Showing posts with label Skype. Show all posts
Showing posts with label Skype. Show all posts

Sunday, May 17, 2020

Death on the Nile, in Remote DBA



During the current  difficulties, I have been keeping in touch with the hobby by playing games remotely.  Happily, years of practice left us ready for this.  Yesterday, my sons had their turn, as I hosted a game for the two of them, separately remote.  Since younger son William acquired DBA 3.0  fall, we have had a resurgence of interest in the game, and older son Norman and I (well, mostly Norman) have been at work reshaping and extending an earlier 1/72 Bronze Age project to cover more of the possible armies of the 13th century BCE.  For yesterday’s game, we pitted the ancient Libyans (DBA Army I/7b) against the New Kingdom Egyptians (I/22b).

 I set up the iPad on a tripod, having recently acquired a tripod mount for it, and laid out the reversible 3x3 ground cloth on the desert side.


Norman elected to command the Libyans, and William was therefore cast as the Egyptians.

We had to use a spare Egyptian chariot on a sabot base in lieue of the as-yet-unbuilt Libyan chariot, and the camps were also improvised.  Of the choices that we could make, Norman elected to take an element of Sea Peoples “blades” rather than a second chariot, and William elected to deploy his Sherden guards as “solid” (rather than “fast”) blades.

The terrain system gave us a waterway along one edge (as the Egyptians, a “littoral” culture, were defending).  William chose to use his amphibious capability to land two elements, some Nubian skirmishers and a renegade Libyan warband, behind the Libyan line in a bid to capture the enemy camp.


The battle then commenced.  William’s amphibious force won an early advantage by destroying two of Norman’s right flank skirmishers, but faltered in their attack on the camp.  After a single attempt, the situation in the main battle demanded all of his attention and command pips.



There was a good deal of pushing and shoving along the left end of the Libyan line (the Egyptian right), and eventually Norman’s Libyan “warbands” came screaming down off the hill in a bid to destroy the Egyptian infantry (against which they had a quick kill capability).  He was in the unenviable position of attempting to hold off chariots with skirmishers while hoping for some luck with the warbands, and the dice were not with him.  A couple of turns into the main fight, William finally overcame his cold dice situation, and killed two elements out on his right flank for the win.  

The video quality was still a little underwhelming, so we supplemented it by taking and texting pictures of the situations on demand.  As a result, the game took rather longer than it would have face to face.  However, if there’s one thing that most of us have these days, it’s time on the weekends.  With side discussion, set up, and the like, we were at it for about two hours.  We all agreed that we need to gain a little more familiarity with the rules, as extensive play with the first edition of Hordes of the Things was tripping us up fairly regularly.

Next time, perhaps we shall dig out the 2nd Punic War figures; they haven’t seen a battle in several years...




Sunday, May 3, 2020

Catching Up a Bit — Scenery and Remote Games




I haven’t done well at updating my blog the past couple of weeks, but all is still well here under lockdown.  I am still finding myself too distracted to paint as I would like to, but I have gotten the big brushes and craft paint out and had a go at some scenery.  First up is another of the resin village buildings I’ve been working on, the “Trader’s Shack“ from Apocalypse Miniatures.     
Apocalypse Miniatures “Trader’s Shack”



I am looking forward to getting the village into a game; at three buildings plus the outhouse, it’s starting to look like something.  A fourth large building, the Apocalypse “farm house” is on the painting desk with some paint on it.

Last weekend I pulled out all of the 25mm scenery boxes, sorted, consolidated, and labeled, so I now have an empty 12 liter Really Useful Box earmarked (and labeled) for transporting scenery for away games, and all of the scenery pieces have a labeled box to call home, so that can be sorted back after use.
Scenery Organization in Progress
In the upper right corner of the organization picture, a tan ruined tower can be seen.  I think I acquired this from a dealer at Huzzah a couple of years ago.  The manufacturer had already gone out of business, so I couldn’t get one in the grays I usually use for scenery.  Since I found it while organizing, I was reminded that I should try repainting it.

Wartorn Worlds ruined tower repainted...

...and with a little vegetation added to enhance it.
Happily, the recycled tire material seemed to take paint well, and I am pretty happy with the enhanced piece.  Now that it looks like it fits in with the rest of the scenery, I hope to have it on the table soon.

Following the scenery sorting, I set up a game of Burrows and Badgers.


