Wednesday, April 17, 2024

Silly Observation

My eldest cat, Thomasina, loves the D&D channel.


It puts her right to sleep. Perhaps not the most ringing endorsement. :D

Sunday, March 31, 2024

He Has Risen!

The tomb is empty!


Let us celebrate the most important day in the history of the world - the resurrection of the Lord, Jesus Christ!


Friday, March 29, 2024

Napoleonic Knockout # 3

Time for another battle in my Napoleonic Knockout campaign.

Geoff noted after the last battle: "Although the Russians were victorious and conquered Austria, it does mean that they now have considerably longer borders to protect from the Ottoman threat."

As it turns out, the Russians decide to neutralize the threat by invading the Ottomans.

Quick Game Notes
  • I'm getting a little bored of the back-and-forth that can occur in this game, so I decided to move into sudden death. Whoever wins the battle wins the war and conquers the other side.
  • Because the Russians have more territory, I gave them an extra unit. I also increased their break point by 1.
  • I randomly rolled terrain and got a river. I decided that it was fordable.
The Battle
The Russian invaders approach a shallow river and find the Ottoman army opposing them.

The Russians try to cross via the bridge while their cavalry crosses some fords (right). The attackers take casualties but the Russians have some success with their cavalry.

The Turks push some Russian cavalry back across the river. Meanwhile, another division of Russian cavalry attacks the Ottoman artillery.

The Russian cavalry gets destroyed. The Turks now try to take the bridge.

And succeed! This routs the Russians.

Aftermath
Russia falls to the Turks!

Here is our current campaign map.

Next up - Roused from their complacency by the threat of Napoleon, the British invade France. Stay tuned for our next chapter.

Saturday, March 16, 2024

Legionary and Orc

A couple photos from our small event today.

An Imperial legionary with an orc. Are they friends or foes?

I guess that answers it.

Anyway, I am really pleased with the look of my legionary kit.

More pics on Facebook.

Saturday, March 9, 2024

To The Lodge

A Ser Killian Adventure

No spoilers today

A New Threat
After their success at Axeholm, Ser Killian and his party get some much needed rest. A few days later. a messenger rushes into town. He comes from Falcon's Lodge, a hunting resort for the well-to-do.

Falcon, the owner of the lodge, sends a missive for help. Orcs have been marauding in the area recently. One band even attacked a hunting party. Falcon wants someone to clear the orcs out.

Naturally, Ser Killian agrees to take on the quest.

Which Route?
The party has two options to travel to the Lodge
  • The longer but potentially safer route (orange) is along the road to Neverwinter then by boat to the lodge.
  • The direct route (red) has them traipsing through the forest/

Concerned that time is of the essence, Killian decides to head through the forest.

The Journey
The first stage of the journey passes uneventfully.

Once in the forest, however, our heroes get ambushed by a band of orcs (black).
Yes, I'm using Meeples. It helps having some marker to track the combat. But no, I'm not going to invest in miniatures. If I can find some tokens I like, I'll use those. But I'm not painting anything!

It's a bit of a drawn-out fight. Our heroes have no trouble hitting the enemy, but the orcs' armor prevents any telling blows.
Wow. My damage rolls were pitiful.

Eventually, however, the orcs fall. Killian suffered a slight wound, which Martin the cleric heals.

Later, they get attacked by a sentient tree.

Again, their blows have trouble penetrating. Killian calls for them to retreat.

The tree lashes out and knocks Martin to the ground. Its limbs reach out to grab him. Killian and the other turn back to help Martin. Haiden pulls Martin away while Nashad acts as rear guard.

The tree turns on Nashad but he manages to hack into it with his two-handed blade. The tree recoils, allowing the party to escape. 

As they bound through the wood, they hear thump, thump, thump. The tree is running after them! However, it is slow and our heroes outrun the pursuit.

The Lodge
After a few days hard marching through the woods, the party arrives safely at Falcon's Lodge.

What happens next? Stay tuned for more!

Saturday, March 2, 2024

Prepping for RPG

In my last update, I mentioned that I wanted to complete a Napoleonic knockout round and an RPG adventure every month. Well, February is over and I already failed - no RPG session. But I made some progress!

Creature Cards
One of the deterrents to my solo RPGing is creating the encounter charts. I've been jotting down the encounter stats in a notebook and then running the game from that. But sometimes (often?) I don't feel like doing the prep work.

