Showing posts with label Rough Wooing. Show all posts
Showing posts with label Rough Wooing. Show all posts

Sunday, September 23, 2018

Civil Strife in Arden

 My elder son Norman came up for a visit including some gaming last weekend.  It was the monthly HAWKs Ghost Archipelago day, so we had that game in the morning, but we also set up a 40mm Renaissance game in the evening.

Ross and I are planning to take 40mm Renaissance to Huzzah again next year, so we found time for a "Skype" game a couple of weeks ago (actually Google Hangouts these days) and considered the state of the rules.  After discussion, Ross decided that he liked the rules we had used at Huzzah in 2017 well enough, so that's the version I dusted off for the this game.

I was also considering the question of whether I could run a game at Barrage for four players.  A few posts back, I showed a picture of my full inventory of figures.  With about 50 stands of troops, each player would get a dozen or so, and this game convinced me that wouldn't be enough to keep things interesting.  Norman and I ran this one in under two hours with nearly everything I own (less some artillery) on the table, and it was still pretty fast.

Here is the table set up:



And from another angle:



 We put this on the Alpha Gaming Table (4x6 feet), and it worked fairly well.  We are setting up to move, so the house is full of boxes of stuff being packed, unpacked, sorted, thinned, etc.  That left the gaming table surrounded by some rather tight clearances, and we bumped it a few times.  Being light for transport also translates into being subject to bumps, but we didn't hit it hard enough to bring down the trees, so that was acceptable so far.

I improvised the scenario; as we have used before with the rather generic forces available, we are in the fictional land of Arden, where the usurper Duke Frederick is attempting to seize power from his brother, the rightful Duke Senior.

I'm playing around with battle records...

 As can be seen from the diagram, Frederick's forces entered along a road in two groups, a cavalry group leading followed by an infantry group, with the objective of taking the town.  (The town buildings, by the way, are some Fat Dragon Ravenfell fold-flat structures.)  Duke Senior's forces were an advance guard holding the area with shot, swordsmen, and a cannon, with cavalry and infantry reinforcements expected.

Usurper's horse advances up the road
  
Usurper's gendarmes and foot


The usurper's forces soon ran into the defenders, and their light horse was unable to make much progress. 

The Duke's cannon was firing with good effect down the road, and Frederick order his light lancers to take it.  Unfortunately for them, the cannoneers had time to load a charge of scattershot, and broke their charge. (Melee roll went against the horse.)

Duke's cannon holds against the horse
By this time, Duke Senior's horse had arrived on the scene, and a cavalry fight raged up and down the road between the enclosure at the edge of town and the fields to the north.  

The Duke's foot arrived from the north shortly after that, and crossbowmen  lined the river bank to shoot with good effect into the masses of the usurper's advancing pikes.  

Recalling his objective, though, Frederick sent his swordsmen and some extra shot around to his left in a bid to take the town.  

The Duke's gendarmes attempt to drive off the usurper's forces
They were met by Duke Senior and his gendarmes.  Upon seeing the situation, the Duke decided that running down the foot and leaving Frederick with his lancers to their rear was not a good plan, and charged the usurper in a bid to clear the cavalry with the intent of turning on the foot afterward.

Unfortunately for the Duke, the cavalry fight did not go well.  Frederick had the advantage, and the Duke attempted to save the situation by joining the fray personally.  He was unhorsed, and, with their leader down, the remaining horse fled the field.  

With that, there was nothing but a handful of shot in the enclosure which could dispute possession of the town with the usurper's foot, a task for which they had little enthusiasm.  They too withdrew, and night fell over the battlefield...

We got in about ten turns and the battle ran up and down the length of the table, so it felt pleasantly active for a game.  I noted, however, that I would need more pikes (a lot more pikes) before I could reasonable stage a multiplayer game out of my own resources.  This project originated as two Armati "introductory scale" armies, and I ended up with a relative surplus of cavalry stands when they were rebased onto the 60mm square bases.  Some painted figures have fallen into my hands from gifts and flea markets, but they have all been swords and shot, so my collection still has the look of a couple of advance guards.  

I'm still hoping to get some additional pikes painted up this fall and winter.












Friday, May 26, 2017

Huzzah 2017 After Action Report

After taking a year off from Huzzah in 2016 (for my son's college graduation), I made the trip again this year.

Huzzah takes place in Portland, Maine, at a hotel near the airport, which makes flying very practical.  This year my significant other was up for a road trip and some shopping at the nearby L.L. Bean outlet, so I was able to pack my 40mm Renaissance figures to be half of a game run with my long-time collaborator Ross Macfarlane.  In some future year, though, I may find myself limited to staging a game that is air-transportable, but that's a topic for a different post.

The general stress of life has been a little high this year, so I was fortunate that Ross was up to the task of doing most of the planning for our game, as well as acting as the convention liaison for the contingent of HAWKs who came up for the weekend.  As the convention approached, I have been working on something else entirely (1/72 fantasy), so Ross dipped into his vast collection of miniatures and came up with a 1/72 Hordes of the Things army so that we'd have an alternative pick up game.

Irene and I reached Portland on Thursday evening after an uneventful drive.  Official gaming at Huzzah starts after lunch on Friday, so there was a little time to relax and make ready.  When Ross arrived, we grabbed a table for a quick review game of the 40mm Renaissance rules we use, and then moved on to our first official game.

We were both in a 54mm English Civil War game, using plastic figures from A Call to Arms and the Very Civile Actions rules from The Perfect Captain.  The gamemaster, Jeff Estabrook, had chosen the Battle of Brentford, immediately after Edgehill at the beginning of the war, as the basis of his scenario, and we had a good game of pushing around pike blocks.  I used to do ECW in 25mm, but sold them off some years ago, figuring that one pike and shot project (40mm 16th century) was probably enough.  I think I'll maintain that resolve, but I was reminded that I like the toy soldier feel of gaming with the big figures.

My troops at Brentford

Ross surveys the battlefield


Ross and I set up our game in the after-supper time block.  We used a generic scenario drawn from the Stuart Asquith book on solo wargaming, which we set in the 1544 Boulogne campaign, part of Henry VIII's second French war, and which is more or less the default time frame for our troop collections.  The scenario involved two forces on converging paths, each tasked with holding a village and exiting troops off a single road on the far side of the field.  Our forces were somewhat asymmetrical, with the French being heavier, and the English (and allies) being superior in firepower.  I thought the game went well, with all of the players remaining actively engaged right up to the end at the four hour mark.  The French were edged out of the village and blocked from exiting, but it was a near run thing in both cases.

My pikes, French today, advance toward the village

The starting positions; armies converging

My village of Fat Dragon Fold-flat buildings

The English advance guard

Push of Pike!


Ross ran an impromptu demonstration of Bob Cordery's Portable Wargame rules in the Saturday morning block, and I had a go at evicting the British from Zululand a couple of times, using an eclectic mix of 54mm troops from Ross's collection.  Forces ranged from A Call to Arms plastic Zulus to 80 year old vintage Britains, recently restored and repainted.  I already have a copy of The Portable Wargame, so happily I'm ready to try this at home, perhaps using some troops that haven't been out in a while.


Some war-games veterans here...

On Saturday afternoon, local gamer Rob Wheeler (who does business as Pennyfew Painting) stopped in to deliver some commissions and to play a couple of rounds of Dragon Rampant.  His war band was composed primarily of vintage Ral Partha figures, and I fielded two different bands, one of mostly Ral Partha figures, "The Masters of Lizards", and one entirely of early Heritage figures, "Forest Defenders". They were equally unsuccessful, so I will be looking for some revenge at a future convention...

Two Robs

Heritage Treemen send the Ral Partha bugbears packing; one of my few moments of triumph...

Rob's army advances; my RAFM Reptiliads are helpless.


I had not preregistered for anything for the convention (see comment regarding life stress above), so the Saturday evening games were pretty much closed out.  Therefore Ross, Irene, and I had an unhurried dinner at a steak place across the street, and then came back to set up a pickup game of Hordes of the Things, using the 1/72 scale plastics we had brought.  Once again, my skills were wholly inadequate to the situation at hand, and my army was sent packing with a 6:1 loss ratio by Ross's barbarians (built from a mix of Revell Saxons, Orion Vikings, and the classic Airfix Ancient Britons).  

Ross with his improvised army

Ross's Black Cauldron


Ross did a reprise of the Portable Wargame on Sunday morning, so I had a quick session using Russian Civil War figures against fellow HAWK Duncan Adams, before heading out for the long drive home.

Time to go until next year


Huzzah remains a great local convention.  I was glad to be back this year, and look forward to attending again next year, although I might be a little more proactive about registering for games in advance.

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.

Thursday, May 10, 2012

Huzzah! AAR

Trip Report--Huzzah!, Portland, Maine, 3-6 May 2012 

The kids and I got organized on Thursday morning for our road trip to Huzzah! We haven't done an extended road trip since the Lake Placid Ice Dance Championships last July...which may not sound like too long, but certainly feels like it. The car felt almost spacious, since we weren't hauling any of the terrain for the 40mm Rough Wooing games planned, just the figures. That left us with the room for a contingency game package, my case of 6mm DBA and Hordes of the Things armies. We arrived safely around 8:00 Thursday night, and settled in to discuss a few things with Ross. 

The convention proper didn't get started until Friday evening, with the first gaming block at 7:00. That left us with some time to invest. As Norman and Ross have noted, we started with a warm-up game of Basic Impetus. The hotel had the tables set out after breakfast, so finding a place to spread out the game was no problem. 

6mm Roman Cavalry

The battle unfolds; warbands  are surrounded?

William, Ross, and Norman all deep in thought

By the time we were finished, things were starting to look lively. We took a lunch break to go downtown and get my son a lobster for lunch, which he hadn't had before. I have, and not being a fan, I ate something less intimidating. The registration desk was set up by the time we got back, so we took care of the formalities. We were pleased to find that we could sign up for games for each time slot when we registered, being accustomed to the HMGS Cold Wars/Historicon system which only gives you one guaranteed entry per day. I chose to stretch a bit and try some games I don't usually play, but more of that in the proper order.

 We still had some time on our hands before the first official game, so we set up a final playtest of our Rough Wooing scenario for the convention. Norman posted a report as part of his convention coverage. As the French commander I found that the weight of the cavalry force on my right flank was enough to flatten the English, and my left flank distracted their center forces enough that my center was able to move forward and seize the gun. I had the opportunity to take the French side again during the third running on Saturday and found that it was not so easy to do again...

 For my official game in the evening, I signed up for something tricorne-ish, the battle of Chotusitz from the early part of the War of the Austrian Succession using the Carnage and Glory computer-moderated rules. I will be honest: As a player of Old School games like Charge!, I have not thought that something like Carnage and Glory would be to my taste as rules, but I wanted to give it a fair shot. The gamemaster was Richard Wallace, and he did a fine job of keeping the game moving, although, as I expected, the need for everyone to interact with the computer each turn through the single point of input/output was the limiting factor. He also had a beautiful table, done with fake fur to represent grass, and an amazing set of 28mm figures to populate it, so the game was a visual treat. Nevertheless, the computer moderation appears to be addressing problems that I don't usually have with Charge!, and I really miss rolling the dice. If, after all of the factors that the computer takes into account, you are left with the planning assumption that a unit is good for one fight with a similar unit, you're not much better off in realism than you are with Charge!, and you've added a cumbersome mechanism in the computer I/O.

Prussian cavalry charge during Chotusitz

 My Saturday morning game was a modern Afghanistan skirmish using the popular Force on Force rules from Osprey, also in 28mm. I'm not sure about the scenario balance for this one, but the rules seemed to crank along with reasonable speed, at least in the absence of vehicles and heavy support. A foot patrol of Americans, however, did not turn out to be nearly enough against four times their number of militant irregulars. The mechanisms, from what I could see, reminded me of Crossfire (in the movement, which, as explained, involved bounding from cover to cover with the enemy given the opportunity to interrupted with an uncommitted force) and what I can remember of Stargrunt (with a squad's fire generated a handful of dice of various shapes depending on weapons and training. I don't know how closely the GM was adhering to the written rules, though. It might be an interesting topic for a game-in-box, though, so I have ordered a discounted copy on speculation. I'd implement it in frugal 1/72 scale plastic, if I were to do it, though...
The village looks quiet enough...


 We had four players for the first Rough Wooing game, on Saturday afternoon. For whatever reason, the English were having trouble in making good use of their longbows, and the French won fairly handily. I was starting to wonder about the scenario balance, but changed my mind after the second game. Due to the shortage of players, Ross and I each took a role in the game, and the tables were firmly turned. I was making no headway at all with the French, and the game resulted in what looked like an easy English win. The moral of the story is that one would have to check a scenario multiple times to be assured of having the balance correct.
French right wing; gendarmes and lancers in profusion

French center advances; the gun is visible ahead

English and French swordsmen clash in the bog 

French center in some confusion, evening game



 As a result of playing so much Rough Wooing in a short time, and stressing the rules with the exceptional situations presented in a larger game, Ross and I have a 'to-do' on some rules clarifications. We also spent some time discussing games for next year, and where projects were going, which he's already covered on his blog. I went a little easy on the shopping (sorry, dealers!), but nevertheless came home with an Elven tower on discount for some fantasy skirmish gaming and a copy of Christopher Duffy's book on Frederick the Great's army for some inspirational reading as we run up to Historicon and my NQSYW games there.

Peking Legation scenery

Ross's Aroostock War game

Ross and Norman in 40mm American Revolution game

Boxer amphibious game

...and another

Norman trying some quinqereme action
 With the long drive home, we were unable to play in a Sunday morning game, but, overall, it was a great show, and I'd be pleased to be able to do it again next year. Perhaps a HAWKs roadtrip is in order...

Sunday, January 8, 2012

An Experiment: Rough Wooing Playtest over Skype

Skyped in on the MacBook, initiative cards in hand, rules called up on the iPad...
Consistent with my New Year's plan to work on 54mm medievals and 40mm Renaissance, Ross and I have been discussing some Rough Wooing rules updates.  Unfortunately, getting together for a playtest game, with 1400 miles between us, has been an issue.

We decided that we'd try joining the 21st century, and run a game on Skype.  With my game table still down due to renovations, Ross volunteered to do the physical hosting of the game.  After a brief discussion of the latest changes to the rules, Ross set the camera to show the relevant section of the table, and I started flipping the initiative cards.
The scenario chosen was The Wagon Train, one we've used many times before, from one of C.S. Grant's scenario books.  To ease the description difficulties, I took command of the train, which meant that most of my moves would be along a road, and most of the escort could easily be described in relationship to the wagons.  At worst, a little "No, a little further back and angled to the left..." sort of dialogue settled things quickly and the game moved right along.

It almost felt like being there, including the side conversations as my sons wandered in to observe.  The bad news was that my dice were as cold as usual, and the attacking force (which could be scattered all over the board) was randomly arrayed by my son Norman in a near-perfect ambush.  The game ran 8 turns, with the convoy being entirely destroyed.  As a game, it went well; as a playtest, we'll need to go back and try again soon with a scenario emphasizing the parts of the rules not exercised this time.

I trust Ross will add a proper battle report presently, but, in the meantime, I'm glad to have gotten the gaming year finally kicked off!

Tuesday, April 20, 2010

Cry Havoc and Let Slip the Dogs of War

The table after turn 1; Duke Frederick's forces at the top, with Duke Senior's to the right. Infantry is all "in holding", waiting to be properly entered behind the cavalry but dropped on the table for convenience.  The mind's eye is blind to them where the camera is not.

I decided that I would take advantage of the possibilities of leisureliness implied by the solo format and left things set up after three turns this evening.  The basics of the scenario can be seen from the photo above.  A section of river and a bridge have been added to the previous battle's terrain.  Duke Frederick is attempting to get a significant portion of his force across the table to the bridge, and then on to the city of Arden.  Duke Senior is attempting to prevent this.  Unfortunately for him, he was lured out of position by a feint, but some lucky reconnaissance work by his light cavalry has given him a chance to recover.  Both forces are now racing for the bridge.

Rough Wooing includes enough randomness in movement and unit activation to make solo play pretty straightforward.  The first three turns have seen march delays as the two columns receive activations in less than optimal order, and the usurper's cavalry have been slow on the march despite being under the immediate watchful eye of their leader.

At the end of turn three Duke Senior has managed to deploy his gendarmes in a line facing the enemy, with some heavy lancers threatening Duke Frederick's as yet undeployed column, and the light cavalry has clashed indecisively.  His infantry are on the field, which puts him ahead of Frederick, who infantry remain off the table, their column delayed behind the dawdling horse. However, a group of Duke Frederick's heavy cavalry has headed hell-for-leather toward the bridge...
Duke Senior's lead horse prepares a charge on Duke Frederick's gendarmes, possibly nipping this rebellion in the bud.

I have not played an actual solo game since my sons became old enough to be recruited as opponents.  With the younger very busy and headed off to college soon, I'm pleased to find this evening that it is amusing, as it may be a more frequent occurrence in the future. 

Strange Oaths

Then a soldier, full of strange oaths, and bearded like the pard, jealous in honour, sudden, and quick in quarrel,
seeking the bubble reputation even in the cannon's mouth.



So spake Jaques, exiled lord of Duke Senior's court, as recorded by the Great Historian in his account of the civil strife of Arden, As You Like It.




I am sorry that it has been over two weeks since my last post.  In that time I've been to Michigan and back for a reunion of my college music group (see http://jeffcaminsky.blogspot.com/2010/04/brothers-in-song.html for an eloquent account and a link to one of the pieces we performed), done my taxes, and turned in two freelance jobs.  I've been carrying around Stuart Asquith's book on solo wargaming without making much progress.  I've borrowed a couple of antique molds for 40mm semiflat farm animals for near future use, to enhance the NQSYW battlefields, but I'm about ready to give the 18th century a brief rest.

I've still got the terrain from Schlegel's Gasthaus on the table, but I have pulled out my 40mm Renaissance figures, cast from Nuernberger Meisterzinn molds. (See examples above, from a game with Ross prior to Cold Wars 2009). When I log off here tonight I intend to at least set up a solo scenario (my one at-home son being busy with homework tonight).

I've got 43 stands of troops, which is a little slight for a game using Ross's Rough Wooing rules, but I've tentatively divided them into two forces (leaving off 3 of the 4 guns) and have drawn up a rudimentary scenario.  The story background is that this is an incident in the events that caused Duke Frederick to replace Duke Senior at the court of Arden, but more on that after there's actually been a game...