Tuesday, August 27, 2013
I'm Gonna Get Medieval...
I've kicked around the idea of Medieval wargaming for a long time, but never really saw the vision all the way through. Of course, there's no guarantee that I will do that now and I have a lot of irons in the fire already. I'm just in the mood to kick the idea around again.
There are always two main considerations when I think about gaming a period: rules and figures. For Medieval wargaming, I've spent plenty of time fiddling around with both.
Rules
A long while back, I wrote a late Medieval variant for the Pig Wars Dark Age skirmish rules. They are available in the Pig Wars LMV folder in the Files section of the Pig Warriors Yahoo! group. Browsing them recently, I recall how much I liked Pig Wars and I still like some of the ideas I had for expanding them to this era. These aren't seriously in contention, though. I think I've only played them myself a couple times using Kevin Smyth's figures. My own figures are partially done and have been so since 2005, I think.
My immediate impulse for Medieval wargaming has come after browsing through a set of rules from 1977 called Gen D'Armes written by NHMGS' own Dick Larsen along with Warren Lee (of whom I know nothing) who formed a company called Tin Heroes Productions. I found my copy about five years ago at Dragonflight. I really didn't think about them much at the time, being more interested in them because they were authored by someone I knew. Looking through them now, I like a lot of the ideas and am leaning heavily in their favor.
Another possible contender is Neil Thomas' Ancient & Medieval Wargaming. These rules are a curiosity. Most miniature gamers I know around here have never heard of them or of Neil Thomas. My friend Rick mentioned them to me once some years ago and I had to confess my own ignorance. However, the rules have something of a cult following and a Yahoo! group of their own, AMWGroup. The rules were published in 2007 and are one of a few rules books written by Thomas. They're pretty simple and use mechanics you'd likely be very familiar with from other systems; they're rather Featherstonian in style. The rules are pretty straightforward; much of the book being a lot of "blah blah blah." (I don't mean that to be insulting, I write "blah blah blah" reflexively—as you can tell from this post.) If you boil down to just the rules, especially if it's just the Medieval section, it's probably a few pages and some charts.
Now, the real kicker about Ancient & Medieval Wargaming is that it's out of print and the available used copies are selling for prices that eclipse the GDP of some small countries. That's just crazy. I got a Kindle version for $15.49 on Amazon.com, although the tables are much distorted. It's a problem with ePub books. These are simple tables, though, so reconstructing them wouldn't prove to be too difficult.
There are ever so many more sets of Medieval rules that are just out of contention because the systems are too elaborate. I want something that's quick to play, doesn't require thousands or even hundreds of figures, and makes the most of the figures used. (I just don't get the appeal of rules that require you to have big units with 20-40 figures, but would play just the same if your units were blocks of wood.)
At this point is comes down to one of two: Gen D'Armes or Ancient & Medieval Wargaming.
Units in Ancient & Medieval Wargaming always comprise four stands. The number of figures per stand varies depending on the unit type, but they are solely representative. The stand is what counts. This is true as well with Gen D'Armes, which uses two-figure stands for foot and single-figure stands for mounted. However, unit sizes in Gen D'Armes can vary from a maximum of 16 stands (32 figures) down to one stand (1-2 figures).
In both sets of rules, stands are removed after a specific number of hits are taken. In Ancient & Medieval Wargaming, the number of hits is always four. In Gen D'Armes, the number of hits varies from two (peasants) to six (extra heavy foot, i.e., dismounted knights).
Combat in Ancient & Medieval Wargaming uses a consistent mechanism of a number of D6 per base, which varies by unit type. Gen D'Armes uses multiple D6 for shooting (one per stand), but uses melee values per stand for combat that are summed for each unit, multiplied by the result of an average die, and compared to get a result.
Each has a few other bells and whistles. Gen D'Armes has exploding hand cannons—and for exciting game play, you can't beat that with stick. I also have a better feel that Gen D'Armes can fill the late Medieval/early Renaissance gap better than Ancient & Medieval Wargaming. Gen D'Armes has rules for the arquebus (i.e., non-exploding hand cannons) and would probably do well for small actions in the beginning part of the Italian Wars.
Gen D'Armes is also less formalized. As I mentioned, Ancient & Medieval Wargaming uses four stands per unit (except artillery, which is a single stand). Gen D'Armes has a points list for play balance, but there are no set army lists. You're allowed to figure those out on your own by doing things like reading.
I think it's pretty clear which direction I'm going for rules.
Figures
There is no debate here. I'll use Old Glory. I already have a stock of unpainted lead. I have some figures started. I have some figures that are actually painted. Old Glory makes a wide range of medieval types and they're cheap—especially if you're in the Old Glory Army.
