My blog about my wargaming activities. I collect a lot of 15mm miniatures for the American War of Independence and so collect a lot of rules for this period. I started miniatures with Napoleonics, so I have a number of armies in 6mm and 15mm figures for skirmishing. I have15mm WW II figures that I use for Flames of War, Memoir '44, and someday, Poor Bloody Infantry. Finally there is my on-again, off-again relationship with paper soldiers that I sometimes write about.

Showing posts with label Vassal. Show all posts
Showing posts with label Vassal. Show all posts

Tuesday, May 07, 2013

The Abominations Arrive!

Onslaught Miniatures announced that the next wave of their 6mm science fiction line is out, and I had to buy some. This time it is the Abomination, reminiscent of Genestealer Hybrids. As I loved the game Space Hulk (First Edition, along with all of the expansions, and the articles from White Dwarf magazine), I still have a collection of 28mm Genestealer Hybrids from Citadel Miniatures. These are not reduced sized copies of those original miniatures, but they definitely give you that feel, just as their Legion figures give you the feel for the Tyranid species without actually copying them.


First up are the three variants of the close combat Abominations. As you can see, two are four-armed and one is two-armed.



The body armor is well formed. I painted the armor a dark gray, then picked out the high spots with blue paint. For the flesh I primed the figures white, washed them in GW purple wash (the one no longer available; I have not tried the new ones), then picked out the high spots in sunburned flesh. If you click on the pictures, you will see a greatly magnified image.

Next are the Abominations with squad automatic support weapons.


As you can see, two are held slung low – the left hand actually holding a handle on top of the weapon – while the third uses a more traditional grip. The first figure is three-armed – he looks like a leader signaling with upraised claw – and the additional of a "bionic eye" lends to that aura. I like him; I need to add some markings to his armor indicating that he is a leader.

As with the previous figures the armor is well defined, making it easy to pick out the detail with a paint brush. I started getting a little better with the faces on these guys.



Finally, we have the Abominations with the heavy weapons. Two weapons look like the weapons on the GW Epic Orks with heavy weapons; they look like missile launchers to me, which is great, because it gives the unit some anti-armor capability. The last looks like a shoulder-mounted laser weapon.


It almost looks like I painted the teeth white on some of these guys, but that is just the purple wash not getting into the crevice of the mouth and leaving it white. I cannot see it with the naked eye, but I had to laugh when I saw the pictures.
The openings on the front and back of this weapon are well defined, so it warranted a wash in order to highlight it. I was worried that the wash would overpower the light gray color, so I used Army Painter's Soft Tone Ink. I probably could have gone darker, using something like an armor wash.

The 'sun glasses' worn by this figure is purely an accident of painting. But he does look cool!

All in all, these figures were very fun to paint. In all of the GW Epic figures that I have, I was never able to get any Tyranid forces on eBay, largely because others outbid me; they were very popular (and expensive). From a skirmish viewpoint, using something like In the Emperor's Name (ITEN), FUBAR, or Angel Barracks' KR16, the Abominations are probably a better force to collect. When gaming at a larger scale – where units are squads or platoons – the Legion are an excellent choice to represent mass attacks by the 'Bugs'.

New Science Fiction Rules

Speaking of which … Ganesha Games has come out with a new set of science fiction rules called SWATTERS! It has some interesting concepts for representing multi-unit combat (think Sixty-One Sixty-Five for science fiction) that I think can be applied across many genres. I hope to do a review and battle report soon.

Well, I need to keep off of the forums for awhile, so I hope to get back to the painting table and finish some sample figures of the rest of the Legion line (I bought the Gashers, Stalkers, and Winged Stalkers when I bought the Abominations). I have also painted up some Dark Realms figures, but I am a little unsure I like the results. The figures are great to paint, don't get me wrong, but I think I chose a bad color scheme.

Angel Barracks has come out with a new draft of his KR16 rules. They are free, so other than your time, there really is no cost to downloading them and trying them out. As far as I know, they are only available on the Angel Barracks forum on Yahoo. (If I am wrong, don't worry, Michael will probably correct me in the comments section.)

iPad Gaming

I got into the game Frontline Tactics on the Mac. It is a pretty repetitive game and you will probably find it additive for about 20 hours, but as part of an experiment with the online account, I downloaded the game it to my iPad. I had a point where I had to wait someone for awhile, so I started playing the game on my iPad to while away the time.

There is a new mobile gaming technology that I heard a podcast about that allows the developer to pop up an ad, at appropriate breaks in the action, while gives the gamer in-game rewards for play. It is not too annoying (it pops up at the end of each mission) and I have tapped on a few to see what they were offering.

I surprised the wife with an early delivery of flowers for Mother's Day. My wife used to not like to receive flowers, but now that she has a lot of land, she likes trying to see if she can take the cutting and get them to grow. I have not given her flowers in awhile so she was surprised by the gift. "Why did you decide to give them too me this year?" she asked. "Oh, just because …"

… just because it earned me 250,000 credits in the game Frontline Tactics, that is!

There is a board game called Eclipse that has been converted to the iPad. It has been a long time coming and greatly anticipated. As it was less than $10 ($6.99, I think?) I decided to pick it up, because of all the buzz.

Stay away! It is a huge time drain!

Seriously, the game is very fun and has gotten me interested in the board game itself. People that play the board games say that the iPad version has a few implementation issues (i.e. the rules are different from the board game), but only one crashing bug has been reported (that I have heard of) and it is apparently not likely to be triggered.

Money well spent (even if the time is not).

BattleLore

And finally … the BattleLore over Vassal tournament is finally over. (I love the gaming, but scheduling within a time limit creates pressure I really did not like. In the end I was starting to get irritated over the scheduling issues.)

I won both rounds, scoring 8-2 and 8-7. Yes, I won the tournament! As strange as it sounds, this was the first BattleLore over Vassal tournament that has ever completed, so that makes me the first champion. This for a game no longer printed and poorly supported by the license holder.

One of the things that came out of it, however, is how much Chris and I prefer the Epic version of BattleLore. It actually lowers the luck factor of the card draw, plus uses larger maps and more units. It seems like we will be using this format more often in the future.

