Saturday, June 26, 2021

Battle of Blasthof Heath Using MicroBattle

An Interesting Discovery
Recently, I was perusing my computer drive and stumbled across this scenario. I had downloaded it because I had an idea to play out some of the scenarios from classic wargaming books. This scenario originated with Brig P Young and Lt Col J P Lawford's CHARGE! or How to Play Wargames.

Converting the Scenario to MicroBattle
The order of battle is rather simple, with 1 infantry unit, 1 cavalry unit, and 2 guns per side. This OOB is fine for the single-figure casualty system used by CHARGE!, but it is a bit simplistic for MicroBattle.

I noted, however, that the units tend to have multiple officers. I decided to give each infantry and cavalry officer his own unit. Each gun also became its own unit. Incidentally, each army ended up with 6 units, the standard for my MicroBattle games.

Battle Set-Up
I have repurposed the battle as part of the continuing war between Bluderia and Redgrave. Redgrave will take on the role of the Empire while Bluderia serves as the Electoral army.

Here are the 2 armies:
  • Redgrave - 2 infantry, 2 cavalry, 2 artillery
  • Bluderia - 3 infantry, 1 cavalry, 2 artillery
The forces are set up on opposite sides of the river. I randomly determined each army's deployment.


After Action Report
After his latest defeat, Hogwaffe is on the retreat. His army has crossed the River Blast. He seeks to prevent the Redgravians from pursuing. He has tasked his rear guard, under the command of General Schleppend, with either destroying the bridge or holding it until nightfall.

While Schleppend dithered, General Rasch led the Redgravian vanguard on a quick march that seized the bridge. Light cavalry holding the far side finds itself attacked by dragoons (heavy cavalry).

Rasch sends his heavy cavalry (on the right of the Redgravian line) across a ford

Which gets repulsed.

Unable to retreat, the light cavalry held their end of the bridge valiantly. Ultimately, though, they get cut down.

Schleppend leads his infantry forward. They manage to clear the enemy from the far end of the bridge. But now they are exposed to a withering fire from infantry and artillery. Meanwhile, the Redgravian heavy cavalry manages to cross the ford. It makes a bee line for Bluderian artillery.

But gets attacked from the flank by Bluderia's heavy cavalry. Simultaneously, Schleppend's infantry manages to rout Rasch's left flank infantry. Rasch himself barely escapes.

This loss unnerves Rasch's remaining forces. They begin to withdraw despite the general's protestations.

Aftermath
This victory evens things for Bluderia. Each side now has two victories.
Hogwaffe feels that one more confrontation should resolve the conflict, one way or the other. The next battle will be the finale, with the victor winning the war. 

Final Thoughts
There you have it, a classic wargame battle, MicroBattle style.

It started rather frustratingly. Bluderia had some really awful activation rolls early on. Then I forgot that the river could be forded, which caused a traffic jam around the bridge. Meanwhile, the light cavalry on the far side prevented Redgrave's infantry and artillery from firing, although they did buy time.

This battle was supposed to have a time limit, but I neglected to keep track of turns at first. It probably took 5 or 6 turns before the battle reached the point where I started to narrate. After that, it was another 7 turns until the end. So it seems that Bluderia's victory is legit.

Of course, the highlight of the battle for the victors was Schleppend's charge across the bridge. He has now made a name for himself at the Bluderian court.

Wednesday, June 23, 2021

Chariots Season 4

I started up a new season of chariot racing a few weeks ago and have been running race sporadically since then. I still don't have the chariots painted so I did the games virtually.

This time, I decided to do a full-fledged campaign with one of the chariots representing my team. The other chariots would be run randomly. Because I like the color, and I want to improve their lifetime standings (they are currently last), I decided to run the Green team.

Rather than assign permanent bonuses or penalties, I assigned re-rolls (which I am calling "bennies" a la Savage Worlds) to represent the charioteer / horse team quality. Every race, each team gets D3 bennies. This represents the different charioteers / horses in the stable of each team. The winner of the previous race also gets a bonus bennie.