My brother joined me remotely, seen in the upper right where a clamp to mount my iPad to a photographic tripod had arrived to make remote gaming easier.

We ran B&B last year at Gencon, so I used two of the war bands I had statted out, printed, and laminated.  I took the unlucky Reynard the highwayfox with his new-fangled pistol, and Norman took Sir Caradoc, a noble dog of the old school.

Reyanrd’s camp about to be attacked; ruined doorway by Reaper
A roll for scenarios brought us an ambush of a camp, and Reynard was elected to be the ambushee.  While he actually had some success with the pistol, for a change, Caradoc personally managed to bring him to justice.  I was reminded that I have an unfilled appetite for some detailed skirmish gaming; I should do something about that.

Just before everything locked down, I ordered a Hot Wire Foam Factory kit and picked up some 2’x2’ sections of pink insulation board from the Home Despot to work on my scenery upgrade.  The first warm day we had, I took the foam cutter outside and sliced up a few test hills.

Hot Wire Foam Factory test output
I recently acquired a neoprene mat from Frontline Games to be the usual basis for miniatures in the gaming table.  I hoped that Woodland Scenics flock would be a reasonable enough match; otherwise it’ll be post-lockdown before I can use the sand and house paint technique.  When I flocked the first test hill, I found that I had misplaced the reserve stock of flock, so I needed to reserve what I had for miniatures.  It was close, but I thought that it might be improved with some mottling of other flock shades. 
Small test hill with a rocky section
Eventually the flock supply arrived. (Thank you, USPS, for continuing to work during this!)  I tried again, and thought that would probably do.

Multiple flock colors
With the remote game this weekend, I was able to open up the table, which has generally been in use as my partner’s work-at-home space, and set up a game, including the test hills.

Corner hill...2.5” will be the limit if I want them to be flush with the top of the well.

You can judge the overall results from the set-up picture.

Terrain layout for this week’s game
This week’s remote game was played by Chris Palmer, who volunteered to help me out by taking one side in a pending battle in my Northlands (usually solo) campaign.  I shall hope to get a separate battle report up for that, but the short version is that the defenders of the kingdom of Darmis defeated a detachment of raiders from the neighboring kingdom of Verdance.  The small encounter was played out using the Dragon Rampant rules, and the “Crystal Gale” scenario from the rule book.  With that out of the way, I can figure out what the other pending battle looks like, and then get on with the next month’s worth of map movement.

The leaders of the two forces meet in battle, with the local cavalry sending the raiders packing
  At least with a solo campaign, nobody else is inconvenienced if it takes a while to resolve the next event.


Sunday, April 12, 2020

The Pass at Gelbehuegel

In the summer of 174x, the Nth year of the War of the Western League, an army of the Pragmatic Coalition was advancing northward in an effort to lay siege to the city of Schluesselbrett, and perhaps cause the Archbishop to sue for peace separately.  However, the Archbishop had turned his defenses over to General Schachlaufer (reportedly a nom-de-guerre of the notorious mercenary general MacDuff).  Schachlaufer, whose coupe de lo’oeil seldom failed him, looked over the possible approach routes to the city, and chose to make a stand at Gelbehuegel, where the northward roads converged, and the then combined route ran through a defile which would allow him to make the most of his limited troop strength.

The battlefield, before the arrival of the armies. Schachlaufer’s line of deployment in red, roads used by converging Coalition columns in green, North to the top of the picture.
 He had available to him two brigades of troops, a native Schluesselbrett contingent of two infantry battalions, a battery of artillery, and a squadron of light dragoons, and an allied brigade of two infantry battalions and an artillery battery from Hesse-Hattemstadt (in blue coats) and a battalion of Saxe-Kirchdorf jaegers (in purple).

Later in the battle, but illustrating the deployment of the League forces, with Schuesselbrett troops on the southern hill, allies on the northern, and the light dragoons in reserve on the road

As seen in the illustration, he elected to deploy with his local brigade guarding the hill to the south (his right) and the allied brigade guarding the hill to the north (his left).  With the troops emplaced, there was nothing to do but await the approach of the enemy.

The plans of the Pragmatic Coalition that day were flawed from the outset.  Bad maps had led General Nordstrom (a distinguished Wachovian officer in overall command of the Coalition forces) to believe that two roads continued to parallel each other beyond the defile at Gelbehuegel, and that the actuals hills north of the town were less of an obstacle than was actually the case.  He had divided his forces into an infantry column (of five battalions of line infantry, a battalion of jaegers, and a battery of artillery) and a cavalry column (four squadrons of various cavalry supported by a battalion of veteran Wachovian line infantry and a second battery of guns).

