Showing posts with label Victorian Sci-Fi. Show all posts
Showing posts with label Victorian Sci-Fi. Show all posts

Thursday, November 7, 2019

First flight with Star Eagles

A star fighter moves (being placed beyond the template) and measures range against the closer of two targets
I think my buddy Keith is Ganesha Games' best customer. I honestly don't know if there is a title that they have put out that he hasn't bought. So, it was no surprise that shortly after Star Eagles -- there is Star Fighter space combat game came out -- that Keith suggested he run it for us on a Sunday evening. Apparently, there were enough budding Luke Skywalkers among us and we agreed.
Although we don't look like the cast of a Star Wars movie, we were ready to become star fighter pilots
It was an interesting "wrapping our heads around the rules" time prior to the start of the first turn. We realized that we weren't really sure how to move the ships. In this case, our extensive experience with Ganesha Games products (makers of the Song of Blades and Heroes -- and incidentally, co-publisher of my own Song of Drums and Tomahawks rules) actually worked against us understanding the rules! A staple feature of this engine is different size of movement sticks (Large, Medium, Small). As it turns out, these sticks are only for the weapon ranges. There is a hexagonal template that is the movement template for all the star fighters.
You move by placing the template in front of your fighter, then moving the base to the opposite site (paying extra for tight turns)
Another interesting variant is that rolling for activations -- another staple mechanic of Ganesha -- has almost zero effect on the distance you move. It simply provides you with actions you can use to shoot, do evasive maneuvers, or take tighter turns. Otherwise, if you get no activations, you still move the designated number of movement templates for your ship class. You just don't get a chance to do anything other than move straight ahead or make a gentle turn.
Keith bought into a kickstarter and received all kinds of ships and flight stands, and even dice which didn't quite fit!
Once we figured that out, we were off and running...er, flying! Keith started us off each with a fighter (smallest ship) and divided us into two teams of three. He warned us that ships were fragile and we discovered that quickly as the game lasted less than an hour. We decided to play another game with medium ships, and let Keith play for a seven-player, free-for-all. The medium ships were a little more survivable, but not much. Most of the time, one good hit blew up a ship.
A couple medium-sized ships from Keith's collection close to extreme close range
I really liked the way you roll to shoot another ship with your weapons. Essentially, you get a certain number of d6 depending on your weapons or defensive situation (evasive maneuvers, etc.). Your score that you need to hit is your pilot's quality. Keith had given us all Veterans, which meant we needed 3's or higher. A better shot (lining up on the tail of an enemy ship or closer range) gives you more dice. Once hits are scored, you need to roll armor saves -- if your ship has any. Some ships have the"Rugged Construction" trait. which gives them an additional 1/3 chance of saving vs. the hit.
In our first game, my blue fighter takes evasive maneuvers just in time as the fighter piloted by Mike S cruises in
We all saw possibilities with the rules. There are four sizes of ships (I believe), and four different qualities of pilots. There are a wealth of weapon types and special traits for weapons, so there is a lot of granularity going on with the rules. After the free-for-all ended with Brian blowing up the last two ships, we declared it would be worth playing again.

Tuesday, July 18, 2017

Running Games, games, and more games at Historicon!


The First Command banner in the Main Hall of Historicon 2017
As most of you know, my friends and I started a wargaming company a couple years ago called First Command Wargames. This year, we decided we would attend Historicon 2017 as a company. We would all go and run all of our released games (plus one about-to-be-released one). Everyone agreed, we sat down and created a schedule beginning on Thursday evening, and running through Saturday night. It would be a long slog, as we committed to running our games often (in my case, twice a day Friday and Satuday). We expected to be tired at the end of it, but we thought it was a great way to promote our miniatures rules to players from all around the country.
Tom running his For Queen and Planet game, while our friend Terry ponders how that huge thing could fly
And so it was! Tom ran his Victorian Sci-Fi game, For Queen and Planet, four times, Steve ran his Seven Years War rules, For King or Empress, five times, and Keith and Jenny filled in for Mike S who couldn't make it, running Raid on Deerfield, 1704, using Song of Drums and Tomahawks rules, five times, as well. I ran my Wars of Insurgency modern Africa miniature game four times (and helped Keith and Jenny on Thursday evening). I was incredibly pleased with the turnout for our games. Virtually every slot in all four games was full. I know I had the full five players in all of my events. We had steady sales, too, of all of our rules sets plus the Beaver Wars campaign rules that were just released a month or so back. I have one last bit to tally for total sales, but we were all pleased.
A slice of my Congo table with my MDF container ship, Acheson Creations pier, and view of the town square
The interesting thing about a large game convention like Historicon is it teaches you humility. After I'd set up my "That's My USAid - Congo Chaos" table, I was pretty pleased. I thought it came together really well, what with my new ramshackle tin huts and the big MDF cargo freighter that were on the table. Throw in the Acheson pier, destroyed concrete wall sections, some cool buildings, and I was satisfied. That was until I looked around...there were LOTS of great looking games. I realized that, no matter how pleased I am with any table I set up, there will always, always be someone whose artistry outshines my own. Just like in the Lead Painters League, I know I will never be top tier, but will have to be satisfied with being second tier. This year, the eye-catcher was the Frostgrave table -- a stunning medieval-fantasy winter stronghold city with an iced up harbor, long spans of elevated walkways, and even a flashing wizard's light that puts my burning cabin on Deerfield to shame. It was amazing to walk around an admire it. Heck, it made me want to go out and buy the rules, and I really don't know much about it other than it is really popular now and involves some sort of magical skirmish/roleplaying aspect.
 
