My Gaming Year 2025

Another year, another end-of-year report. Again, I played a variety of games, as you can see in my Boardgamegeek statistics:

At the beginning of the year, I suddenly developed an interest in ancient Rome and an urge to create an urban gang fight project with Song of Shadows and Dust. I got figures and terrain and then stressed myself out painting them as quickly as possible. This was not a good move, and it was made worse when my chronic illness raised its head at the beginning of April. This also meant that we had to cancel our trip to Salute, which was quite a blow as it would have been my first time at Salute and I was looking very much forward to going to London.

Roman street gangs in action.

Fortunately, thing improved soon and out of the blue inspiration struck: I had a tiny collection of WW2 Coastal Forces vessels and tried several rules years ago but never was happy with any of them. Suddenly, I had the somewhat crazy idea of modifying Galleys & Galleons, an age of sail game, for this. And surprisingly, it worked rather well. When I posted some AARs, people asked me if I could share my modifications. As the core game was written by Nic Wright and published by Andrea  Sfiligoi at Ganesha Games, I asked them for permission. Imagine my delight when Andrea suggested that I could make a standalone game out of it and he would publish it!

For most of the rest of the year, playtesting what is now Torpedoes and Tides (and what is subsumed under Unpublished Prototype in the BGG statistics) took up most of my miniature gaming. I had several people willing to try out the game and provide feedback. The most dedicated play tester was Alan Saunders aka Kaptain Kobold, who spotted mistakes, asked the right questions and had great suggestions for improvements. I really couldn’t have finished it without him. Playtesting is now finished and the rules are with Andrea. I am hopeful that they will be published in January.

A starshell lights up the night as a convoy is under attack.

After this, I needed a bit of a break from ships. Along came my mate Christoph, who had been spreading the gospel of Battletech all year and finally converted me. We played a couple of BT Classic games, which, although fun, were a bit too procedural and slow for my taste, and then he showed me the good stuff, namely Alpha Strike, a much more dynamic version of Battletech. I was convinced and got the starter box and officially joined the Battletechmania that is currently raging in these lands (really, it’s crazy). I’m looking forward to many more games with giant stompy robots (that are not really robots, I know – I’ve read a ton of BT novels back in my youth…).

I am very happy that role-playing is a stable part of my gaming diet. The group that was established last year finished the Warhammer Fantasy RPG campaign in typical Warhammer style: mistakes were made that will probably haunt us when we start the next campaign… We now switched to The Wildsea, which my wife is GMing for the first time. She is doing a great job bringing this strange new world alive.

I’m also very thankful for the long-running remote RPG group and I’m always looking forward to our sessions. At the start of the year, Jan ran a great Mothership adventure. After that, Martin GMed Star Trek: Adventures, where I finally could fulfil my dream and become a Starfleet captain! Finally, I ran Mythic Bastionland, which we are now going to wrap up. I’m looking forward to what adventures the next year will bring!

I also participated in a splendid play-by-email game which was run by Michael Peterson (aka The Mad Padre). True to his blog name, Michael was mad enough to give me the role of Admiral von Spee in command of the German East Asia squadron in 1914. That we did quite well was not my doing, but that of the clever commanders of the German cruisers. Great fun!

The highlight of this year was the annual summer gaming event. Not only was the regular group of friends present, this year we also had my mate Jan from Germany (who is also a member of the remote RPG group) with one of his kids as well as four of my ex-students. As there were too many people for one single game, we had four tables: Martin ran Sellswords & Spellslingers, Christoph ran Guards of Traitor’s Toll with his magnificent fantasy town set-up, and I ran a Roman gang fight with Song of Shadows and Dust. Additionally, my wife oversaw the little tavern brawl game for those who wanted to relax in between the bigger games. In the evening, I also celebrated my birthday and even more friends and family arrived. What a great and memorable day!

As usual, I don’t make plans for the next year, as my obsessions tend to be unpredictable. I hope that Torpedoes and Tides will be published soon and I want to support it by regularly publishing free scenarios (I’ve already prepared a couple). Battletech will probably be on the menu, especially with the new Aces expansion that allows to play cooperative games with Alpha Strike. Apart from that, I’ll just go with the flow – this blog is called The Raft for a reason. But wherever it leads me, I’m really grateful to have friends I can share my love of gaming with.