Coalition infantry deploying and attempting to assault the northern hill
There was a great deal of confusion as the heads of the columns ran into each other in the streets of Gelbehuegul.  General Nordstrom found himself stuck in the back of the infantry (left) column attempting to bring some order to the chaotic situation.  At the front of the infantry column, his subordinate, General Adelmann, was the first to see that that the enemy had decided to make a stand at the defile.  He ordered the lead battalions of infantry to deploy and to attack the lower slopes of the northern hill, where the enemy artillery could be seen deployed, and the King Rupert Jaegers to attack the southern hill, using light infantry tactics to (hopefully) suppress the battery there, and allow the remaining infantry to deploy.  The attack was unsuccessful, and the Jaegars suffered fearsome casualties, pinned down by canister fire from the guns.

Visible at the top right, the Jaegers make their unsuccessful attack on the Schluesselbrett position

Meanwhile, on the Coalition right, the cavalry brigade, under the command of Prince Norbert of Schoeffen-Buschhagen, attempted to untangle itself from the traffic jam in the streets of the town. The Prince sent his light cavalry, a mixed lot of Hussars from both Wachovia and Schoeffen-Buschhagen, forward to see what could be done.  The S-B hussars gallantly attempted a charge against the gun position on the northern hills, but difficulties in traversing the terrain left them exposed to the fire of the guns, ably supported by the Saxe-Kirchdorf light infantry infesting the woods, for far too long, and they withdrew (a considerable distance, as it turns out) to the rear to regroup.

The Coalition infantry attempts to organize an attack

General Adelmann’s attempt to attack in the center was doomed from the start.  Coalition forces were unable to suppress the League artillery, and the entire area of fields north of the town were swept by artillery fire.  As each infantry battalion debouched from the tangled streets of the town and attempted to deploy, it was raked in turn by the deadly fire of the massed artillery.


The Coalition artillery finally reaches the battlefield, as the cavalry begins to clear the town

The provosts were finally able to untangle the mess in the town, and a lone Schoeffen-Buschhagen battery began to deploy, hoping to finally bring some fire onto the seemingly impregnable enemy position.  But it was too little, too late.  General Nordstrom, riding forward to view the situation, was appalled by the shambles left by the attempted infantry attack.  He ordered the General Retreat sounded.  The attack on Schluesselbrett might yet succeed, but not today.  As night fell and the guns fell silent, the battered Coalition army withdrew, to reorganize and perhaps try a more deliberate attack.
Remnants of the King Rupert Jaegers and infantry from the attack in the center stream off the field

Wachovian hussars withdraw, and the Wachovian infantry arrive, just in time for the retreat.















Monday, March 23, 2020

Dragon Rampant Remote Game — Raid on the Myzantine Frontier

My brother Norman and I took some time out of our busy schedules yesterday (ahem...) to play a game.  After our recent Cincycon outing, I was in the mood for more fantasy, so I suggested that we have a game of Dragon Rampant.  As I have mentioned elsewhere, an advantage of Dragon Rampant in a remote setting is that each player has a relatively small number of maneuver elements to concern himself with, and the exact angle and positioning of those elements is less important than the general idea of which other unit (or piece of terrain) their activation is intended to address.

My solo campaign has a battle pending which I have already determined will be resolved using the DR scenario “The Crystal Gale”, so I thought it might be interesting to try it with two players first, and my brother was agreeable.

Accordingly, I set up my 3x5 table with a little slice of the borderlands of the Myzantine Empire, in the northern reaches where it borders on the Orc lands.  (This is a bit of background from an unfinished fantasy map, intended to give some structure to my collection of older “true” 25mm figures.)

My first observation was that my table was too small to have much flexibility with respect to the placement of the objective markers (the royal crystals by the scenario write-up, reskinned here as information tokens).

The battlefield, as seen from the east, from whence came the Orcs

The battlefield, as scene from the west, from whence came the Myzantines
I chose two forces from my collection of figures which were all Ral Partha, out of respect to the inspiration provided by Cincycon.  The orcs, shown below, had a reduced model unit of elite foot as the warlord and his bodyguard, a unit of orcish heavy foot, a unit of goblin berserkers (bellicose foot), two units of goblin wolfriders (light riders downgraded to javelins rather than bows) and a swarm of rats (lesser warbeasts).

