Saturday, October 15, 2022

Two Dozen Warlords Wage Battle at ATC 2022 Saga Tourney

    Joe M's Gallic chariots ride towards the enemy at the ATC 2022 Saga tournament
At one point it looked like we had 30 players confirmed for the Saga Ohio Advance the Colors 2022 Tournament. However, a Covid outbreak in the Fort Wayne group lost us a batch of players, and a couple others here and there had something pop up and couldn't attend. Still, 24 players was a nice turnout, and shows that Saga is thriving in this area. There was a great batch of prizes from sponsors including Gripping Beast, Jarl's Workshop, Father and Son Gaming, Game Table Adventures, and Saga Ohio. So, all players went home with a prizes, and the top finishers nabbed two.

    We had 24 players with a variety of armies for the ATC 2022 Saga tourney - up from 16 last year
After three rounds of battle, the field was narrowed to just two undefeated players -- the Anglo-Danish army commanded by D. J. Andrews from the Indianapolis area, and Daniel Broaddus from northwest Ohio, who fielded Vandals. The tie breakers after won-loss record was scenario points scored, and wouldn't you know it? Daniel and D.J. ended up with an identical 76 points, so were declared tournament co-champions! Although players traveled from Ohio, Indiana, California, and Canada to attend, they were a gracious and fun group to the man. I think I had fewer than a dozen rules questions to field as GM, which gave me plenty of time to roam around, take pictures, and join in on the camaraderie. Saga players are not your typical wargame tournament players, by most peoples' opinion. They are much more sporting, much more helpful, and willing to laugh off bad die rolls. 

    Adrian J and his Anglo-Saxons clash with Randy W's Vikings in Round 2 of the tournament
A good half of the players who attended were from our base "Saga Ohio" group. This enabled me to unofficially pool the players into two sets, which I called Home and Visitors. For the first round, I arranged both the Home and Visitor group from first to last in time period, beginning with the Age of Hannibal armies and going through Age of Crusades. I then cross-paired them, so Age of Hannibal armies were fighting other early period armies and Crusader armies were likewise fighting period enemies. Not only did this provide historical matchups regularly, it also ensure that players got to meet and game against new opponents. I continued this into the second round, too, with Home Winners vs. Visitor Winners, and Home Loser vs. Visitor Losers. Obviously, things did not work out evenly in wins and losses all three rounds. But in the final round at the "top tables" saw Daniel Broaddus (NW Ohio "visitor") against last year's defending champion Adrian John (Dayton). At the next table were D.J. Andrews (Indianapolis "Visitor") against Saga Ohio regular Joe Dihrkop, who had won one game and tied one. In the end, the visitors won both of those games, so the Saga Ohio crowd did not repeat last year's victory. Great competition and lots of close games all the way through all three rounds, though!

    Rusty Parker's Scots fared well in the tournament, carrying their Pictish banner into battle
I think the players enjoyed facing new opponents and meeting new people. I know I would be disappointed to drive several hours and end up facing my regular group from back home two to three times! It seemed like everyone was getting along well, which is honestly what most of us have come to expect from Saga. Another thing players likely enjoyed was the variety of armies players brought to the tournament. All four books were represented, though roughly half were from Age of Vikings. Here is a list of the armies that competed this year:

  • Gauls
  • Republican Roman
  • Sassanid Persian
  • Romans
  • Vandals
  • Irish
  • Last Romans (2)
  • Scots
  • Anglo-Saxon (3)
  • Anglo-Danes
  • Viking (3)
  • Jomsviking (3)
  • Normans (2)
  • Polish
  • Ordenstaat
  • Byzantine

 

    I did my best to arrange matchups so players were matched against people from a different area
The first round was A Tale of Challenges from Book of Battles. I announced it early in the tournament packet, hoping players would get a chance to try out the scenario. There are a lot of subtleties with some challenges working better for some types of armies and others not being as good of choices for them. I was worried that someone would succeed on all four of their challenges and build a relatively insurmountable lead (assuming they won all three of their games). That didn't happen, though, which scores being very low and very close, for the most part. There were plenty of failed challenges, and some games where the player who was edged out on Massacre Points actually won the game once the challenges were factored in. 