My Gaming Year 2024

The first thing that leaps to the eye when looking at my BoardGameGeek statistics is an unusual number one, namely something called “Unpublished Prototype”. On BGG, this is the dataset for games that are in development (or at least that’s how I use it). There are actually a number of very diverse games in this category. Some of them are games I tinkered with for my job, as I’m now working as a researcher at the games department of an art university (which, by the way, is one of the coolest developments of this year). Others are my never-ending efforts to develop sets of miniature wargames rules.

The second thing is that my single most played game was Atlantic Chase. I’ve already written about how much I was impressed by this game. Most of the plays were actually solo, as the game has an excellent solitaire mode and I discovered that maybe I do enjoy playing solo sometimes. Also, most of my games of Atlantic Chase were in a relatively short period of time, before I needed a break from WW2 again, so this is not totally representative of what I played this year.

So let’s break the statistics down a bit and sort them according to game type. If we add up all role-playing games, I’ve had 40 sessions this year. Most were with the remote group that has been meeting regularly on Discord for a number of years now and that is still going strong – at the moment, we play Mothership, with Star Trek Adventures scheduled for 2025. Also, Virago started running a face-to-face Warhammer Fantasy Roleplay campaign, which is a great success and ongoing. The rest were one-shots with a diverse cast of people. Generally, it was great to have played games with so many different people this year, some of which are new to gaming (or at least to the nerdy way of gaming).

Adding up all miniature wargames, included those in development, I had 36 games this year. So RPGs and miniature games are actually quite equal, which is good to see, as I enjoy both very much. Although I feel like my painting mojo has not yet fully returned, I managed to get a lot of stuff done: at the beginning of the year, I developed an interest in the Spanish Civil War (triggered by Alex Knight’s excellent boardgame Land & Freedom), which resulted in two 10mm armies and a couple of games of Blitzkrieg Commander.

Then, the lure of Sharp Practice and napoleonics combined with my love for all things naval, so I painted figures for the Adriatic theatre in 1809, mainly Austrian naval crews and some local troops.

To complement this (and with an eye on a potential campaign), I also built and painted a couple of 1/700 ships by Warlord Games and Hagen Miniaturen. However, I kind of ran out of steam with those – while they are lovely models, they are also a lot of work. I did however tinker with rules for very small engagements between small vessels, such as brigs and gunboats.

And then, I rediscovered my love for all things medieval and collected and painted 1/1200 ships for the period. I also wrote a set of rules for them, which I intend to publish in 2025.

In between, we had games of Sharp Practice, What a Cowboy!, Gaslands and even the old tavern brawl game I made for one of our summer gaming events.

Speaking of which: An absolute highlight of the year was again the summer event, which saw a group of friends gathering to play a large multi-player sci-fi game using my 15mm collection and very simple home-made rules with RPG elements.

Great fun was had, although we realised that maybe we have now reached the limits of what can be played with one single group on one table in a single session. As we will probably see even more guests next year, we want to run two or three games in parallel. Let’s see what we can come up with.

Another highlight was a rather unexpected big Austerlitz game with Commands & Colors: Napoleonics. Originally, we wanted to make a trip to the Austerlitz battlefield, but we canceled it because of the weather and Virago spontaneously suggested playing a big C&C game instead. With five players around the garden table, this was another great day with friends!

And I finally published the Star of Bravery campaign supplement for Sharp Practice! I didn’t publish the ACW naval rules, but I ran my first game in public at the Vienna Fantasy Gaming Convention in March.

All in all, I’m very happy with my gaming year. As always, thanks to all the people who played with me, who indulge me in my crazy projects and experiments and who shared their projects and passion for gaming with me. It really means a lot to me.

What will the next year bring? I don’t like to make plans, so I can only offer vague ideas. Another summer event has already been scheduled. The RPGing will hopefully continue. I still feel that I’m not yet finished with naval wargaming and ancient galleys have now piqued my interest. Virago has infected me with his enthusiasm for the upcoming Guards of Traitor’s Toll, so I’ll probably paint up a couple of fantasy figures. Other than that, I’ll go where my fancy takes me!

