Saturday, May 18, 2013

Game day with the Catawba Military Gaming Society

So, there is a wargaming club in the Charlotte NC area that am proud to have been a part of, some ten years back now, when my Wife and I lived in Rock Hill (in the outskirts of the greater Charlotte Area).


 We were visiting family in the area this weekend, and I got to spend the day, gaming with the Catawba Military Gaming Society (CMGS).  The game was a WW2 miniatures game set during the Kursk campaign on the eastern front.  It use, of course, the rules called Battlegroup Kursk from Iron Fist Publishing.  This was a really satisfying game. I got to play as a commander on the Russian side, in a sort of modified meeting engagement battle.  On our side, we had a company of T-34/76 tanks, and a company of truck mounted infantry.  Three of the T-34s were carrying squads of SMG armed tank riders.  Along with this, we had a T-70 tank, in a scouting mode, and also a sniper team, and assorted infantry support units (a small howitzer, a heavy machine gun, several light machine guns, etc).


Facing us was a German force, with a platoon of PzIVh tanks, and a platoon of StuG-IIIs.  Supporting this was some German infantry, again they were truck mounted, and a few support elements which included a half track towing a Pak38 5cm gun. It was a good scenario, and big thanks to Jerry Frazee for running it.

The game has an interesting feature in that each side has a total of points, derived from the units they have, called something like Battle Points (BP).  Every time a loss is sustained (either losing a terrain objective, or losing an AFV or infantry unit), the losing side draws a chit from a cup, representing a loss of points (kept secret) from the total of BP that the side started with.  Once one side hits 0 (zero) then they lose the game.  Elegant.  And it encouraged the capture of terrain objectives, which is always a good thing.


The game is a basic I-Go, You-Go type turn sequence, with basic movement rates for infantry and vehicles, depending on their movement mode (cross country or road), and each turn, when an element is activated it has a few choices.  It can go for a close assault move, or it can choose a sequence combining movement and shooting, getting two options to combine (resulting in either move-move, move-shoot, shoot-move, or shoot-shoot).  Or, you can put your unit in a watch mode - either Ambush Fire (works like overwatch does in many games) or on Reactive Move (the move version of overwatch).  Both of those, we learned in our game, are very important, and can contribute greatly to the tactical flexibility of your army.


The number of elements that you can activate each turn is determined by a dice toss.  Roll 2d6 and add to that a number representing the strength of your command structure, the result is the number of activations you can do in the turn.  A decent sized game will have you with more elements than you have command points each turn, so there will always be something you want to activate that you did not quite have time to do this turn.  This type of command structure has always appealed to me, as it leaves the player with tough choices each turn.  Certain types of command elements have special orders that they can issue, and the different nationalities have different special commands open up to them.  For instance, on the Russian side, we had an infantry commander, who could for the price of one activation point, activate all infantry units within 5" of his model, if they were going to do a forward facing full move (basically, a move-move sequence).  This was done several times by the brave heroes of the Revolution, in our game.


Shooting is done by measuring range, rolling to observe (if it is direct fire), then rolling for effect (getting hits).  The defender may or may not get a saving throw depending on the type of unit, and if it is in cover or not.  Elements that don't save are killed.  A unit that takes hits must then pass morale or become "pinned". A Pinned unit may do nothing until it is unpinned.

There are several observer units on each side of the battlefield, as well as an enumerated list of off board artillery assets.  Each side may activate an observer unit (many Germany command and recon elements can also serve as Observers, on the Russian side of the battlefield, not so many) and use it to call in off board artillery.  The method is very similar to other modern games - roll to make the request (typically a 3+ on a single d6), roll to be on target (the worse you roll at this point, the more the barrage drifts), roll for distance and direction of drift, have the barrage land.  Once it lands, it is not so very deadly, as it is irritating.  The falling barrage tends to put target units under it's template (a limited number, not all of them, typically) into a pinned status.

As mentioned, everytime a loss is suffered, a chit is pulled that deducts from your BP total.  At the end of a turn, a commander can also decide to pull a chit, in exchange for being able to unpin 1d6 units.  Very touchy decision - after all, your dice roll could always be a 1, or it could be a 6.  Do you take this "unpin" option when only one of your units is pinned (even if it is a unit that is crucial to your assault plans?) or do you wait until you have 3, 4, or 5 units pinned, so hopefully you will get your "money's" worth, by taking a BP chit, in exchange for the chance to unpin friendlies.

