I finished my first Algoryn AI squad for Beyond the Gates of Antares (BTGOA) last night. I dallied on them for some time, but finished them quickly. A lot of the dallying was really dithering about what colors to paint them, etc. Now, having completed a squad, the color choices are pretty much baked. I hope that productivity will increase.
| Body armor | Vallejo Game Color Steel Grey (72102) |
| Chest, Shoulder, Knees | Vallejo Model Color Brass (801) |
| Weapons | Vallejo Model Color Gunmetal Grey (70863) |
| Weapons Detail | Vallejo Game Color Hammered Copper (72059) |
| Body Armor Cables | Vallejo Model Color Oily Steel (865) |
I dry-brushed two shades of highlight on the body armor and then dry-brushed a slight bit of silver to give the effect of wear. Once the main painting and shading was done, I applied an overall glaze of approximately one part of Vallejo Game Ink Black (72094) mixed with 10 parts of Liquitex Matte Medium and thinned with maybe 3 parts water. (Honestly, I just guessed about the glaze mix and was happy to see it turn out so well.)
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| The boys in steel gray |
The bases are 1 1/4" metal washers. I used plastic sheet cut into 1" diameter pieces to cover the hole in the washer, then glued the figures on that. I applied Elmer's wood putty over that. After it dried, I sanded and smoothed it, then I applied some glue and sprinkled some model railroad ballast on it. I did all this before primering the figures so I'd have the same white substrate. I applied a heavy wash of Vallejo Model Air Mud Brown (71037). The texture of the base is perfect for this kind of thing. There's no highlighting or dry-brushing needed to finish it. I applied some splotchy bits of Woodland Scenics Earth blended turf and finished off with some tufts of Army Painter Battlefields Wasteland Tufts.
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| Basic bases |
The left shoulder plate has a raised symbol thingy on it. I figure this will make for a good squad designation. At first I thought I'd paint the shoulder plates a different color for each squad, but the symbol thingy works as well and is less obtrusive. For this squad, I used the same Hammered Copper as the weapons highlights. Future squads will have silver, gold, metallic blue, metallic green, etc.
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| First squaddies |
The detail on the figures is pretty crisp and rewards a wash technique. The figures looked pretty good before the wash, but the detail really popped afterwards.
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| Back of Beyond the Gates of Antares |
I'm pretty chuffed with how this first squad turned out. The figures are very nice, even though I did have one with some casting flaws, it's hard to tell after it's been painted. The AI squad figures come as solid castings with just the heads separate. Two of them are bare-headed (no helmet) so you can see the genetically mutated heads of the Algoryns. I figure that the race is evolved from a 20th/21st c. politician named Algor.
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| Progenitor of his race |
I stopped by The Panzer Depot after mass and breakfast today and picked up another AI squad, a command team, and a light mag weapon (basically a BTGOA version of a MMG). I hope ("hope" being the operative word here) to get these new figures done quickly. The prep takes a while, but once started, the colors go on pretty fast and furious. As soon as they're done, we'll get a game going at The Panzer Depot.
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