I wanted to give myself a little more decision points, so I rolled up a pool of 7 D3 bennies. I can assign a roll to each race. For example, I rolled two 1s, three 2s, and two 3s. I decided to spend one of the 3s in the first race.

Here are the results:

Race 1

I named the charioteers on my Green team. Maximus is in the first race. He took an early lead, with Yellow on his tail. Blue lagged the pack.

Here we are going into the home stretch. Maximus has a narrow lead. Blue has caught up and is trying to pass on the outside.


The teams make their Movement Tests. Red fails while the rest pass. This means that Red falls back to 4th place.

But the race is not over yet. Yellow, Blue, and Green each have 1 bennie left. While bennies can be used to reroll dice, they can also be used to test for extra movement. This represents a surge by the chariot. With this, Yellow and Blue could catch Green!

Yellow fails. He won't catch Green.

Blue passes. He pulls up alongside.

But Green also passes. Maximus sees Blue moving up and urges his team to a final effort. They surge ahead for the victory!

Final standings - Green, Blue, Yellow, Red. An auspicious start for my team!

Race 2

This time, Green is racing its weakest charioteer, Claudius (1 bennie). Fortunately, Green's win in the first race gives him a second bennie.

Surprisingly, he takes the early lead. Here we have a tight race as we go into the home stretch.


Yellow would pull ahead for 3rd. Blue would use a bennie to pull even with Claudius.

Neck and neck as they near the finish line. Who will win? (I rolled off to break the tie)

Blue!

Darn, this was a tough one. Blue nipped my team at the very end. Still, Green is tied for the season lead with 30 denarii earned.

Race 3

A new charioteer, Tiberius, is driving for Green. He is average (2 bennies) but none of the other teams have excellent charioteers.

Again, Green takes the early lead and holds it through the final turn. Blue manages to bash Red, forcing him to fall back.

Here are the teams in the final stretch.


As they near the finish line, Blue whips his horses for a final push. But Tiberius gets more from his steeds, and the Green chariot pulls away for the win.

Season standings are now Green, Blue, Yellow, and Red.

Race 4
Now that my Green team has the season lead, I decide to use up my lowest charioteer, Claudius. However, he gets an extra bennie because Green won the last race.

As expected, Claudius falls behind as Blue surges ahead. However, Claudius manages some adroit driving to gain the lead in the final turn. As they head into the home stretch, Claudius finds himself with a precarious lead.


In desperation, he whips his horses into a final, valiant effort. They pull ahead for the win! Yellow pulls away for second and Blue drops back into last. This is a very disappointing outing for Blue; they're first time out of the top 2 this season. But is a boon for my Green team. We now have a 30 denarii lead for first.

Race 5
My Green team is racing a new charioteer, Quintus. He is average (2 bennies).

Initially fell behind Blue. In the final turn, however, he whipped his horses into a powerful effort that saw him pull aside Blue.

Here we go into the home stretch.

Yellow momentarily pulls even with Red, but Red surges ahead and pulls even with Green and Blue.
Red used a bennie in the final stage to tie Green and Blue.

And as they approach the finish line, it's. . .  There was a tie so I did a roll-off. High roll wins.

Green, then Blue, and Red! Yellow is last.

Wow, what an exciting finish. With this race, Green is now comfortably in first with 90 denarii. We can clinch the season victory with a 3rd place finish or better in either of the final races.

Race 6
Once again, Green's best charioteer, Maximus, takes to the circus. This time, however, he falls behind the pack. He manages to make up ground and finds himself behind the leader, Yellow, going into the first turn. But Yellow wipes out! Maximus has to make a fancy move to avoid a crash, causing him to fall behind.

In the back straightaway, he manages to catch up with Red. But Red bashes him, and Maximus again falls behind.

In the final turn, Maximus surges into the lead.


But Blue and Red manage to pull even. At the finish it is . . .

Red, Blue, the Green.

Wow, what a crazy race, and a disappointing finish for Green. Yet the 3rd place finish seals the season victory for the Green Team.

Race 7
In the final race, Green puts forth Tiberius, winner of the third race. Red takes the early lead. Yellow manages to catch up. In the final turn, Blue crashes. Tiberius trails the leaders.