New Readers

Welcome to new readers Les and Dehewes. Dehewes' profile pointed me a nice Kindle blog that shows new Kindle eBooks that come out and go on sale. Les has an interesting blog, Wargaming France 1940, where he games that subject in 6mm. He is also a solo gamer, so it will probably be a source for ideas for me for my Solo Battles blog.

I hope you guys enjoy the blog content. Feel free to leave a comment when something strikes you.

Monday, April 29, 2013

Updated Aztec Battleboard for Saga

Aztec Battleboard
 I have updated the battleboard for the Aztec faction, including a separate rules page, so you can print it double-sided. I decided to remove the Tomahawk Studios background, as someone suggested that people might find it confusing when this is an unofficial, fan-made variant, but also because this is less ink intensive for printing out. I may come up with a true ink-saving version once everything has been shaken out.

There are no changes to the Saga abilities; I think they worked out well in my test games, although they can always use more testing. The real addition to this version are the Cuachiqueh rules. These are a new unit type, basically an upgraded version of the Hearthguard. like the Irish Curaidh. The difference is that I made the Cuachiqueh two figures for 1 point, rather than buying 4 Hearthguard, designating two as this special unit type, then trying to balance advantages and disadvantages to justify the point cost. Personally, I think they did it wrong for the Irish, and if I were playing them, I would definitely buy the Curaidh as I believe they are under-costed.

After long discussions on the Mesoamerican Saga forum, I decided to keep the atlatl weapon as a "super javelin" rather than try to model it as a pilum (a pre-melee weapon), or as both. I have been reading more about the period, including Hassig's Aztec Warfare: Imperial Expansion and Political Control and Castillo's The Memoirs of the Conquistador Bernal Diaz del Castillo, Vol 1 (of 2) Written by Himself Containing a True and Full Account of the Discovery and Conquest of Mexico and New Spain. (The latter book is free on Kindle. There are free Kindle readers for the Mac, PC, iOS, and Android.) So far neither has given a really good impression about how the weapon was used, just that it had good penetrative powers. So "super javelin" it is, despite this You Tube video on atlatl versus steel armor.

My biggest problem, at the moment, is coming up with a new Saga ability for the Tlaxcaltec faction. I took out the Shielded Volley ability, which emulated the way Tomahawk Studios modeled shielded archer units for the Byzantines. Personally, I don't think that the model works, at least not for the combination of abilities I gave the Tlaxcaltec. So I scrapped that ability and am in search for a new replacement. Unfortunately, I have not really hit upon anything in Hassig's book about them, so it looks like it will just be something from the pool of abilities already out there that "fits". If you have any ideas, let me know.

Aztec Faction Rules
So that battleboard is already changed to the new style, including a rules page, but I am not going to publish it until I figure out what the new ability will be.

Ralph sent me some clarifications on his Bolas ability for the Inca faction, so I will update that and may re-publish soon, assuming all of the kinks are ironed out. I think there are more.

It turns out that there are some players in Mexico that are trying out these battleboards, or some variation of them. The more feedback, the better. Unfortunately no pictures or battle report, but it sounded like it was a game between the Aztecs and the Anglo-Saxons. (Who knew?) The good thing it that it did not seem that the Aztecs were over-powered compared to the Old World factions. Although I never expect these factions will be allowed in a tournament – they are starting to ban the use of banners, and those are official rules from an expansion – it is still good to hear that they play well with others.

Historical Gaming Night

The local gaming club wants to get something going for historical gaming – the idea is for one person to host a game, providing (or arranging for) the figures, terrain, etc. and doing the setup so that the other players can just roll in and start rolling dice – so we are going to give Saga a whirl as the first hosted game. I just bought a painted collection of "Vikings" (120 foot and 10 mounted) and started re-basing them on Saturday. I intend to take before and after pictures as I touch up the figures. (They are what you would call "wargaming standard" paint jobs for most of the figures, although some are pretty nice, especially the mounted.) Don has been collecting Normans, so the game will probably be those against a band of Vikings. As this is the first game for another local player (I will be refereeing, looking up rules, and generally keeping things moving) we will be keeping the forces to four points and I figured the Vikings are pretty straight forward to play.

As Don has never played the Normans, I think it will be an interesting challenge for him, despite the fact that he has more Saga games under his belt than his opponent. Normans have the inherent conflict of being half shooting army, half mounted melee. The goal will be to commit the mounted troops early enough to make an impact, but not so early that the missile troops have not softened up the enemy sufficiently. I cannot think of any worse result than throwing in the Knights and getting beaten up so badly that you feel compelled to retreat the unit for fear of losing a Saga die. Although the Knights may utterly crush their opponents, if the result is an exchange of your unit versus his, you have probably gotten the worst of the exchange.

I'll have to read the Norman battleboard, but I think it is as "conflicted" as the army composition is. If I recall correctly, it has both shooting abilities and mounted charging abilities. Personally I prefer abilities that can be applied to as many units as possible. So a board full of abilities that apply only to specific units is, in my mind, hard to play. The Vikings are relatively straight-forward. Their theme is to shed fatigue, so that is useful for most any unit they would have.

New 6mm Science Fiction Miniatures

Unfortunately, I was scheduled to paint the new Abominations from Onslaught Miniatures this weekend, but the preparation for the Saga game (which was originally scheduled for tonight) and Round 1 of the BattleLore tournament Finals took up all my time. I did get one figure completely painted (waiting for basing), and one of each of the others started. (I usually paint one figure completely in order to get an idea of what something will look like, and to help me decide what order to lay the colors down onto a figure.) The figures are very easy to paint, as the details are sufficiently raised or etched, and clearly visible once primed. Running a brush along a detail is usually sufficient to pick it out neatly.

Basically the Abominations are similar to the old Genestealer Cult Hybrids. Some figures have two arms, some three, and some four. Some of the arms have fingers on the hands while others have claws similar to their Prowler figures. I hope to get pictures up later this week, along with size comparisons.

In the meantime I "discovered" another line of 6mm science fiction figures: PFC/CinC. Their Solar Empire Marines line looks pretty good. In the past I have found CinC miniatures to be softer metal, and less well defined than GHQ. This line looks about the same, in that the figure looks more rounded or "softer" than Onslaught Miniatures or Microworld. Not that it is necessarily a bad thing, just different. Despite the name, it is not just Space Marines, however. They have a Felid race, intelligent, weapon-using Raptors, and another humanoid race. CinC also has a second line of 6mm science fiction vehicles. Most are of the GEV design, but the tracked tank hunter is a particularly interesting design, sort of like a shorter Merkava.

