Sunday, June 12, 2011

My First Hail Caesar! Game

Visitors to this blog know that I am a fan of the Black Powder rules. I love the command-and-control system as it is simple, elegant and fun. Besides that the overall game system, simply, works.

So, although I possess no ancient armies whatsoever, I was very excited when my friend Dan (our current club president) offered me the opportunity to play Hail Caesar! Matt Vigil has simply loads of Romans and Gauls in 15mm and the two of them conspired to host a six-player Hail Caesar game at today's club meeting.

Dan (middle) before his game


The game did not disappoint. Dan and Matt acted as referees while I played the role of Roman commander-in-chief and Scott played the role of Gaul commander-in-chief.

Of the six-players, 4 were experienced Black Powder players and 2 were new the rule system. Dan and Matt had each played two games of Hail Caesar and numerous Black Powder games. Hail Caesar does have several important changes from Black Powder in order to better represent the type of combat that the game manages - but is essentially the same game at much of its core. So, I think that in general, the crowd was not a rookie crowd.

The Gallic Horde

The Roman Invaders
Now, here's the cool thing. We had 42 units on the table - chariots, heavy cavalry, light cavalry, warbands, skirmishers, legionnaires and triarii. The Gauls has 23 units and the Romans 19. We played the game to conclusion in 90 minutes! Amazingly fast. Now, the table was bare (there was no terrain placed in order to help the rookies assimilate the rules without too much fanciness) and that certainly sped contact between the two armies - so we got into battle fairly quickly.



Matt and his awesome Gauls

Romans!

Dan offering aid to the Gauls

My fellow Roman conquerors
I think that the designers of the game have created a really fun close combat system with these rules. Some units - like a warband - get extra combat power on the initial turn of combat when they charge. So, units have two close combat ratings, one for the initial charge and one for subsequent rounds of a continuing melee. I expected to see melees that did not resolve in a single turn, and I did. They were fun, too, real nail biters and sometimes real meat-grinders. The system of when a combat ends is very well thought out.

Look, I really know nothing about the period - except that I think it is really cool - but the rules produced a situation that seemed right to my mind for this period. The Gauls came in, whirling themselves at the Roman lines hoping to do a good bit of damage in those initial rounds of combat. They know, of course, that if they don't crack some skulls in the early phases of a given close combat that the Roman stamina will usually win out.

We had several situations where more than one Gallic unit was able to apply its weight against a single Roman unit - and that is what it will take overall to break Roman lines. In the end of this fight, the Roman center held firm, destroying many Gallic units, and holding the day. On the flanks however, it seemed that the fighting was much more give-and-take. The Roman right flank was very compromised but so were the Gauls that were attacking them. The Roman left was weakened a little but held very firmly with tough fighting. In the end, the Romans were very happy to see the remaining Gauls leave the field.

Of the remaining 11 Gallic units, 4 were shaken and 2 were disordered and 4 were skirmishers (which would have been slaughtered if they had to fight). Truly, there was no more offensive capability in this army and offense is the lifeblood of the Gauls.

Of the 12 remaining Roman units, only two were shaken but they were the only two units holding down the right flank (and one was a skirmisher unit). Had the battle continued, the Gallic chariots may have shredded them. The Roman center held firm with the loss of only 2 skirmisher units (due to the unexpected speed of the Gauls!). None of the units were shaken, but several were getting close as the losses and exhaustion of the day took its toll. I think the Romans could have managed the offensive for another couple of turns, but that would have been their limit.

Indeed, it was a good afternoon to be a Roman soldier in the center sector of today's battle! Thanks for the great gaming today fellas!

I leave you with more pics...
The Gallic charge is uncoordinated, resulting in a Roman meat-grinder

The Roman cavalry on the left is slow to get to battle!

The Romans are grinding the Gauls in the center.

Also in the center, the Gauls are piling on! The Romans would hold.

Not just hold, but they would advance boldly! Chasing the fleeing Gauls.

Chariots versus Horse. The Gallic chariots would take this fight!

Positions at the end. A strong Roman center.

Frontal view of the Roman center

More Nappy Skirmish

Between out-of-town family being in and out of the house for the last couple of weeks and being sick, I really haven't done much of anything. But today is different - I am going to the club meeting to play in my first game of Hail Caesar! I'll bring the camera and make a report later...

Yesterday was an "illness recovery day" so no one came over and we didn't go anywhere. Besides cutting the grass, I painted a few figs and generally wasted away the day. I did manage to stage a few shots of some 25mm Victrix plastics...here they are:







Saturday, May 28, 2011

Spanish Gate

As a test item, I built a 28MM Spanish Gate today (well I also was involved in a Zouave 2 play test game, which was fun stuff). I'll build straight and corner wall sections too, to go with this. I'll build a handful of buildings too. Paul Darnell's work (of Touching History fame) is very inspirational, thanks Paul!