All in all, a very nice set of rules.  I liked it a lot.  There is just enough "Chrome" here to make it feel like WW2 (and not Space Marines, Russian Civil War, pirate skirmish, or any number of other game experiences, that a more generic ruleset could feel like).  Yes, the rules are simple.  Yes, it is all based on D6 (close assaults, for instance, involve rolling - admittedly small - buckets of dice).  But it is still, in my opinion, a good game.  And a much better, and more flexible system, than say Flames of War.

The game was played at the excellent games/comics store Parker, Banner, Kent & Wayne.  This is an excellent FLGS in the old school.  Tons of gaming stuff on hand, loads of game tables, lots of smiling staff, and regulars, hanging around ready to talk about games or gaming.  I immediately fell in love with the store.  If I still lived in the Charlotte area, I could easily see myself becoming a regular here.


I don't know the history of the ruleset, but from what I have heard through the rumor mill, this was going to be the WW2 ruleset that the Warhammer Historical rules publishing house was going to release.  Before the knuckleheads responsible decided to ashcan the whole Warhammer Historicals project.  I am glad that Battlegroup Kursk got published.  I understand there is already a book out covering the army lists and scenarios for the invasion of Fortress Europa, called something like Battlegroup Normandy.  Well, good for Iron Fist.  I hope this one goes far, it deserves to.

PS - there is a line of supporting hard plastic miniatures, from the Plastic Soldier Company, that go along with the rules (or any other 15mm WW2 game, for that matter).  These models look great, seem to be pretty easy to assemble (I am thinking of ordering some Panzer IIIs for my North Africa collection), and are priced very nice.  There are also a wide number of models in 15mm available from Zvezda, that look great (in my opinion) and are priced very nice.  I think this is a great thing, but I do hope that future rules publishers will get away from having to have the complete package (rules, miniatures, support tools, etc).  One of the things that is so nice about historical miniatures is that your set of nicely painted miniatures can be used to play many, many different games, with many, many different rules.  Having the complete package gives new players who come from the Games Workshop experience, the idea that "to play game XXX I have to buy XXX miniatures".  That is always a good attitude to squash, in my opinion!

Monday, May 6, 2013

19th Century Imaginations - Furstenberg Naval Elements

Additional units of the Furstenberg Navy have been completed.  Here are some photos.

Frigates in line against Armored Cruisers (note - blue splotch mistake on lead frigate - need to fix that)


Battleships in line (the four ships of the Queen class)

Spar Torpedo boats.  Converted lobstermen?

Overhead view of the matchstick boats

Queen Guinevere and Queen Gloriana
Queen of the May, Queen Titania, and Queen Guinevere, threatened by spar torpedoes


Armored Cruisers (left to right) Junebug (with the raked stack), Moondog, and Weevil

The Weevil leading the line against a line of Screw Frigates

Screw Frigates mounting broadside guns, vs. Armored Cruisers with modern turrets

Friday, May 3, 2013

19th Century Imaginations - Naval Modeling

I have finished the first batch of Furstenberg ships that I have been working on.

These are three Armored Cruisers.



 In the background of the second picture, some other Furstenberg vessels can be seen, in progress.  Those are some older, age of sail armed frigates, that still saw action in the 1871 "Twenty-Three Weeks War".


Monday, April 29, 2013

19th Century Imaginations - Fictional Naval Forces

I have been building up some fictional navies, using balsa wood and other materials, in order to fight out a series of Naval engagements between my two fictional foes from Balkania.  The nations of Furstenberg and Rumpwhistle share some very large common rivers, and both maintain a (second rate) navy during the 1870s, when they were engaged in the 23 Weeks War.

Here are some pictures, along with notes, showing the progress of my modeling efforts.

Battleships on the left, and Armored Cruisers on the right and in the rear

The four Furstenberg Battleships, in the picture above, are all from the Queen class of battleships.  These were large, masted vessels, like the HMS Warrior from Great Britain, that were fitted out with steam power, and heavy guns on the gun decks.  The Queen class consists of "Queen of the May" (launched 1857), "Queen Guinevere" (1859), and the two twin queens, "Queen Titania" and "Queen Gloriana" (both launched 1863).