BattleLore Tournament

Round 1 (or two) of the Finals in the BattleLore tournament has been completed, and I won 8-2. Chris wanted to play the side with the Goblins first – as he sees it as the weaker side he wanted to get them out of the way – but our random draw of forces made for a pretty even affair with mostly human forces on both sides.

Chris came out of the gate swinging and drew first blood, taking out a critical unit of mine (the Dwarf Heavy Swords), on the flank I had planned to win on. We exchanged losses and were at 2-2 when "The Event" occurred: Chris drew, as a replacement to the card hand we both shared, the BattleLore card. Now the ironic part of all this is that Chris dreaded the event, figuring I would hose him with the card. I, on the other hand, did not want to play it, as you can only move three units on average (albeit, with large combat bonuses) and I had cards that would allow me to move more units. But by the time The Event occurred, Chris was pressing very hard on the flank I was trying to withdraw, so I played the card not because it was a good play for me, but because I could not risk him rolling a lot of Blue banners or Lore and completely crushing that flank. So I played it in order to deny him the card.

Well, that play was The Event because I used two units to attack and was lucky enough to break his attacking formation. I ended up reversing the situation on that flank, using my cavalry to chase down his fleeing troops who were desperately trying to reform. I intentionally pushed my one heavy cavalry unit in order to chase down a unit, knowing that it would be vulnerable to a counterattack. When the counterattack came, I had a First Strike card that allowed me to ambush the attacking unit and I rolled so well I destroyed the unit outright. (That was "The Second Event".) That put me at 5-2 and had resulted in the last formed resistance on that flank broken. With three units scattered on the flank and only three victory banners to go, I had my plan. Further, the cards had been cooperating and giving me access to card after card on that flank. Chris was well and thoroughly demoralized.

It took quite some time for me to whittle down the enemy units to a point that the time was ripe for "The Final Event". It came in the form of a Mounted Charge card, allowing me to pick off two strength 1 Goblin units hiding in the rear, and a strength 3 Sword unit. Chris had been prepared for this, and attempted to stave off the killing blow by holding onto an Evade card (allowing a unit to escape from combat), but I attacked all of the units in such a way that there was no retreat.

It was an exciting game (for me) and Chris is swearing vengeance, but honestly I think the forces were more evenly balanced than the games he and I both played in the Semi-Finals, which were heavily stilted against the Goblins. I have prepared the game and tonight Chris and I will do our deployment (and maybe a few turns), probably finishing the game either over the course of several week nights or next weekend.

Although I have had great fun in this tournament, and proud to have made it to the Finals, I am getting weary of the "pressure" of scheduling games and trying to notify people so they can watch (and then seeing almost no one show up). Now I have a few more email addresses, and a sense of how fun some of the guys might be to play, so I can probably get a few more games in the future. Not that playing Chris is a problem! He has obviously gotten better, and like me, likes to analyze the games afterwards; what worked and what did not.

Sunday, April 21, 2013

C4ISR – Test Game 2

Another C4ISR Test Game

Today, gaming buddy Don agreed to test C4ISR (my science fiction version of Command and Colors rules). I really liked the game, but more importantly, I think we both came up with what we did and did not like.

What we tried:

  • Battle dice were 10-sided, with the faces: Infantry-Infantry-Armor-Artillery-Air-Grenade-Medic-Flag-Miss-Miss. Note that the odds are reduced compared to the Memoir '44 six-sided battle dice. Also note that artillery is hit on its own symbol now.
  • Grenades only hit in close combat.
  • Infantry attacking Anti-Personnel (AP) Targets: dice rolled are 3-3-2-2-1-1. (That is the number of dice at each hex range, so 3 dice at 1 and 2 hexes, 2 dice at 3 and 4 hexes, etc.)
  • Infantry attacking Anti-Armor (AT) Targets: 4-2-2-1.
  • Mech Infantry attacking AP Targets: 3-3-2-2-1-1.
  • Mech Infantry attacking AT Targets: 4-2-2-1.
  • Armor attacking AP Targets: 2-3-3-2-1-1.
  • Armor attacking AT Targets: 4-4-3-3-2-2-1-1
  • Artillery attack AP or AT Targets: 3-2-1. Note that for artillery this is not hex count, but board section count. In other words, 3 dice for the same board section, 2 dice for an adjacent board section, and 1 die for a board section two away. (On a normal gameboard there are six board sections: Left, Center, and Right for each half of the battlefield. For a Breakthrough-sized board there are nine board sections. For Overlord-sized boards it is 12 board sections and Overlord-Breakthrough-sized it is a whopping 18 board sections!)
  • All units use 1 less die if the unit has taken any number of casualties.
  • Terrain was more like BattleLore than Memoir '44. Rather than subtracting dice to attack in or out, the maximum number of dice were indicated instead. Buildings were 1 die shooting in and 2 dice shooting out (1 die for Armor shooting out). Woods were 2 dice in and no restrictions out. Hills were 2 dice up, 3 dice across (hill-to-hill) or down. We did not use any other terrain types. Artillery was unaffected by the battle dice restrictions of terrain, either in or out.
  • Artillery count as AP targets.
  • Mech Infantry and Self-Propelled Artillery count as AT targets.
  • Light Infantry move 2 hexes and Battle or 3 hexes.
  • Elite Light Infantry move 3 hexes and Battle.
  • Mech Infantry move 4 hexes and Battle or 6 hexes.
  • Armor move 6 hexes and Battle.
  • Artillery move 1 hex or Battle.
  • Self-Propelled Artillery move 2 hexes and Battle or 4 hexes.
  • Units must stop when they enter the first hex adjacent to an enemy unit; they cannot move through.
  • Units with support ignore 1 Flag.
  • Units with support can Battle Back in close assault.
  • Units are supported if two friendly units can provide them support.
  • A unit can provide support to a unit it is adjacent to.
  • An artillery unit can provide support to a unit within two hexes of it.
  • A command unit can provide support to a unit within two hexes of it.
So, although the game is based heavily on Memoir '44, it really takes elements from all of the Richard Borg games. The idea is that C4ISR is at a much lower scale; each unit is a squad or platoon, at most. Each Town hex is more like a Building hex. Using boards from Squad Leader would be more appropriate, in terms of scale.

