Monday, March 14, 2016

Casual Game Day - March 12

We had some good friends visit this weekend, and decided to have a board game day.  Mostly we played casual games, and had some good conversations.

Started out with "the cow game" - that is, our nickname for the German card game 6 Nimmt!  If this game has a theme (and it really doesn't) it is the great cartoony art of the cow's heads on the cards.  It is the one time when at our house, multiple people will be talking about hornochsen and trying not to curse their bad luck!
This was followed up by another lightweight, the dice game that we always reach for as filler, whether with gamers or non gamers alike.  Zombie Dice!  This brilliant, but again simple, little dice game from Steve Jackson Games is much more fun than it should be.  And it always allows us to compare various levels of luckiness, and decry the ever-present factor of "kid dice" - that strange luck that accrues to the youngest gamer at the table in a dice game.
If there is a game that is less in need of expansion, or of dressing up with accessories, it is Zombie Dice.  And yet . . . we have both expansions (ZD:2 and ZD:3), but never play with them (well, we did when they first came out, but gentle readers - they are not favorites here at Gaming with Chuck HQ).  And the game does not need to be dressed up.  But I have been thinking of getting some brains for scoring.  Typically we will use a score pad, but the plastic Bag O'Brains option is pretty nice, as are some of the rubber brain pencil erasers.  Perhaps.

We followed up Zombie Dice with The Resistance.  A good game, pairing logic and deduction, with suspicion and hidden roles.  Fun, and of course, the Spy players were quite secretive and kept their cool until the end, when they finally persevered.  One of the few times I've seen the Spy players win, without taking the first round.  But we had a lot of new players on both sides.

Okay, so with a house full of experienced gamers (and two new comers), and a game collection with hundreds and hundreds of titles in it, why did we pick these three?  Simple - we had 7 players, and wanted to do something lightweight.  They were perfect for the mood and the number of players.  Sure, we like 7 Wonders, and have been wanting to try Between Two Cities, with a full table - but that wasn't the mood.  There was brief mention of Caverna, and also Formula D, but we decided to stick with the light stuff.


After The Resistance, we lost two players, and then with five there was a request for Ticket to Ride.  So we got out our 10th anniversary board, set it up, and proceeded to teach two new players how to play.  They left the game convinced that they had to get TtR and also check out some of these other games that we play.  Success.

We broke for dinner, and after dinner, a different subset of the group played Apples to Apples.  A much better, and much less offensive version of the game than that other one (which I won't name, but which actively engages players to lose their humanity).  They had a ton of fun (I did not partake in AtA).


 Were there other games we wanted to play?  Yes, definitely.  Some of the people who visited have been part of various D&D games we have played over the past few years (and one of them, I have played RPGs with since the late 1980s).  But not this time.  We have planned to play next time we get together.
The other thing we talked about playing was a miniatures game.  Several of us have been quite taken in by Frostgrave (from Osprey Games).  A very fun game.  But again, while we compared our recently painted figures (wizards and hirelings) we did not play this time.  Clearly another game day is needed, real soon.





Wednesday, December 2, 2015

AWI game using Black Powder

Last weekend (Thanksgiving weekend, which if I can be sincere for a moment, is a very important holiday for me, because I am Thankful to the Almighty for everything in my life...but I come close to being serious) I was lucky enough to get to host a 15mm AWI game at my house (on the GwC grand command center wargaming table - located in the basement).  I had a few great friends come over (which made it a perfect Thanksgiving weekend activity, see my earlier serious comment).

We played Black Powder, using the 50% reduction suggestion for 15mm (basically, the game is identical, as it should be, but all distances are halved).

The game featured 3 commands on each side (for the planned 6 players), and each command controlled two brigades.

The scenario was a fictional fight based in late September, 1780, in South Carolina, and is based on the premise that the Americans won the Battle of Camden.

The thesis is this:  First, the Southern Towns of the Cherokee Nation did not join the British against the Colonials, but remained neutral (so rather than being attacked by the SC Militia, they were harassed by the Carolina Loyalists).

Cherokee vs Soldiers: Imagine they had been British?
Second, imagine the war in the South if the Battle of Camden (fought on my birthday, but 185 years early, on August 16, 1780) had been an American victory.  If the Militia and States troops (Virginia and NC) had followed the example set by the Maryland and Delaware troops, and they all stood and fought, then the American force would have retained it's numerical superiority, and with 1,500 Continentals vs. 1,500 British regulars it very well could have gone the way of General Gates, rather than towards Cornwallis.
Battle of Camden: Imagine if the Colonials hadn't run?

