Showing posts with label session report. Show all posts
Showing posts with label session report. Show all posts

Tuesday, March 22, 2016

Italian Wars wargame (pt 2)


In part 1 I talked about the game I set up, along with the army lists.  This was a game, set in the 1490s, between a rather generic French force, and a rather generic Italian force.  In looking at the history a little closer, and also looking at the units in the armies (from the lists by Neil Thomas, in Wargaming: An Introduction) I think it is fair to say that a good inspiration for the army lists that I settled on could have been representative of the Battle of Fornovo (July 6 1495, near the city of Parma).
Battle of Fornovo

The Battle of Fornovo was fought between the forces of Charles VIII (of France) and the Republic of Venice, with help from the Duchy of Milan and the Margravate of Mantua.

In my case, rather than having a river extend between the two armies, I had it run down the table, from the Italian side of the battle field to the French.  The battlefield looked something like this:
The battlefield, using new Terrainguy tiles, purchased from Hal
With a couple of hills, and a cross roads.  There are some small patches of woodlands, and the villa to the right side of the table.  In the image, the Italian army is set up at top, and the French army at the bottom of the picture.

The battle opened up, with a turn of maneuver, and then the two battle lines were within artillery range of each other.  The French army had two modern (for 1495) pieces of artillery, and the Italians had an older, mid 15th century, bombard.  The French artillery was used, to good effect, against one of the units of Italian Gendarmes.  The Italian Bombard blew up.  Yes, the first time it was attempted to be fired, the Italian bombard exploded.

The Neil Thomas rules play very fast, and since there is no order writing, or maneuver planning, it is pretty well suited for solo play.  With the very simple army list and troop type structure, and no points values, with a system for recruiting and some map maneuver, it might form  a great basis for a solo campaign.
The Swiss Pike - 2 units, 6 stands each
The Swiss, in this period, are fierce - they have to advance towards the enemy each turn, but do not have to take morale checks while in melee combat (which means they fight to the slow, terrifying death). In these rules, morale checks for losing a base reflect the dwindling resolve of the unit - for each failed morale check, another base goes away.  Since infantry units have only 6 bases, taking a loss of one base to Melee casualties, and then failing a morale check to lose another, means you've lost 1/3 of your combat effectiveness.  It is worse if you take more than one stand loss in a turn.

The Italian Shot, armed with crossbow, inbetween the swordsmen and the Italian pike
The French cavalry in this army are divided up between two types - Gendarmes (typical, high morale, and extremely well armored in plate mail and metal barding for the warhorses), and also a cavalry type known as Mounted Bow.  Evidently, following the Hobilars of the earlier (100 Years War) period, the French still experimented with mounted archers. But by the time of the Italian Wars, the units still existed within the army, but they no longer carried their bows into combat, preferring instead to fight as second rate Gendarmes (something akin to a medieval Sergent).  The French Army, according to Mr Thomas' rules, can also include some mounted crossbow, but I did not include them in this battle.

French cavalry, to left, encounter Italian Gendarmes. Swiss Pike, at bottom, still approaching
The battle saw the French Gendarmes split up.  One unit went in to the Italian line, avoiding the pike, and attempted to engage the Swordsmen and the Crossbow.  They were partially successful against the Swordsmen (mauling them), but were eventually swarmed by the Italian Crossbow, and the Italian Pike.
Mercenary Italian Crossbowman, in French Service
As mentioned in Part 1, I have a wide variety of renaissance figures, although I recently acquired a good many of the Late 15th/Early 16th century variety from a friend - thanks Mark.  Where I needed to, however, I filled in for this fight.  The Mercenary Italian Crossbow, for instance, are actually about 50-100 years out of period (they are early figures, I believe originally sold by Mikes Models as Early Swiss?).

French Gendarmes encounter Italian Swordsmen
One thing about the Neil Thomas rules for this period - they were written in reaction to his own Medieval (and Ancient) rules.  Those rules featured all units (except artillery - which have only 1 stand) to be comprised of four stands - in a 2x2 formation.  That holds true of the renaissance rules with regards to cavalry, but infantry is typically a 6 stand unit.  To make the rules work without a lot of fuss about multi-unit combats, lanes of advance, flank definitions, etc - he kept the units to a simple 2 stand frontage, but now infantry is three ranks deep.  When the unit has to engage, it rolls combat dice for all stands, making the Renaissance infantry quite a bit tougher compared to the earlier infantry.