Units move and fire much farther. The Armor units being able to move 6 and fire 8 hexes means it has a large threat zone. Of course, at this scale, sufficient cover and line-of-sight-blocking terrain is a must.

There were a few other rules that we added, but they did not come into play. For example, the ability of a unit to move through a friendly unit. I also had a few ideas, but Don was not keen on them, so we set them aside.

So, how did it play? Very interesting, I think. The ability to ignore Flags due to support meant that units often stayed in formation. This in turn meant they could battle back in close assault, making them more likely to keep their positions without burning cards.

The long ranges often came into play, then we switched to everything being close assaults, and finally we went back to firing at 2-3 hex range, in order to avoid the battle backs.

The terrain had a great impact on the game. As most infantry was holed up in buildings, most battles were with 1 die, unless it was artillery. In fact, artillery is how we dug infantry out of buildings. We may have to change Armor to getting 2 dice in close assault against buildings to represent the effect of HE in enclosed spaces, but we will see. Using 1 die for infantry fighting house-to-house was a slow, slogging process, and I was fine with it.

Another interesting effect was the penalty of a die to a unit that lost one or more figures. This has a contrary effect to how you play Command and Colors normally, which is to focus fire on a unit until it is dead, and producing a victory point. This gives you an incentive to spread the fire around, pinning units here and there (my explanation of what the -1 die represented). Don focused on that tactic, and as a result a lot of my fire was reduced (but not all – firing into a building with a full unit or reduced still only gives you 1 die). I, on the other hand, kept trying to eliminate units and get to victory.

So, what did we want to change? Most things, actually. Although the game was fun, I could see the complexity in remembering how many dice to roll based on the range was going to be a problem. I mean, in Memoir '44 it is 3-2-1 for infantry, 3-3-3 for armor, and 3-3-2-2-1-1 for artillery. Pretty easy to remember. Infantry in Battle Cry is 4-3-2-1, artillery is 5-4-3-2-1, and cavalry 3, so it is also easy to remember. This model is not (although I did get the hang of it about 75% of the time, by the end of the game). Next experiment will be with a fixed number of dice, like BattleLore, with the same terrain effects (restricting the maximum number of dice, rather than subtracting dice). Also, we will probably extend the range of weapons even farther.

I think support should be a unit within two hexes. Aesthetically it looks much better. Units are not in solid phalanxes and supporting units can be in buildings across the road (i.e. one hex between). Artillery should provide support to any unit in its board section.

Our scenario was not really representative. I am not sure which scenario we played, but it was a Memoir '44 Breakthrough board scenario. The Allies were spread out and the Axis were concentrated, so the latter just started rolling over units eventually. But the low number of dice rolled, along with changing the probabilities of getting hits, meant that it took a long time. Our game last much longer than the normal Memoir game, about twice as long, and about 50% longer than a Breakthrough-board Memoir game.

Sorry no pictures, but it would have just looked like a Memoir game as I was using those figues as proxies. Not enough 6mm science fiction troops painted up yet.

New Figures from Onslaught Miniatures

Speaking of 6mm science fiction miniatures, expect some more comparison photos of the new figures from Onslaught Miniatures. When I made my purchase, Don (of Onslaught Miniatures) only had the Prowlers, Mantis Beasts, and Overseers at the time. I knew I wanted to get the Gashers, Stalkers, and Winged Stalkers, but when the newsletter came out saying that the Abominations were now out, I knew it was time to order.


Perfect for a Genestealer Cult army in 6mm.

Although I like these, and think they will be a blast to paint, I have to be honest and say I was looking forward more to his OTC (not-Tau). But I understand his position. If you start a miniatures line you need to finish it, otherwise people will complain about starting too many lines and finishing none. Damned if you do and damned if you don't. So I will have to wait patiently for the OTC and buy and paint the Abominations in the meantime. I am sure Don won't mind. At this price, neither will my wallet.

BattleLore over Vassal Tournament Update

Well, I am proud to say that I made it by the hairs of my chinny-chin-chin into the Semi-Finals for the BattleLore over Vassal tournament. I only had one bad loss (but it was bad) in the main rounds and I thought it had knocked me out as a contender, but it turns out only one player did not have at least one bad game. Of course, that one player was the guy I had to play in the Semi-Finals!

But, we played our match on Saturday and I lost 5-6 in the first game but won 6-2 in the second, for an 11-8 win in the match, moving me to the Finals.

Today, I watched the other two semi-finalists play and the winner of the match also lost 5-6 on the first game and won the second 6-2. (Weird. Not only that, but we both lost as the Goblin player and won as the Dwarf player.) Ironically, the winner was Chris, the guy I play BattleLore all the time over Vassal. I think I taught him too well! Worse still, he knows all my tricks!

So we will start the Finals this week. Wish me luck!

As for the Samurai Battles over Vassal tournament, I think that is dying a slow death. I did complete another round (there are six, plus semi-finals and finals), but have not gotten any response from the other players. As it turns out, Samurai Battles looked much better on rice paper than it plays. Very disappointing.

The Impact of the Turn Sequence on the Solo Gamer

Over on my Solo Battles blog I wrote an article about the impact that the turn sequence of a game's rules has on the solo gamer. I only mention it because it has gotten a number of very interesting and thought-provoking comments. If you are into game design, you might want to check it out.

Other Gaming News

I finally finished making a simple gameboard with a 2" square grid so I can start playing a gridded version of De Bellis Antiquitatis (DBA) 3.0. I have given up that the author is going to refine the rules enough to get out the geometric tricks, so as John Acar suggested on a thread on TMP, simply go to the grid; that always gets out tricks like kinked lines and such. I know I won't be able to play in tournaments using these rules, but I think I can get the guys locally to play it. Expect to start seeing some write-ups on my Dale's DBA blog.

Monday, February 18, 2013

Draft Aztec Battle Board for Saga

New Reader

First off, let me welcome new reader James Brewerton to the blog. Glad to have you on board. I welcome and appreciate comments. Now that I have a forum for Saga, feel free to post and join in the conversation.