Next Steps
The question now is "whither the project" or "wither the project." I have the rules. I have the figures. It's just a matter of painting and mounting, which I can do at a steady pace until I've got something to game with. I will not attempt painting museum pieces. These are Old Glory, after all.
Labels:
medieval wargaming,
miniature wargames
Friday, August 16, 2013
Dragonflown
I spent the last weekend spottily attending the Dragonflight 2013 convention in Bellevue, WA. I've been a few times before, mostly to check out the miniatures scene, which is minimal. Dragonflight is primarily a boardgame and RPG convention. The latter just doesn't draw me in, but I am an aficionado of boardgames in general and of hex 'n' counter wargames in particular. So, early this year I pre-registered for Dragonflight and set myself to go and focus on the wargames opportunities.
I, Infidel
My first game (on Friday) was the Ascalon scenario from GMT's Infidel. This is the second game in GMT's Men of Iron series. I have the first game in the series, which I quite like. The game sequence uses a variable bound approach where a player activates a command and, after completing movement and combat for that command, can go on to activate another command and so on as long as they remain successful. I've resisted purchasing Infidel, but now that I've played it, I'm re-thinking that resistance. I have to admit up front that I played the Fatimids and got completely slaughtered by my opponent, Ken Cassidy. Ken played the crusaders and his knights just ate my lunch. Obviously I made mistakes, but in my own defense I have to state that Ken got five activations in a row right at the start. At several other points he got multiple consecutive activations, while I typically got only my free activation after Ken, rarely, lost an new activation attempt. Nevertheless, I thought it was a good game and the Men of Iron system plays very well and fluidly--even when you're just sitting there watching Godfrey de Bouillon mercilessly slaughter your elite Mamelukes.
Rob Bottos from Vancouver ran the Men of Iron event, which featured other players tackling the Bannockburn scenario from the original 2005 release Men of Iron. There was a possibility of playing a playtest version of the upcoming Blood & Roses. I've been a dilettante student of the Wars of the Roses since reading my father's copy of Winston Churchill's The Birth of Britain way, way back when. Instead, we played the Infidel scenario. I need to trouble Ralph Shelton, who helped run the Men of Iron event and was the producer for Infidel, for a Blood & Roses playtest opportunity. The game is scheduled for release in 2014 and I'm eager to give it a shot before then.
Men who shop
The rest of Friday was spent connecting with gamers and browsing the dealers. Since wargaming is a minority presence at Dragonflight, most of the wares brought by the vendors for sale were Eurogames, RPGs, and such. In my wanderings, however, I ran across the Greenlake Games booth and discovered IRONDIE.
Saturday, The War that Wasn't
I connected with Jeff Newell on Friday and arranged to play Lock 'n' Load Games' World at War series on Saturday. I ran across this series a few years back and it became an instant favorite. I used to play SPI's MechWar '77 back in the day (i.e., the 1970s) and this is an elegant upgrade to the Cold War hypothetical wargame. The game system is very playable and smooth.
We played two scenarios with me as the Commies both times. Jeff, being a former Army tanker, has an aversion to playing Ivan, which I was happy to indulge. Russian armor dies off like flies, but, like flies, there just seems to be a lot. It's a bit heady to set up a game with stacks of armor against a few platoons of Abrams tanks--even if by the end of turn 2 there are many fewer stacks of Russian armor and the Abrams are still there ready to knock you silly again on turn 3.
The first game was a small five-turn scenario from, I think, the World at War Compendium. It turned out to be a pretty tight game, which I might have won if I hadn't stuck my chin out by advancing my T-62s into a victory hex (one of three hamlets that the NATO player had to hold) while an Abrams had a bead on it.
Game two was scenario 1 from Eisenbach Gap, the first game in the series. I've played this before with disastrous results and I was eager to see if I could do better. I did, even though I didn't win. I was able to use my smoke and artillery to better effect and managed to take the larger of the two towns required for victory, knocking out a good bit of Team Yankee as I did. However, Jeff retained a nice kill-stack in the remaining town that I couldn't get to. The game board was littered with wrecks from both sides. Given the high death rate of the T-72, I call the result a morale victory.
I already had three of the games in the series (Eisenbach Gap, Blood and Bridges, The Untold Stories), but I was so inspired after Saturday's games that I ordered another three (Death of the 1st Panzer, Paris is Burning, World at War Compendium), two of which have already arrived in the mail (quick service!). I have a lot of counters to trim...
