Showing posts with label wargaming. Show all posts
Showing posts with label wargaming. Show all posts

Sunday, March 20, 2016

Cold Wars 2016

This weekend was the Cold Wars wargaming convention in Lancaster, PA.  As usual it was an awesome time.

My first game was Rorke's Drift in 15mm.  Very fun game.




The British eek out the narrowest of wins from inside the great redoubt.

Then I met a very nice corgi named Gizmo.


Then there was an American Revolution game with lots of booze.  Very beautiful table.


Then I met a very nice Irish wolfhound named Tyr.


Speaking of Irish, my Battle of Ashbourne went off without a hitch.  Ended in a draw.



Then it was back to the American Revolution with the Battle of Monmouth.  Another  fantastic looking table.



My final game of the con was a Normandy Bocage fight with John as the GM.  This was a very fun battle that played super close to tactical realism.  Here you can see the US company commander trying to flag down a platoon of Shermans.

Excellent time as always.  Already looking forward to Historicon.

Saturday, February 27, 2016

Easter Rising: 100 Years Later

This being the 100th anniversary of the Easter Rising in Ireland, I thought I would make an Easter Rising game for Cold Wars.  I chose the Battle of Ashbourne.  A couple of key factors went into this decision.  First, it was a decisive Irish victory, so that makes it really attractive.  Secondly, and probably most importantly, the battle took place in a pretty rural setting, as opposed to the middle of Dublin, so the terrain challenge was not too steep.  Turns out that was a really good decision.

Last Summer I decided to go with Footsore Miniatures because they have a pretty decent line of Irish War of Independence miniatures.  The distributor and I ran into some challenges, and it took a really long time for me to get the minis, which was a little frustrating.  Fortunately, I got the minis a couple of weeks ago, so I'm all set, but with the compressed timeline I'm now up against the wall.  Thank the gods I don't have to build an urban board as well.


The forces for this game will be 44 Fingal Volunteers versus 28 RIC (actually 24 RIC and 4 British Regulars, because I just cannot run an IWI game without giving the Irish a chance to whack some Brits.)  The Volunteers will be regular troops and the RIC will be Veterans in an attempt to level the playing field.


The minis are pretty neat, but they have a lot of flash and flaws, way too much for me to deal with in time for Cold Wars.  SO I took an exacto to them to remove the big flash and obvious chunks, but I didn't have time to really clean all the lines off the minis.  That's just the way it is this time around.

Then the humidity set in and I waited a week before I could prime the damn things.  Tick tock.

Finally having the minis primed, I developed a palette for the IRA that would make them look fairly uniformly earthy, yet give a slightly chaotic look to the forces.  The RIC, of course, will be pretty standardized in their green uniforms.

Here's how it looks after an afternoon.  Got a lot of the Volunteers basecoated using Secret Weapon washes.  I'm using a speed painting technique I developed painting Irish and Hiberno-Norse forces for Saga that is washes painted directly onto white primer.  I'm pretty happy with the way they are looking.  Not sure how to paint the hats.  All shades of black, or various colors?

Any ideas?

Sunday, August 30, 2015

Guadalcanal Table and Battle Report

Today we played the long-awaited Guadalcanal game.  Expectations were high for this one, and Rhett did not disappoint.  He definitely delivered a very tight scenario with solid mechanics that conveyed the situations in which the USMC and Imperial Army historically found themselves in this fight.

The scenario was intended to represent the final Japanese offensive against the Henderson Field perimeter.  While the wargame was definitely representational rather than literal, it certainly captured the feeling of the USMC gaining dominance on the island while the Japanese hurl the last of their dwindling, but very hard-hitting force against a tough defensive position.  It was a very fun game.

First things first, though, here's how the table turned out.  It was OK.  If the Lungga river looked more like muddy water and less like butterscotch pudding left too long in the sun, it would have been a really great table.

The waves worked pretty well.  I used snow flock to produce bubbly wakes trailing out behind each wave.  Definitely lends motion to the ocean panel.  I ended up applying three coats of acrylic gloss medium over the initial water effect laydown.


The volcanic soil turned out to be just the right color, and I like the way the the light sienna pigment produced some dusty contrast in high-traffic areas.



The go-to move of dry pigments fixed using denatured alcohol again produced amazingly realistic runoff effects.

And then there was the river.  The sad, cracked, lumpy, bubbly Lungga River.  Well, when you are starting out not every water effect gets to be the best water effect.  This was a definite miss.  I will fix it with acrylic gloss and pigment if we end up taking this table to a competition, but for now I'm just chalking this up to a learning experience.  I think I need to use less acrylic gel medium in water effects that are meant to be smooth.


On to the game.  Gavin, Drew and I played the Japanese attackers.  Rich and Owen played the USMC defenders.  The scenario called for two attacks on successive nights.  We treated the first attack as a reconnaissance in force to see how the Marines would react to a penetration of their perimeter.  We advanced with my platoon on the right, Gavin's platoon on the left, and Drew's platoon in reserve.