The showstopper - a 28mm Frostgrave set up that made me feel, well, second tier at best!



I did not get a chance to look around the whole convention hall, having to be content with wandering the Main Hall where the First Command games were. We were up near the front, a few rows back from the entrance. Steve's banner he'd created for the company hung proudly, announcing our presence next to the display of our rules sets. I never made it to the side rooms, where I'd been trying for months to land us a spot. We were supposedly penciled in on one of the small ballrooms to the side, but a late influx of games by an established gaming group shoved us back into the main area, I was told. In all honesty, it was probably better for visibility to be in the Main Hall. It was just really hard on our voices, and for our players to hear us. The main hall of pretty much any gaming convention is always crazy noisy. I think I do a pretty good job of projecting my voice, varying the tone and stuff to allow my voice to carry to my players. However, all of us said our voices were shot by Saturday night.
I bought this fun board game in the Dealer Hall
I actually didn't mind my schedule for running Wars of Insurgency. I ran it the same times Friday and Saturday -- 9am and 7pm. That gave me a long break in the middle to have lunch, relax, and hit up the Dealer Hall. I ended up not buying very much, actually. This was probably my most restrained purchasing year at Historicon, yet. I bought a board game -- Kings of Tokyo (mainly for my student board game club); Howard Hues paints that I needed; two 3-D printed zodiac boats from Sea Dog Studios; and three "Technical Crew" packs from Stan Johansen Miniatures. As you can see, the only miniatures were for my 20mm Africa games, so I guess that's where my focus is now.
I picked up two 3-D printed Zodiac rubber boats from Sea Dog Game Studios
Of course, we had some fun while we worked. My buddy Jason was there with us at Historicon, as usual. It is the only time all year we see him anymore, it seems. I know, I know...I can hear him saying: "Come back down to Siege of Augusta and you'll see me twice as much!" Every evening, we went out for food and a beverage or two. So, it was fun to reconnect and razz each other.
The only miniatures I bought were 3 packs of this set from Stan Johansen Miniatures
Speaking of good times, I had some great, fun players in my games. I think this year's group of players are some of the most pleasant that I've had at East conventions. I heard the same from the Deerfield GMs. They said everyone seemed to be having an awesome time. So much so that Keith won a Pour Encourager Les Autres (PEL) award for the game. That's the second time that Song of Drums and Tomahawks has won the award at an East convention. Good stuff! I will add some photos below of my best iPhone shots at the convention. It was a great time. The drive is long, but the good times are worth it!
For Queen and Planet: "55 Days to Helium"
Tom ran his Victorian Sci-Fi game 4 times. It was the first time my Da Vinci flyer made it to a convention tabletop!
The British War Machine provides covering fire for the advance of their troops
The steampunk version of Leonardo Da Vinci's aerial screw that I built
The Martian walker takes aim at the oncoming British war machine




Song of Drums and Tomahawks: "Raid on Deerfield, 1704"
We've been running this game in Great Lakes country all year, so it was a natural to take to Historicon to showcase our very first set of rules we released! Keith (assisted by Jenny) ran it five times - a grueling schedule, but one that saw a full table every time.
Eight players - a full table - refight the wintertime raid on Deerfield, MA, at Historicon
The French & Indian raiders begin to fan out and look for townsfolk to capture in the cabins

For King or Empress: "The Seven Years War"
Steve ran his big battle Seven Years War game five times over the course of the convention. He taught dozens of new players the rules. His hard work meant his rules were our best seller at the convention...great job, Steve!
Steve points out the tactical situation developing on the tabletop and explains how the rules resolve it
 
Another running of For King or Empress, and another packed table!