Gadgets and Gamers
One big advantage to attending Dragonflight was connecting with area gamers. Being a miniatures gamer, I'm not plugged into the board gaming community. There is less crossover than I would have thought.
I was able to get information about other events held in the Pacific Northwest that focus more on hex 'n' counter wargames. Rob Bottos runs Bottoscon in Vancouver, BC (Surrey, actually) in November. It's been going on for seven years and pulls in a lot of people. Jeff Newell runs Game ON! in Issaquah, WA in February. Game ON! features a lot of World at War play. I joined the Bottoscon Yahoo! group and am hoping to get connected with a regular, i.e., weekly or bi-weekly, gaming opportunity. I have a lot of games that need playing.
The hard-core gamers use large tweezers to manipulate their counter stacks. It looks pretty geeky, but when you've got stacks of counters in close proximity, it's pretty easy for fat-fingered gamers to knock everything asunder while attempting to move their pieces. The tweezers help. I haven't succumbed to lure of big tweezers yet, but Jeff Newell pulled out a gadget that got my attention. Behold the wonderous vacuum pen:
Using this wee suction device, you can easily pick up counters amidst the densest stack of cardboard heroes. I was so impressed, I whipped out my iPhone, searched the interwebs for a vacuum pen, found one on Amazon.com for $5.99 and ordered two. They arrived in the mail on Wednesday. O brave new world that has such technology in't!
I've also ordered more counter trays from Chessex and GMT. This assumes that I will follow up my new game purchases with the energy of actually trimming out hundreds of counters.
Even though I didn't spend a lot of time at Dragonflight, the experience was rewarding and I will attend next year and run an event of my own.
Labels:
board games,
conventions
Sunday, June 9, 2013
Wasser oder Todt!
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| Two squads, supported by an MG and a 2-pounder, defend the oasis |
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| Oasis manned and ready! |
Facing us were 12 squads of Afrika Korps panzergrenadiers, supported by MGs, mortars, a 75mm light IG, and three tanks: a Pz IVD, a PZ IIIL, and a redoubtable Italian ally in an M13/40 medium light tank. The Axis players were Phil Bardsley, Doc Marshall, Jerry Tyer, and Bill Stewart.
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| Thin, yet amazingly indestructible, steel |
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| The panzergrenadiers of the German center advance towards the oasis |
Bill opened up on my MG and knocked out two of the three crew. My MG would remain useless until Bill finally took out the remaining crewman a few turns later.
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| Panzer vor! |
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| Wounded 2-pounder still facing off the thirsty Germans |
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| Throwing dust |
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| High-water mark for the Pz IV |
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| Convenient use of missed artillery shots |
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| Mark's tommies man the wall |
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| Self-propelled coffin—or not |
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| Dick's dune buggies go into action |
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| DAK closing in on the few remaining defenders |
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| The wall changes sides |
Bill began shifting his infantry towards Dick's commandos and the exposed section of the oasis.
By now the effectiveness of my mortar was starting to urk Hauptmann Stewart who started shooting everything he had at my intrepid spotter, Lt. Kevlar.
But the lieutenant would not be dismayed. Although he hit several times, Bill couldn't get a damage result and I was consistently able to pass my orders tests. As a result of a F.U.B.A.R. roll, the remnants of my lone squad still holding the oasis panicked, turned about, and expertly performed the tactical maneuver of close-order buggering off in quick-time.
This temporarily left Lt. Kevlar as the sole defender of the oasis, still calling down mortar fire on Hitler's minions. But a sticky end for him was looking ever more likely.
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| More convenient artillery-made craters for the Afrika Korps |
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| Lt. Kevlar, MC, DSO, VC (post.) |
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| Sauve qui peut! |
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| Closing in |
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| Richard's tank and troops moving to reinforce the oasis |
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| Bren scout carrier charges in to bounce its Boys AT rifle shots off the M13/40's sides |
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| Chaaaaaaaarge! |
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| Nazis occupy the last post of heroic Lt. Kevlar, but reinforcements secure the oasis: no water for Fritz! |
This was our first game with a significant number of tanks and the debut of Phil's little Axis armored corps. All but one tank survived the game. The 2-pounder, which I didn't think would last the first turn, survived the game. It never knocked out a single tank, but it contributed its share of pin results against Phil's Pz IV and the indestructible M13/40.
Mentioned in dispatches and awarded a posthumous VC was Lt. Kevlar, Bill's bête noire.
Labels:
Bolt Action,
Skirmish games,
WW2
Monday, May 27, 2013
Enfilade! 2013
I arrived home from Olympia yesterday afternoon and crashed (after feeding the demanding cats, of course). Another Enfilade! has come and gone and I'm in recovery.