Used as French Mounted Archers, without their bows
The cavalry in these rules, hit pretty hard, against everyone except fellow cavalry of the same grade (i.e. Gendarmes v Gendarmes, or Stradiots v Stradiots), and against Pike (to be understood).  However, against everyone else they hit pretty hard.  For instance, Gendarmes roll 2d6 per stand vs. Swordsmen, and 3d6 vs Shot (either arquebus or crossbow).  But only 1d6 vs other Gendarmes, or vs Pikemen.

Mercenary Crossbow preparing to cross the river
The terrain tiles I recently acquired from Hal are very nice to put under a game.  Other than the persistent pattern of the surface of the foam rubber tile, the paint and grass coating are very nice, and the color is great.  The tiles are thick enough to provide a nice surface on top of the table, and they lock together well.  If there is a complaint I have it is that the pattern of the rubber DOES show through (not a big deal), and also that the seam where the jigsaw edges lock together is apparent.  But that isn't too big a deal for a nice, portable surface.

In the picture above, you can see some of the terrain elements I used.  Of course, I used felt for the road, which is always serviceable.  I used my commercial river, which looked good on the tile surface.  I also used a painted bridge and villa, both in resin originally.  And woodland scenics trees, mounted on fender washers.  The hills are beadboard, with paint and grass applied.  I did not make the hills, but I do have a series in the works - they are awaiting final finishing, and I hope to feature them in a game later on this spring or summer.

Mounted Crossbow in the Italian army
I am not sure of all the newly acquired figures, but many of the figures I had that I merged together for this battle were Table Top Games (TTG), Minifigs, and Mike's Models.  They all look great on the tabletop, but the Minifigs and TTG look really good together.  Mike's Models always look a bit squatty, although I love the look.  It is like merging together the squatty Essex figures together with the old series 1 Minifigs.  Yeah, they are both ~15mm, but they might be of a different species - even though they both look great separately.

During the game, I only had painted one unit of mounted crossbow available, and the Italian army called for two.  The army also had a unit of foot crossbow, so I made the decision to dismount one of the mounted crossbow units, and field it (for the battle) as a foot unit.  I actually have (recently dug out, and based for priming) enough Minifigs mounted crossbow (in the 15mm Renaissance line) to complete a unit.  Pictures to follow, as they get completed.

I use nylon upholstery rings for casualty markers
The ruleset from Mr Thomas has a variety of different figures per base, and used basing sizes to make it fully compliant with the typical WRG style basing (used in everything from WRG, DBA, Might of Arms, to more modern things, not to mention Armati, Impetus, etc etc etc).  So that means that a stand will have anywhere between 2 figures (for light infantry, and light cavalry) to 3 or 4 figures (for denser, heavier formations of troops).  An artillery piece has a gun and the crew.  In the rules, each stand (regardless of type) takes four hits.  So your 2 figure light infantry stand takes four hits, and my 3 figure arquebus, and my 4 figure halberdiers all take four hits.  I mark the casualties with plastic upholstery rings, and there is no paperwork.  Casualties carry over - if I have three hits on my unit, and I take two more hits (total of five), that is one removed stand, and one hit carried over.

Stands come right off the unit.  The rules allow for mixed units (halberd/bow, and pike/shot, for instance).  The rules are, when a unit loses a stand in melee combat it is always either a pike or halberd stand.  When it loses a stand from fire combat, it is always either a bow or shot stand.  When you lose a stand to shooting, that is all. But when you lose a stand to Melee combat, then you have to pass a morale test (the only morale tests in the game) - for instance, Levy troops require a 5 or 6 on a D6 roll.  No such rolls are required for losing a stand to Fire combat.

French Gendarmes ride past an Italian Villa
One thing I don't have, that I would like to, for further Italian Wars wargaming, or campaigning, and that is additional suitable Italian wargames terrain.  Most of what I have works just fine, but I feel like to get that Italian countryside feel, I need some stone/brick buildings with roundtile roofs (like the white building above, but that might be more Mediterranean or Iberian (or Mexican).  I have a few more like that, and they'll do, but more is better.  Oh, and poplar trees.  All the paintings I have ever seen of the Italian countryside, always feature Poplar trees - either manicured groups of them in farm country, or growing along roads, around farm buildings, etc.