    Joe M, left, lines up his Gallic army to face Tourney co-champion Daniel B and his Anglo-Danes
I did go with preset terrain again this year. I felt the 10-15 minutes lost setting up terrain in each round would come back to bite me with unfinished games. As it was, even with preset terrain, every round there were games that did not finish in the allotted two hours. I think most people realize that in the gaming world there are some people who play faster and some who play a bit slower. That's fine. That's one of the main reasons I do preset terrain. Plus, I think it is a good tactical challenge to not always play on terrain that is at least partially of your own choice. I tried to be fair to both foot and mounted armies, though. One round featured relatively "heavy" terrain with five pieces (Tale of Challenges). The second round was "light" with three pieces (Wrath of the Gods). The final round (Clash of Warlords) was medium, with four pieces. I sent my tentative terrain maps off to a number of very experienced Saga players from across the world, who I knew would not be attending, to get their input. So, thanks to Rodge, Monty, Joe, and Mark for your feedback!

    Bob B's Last Romans take possession of a pagan idol during the Wrath of the Gods scenario, round 2
For those unfamiliar with the Wrath of the Gods scenario, it was developed by Joe of Northern Tempest Saga Podcast fame. It features a diagonal array of objective markers across the center of the table. Control of a marker at the start of your turn allows you to force the enemy player to remove one of their figures of their choice. The enemy loses one figure per objective marker you control, so it encourages players to advance and contest them. Like A Tale of Challenges, it uses Massacre Points for scoring scenario victory. In fact, all three games used Massacre Points. I did that on purpose because I wanted players to have their primary objective be to destroy the enemy's army. I even warned players in the pre-tourney briefing that skirmishing and getting slightly ahead then withdrawing the reset of the game would be counter-productive. This type of tactic would almost certainly ensure you ended up ranked below other players of a similar record. This was also intentional. I can think of no type of Saga game less satisfying than one against a player who scores an early success and then spends the rest of the game falling back from the enemy and evading any attempts to come to grips. 

    Steve P, left, one of the original founders of Saga Ohio, flew in from California & faces Bob B
The third and final round was Clash of Warlords. I know some veteran players don't like it as they feel it encourages defensive play. I have yet to notice that in our games here in Saga Ohio territory. What's more, players knew there would likely be others with the exact same record as them (even if they went 3-0), so they would need to score more Massacre Points to win. I also feel it is the scenario that Saga players are most familiar with, so it levels the playing field a bit in the final round. With no special scenario rules, it is your army against your opponent's. No advantage is given to mounted, armies good in terrain, or whatever.

    Norman cavalry charges into Viking infantry - we had 2 Norman armies & 3 Viking ones this year
 So, how did the two dozen warlords and their armies finish? Here are the final standings:

  • (Co-champion) D.J. Andrews, Anglo-Danes, 3-0, 76 points
  • (Co-champion) Daniel Broaddus, Vandals, 3-0, 76 points
  • #3 Adrian John, Anglo-Saxon, 2-1, 67 points
  • #4 Dave Eblin, Romans, 2-1, 64 points
  • #5 Bob Boggs, Byzantine, 2-1, 62 points
  • #6 Anthony Adams, Norman, 2-1, 57 points
  • #7 Doug Dunn, Irish, 2-1, 48 points
  • #8 Rusty Parker, Scots, 2-1, 46 points
  • #9 Steve Phallen, Jomsviking, 1-0-2, 68 points
  • #10 Dan Neal, Polish, 1-0-2, 54 points
  • #11 Jim Randall, Last Romans, 1-1-1, 75 points
  • #12 (tie) Joe Dihrkop, Ordenstaat, 1-1-1, 72 points
  • #12 (tie) Joe Merz, Gauls, 1-1-1, 72 points
  • #14 Benjamin Barber, Jomsviking, 1-1-1, 65 points
  • #15 Jason Stelzer, Last Romans, 1-1-1, 64 points
  • #16 James Tolbert, Vikings, 0-1-2, 68 points
  • #17 Jim Beegan, Jomsviking, 0-1-2, 54 points
  • #18 Philip Knapke, Sassanid Persian, 1-2, 48 points
  • #19 Andy Swingle, Republican Roman, 1-2, 46 points
  • #20 Randy Wapperom, Viking, 1-2, 36 points
  • #21 Scott McPheeters, Anglo-Saxons, 1-2, 34 points
  • #22 Bob French, 0-2-1, Norman, 55 points
  • #23 Lowell Lufkin, 0-3, Anglo-Saxon, 39 points
  • #24 Jason Viner, 0-3, Vikings, 20 points