The answer is to have cards with the creature stats. Then I can reference them quickly.

I've dabbled with cards before.
None of those prior efforts went very far, however.

Recently, I started a new project to make cards for the creatures from the 1st edition Monster Manual. First, I need to convert their stats to my system. I created an Excel spreadsheet to do the conversions, but I am still working on it.

I had some free time this past week and decided I wanted to play. I decided to jot the stats on index cards rather than in a notebook.

I ended up with this - a stack of cards ready for play!

Using the Cards
One of the issues I had with cards is with creating weighted encounter probabilities. Let's take a simplified example. I have two possible encounters - either a bunch of orcs or a dragon. I decide that the party is more likely to encounter the orcs than the dragon. But if I have one card each, then the probabilities are the same. To increase the probability of encountering orcs, I need multiple orc cards.

The solution is ridiculously simple, but I was so caught up in using cards that it did not dawn on me until now. I can still roll on an encounter table. Then I can consult the card for the stats. This saves me the trouble of jotting down the stats every time.

The Experiment
I started the next adventure in Ser Killian's tale using the cards. More on that at a later date!

Saturday, February 10, 2024

An Update

Doldrums
I've hit a spell of gaming doldrums, primarily because I was preparing for a LARP. I usually have a pipeline of posts that I can schedule. However, the pipeline has run dry due to my LARP preparations.

Anyway, last weekend, my friend and I attended Mythic Adventures LARP in the Orlando area. Here's a picture of us. I'm on the right in the gold armor.


I enjoyed it and plan to go back.

The Naval Project
Is still stalled due to the lack of ships. I picked up a bunch of wood ovals to make some quick models, and I haven't gone any further.


The Next RPG Session
I sort of have a goal of completing one game of Napoleonic Knockout and one RPG session per month. I finished this month's Knockout. Next up is an RPG session. I'm not sure when I'll get around to it.

Saturday, February 3, 2024

Napoleonic Knockout # 2

While I try to resolve my ship shortage, I decided to continue with my Napoleonic Knockout campaign.

In seasons 1 and 2, we saw Austria and the Ottoman Empire battle to a stalemate.

Season 3 - Napoleon Marches
After consolidating his authority in France, the Emperor Napoleon launches an invasion of Prussia.

The armies array for battle. The French are on top. The gold marker indicates an elite unit - the Imperial Guard in this case.

The armies shift to bypass the woods. French artillery and light infantry hit Prussian infantry and cavalry.

The fight shifts to the Prussian left.
Note: I did not have enough Prussian infantry so I borrowed some purple Turks. However, I treated this unit as standard foot.

La garde recule!

But the French light routs the cavalry and the French center crushes the Prussians.

Prussian morale fails!

Napoleon marches into Berlin and accepts the surrender of the Prussian king. Prussia is now a French satellite.

Season 4 - The Russian Bear
The next season sees the Russians and British mobilize their forces. The Russians, however, move first.
The Russians and Brits had the highest aggression rolls but Russia wins the tiebreaker.

The Russians decide to invade Austria.

The Russian cavalry attacks, causing some casualties to the Austrian infantry in the center. But then the cavalry gets repulsed. Meanwhile, Russian artillery pounds the Austrian cavalry.

The Russian center advances, overrunning some infantry. But the Russians are soon surrounded.

And destroyed. But the Russian artillery saves the day. It blasts the Austrian cavalry.

Austrian morale collapses.

Another conquest! This time Vienna capitulates to St. Petersburg.

Status after Season 4
France and Russian have expanded their territories. As a result, the map looks like this.


Who's next to fall? Find out next time!

GAME NOTES
In both games, long range artillery destroyed a unit. I wonder if artillery is too powerful.

I have multiple campaigns of various kinds going on simultaneously. My goal is to complete one session per campaign per month. Therefore, expect to see the next Napoleonic knockout in March.

Saturday, January 27, 2024

Maritime Musings

Ever since I began my latest kick, I've been researching rules and miniatures/counters. Here is a rundown of my meandering thought process.

What Period?
This is the first question I grappled with. The Dawlish novel I'm reading is set in the Russo-Turkish War of 1877-78. This seems to be on the cusp between "ironclads" and "pre-dreadnoughts."