On the right, are three of the Furstenberg Armored Cruiser class.  These were high-sided armored ships, although with wooden frames and decks.  They feature steam power alone (no masts, never constructed for sail), and two large turrets.  The front two are from the Pest class, including (front) the "Junebug" (1869), and behind her, the "Weevil" (1870).  Behind those two, an older design, from the first class of armored cruisers, the Hound class, it is the "Moondog" (1859).

Armored Cruisers, and unique Rumpwhistle Battleships on the right
In this picture, we see four of the newest battleships in Balkania, these were built in Rumpwhistle after the popular Admiral's revolution of the 1850s, and exhibit the latest doctrines of the revolution in their design.
  The Admiral's revolution was such that, because no single Canton could afford their own Battleships, and because these were such prestigious vessels, that a Citizen's Counsel of 13 Captains, one from each Canton, would together control each Battleship.
At the aft of each battleship, you can note the massive, round cabin, where the Counsel of Citizen-Captains dwell, and hold their meetings about how to run the ship.  The ships, from front to rear, are the "Longinus", "Ephialtes", "Iscariot" and "Guy Fawkes".  Being rather forward thinking, and embracing progress, the Revolutionary Government decided that during actions, the Counsel would be reduced to a wieldy Three Citizen-Captains to facilitate quick decisions and decisive action.  Several older Armored Cruisers are to the left, and these are (in capability) very similar to those of Furstenberg

Here we see three of the Furstenberg battleships in Line Ahead formation.  In the back, rear, of the shot you can see some of the recently re-based Cavalry of both Furstenberg and Rumwhistle.

Wednesday, April 24, 2013

Wargaming Wednesdays - Current projects


So, I don't have anything finished this week to post, so I thought it would be a good time to talk about various projects I have cooking along.

At the top of the list are the various projects related to my interest in the fictional wargaming setting, Balkania.  I have several imaginary nations devised, and they interact with several others of some good friends of mine.  Two of the countries I have detailed are Furstenberg and Rumpwhistle, who are (it seems) almost constantly at a state of war with each other.  So I have been working on 19th century troops to get ready to fight some solo battles (the string of actions making up the Maduro Valley campaign, in the 23 Weeks War).  I have the infantry for both sides, and the cavalry for Furstenberg, already based up and ready to go.  I have finished painting and grassing the bases for Furstenberg Infantry and Cavalry, and for the Rumpwhistle Infanty.  I have to still do the R. cavalry, and artillery for both F. and R.  I have been tinkering with a set of rules that favors "fieldcraft" or some other name, for a capability of troops to work in rough going.  The 23 Weeks War was characterized by being fought almost entirely in very rough country, and I thought it would be good to have a set of rules that modeled a rewarding battle outcome for the troops who could take advantage of such countryside.  Troops almost done, rules in progress.

Simultaneously I have begun modeling a couple of fleets of transition era 19th century fleets, to play out some of the naval battles between Furstenberg, Rumpwhistle and the Urbik pirates.  These are progressing, and I am starting to paint up the battleships and armored cruisers - pictures soon.  Rules already posted to this blog, although some modifications are coming, based on playtest with cardboard ships.

My spring semester is almost finished, and summer is coming.  I hope to do some solo Fantasy wargaming, using Hordes of the Things, and a bunch of armies I have painted up already.  Working on an activation system sort of like Commands & Colors, but for HOTT.  Maybe, maybe not.

I would like to get some of my troops for either Shieldwall or Age of Arthur begun.  They have been burning a hole in my collection catalog, watiing to be painted for several years now, a project I started and then put on hold when I was finishing my PhD, several years ago.

I would like to get troops finished and mounted for some 1700 action, again using imaginary nations from Balkania (Poppenheim and Bombastia). This action would mimic the Great Northern War, mostly, but without the addition of Piles.  I have a copy of Under the Lily Banners that I would really like to try.

OGRE/GEV mini campaign.  I started this, but I put it on hold, waiting (waiting...) for the new version of OGRE to ship.  It will have all the maps in it that I could ever want to use for the campaign, so that eliminates the need for me to do my own.  I could use the maps from Shockwave, or Reinforcements, to work this one out, but I would rather wait for the new system.

Commands & Colors: Napoleonics - I would like to pay some battles of this - either solo or via Vassal, over the summer.

World at War - I would like to get some of the add-ons to this, and play through some of the campaign type battles in the Gamer's Guide, and some of the other supplements.  On my to-acquire list are 1st Panzer, and also Blood & Bridges.