Now, with the Cherokee's in the area being neutral, and leaning away from the British, and the Continentals having just won a large victory, the premise was that the Cherokee's would send two warbands to join the Continental army, along with a locally raised militia (both infantry and mounted) under a Colonel Von Ottendorf, based on Armand, who had been sitting out the conflict so far.
Colonel Von Ottendorf, from his home in Asheville NC

The British, in response to the defeat, would have had Cornwallis taking the south much more seriously, and calling down reinforcements.  But, with the situation in the north what it was in late 1780, that would mean shifting Hessians, which is what we reflected in the game.
Hessians - tired of New Jersey winter raids, 
The army under Gates started to swing south, planning to reinforce Columbia, but after reports of Cornwallis being in pursuit, and having met up with the Hessians brought in from Charleston, the Continentals instead veered to the southeast, along the Congaree river.  In the area that is now the Congaree National Park, about 15 miles southeast of Columbia, is where I envisioned the battle to take place.
Continental troops defend the tributary bridge


So the Colonial forces had two brigades of Continentals (same as at Camden), two brigades of various states regiments and Militia (mostly NC and Virginia), and also a brigade under Von Ottendorf, and a mixed brigade of SC Mounted Militia and Cherokee Indians.

Banastre Tarleton
The King's Army had one brigade of British Regulars, one brigade of Tarleton's British Legion and cavalry, two brigades of Carolina Loyalist infantry (Tories), one brigade of mixed Hessians and Philadelphia Tories (shifted down with the mercenaries), and one brigade of pure Hessians.

The Congaree river was on Gates' right, and the battle was fought on the southern side of the river.  On his right were the two Continental brigades ("B"). In the middle ("A") were the Virginia and NC regiments, and on the left ("C") were Ottendorf and the Cherokee.  The middle of the field was pretty clear, except for a manor house, with some planted plots of vegetables, and a peach grove.  The far southern end (where the Cherokee and militia were located) was forested, and the northermost end of the field (where the Continentals were located) had a tributary to the Congaree running through it, with a stone bridge across the stream, and a town.
Battlefield, showing tributary stream (upper right) and road network

Cornwallis left was also anchored at the River, and that was where his Regulars ("D") were placed.  In the middle were the British Legion (Tarleton) and the Tories ("E").  On the right end of the field (facing the Cherokee and Von Ottendorf, mostly to the left of "C") were the Hessians (at "G").

The game was pretty good, even though out of the six players, only one had played Black Powder many times.  I had one previous game under my belt, but not enough to count as experienced.  The other four players had never played before.
States regiments and the Militia - Hold the Line!

It is a testament to the rules that it went so well.  Each player had two brigades, and after the second turn the concept of initiative moves, and command moves, and issuing verbal orders before rolling for command was almost second nature.  The rules for shooting and combat are straight forward enough, and we got to concentrate on the scenario (which was great).  The rules were great, the scenario was fun.  Lots of misquoted lines from "The Patriot" including (several times) "Hold the Line". Thank you Benjamin Martin.
British Legion Cavalry - led by Lucius Malfoy
I definitely sense more Black Powder in the future!

Wednesday, November 18, 2015

Play test 1 of From the Sky We Came

Notes from my first play test of the Samurai era wargame rules I recently posted.. I didn't have my camera with me, so no photos yet.

After organizing my Feudal Japanese figures last night, I set out a few to represent some Clans of two different armies, and I went through the clan activation part of the game.  Some observations-

First, having markers on Clan Leaders showing their Command value is a huge time saver. Same with Bushi.

Second, if a unit is less than half strength and loses a morale test, it should disperse - otherwise small units might be littering the table forever.

Third, ninjas. I have some ninjas in my collection, and I need to include ninjas.  Just a few, like garlic on pizza, should go a long way.

Melee combat - I'm not sure I am crazy about having melee resolved after one dice toss.  I might change to a system with pushback and Bushi tests.

Not sure about the need for formations. I included rules for a column (to move through a village, mountain pass, or bamboo forest) but otherwise, just in a battle formation.

Basing.  I am torn between a square base method and a regular linear WRG type method, but I plan to rebase the collection.