When I researched "ironclads," I kept finding American Civil War stuff. Not really interested in that. Being an Austrophile, I toyed with the idea of doing Lissa. I even picked up David Manley's Broadside & Ram in my researches. However, pictures of the ships (including this beautiful game) revealed too many sails and masts for my liking.

This post was turning into a wall of text so here is a picture of Lissa.
From https://picryl.com/media/constantine-volanakis-naval-battle-at-lissa-efabee

Another issue is that I want to standardize things with smattering of ship classes. Ironclads just seem to have a widely diverse array of ship types.

I also was drawn to smaller actions, like those in the book. This led me to look into World War 2 coastal actions. I gave a look at Manley's Narrow Seas. However, I don't want to fiddle around with aircraft so I quickly drifted away from WW2.

As a result of these meanderings, I found myself drawn to pre-dreadnoughts.

What Rules?
Next up is finding rules. Actually, it's more of a case of finding rules to use as a model for writing my own. Nowadays, I try to mold everything into my MicroBattle framework. Those rules just work well for me!

Poking around has led me to a few sets that seem helpful.
I even considered sci-fi rules, which often tend to be WW2 in space. I gave Castles in the Sky a look. Ironically, this led me to an old set that I created! Interestingly, I gamed this on an 8 x 6 grid. Just the perfect size! I think I need to play around with these rules a bit!

Note: I remember initially using range bands for these old rules, a la Pz8.

What Figures?
Well, the rules search is shaping up. I just need some mins to test rules ideas.

I had some miniatures from Irregular's 2mm 20th century boats, but it appears that I got rid of them in last year's purge!

How about counters? Most counter sets are for specific ships and I just want generic ones. This leads me to making my own. I just need some models for inspiration. While researching, I came across Bob Cordery's fleet. Just what I want!

Just when I thought I knew which path to take, my wife threw a curveball at me. She gave me a 3D printer for my birthday. Once I figure out how to use it, I can print my own miniatures!

Scenarios
I'm still leaning toward small-ship actions, so expect torpedo boats, destroyers, and maybe a cruiser rather than battleships!

I'm also leaning towards a fictional Austro-Italian War in the 1890s.

Anyway, that's where the project stands right now!

Saturday, January 20, 2024

To the Sea!

Just as I was getting a set of gladiator rules in order, GADD struck again and I've moved on to other interests.

This time, the culprit behind my GADD is a book. Specifically this one.


This book is chock full of action scenes that just beg to be wargames. It's given me a hankering for some naval action. I envision a campaign of small ship actions. Perhaps a couple of torpedo boats attacking enemy shipping, bombarding coastal emplacements, and tackling the opposition's counterparts.

Rules?
As I careen down this rabbit hole, the first question I have is what rules to use. More specifically, I ask what rules can I modify. Nowadays, I tend to take ideas from other rules and plug them into my MicroBattle framework. Works best for me.

My main issue is lack of space. I generally find myself with about 1 foot square of gaming space. That generally is not enough for full-scale naval maneuvers. For air combat, I solved the problem by using abstract relative movement. I'm not sure how to do that with naval.

I'm also not sure what era to use. I kind of prefer ironclads, but most rules in this era are American Civil War (no interest) or fleet battles. I'm not really finding much for smaller ships. I could use rules for coastal actions in WW2. I'm not sure it will have the ironclad feel. I suppose I should look into ACW.

Anyway, I'm still searching for rules.

Figures
The next question is what figures to use. 

I have a small selection on Irregular Miniatures 2mm modern ships. I could dig those out. I'm not sure I have all the ones I need for my desired games and I don't really want to order more.

I'm also thinking of making counters. I just haven't gotten around to it yet.

Finally, there is the possibility that I could convert this project to a sci fi game - essentially navies in space.


Wednesday, January 17, 2024

Gladiator Games

Sometimes I don't feel like setting up a scenario. I just want to throw down some figures and start rolling dice. In the past, I've toyed with gladiator games but never really got very far with them. Recently, I've been toying with gladiators again.

Problem 1: Figures
I don't really have any figures to use. I used to have some 10mm fantasy figures that would work, such as the infamous Nocan the Barbarian.

I considered getting some new miniatures but I'm just not enthused by the idea. Perhaps I'll look into paper figures.

For now, however, I'm going with Meeples.

Problem 2: Rules
I'm not sure what rules to use. I thought about MicroQuest, my homebrew RPG rules. They work fine for theater of the mind RPG fights, but they're a tad boring for tabletop one-on-one fights. There is no maneuvering, so the figures just sit there.