The Italian Condottieri leading the Gendarmes
One of the things I really like about this time period, is the preponderance of really, heavy hitting cavalry.  There were certainly a LOT of different types of light cavalry during the period (mounted crossbows proliferate through the Italian Wars, as well as Stradiot, Genitors, and others).  The introduction of gunpowder is the peeling of the death knell of the bells of history, as far as formed cavalry is concerned, but it will take military science four more centuries to lose its love affair with the deadly effective massive cavalry charge.

Charles VIII Enter
For the purposes of developing scenarios, the fact that the Imperialists, the French, and to a certain extent the Spanish all viewed the wealthy Italian cities as plump ripe prizes for the taking, it is a great time and a great place to set wargames.  There have been many folks who observed and commented, over the years, that pike and shot wargaming is rather rare, considering it is a colorful period, and has a unique (identifiable) combat style with strong, distinctive combat arms in each army.  One of the reasons I think it is rare is this - many people view Renaissance warfare (tactically) as one of Rock-Paper-Scissors (I even had a dealer at a convention remark that to me, many many years ago, as I was buying some figures from him).  If you have Pike, they automatically defeat Shot and Horse.  If you have Horse, they beat lesser Horse, and Shot.  If you have Shot, they can defend your Pike from flank attacks. Etc etc etc.  But I think it is more subtle of a period than that.
The Situation in Italy
The game was immensely satisfying, and I have been looking for a historical situation to base a solo campaign on.  Ideally it would be based on a situation where there were multiple independent political units, with armies of roughly the same technology,  in a confined geographic space.  Italy at the end of the 15th century is almost perfect.  Time to consult with my Machiavelli map.

Great images of soldiery from the time, in this set of German prints showing city flags and heraldry.


Sunday, May 17, 2015

Board Game session - after RPG session

We had a fun board game night at the Gaming with Chuck secret headquarters location.

Admittedly, this followed a role playing session, which featured the intrepid adventurers in our World of Greyhawk campaign finally escaping the perils of Cannibal Island.  Of course, the means of escape (teleportation from the bowels of an evil castle on the rim of a fiery volcano) led them to a snowy pass in the Lortmil Mountains.  During a blizzard. With dire wolves and yetis closing in.  Oh, and Baba Yaga made an appearance (the first of many, in this campaign).  But they escaped from Cannibal Island.

Back to the board games - half of the group retired after the RPG session, and dinner from a local pizza and subs shop, but the rest of us were in the mood for some light, fun board games.  Here is our play list:
King of Tokyo (I didn't win)
Boss Monster (I didn't win)
Fandooble (I didn't win)
Tsuro (I didn't win)
Fandooble, again (I didn't win)
Web of Power (I didn't win)

There was a theme to those games.  But, of course, winning isn't so very important, especially here at GwC.   And besides, I got to run an RPG that featured octopus-men, yetis, a statue of Kali, and Baba Yaga, all in the same episode.  I really think I won, after all.

As an aside, check out the web site run by the Esoteric order of Gamers, with a list of all the fantastic quick reference sheets they make. Extremely useful.  Boardgame Reference Sheets

Monday, November 10, 2014

The power of Theme for Boardgames

So, just recently, I attended another session of the Fredericksburg Game Guild - this time it was a Sunday night meetup at the local game store - Game Vault.

First, a few kind words about Game Vault.  A very nice store.  I met the owner (Cathy) as well as some of the guys who work behind the counter.  Knowledgeable about games and gaming, certainly willing to entertain different opinions and interests, and eager to help a customer.  The store is clean, has all that a game store needs (drinks, bathroom, plenty of game space, lots of in-stock product, nice environment, and handfuls of gamers in the store doing what that tribe does...).  I enjoyed my time there, and will likely be back.

Second, the game we played - Stone Age.  Great game, from Rio Grande games (originally Hans Im Gluck, but I have the first English edition, from RGG, from 2009).  Worker placement, dice for tension, lots of win strategies - what's not to like?  And a ton of caveman jokes.

But playing Stone Age got me thinking.  Along the lines of the theme idea we had during our last gameday at the house - where we combined three games, to come up with a melded theme.  The games were Age of War, TransAmerica, and Trains - melding the themes of Japan (Age of War and Trains) with Railroad Building (TransAmerica and Trains).

Theme is separate from mechanics, but theme is important also.  At least to us here at Gaming With Chuck HQ, its important.  So I started thinking about picking a theme (as in the case of Stone Age - primitive man, prehistory, caveman - you choose one), and then trying to come up with three games (of different types of mechanics) to go along with that theme.