Because it was a night attack scenario, no units could be targeted at a range of over 18" unless there was an illumination flare in play.  Both sides used flares to varying degrees of success.

Rich and Owen use a flare to illuminate the lead squads of the Japanese attack.

The Marine firepower took a pretty good toll on the Japanese as they advanced, but not enough to knock out any squads.

I have to say that Owen was rolling hits and wounds like a Boss today.  Definitely had the hot hand.

The first wave of Japanese assaults hits the USMC line.  Once in close combat, the Japanese were devastating and Marines started to fall like wheat before the scythe.

But the Corps had an answer for that shit: flamethrowers.  They would take a decisive toll on the attackers over the course of both attacks.

Our support position on the ridge south of the airfield did not play a decisive role in either of the attacks.  Very hard to get after the Marines in buildings and hard cover.  A few pin markers, but only one or two casualties.


The Japanese sweep the Marines from the perimeter.  In the center you can see a single Japanese soldier attacking the building with explosives, which causes sufficient damage to cause secondary explosions inside the structure, killing the Marines inside.  Boom.


This is how the first engagement ended.  The Marine perimeter is compromised, but forces are repositioning to meet the threat.  Here, the lone remaining Japanese troop, armed with explosives, is hauling ass toward the remaining structure to blow it up.  But the Marines deployed another flamethrower team and, well, that was that.


During the following day, the Marines got busy restructuring their defensive perimeter.

The Japanese launched their second attack form the same place, but narrowed our front to limit our exposure to the USMC direct fire.  Which worked very well...

...but did not work very well with regard to indirect fire.  The Marines surprised us with artillery support in the second attack, which played holy hell with our densely-packed attack column.

Even with the addition of infiltration teams (our game 2 surprise) flanking along the river to the West to take advantage of the Marines repositioning to meet our main attack, the second game was never really in question.  The initial Japanese assault hit very hard and again cleared-away the first line of USMC defenders, but the Marines had more than enough capability left to recover and deal with the attackers.  Flamethrowers.  Daaaaaamn.


The victors and the GM.  Well-played, fellas.


All in all this was a very fun game with finely-crafted special rules.  Big props to Rhett for a high-quality event.  During the post game discussion we talked about the challenges GMs face in developing scenarios that remain true to history while at the same time keep players emotionally invested in the outcome.  As Gavin rightly pointed out, no battle is ever balanced and fair.  Any general that seeks a fight with even odds is doing war wrong.  Turing that imbalance into a fun wargame is our art form.


Friday, August 28, 2015

Things that Matter in Wargaming

I was looking for a pirated copy of WSS #78 so I could share the full text of Phil Dutré's excellent article, 'The irregular - It's the figures, stupid!'.  While searching (and failing), I came across this gem posted on Big Andy's.

Always fun to encounter those with a healthy perspective on the range of possibilities our shared hobby offers beyond the tournament.


Back to  Dutré's article, reading it reminds me of one of the most distrurbing trends I encountered while slogging around in the 40k scene: people building an army tooled-up for the current edition and then discarding it on eBay once it was no longer the 'it' army build.  I understand the constraints of budget, especially with regard to obscenely overpriced GW product, but this practice occupies the same piteous place in my heart where I contemplate destitute unfortunates selling their blood to buy food.

I do believe that people for whom the miniatures are simply a means to an end are missing out on one of the greatest elements of our hobby.

And Andy, I'm with you, Sir.  Wargaming without umpires is like drinking beer without beer.

Wednesday, June 3, 2015

North Africa Wargaming Table Project Part 4: All's Well That Ends Well

In the end, I spent a couple of weeks trying to destroy the table while John made some absolutely amazing buildings to finish it.  I'll let him tell you all about those and how he cast the windows and doors and other architectural accoutrements.  The results, well, you be the judge...

I think we both learned a lot from the project.  Our next project will be even cooler, and hopefully fraught with less peril.  Where do you think should we go next time?  Tunisia?  Sicily?  Italy? Normandy?  Russia?  Germany?

Comments and critiques welcome.
















We couldn't help ourselves.  The morning after Mike and Tiff Brittany got married, John and I dragged out the table and played a game.  It was awesome.

I love this table.
















Some final thoughts for future projects:

Adhering foam to wood=wood glue.

Adhering foam to foam=tacky glue.

The plaster mix is very brittle and chips too easily for use on table panels that are meant to be transported.  The chips are very easy to fix, but a bit of an annoyance.  I think scoring the entire surface of the foam with a wire brush as mentioned in the first post would help.  I also think that adding silicon to the plaster mix, a-la incomparable wargame terrain guru Steve the Kamloopian, will give the plaster some flex and more durability.

Check your silicone caulk for the expiration date.  All that keeps this table from standing among the best examples of wargaming terrain out there are the oil stains that will forever seep through the plaster from the botched caulking job I did.

Protect your foam from Heat Fun.  'Nuff said.


I cannot wait to unveil this table to the group!  Tune in next time for the a report on our first game played on this board.

Game well, my Friends.