    Jason V, left, squares off against Philip K and his Sassanid Persians in round 2
I was very pleased at how smoothly the tournament ran. Each round, there were one or two battles that went to cut-off time. The majority seemed to finish within the allotted two hours, though. Still, I may look into adding 15 minutes to each of the rounds next time I run a tournament. I think that would be enough to ensure most games finish. 

    A closeup of Philip K's Sassanid Persian cavalry and elephant
Here are the results of each round.

ROUND 1: A TALE OF CHALLENGES

  • Joe Dihrkop's Ordenstaat defeated Bob French's Normans, 38-18
  • Jim Randall's Last Romans defeated James Tolbert's Vikings, 31-20
  • Adrian John's Anglo-Saxons defeated Scott McPheeters' Anglo-Saxons, 26-(-6)
  • Rusty Parker's Scots defeated Philip Knapke's Sassanid Persians, 26-8
  • Daniel Broaddus' Vandals defeated Joe Merz's Gauls 26-19
  • Dave Eblin's Romans defeated Jason Viner's Vikings, 22-3
  • Dan Neal's Polish defeated Benjamin Barber's Jomsvikings, 21-18
  • D.J. Andrews' Anglo-Danes defeated Lowell Lufkin, Anglo-Saxons, 20-2
  • Bob Boggs's Byzantines defeated Anthony Adams' Normans, 19-11
  • Randy Wapperom's Vikings defeated Jason Stelzer's Last Romans, 17-15
  • Andy Swingle's Republican Romans defeated Doug Dunn's Irish, 13-7
  • Steve Phallen's Jomsvikings tied Jim Beegan's Jomsvikings, 22-22

- Notice the relatively low scores. Most winners were in the 20s, with only two of 12 games seeing someone score in the 30s. I think that was because of the high number of failed challenges. My "historical" ordering of the armies in the Home and Visitor slots meant we had two "civil wars," with Anglo-Saxons fighting each other and Jomsvikings doing the same. 

    The spacious Clark County Fairgrounds were a comfortable venue for the ATC 2022 tourney

ROUND 2: WRATH OF THE GODS

  • D.J. Andrews' Anglo-Danes defeated Jim Randall's Last Romans, 31-16
  • Philip Knapke's Sassanid Persians defeated Jason Viner's Vikings, 30-8
  • Steve Phallen's Jomsvikings defeated Bob Boggs Byzantines, 30-23
  • Adrian John's Anglo-Saxons defeated Randy Wapperom's Vikings, 27-7
  • Daniel Broaddus' Vandals defeated Andy Swingle's Republican Romans, 26-12
  • Doug Dunn's Irish defeated Lowell Lufkin's Anglo-Saxons, 25-14
  • Jason Stelzer's Last Romans defeated Scott McPheeters' Anglo-Saxons, 21-17 
  • Anthony Adams' Normans defeated Jim Beegan's Jomsvikings, 17-10
  • Rusty Parker's Scots defeated Dave Eblin's Romans, 14-8
  • Joe Merz's Gauls tied Benjamin Barber's Jomsvikings, 20-19
  • James Tolbert's Vikings tied Bob French's Normans, 26-25
  • Joe Dihrkop's Ordenstaat tied Dan Neal's Polish, 17-16

- Three ties in round 2! Like Clash of Warlords, Wrath of the Gods requires you to beat the enemy by three points or more. Also, the Yin-Yang map dynamic of this game perhaps encouraged more static play with each player holding the objective closer to their deployment and contesting only the center one. I would be interested hearing from those who tied and seeing if that is the case, or whether they were just close, hard-fought battles.