The core of the wall is foam core board, a little spackle for texture and some store-bought tiles round it out. I made the gates in two separate pieces so that it can be made to be open or closed or half-open during games. The gates are made from cardboard.

More to come...






Friday, May 27, 2011

Napoleonic Skirmish

Our club recently had a swap meet, and I traded stuff and got some Victrix plastic Napoleonics. I had not really intended to get any 28MM Napoleonics - maybe never - but (1) there is at least one club member that is really wanting to play Peninsular skirmish battles and (2) the deal was alright and the stuff I traded went to one of my favorite people, Colin.

Colin is the young son (10, I think?) of a very good man in our club and terrific gamer, Scott. Colin is actually developing into quite the gamer too. I believe that I have yet to defeat him in Flames of War (or maybe anything for that matter)!

Anyway, back to the Nappies. So, I painted up a few of these plastics to see how they go...and I think they go splendidly. They go together pretty easily. At first it was a pain, but after a few guys you get the hang of it. They have terrific detail and paint up nicely. The variation of pose and soldier type are almost endless and excellent instructions come in the box to build grenadiers versus fusiliers versus voltigeurs, etc. Also, some really awesome flags come in the box too! So, I give these plastics two thumbs up!

I also bought the Song of Drums and Shakos to use as rules. They won an award a couple years ago and look fun. I really like the activation system too.

Here are the handful of minis I have produced so far...with visions of Sharpe's Rifles dancing in my head!

British Chaps!

Fusiliers!
I also started a little terrain. This is a patch of crops (cabbage?) made with the tiny paper roses you get at the craft store. More terrain to come. Yes, Greg, that is coming too!



With a Fusilier for scale

Vietnam Action

While my brother was here, we played a little Vietnam gaming. Not too much, as we were feeling our way through the rules, but enough to get some fun action in and get some pics. We're playing Piquet's Forgotten Heroes - with some additional flavor tacked on.

The airmobile stuff is really fun. A Hog came in and did some fairly good suppression work on the NVA on the edge of the LZ ...but there were too many NVA around. One of the three Slicks went down while coming in, but two others successfully delivered their squads to the ground for the fire-fight!


The American Objective

Man, armor and tracks are tough...

Tracks head up to clear an LZ

Tracks in action

A potential LZ, contested by some NVA

The last of the NVA near this LZ

The NVA kill a track and are assaulting the former passengers

Me, and my brother, setting up some troops

Wargaming Dorks

Air Assault. The LZ is at the upper right

The Hog will soften it up for the Slicks

The Hog goes into action!


In come the Slicks!

One Slick down! The others unloaded successfully
 
Long Road South...

Pirate Action

Well, nearly a month of quiet on this blog...sorry...hasn't been quiet around here, just too much going on to post photos and such...but...while I was away...

We played a pirate scenario using Legends of the High Seas. In this scenario, a large group of pirates attacked the hidden island stronghold of another band of pirates. The smaller band, defending their "fortress" could stand to the last man, while the attackers played with the normal morale rules. The object of the attack is to take the ship and any loot that those pirates may have in the fortress.

The smaller band, defending the fortress, was run by myself while my brother and his wife ran the larger attacking force. It did not start off well for me as the cannon on the wall misfired on the first shot and took two turns to "reload"...by that time, the cannon was pretty much out of the battle.

Ignoring this omen, my men fought bravely as the assailing scallywags mounted their assault, bearing ladders with which to scale the walls. Clearly, these raiders had staked out the fort and came with a plan! My men defended the wall strongly, but were overcome by numbers. Once the enemy was within the compound, my captain showed his mettle in close combat. He killed three of the attackers, always fighting more than one enemy and was finally overcome when the attacking captain, a swashbuckler and a deckhand all attacked him.

In one area, an attacking pirate armed with a blunderbuss let a round off that took out a key wall defender...so...one of my swabs ran out of the gate and attacked him. Although the close combat amounted to nothing and the brave pirate was soon killed, the move was very brave. Very cinematic!

In the end, those thieves stole the ship of my thieves...and my thieves were all dead or recruited into the winning crew! Great and fun battle, great rules...get them if you have not!

Here are some images...

The Prize Ship

Carrying the new "recruit"

The Cannon Redoubt

Some of the attackers

Getting Closer!

Up the ladders!

The End is Near

The last artilleryman succumbs