Wars of Insurgency: "That's My USAid - Congo Chaos"
Although the rules aren't in production, yet, I ran four games of my modern warfare skirmish set. The scenario took place in The Congo in the 1960s as the country gains its independence. It was a free-for-all scenario, with each player controlling a different faction, all with their own agendas and goals.
A UN peacekeeping contingent from Ghana guards the food and medicine offloaded from the cargo ship
Congolese paratroopers demand that the shipment is turned over to them (graffiti displays what they think of the UN!)
The local militia, the Leopoldville Leopards, marshal their forces to seize the shipment for themselves
A force from the Congolese army -- archrivals of the paratroopers -- move into the outskirts intent on getting the goods!
The final faction -- river bandits from Boma, Congo -- followed the freighter and now swoop in to attack
Congolese army squads move through the shantytown and past the destroyed factory
 
The .50 caliber jeep-mounted machine guns of the Leopoldville Leopards begin to hammer away at paratrooper positions
The army enters the outskirts of the town square and begins to fire upon the paratroopers



The river bandits from Boma race their outboard canoes into contact with the dock and fire at the UN from close range




Afraid their riverborne rivals will make away with all the loot, the Leopards redeploy their jeeps to fire upon the canoes




One squad of the rivermen actually seize the bridge of the freighter and open fire on the peacekeepers below
A canoe veers off to assault the Leopards to try to knock out their .50 caliber guns




Tuesday, January 17, 2017

Build Something Contest - Steampunk Leonardo Helicopter

Leonardo da Vinci's sketch of his idea for a helicopter using an aerial screw

Perhaps unwisely, I decided to enter the Lead Adventure Forum's "Build Something Contest" the other day. I may have bitten off more than I can chew on this, especially since another project deadline recently got accelerated by more than a month.



What looks to be like an MDF model of Da Vinci's helicopter


Nevertheless, I decided to press on, and quickly got an idea when I read the theme was "Flight." Leonardo da Vinci is a personal hero of mine. I tell my students every year that I think he is the most talented and smartest man to walk the Earth, so far. What's more, I own an Italian army for my friend's Victorian Science Fiction/Steampunk games. My friend Tom has written and published his own rules set, For Queen & Planet: The Imperial Wars of Earth and Mars 1845-1930. Check them out -- they're a lot of fun!



One of our games of For Queen and Planet, with fanciful war machines on the tabletop


Tom's rules allow for flying and other war machines, and I had been wanting to scratch-build something for my army to use in our games. The contest is a perfect opportunity. And what better choice for an Italian army than a Da Vinci inspired design?



My Italian army for our Victorian Sci-Fi/Steampunk games


So, my thought is to modify Da Vinci's Helicopter, or aerial screw. With the invention of steam power in our game's time period, his screw no longer needs to rely on man-power to turn the screw's fan blades. I plan on cooking up some sort of lightweight steam power and gear assembly to replace the man powered crank in his design. Obviously, this is steampunk, so it doesn't have to be scientifically accurate or a blueprint for an actual vehicle that could take flight. However, I want to make a nod at the science part of Victorian Sci-Fi, and make it not outrageously unfeasible.


 
An image I found of a model someone had built, demonstrating Da Vinci's idea of employing human power
I am still working out what kind of armament it would employ. My first thought was it would be a bomber, able to attack units it overflies by simply dropping bombs down onto them. Anther thought was to make it a helicopter gunship, of sorts, with a gatling gun mounted in some sort of swivel mechanism either beneath the helicopter or out front. So far, no sketches have been made. However, I  have ideas bubbling like the steam engine building up power. Hopefully, something productive comes out of this -- and I actually complete the model, unlike many of Leonardo's designs, which never left paper.


In bocca al lupo!

Here is a link to the thread on the Lead Adventure Forum where I document my build, stage by stage.

Monday, April 27, 2015

2nd Battle of El Teb: For Queen and Planet AAR

    British players, Allen and Keith, deploy their troops to attack the Mahdist hilltop entrenchments guarding El Teb
Steve had stepped forward to run a couple games of our Victorian Sci-Fi rules, For Queen and Planet, at the upcoming Cincycon this next weekend. He wanted some practice GMing it, so we set up the battle for a Sunday evening's gaming. We are hitting up a lot of conventions running our game company's two rules sets this year. Fortunately, everyone is pitching in running or attending conventions, so it hasn't been too much of a workload.

    Close up of the hillside Ansar entrenchments, with the sneakily disguised water tower-cum-Martian walker
The 2nd Battle of El Teb features the Ansar and Beja forces for the Mahdi dug in on a hillside overlooking a town. As Ansar commander, I had two units of rifles, one of warband, and an artillery piece. My fellow commander Mike S had the more wild and wooly Beja, who had two warband and only one rifle to go with their artillery. Our secret weapon was the Martian walker disguised as a water tower in the town. Although Joel, Allen, and Keith knew about the surprise, the players in the convention game will not necessarily know it!