I took the week off, as I have done many times in the past. The goal of the week is spring cleaning around the house (not much accomplished there) and prep for Enfilade (again...). I always have more ambition than my efforts can support.
This year I originally planned to run just two games of my Row Well and Live! rules. I got another six heptiremes from Xyston last fall and planned on adding them to a game featuring a lot of big Hellenistic super-ships. Alas, by Wednesday night I had managed to clean and partially assemble the models and gave up all expectation of getting them done in time. I decided I would just use the ships I have already (about 20) and build the big ships later.
The urgent pre-convention calls from the events coordinator for MORE GAMES led me to plan on running a Silent Death game on Friday afternoon. However, I had no Silent Death ships painted. I ordered some from Metal Express, which took a very long time to arrive. Most of the last week was spent painting Silent Death ships and wee torpedo models for the game. In fact, I was still painting torpedoes at 3:30 AM on the first day of the convention.
I also wound up getting psyched to participate in a Bolt Action tournament that would be held at the convention on Sunday. I planned to run a 1000 point force of late-war US Marines. This was coincidental to the fact that I have been painting Marines for our regular gaming, so I had a good head start, but I still needed a few more units for the tournament force I would run. I spent a lot of effort getting things completed for our last Bolt Action game—time I might have spent painting heptiremes or Silent Death ships. As it turned out, I bailed from the tournament a week before the convention so that relieved me of having to paint more Marines before the convention.
Day 1
As I mentioned above, the first day of the convention started at 3:30 AM when I got up to feed the cats and continue working on my Silent Death ships that I needed for the game I would run 11 hours later. I had gone to bed earlier that same morning (12:30 AM). Thanks to the miracle of coffee, I was pretty well primed. I also had some house cleaning to complete so my cat-sitter wouldn't think I was completely feral (my week-off-from-work goal of deep-cleaning the house having gone by the wayside).
I finally left the house by 10:00 and headed first to Kinko's to get a couple copies of my Row Well and Live! rules printed and spiral bound. After getting more coffee from the espresso stand outside Kinko's, I was off to Olympia. It's about a 90 minute drive from Lynnwood if the traffic is good. Just south of Fort Lewis (a.k.a. Joint Base Lewis McChord), I had to pull off the road to keep from falling asleep at the wheel, an inauspicious event in light of the fact that I had two games to run before going to bed that night.
Silent Death
Silent Death was the first game I ran from 2:00 to 6:00 PM. I had a full contingent with a handful of nostalgic former SD players. I hadn't played in years, but everything went well and I had a chance to run my favorite (mostly mediocre) ship, the Epping.
Our side took crippling losses right off the bat. I was off to the side with Dale Mickel's two Hammers mixing it up with Mark Serafin's two Sorenson IVs. We eventually took care of Mark, but our ships on the other end were facing a Betafortress and a couple Nighthawks, nasty ships—especially against little fighters like Blizzards.
By the fourth or fifth turn, It was just Dale and me left to face the little-damaged victorious enemy. I decided on a death ride through the mass of them. Fired at by blattguns, plaz cannons, torpedoes, and all kinds of what-not, I managed to avoid sure destruction for two more turns while dealing out misery to my tormentors. The Epping is a spacefaring missile battery and I put the hurt on the two Nighthawks.
Nevetherless, they got me in the end. I was one hex from exiting the board when I blew up. Dale lost one of his Hammers, but got the other one off the board. The sole survivor, like Jason McCord in the TV show Branded. ("All but one man died...There at Bitter Creek...and they say he ran away...")
Row Well and Live!
Game two started at 7:00 and ran until 11:00. By this time I was nearly incoherent—more so than normally. I had eight players and 13 ships in the game.
Being in a sleep-deprived state, I recall very little of the game except that Henry Thompson, with two little hemiolas, took on the world and managed to survive, although he caught fire a time or two.
There was one fateful ramming attack, which was fortunate because I didn't manage to finish painting the other nine ship wrecks that I have.
Gamers are a curious species. They always do what you least expect and the result of the game left me needing to rethink some aspects of my rules. Overall, the game went well and I think the players had a good time.
By 11:30 I was in a nice king bed with a pillow-top mattress. I have never slept better in my life.
Day 2
Day two started at 7:00 AM. When I first awoke, I moved cautiously in the the bed so as not to disturb the cats lying all around me—but then I realized where I was. Cat wariness is a hard thing to just abandon.