Sticking with Prehistory, lets go with:
1. Stone Age (worker placement)
2. Settlers of the Stone Age (civilization building)
3. Fossil (set collection)

Equally, just pulling from titles that either are currently, or used to be, part of the GwC library - these could have also been counted in:
4. Carcassonne: Hunters and Gatherers (tile laying)
5. Bitin' Off Hedz (roll and move, racing)
6. Neolithibum (dexterity)
7. Triassic Terror (area control)
8. Sticks & Stones (wargame)
9. Trias (area control)
10. Og (wargame)
11. Dino Hunt (dice push your luck)
 - probably some others I am forgetting...

Depending on the group, I might include Carcassonne: Hunters and Gathers in for Fossil.  If I wanted to shorten the session, I might include Dino Hunt instead of Settlers of the Stone Age.  All of these have a similar (or at least within the same family) theme - but very different mechanisms.  Even the similar ones - such as both Sticks & Stones and Og being hex-and-counter wargames - they are very different from each other.

Monday, September 2, 2013

Gaming weekend in Clemmons

The entire staff of Gaming with Chuck (except for the two Battle Cats, who stayed behind at GwC headquarters, to defend against the encroaching hordes) took a journey from Columbus GA up to Clemmons NC, to engage in a weekend of Bacchanalian Ludo-Revelry.  The games played included a variety of board and card games, as well as loads of roleplaying.

Roleplaying Games

The roleplaying consisted of two sessions of Labyrinth Lord, and one session of D&D Next.  Yours truly ran the sessions of Labyrinth Lord (on Friday evening, and also during the day on Saturday).
Dan Proctor's wonderful clone game, that copies early D&D so very well
The Friday night session followed a character building session for folks who didn't have characters.  That included two GwC staff members (Anita and Heidi) as well as.  It was to be the first RPG session ever for Heidi, although she has grown up playing all sorts of games, and hearing her parents and all the friends of the family talk about the RPG aspect of the hobby.  She chose to create, and play, a 1st level Gnome Thief.  The session involved a bridge crossing (with a goblin ambush), some outdoor encounters, and was going to culminate in a short dungeon adventure, but the evening ended before the gaming did.  The action was loosely based in the Gran March of the World of Greyhawk.

Section of the phenomenal Darlene map for World of Greyhawk
Heidi's character, the Gnome Thief (named Trixie) was not the only newly created character for the evening,  the other players all had new 1st level characters - including Anita rolling up a 1st level female Dwarf fighter named Badb Bigaxe.  Carol had a half elf Ranger called Dil (her name was much longer, and extremely elven, but Dil is a nice nickname).  Marcy played an Elven Druid called Glengaraeth.  Rachel also played a Druid called Aerilyn.  John played a Magic User.

The Saturday day session, featured an installment in the ongoing Greyhawk campaign (detailed, moderately, over at the Sword and Potion blog) that I run.  This featured four of the five regular weekly players being present face to face, as well as one player being present via Google Hangouts (he couldn't travel to Clemmons).  In addition to the Wednesday Night All Stars, we had some additional players.  Heidi and Anita had their characters, Trixie the Gnome, and Badb the Dwarf, upped to 2nd level (for survivability reasons) and they joined the fray.  Also, Dil and Aerilyn joined the group, allowing Carol and Rachel to join the game (they were also bumped to 2nd Level).  John and Marcy are regular players on Wednesday nights, so they switched over to their regular characters (John plays a halfling thief named Flinders, and Marcy plays an Elven cleric named Rhysgil).

Saturday's adventure was a continuation (and part sidebar) of this much larger group, along the main campaign quest, to investigate a curious dungeon located inside the Rushmoors.  The Rushmoors is a swamp that lies over what was once the heart of the Occluded Empire of Vecna.  One of the most noteworthy locations in the Rushmoors is the Black Tower (or Rotted Tower), which was once the capitol of the Empire.  The characters in this campaign, however, are seeking a curious spot inside the fetid and evil swamp, where a curious dragon ship has crashed into the heart of a huge and ancient cypress tree.  This ship has opened up a portal to another world, and is called "The Ship between the Worlds" - also the name of the adventure path the players are following.  This sidebar adventure is inside the Rushmoors, but the dungeon is one where a curious little tribe of fishmen (not too different from Kuo Toa) have an underground temple.  The players invaded, began investigating, and disrupted the nest of evil.  The adventure wasn't finished, but it was a fun time for a long Saturday afternoon of gaming.