The Orcish force
The Myzantines had the Governor’s bodyguard (elite cavalry with the level-headed advantage), a unit of allied horse (heavy riders), a unit of heavy foot spearment, a unit of light spearmen (with added javelins—which never got thrown), and a unit of light archers.

The Myzantine force
We decided that we would use the rules that we have been putting off unit we were more familiar with the game, particularly the leader personality roll and the availability of additional victory points for the fulfillment of quests/boasts.  My brother, after seeing the army lists, elected to command the orcs. I rolled a leader who was immune to fear (less than helpful since no enemy unit caused fear), and my brother rolled a “commanding” leader who was allowed an activation reroll once per turn.  We randomized the direction of approach, as per the scenario write-up, and I ended up entering along the short side of the table partially behind the river, as shown above.

My second observation, as we got started with the game, is that it was going to be very difficult to reach objective/information markers when his force had faster units than mine, and he had an activation advantage.  

Nevertheless, we pressed on.

Orcish wolf riders advance boldly to open the action
I realized after the first two moves, when he already had 4 of 10 information tokens in the bag, that my only chance of pulling out a victory was going to be to succeed at my quests/boasts.  For me, that meant that I couldn’t afford to have anyone rout, and I needed to destroy more units than I lost. Since the game would end when the last information token was collected, I realized that I was going to have to leave one on the table and protect it in order to have a chance to beat up his units.

So, I attacked as quickly as I could with my elite riders, and followed them up with the allied horse.  The heavy spears were sent to the right flank to keep him from circling around toward the last objective marker, and the light spears with their javelins and the bows came up on the left to soften up his units for a decisive charge by the elite riders of the Guard.
The Governor’s Guard faces down the goblin berserkers
Norman’s rat swarm was subject to the Wild Charge rule, and they ended up getting into a protracted charge/response cycle with the allied horse, which wore both units down.  Eventually the allied horse were wiped out, but at least they didn’t rout.
Allied horse takes on swarms of rats


I got involved in the mechanics of running the game, and didn’t get a picture, but over on my right flank, my spearmen were under heavy attack by javelin throwing wolfriders, and even repulsed an unexpected attack by the orcish heavy foot, who waded across the river at a disadvantage to come to grips with them.  Eventually they were routed by the unanswerable rain of javelins.  It turns out that one of Norman’s chosen quests was to destroy that particular unit...
The Governor’s Guard in pursuit of the Orc Warlord and his Bodyguard
Having achieved his side quests and collected 7 of the 10 information markers, he decided it was time to withdraw.  As my only hope of losing less ignominiously was to pursue him, hoping to destroy another unit or two, I pursued with what I had left...my archers (who were very unhappy about being ordered forward), and the Governor’s Guard, reduced to half-strength. The warlord and his bodyguard, taking up the rear of the orcish force, exited well ahead of my pursuing cavalry.  Assuming that I got the two information markers left on the board, my final score was 3 minus 2 for the failed quests/boasts, a total of “1”, while he had 7 plus 3 for his quests, for a total of “10”.  Ouch.

However, the real primary objective, of taking my mind off of things for a little while, was achieved.  The total elapsed time was two hours, which left me with time to prepare dinner.

I’m sure that more remote games will be on the agenda in the near future.  I will try to take a few more pictures next time I’m hosting.
 

Friday, April 26, 2019

An Incident from the Not Quite Seven Years War

Ross Macfarlane and I had an opportunity to put a game on the table last weekend, for the first time in a while, although this was the latest in a series of remote games.  I have these tagged as "Skype" on the blog, but we have been using Google Hangouts in recent years.  

The Not Quite Seven Years War has traditionally been played using Charge!, with our collection of Prince August and Meisterzinn 40mm home cast figures, but we are scheduled to host a couple of games at Huzzah! in Portland, Maine, next month, and have elected to use With MacDuff to the Frontier.  On Saturday it was time to try out one of the scenarios, Ambush-1 from C.S. Grant's indispensable War Games Scenarios, or "The Green Book".  This action involves a convoy, represented by two wagons in our game, attempting to make its way across the table to a bridge, through some rough territory in which an ambushing force is concealed.  Ross took the convoy, and I took the ambushers for convenience, since the hidden deployment aspects were easier for me to handle as the physical host of the game. Convoy troops were a mix of allied forces, and the ambushers represented my usual image-nation of Schoeffen-Buschhagen.