My only scheduled event was another Row Well and Live! game at 7:00 PM, so I had the bulk of the day to wander, talk, shop, and have lunch with Phil Bardsley and Kevin Smyth in the hotel restaurant.
There were several interesting games. Chris Leach from White Rock B.C. put on an impressive Zulu game using his soon to be released rules Battles for Empire II. Tom Condon, who played in my Row Well and Live! game the night before was running an ancient naval game using his own Galleys & Glory rules. There was also an impressive game of the battle for Crete using Bolt Action rules.
Dave Schueler ran an event using his War of 1812 adaptation of the Sail & Steam Navies ACW naval rules. In the 2:00 period, he and Kevin Smyth ran their Sink the Tirpitz game, which resulted in a win for the Fleet Air Arm.
Shopping
There are things I usually only buy at Enfilade. My initial shopping netted me a Company B T-35 and LVT(A)1 Alligator. I also got a Type 94 tankette a bit later. That's a lot of tanks to paint.
I had a bit of serendipity in the much overloaded bring & buy. I found a bag of 28mm Crusader Miniatures WW2 Russians, all cleaned and mounted on Canadian nickels. The cost was roughly half price—not including the $1.83 rebate from the nickels (after conversion). I've been planning on painting Russians for Bolt Action, so this is a nice kick-start to the project. I already have some Crusader Russians and this extends it to a full platoon.
Wizard Kraft was there with some new dry riverbed pieces. I picked up a few of those to use with the river sets I bought years ago as well as some new swamp pieces. Wizard Kraft keeps getting better and offering new, interesting stuff.
I also picked up some resin terrain from Monday Knight Productions. MKP casts some Company B terrain products and I got five Japanese earth bunkers that will look very nice when they're painted and flocked. MKP also had some very nice bridges that were designed and mastered by Sven Lugar. I saw his painted versions in the Saga tournament he was running. He pointed me to MKP and I got two of them. They're a nice rustic foot bridge suitable for Dark Ages to WW2 (and beyond), although I shan't try to drive a T-35 over one.
Row Well and Live Game 2
The second RWAL game had fewer people so I was able to run a few ships (ingloriously) myself. This game saw some intense bow-to-bow ramming, which of course provided more thoughts about rules changes. The bows-on ram left both ships taking on a lot of water, but also going at each other like the Kilkenny cats. I must admit that it's a glitch in the rules that one player, whose ship was sinking, nevertheless attempted to keep ramming. He ultimately boarded the bigger ship and captured it, even though it, too, was bound for Davey Jones'. There will be changes...
Product of Scotland
The day ended (and actually the new one began) imbibing scotch in Gary Pomeryq's room (the "q" is silent). This is a new tradition that conflicts with the old tradition of drinking beer with the Canadians. We were all Americans in the scotch crowd except for one Canadian defector (Doug Hamm). I was well oiled by the time I went to bed at 3:00 AM.
Day 3
With nothing scheduled for Day 3, I got up around 7:00 feeling very cotton mouthed, showered and went to breakfast, where I met Doug Hamm. We chatted about my galley rules (he played the role of Henry Thompson in game 2) and I ran by some of my ideas. After breakfast I roamed the convention floor a while and then packed up my belongings and checked out of the hotel. After a little while more, I said my good byes and headed home at 11:00 AM.
The trip home was a little like the trip down. I was very sleepy at the midway point, but kept at it. I reached home without falling asleep and would have crashed immediately if the cats hadn't beset me on arrival wanting to be fed.
Home Fires
While I was at Enfilade! Phil Bardsley's wife Karen took care of my cats. Grendel was predictably pushy, Maebh was surprisingly friendly, and Rhiannon was sure that evil had come to town. She hid under the bed (her safe haven from whatever befalls) when Karen came in and had to be fed up there since she wouldn't come out even for food.
After feeding the cats when I came home, I sat down and leaned back in my recliner; I awoke some time later under a pile of cats, who were no doubt happy to have their warm-blooded furniture back where he belonged.
It was a good Enfilade! I wish I'd rested more beforehand and wish even more that I'd arranged to take the next four days off as well. Maybe I could deep clean the house like I'd intended.
I took the week off, as I have done many times in the past. The goal of the week is spring cleaning around the house (not much accomplished there) and prep for Enfilade (again...). I always have more ambition than my efforts can support.
This year I originally planned to run just two games of my Row Well and Live! rules. I got another six heptiremes from Xyston last fall and planned on adding them to a game featuring a lot of big Hellenistic super-ships. Alas, by Wednesday night I had managed to clean and partially assemble the models and gave up all expectation of getting them done in time. I decided I would just use the ships I have already (about 20) and build the big ships later.