Experiments
I decided to play around with some rules ideas.

Attempt 1
I'm using 2 vanilla gladiators - sword, no shield, no armor.

The rules work thusly:
  1. Move - Each gladiator rolls D3. Alternate moving 1 space.
  2. Maneuver - When gladiators move into the same space, make an opposed die roll to see who has an advantage in the fight. (An idea I took from Two Hour Wargames; I also use it in my dogfight rules).
  3. Fight - Make an opposed die roll to see who wins the exchange.
  4. Damage - roll to see if the loser (a) gets wounded and (b) gets knocked back.
And away we go. Blue advances quickly, but Red gets the upper hand. His attack does 2 wounds (not shown).

Red presses forward while Blue retreats. Red attacks and kills Blue (I assume 3 wounds = kill)

Well, that was a tad quick and unsatisfying.

Attempt 2
I made a few modifications to the rules.
  • Maneuver - The winner gets to attack. If you double the opponent, you get to attack with an advantage.
  • Fight - the winner of the maneuver rolls to hit. This change will likely make fights longer. In the original rules, someone got hit each turn. Now, it is possible that no one gets hit.
Let's try it out.

Red charges, and gains the advantage. His attack misses.

There are a few turns where the gladiators circle around the arena but fail to wound each other. A successful hit does not necessarily result in a wound. Weak hits could just rattle the opponent.

Red finally scores some damage, and it is a serious wound! The hit also knocks Blue back.

Red rushes in for the kill, but Blue counters and wounds Red!

Some more circling, before Red scores the death blow!

Looking at the time stamps, the first bout took 4 minutes and the second took 23 minutes. However, that 23 minutes is padded because I had to take a break to feed the cats! Perhaps 10 minutes for the second?

Anyway, I feel that these rules have promise. Now, I'll look to add armor, shield, different weapons, etc.

Saturday, January 13, 2024

Napoleonic Knockout # 1

Season 1 - Attack on Austria
War breaks out in Europe. In this first season, the Turks launch an attack on the Austrian Empire.


The Turks approach the Austrian defenses.
Note - the unit with the clear disk is artillery. I don't have artillery units printed up so I combined a slapdash gun with a light infantry counter. You can't really see the gun in this picture due to the glare.

The Austrians take a beating in the center while the Turkish cavalry overrun its Austrian counterpart (right).
Note - you can see the gun better. I used some narrow brown bases to mark casualties but I'm not keen on the look.

But the Austrians retaliate and destroy the Ottoman cavalry. The Austrian left-flank infantry gets into the battle, but gets hammered.

Still, they manage to drive off the enemy cavalry.

Austrian infantry and Grenzers wipe out the Turkish janissaries. 

The Turks have reached their breakpoint. They fail their morale test so their army retires from the field!
In Vienna, the church bells ring in celebration!

With this battle, the campaign map does not change. The Turkish aggression drops by 1 while the Austrians increase by 1.

Season 2 - Austrian Counterattack
As the Turkish army retreats in disorder, the Austrians pursue. The Turks make a stand at a small village, where they position their artillery and their militia.

Austrian attacks suffer casualties. The Turkish artillery is especially effective.
I kept rolling 6's for the guns.

Turkish cavalry overruns its Austrian counterpart.

The Austrians mount an effective attack on the village, throwing back the guns. But the Turkish militia surprises everyone with a successful counterattack,

Repulsed, the Austrian army retreats.

Once again, the map remains unchanged. Austrian aggression drops to 0 while the Ottomans rise back to 0.

Stay tuned for season 3!

Thursday, January 11, 2024

Quickie Napoleonic Knockout

Now that I have a bunch of counter armies, I want to get them all into action. I've been pondering the problem and came up with a solution - a quick-play knockout campaign.

I got the idea for a knockout campaign from Kaptain Kobold.

The Map
I created a campaign map with 6 powers - Britain, France, Prussia, Austria, Russia, and Turkey.


The map itself came from https://www.euratlas.net/history/europe/1800/index.html. I just added circles representing the nations and pathways between them.

The Armies
Rather than generic armies, I decided to use army lists specific for each nation. I decided that each army would consist of 5 units, which I determined semi-randomly. 