The convoy had an escort of two cavalry, four infantry and an artillery unit, and the ambushers had a light cavalry unit, two light infantry units, and two line infantry units.  I elected to deploy three of my four units in a blocking position near the bridge, with the cavalry and one light infantry further forward to harass the convoy as it advanced.

Convoy guard (in red) deploy
Things started well enough for me.  Ross led off with a unit of allied hussars, who were readily put to flight by the Schoeffen-Buschhagen hussars, who appeared out of some dead ground around the middle of the table.



S-B Hussars sweep down upon the enemy
After that, however, things became more difficult.  Ross carefully advanced the wagons behind a screen of his line infantry, and covered the tail of the convoy with his gun and a squadron of dragoons.  My forward light infantry were reluctant to advance out of covered position in some woods onto open ground in the face of the dragoons, and my hussars were clearly outmatched as well and hung back.

Wagons advancing cautiously, well screened...


Schlusselbrett foot advance against the S-B blocking force

That left the fight in the front, where Ross's allied infantry pressed ahead and engaged in a close range firefight with the blocking S-B infantry.  After a deadly exchange of fire, the remaining S-B forces were now outnumbered significantly by the allies, and their commander prudently elected to break off and hope for better luck on a different day.

After some technical difficulties in getting started, the battle took about three hours, which was a pleasant diversion for a Saturday afternoon.

I was reminded how much I enjoy seeing the big guys on the table, so perhaps it is time to get a few more painted.  It does look, however, like I am going to be limited to 4x6 or smaller tables for home games for the foreseeable future, so there probably needs to be some reconsideration of the upper limits of the project given the numbers that can be maneuvered.

For some variety I recently acquired Howard Whitehouse and Dan Foley's new book A Gentleman's War, which contemplates 12 man infantry and 6 man cavalry units, and has rules covering the mid-1700s up through the later 19th century, and should therefore be suitable for use with these figures.  I shall hope to post a full review sometime soon, after a game.

Monday, June 15, 2015

Frontier Raid fought

Click on the pictures to view them properly; my blog management software is acting up with respect to the thumbnails.

As mentioned in the teaser shot yesterday, we set up and fought a battle using our developmental old school fantasy rules yesterday. Ross has posted the most recent version of the test rules. For the purposes of yesterday's test, we tried using personalities. Basically, they stayed attached to units. If two units with attached personalities were in melee, the personalities could fight. Personalities did not generally affect the unit level combat except by spells, or if they were a mid-sized monster like the wyvern, which gave a unit an extra die in combat. What they did have were skills/attributes, which modified how the units worked. This didn't turn out to have quite the flavor we were looking for, so revision 2 will make them more powerful/important.

Here are the orders of battle, with the numbers being, in order, combat strenght front/flank, armor roll, hits per stand, and movement in increments. For personalities, they just have a single Combat rating, used against other personalities. Each magician had a list of spells, each of which took the whole turn to cast and was then used up. We ended up using two inch increments, but the plan is to make movement sticks with the increments equal to the base width.

Empire of the Great City and Allies

1xGeneral Constantius and bodyguards 5/3, A:2, H:4, M:5
3xArmored Cavalry 5/3, A:3, H:4, M:5
1xArmored Cavalry Archers 4/3, A:3, H:4, M:5
1xAllied Horse 5/3, A:2, H:4, M:5
4xSpearmen (City and allied) 3/3, A:2, H:4, M:3
1xFoot Guards 4/2, A:2, H:4, M:3 (Reduces armor by 1)
4xSkirmishers 2/1, A:0, H:2, M:4
2xFrontier Guards (Archers) 3/1, A:0, H:4, M:3
1xTreemen 4/4, A:4, H:4, M:3

Cyrus Ironhoof, Inspirational C:3, A:3, H:2, M:6
Elar Autumnleaf, Cunning C:2, A:1, H:2, M:5
Aralon Longspear, Prepared C:2, A:0, H:2, M:4
Earaina, Magician C:2, A:3, H:1, M:4
Spells: Restore, Restore, Ward, Ward, Hurry