The urgent pre-convention calls from the events coordinator for MORE GAMES led me to plan on running a Silent Death game on Friday afternoon. However, I had no Silent Death ships painted. I ordered some from Metal Express, which took a very long time to arrive. Most of the last week was spent painting Silent Death ships and wee torpedo models for the game. In fact, I was still painting torpedoes at 3:30 AM on the first day of the convention.
I also wound up getting psyched to participate in a Bolt Action tournament that would be held at the convention on Sunday. I planned to run a 1000 point force of late-war US Marines. This was coincidental to the fact that I have been painting Marines for our regular gaming, so I had a good head start, but I still needed a few more units for the tournament force I would run. I spent a lot of effort getting things completed for our last Bolt Action game—time I might have spent painting heptiremes or Silent Death ships. As it turned out, I bailed from the tournament a week before the convention so that relieved me of having to paint more Marines before the convention.
Day 1
As I mentioned above, the first day of the convention started at 3:30 AM when I got up to feed the cats and continue working on my Silent Death ships that I needed for the game I would run 11 hours later. I had gone to bed earlier that same morning (12:30 AM). Thanks to the miracle of coffee, I was pretty well primed. I also had some house cleaning to complete so my cat-sitter wouldn't think I was completely feral (my week-off-from-work goal of deep-cleaning the house having gone by the wayside).
I finally left the house by 10:00 and headed first to Kinko's to get a couple copies of my Row Well and Live! rules printed and spiral bound. After getting more coffee from the espresso stand outside Kinko's, I was off to Olympia. It's about a 90 minute drive from Lynnwood if the traffic is good. Just south of Fort Lewis (a.k.a. Joint Base Lewis McChord), I had to pull off the road to keep from falling asleep at the wheel, an inauspicious event in light of the fact that I had two games to run before going to bed that night.
Silent Death
Silent Death was the first game I ran from 2:00 to 6:00 PM. I had a full contingent with a handful of nostalgic former SD players. I hadn't played in years, but everything went well and I had a chance to run my favorite (mostly mediocre) ship, the Epping.
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| The good ship Epping, scourge of the outer void |
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| Torpedoes about to rendezvous with Mark's Sorenson |
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| The death ride begins with much nastiness ahead |
Row Well and Live!
Game two started at 7:00 and ran until 11:00. By this time I was nearly incoherent—more so than normally. I had eight players and 13 ships in the game.
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| Into the narrow waters... |
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| The squadrons mix it up |
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| Something's burning... |
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| Fire and Flotsam |
By 11:30 I was in a nice king bed with a pillow-top mattress. I have never slept better in my life.
Day 2
Day two started at 7:00 AM. When I first awoke, I moved cautiously in the the bed so as not to disturb the cats lying all around me—but then I realized where I was. Cat wariness is a hard thing to just abandon.
My only scheduled event was another Row Well and Live! game at 7:00 PM, so I had the bulk of the day to wander, talk, shop, and have lunch with Phil Bardsley and Kevin Smyth in the hotel restaurant.
There were several interesting games. Chris Leach from White Rock B.C. put on an impressive Zulu game using his soon to be released rules Battles for Empire II. Tom Condon, who played in my Row Well and Live! game the night before was running an ancient naval game using his own Galleys & Glory rules. There was also an impressive game of the battle for Crete using Bolt Action rules.
Dave Schueler ran an event using his War of 1812 adaptation of the Sail & Steam Navies ACW naval rules. In the 2:00 period, he and Kevin Smyth ran their Sink the Tirpitz game, which resulted in a win for the Fleet Air Arm.
Shopping
There are things I usually only buy at Enfilade. My initial shopping netted me a Company B T-35 and LVT(A)1 Alligator. I also got a Type 94 tankette a bit later. That's a lot of tanks to paint.
I had a bit of serendipity in the much overloaded bring & buy. I found a bag of 28mm Crusader Miniatures WW2 Russians, all cleaned and mounted on Canadian nickels. The cost was roughly half price—not including the $1.83 rebate from the nickels (after conversion). I've been planning on painting Russians for Bolt Action, so this is a nice kick-start to the project. I already have some Crusader Russians and this extends it to a full platoon.
Wizard Kraft was there with some new dry riverbed pieces. I picked up a few of those to use with the river sets I bought years ago as well as some new swamp pieces. Wizard Kraft keeps getting better and offering new, interesting stuff.