In the homestretch, Yellow pulls away. Green manages to catch up to Red, but the surge is temporary, and at the finish line, Red manages to nab second place. After four victories in the first five races, Green now has to settle for a second straight third place finish.

Season Recap
My team, Green, manages to secure its first season victory and tied a record with 100 denarii in prize money. Final standings (with prize money in parentheses) are:
  1. Green (100)
  2. Blue (60)
  3. Red (45)
  4. Yellow (40)
Green has now moved into third place in all-time earnings (240 denarii), 10 ahead of Yellow and trailing Blue (245) and Red (260).

Saturday, June 19, 2021

Battle of Kressenberg

Battle 3 of the War of the Imperial Succession

With my recent perusal of Absolute Emperor, I have been in a horse and musket mood. Therefore I decided to try out my new gaming table with a battle set in Francesia. I last played a battle in this setting back in February.

After his recent victory, General Hogwaffe of Bluderia is back on the offensive. His mission is to push Redgravian forces out of the empire, allowing his king to seize the throne.

Hogwaffe finds his Redgravian counterpart, General Spengler, holding the strategic positions of Kressenberg hill (L) and the village of Nesselrode (R). Hogwaffe sends a small force against the village while the bulk of his troops head towards the hill.

Hogwaffe's left flank drives off some cavalry while a firefight rages on the right.

The Bluderians press the Redgravian horse (L) but lose the light infantry protecting the artillery (R).

Massed volleys cut down the cavalry. On the right, Redgrave sends some infantry toward the hill while another brigade attacks the guns.

But the guns (R) cut down their attackers

Fortune seems to favor Hogwaffe. Bluderian attacks force the enemy off the hill and out of the village.

But success is short-lived. Redgrave re-occupies its positions while its artillery cuts down attacking infantry (L)

Finally, the Redgravian infantry comes to the rescue. It attacks the Bluderians from behind. Combined with sustained artillery cannister, the Bluderian attack collapses.

The officers of his remaining units beg for one more chance to take the hill, but Hogwaffe is rather pessimistic about the odds. He decides to call off the offensive. Spengler has won the battle.

Notes
This was a good test of my new table. It was much better than playing on my coffee table because I did not have to bend over. I also had a lot more space around the board for rules, unused markers, casualties, etc. Also, I played the game early in the morning and I was worried I would wake me wife because my table is in the room next to our bedroom. Fortunately, I did not disturb her. I would say that it was a success.

This was an interesting battle. For a moment, when Bluderia cleared enemy units off the hill and village, I thought they could win. At the time, I was really wishing for some cavalry to swoop in and seize the positions. Alas, such is the cruel fate of random armies. So now Redgrave (as usual) has the advantage in its war with Bluderia.

As usual, I played the game using MicroBattle. I used One Hour Wargames to determine the scenario and force allocations. The scenario was # 14 - Static Defense.

And In Other News
I'm already waffling on my decision to stick with 3mm. Whenever I peruse photos of portable wargame set-ups, I am enamored of the look of larger figures. They tend to have a toy soldier look. This has got me considering either 6mm or 10mm. I'm not going to divest myself of my 3mm set-up; a larger scale will simply be a supplement.

Anyway, I ordered some sample horse and musket figures in both scales from Irregular. I want to test out different basing schemes with different grid sized. I may move up to 2 inch grid squares.

Wednesday, June 16, 2021

Going Grand

 For years, my gaming space has been somewhat constrained. As a result, I have created my own, highly portable gaming system.

I have a small battle board of 8 by 10 inches. Upon this field, maneuver armies made up of 6 units with 1 stand per unit. The board, unit, terrain, markers, and dice all fit into an 8.5 by 11 inch box.


An example of one of my portable battles

Given that I frequently gamed on a table that was 16 by 22 inches, this set up fit very well.

But now my gaming space has grown. I now have some space for a 2 by 4 foot table. I plan to use half of it as a dedicated painting area. But that still gives my a 24 inch square space.


This leaves me pondering increasing the size of my games.

One option is to return to a set-up I used in my early gaming days. 