    A Norman civil war! Bob F, left, contests the right to rule in Normandy against Anthony A

 ROUND 3: CLASH OF WARLORDS

  • Dave Eblin's Romans defeated Randy Wapperom's Vikings, 34-12
  • Joe Merz's Gauls defeated Lowell Lufkin's Anglo-Saxons, 33-23
  • Anthony Adams' Normans defeated Bob French's Normans, 29-12
  • Benjamin Barber's Jomsvikings defeated Andy Swingle's Republican Romans, 28-21
  • D.J. Andrews' Vandals defeated Joe Dihrkop's Ordenstaat, 25-17
  • Daniel Broaddus' Anglo-Danes defeated Adrian John's Anglo-Saxons, 24-14
  • Scott McPheeters' Anglo-Saxons defeated Jason Viner's Vikings, 23-9
  • Bob Boggs' Byzantines defeated Rusty Parkers's Scots, 20-6
  • Doug Dunn's Irish defeated Philip Knapke's Sassanid Persians, 16-10
  • Jim Randall's Last Romans tied Jason Stelzer's Last Romans, 28-28
  • James Tolbert's Vikings tied Jim Beegan's Jomsvikings, 22-22
  • Steve Phallen's Jomsvikings tied Dan Neal's Polish, 16-17

 - Hmmm, three more ties this round! Obviously, I would rather have wins and losses for tournament purposes. I'm not so sure it is all that unusual in Saga, though. Two of the three ties appear to have been absolute slugfests. Jason and Jim were charging and fought melee after melee. Ending in a tie seems more the result of a closely-matched game rather than a flawed scenario. In Saga Ohio, we have a lot of players who chose to play Clash of Warlords because they are either teaching a new player or learning a new army or simply wanting a relatively simple game. We have nowhere near 25% ties, so I don't think Clash of Warlords or Wrath of the Gods are flawed because of the having to win by three rule. I think it was simply a result of close contests and great play by both warlords.

    Age of Viking armies continued to be the most popular, though all 4 books were represented
 All in all, the Saga tournament was a great success. My goal this year was to grow the tourney from its 16 players in 2021 to at least 24 in 2022. Flirting with 30 for a few weeks certainly got my hopes up for a record-breaking turnout. However, I am happy with the results and this gives me the chance to shoot for thirty next year! Feel free to comment with any questions, or contact me directly.

   Doug D, left, drove from Canada & brought his son along to learn the game - this one against Andy S

    A closeup of Doug's Irish and their gorgeous banner - the Irish fared well, going 2-1

    All the players were friendly and sportsmanlike, and to a man said they had a good time

    James T, left, and his Vikings face off against Jim B and his Jomsvikings in Clash of Warlords

   Dan N's Polish army forms their battle lines in Round 3 of the tournament

    Lowell L, left, deploys against Tourney co-champion D.J. Andrews from Indiana

    Foot knights from Joe D's Ordenstaat (Teutonic knights) enter a woods to close with the enemy


Monday, September 5, 2022

Mongol Horde's Victory Appeases the Gods

Mongol warlord Budokhan surveys the battle as his men compete to bring him the skulls of his enemies
The Mongol khan stroked his mustache as he watched the Polish raiding force hurriedly organize themselves into a battle line. His Ordu had caught them by surprise as they were attempting to desecrate his Jurkin tribe's holy site. Doubtless, this was in response to the Mongol's own raid last month. He barked out deployment orders for his Mongols and immediately the air began to reverberate with the sound of kettle drums. His standard bearer lifted the great horse tail banner and swung it back and forth to indicate which formation Budokan's Ordu should take. Rapidly, the well-drilled Mongol warriors formed into a great line, overlapping the Polish raider's compact mass.

    My Mongol army's first game would be against Dan N's Polish army, also from the Age of Crusades
So, here it was. My Mongol warband's first game of Saga. I had spent many months painting them, detailing their pastel robes with various patterns. I had individualized the horses, switched out weapons, and mixed the different poses of 28mm Curteys Miniatures. I had been very happy with how the army had turned out. How would they perform on the battlefield, though? I had chosen the Mongols because I thought it would be a challenge to play a horse archer army on a usually terrain-cramped 3'x4' Saga battlefield. Would this be the start of a long, learning curve? Or would my previous game commanding the Mongols in a remote, game played via Skype (which had ended in a win) be a harbinger of victories to come?

