Sunday, July 25, 2021

The Return of Family Game Night

It has been a while since we regularly played games. Part of the reason was that our black cat, Onyx, would hop on the board and play with the pieces.

It's a pity because our eldest cat, Thomasina, loved watching games. Lately, due to age, she spends most of her time in the upstairs bedroom. Recently, we decided to bring the games to her.

Here is our latest setup. We bought a foldable game table and set it up in the bedroom. As you can see in this picture, Thom can watch the proceedings from her perch.


We've gamed the last 3 weekends. Previously, I won at Dragonwood but the following week we failed our Codenames: Duet missions.

This week was Ticket to Ride Scandinavia. My wife had a nice 20 point lead when she played her last train. However, she failed to complete 2 routes, losing 24 points. Meanwhile, I completed 9 routes for 78 bonus points to pull ahead for a decisive win.

Admittedly, I was quite lucky with my destinations. At one point, I drew 3 destination cards and was pleasantly surprised to see that I had already completed the routes!

Friday, July 16, 2021

Battle of Bischof Bridge

A New Battlefield
You may notice something different when you see the pictures of the battlefield. It is much larger. As I mentioned last month, I obtained a new table, giving me more gaming room. To take advantage, I made a a felt battle mat that is 12 by 18 inches, with a 1 inch square grid.

A Problem of Heights
I just noticed a slight issue in these photos. The hills blend in with the base battle mat. The hills are made of cork board that was painted so they contrasted with my earlier cork battle mat. But now those same hills blend in. I'll have to make them even darker so they stand out.

Battle Set-Up
I decided to do a straight-up scenario, with the battle proceeding until one side broke. I randomly determined terrain and forces.

The armies are comprised as follows:
  • Redgrave (top) - 4 infantry, 1 artillery, 1 skirmishers
  • Bluderia (bottom) - 3 infantry, 1 cavalry, 1 artillery
Initial set-up. Note that both sides have strong forces on the west side of the river.

My initial intention was to concentrate the forces nearer the center at start, but I decided to use the whole board. As a result, the forces come on in scattered sub-groups.

After Action Report
Feeling confident after his subordinate's recent victory, General Hogwaffe orders his Bluderian army forward in a final confrontation with Redgrave.

The Bluderian army is scattered. Hogwaffe orders his subordinates to concentrate on the village of Dingelheim (top center). However, they discover Redgravian forces there. The left engages while the cavalry advances on a raid.

The left wing overruns some Redgravian infantry, but the cavalry gets wiped out.

At this point, our intrepid war correspondent lost his sketch pad. My phone battery died.
A written account will have to suffice.

Hogwaffe ordered his forces to converge on Bischof Bridge. They arrived first and seemed about to rout the Redgravians on the left. But General Spengler arrived on the scene and ordered the troops at Dingelheim to advance.

The lines formed to the east of the bridge. Bluderian attacks wore down their adversaries, but Redgrave held on.

Then the Bluderian left flank broke, followed soon after by the right. Suddenly, the center found itself under attack by four Redgravian infantry. It held on for a bit, but was then forced to retreat, which turned into a general rout.
Technically, the infantry survived, but given the odds against them, I decided to throw in the towel at this point.

Aftermath
With this defeat, Hogwaffe was forced to retreat from the Empire. Spengler advanced to the capital, which ensured that a pro-Redgravian candidate was selected to the Imperial throne. Once again, King Henrik's ambitions have been thwarted.

Friday, July 9, 2021

Embarking to 1889

Revolution on Hold

Poor Col. Endicott was not been able to bring the British to battle last weekend because of torrential rain. We will have to wait until another time before we find out what happens with his Florida expedition.

Actually, I found myself distracted last weekend and was not up for a game. We were dealing with the aftermath of a lighting strike that fried my wife's work computer, knocked out a power strip, and left our router in dire straits. It seems like we finally sorted it out.

RPG Thoughts
Anyway, there is also a gaming distraction as well. My brothers and I are considering some online gaming. I proposed running an RPG campaign, but this raises the question "what game?"

The immediate and obvious answer is old school D&D. We all played back in the day, so it should be easy to jump back in. I have the Rules Cyclopedia, so would probably use that.

But, I don't want to be constrained to the fantasy genre, and I don't think D&D/D20 works well when you throw firearms into the mix.

So I have been looking at universal systems. I am familiar with GURPS, but feel it may be too crunchy. I have contemplating a couple of games I haven't played.


On the left is Savage Worlds. I am somewhat familiar with it from Me, Myself, and Die. It bills itself as "Fast! Furious! Fun!" and reportedly is very pulpy and cinematic in feel. Just what I want so I picked up a PDF copy. As I was reading, though, I find it a trifle confusing with attributes, edges, hindrances, skills, and who knows what else. I got a little overwhelmed.

The next candidate is Cypher. This is supposedly very simple. Characters are quickly defined with a short narrative sentence - your character is an [adjective] [class] who [does something]. Sounds very simple in concept, but then I picked up the free preview. It seems that there are a lot of rules on what that adjective, class, and something they do all mean. The full rulebook is a whopping 448 pages! Very intimidating.

Considering Space 1889
As I was trying the decide what to run, my thoughts turned to Space 1889. I've long been wanted to run a game in the setting. Unfortunately, the combat rules are notoriously bad. However, I have frequently experimented with a 2D6 system, which works well enough. I was just never able to put together acceptable character creation rules. A thought struck me. I could use Space 1889 characters as is and use my 2D6 system! I decided to give it a try using the explanatory scenario from the original book.

It must be deja vu. Once again, Jamison finds himself facing 3 Venusian grave robbers.
Illustration from the original Space 1889 rulebook
  • The sides each roll as D6 for initiative. Jamison wins and goes first.
    • He squeezes off 3 shots from his revolver. His Closes Combat rating is 4, one better than the Venusians' 3. Because of this I give him a +1 bonus to hit (the target is 8 on 2D6). He rolls three times (one per shot) and scores 2 hits.
    • He now rolls D6 for damage per hit. A 1 or less is a graze; a 6 or higher does 2 points, and anything else is just one point. He scores 2 points, which kills a Venusian, and 1 point which just wounds another.
    • He then defends against the Venusians. I roll just once, with a negative modifier if facing multiple enemies. He fails and takes 1 point of damage.
  • In the second turn, the robbers go first.
    • Jamison succeeds in his defense roll so the Venusians miss
    • Jamison fires twice, hitting once, This shot kills the wounded Venusian
  • This turn, the remaining robber goes first. Now that I think of it, I should have rolled morale.
    • Again, Jamison succeeds his defense roll
    • But he fires his last shot and misses
  • I'm assuming that Jamison has a knife. He will be drawing it this turn, so I penalize his initiative roll. The Venusian wins and goes first.
    • Jamison fails his defense! The Venusian rolls a 4 so only does 1 damage
    • Jamison misses
  • Two more turns ensue, with neither party getting a hit. Then the robber scores another hit. Jamison has taken 2 wounds. He is down to his last one.
  • Again, the robber wins initiative.
    • Jamison's defense succeeds. Whew, he is close to death.
    • But so is the Venusian. Jamison hits and kills it!
Certainly a far better result than I got using the original rules. I think this may work. I'll need to experiment.

Sunday, July 4, 2021

Happy Independence Day!

 


In 1776, "our fathers brought forth upon this continent, a new nation, conceived in Liberty, and dedicated to the proposition that all men are created equal."

Long may this blessed nation stand free.


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.