Wednesday, October 19, 2011

More Russians for FoB:WW2

Been painting Russians in anticipation of playing Field of Battle:WW2. I have not played, although it seems that this may be the game for Saturday night at Brent's (if he's not ready for WW2, we'll play some horse & musket).

No, these Russians will not be in that game - I have more to paint before they can battle the German fascist invaders!But, it's a start!

I actually don't understand the basing in the game yet - I asked Brent how to base them and this is what he said to do (I believe to match his Germans). I think he said that one stand was a squad. I'll get clarification from him on Saturday - and I need to learn what rule book to buy.

Anyway, here are some images of what is done so far - pretty good considering they just got here Monday.

Red Army Infantry

Scouts, on the move in Poland

Mortar Team

Ant-tank Gun Team

T-34/85

T-34/85

Monday, October 17, 2011

Songs of Drums and Shakos

Got to spend a little gaming time yesterday with friends...and played a bit of 28mm Napoleonic skirmish. It was our first run with the Songs of Drums and Shakos (SDS) rules...and I must say...they played well, we had a fun game.

Dan and Andrew and Matt came over - and really helped me have a fine day. We had RedZone on with the football games, we drank beer, Matt was playing and baking bread and my wife made lasagna for us! John came over too, but did not partake in the gaming.

Matt's Bread (we had already eaten one-and-a-half loaves)

Anyway, we only have a small number of painted models at the moment, so it was a small game - a handful of British foot and British horse against equal numbers of French foot and horse. I don't actually have any British horse painted up, so we had to use French hussars as "stand-ins" for the Brits (distasteful, but it worked to learn the rules).

The activation system in SDS works well. You can be safe or gamble, so it usually is not your turn long enough to move all your models - so, there is a nice level of control but you don't get to do everything. The combat system works well too - although my shooting was terrible that morning!

We're looking forward to playing again - Dan went ahead and made a Perry purchase, so he's hooked! Here are some images I took. Dan posted about the fight on his blog, here.

Thanks for a fun time guys!











Soviets! in 25mm

As I am hoping to be playing Field of Battle WW2, I secured some Soviets to paint up and contribute to the fun! These will be mounted for FoB:WW2. The below images are of a couple of leader elements I cranked out tonight.

I have enough for a company of infantry, supported by an AT-gun, mortars, heavy machine guns and 2 T34-85s. Look out Germany!


Friday, October 14, 2011

Kampfgruppe : Normandy - it has arrived!

A couple weeks ago, two irresistible forces made themselves known to me. First of all, I got an email saying that Warhammer Historicals is having a 50% off sale. That included Kampfgruppe Normandy, normally like $75 freakin' dollars. Secondly, I had been aware of this excellent review of the rules and sought it out again before buying.So, I bought them. Half off is the only way to go for such a pricey book.

They arrived today. Wow. This is one big book. I have only managed to glance through the pages at this point. Good looking hard-cover book.

The Tome (with a nearby miniature on a 1" round base)
The book has 348 numbered pages. No, that isn't all rules (thank God). The rules start in earnest on page 15 and continue to page 67. Even at that there are plenty of incredible photos and illustrations - so, it is not solid rules.

This many pages does make the book quite thick. Here's a pic of the book's thickness. That is a 25mm Foundry pirate next to it (yes, I should have grabbed a WW2 miniature, silly me).


The remainder of the book is (at first glance, I'll have to dive in deeper over the weekend) a rich and detailed history of the Normandy campaign, unit stats, vehicle stats, etc. I can't wait to read this stuff just from a history angle, I love all things Normandy!

Although I enjoy the Warhammer Historical rules (Legend of the Old West, Legends of the High Seas, Great War), this set is completely different. I believe that there is no linage to Lord of the Rings or Warhammer at all in these rules. The real name of the rules is "Kampfgruppe", this set focuses on Normandy only, hence the sub-title - and why the name is not Kampfgruppe Normandie.

Well. That's it. The wife should be back any minute with the Starbucks. I'll read more and enjoy the book and the coffee. Perhaps, a nice scotch too, later.

Matt and Dan are popping by this weekend for Napoleonic skirmishing - doubtful but maybe, just maybe, we can sneak in a game of Kampgruppe Normandy!?!?!?!?!?!?!

Saturday, October 8, 2011

Field of Battle 2 – FNF

This Friday was what we call a “Baker Night” – where the club meets at the Baker rec center from 7 to 12 for good times. Given that, early in the week, I decided to toss down an ACW game using Field of Battle Second Edition. Readers of this blog know I am quite taken with Black Powder – I must say, I think that I am right now equally taken with FoB2!

Playing on the Union side were Rick Stockton (the C-in-C), Doug Wildfong and Nate Forte. On the Confederate side were myself and Dan Gurule (the C-in-C).