Here I am using Risk figures (approximately 10mm) on a 12 by 18 inch board gridded into 2 inch squares. One benefit of this is that it would look much better in pictures. The larger figures seem to photograph better. Or they would if I had properly painted figures. And that is the sticking point; I don't really fancy painting up a couple of armies of larger figures. Also, I don't think my "cheat," using the same figures for battles ranging from ancients to modern would work in 10mm.

Another option is to use my 3mm troops with a 2 inch gridded board. I've done this before.

Here, I am using 2 stands per unit. I could increase it to 4 stands per unit to really fit up the spaces. I think this would look nice, giving a very grand tactical look to the game.

Speaking of grand tactical, I just picked up the new Osprey rules set, Absolute Emperor. It is a set of grand tactical Napoleonic era wargame rules.


I find his organization interesting. The basic unit in the game is a division, usually made up of 4 stands. For command purposes, divisions are grouped into Corps. This high scale approach means that Waterloo can be done with approximately 20 divisions per side.

This is still a bit big for me, as it would require about 80 stands. But what about 1 stand per division? I could probably manage that. I could still organize into corps and still use the One Hour Wargame scenarios (with each of Thomas's units = a Corps).

Thinking about this now has me leaning toward a increasing the size of the battle board, but still keeping a 1 inch grid. This would still allow me to play smaller games with just six 1-stand units, with the option to expand to larger battles.

Anyway, all of this is in the pondering stage. We'll see if I ever manage to get it off the ground.

Addendum
Looking at my 2 inch square gridded battle board, I remembered that it was 12 by 18 inches. I think that this size will be perfect so I plan to pick up three of these bifold foam boards along with green, tan, and blue felt sheets (for grass, desert, and sea).

Saturday, June 12, 2021

LARP Construction

My Latest Distraction
I've been in a bit of a wargaming lull because LARP is starting up again. We were supposed to hold our first get together last Sunday but it got postponed until tomorrow.

Over the past few weeks I have been busy preparing for the game by doing a bit of "foam-smithing," i.e. crafting weapons out of foam and fiberglass. Here are a couple finished products.


On the left is a spear. A friend gave me the pole, which already had a pommel. I just had to craft a new spearhead. I am particularly pleased with the weapon on the right. It represents a Byzantine knife called a makhaira. Mine is more like a short sword, being about 26" in length.

I have some more projects in the works - a couple javelins, a mace, and some plumbata.

On the Wargaming Front
In the meantime, my chariots are sitting half-painted on my workbench. I have been playing chariot races on my virtual version. I'll recreate the races in miniature and post the season results once I finish painting.

Also, I managed to place an order for some miniature galleys from Outpost Wargame Services.

Saturday, June 5, 2021

(Greek) Fire on the Med

Once again, I find my attention blown off course. I'm not abandoning the Byzantines, but I am toying with a different theater of war - naval! Yes, I've been thinking of doing some naval wargames featuring the Byzantines vs. Arab or Turks. 

Now I have a few Renaissance galleys from Tumbling Dice, but they are not entirely accurate for medieval Byzantines. I found that Navwar does some Byzantine dromons in 1/1200 scale, but this a little bigger than I'd like.

I have also been looking for rules. I have a copy of Osprey's Poseidon's Warriors, but it is designed for classical naval warfare. I was interested in finding something that would cover medieval Byzantine sea battles. I found a couple by promising titles by David Manley on Wargame Vault. One in particular caught my eye. Called He Hemetera Thalassa, Mare Nostrum (hereafter MN), it is a set designed for fleet actions with multi-ship bases. 

The concept intrigued me, so now I am considering this approach. But I want a base to fit into a 1 inch square. I would need really tiny galleys. A little searching led me to Outpost Wargame Services, who offer a range of 1/3600 galleys. SteelonSandBlog has a nice overview of these minis. They are ancient rather than medieval galleys, so the look is off. But at that scale will it matter? I think these will work.

Right now, here is the plan I have in mind:

  • Order a pack each of quinquiremes, triremes, and merchant ships from Outpost
  • Base multiple ships (2-3 depending how they fit) on 1 inch square bases
  • Borrow from MN to create a galley war variant of my MicroBattle rules.