Here is a scene from a TV drama showing a dramatization of the cavalry charge during the battle of Nagashino (1575), against the first recorded use of volley fire in Japan.  Interesting, but great images of armor and horse equipment.

http://youtu.be/bIs3ibPgosE

And, for further research, the movies of Kurosawa are always welcome. This is a clip from Ran, showing a unit of Ashigaru firing from under cover and disrupting a cavalry charge. Great imagery of Sashimono, but the representation of units is very fluid compared to how wargamers typically represent bodies of troops.  Kurosawa might not be strictly historical, but it is very inspirational imagery.

https://youtu.be/m4Sc32qDzXU

Tuesday, November 17, 2015

From the Sky we Came - Samurai Period Miniature Rules

I wanted to come up with a set of miniature rules for playing out 15mm battles between armies representing the Samurai Clans struggling for position with each other during the period of the 16th century (the Sengoku period, which is typically from the mid 15th century, through the end of the 16th), roughly ending with the battle of Sekigahara (Oct 21, 1600).  

Detail from the Battle of Sekigahara
 The name of the rules ("From the Sky we Came") comes from a line in a death poem written by Hôjô Ujimasa.  Ujimasa died (was forced to commit suicide, along with his brother) in 1590, after losing Odowara castle to Toyetomi Hideyoshi.  Ujimasa had been the head of the Hôjô clan, so upon losing his clan's castle to his clan's enemy, he was forced to commit sepuku.  Before doing so, he wrote the following death poem:
Autumn wind of eve,
blow away the clouds that mass
over the moon's pure light
and the mists that cloud our mind,
do thou sweep away as well.
Now we disappear,
well, what must we think of it?
From the sky we came.
Now we may go back again.
That's at least one point of view.
- Hôjô Ujimasa
Odawara Castle


Below are the rules. Keep in mind these are a playtest level prototype, and there might be some interesting combinations resulting from using these. They do seem to be pretty playable. Pictures of the playtest are coming.



From the Sky we Came

Units and organization
Units are roughly of two types, Cavalry (3-4 stands per unit) and Infantry (6-8 stands per unit).  On the table top, Cavalry is always represented either in column (one stand wide, for movement purposes), or in a single line (one stand deep, 3 or 4 stands in width).  Infantry is also either in column (one stand wide), or in line (two stands deep, either 3 or 4 stands in width).

Units are organized by clan (roughly), with a Clan leader being in charge of from 3 to 8 units per clan.  Each clan will have a Clan Leader, as a separate piece, distinct from the units.  Each side,  will have an overall commander, or Army General.


Unit Types
Units are split between mounted and infantry.

Mounted units may be either:
  • Mounted Warrior Monks
  • Mounted Samurai
 Infantry may be either:
  • Warrior Monks
  • Samurai
  • Ashigaru
  • Peasants
Cavalry are considered to be armed with a mixture of pole arms (spear, lance), and swords.

Infantry must be marked as being armed with hand weapons (katana, nodachi), pole arms (yari, naginata, etc), arquebus, or bow.

Samurai infantry units may have two categories of weapons - such as hand weapons (swords) and bow.


Command and Bushi
Each command stand (either Clan leader or General) has a Command rating.  This is a rating of that leader's ability to command troops in battle.  It will be an 8 for a Clan Leader, and a 9 for the General, but could be modified by a scenario or based on a historical battle.

Command is used by the command stand to (1) activate moves, (2) rally routing troops, (3) reform disordered troops.

Each unit has a Bushi rating.  This is a measure of the unit's general martial spirit and willingness to fight.  In the game, it is used for a test to see if the unit will (1) close to contact in a charge, (2) stand up to a charge from the enemy, and (3) charge lesser units if ordered to do so.  The first two tests (charge, and stand) are made against a unit's Bushi rating whenever a charge is ordered.

The third test must be made by a Samurai unit that is ordered either to stand, or to charge another unit, when an enemy Samurai unit is within charge distance.  If the this test is made against bushi when the Samurai unit is activated to move, and the unit Passes the test, rather than do what is ordered, it will instead move (at charge speed) towards an enemy Samurai unit within charge distance.

Unit Bushi Rating
Samurai - 9
Warrior Monks - 8
Ashigaru - 7
Peasants - 6

Optional - When a unit is required to take its first Bushi Test, roll 1d6.  If the result is a 1, then the unit has its Bushi modified down by one point, and if it is a 6, then it is modified up by one point.  Keep track of this, as the unit will have to make tests against this Bushi value throughout the battle.


Turn Sequence
At the beginning of a turn, the two Generals will each roll 2d6 plus the number of Clans they still have under their control.  The high roller will then activate his first clan.