    A common sight (for me) in this game, "Artillery Malfunction" counter on my Ansar artillery battery
We were basically in a static defense, and the British had to attack and take the town. I kept my warband unit on the reverse slope of the hill to charge the enemy if they got too close. The battle opened amidst a raging sandstorm -- or so we theorized, because the artillery on both sides kept malfunctioning. In the For Queen and Planet rules, artillery rolling a "11-12" (Colonial) or "10-12" (Native) on 2d6 malfunctions. A further roll at the end of the turn determines if it is fixed or out of the game. Virtually every piece on the board malfunctioned at one point, with both native pieces going out of order on our third turn of firing.

At first, our gunnery kept the British from getting too close, but once our artillery was out of action, they came double-timing forward. My Ansar rifle fire was ineffective for most of the game, though their return fire drove us out of our rifle pits several times. Each time, though, we were able to shepherd the Ansar back into the trenches and to keep firing. Fortunately for me, the Martian walker decided to step forward into action. His death ray tore holes in the British lines and sent them recoiling backwards in horror. Soon, all of Keith's and Allen's forces opposed to my end of the line were keeping their distance.

    The Martian walker rears up and begins blasting away at the British, tearing huge chunks in their battleline
Meanwhile, in the Beja sector, Joel drove his camel corps and highlanders forward aggressively. The Beja warband, never one to back down from a fight, charged forward howling and screaming. They drove first the camel corps, then the highlanders back. Joel brought his other British unit forward, though, and flanked the overextended warband. The Beja rifle tried to protect their brethren with rifle fire, but it proved ineffective. First one, then the other of the Beja warband units were cut to pieces by fierce British counter-attacks.

    Mike's Beja warband charges out and drives off the Egyptian camel corps
From its elevated position, the Martian walker saw this and lumbered over to help this sector of the battlefield. Without its covering fire, my Ansar were soon threatened by a British advance. When their shooting drove my rifles from the trenches again, I sprung my warband's charge. Naturally, we fell a few inches short on closing with the enemy. And just as naturally, the British "Ace" card showed up immediately after that, which allowed them to pour an extra turn's fire into my exposed warband. Keith chose that moment to roll a typically "Keith-esque" roll which he tends to do more often than not when we are gaming in his basement. He rolled a "snake-eyes" -- a "2" on 2d6 -- the best he could do. It shattered my warband and sent them reeling backwards.

    The British close in on Mike's Beja warband, cut down to one stand, with no help from the ineffective shooting of the tribal riflemen
With the Beja crumbling, and my Ansar broken, our only effective unit was the walker. We failed our next army morale roll and the Mahdi's forces gave ground, surrendering El Teb to the determined British advance. Through most of the game, both sides were neck and neck in losses. So, it was another close, gripping game of Victorian Sci-Fi flavored Colonials. Hopefully, the players in Cincycon have a similarly good time (I just hope they roll better than me...!).

Monday, January 19, 2015

Road trip to Siege of Augusta to promote our rules

Our game company, First Command Wargames, has a fairly aggressive convention schedule to promote our first two releases. I ran my "Ohio Frontier Aflame" game for 8 players, promoting Song of Drums and Tomahawks. Meanwhile, Keith ran a For Queen and Planet scenario in the evening session to promote Tom's rules.

The trip was a success -- both games went very well. I had all slots filled, along with 4 people who scribbled their names in as alternates. I was gratified that I received a lot of praise for how nice the table looked. The players all seemed to have fun -- which is the most important part. We sold 5 copies of the rules to attendees and another five to vendors. We also sold 4 copies of Queen & Planet.

Here are some photos from the convention...

    The calm before the storm -- the 12' long table all set up and awaiting players!

    "Rules for sale! Get your copies of Song of Drums and Tomahawks here..."

    And the action begins...players move towards their objectives!

    A Huron hunting party seeks to exact bloody revenge on the Rogers Rangers who they've caught raiding their village

    A climactic struggle on the cliffs as Stockbridge Indians seek to maintain control of the Huron captives they've taken

    War whoops are sounded, dice are rolled, and scalps are taken...!

    An English settler family scurries down the road towards what they pray is the protection of a blockhouse...

    Indians use the trickery of a fake Lacrosse game to gain entry to an English fort. A bloody struggle ensues...!

    Players have their troops fire on charge in desperation...

    And spectators take in the action...including friends from the Lead Adventure Forum like "Valerik" here...!




Next Stop on the Convention Schedule: Cold Wars in Lancaster, PA, March 6-8!

Come join us there...!