Orcs and Allies

1xWarlord Snarg and Bodyguards 4/2, A:3, H:4, M:3
4xShock Orcs 4/2, A:2, H:4, M:3
2xOrc Archers 3/2, A:1, H:4, M:3
3xGreater Goblins 3/2, A:1, H:4, M:3
6xLesser Goblins 3/2, A:0, H:4, M:4
3xWargs and Riders 4/2, A:1, H:4, M:6
2xLizard rider archers 3/2, A:1, H:4, M:6
1xGremlins (flying) 3/2, A:0, H:4, M:6
1*xWater Demon 4/4, A:3, H:6, M:3

Wraith of Khan, Inspirational C:2, A:3, H:1, M:4
Gorlak the Assassin, Stealthy C:3, A:0, H:2, M:4
Wyvern, Monstrous C:4, A:1, H:2, M:6 (flying)
Raffem and Tiny, Magician C:2, A:2, H:2, M:4
Spells: Frenzy, Frenzy, Restore, Summon


The personality skills were used as follows:

Inspirational: Add a movement increment to the unit when attached
Stealthy: Can move through enemy units and opponent can't refuse a fight
Monstrous: Big enough to add a die to unit combat
Cunning: Add 1 to the unit's attack factor
Prepared: Add 1 to the unit's armor rating.

The spells:

Frenzy: Add 1 to the unit's attack factor for 1d3 full turns
Restore: Recover lost hits for roll of 1-4, 4 dice worth
Ward: Add 1 to the unit's armor rating for 1d3 turns
Hurry: Double a unit's speed for 1d3 turns
Summon: Cause the Water Demon to appear in the river





Above is a shot of the board again. The Imperial forces had three garrisoned locations, two walled hamlets and the watch tower. The Orcs, approaching from the left (north), were attempting to seize those strongpoints, before they reached break point of 2/3rds of their army out of action. (So 7 units remaining was below strength). The orcish units were individually not as good as the Imperials, but there were more of them, and the Imperials had a 50% break point (9 units).

My son William was recruited to play the orc general, and Ross commanded the Imperials, with me acting as the mostly impartial referee and as Ross's hands and eyes. I recently broke my tablet stand, so Ross was forced to put up with a somewhat unsteady handheld view, and I got my exercise panning and zooming by hand.





William's plan was to use his mounted and fast forces on his left to grab the tower quickly, and to bore up the middle with the great mass of greenskin infantry to take the first hamlet. Ross is represented in the shot above by the iPad propped up with a Magic card box. The tower garrison inflicted a few hits on the approaching wolves and lizard riders.





On the orcish right, allied elves and treemen left the woods to assist the hamlet.





As the battle developed on the orcish left flank, the first assault wave rolled up to the hamlet in the center. The frontier guard archers had given a good account of themselves, shooting down a probing attack by the flying gremlins and wyvern, but orcish numbers began to wear them down. General Constantius threw a company of regular spearmen into the hamlet to assist the hard-pressed frontier guard, and a long, grinding melee ensued.




The surviving lesser goblins eventually withdrew from the fight, and were replaced by the heavy shock orcs, encouraged by a frenzy spell. Imperial luck finally ran out, and the regulars were ground down and eliminated.




On the orcish left, the coup de main against the tower was unsuccessful, and the survivors of the fast troops were all driven off. Snarg threw his last reserve, the greater goblins and orc archers, into the fray on his left, hoping to salvage the situation.





Constantius, sensing that the orcs were wavering, impetuosly charged the advancing reserves, hoping to tip the balance and drive the entire army from the field.





Unfortunately for him, the orcish archers were far tougher than he imagined, and he fell to a goblin sword as reinforcements entered the fray. The goblins threw themselves on the remaining cavalry, and Cyrus Ironhoof, the centaur hero, as senior officer on the imperial side, sounded the retreat.




Just as the battle was concluding, Earaina was confronted and slain by the assassin Gorlak, so it was a grim day for the Imperials.






Overall, it took us about three hours to fight this out, including a certain amount of telecommunication friction time and rules discussions. Heroes/personalities will probably have a more significant effect on the game in the next playtest, and, as far as scenario specifics went, Ross noted that it would have made sense to have the objectives count against the Imperial break point. William's commander morale almost broke at one point, as he had little luck in attacking the town, but Ross's early amazing die rolls eventually averaged out. The 40 stands we had on the table were about a third of my current fantasy total, and about half the total of the pre-1980 vintage figures (although the orcs are not part of the pre-1980 collection), so scaling up to scenarios for 6x10 convention games next year shouldn't be a problem.