Atlantic Chase Review

I’ve never really been into board wargames. Sure, there are a number I enjoy, like Maria or the Commands & Colors series, but I always kept away from the traditional hex-and-counter games. From all I knew about them, I had the suspicion that one really had to enjoy bureaucratic processes, or accounting, to enjoy them, and the self-important seriousness of some players rather turned me off.

Fortunately, things have changed. There has been a new and lively culture of innovation surrounding board wargames, with designers experimenting with new mechanisms and expanding the field to include all kinds of historical phenomena besides war, such as political and social movements. Recently, I’ve come to enjoy Land and Freedom very much and even used it in teaching.

Being interested in all things naval, I perked up my ears when I first heard about Atlantic Chase a year or so ago. It’s a game about surface operations between the Royal Navy and the German Kriegsmarine at the beginning of World War 2, and it just looked gorgeous. It uses a big hex map, but the units are not represented by counters, but by trajectories. I bought it on a whim, played the first two tutorial mission and then stored it away – not because I didn’t like it, but because something else caught my interest… However, a couple of weeks ago, I suddenly decided to give it another go. And for those who don’t want to read any further: I’ve rarely been as impressed by a game as by Atlantic Chase. Highly recommended!

For those who want to know whence my enthusiasm, let me give you a bit more information. First, Atlantic Chase has incredible production value. The huge map is mounted on very study cardboard, the wooden pieces are nice, and the amount of paper is staggering: there is a tutorial book, a rulebook, a scenario book for two players, a scenario book for solitaire play, and a book of advanced battle rules. However, what could be daunting is actually really helpful: not only does it package the information in digestible chunks, but the books also themselves are very well structured and laid out. The rules are written in a colloquial style and would probably fit on a quarter of the space in a more traditional format, but at least for me, the style helps with reading them without immediately getting drowsy. I played the tutorial mission over a couple of days and then was ready for my first proper game. (Due to the number of counters and wooden sticks, I would strongly recommend getting a counter tray, as otherwise, you’ll spend too much time rummaging through the box trying to find stuff.)

So what it is all about? The core concept is the following: in Atlantic Chase, the game map does not represent the North Atlantic. Rather, it represents a map of the North Atlantic. Understanding this distinction is essential to understand the logic of the game.

During World War 2, the admiralty had charts of the oceans which were regularly updated when new information came in. The courses of task forces and convoys were indicated as lines – e.g. taut strings – between stations. This is how it looked like in the British Navy:

THE ROYAL NAVY DURING THE SECOND WORLD WAR (A 13203) Officers in the Plot Room at the Admiralty planning the routes of ships on large maps hanging from the walls. Copyright: © IWM. Original Source: http://www.iwm.org.uk/collections/item/object/205186104

The map in Atlantic Chase represents just such a map, and the trajectories, which are laid out by the players with wooden sticks, represent the strings indicating the routes of ships. A trajectory in the game represents information: the knowledge the officers in the Plot Room have about the course and position of their own was well as the enemy’s task forces. Of course, this information can be old. Luckily, it will be updated according to the different actions the player takes, such as ordering naval searches, getting the people from signals intelligence to work, or having a U-boat report the position of a convoy. The players’ job is to get as much information as possible about the enemy ships, to narrow down their location and guide their own task forces to engage them – or to escape the superior forces of the enemy…

Atlantic Chase, therefore, has a command-and-control system as well as a fog of war mechanism that is baked into the very fundamentals of the game itself. This is probably why it achieves to give such a seamless and immersive feel of being in command without being in control: while you don’t move around ships at will, you still have the feeling of planning and plotting operations. Some of those won’t turn out the way you intended, and often, your task force will be at the wrong place at the right time or vice versa. However, the game offers enough mechanisms to give the players agency in formulating and executing their strategies. While there is a lot of dice-rolling involved, usually you know the odds beforehand and can take calculated risks. For example, after most actions, the opponent can try to seize initiative. For the first attempt, there is a 75% chance that you will keep it, so you can usually assume that you will get two actions in a row. After that, there’s a 50:50 chance the initiative will change – do you try to enact another complicated plan, or play it safe? Incidentally, these odds also make for a very dynamic game, as both players are constantly involved, and no one will get a long series of actions while the other has to watch and twiddle their thumbs.