    Dan's Poles deploy in a compact mass, ready for the trickery of the wily Mongol horse archers
My Mongols' opponent was a historical one, Dan N's Polish army. Dan had played them several times at our monthly Saga game days at the Guardtower East. He is a gracious opponent, enjoyable to play against, and accepts the vagaries of a game often decided by dice with equanimity. I was looking forward to getting in a game against his Poles because they are one of the more rare armies that are fielded from Age of Crusades. I believe Andy S has used his medieval figures to field Poles once or twice, but otherwise, Dan is the only Saga Ohio member to field an army of them. He's painted them historically, researching the heraldry of Eastern European nobility and they look resplendent on the tabletop.

    'Wrath of the Gods' features three objective markers representing pagan idols
Dan wanted a chance to practice the Wrath of the Gods scenario which we will be using in the upcoming Advance the Colors Saga Tournament, Oct. 8, at the Clark County Fairgrounds, Springfield, OH. I am very excited about what appears will be an incredible turnout. Nearly 30 players have committed to play, with several "maybes," as well. Dan will be one of the participants, and he was eager to practice this scenario, which was developed by Joe M from the Northern Tempest Saga Podcast. Opponents seek to control three objective markers roughly in the center of the table. For each pagan idol a player controls at the start of their turn, they can force their opponent to remove one of their figures. Scoring is done with standard Massacre Points, so the goal is still to defeat the enemy army. No points are awarded for controlling the idols (other than what you receive from the figures you've forced your enemy to remove).

    Action opens on the Polish left - Mongol horse archers fire volleys of arrows, slaying many sergeants
Dan was first player, so chose a Ruins to deploy in his left center, while I responded with a large, gentle hill in the center of the board. He then selected rocky ground for his right center. I chose to "pass" on a third piece of terrain, and instead pushed his ruins back against the base line. Dan placed the final fourth piece as a marsh on my half of the table, near my center. Predictably, the Polish army deployed both of their units of levy archers in the solid cover, one unit in the ruins and the other in the rocky ground. Surprisingly, he had a unit of mounted sergeants (warriors) far to the left, poised to take control of the leftmost pagan idol. His two small units of mounted knights sheltered between the terrain behind the line of warriors armed with heavy weapons.

    End of my turn 1, with most of my horse archers withdrawing to about the middle of the battlefield
I deployed my entire army along the back edge of the battlefield, knowing we had the mobility to gallop forward and skirmish with the enemy from great distances. Dan's Saga dice were not kind to him, and he did not receive either enough Rare or Uncommon dice to set up his most dangerous counter-strike, "Terror of the East" (which requires two Uncommon dice). This allows him to interrupt one of my moves with a mounted charge. Still, his mounted sergeants trotted far enough forward to take control of the pagan idol on his left. Those brave riders would be my Ordu's first target. With a pounding of kettle drums, the Mongol army galloped forward. One unit of horse archers seized the pagan idol on my left. Another moved towards the central one, and finally, two converged on the Polish mounted sergeants. We fired several volleys with our composite bows. I was rolling very good with my hits, but Dan was rolling well with his saving rolls, too. Finally, once the sergeants had been whittled down from 8 to 3 figures left, the two units Mongol horse archers withdrew and raced back to our lines.

    Polish bravery is legendary, and his mounted sergeants charge into my battlelines to prove it
I did screw up on my first turn, though. I was supposed to move forward my heavy cavalry hearthguard far enough so that my unit using the "Bow and the Lance" ability would end up next to them. I hadn't, so instead of just two fatigue markers, they came back Exhausted. Dan immediately took advantage of that and charged his depleted unit of sergeants forward to take out that unit. He caused 6 of 7 casualties, while my Mongols killed one of his remaining three. On our next turn, we would shoot the remaining two sergeants from their saddles, but Dan's counter-strike had caused me to also lose one of my Saga dice. As proof that my die rolling was exceptional today, Dan's foot archers launched a potentially devastating volley of 10 attack dice, causing 9 hits. I had played "Evasive Maneuvers," which allows me to re-roll any missed saves. I didn't have to re-roll any dice. All nine dice rolled 4+, saving against what should have been a withering volley.