I also picked up some resin terrain from Monday Knight Productions. MKP casts some Company B terrain products and I got five Japanese earth bunkers that will look very nice when they're painted and flocked. MKP also had some very nice bridges that were designed and mastered by Sven Lugar. I saw his painted versions in the Saga tournament he was running. He pointed me to MKP and I got two of them. They're a nice rustic foot bridge suitable for Dark Ages to WW2 (and beyond), although I shan't try to drive a T-35 over one.
Row Well and Live Game 2
The second RWAL game had fewer people so I was able to run a few ships (ingloriously) myself. This game saw some intense bow-to-bow ramming, which of course provided more thoughts about rules changes. The bows-on ram left both ships taking on a lot of water, but also going at each other like the Kilkenny cats. I must admit that it's a glitch in the rules that one player, whose ship was sinking, nevertheless attempted to keep ramming. He ultimately boarded the bigger ship and captured it, even though it, too, was bound for Davey Jones'. There will be changes...
Product of Scotland
The day ended (and actually the new one began) imbibing scotch in Gary Pomeryq's room (the "q" is silent). This is a new tradition that conflicts with the old tradition of drinking beer with the Canadians. We were all Americans in the scotch crowd except for one Canadian defector (Doug Hamm). I was well oiled by the time I went to bed at 3:00 AM.
Day 3
With nothing scheduled for Day 3, I got up around 7:00 feeling very cotton mouthed, showered and went to breakfast, where I met Doug Hamm. We chatted about my galley rules (he played the role of Henry Thompson in game 2) and I ran by some of my ideas. After breakfast I roamed the convention floor a while and then packed up my belongings and checked out of the hotel. After a little while more, I said my good byes and headed home at 11:00 AM.
The trip home was a little like the trip down. I was very sleepy at the midway point, but kept at it. I reached home without falling asleep and would have crashed immediately if the cats hadn't beset me on arrival wanting to be fed.
Home Fires
While I was at Enfilade! Phil Bardsley's wife Karen took care of my cats. Grendel was predictably pushy, Maebh was surprisingly friendly, and Rhiannon was sure that evil had come to town. She hid under the bed (her safe haven from whatever befalls) when Karen came in and had to be fed up there since she wouldn't come out even for food.
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| Is it safe to eat? |
It was a good Enfilade! I wish I'd rested more beforehand and wish even more that I'd arranged to take the next four days off as well. Maybe I could deep clean the house like I'd intended.
Labels:
cats,
conventions,
Row Well,
rules writing
Monday, May 20, 2013
Bolt Action: Gung Ho in the PTO!
We played our second Bolt Action game set in the Pacific on Saturday at The Panzer Depot in Kirkland, WA. By now our forces have grown a bit more. The Americans were all Marines now and the Japanese had a bolstered anti-tank force.
Mike Lombardi, Lewis Dorrington (a new player from the UK), and I played the Marine foot-sloggers. Phil "Blood 'n' Guts" Bardsley ran the Marine tanks. The Japanese were Dick Larsen and Jerry Tyer.
The scenario was a bunker-busting mission. The Japanese had two reinforced platoons plus four bunkers. I wasn't sure how much the bunkers would be a force multiplier for the Japanese. In the end, they were less trouble to take out, although it took the Marines until the very last turn to do it. The Marines had eight squads plus supports (bazookas, flamethrowers, a mortar, and a 75mm pack howitzer). They also had two tanks: an M4A3 Sherman and an M3A3 Stuart.
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| A nasty bit of concrete awaiting the Marines |
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| Knee mortar in support of another MG bunker |
Turn 1 was a lot of moving into place for the Marines with the Japanese shooting at everything that moved. Phil and Lewis had the Marine right flank.
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| An M3A3 goes into action supported by Marine infantry |
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| Mike's Marines providing fire support |
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| Marines moving into the woods |
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| Phil's Sherman on the line between the Marine center and right |
The Marine advance took it's hardest hit when Dick's wee 37mm AT gun got a shot on the Sherman's side armor and knocked it out.
In a lucky mid-game move, I advanced my flamethrower team into position at the end of the turn hoping that I would get the first order cube in the draw. I did and whooshed Jerry's Japanese squad in the woods.
The Japanese took four casualties and two pins, but then they failed their moral test and were removed. However, the flamethrower team failed its roll to see if it retained enough fuel and had to be removed as well. Nevertheless, an advance route with decent defilade was now open.
On the Marine's right flank, Lewis and Phil were making steady progress.
Jerry moved a squad forward to counter them and a firefight ensued.