Saga Updates

The Search for a Larger Army

The Mesoamerican Saga variant is humming along. In fact, I am digging this so much that I went out and bought some of the Tin Soldier UK Aztec miniatures that I don't already have. (I bought a painted collection of 450+ Tin Soldier Aztecs.) Now I am on the hunt for compatibly-sized miniatures.
  • I bought some The Assault Group (TAG) Aztecs and Tlaxcallans (hey! that is what they call them Bowman) and although they are nice, they are 28mm and would be big lads in the unit. Maybe okay for a separate unit, but not for mixing.
  • I bought some Ral Partha Aztecs on eBay, but was later told that they are puny and will not mix well with Tin Soldier.
  • The sculptor of the Eureka Miniatures 28mm Aztecs told me that his figures would not mix with Tin Soldiers either; they are too tall. Too bad because the Caymen "Knights" look really nice.
  • Monday Knight Productions has some 25mm Aztecs and [Conquistador] Native Allies, and as they are relatively inexpensive and in the U.S. I decided to order a handful.
  • Outpost Miniatures have a really extensive Mesoamerican range, but are listed as 28mm. I am hoping someone will know how they compare before I order some from the U.K. They look pretty chunky, but then again, so are Tin Soldiers.
  • I was told that the Foundry Miniatures Aztec line, although about 2-3mm taller, have the same body proportions and so should mix well.
  • It looks like no one sells Naismith Designs 25mm Aztecs anymore. They are supposed to be "true 25mm", which means that may be a little thin for Tin Soldier, even if I could get my hands on some.
The problem with Tin Soldier's figures is that they are almost too "characterful". They often have exaggerated poses, and because each figure type has only a single pose, they look like units of dancers. Sort of like the old Airfix figures and when you tried to make a battalion out of those guys that are charging.

I know that "Saga" and "large army" sounds a little out of place, but what if I want an eight-point army of (almost) every variation? Okay, so it won't be that bad. Besides, I am re-painting some of the Tin Soldier figures to be Tlaxcaltecs, and adding bits and pieces to get some variety. I am not sure if I am going to try any head swaps, however.

The Aztecs

Ralph the "Bowman Stringer" (or just Bowman) and I have been working hard thinking up ideas for the Aztec battle board and faction rules. So far I have all but four Saga abilities defined, although Chili Fires may be dropped if it proves inadequate or unworkable after testing.

By the way, this Mesoamerican Saga "supplement" will include a pronunciation guide!

The Aztec Tlacatecatl (Warlord) is armed with melee weapon, shield and atlatl. It has the same statistics as the standard Saga warlord.

The Cuauhocelotl (Hearthguard) may be armed with one of the following combinations:
  • Melee weapon and shield
  • Melee weapon, shield, and atlatl
  • Two-handed melee weapon and shield
Like the Vikings, you can purchase one unit of Cuachiques/Otomitl (Hearthguard) and promote them to 'Berserkers'. These figures are armed with melee weapon and shield.

The Yaoquizqui (Warriors) can be armed with melee weapon and shield or two-handed melee weapon and shield.

The Macehualtin (Levy) can be armed with sling or bow.

Two-Handed Melee Weapons

These are exactly the same as Danish Axes, with the attendant advantages and penalties.

Atlatl

This weapon operates just like a javelin, in that the unit can take a Movement action and receive a free Shooting action on the same activation. How it differs from the standard javelin rules is as follows:
  • The unit may only take a Shooting action (whether combined with a Movement action or not) when the unit is activated with the ability Weapon of the Gods. This means that only one unit1 may fire per turn.
  • The weapon can be fired to M range, but if fired from VS range the target's Armour value is reduced by 1.
Chili Fires

When the Chili Fires ability is played, the designated Macehualtin (Levy) unit indicates a target within L of it and rolls a D6. If the roll is a '2' through '6', the target unit takes one FATIGUE must retreat S away from the Macehualtin unit. If the roll is a '1' the Macehualtin unit takes one FATIGUE and must retreat S towards its board edge.

There was a bit of discussion about whether this ability is appropriate or not. The "Chili Fires" weapon represents a unit of Macehualtin throwing chilis onto a fire when the wind is blowing in the correct direction and "tear gassing" the enemy. The basic problem with this idea is the thought of walking around with a ready-made fire while you are out on a raid. Looked at from that angle, it does not really make sense to have this weapon (and attendant ability).

However, the concept of a Dark Ages skirmish is not really that viable in Aztec warfare either. If you come at this with visions of Mel Gibson's Apocalypto in mind – Mayan warriors on slave raids – it might make sense. Instead, I am trying to use the Saga rules to play out a small portion of a larger battle with larger forces. Rather than repeat it all here, you can read my concept on what the game models on the Saga Variants forum. If you come at it from that angle, then committing the Macehualtin (Levy) to your force means you may also have them bringing their fires and chilis with them. As it stands, the unit can either fire L for damage, or use an ability to force you to retreat (and take a FATIGUE) … maybe. I think most people will choose to damage, at least until the unit gets whittled down and cannot do any real damage with their missile weapons.

I still have four abilities to fill for the Aztecs. (Actually, probably five, because the more I ponder the "utility" of Chili Fires the more convinced I am it is not worth allocating dice to it.) So if you have any ideas, either comment on the blog or the forum.

More Walkerloo Figures

I used to be a strong advocate of paper figures, as their cost is just so low it is easy to test out a new period or set of rules by printing up an army. I pulled away from it largely because I moved out of living full-time in my RV and bought a house and land (and a guest house, taken over as my semi-permanent Game Room). Having all this space let me collect armies, rules, terrain, etc., etc. Gone was the need to minimize the storage space of figures (paper armies store flat in envelopes). Gone was the limitation of having no painting or gaming space. Gone was my primary reason for using paper figures.

Of course, no matter what I do I cannot seem to get my act together, either in figure scale or rules, when it comes to Napoleonics. For figure scale I have more 6mm than anything, but I cannot decide on a basing scheme. I have about three or four I am currently using, thus it is really hard to do anything with them. As for rules … forget it. I really liked Drums and Shakos Large Battles, but gaming buddy Don did not.

I saw Chris Walker's Walkerloo figures quite some time ago. They are 1/35th scale Napoleonic paper figures for the Battle of Waterloo, and they are pretty good. The problem was he was selling the actual paper figures, not the digital files so that you could print out your own forces. (He even had a fun name, "printfantry", but that was only a few select figures that you could print out yourself.)