The context of the game scenario was this: Late 1863 in Central Louisiana, a hastily assembled force of Confederate soldiers, including less-than-stellar units, are detailed to stop a Federal advance. Even though the troop quality may be lacking, the leadership structure of the Confederate force is quite good. The Yankee force was of good quality, veteran soldiers, but, with less-than-stellar leadership. The troops, command quality and decks were generated ahead of time using the FoB2 rules.

The Yankee army was also larger than that of the Southerners. There were 4 brigades of bluecoats and three batteries of artillery. Opposing them were 3 brigades of Johnny Rebs and 2 batteries of artillery. For simplicity, all infantry were armed with rifled muskets. This would perhaps not be truly accurate for the Western Theater, but we’re learning the rules. For the artillery, both sides employed smooth-bore guns.

In order to set the scenario and ensure a rather long exposure to the rules, I embarked on a little social engineering for the game.
  1. I gave both armies the maximum number of Army Morale Points for the number of units. So the Yankees had 20 and the Rebels had 14. I thought this was good because the yanks would be attacking. I gave the players their poker chips in cloth sacks. It was fun during the game to see the two C-in-C’s keep the chips a secret from the enemy!
  2. Of the generals generated, I selected a D8 quality for both C-in-C’s. My thought was to limit the “swing” between dice. I didn’t think I wanted a game – that new folks were learning in – to be rolling a D6 versus a D10 or anything like that. As it turns out, I should not have worried about this. This game played fine, but so would any values for the C-in-C’s. I have to remember that both sides get the points and the idea is to get through the cards. See, I am learning the game too!
  3. I decided that the Yankees could have a more forward deployment in any one zone. I did this to speed their attack and impress upon them that they were, in fact, attacking. They got to choose the zone.
So, then we got the deployments and the battle. At this point, I let the four players do some social engineering. Since they had no knowledge of the scenario, who’s attacking, size of the forces or even who is on what side, I let them set up the terrain on the battlefield as they wished.

This was really cool to see. I got the party started by laying down a roadway and some wooden fences along it. Then they all dove in and before long we had a cool field set up. It had some woods, roads, fields of corn and of wheat and plenty of wooden fences and stone walls. When Rick started setting up the terrain, the first thing he grabbed was water! So he placed a nice creek across the field!

Regarding the terrain, we called the creek and woods Class II. The wheatfields and the cornfields were Class I but the cornfields blocked LOS at 4” depth. The wooden fences were nothing at all, but we gave the stone walls Class II for combat effects. We employed no town sections and no hills in this battle.

At this point, the player’s decided what sides they’d fight on. I was expecting 2-on-2 with me as the referee – but – 3 players said “Union”. So, I was drafted to play on the Southern side. I happened to ask the Yankees who was going to be the C-in-C right as Rick was raising his arm – so the guys quickly jumped all over him as he had “volunteered”! Dan was appointed the Confederate C-in-C.

The Union was then asked to select the side of the table they would attack from and to select a zone for the forward deployment. They did so, and selected their far left flank as the advanced zone (they could have picked any). We took turns deploying the commands and away we went!

The battle was terrific. The yanks got off to a slow start but the rebels advanced a little to consolidate positions. Soon, the battle was joined and Army Morale Points began leaving the bags.

For the Yankees: Doug’s command got his flank attack working and soon owned that section of the field. Doug’s attack appeared to be the main effort as he was allocated 2 of the brigades. Nate advanced aggressively in the center and lost many men in so doing. He didn’t drive any Rebs out of their positions in the long term, but did bleed them and tie them down – which I suspect is all he intended to do anyway – to stop them from helping fight against Doug. Rick’s command, moved forward on the Union’s right flank. Even though the Rebs had some nice stone walls over there Rick managed to drive into them and had good success.

For the Rebs: I commanded 1 brigade and a battery and attempted to defend against Doug’s maneuver. I held him off for a while, but weight of numbers ruled. When the game ended I really didn’t have a flank. Part of my command got caught up against Nate as he drove through a cornfield. I was able to stop him cold – but those troops were needed against Doug. Dan’s command was busy fighting off Nate and Rick the whole evening. He was in a real dogfight too. At the end, his command was in better shape than mine!

So what interesting things happened during the battle? Several of note (of course the whole thing was interesting)!
  1. My command’s general (D10) was killed twice during the battle! This hampered by ability to defend against Doug.
  2. One of Doug’s commanders, not the lead command in the attack, was also killed. This prompted the Yanks to send the C-in-C over – so determined were they to keep the pressure up. But, we just could not get to him.
  3. There was one of my regiments and one of Nate’s regiments that had a real knock-down-drag-out melee. Over the course of several actions, we fought multiple melee where one side or the other won by 1 point and it took a little to build up to a UI loss. Then only 1 UI loss resulted (so tight were the die rolls) and the loser fell back – only to get involved again and again in subsequent actions. Finally I was able to destroy the Federal unit, but my unit was a wreck too at that point.
  4. Oh! Army Morale. The Rebels ran out first, but the Yankees only had one or two left at that point. The Rebs survived an Army Morale Test too. For a little bit there, both armies were out of Army Morale and losses gave points back to the other side – but this ebbed and flowed. At one moment the Rebs would have 1 or 2 then none and the Yankees may have 1 or 2. Weird and fun – the suspense about the next Army Morale card coming up was real.