Up until this point, Phil had been using his Stuart's main gun to attempt to knock out the Japanese bunker or the other Type 1 AT gun that was shooting at him. At some point it dawned on him that 1) shooting at the bunker was a waste of a Fire order, and 2) the three MGs on his tank were a much more formidable weapon against infantry and guns. Throwing 12 dice to hit was so much better than throwing 1 to hit and then having a possible maximum of 2 casualties from the HE effect of the 37mm. Jerry's squad soon disappeared in a .30 caliber hailstorm.
After finding it to be in a useless position, I moved my 75mm pack howitzer to a position in the woods.
It took a few vital turns to accomplish, but it turned out to be ineffective at shooting. It did, however, serve as a magnet for Japanese fire. Mortar, sniper, and small arms fire rained down on the gun with very minor effect. The gun took one casualty and a few pins (which it succeeded in rolling off pretty consistently) and stayed in the fight.
Although it looked dicey for the Marines in the first few turned, things seemed suddenly to turn. Their fire slackened markedly—not in volume at first, but rather in effect. My pack howitzer wasn't the only Marine unit with a charmed life. Shot after shot either failed to hit or did nothing apart from pinning. The only Marine units lost were one of my squads that imprudently advanced too far and failed a critical morale check and the aforementioned Sherman taken out by Dead-Eye Dick from across the table.
Once the Japanese started taking serious losses, the Marines had nothing to stop them and we quickly took the bunkers on turns 5 and 6.
Lewis took the first bunker with an assault from the rear.
Later in the turn, Mike got his flamethrower team into position and whooshed the occupants.
The big bunker in the center was lost when the MG unit inside failed a morale check. The game came to an end on turn 6 when one of my squads managed to run up and successfully assault the last Japanese bunker from the rear.
Post mortem
As I mentioned above, despite about 50 units on the board, the turns went quickly and we finished six turns in about 3 hours of play. Bolt Action is an easy game and as the number of units decrease through losses, the pace picks up significantly.
I made all the units regular, the Japanese still seem to be much outgunned by the Marines. I didn't base the scenario on points, but I had more expectation that the bunkers would be a tougher nut to crack. Instead, after the Marines shot away the supporting units, they were free to pretty much walk in and take the bunkers with little effort.
There were no banzai charges, which might have had a good effect. There were a few occasions where the Japanese infantry had racked up a lot of pins, but could have taken advantage of the banzai rule to charge into combat anyway (and remove all their pins if they make contact).
The hero of the game (and one of the few Japanese units to survive to game's end) was Dick's 37mm Type 1 AT gun that took out the Sherman with a long shot.
The figures used in the game were painted by Bill Stewart (Japanese), Mike Lombardi (Marines), Jerry Tyer (Marines), Phil Bardsley (M3A3), and me (Japanese and Marines).
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| Just a pea shooter... |
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| ...but effective nevertheless! |
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| WHOOSH! |
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| Advancing into the recently cooked woods |
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| The Stuart crosses the bridge |
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| Japanese in position to counter the Marines' advance |
After finding it to be in a useless position, I moved my 75mm pack howitzer to a position in the woods.
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| Ready to move through the trees to a support position |
Although it looked dicey for the Marines in the first few turned, things seemed suddenly to turn. Their fire slackened markedly—not in volume at first, but rather in effect. My pack howitzer wasn't the only Marine unit with a charmed life. Shot after shot either failed to hit or did nothing apart from pinning. The only Marine units lost were one of my squads that imprudently advanced too far and failed a critical morale check and the aforementioned Sherman taken out by Dead-Eye Dick from across the table.
Once the Japanese started taking serious losses, the Marines had nothing to stop them and we quickly took the bunkers on turns 5 and 6.
Lewis took the first bunker with an assault from the rear.
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| Taking the first bunker |
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| WHOOSH! (redux) |
Post mortem
As I mentioned above, despite about 50 units on the board, the turns went quickly and we finished six turns in about 3 hours of play. Bolt Action is an easy game and as the number of units decrease through losses, the pace picks up significantly.
I made all the units regular, the Japanese still seem to be much outgunned by the Marines. I didn't base the scenario on points, but I had more expectation that the bunkers would be a tougher nut to crack. Instead, after the Marines shot away the supporting units, they were free to pretty much walk in and take the bunkers with little effort.
There were no banzai charges, which might have had a good effect. There were a few occasions where the Japanese infantry had racked up a lot of pins, but could have taken advantage of the banzai rule to charge into combat anyway (and remove all their pins if they make contact).
The hero of the game (and one of the few Japanese units to survive to game's end) was Dick's 37mm Type 1 AT gun that took out the Sherman with a long shot.
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| Mentioned in final dispatches to the Emperor |
Labels:
Bolt Action,
Skirmish games,
WW2
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