Eventually he realized that his business model was off (he wrote on his blog that he lost money on the venture) and finally decided to sell PDF files on Wargame Vault. Not only were there French and British (and a single Prussian Silesian Landwehr unit), but the Russian government commissioned him to create Russian figures for some promotion about the 200th anniversary of the Battle of Borodino (if I got the story right). Well today Walkerloo released not a Bavarian unit, but the Bavarian Corps. It includes line and light infantry, cavalry, artillery and commanders. All in one PDF file for $4.95.

Did I mention that I had already bought into the Walkerloo collection? Although I do not really have the same storage problems that I had in the past, it is still a great way to quickly get an army up and running if you want to try out a rule set. I own Lasalle and Napoleon at War and I have played neither, because the basing scheme for both is neither what I have, nor what I want to use (unless these rules turn out to be really good). Also, I still have this fantasy of playing someone using the Chef de Batallion rules.

Tournaments on Vassal

The BattleLore tournament on Vassal is still running. I have finished three of my six rounds, but have not been able to get anyone to play a tournament round all week. Everyone wants to play practice games or else they are people that are not in the tournament. This tournament has stimulated the online BattleLore on Vassal community, such as it is, and thus there are more people out there playing than in a long time. This week there were nine separate games, whereas before the tournament had started there were ten games the previous month, and Chris and I accounted for five of those!

I know, the numbers sound low, but we are talking about a "dead" game after all. Anyway, this has spurred other games to start tournaments on Vassal. I was originally signed up for a Command and Colors: Napoleonics on Vassal tournament, but due to an administrative error, ended up on the reserve roster (in case someone drops out). There is a signup sheet for Samurai Battles on Vassal and a second BattleLore on Vassal tournament also. I have signed up for the first, but am still thinking about the second. I need to make sure that the CCN tournament doesn't get me wrapped around an axle; they play two games per round.

Don owns Samurai Battles and although we have not played it, I have mixed feelings about it. First off, the figures are in pieces, literally. They are multi-part Zveda 1/76th plastic figures from their newly re-branded Samurai Battles line. Apparently once you put on the back banner (which identifies which side the unit is on, red or yellow) you are not going to get it off. (I have not looked closely at the figures, but my first thought was "magnets".) Secondly, I have heard of problems with missing cards and misprints. Richard Borg went online and published the corrected scenarios and has already posted an FAQ.

Interestingly, someone has posted a sheet to print stickers, so you can use wooden blocks for the units, just like GMT Games' Command and Colors series of games (Ancients and Napoleonics). I can see myself doing that, which means Don will never get his miniatures put together.

What draws me to Samurai Battles – other than a fascination with Samurai when I was young, compounded by my time spent in Japan while I was in the U.S. Marine Corps – is that it is very much like BattleLore. It has "Dragon" cards which are much like the Lore cards, only the effects are not so magic-oriented. More like dirty tricks, traps, events, and power-ups. I am reading the rules and will let you know what I think once I give it a try.

Well, that is about it for now. Good gaming!


1 If using the Weapon of the Gods ability on the Tlacatecatl (Warlord) it may also use its We Obey special rule to allow a Cuauhocelotl (Hearthguard) unit armed with atlatl to activate for a Movement action and also fire. This is the only exception to when more than one unit can use this ability in a single turn.

Wednesday, January 23, 2013

BattleLore on Vassal

New Reader Welcome

Welcome to new reader David. I hope you enjoy the blog. I welcome and appreciate comments.

BattleLore on Vassal

Despite the number of games that I document here, I tend not to post every battle report. I simply would not have time to do all of that, and to be honest, not all of the games are that interesting. I try to limit it to those that show a point or highlight new rules, especially ones that I am reviewing or developing.

All that said, I still find BattleLore to be one of my favorite games. That is unfortunate, as I have not been able to entice too many people locally to try it, so I end up playing all of my games on Vassal. (In fact, the only time I pull out the board and figures these days is for solo gaming, and that is probably for only half of the solo games of BattleLore that I play.) If I remember correctly, the primary complaint from my main gaming buddy is that there are too many things to track in BattleLore, compared to Memoir '44, Battle Cry!, or Command and Colors: Napoleonics. That is true. Not only are there the Command Cards, but there are Lore Cards and Lore tokens. Added to that there are weapons modifiers to the unit types, which none of the others really have. BattleLore is unique in that regard.

I was reading a thread on BoardGameGeek where one BattleLore player was discussing how he doesn't play with Lore (magic, for those that are not BattleLore players) anymore because it increased the setup time and slowed down the play, turning a 45 minute game into a multi-hour one. I thought that statement was interesting, and probably correct, but this touched upon a discussion that my BattleLore gaming buddy and I had at the end of our last game, which is that sometimes the use of Lore allows a player who is behind to come back and win. Removing Lore, to us, lowers the chance of being able to coming back from bad luck or play. (If it is me it is bad luck; if it is my opponent it is bad play. You know how that goes!)

A recent game of Goblin ChevauchĂ©e illustrates that. At the end of my opponent's sixth turn, his Mounted Charge and Fireball left him winning at 3-1, with fewer weakened units than me and in a position to continue to threaten those units until he eliminated them.


Fortunately for me, I was able to play the Forest Frenzy Lore card (which allowed me a free attack against all enemy units in or adjacent to Forest hexes). The Forest Frenzy eliminated one unit and weakened two, allowing Lizard-riding Hobgoblins to run amok and ride both weakened units down. All of the sudden the game was 4-3 in my favor. My opponent's personal morale was shattered and the last of his cavalry was trapped fighting desperately for their lives.


Although he did shoot down my lizard riders (who were definitely Most Valuable Unit for the game), my opponent has lost most of his offensive punch and all of his fight. I administered a coup de grĂ¢ce with a BattleLore Command card and a Mists of Terror Lore card (which changes his stout Dwarven morale to that of a sniveling Goblin, like what most of my troops have…), giving me four dice each with a 50% of inflicting a hit, and needing only one hit. You can see the roll below (ouch!).


Although my opponent lost, he thought the game was very exciting (if a little demoralizing, as his dice went cold at the end there), and that he still had a chance to pull out a win. And let's face it, 6-4 is a close, bloody game.