Another aspect I like is that task forces won’t necessarily engage each other – in many cases, it is in the interest of one player not to come to blows with the opponent’s ships. If battles do happen, there is a quick and elegant combat system that allows you to resolve ship to ship combat without significantly slowing down the game. This makes sense, as Atlantic Chase is firmly focussed on the operational level. For those who enjoy a more detailed system of ship combat, the game included advanced rules that cover this. However, I very much like that the game is not slanted towards creating huge fleet slugfests (although I have already though about playing out some of the engagements with miniature rules, e.g. Find, Fix and Strike…).

I have not only greatly enjoyed the two-player game, to my surprise I also very much enjoy the solo game. Up until now, I haven’t considered myself to be a solo player, and several attempts have left me bored (the notable exception being the sci-fi campaign I played during lockdown, but that was a somewhat unique situation). However, the solo scenarios and mechanisms of Atlantic Chase just captivate me. It really manages to keep the sandbox feel of the two-player game, in a way perhaps even amplifying it, as scenarios don’t state clear victory conditions. Instead, they give you an objective, or even better, several objectives, some of which can be contradictory. For example, in scenario 2, the player in the role of the British gets the following mission briefing: “Score Hits on German Convoys. Protect British Convoys. Sink Germain raiders. Do not spark an international incident.” So, here we have three different objectives, the pursuit of each of them endangering the others. And we must watch out not to make the Norwegians angry by making aggressive moves in their waters! The scenario description then goes on to state when the game will end (when two convoys have reached their destination) and lets you figure out what to do.

To evaluate how you have done, you get a list of victory points which you can tally up after the scenario. This will give you a short narrative outcome. Of course, you can look at the victory points before starting the game, but I found it interesting and challenging to only look at them afterwards, trying to figure out for myself what actions the Admiralty will reward higher. In either case, the scenarios really put you into the position of someone who has to make hard decisions about priorities and then plan accordingly, and all of this on a map that offers you a huge decision space. The physical size of the map as well as the way trajectories work really give you a feel for the vastness of the North Atlantic – a vastness that can be a boon (if you are the hunted and want to slip away) or a bane (if you try to find and engaged a slippery surface raider).

There are some more great mechanisms in the solo engine, for example that enemy task forces start unidentified and only get revealed when engaged. All of this makes not only for an excellent playing experience, but it also makes for a really great narrative.

As I’ve already said, I’ve rarely been as impressed by a game as by Atlantic Chase. It delivers in the two-player mode as well as in the solo mode, it has impressive production values, and it gives an insight into the historical problems of command and control of naval forces. I’m looking forward to having many more games!

My Gaming Year 2023

Another year ended, another end of the year report. The first thing that comes to mind is that I didn’t blog as much as I would have liked, but this is about my gaming year, not my blogging year. So what have I played? Let’s have a look at the Boardgamegeek statistic.

Top of the list is Traveller with 21 plays. The remote RPG group has become a real mainstay of my gaming. We meet pretty regularly, which means that we could finish the sci-fi campaign this year. We did a number of one-shots with other systems and will now start a new campaign, with Martin as GM running Call of Cthulhu. I’ve already made a character – a rare books dealer – and I’m very much looking forward to it! There was also a bit of face-to-face role-playing, most memorably Cthulhu Dark and Fiasco. I definitely want to try out more story-telling games in the vein of those two in 2024.

Summer event 2023 – an outdoor game of What a Cowboy!

Miniature wargaming wise, this was definitely the year of What A Cowboy. The rules were released in April and I played my first game at the beginning of March. From then on, I played a number of single games with different people as well as two campaigns remotely with Stephan in Sweden and Martin. WaC was also the game of choice for our yearly summer event, which was one of the highlights of 2023. This time, we not only had guests from France (Manu brought this nephews), but also a spontaneous appearance by my nephew, which made me especially happy as I haven’t played with him for ages. The only downer was that Christoph was missing this year… hopefully, he will be back in 2024!

The battle at the Head of Passes.

Among the top three on the BGG list, you will also spot a game with the unattractive name Unpublished Prototype. This is the BGG placeholder for games that are not yet published and therefore not in the database. In my case, it refers to my American Civil War naval rules. I’ve been thinking about those for a couple of years now and in summer, I suddenly got the urge to finally wrap them up. I did a lot of playtesting, but also printed, modeled and painted numerous ships. By October, the game felt like it was finally finished – feedback from different players was pretty good, I had most of the rules text and was playing around with the layout. Then, I was hit by a wave of self-doubt and began to dismantle everything I’ve designed and written so far, with the idea of starting anew from scratch. Fortunately, I realised what was happening and pulled the emergency brake in time. With the plan to take a step back and have a short break from the design process, I decided to occupy myself with something else for a time.