Creating the Army Lists
Here is how I created the armies.
  • I assigned 2 units of muskets to each army.
  • I consulted the army lists from Chris Engle's Fusilier (now combined with Ritter) and subtracted 4 muskets from each list. This leaves 6 possible units.
  • I created a random table using the 6 units.
  • I rolled a D6 three times to randomly select 3 more units for each army.
For example, the Napoleonic French list is 1 skirmisher, 6 muskets, 1 artillery, 1 cavalry, and 1 knight (e.g. cuirassiers). This results in a random table of 1= skirmisher, 2-3 = musket, 4 = artillery, 5 = cavalry, and 6 = knight. If I rolled a 1, 3, and 6 I'd add 1 skirmisher, 1 musket, and 1 knight unit to the base 2 musket units.

I re-rolled if I got extreme results. For example, I initially rolled 3 cavalry for the Prussians. It just did not seem right so I rolled again and got the result shown below.

Army Compositions
Here are the armies. I will keep the same compositions for each battle.
  • British - 3 infantry (i.e. musket), 1 cavalry, 1 light infantry (i.e. skirmishers)
  • French - 3 infantry, 1 light infantry, 1 artillery
  • Prussians - 4 infantry, 1 cavalry
  • Russians - 3 infantry, 1 cavalry, 1 artillery
  • Austrians - 3 infantry, 1 cavalry, 1 light infantry
  • Turks - 2 infantry, 2 cavalry, 1 artillery
Army Stats
In addition, Ritter provides additional stats per army - Move, Killing Attacks, and Break Point. I used these to create additional nuances for each army.
  • Move became a modifier to the activation role. The French (unsurprisingly) had a better than average Move so I gave them a +1 modifier. The Turks were below average so they get a -1.
  • Similarly, the French had better than average Killing Attacks and Turks below average. To reflect these, I bumped a unit of French infantry to elite status and lowered a Turkish infantry unit to militia status.
  • I used the Break Points as is. The French and British have a Break Point of 3 units while the remaining armies have a BP of 2.
So now the campaign is ready. Stay tuned for the first battle!

Tuesday, January 9, 2024

Armies and Stuff

Completed Armies
When I first started painting 2mm miniatures back in the day, my goal was to have a variety of different colors that could stand in various armies. I never achieved that goal.

Now with counters and smaller armies for quick play MicroBattle, I have accomplished that long-sought goal.

Here I have 6 more-or-less completed armies - red, navy blue, blue, white, brown, and green. I have 2 more printed - gray and purple. And I created one more, light blue, but haven't printed it yet.


These armies allow me to portray a vast array of foes. Just taking Napoleonics, for example, I can field British, Prussians, French, Austrians, or Russians.

The One Game of Christmas
I managed to play one game with my brothers over the holidays. We played Castle Panic. It was the first time for my brothers.

Things did not start well. We lost four walls to the first wave of attackers. Then towers started to fall. But we managed to rebound.

Here is the end of the game. We just survived.

Saturday, January 6, 2024

Battle for Bavaria

I decided to do a little experiment - a full-blown scenario using the latest version of my MicroBattle rules. But when I rolled to determine the army composition, I ended up with less than 6 units. Oh well, I played the scenario as generated.

Background
After defeating Mack at Doberschwitz, Napoleon pushes deeper into Bavaria. Mack sets up a defensive line between the village of Kalthausen and a hill. Napoleon sends a corps under Murat to break the defensive line.

Note - in this game, I assume that each unit is a division.

Setup
An Austrian corps (bottom) led by Feldmarschall-Leutnant Franz Xaver von Auffenberg holds the defensive line. His force consists of 3 infantry divisions and 2 artillery batteries.

Murat leads 3 line infantry divisions and a light division.

The Battle
Murat decides to focus on the enemy holding the hill. The Light division starts skirmishing with the artillery on the hill, causing severe casualties.

The lights destroy the artillery and begin pecking away at the Austrian 1st division (right).

After bloody fighting, the Austrians hold the hill. The French meet with more success in the center.

The French launch another assault and clear the hill. The Austrians rout the French infantry in the center.

Murat converges his remaining forces on Auffenberg's infantry. In a make-or-break assault, the French rout the Austrians.

Murat has succeeded in breaking the line.

GAME NOTES
I wanted to see how fast I could play a full-scale scenario with my quick play rules. Technically, this is not a good test as both armies ended up understrength (less than 6 units). The game was quick, only 15 minutes. I'll have to test with 6-unit armies.