Sunday, August 3, 2014

Civil War in Arden, revisited

Ross Macfarlane and I have been discussing tweaking the Rough Wooing home rules we use for 40mm Renaissance gaming. Today we took the opportunity to set up a remote game (Google Hangouts for video conferencing rather than Skype) at my house. My Renaissance collection is smaller than Ross's, so that puts an upper bound on a scenario.

I chose to recycle the civil war in Arden scenario I used for a solo game back in 2010. I hope to post a full report later this week, but, in shirt, the scenario involved two similar forces are racing for a bridge on the road to the capital, one led by the ruler, and one by the usurper, so both sides had a functional requirement to not lose the leader...

We spent about three hours actually playing the game, following a discussion period in which we decided what the rules tweaks for purposes of this test would be. Ross played the rebels, and I played the loyalists. At the end of the game, neither army had broken, and neither leader had been killed, although they had both been in the same cavalry melee at one point. The loyalists had the bridge (and therefore could withdraw the surviving troops toward the capital), but the rebels had arguably come out ahead in the casualties, having traded mercenary foot for the Duke's loyalist nobility in the form of their gendarmes.

All in all, it was an interesting game, with some rules writing and review to follow.

I should note that this game demonstrates one of my current little wargaming issues: too many things are interesting. The last three games played were all different scales, different periods, and different rules, and that doesn't begin to exhaust the possibilities.

Saturday, April 12, 2014

Looking Ahead: Huzzah Preparations

(It's my turn for technical difficulties...the pictures are posted as separate blog postings...)

For the past couple of years, my long-time collaborator Ross Macfarlane and I have split the difference in the distance between our homes, and met at Huzzah in Portland, Maine. I hope he'll be able, some day, to return to a Cold Wars or a Historicon, hauling his horde/hoard of Not Quite Seven Years War figures for another megagame. In the meantime, though, Ross has us signed up to run an American War of Independence game using his With MacDuff to the Frontier rules. I haven't played a MacDuff game in a couple of years, having been distracted with other periods, and Ross has been tinkering with the rules in the meantime.

Thus, I was glad to have the opportunity to virtually drop into Ross's gameroom yesterday for a playtest session of the convention game.



Yesterday turned out not to be a particularly good day for the Internet, and we had some technical difficulties with the videoconferencing capabilities of Google Hangouts (rather than Skype). This left me with a bit of fog of war, as can be seen from the screen capture above. Neverthess, Ross was a good sport about moving the camera around as necessary.

The scenario involved two groups of settlers racing for a fort in an attempt to avoid Loyalist and Indian raiders, reinforced by some Hessian jaegers and grenadiers.

In case any potential Huzzah players are reading, I will not discuss the scenario too much. The key to the game, as far as I can tell, is that it is more likely to go well when your troops actually arrive on the table... The scattered raiders attempted to intercept the wagons, but never achieved local superiority and were eventually driven off piecemeal.

Remote games run a little more slowly than live games would, not counting the technical difficulties, but it still makes for a pleasant experience, and I'm rateful to Ross for hosting this time around. My turn next time...



Inspired by the game, I combed my French and Indian War collection for my contribution to the Huzzah scenario and mustered them in a Really Useful Box, in preparation for the trip. The figures, as usual, are a mix of Irregular, Sash and Saber, Prince August, and Nuernberger Meisterzinn.

Friday, December 27, 2013

Encounter at Neu Pediev, some delayed pictures

Some weeks ago we ran a Not Quite Seven Years War game with Ross Macfarlane remoted in...since my battle report continues to be delayed, I thought I'd just go ahead and post a few pictures.

Battle reports are here and here.




Putting the table next to the window in the morning makes photography a little interesting...


Here the Coalition army, Schoeffen-Buschhagen and Wachovia, enter at the left, while the Northern Alliance force enters from the right.


The battle opened with a clash of dragoons, S-B versus Schluesselbrett, in the center of the field.


The Alliance attempted to outflank to their left, but ran into additional Coalition cavalry, which they eventually defeated after an extended series of charges and melees.


One of those melees...


On the Alliance right, their infantry stood off a desperate charge by the Szathmari Hussars.


But eventually Alliance troops moved to occupy the town.


Remnants of the Prince's Dragoon Guards duel with the remaining Schluesselbrett dragoons, breaking them. It was, however, too late for the Coalition, and they executed an orderly withdrawal to await better circumstances.