Tuesday, April 16, 2013

Traveller Tuesdays - Bonus Edition - 19th Century Army characters


[This is a bonus edition of Traveller Tuesdays, but since I have missed so many Tuesdays lately, I didn't think it would matter.]

Okay, so after doing some fiddling with the tables, here are the charts for a 19th century Army character generation sequence (based on the Mongoose edition of Classic Traveller):

Personal Development (unchanged):
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. Gambler
  5. Medic
  6. Melee (unarmed)

Service Skills
  1. Animal (any)
  2. Athletics (any)
  3. Gun Combat (19th Century)
  4. Fieldcraft
  5. Melee (any)
  6. Heavy Weapons (19th Century)

Advanced Education (Edu 8+ only)

  1. Signals
  2. Fieldcraft
  3. Navigation
  4. Explosives
  5. Engineer
  6. Survival

Officer Skills (Commissioned Only)

  1. Tactics (military)
  2. Leadership
  3. Advocate
  4. Diplomat
  5. Tactics (military)
  6. Admin

Specialist: Support
  1. Signals
  2. Fieldcraft
  3. Vehicles (19th Century)
  4. Explosives
  5. Animals (Veterinary)
  6. Medic

Specialist: Infantry
  1. Gun Combat (19th Century)
  2. Melee (any)
  3. Heavy Weapons (19th Century)
  4. Stealth
  5. Athletics (any)
  6. Recon

Specialist: Cavalry
  1. Signals
  2. Animal (any)
  3. Animal (any)
  4. Recon
  5. Heavy Weapons (19th Century)
  6. Fieldcraft

New Skills
Gun Combat (19th Century) - The player may choose one of the following:
  • Slug Rifle - modern breech loaders and repeaters
  • Slug Pistol - revolvers
  • Shotgun
  • Archaic Firearm - muzzle loaders, arquebus, etc

Heavy Weapons (19th Century) - The player may choose one of the following:
  • Machine Guns - includes gatling guns, the nordenfeldt, the pom-pom gun, etc
  • Field Artillery

Vehicles (19th Century) - The player may choose one of the following:
  • Flyer: Lighter-than-Air Craft
  • Drive (Steam Locomotive)
  • Seafarer (Any)

Traveller Tuesdays - Changes to Character Generation for 19th Century Characters


So, I have been thinking about how to use Traveller in order to generate characters that could populate a fictional gaming universe set in the 19th century.  I began with looking at the ARMY career generation tables.

It appears as if all is well, there, with the exception of two skills.  COMMS and SENSORS.  So I have come up with two alternatives.

Instead of COMMS, whenever it appears on the character generation chart, replace it with the skill SIGNALS (new).  And whenever SENSORS appears, replace it with FIELDCRAFT.

Here are the two new skills (they both are cascade skills).



Signals - The character has the ability to send and receive signals using pre-radio systems.  Choose one of the following Specialties, expertise in one grants familiarity in the others:
  • Semaphore - the character is expert in sending and receiving visual signals using based on a color and position based code, such as hand flags, or much larger semaphore towers.
  • Optical - the character is expert in sending and receiving light based messages, such as with the use of reflected sunlight (using a heliograph) or with the use of signal lamps, such as on a ship.
  • Audio - the character is expert in sending and receiving signals over a pre-radio wire based electronic system where audible signals are sent from one station to another, such as with Morse code.



Fieldcraft - The character has the ability to support military operations that take place in a wilderness, away from urban support systems.  Choose one of the following Specialties, expertise in one grants familiarity in the others:
  • Tracking - the character is expert at following tracks and trails left in the wilderness.  Note this is not useful, nor transferable, to urban or indoor settings.
  • Scouting - moving undetected through a wilderness setting, and making a military assessment of forces and emplacements that can be observed. Similar to Recon but specialized for a wilderness setting.
  • Fieldworks - the character is expert in constructing wilderness based engineering projects, typically of a military value.  This may include log forts, earthworks trenches and earthen gun emplacements.
  • Camouflage - similar to the Stealth skill, but rather than applying to the character himself, the camouflage skill allows the character to be expert at hiding military emplacements, or small troop movements that can be less well detected.  Again, this is only applicable in a wilderness setting.


Update Army career, mustering out, and events tables will follow.  This is getting exciting.