A different version of Greyhawk, this time showing the Rushmoors, lower left.
Sunday's gaming was run by John, and was a short adventure using the latest playtest package of D&D Next.  I made up a character - hailing from the city of Dyvers, at the northern edge of the Gnarley Forest, named "Robin of the Gnarley Wood".  The character has a heavy Errol Flynn influence and was quite fun to play as a swashbuckling bravo!
Robin of the Gnarley Wood
There were all new characters around - Steve with a wizard, Rachel with a Druid, Marcy with a Cleric, Heidi repeating her Gnome Thief, Rowdy with a Monk, and Carol repeating her Elven Ranger.  It was fun to play, but it still doesn't feel like AD&D (or D&D) to me, yet.

Board Games

A wonderful weekend of gaming, that also included some board and card games.  We played a game of Eight Minute Empire.  This is turning out to be quite a fun little game, I can't wait for the release of the successor (which I backed) to come out - Eight Minute Empire Legends from kickstarter.



We also played a game of When Zombies Attack. This is a new dice game based on the players trying to survive a zombie attack.  Slightly different than the (superior) Zombie Dice game from Steve Jackson Games, where the players are themselves Zombies, trying to collect Brains.  This game has the dice representing Zombies, and the players trying (through dice rolls) to get rid of the Zombies.  If a player survives a whole round being zombie (dice) free, then they are the winner.  In one or two respects it is superior to Zombie Dice, but in general, I think it will not surpass the original.  The biggest advantage, is not having to keep score.  But, I have heard that it is easy to keep score in Zombie Dice, if one uses little plastic brains or skulls (or similar) instead of writing the score on paper.  Must try.

Finally the group played a round of The Resistance.  This was a fun game as a filler between the long Labyrinth Lord session on Saturday, and the evening activity (which was a ctered BBQ dinner and a group viewing of "The Avengers" at Steve's wonderful home theater at his house in Greensboro).  We had a great time playing Resistance, even though it was a new game to most of the players.  Everyone fell into it right away, with lots of accusations and paranoia out of the gate.  It was a seven player game, and the Government Spies won!!  Treachery!



Thursday, August 29, 2013

Race Night in Columbus!

Board gaming night tonight in Columbus (GA) at Moxie Games.

I learned how to play Dreadball - that was a lot of fun!  A science fiction themed version of Bloodbowl implemented by Mantic, and using the figures from their sci fi universe.  The game comes with Corporates (humans) and Marauders (space orcs).  It is a lot of fun, and for a somewhat simple structure, has a lot of nuance to it in both decision making and also in structure.  Excellent!  I look forward to more in the future.


Following Dreadball, I helped to demo a couple of games of Formula D.  We ran two races, the first with five players, and the second with seven players.  Both great games.  I actually played in the second, and came in second place (which is EXTREMELY rare for me in Formula D - I almost always wipe out).

The first race was in Hockenheim, and it was a very good race, with Steven (a new player I met tonight, who also learned Tsuro and the X-Wing Miniatures Game) being the first to crash and burn!  He did much better in the second game, finishing third place, I believe.

Hockenheim - from Track Pack #2 (Asmodee)

The second race, which is a tougher course (without the great big straightaways of HockenheimRing) was Valencia.  Both courses are part of the 2nd Asmodee track pack (from 2009).  This one came in to the final turn with my car in the lead - 14 spaces from the finish line, and I was in 4th gear.  My nearest competitor was Rob, and he was three spaces behind me, and also in 4th gear.  I pushed it up to 5th gear, rolled the dice, and came up with an 11. 
AAAAAARRRRRGGGGHHHH!!!!! 
Rob came up second, and was able to cross the finish line with his dice roll.  A great game, and I only did good because I got some lucky breaks.  I think the dice were treating me kindly tonight so I would bring the game out more frequently, because they usually savage me like a Zulu warrior taking apart a steak dinner.

Valencia - from Track Pack #2 (Asmodee)

It looks like next week will feature Settler's of Catan themed games for Game Night at Moxie (in Columbus GA).  Please come and play, if you can!

Monday, January 17, 2011

Excellent Gaming Weekend at MarsCon

I had a great time at MarsCon this year. I usually get to play some boardgames and such, but this time I kept to running some old school Fantasy RPG (old version of D&D were the rules, the setting was one of my own invention). To see the info on the game, visit my RPG blog, Valley of the Old Ones.

The recap of the two sessions at MarsCon has been covered here.

It was a fun time, although the players were left asking the age old question of "Who locks a hooked horror in the bathroom?"


Tags: