Showing posts with label home table. Show all posts
Showing posts with label home table. Show all posts

Tuesday, March 17, 2026

French and Indian War

I'm behind on blogging, as usual, but I've gotten the 40mm French and Indian War stuff out today for a trial game using A Fistful of Lead Bigger Battles.

Wednesday, September 13, 2023

Not Quite Seven Years War with One Hour Wargames

 I am not making much progress with my resolution to blog more this year…perhaps I can alter my habits by January, a more traditional time for resolutions.

At any rate, I have a list of rules and periods I have been wanting to try, and I had some time this past Sunday to check another one off the list.  At some point during the pandemic, I bought some magnetic movement stands from Litko, sized for units in One Hour Wargames. My intention was to use them to temporarily mount stands or figures from other projects; I should be able to do some sort of ancients, Dark Ages, Pike and Shot, and Horse and Musket.  First up (finally!) was Horse and Musket.  I randomly selected a scenario from the book, which turned out to be Scenario 1, Pitched Battle, based on Ceresole in 1544.  I used figures from my NQSYW collection to field a Red (League) army of 3 infantry, 1 skirmisher, and 2 cavalry aganst a Blue (Coalition) army of 3 infantry, 2 artillery and 1 cavalry.


While not the best idea, I looked at that and decided that the League either had to withdraw or attack, since they would otherwise be worn down by artillery fire without being able to respond.  The 3x3 table doesn’t allow a lot of maneuver, and the horse and musket rules give infantry a 12” range, so it was a die rolling contest for the most part.  The game ended on turn 11 with a charge by the Coalition dragoons scattering the last League infantry.


I followed the suggestions in the short chapter on campaigns, and did a follow-on game by allowing the winning side to choose which position they would take in randomly determined Scenario 12, where an army defending a town is about to be outflanked by an attacking force which discovers a usable ford.

I elected to have the Coalition play blue, the attacker, and thereby relegated the League to the role of Red, the defenders.  The dice gave the same force composition for Blue (obviously they just continued the advance after the first battle), and Red now had 4 infantry, one artillery, and one cavalry.


The attacking army is prohibited from shooting on turn 1, and must set up within range of the defenders, so things got off to a bad start for the Coalition; three League units concentrated fire on one Coaltion infantry unit and broke it immediately.  The Coalition cavalry rode for the objective hill and were met by the League cavalry. By the rules (as I understood them) this resulted in an indecisive melee on the hill for several turns.  The Coalition artillery was generally ineffective, and the final situation saw all units broken except for the League cavalry and one Coalition artillery surviving on Turn 15.  Without the hill in their possession, victory went to the League.

This was only my second experience actually laying with this rules, and the previous time we played the 19th century version.  They seem reasonable for a first introduction, but I do have an urge to complicate them a bit … perhaps next time.  It wasn’t a bad way to spend a rainy Sunday afternoon, though, and, as is usually the case, I was glad to get some figures on the table.



Monday, September 4, 2023

An old favorite on the table

I had the French and Indian War collection on the table yesterday, for the first time since Ross and I hosted a couple of games at Fall In in 2016.

Monday, December 5, 2022

Home Cast 40mm Renaissance Revival and Other Random Events

 A lot has been going on since I last blogged, both in life and in hobby activities.

My younger son has returned to this part of the world, so, with both sons relatively nearby, we are looking forward to some family wargmaing time.  However, moving just before the holidays has meant that everyone has a lot of activity already scheduled.  We did manage to get a good game in on the margins of the Thanksgiving feasting last week:

We played the Battle of Montebello scenario from Neil Thomas’s Wargaming Nineteenth Century Europe. There’s a full report on elder son Norman’s blog.

I managed to get my limited French Revolution collection on the table for a solo game recently.  



This was in service of a playtest of some new horse and musket large skirmish rules currently in development, so I won’t comment on that part of it, but it was good to see these figures on the table.  While Norman ran a game with them at an HMGS convention in the mid-teens, I personally haven’t had them on the table since 2009.  Until November, they had been my second longest unplayed project, topped only by my neglected little 6mm Spanish Civil War collection, which was last on the table in 2005.  I plan to bring out the French and Indian War figures (last played in 2016 when Ross came down for Fall In) for the next playtest, but with the holidays, that might be a few weeks yet.

A few weeks ago I visited Days of Knights, my friendly local game store, and was surprised to find that the latest release in Osprey’s series of role playing games was a “clockpunk” Italian Renaissance game, set in a 1510 that included advanced Leonardo da Vinci technology.


Now, as it happens, I have a 40mm 16th century toy soldier project already in hand, and I am currently the possessor of some Leonardo-type machines built by my friend Chris Palmer back in the late 1990s. I dug them out to take a look, and found them all to still be in good shape:



We used these for a year or so and then got distracted (as is so often the case).  Chris dug out some print pictures of them in action back around 1998.  Here’s a sample:


So I have spent much of my reading time these last few weeks gathering inspiration to jump back into the period, with a historical book on the early Italian Wars, and a historical novel (Prince of Foxes) on Cesare Borgia.  In podcasts, I’ve been listening to quite a bit of the Yarkshire Gamer’s Reet Big Wargames Podcast lately, and Ken Reilly, the eponymous Gamer, has been displaying his Italian Wars project lately, for additional inspiration.  So, we’ll see what becomes of that.  I am always glad when the Muses grant some inspiration relating to something already in my collection at a playable level.

I have been trying out the “slapchop” painting technique on some old Hinchliffe Byzantines.  That deserves a separate report later…


Sorry about the picture quality there…

I tried out Nordic Weasel Games fantasy solo skirmish campaign system, Five Leagues from the Borderlands, a topic which also deserves its own post.  Just for fun, I am playing it using my collection of 1/72 fantasy/medieval figures.


And, last for today, I sent Ross Macfarlane the one good copy of a semi-flat lady riding sidesaddle recently.  This is from a mold by the Adolf Hoehmann company, which apparently operated up into the 1990s and produced a series of molds, both copied from Schneiders and originals.  Information on them was found in the book on German molds I obtained in the summer.
Here’s the catalog page, as provided in the electronic add-ons to the book.  The lady is part of a series of molds making a convey and escorts, and is really intended to be 16th century, although her dress looks generic enough to me to pass for other time periods.  It is unfortunate that these molds are very scarce; the lady was the only one from this series in an estate being broken up on eBay this year.

So, that’s the news from here; lots happening, for a pleasant change!










 

Sunday, January 16, 2022

The Battle of Newkeep

There was a brief discussion this past week over on the Reaper Forums about solo games.  This reminded me that I had left a battle pending in the Northlands campaign.  Since the last Northlands related game I played was a skirmish game back in June, that probably means that it has been pending since some time in July or August.

So, I decided to set it up.  I had been avoiding it because it looked like a blow-out; one kingdom’s army had advanced into another’s territory, and, due to bad intelligence (as provided by occasional die rolls to assist in decision making along the way), was attempting to attack without realizing that they were outnumbered about 2:3.  But, having been reminded, I thought that I would like to resolve it, so as to clear the way for something more interesting down the line.  

 

I decided to roll at random for one of the 30 scenarios in Neil Thomas’s One Hour Wargames book, and got scenario 7, “Flank Attack”.  Not only that, but the dice decreed that the larger force was the ambusher.  I thought, “well, that’ll be that”, but then noticed one little peculiarity in the line up.  The smaller force (the King of Darmis and his army) had a Magician unit, and the larger force (the King of Verdance and his army) was led by a Hero (i.e. the King, in this case).  This being a full scale battle, the rules to be used were Hordes of the Things, and a Hero is particularly vulnerable to a Magician.  Hmmm…could be more balanced than it initially appeared, I thought.  I rolled a die to see whether the Verdancers were aware of the presence of the Magician, and they were not, so I set the King up to be boldly leading the flanking force.



The Darmish army is on the two hills at the bottom of the picture, facing down the road, and the Verdancers are on the hills by the tower and the edge by the woods, prepared to roll the Darmish up from the left flank.  To make this short, the battle lasted two turns (so two moves by each side).  The attackers rolled up the hill immediately destroying the unit on the left end, and pushing back the remainder.  This brought the King (Hero) within range of the the Magician (Cassara, the Blue Sorceress), and her side got enough activation points each of the two turns to move 1 unit and make one magical attack.  The second try succeeded, and, having lost 4 army points (in the form of the Hero/General) to 2 army points (one stand of bows), this amounted to “more and the commander” and the battle was over. Had the Verdance attack killed a second foot soldier unit on their second turn, it would have been 4 and 4 (i.e. not “more”) and the loss of the general would have been serious but not immediately fatal.  

 

This made a good solo game; if someone else had come over to play this, I would have felt bad about giving them either side, knowing from experience that it was going to be a pretty random thing as to whether the magic attack would succeed.





Since the actual game only took a few minutes, I decided that I would write it up in proper style.  Now it’s back to the map and notebook play, to finish out the campaign year’s record keeping, and figure out the next map moves.  With the capture of the King of Verdance, I suddenly have a need to know more about his family and possible factions within the kingdom.  

I also note that the campaign year included only two pitched battles, with the other one being the Battle of the Crossroads, which was fought all the way back in May 2019.  Both of these battles were ended when Cassara the Blue Sorceress took out the opposing general.  Perhaps the Blue Order will be looking for some increase in its standing within the Kingdom of Darmis as well?  I have considered the question of whether I might use this campaign map for a roleplaying game as well as a wargames campaign, and it is starting to look like adventure hooks just write themselves …

I am hoping that the second campaign year will move along a little more quickly than the first.  

Monday, July 5, 2021

Encounter at Steinbruecke

 Following the defeat at Gelbehuegel (during the War of the Western League), General Nordstrom (commanding the Pragmatic Coalition’s invasion of Schluesselbrett) sought an alternative route to the capital city.  A scouting detachment of light cavalry brought word of a possible route, although it was not without difficulty.  The river Blauwasser presented a considerable obstacle, but there was a damaged bridge at the village of Steinbruecke which might be repaired by the army’s engineers, as long as both banks of the river were held.  Accordingly, a reconaissance in force under the command of Colonel Schultheiss was ordered to seek a possible ford and, if found, cross the Blauwasser to secure both ends of the bridge until engineers were brought up to effect repairs.  Schultheiss’s force was a mixed bag, consisting of a battalion of his own infantry regiment, a battalion from the Adelmann Regiment, a detachment of the King Rupert Jaegers, two squadrons of dragoons from different regiments, and a battery of artillery.

With any luck, this maneuver would go unnoticed by League forces, who were occupied defending the main approaches to city…

The situation develops: cavalry seeks a ford on both sides

Unfortunately for the Coalition, the League was alert to the danger presented by the bridge, and dispatched a force to secure it, under the command of Brigadier Regelnmann.  Curiously, its composition was much the same as the Coalition’s force: two battalions of line infantry, two squadrons of dragoons, and a battery of artilley, all native Schluesselbrett troops, plus a small detachmanet of Saxe-Kirchdorf jaegers.

Advancing toward Steinbruecke from the north (right side of illustration), Regelmann set his dragoons ahead to determine if the river was fordable anywhere.  


General Regelnmann leads the infantry advance

Finding no usable ford upstream of the bridge, the League’s forces continued downstream.  As the Saxe-Kirchdorf jaegers neared a third possible crossing point, they saw a squadron of Schoeffen-Buschhagen dragoons on the south bank.  Preparing to open fire on them, they were surprised when the dragoons splashed across the river and charged them!  The jaegers were unprepared for the onslaught, and hastily retreated.  


As both sides converged on the crossing point, a squadron of Schluesselbrett dragoons hastily attacked the now-disorganized S-Bs, who in turn retired back across the river.  By then the lead elements of S-B infantry were able to drive the League dragoons off with musketry.  The S-B artillery battery was soon deployed and was able to bring the northern (lower in illustration) side of the crossing under effective fire.

For some reason, General Regelmann’s League infantry was slow to deploy, and the Coalition infantry was able tgo cross the river.  Meanwhile , the League cavalry discovered, upon questioing a local farmer, that the river could be forded with some difficulty upstream of the village (left of illustration), and a portion of the League force was dispatched to make the attempt.


The sun was sinking as a ferocious firefight broke out between the two infantry lines.  Both commanders were in the thick of the action, rallying their men.  On the south bank, a cavalry fight broke out, as a single squadron of Schluesselbrett dragoons, eventually aided by the Saxe-Kirchdorf jaegers and the long range fire of their artillery, faced down the remnants of two squadrons of their Coalition counterparts.


As the day ended, the situation remained in doubt.  The Coalition was in possession of both sides of the crossing, but the damaged bridge was contested, and their cavalry had been very roughly handled by the League.  Both sides sent messengers seeking reinforcements in the expectation that the fight would be  renewed in the morning…

Player’s Notes

With the HAWKs back to holding face to face meetings, I would like to dust off the Not Quite Seven Years War project, and give the other club members an opportunity to see their forces on the table.  It’s been a few years since some of them have been out. While I’m not done with Charge!, there is no doubt that it would be more practical to use some other rules, preferably with smaller units, for a club night game.  We have been playing A Gentleman’s War for the last couple of years, which I like well enough, but I haven’t been able to make it work for multiple player games to my satisfaction.  Therefore, my expectation is that I will use Ross Macfarlane’s home rules With MacDuff to the Frontier for this.  

With that in mind, I invited Ross to join me in a remote game to get the rules fixed in my mind.


Since the last time I hosted an NQSYW game remotely, I’ve upgraded my remote player set-up.  I can now put the iPad in a clamp on my heavy-duty photographic tripod.

Yesterday was a bit of a rough day around the house, so my preparations were not as thorough as I would have wished.  I looked through the Grant green and red scenario books for something suitable.  My desire to try something new was conflicting with my need to get set up, and I decided on Scenario 13, Finding the Ford, from Scenarios for All Ages (the Red Book).  I kept the scenery to a somewhat expedient level, without a lot of extra detail, and using the subscale 3D printed buildings I’ve painted up during the pandemic, since I was both short on set up time, and in need of fast clean up so that supper could be eaten afterwards.  There are some challenges with using your gaming table as your dinner table.

Nevertheless, despite the challenges, the game eventually got played.  We used Discord for a change, since Google Hangouts, the conference system of choice these many years, is being obsoleted by Google. It was good to see the figures out, and I have some ideas about optimizing large figure games on a smaller table which I need to write down while I still remember them…








Monday, June 21, 2021

Market Day at the Watchtower Inn (Solo battle report)

It was market day at the Watchtower Inn, in the Darmish borderlands near Wardenskeep.  



 However, unwelcome visitors were about to arrive.  Uccsai of Varkrek was leading a band of foragers far out beyond the fringes of the main Orcish army.  Attracted by the distant sounds of the market, and the smells of good cooking, he led his warriors toward a bridge.

The humans were watchful, though, in this uneasy border region, and from the top an an old tower visible across the river, a horn call sounded.  Not abandoned after all … Uccsai ordered the troop to forget about the bridge; the river looked shallow enough for safe crossing if they were quick about it.  His warriors were not.  Exhausted from the days’ march, they were slow in reaching the ford, and quickly fell in a line, as a few eager yopungsters, anxious to prove themselves, pressed ahead, while the rest lagged.



Meanwhile, at the Inn, the market goers quickly gathered inside the thick stone walls and prepared to defend themselves.  Happily for them a Darmish officer, Lieutenant Zanther, and his bodyguard of four soldiers was present today, looking to buy supplies.  He quickly took charge, sending the lightly equipped men of the local militia out to the hilltop to see what was happening.


One of the local militiamen reached the ford just as the first orc, one of the eager youngsters, was splashing across.


Life is hard in the borderlands, and the local warrior was able to hold his own against the orc.  As more orcs waded the stream, a couple of Zanther’s soldiers arrived.  Two orcs quickly fell, but a shudder of fear ran through the humans, for they could see that a troll was eyeing them from the far bank of the stream.


Hungry and tired, but still possessed of the ferocious tenacity of life that was the mark of their kind, the troll waded across the stream, to be met by three humans.  The troll fought hard, but the combined efforts of the humans were too much for it.  A ragged cheer rose from the human soldiers as they slew the troll.


Uccsai looked across the stream in dismay as the troll fell.  He suspected that the day was lost, but raised his mace of command to urge his straggling warriors to one final effort.  At that moment, a human militiaman took careful aim, and, as though from nowhere, an arrow pierced Uccsai’s throat, and his last command remained unspoken.  The surviving orcs fled the field, seeking only to return to the safety of the main army.


As the soldiers and local militia returned to the Inn, the grateful people came out to greet them with gifts of food and drink.


Gamemaster’s notes: My intention yesterday morning was simply to unload the Portable Fantasy game box, iron the groundcloth, and then pack everything away neatly, since the box was in a bit of disarray after the DBA extravaganza the other week.  However, there have been a couple of threads on various gaming fora this past week about scenery (and whether it should be a collaborative effort between players) and use of scenery in role playing games, so I decided that it wouldn’t take much longer to actually lay out a battlefield before sorting and storing.  With the previous Dragon Rampant game having produced a draw, I am considering this skirmish to be a tie-breaker, indicative of the overall situation in the province during this strategic turn in the campaign. I don’t ordinarily expect that man-to-man skirmishes will be reflected in the strategic map situation, but this one is an exception.

After that, I ended putting out some of the non-combatants for a couple of pictures, and then decided that I might as well use a couple of the prepared war band lists (for A Song of Blades and Heroes) that are in the box to stage a quick solo game.

My general experience with A Song of Blades and Heroes is that the point values given are a bit optimistic for troops with a quality of 4, as most of my orcs were.  I was surprised the last time I played with the rules to see an orc warband win.  This time was less surprising.  The orcs were having trouble activating, and ended up scattered and unsupported, and the humans just mowed right through them.  No human figure was killed during the game.  I haven’t played enough of this in recent years; it’s possible that there are tactics which would compensate, but I haven’t generally found them yet.  As with that game in march, the unpredictable shifts of initiative make this a pretty fair solo game out of the box.


Speaking of boxes, I did get everything cleaned up and neatly packed away in the travel boxes afterwards, so I’m ready with a pick-up game for the next convention or club night where one is needed.  I didn’t get as far as the next project, though, which was to unload the 1/72 group base figures and sort them into a couple of Dragon Rampant warbands, so that I can add one 6-liter box to the stack and be able to do a pick-up Dragon Rampant game as well.  Eventually, I’d like to have a selection of pre-printed and laminated warband sheets in the travel box, for improved readiness.





Sunday, June 20, 2021

Recent Activities

  Norman wrote up a report on the “bracket campaign” for the DBA forums after our visit over the Memorial Day weekend, now three weeks ago.  My intention to blog about this sooner was completely overwhelmed by quotidian reality.

It was nice to see all of his painstaking pandemic painting placed in play.



While bad for blogging, I made the decision at the time to be “present in the moment”, and therefore did not take notes, nor too many pictures.

The following Friday (June 4th) the HAWKs met for the first face-to-face club game since this all started. Since our regular meeting location was not yet open to the public, we met at a member’s house, and we played a D-Day American paratroop scenario in honor of the date (or nearly so).

Irene and I then took a road trip to Michigan to visit my parents and my son in grad school.  It was good to see them, and we had a nice dinner out as a combined celebration of all the events that we missed over the past year. I got in a shopping trip to the Michigan Toy Soldier company and picked up a few things for Norman as well as a box of 1/72 scale Ultima Ratio medieval Italian civic militia, who may eventually appear in my solo fantasy campaign.  While I did take a hobby kit with me, the only thing I actually managed to finish was another settlement map for later use in my D&D game:


It was a (successful, I feel) experiment in using watercolor pencils to put some basic color on the pen and ink drawing quickly.  While I intend to do the next trial map with regular watercolors, the ease of putting down fairly precise colors with the pencils makes me think that will be the technique of choice for this work going forward.

There was another HAWKs meeting on the 18th (the day before yesterday…seems longer already), and I took my 54mm medieval skirmish game.  I had it out for ScrumCon last year, so it hasn’t been too neglected.  



Since it seemed to be a good week for gaming, my brother and I finally resolved a pending skirmish (using Dragon Rampant) in my solo campaign.  I had pulled out the troops and sent him the war band sheets months ago, but the game just never got played.  I decided that I had better keep the set up simple, so that it actually got done.


The situation developed as the result of an orc incursion near Wardenskeep, in eastern Darmis.


In accordance with my usual methods, I had determined that a skirmish was occurring, randomized an order of battle for the two sides, and then randomized a scenario.  Because I have not yet painted enough 1/72 scale orcs, and my son’s orcs (used for a previous encounter) had been returned to him, I ran this battle with 25mm lead figures, which are not in short supply here.

We ended up playing an ambush scerario.  The Darmish forces (consisting of a unit of axemen, 4 units of archers, and a unit of scouts) ended up as the ambushees.  Looking at the table above, their objective was to make their way down the road and exit at the end with the town, while the orcs entered from the sides, by the hills, and attempted to cut them off.  



The orcs sent their light wolf riders (with javelins) out to skirmish with the lead humans, but the archers out shot them.  The battle was fought cautiously by both sides…we frequently passed the play on a failed activation roll, but the (dis)honors were pretty evenly distributed, so it didn’t feel like either of us was particularly disadvantaged.  Eventually the Darmish commander’s guard (the axemen) stood off the wild charges of two bands of goblin berserkers before retiring from the field and leaving the fight to the archers.  The archers were equal to the task; eventually shooting drove off all the orc/goblin units.  Casualties among the humans were also heavy, though, and the game was pronounced a draw.

Again, I neglected to take enough pictures for a proper battle report.  At any rate, though, I’m glad to have that behind me, and will return to map maneuvers this week, as the first campaign season in the Northlands winds to an indecisive close.

I’ll leave this as a teaser:










Sunday, March 14, 2021

Down the Rabbit Hole — Part 8 and Final

 With last weekend’s painting, I finally had enough newly completed Prince August figures to run a little solo skirmish with A Song of Blades and Heroes (SBH). SBH recommends a typical game of 300 to 500 points.  I have noticed previously that the point system doesn’t seem to be as finely balanced as the carefully calibrated two-significant-figure point values would suggest, but, there’s a lot of randomness in the game, and it was going to be a solo game anyway.

One warband consisted of orcs and friends (an orc leader, three orc warriors, a troll, two goblin wolf riders, and a spare goblin warrior).  The other was all human (a leader, two warriors, two archers, an apprentice magician, and a cavalryman), and I managed to finesse them so that each was exactly 300 points. 



I set up a battlefield on my dining room table, using a “Kill Team-sized” neoprene matte (22x30”). The road and river are also neoprene pieces.  The road predates the pandemic, and the river was purchased just as everything was locking down.  The three-dimensional elements of the terrain are all pieces that have been completed in the last year, as were the troops.  So this game finally closes out this little digression, by having been created (almost; roads excepted) since the lockdowns started.

Upon looking over the table, a scenario suggested itself. The humans simply need to cross the table, unlock the tower, and get inside.  Had this been properly planned as a narrative battle, I would have given everything names, but, after months of delay, I got a bit impatient and just played...


The horseman rides out ahead to scuffle with a wolf rider
 
Initiative in SBH is handled on a “push your luck” system of choosing to roll dice for 1, 2, or 3 actions per figure.  Failing two rolls will hand the turn over to the opponent, until they have activated each of their figures, or hand it back after two failures.  Since you need actions to get anything done, you can’t be too cautious, but it also means that your turn has a tendency to end at some unpredictable time, and, not infrequently, when some figure is in a desperate situation.  The uncertainty makes it a decent solo game without further modification, since it’s pretty easy to swap hats and be able to see what the most desperate situation is, or the one with the greatest opportunity.

The skirmish began with each side sending out their fast-moving mounted troops, to see what the situation was.  On the human side, the archers were also pushed forward to provide some covering fire.  This proved to be entirely ineffective this game; no orc fell to a human arrow.  

The horseman quickly found himself embroiled in combat with half of the orcs, a situation which was bound to end badly for him sooner or later. (And did...)

Following the death of the horsemen a wolf rider scored a lucky kill against a human

The sorceress approached the combat guarded by the two warriors, but one was forced to hold off several orcs, and the other fell in an attempt to protect her from a wolf rider. As seen above, one of the archers was forced to abandon his futile attempt to shoot something and to leap in to protect the sorceress with his sword.

The human leader falls to the troll


As the initiative passed back and forth unpredictably, the human leader jumped into the combat in an attempt to save the warrior outnumbered by the orcs.  Unfortunately for him, he found himself facing the ferocious troll.  While the Prince August troll is not particularly impressive as a casting, in the game is is big and tough, and made short work of the unfortunate leader.  Disheartened by the fall of their leader, the humans all attempted to run, with the surviving warrior cut down as he attemtped to flee combat.  



The sorceress and the two archers were able to flee the field, hoping to find their way back to other friends, and await a more favorable day.


The orcs, meanwhile, were able to obtain the key to the tower from the fallen leader, decisively winning the day.  Did they loot the tower and depart, or choose to occupy it as a base for future operations?  That is a scenario for a different day, perhaps...

So, all in all, the game played out in 45 minutes.  Had I had an actual opponent it probably would have taken a little longer, perhaps an hour.  All in all, it was a satisfying little encounter, and I will look for an opportunity to use these rules again, both solo and with an opponent.

Vaccination is still in the future, so this may not be the last solo game before this is all over, but it does conclude my little self-imposed quest to create a game from scratch.  Had I not had a couple of long gaps of not painting, and of working on other projects, I probably could have gotten this knocked together in two to three months’ worth of weekends.
 












Saturday, September 19, 2020

Since Gencon Online ... catching up

It has been a bad month and a half for blogging, and a rather middling one for hobbies.  Hence, I have decided to go ahead and catch up on what has been happening lately.  

Inspired by Gencon, my brother was kind enough to run a Chaos Wars game on the 8th of August, with Ral Partha elves vs. orcs.  Run remotely from his house, I took the elves, and for the first time in a number of remote games, the home player (i.e. NOT me) won the game.  Chaos Wars makes a reasonable remote game; it doesn’t involve a lot of units (usually) and it’s not too fussy about geometry.


(Screen capture from my iPad near the start of the 8 August Chaos Wars game)

It was my turn to host a game the following weekend, and Ross Macfarlane and Norman, my older son, took command of my collection of 40mm home cast Renaissance figures for an “imagi-nations” Civylle Stryfe in Ardenn game.  We used Scenario 22 from C.S Grant and Stuart Asquith’s Scenarios for All Ages.  Without actually looking it up, it’s called something like “Best of a bad lot”, and involves a tired column running into an army in camp, so that neither side would have chosen to fight under the circumstances.  

Ross ended up with the column, as Duke Frederick (the usurper; see As You Like It, by the historian Shakespeare), and Norman ended up with the camp (the loyalists, commanded by Italian soldier of fortune Mercutio). We were trying out a new variation of the Rough Wooing home rules designed for 40mm home cast figures using 1 stand = 1 company of ~100 men.  This turned out to be fussier than expected, and perhaps need a few more tweaks. On top of that, it was not a scenario we’d tried with these troops, so my attempt to implement the scenario conditions and impose a mechanical penalty for the tired attackers was perhaps too much.  So, a reasonable game, but it could have been better.  As the central gamemaster in a remote game, I ended up too busy following both sides’ orders to take as many pictures as I would have liked.


The camp’s defenses (to the right) have formed up to meet the Usurper’s tired troops


Screen capture from the central game server...


Theat wasn’t a bad weekend for games; I also finally set up and played a Dragon Rampant scenario generated by my solo campaign, which had been awaiting resolution for several months.  The nice thing about a solo campaign is that the opponent doesn’t get bored while waiting for the next move to be resolved.

I used some orcs borrowed from Norman and some of my general purpose fantasy/medieval 1/72 scale figures to resolve an encounter out on the eastern borders of the human kingdom of Darmis. I ran the “Into the Valley of Certain Death” scenario from the rule book, in which both sides have stumbled into some inhospitable territory.  In this case, I considered it to be an area of traps left by the elves, who are happy to wear down either or both parties.


The board is supposed to have 50% of the area covered in scenery, and any unit entering a terrain feature for any reason takes hits.  The units were, for the most part, able to maintain control and stay out of danger, so I was glad to be playing solo. I don’t think that it would have been too much fun as a regular two (or more) player game.

Captain of the Darmish forces (upper right) faces off against two companies of orcs

Nevertheless, it wasn’t a bad way to while away a pandemic era afternoon, and the path was clear to resolve the next month in the campaign.

Norman provided the fourth (and final) game of the month on the 30th.  He has been working on various Bronze Age DBA armies, so we tried out his Sea Peoples (a new army to us) against the Egyptians. We played two sessions, because my Egyptians were quickly smashed by the Sea peoples in the first session, and I wanted to see it it was bad luck, or whether my plan was flawed, so we just did a partial reset back to the starting positions.  In DBA terms both armies are “Littoral”,  which gives them the option of an amphibious landing on their first turn.  We both reserved troops for this; switchin up the actual landing locations for the two games.  I lost the second game as well, though by a somewhat smaller margin, but I am nevertheless forced to conclude that my plan was probably fatally flawed. 😕 

There hasn’t been a game yet this month, so that’s it for recent games.

I’ve gotten a little bit of painting done.  Inspired by Gencon, I painted two more relatively random figures for my proposed Urban Fantasy game:




Leon is a Reaper Bones Chronoscope figure, rebased, and Lucia is a Hero Forge custom figure.  She’s a fae character of some sort, with faun legs and big ears, though dressed in imported human styles.  That’s hoof polish, by the way, not pink slippers.

The next time I sat down with a brush, I ended finishing up a stand of Hordes of the Things “beasts” for the Portable Fantasy Campaign, consisting of a Caesar Miniatures elf sorceress...




... and two Reaper Bones “saprolings” as tree creatures of some sort.  This is the second (of two) of these stands.  The first was finished back in March.  

For my most recent micro-project, I stayed with the 1/72 scale fantasy theme with some baggage and a camp follower/NPC.  While cleaning up recently, I found a group of figures I had washed prior to priming some months ago.  Included in the group was a small flock of sheep, which I had started when I did a campaign battle last October, for which I had needed three baggage train items for an escort mission.  I had two, and filled in the third with a mounted Maid Marian from the Airfix Robin Hood set.  The sheep are from the Pegasus farm animals set. I decided after I had started them that I wanted a shepherd of some sort, so another Robin Hood set figure was drafted for the purpose.  For figures the Plastic Soldier Review lists as having been released in 1964, they hold up very well considered alongside some of the modern manufacturers.  The pregnant woman came from the Linear-B/Strelets Roman transport set.  The review notes that her costume isn’t particularly accurate for Roman times, but she fits right in to the generic fantasy themed collection.



I’ve got several things on the painting desk this weekend, so I shall hope to finish something tomorrow.  I have been using the desk as my work at home space, and I will need to be cleared off again by 7:30AM on Monday.