I don't fault the gentleman on BoardGameGeek for wanting to play more games of BattleLore with his wife. If removing Lore is the way to do that, however, I agree with another poster and would rather play half as many games where I could find the time to cover the longer setup and game times.

One final note: if you have tried Vassal in the past and thought it too clunky or limited, you should look at it again. It is free and it has hundreds of board, card, dice, and miniatures game modules for you to play, for free. (For those of you surprised by "miniatures" play on Vassal, there are usually 20+ people playing Warmachine/Hordes every evening, along with another 20+ playing Warhammer 40K, and 10+ playing Advanced Squad Leader. Email me if you want to try BattleLore!

Sunday, December 18, 2011

Review of Axis and Allies Naval Miniatures: War at Sea

I have a friend from work visiting and he is a real WW I and WW II naval buff, but he has not really been able to find rules that suit him. We went down to a local hobby shop (Orbital Games, if you must know) to show some support and run through a game or three of the test version of De Bellis Antiquitatis (DBA) 3.0 and maybe a game of Command and Colors: Napoleonics when lo and behold, there was a copy of Axis and Allies Naval Miniatures: War at Sea on the shelf for Chris to buy.

I was vague acquainted with the game, but not the rules, as I had seen the game on other hobby shops' shelves for some time now. I first began to wonder about the game itself, however, when I saw it being played at the MAG-Con II convention in Houston, TX. I was rather surprised to see it being played, and by so many people (about six, if I recall). I asked one of the convention organizers about the game and he indicated that yes, it was popular, as far a 'light' wargames go. This had me mildly intrigued, as I always like light wargames for certain moods, but I have never been a big naval fan, and less so for post-'Age of Sail', so I never picked it up when I saw it.

Chris cracked open the starter box, which contains two double-sided maps, two 'big boys' (heavy cruisers, battleships, I don't remember), two smaller (light cruisers, I believe), aircraft, submarines, counters, four dice, and stat cards for everything. Note that the starter box does not contain random miniatures, like the booster boxes do.

We played the starter scenario, which does not include movement, and basically just fired at each other, turn after turn, until someone sank. (What do you expect for a starter, learning scenario?) Shooting is fairly simple: your ships are rated for the number of dice to throw at a given range (play in on an offset square grid), with gunnery scoring 1 hit for each '4' or '5' thrown and 2 hits for each '6'. Compare the number of hits to the target's armor to see if you score one damage to the hull. If you score hits equal to the target's vital armor, the ship is destroyed. Once a ship is lowered to one remaining hull it is crippled; once it drops to zero it is destroyed and sunk.

There are additional types of weapons, torpedoes, bombs, ASW, anti-air, and so on, and each of these have their own mechanisms but fall along the same lines as gunnery. Torpedoes, for example, only hit on a '6', but score two hull hits automatically. There are also a number of special rules that modify the basic mechanics, such as torpedo defense, which lowers the hull hit to one, or long-lance torpedoes, which increases the hull hits to three, slow movement, troop carrying, escort fighters and so one.

The game includes a point system, which is also used for determining victory, and a basic game is 100 points of ships per side and 150 victory points to win (you can score victory points by being the first to take objectives on the board). Using the point system you can buy a fleet and try out different combinations. On our third game Chris used a battleship and an aircraft carrier with fighter bombers and torpedo bombers. My task force was a battleship, two cruisers, a landing craft, a submarine, and land-based bombers. It was an interesting mix and it really showed us a lot of the game mechanics in action.

When I first read the rules I thought that the game would simply be a die-rolling contest. In a one ship-on-one ship game, it obviously is. But when you start to get to two ships per side, unless both ships have equal characteristics (which is boring) you do start to get some tactical play. You tend to play more defensively when you've lost the initiative and spring your ambushes when you have won it.

What makes this game good, mechanically, is that it is not your traditional IGO-UGO sequence, which leads to "Gotcha'" gaming (games where you can move and attack before the defender has a chance to react, leading to situations of gotcha'!). Players roll for initiative each turn, with the highest roller going second. Each phase is then conducted with the initiative loser going first and the initiative winner going second. The key, however, is that no effect occur until the end of the phase, so if the first player sinks a ship in the Surface Action phase, the second player still attacks at the full capability it had at the start of the phase.

Being a collectible miniatures game, and one that comes out with successive editions, however, leads me to believe that it will turn out like all before it, eventually degenerating into certain killer units that are always purchased and that beat all comers a greater percentage of the time, thereby rendering the purchase of the non-super units a waste of time and money. Word on the forums is that the Axis units don't have as good a selection of super units as the Allies do, so the Axis will probably lose the majority of the time given their lack of access.

The problem might lie with the inability of the medium-sized units to take down the big boys at all. After all, that is a classic match-up – quantity versus quality – so if the rules favor quality over quantity (or vice versa) the strategy of unit selection is probably already decided. Maybe I am being too pessimistic.

All of that said, generally it is great fun finding out the best strategy and units until you do find that breaking point, and the rules do seem to recognize common design problems and overcome them. I can see myself playing this a fair bit, but not in investing in it. As it stands, there is a Vassal module for the game, so the purchase of the miniatures is not strictly necessary. That is probably how I will play it in the future, especially as Chris lives in Ohio and only visits about once every two or three months.

So, final assessment is that it is a fun game, but probably one of those that you don't want to play all of that often so you don't hit upon the super strategy too soon.