Activating a clan is done by rolling against the Command target of the Clan Leader for that clan.  If successful (by rolling equal to, or less than the Command number of that Clan Leader), then the player rolls two d6, and chooses the highest of the two dice.  That is the number of actions he has for the units in his clan.


If a player misses the roll against his Clan Leader's Command number, then that Clan may not activate this round.  It is now his opponent's opportunity to nominate a Clan Leader to roll for.  This alternates back and forth, as long as both sides still have Clans to activate.  Once only one side has Clans left to activate, he may (one at a time) seek to roll for them, but the Command number for those Clan Leaders is treated as one lower than normal (representing that it is harder to coordinate a larger army).

Tuesday, November 10, 2015

Minimal Wargames terrain

So, at the recent Fall In convention, Chris and I hosted a game of The Sword and The Flame.  The problem was that I didn't have much terrain with me.

I had brought my standard green drop cloth for the table (actually, I brought the two smaller ones, which are approx 6x6 each, as my larger one was on the Wargames table at home with a 28mm Balkanian battle on it).

I had my red pumice rocks (picked up outside a Hardee's restaurant in 1997 and still doing great duty).

I also had four bags of scrubby desert lichen.

I had also brought my home made African village huts.

At the convention I had purchased 8 feet of rail fencing.

With all that (which isn't much) I was able to put together a table that represented a decent tactical challenge for the players.

The fence was a movement obstacle for both sides.

The scrub (clumps of lichen) was a movement problem for the Anglo-Egyptian forces.  It also provided cover for all troops. The Dervishes could move through unimpeded.

The rocks marked six scrub areas as potential ambush areas for some hidden natives.

Finally, the village represented the focal point of the scenario.

The Table.  Coffee is a bonus.


It wasn't elegant, but it didn't have to be - it still produced a terrific game, and it all fit in half a duffel bag along with three cases of troops.

Chuck

Sunday, November 8, 2015

Gaming at Fall In

So, although the weekend was very busy with me attending to online business with my Graduate Students, in the evening on Friday and Saturday I got to participate in some fine wargames.

First, on Friday, I got to play in Patrick Berkebile's most excellent game of Regimental Fire & Fury.  The scenario was the battle of the Wheatfield, during Gettysburg. 

I got to participate on the Union side, commanding the divisions of Zook and Cross.  It was great fun, and the battle looked fantastic.

Gettysburg: Into the Wheatfield (painting by Bradley Schmehl)

A portion of Zook's division, encountering some Confederates, coming through the rough between the fields
Patrick has been painting up the forces himself (in usual excellent manner) in 6mm.  The battlefield was done as a battle mat (that Patrick made, painting the features on canvas, and then adding flocking and details), over a contour layer of styrofoam for hills and rises.  Finally, all was pinned down for stability, and the trees were also pinned through the canvas into the styrofoam hills and foam layer under the map.
Bigelow's Artillery - also under my command


Gil Bates - Confederate Commander

Ralph Krebs, Confederate Commander (and far left, Mac, my ally)

Zook's infantry, out of command and disordered

Fighting in the wheatfields, and in the rough in between

Assault up the hill!

Other players included Gil Bates and Ralph Krebs on the Confederate side, and others.  Patrick knew the rules (and the scenario) very well (a must if you are going to run a convention game), and it was a completely enjoyable experience, that Patrick kept moving along very nicely.

Then, on Saturday, the ODMS lads played a great old game of The Sword and the Flame!  It was a Sudan scenario, with 14 units (and a gun) on the Dervish side, and 6 units (and a nordenfeldt) on the Anglo-Egyptian side.  There is a great write up (with lots of pictures) over at the Old Dominion Military Society blog.

ODMS Lads engaging in fine shenanigans!


Lots of cool games, and I did make some minor purchases (I got Rebellion! - the American Revolutionary War supplement for Black Powder, as well as some terrain building items).  A great convention - some extra pictures below.








Tuesday, November 3, 2015

Heading to Fall In

Heading to Fall In this weekend.

Looking forward to seeing lots of new stuff.

Planning on playing (at least) some Hordes of the Things, and also hosting a game of The Sword and the Flame.
An older game of TSATF

I hope to see some SAGA, Lion Rampant and maybe some Tomahawk and Musket.
6 player HOTT from 2009


Shopping for rules, and maybe some terrain bits.  Probably no new figures.  Probably.

Look forward to pictures this weekend.