Somewhere in the East Indies…

Along came Mad for War. I’ve been following Barry Hilton’s progress via Facebook for a while and always found it very inspiring, so I decided to take the plunge. The rulebooks really is gorgeous and the rules are fun. I painted a couple of 1/2400 ships from Tumbling Dice, which are lovely, and started to read about the period. I got especially interested in the early colonial actions involving ships from the Dutch East Indies Company in the early part of the 17th century. I also tinkered with David Manley’s Far Distant Ships, a great set of rules which I have adapted to the early 17th century by completely changing the command and control mechanics. Then I had the idea that a campaign with combined land operations would be fun, as I remembered my mate Sigur’s huge collection of 10mm 30 Years War figures – couldn’t they be used for the European troops? We played a test game of Irregular Wars, a set of rules specifically designed for small colonial battles in the 16th and 17th centuries, and I liked to so much that I placed an order with Pendraken for 10mm Indians to represent the small Sultanates of the various East Indian islands.

Trying out Irregular Wars.

I also played a number of other miniatures wargames. Christoph ran 7TV Fantasy, which has some really interesting mechanics.

7TV.

I did get in a couple of games of Sharp Practice at the beginning of the year, with the large birthday game covering the skirmish at Eferding in 1809 being another highlight of 2023. I also had a fun game of Song of Drums and Shakos with parts of Sigur’s splendid 28mm napoleonic collection (see his blog for an AAR) and also had another go at big battle napoleonics using my 6mm collection. This time, I tried Drums and Shakos Large Battle, but again it was not what I’m looking for.

Speaking of napoleonics, another of the year’s highlights was touring the battlefield of Wagram and visiting the local museum. This was not only a great day out, but also very insightful and something that I definitely want to do more often.

As always, I also played a rather eclectic range of boardgames. The highlights among them were Undaunted: North Africa, which I bought last year, and Gettysburg (125th Anniversary Edition), a very old game of which I finally found a well-priced second hand copy. It’s a hex and counter game, which I don’t normally like, but it has simple mechanics and a tidy look (no stacks!). Most important of all, it creates a dramatic narrative. In our game of the first day’s battle, with me playing the Union, Schurz’s division made a heroic stand defending the town of Gettysburg itself. If you know how much of a fan of the XI Corps and Schurz’s division specifically I am, you can imagine my delight!

Other noteable boardgames were Spirit Island, which is a favourite of my wife’s, revisiting Lords of Waterdeep, which is the most fun eurogame I know (and probably the only one I really like) and our perennial favourite Race for the Galaxy, for some inexcplicable reasons a game I win more often than not.

Oh, and a couple of days ago I had a game of Xenos Rampant, which rekindled my interest in sci-fi miniatures gaming. Maybe there will be more action for my 15mm sci-fi collection in 2024…

Xenos not yet rampant.

As always, I’m a bit surprised by the number of games I got in, especially considering that this year had a number of unpleasant events, including health issues and a (planned) hospital stay which knocked me out for a while. It is all the more gratifying to see the place gaming has in my life and I’m very grateful to all of my gaming partners for providing joy even if so-called real-life events sometimes make things difficult.

I don’t do plans, so there’s not much I can say about 2024. I’d like to keep up the gaming, as this is the most important thing about the hobby for me. Miniatures wise, I feel that I’m still not finished with naval stuff, so there’ll probably be more ships. After the Xenos Rampant game, I rummaged through my lead mountain and started to paint a couple of sci-fi vehicles. Hopefully, I’ll finish my ACW rules. A campaign combining 17th century naval and land actions would be cool. RPG wise, I’m lucky to have two thing to look forward to: Call of Cthulhu in our remote group and Warhammer Fantasy Roleplay, which Christoph wants to run next year. For boardgames, I’ll let myself be surprised what’s coming up. And as always, I’d like to blog more…

I hope you also had a good year. I wish all of you a Happy New Year and the best for 2024. Happy gaming!