Saturday, October 22, 2011

Here Comes the Red Dragon (Part 2)

When I left off, my left flank was being pounded. My poor move with the blue infantry resulted in it being reduced to 1, trying to cover the green goblin archers, which were also at 1. It was time to call for a retreat, and hope my opponent did not have any more cards to follow up.
But, he did have the cards. It was too late. My opponent had scored the first victory and was poised to get another victory banner, if he continued to have cards on that flank. It was now 0-1.
I like games that are learning experiences. For my opponent, this was one. He had forgotten that dragons (and creatures in general) can move out-of-section. What's better is that when you get an Advance card and have a high Command value (six, in my case) you often throw away orders as you don't have enough units in that particular section. Creatures also help in using up excess orders. So, I played Advance Right and moved forward my battle line. I also moved the dragon forward, chomped on the enemy's green swordsman, but wouldn't you know it, he rolled two Flags and again my red dragon was forced to retreat!
As I kept drawing center cards I realized that meant that he had to have the flank cards. The green goblin archer I had been trying to protect all along finally went down. It was now 0-2.
Even worse, his blue infantry attack scores heavily on my green goblin lizard riders. They exact revenge in battle back, however, but it looks like a third victory banner is in the making unless I stop this attack.
Using my Mounted Charge card, I attacked with both Lizard Rider units against the weakened blue infantry, and destroyed it. The score was now 1-2.
On the opposite flank my Red Cavalry had charged in an destroyed the weakened green archer unit, then in follow-up has weakened the blue swords on the end of the line. The score was now tied at 2-2, and things started looking less anxious again. But, I knew that the Lizard Riders on my left flank were easy pickings, if my opponent had another right flank card...
Which of course, he did. The score was now 2-3.
My opponent played a Foot Onslaught card and pressed forward with this battle line. Darn! My whole plan of using the red dragon to flame that line just disappeared. I had waited too long, doing too many other things, so the opportunity had passed.

It was at this point that a critical error occurred. The enemy blue swords attack the green archers and get two Flags (of course!). The green archer can ignore one flag, but it has to take the other. I mistakenly take a hit and battle back, but as you can see, a retreat path is actually open for him. In fact, he should have simply taken both flags, getting him out of that death trap. Ah well, the heat of the battle prevails...
In the end, that error cost me dearly, probably the game. Although it fought fiercely and killed two blue and 1 red in battle backs, it went down to the third attack and making the game a precarious 2-4.
I bring my red dragon back into play, set the red infantry alight (again with two tokens!) and land in the sweet spot. From there I can either breathe on the two cavalry and land back in the woods, or breathe on two infantry (red and blue) and land back in the woods.
Meanwhile, my two attacking blue infantry finish off the weakened enemy blue infantry at the end of the line. But not before he battles back hard, weakening my first attacking unit.

The score is now 3-4, and his weakened red infantry is alight with two Fire tokens.
My opponent is close to victory - two victory banners away - and clearly he can taste it. He launches his weakened blue unit against mine, killing it with help from the Leadership card. He Takes Ground, putting the unit out of reach of my red dragon and a breath attack!

The score is now 3-5 and the tension is palpable. (You know I just had to say that!)
I drew a brilliant card - Forward, my opponent's favorite - and I turtle up with my units on my left. This will force my opponent to play two cards (on average) to get his red infantry back into play.
Next, I set the cavalry on fire. I only got one Fire token on each, but that is four lore to put them out. As you can see in the picture, the red infantry is at 1 figure remaining, so he will be destroyed next turn, bringing the score up to 4-5. That means if I can destroy two weakened units this turn, that is game, and a victory to me. Considering I have been behind the entire game, that would be sweet.
And here are the two I need to kill, the blue swords and the green swords, both at two figures remaining.

Two dice from my green infantry against his green infantry is 11% to destroy the unit and 44% chance to get only one hit. If I get a retreat (31% chance) it would mean I won't win this turn.

Three dice from my blue infantry gives a 26% chance of wiping the unit out and a 44% chance of getting only a single hit.

I decide to risk it and attack with the green and the blue first, then let the red cavalry mop up the weakened units. As long as no one retreats, I could get them both right here.

That hurt. The green attack failed to score any damage, but brought my own unit down badly in battle back.

The blue attack weakened the enemy further, but in battle back I was forced to retreat, leaving my red cavalry out of support.

My red cavalry did finish off the blue swords, making the game 4-5, but in the Bonus Melee Attack the green swords held out. I was not going to win at the beginning of next turn. And with that green sword of mine at a very weakened state, he would be vulnerable, and likely to be destroyed, losing me the game.

At the start of the next turn the hapless red infantry goes up in smoke, bringing the game to 5-5.

Clearly my opponent had been saving up for this one. He later confided that he had been holding the Enchanted Mass Might since the beginning of the game. Combined with the Mounted Charge card, his units would be +2 battle dice in combat. Further, now that the cavalry were ordered, he could put out their fires. With the lore card and the removal of the Fire tokens it cost his 11 lore; exactly what he had. If only I had gotten two Fire tokens on at least one of them...

This was a great play and now he was going to be able to make a power move against me, with cavalry, much as I had done to him many times before. Payback is a pain...

He administers the coup de grĂ¢ce, ending the game 5-6. So close...
Summary

This was a good game although for me it never really felt close until the end. I always felt behind and on the defensive, which is something I try not to do. I prefer to act rather than react, and make my opponent address my game, rather than address his.

Sometimes, of course, you have to address when you are taking it on the chin, but it should be the minimum necessary if the section being played is not your strong one. The best example is when my green Goblin archers were unexpectedly reduced to 1 figure from a single salve from the enemy archers. I needed to shield them, but I only had one card on that flank, and it was for two orders. Rather than play as I did, I should have done what is shown in the picture.

When I played Blue Banners, I should have opened the line with the single unit moving one hex. This would have placed it away from the hill and outside of the one-move reach of the enemy red swords unit. I should have immediately followed up, as I did in the game, with the play of the Patrol Left card, allowing the green Goblin archers to duck into the rear, and the blue swords seal the line. From this position the green Goblin archers still serve a very useful purpose - they provide support for the green Goblin Lizard Riders.

Considering that my original plan was to essentially refuse that flank, my move aggressively forward was indefensible. It broke the line of support and allowed my opponent to use fewer cards to get his attacks. Granted, he had more than enough cards to attack with, but in the end it cost me three victory banners. It was this early action where the battle was lost. No matter what the subsequent rolls at the end, I cannot blame luck.

All in all it was a great game and my opponent played well. It was tense at the end and came down to who would make their die rolls. It made for a fun night.

If you want to try BattleLore on Vassal, or any other in the Command and Colors series, drop me an email.

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Huachuca City, Arizona, United States
I am 58 yrs old now. I bought a house in Huachuca City, AZ working for a software company for the last three years. To while away the hours I like to wargame -- with wooden, lead, and sometimes paper miniatures -- usually solo. Although I am a 'rules junkie', I almost always use rules of my own (I like to build upon others' ideas, but it seems like there is always something "missing" or "wrong").