In the end, neither army broke. We called it a game at 11PM after about 2 and a half hours of play – we spent time socializing and setting up and deploying and teaching rules before we actually got down to playing in earnest. Union tactical victory was the call.

The game went well; the fellas and I had a good time. Many good things were said about the rules – they gang would play again. There was a little feedback that maybe I should have given the attackers a fourth “Move” card (or give them a free “Move” card on the first turn) – as the Yanks didn’t get any at first. Fair comment, maybe that is a good idea in a given scenario – but – hey, in the terms of the battle and the game system – the Yanks just didn’t get off on time (how many attacks in history go off on schedule?). Having them move on the first action would have been better for the scenario. This game system has that flexibility.

One new thing I have now come to like about the game – and this was pointed out to me by a person that was not playing in our game – was that there is a lot of player interaction in the game. Even if you are not the active player, there’s no sitting around. You’re either opposing the enemy’s die rolls or using opportunity fire or battling. There’s no down time here.

I think I’ll write a unit generator application for this game. I like coding. That way I can simply “adjust a few dials” on a window and push a button for an army generated to the specs of the game.

Onto the pictures!
















Monday, October 3, 2011

Got some painting in this weekend

I was able to get some good painting time this past Sunday! I brought up one of my folding tables from the basement and set it up right in front of the 55" TV and painted and watched NFL Red Zone all damn day! It was awesome!

I painted up a handful of 28mm British for the Peninsula. Almost done with a few more French Hussars too!


Although I only painted a couple of French soldiers from the French & Indian War period (I actually use these as "Colonial Soldiers" in pirate games) I did mount and prime about 12 more.

I also completed three more squads of 15mm NVA and 3 more NVA mortar teams.

Oh, I did have one glass of scotch (Quinta Ruban) and a few beers. For football food I made roast beef po'boys. Man, I had a great day! The wife? She got up early and went to the Susan G. Komen walk...so when she got home about 1ish she took a long nap on the couch and kept one eye on Red Zone too! She's a good soldier, too. I did my housework on Saturday and totally shirked all responsibilities on Sunday - with her blessing!

Red Zone - man, it is the PERFECT channel. First of all, it is six hours of non-stop football - all the best plays! Oh, there are NO COMMERCIALS! The host of the show has even better mastery of the remote control than I do!

This coming Sunday is the wargame club meeting, so no Red Zone, beer, scotch, painting and Cajun food. Huh? Why am I going again?

Cutlass has arrived!

After watching some videos on Beasts of War about the Black Scorpion rule set Cutlass, I purchased it. The rules seem very interesting. They are a set of skirmish-level rules for fantasy pirate games with Orcs and Humans and all that...



Hold up! I like Orcs - but in my world they have no more a welcome in Pirate games as they do in Napoleonic games. I have absolutely zero need for Elvish swashbucklers and the like. To me, ridiculous. To others, fine - I bear you all no ill will.

So why the hell did I buy them? For the mechanics of the game. I think they may be good for other skirmish games - yes, pirates (no Dwarves) or cowboys or whatever. Let me describe the mechanics here and you players of any of the Piquet family of games will find an interesting thread of commonality: polyhedral dice.

First of all, this is a game played with two sides. Each side rolls a die to determine the winner of initiative. The high roll acts on that number of actions, when completed or the initiative is stolen by the opponent, the opponent acts on their number of actions. Yes, initiative can be stolen! Certain actions make it possible for the "inactive" player to become active - yes, the initiative can swap several times during a turn. In my mind, something like this is a good mechanic for skirmish games where the action can be fast and furious. The use of the actions is has more detail too, more in a later post perhaps.

A miniature pirate has a number of statistics that describe him (or her). But, instead of a numerical value for each the miniature has a polyhedral die value for each. So, instead of a Dexterity of "4", a character may have a Dexterity of "D6". Certain conditions modify die sizes up and down from D4 to D20 - some earn a "bonus die" where you roll 2 dice and select the highest value.

Combat and some actions are resolved by opposing polyhedral die rolls where the margin of victory determines the outcome...maybe a miss to maybe a critical hit.

I have not yet had a chance to look at the campaign section, but there is one. From the brief scan, it looks somewhat similar to the campaign section of Legends of the High Seas (an awesomely fun game, BTW): skills, permanent injuries, etc.

So, really looking forward to giving these a go very soon!!!!!!


Oh, in the interest of full disclosure - and yes, this may be contradictory - while I don't want any Orcish pirates, I am not against a skeletal or ghostly pirate here and there in the right scenario!