    Horse archers fire volleys at the Polish levy archers, hoping to provoke the Polish knights to charge
My next target was his archers that had rolled so well. Our fire was not nearly as effective, but we began a steady process of whittling them down. I left one unit of horse archers out near the central objective marker, hoping to lure his knights out to charge them. His army doesn't have a lot of movement ability that would allow them to retire back to their lines after a charge. On turn 3, Dan finally rolled enough Uncommon dice to leave his "Terror of the East" ability queued up. This meant I had to be very careful. I brought my large, 11-man unit of horse archers up to fire at his levy again, hoping that would do it. He didn't take the bait. It was only when I declared a charge with my heavy cavalry that he launched his own countercharge against my smaller, "bait unit" of horse archers.

   The Polish foot sergeants advance, while the knights ensure they can counter-charge through the gap
Dan admitted he made a mistake when he placed the figures into contact with the doomed horse archers. The Polish army has the ability to launch deadly mounted charges, and he slaughtered the remaining figures easily. However, the slain horse archers were not close enough to my heavy cavalry to inflict a fatigue on them. This meant my charge against his foot sergeants could hit home. The Mongol mounted hearth guard have the ability to charge into melee with deadly effect. So, I figured it was time to use that weapon in my arsenal. 

Mongol heavy cavalry rest after their charge, slaughtering 6 foot sergeants at the cost of one horseman
We rode down all but two of the eight figures, and then, of course, withdrew backwards using "Hell for Leather." The big 11-man unit of horse archers then stretched itself between the knights and the rest of the army, and poured shots into the Polish nobility. As usual for this game, we rolled an above average number of hits. This time, though, Dan failed miserably on the saving rolls and all but one of the knights toppled from their saddles with a crash. To me, this was the moment when the Mongols won the game. He had simply lost too many figures, at this point.

Polish knights thunder forward, slaughtering horse archers, but not stopping my heavy cavalry charge

I think the part of commanding a Mongol army that requires the most skill is how to manage the movement of your forces so that the bulk of them are able to withdraw out of range of enemy counter-strikes. As I began to lose my smaller 7-man units of horse archers, the big "hammer" unit of 11 had to take over the role of screen. The good thing is it is large enough to stretch across my front and cover the heavy cavalry and both the warlord and kettle drummer. Plus, charging an 11-man warrior unit can be daunting for enemies -- especially if I leave "Master of Men" queued up on my board. This ability gives 4 bonus dice (either attack, defense, or a mix) if the unit is within Medium of the warlord or kettle drummer. The one remaining knight simply didn't have the gumption to do it. Dan pulled him back and then brought out the other levy unit to help screen his dwindling forces.

    My large horse archer unit screens the rest of the army, while pouring withering fire into the knights
By this point, I think Dan was feeling a little of the frustration of facing such an elusive foe. Doubtless, he was probably also frustrated by my consistently above average dice rolling. I was rolling well not only on shooting, but also in melee and on saving rolls! To add insult to injury, on the turn after he removed my third Saga dice due to losses of horse archers, I managed to go on a ridiculous run of Rare rolls which allowed me to use Activation Pool to stack my board with all 8 of my Saga command and control dice! Dan accepted it all with grace and shrugged off my apologies as unnecessary -- saying he was making good rolls, too.

    The Polish warlord rides to his doom, hurling himself upon the swarming Mongol horse archers

I think this was what lead him to strike his final blow of the game, though. He brought out his warlord and queued up his board with all of his deadly melee abilities. The warlord charged gloriously into the horse archer screen. Proving that he was having good rolls, too, the warlord cut down 9 of the remaining 10 Mongol horse archer! However, he ended up Exhausted, and stuck within range of my own warlord and heavy cavalry unit. It was only a decision in how to eliminate him. Loss of his warlord would seal the game, but if he took down an equal number of points, the score would still be fairly close. So, I used "Predators," which gives composite bow to my heavy cavalry. They galloped up, fired a volley, and the heroic Polish general fell to the ground. Meanwhile, another unit galloped over to his remaining two foot sergeants and slew them with archery, as well.

    The battlefield at game's end - the Poles with 2 units left, while the Mongols are also depleted

It was a good, hard-fought game. I felt like I was in control for most of it. I felt fortunate that I had to worry about his "Terror of the East" Activation/Reaction ability only once. If he'd rolled his Saga dice well enough all game long to have it queued up nearly every turn, I think the game might have turned out differently. Still, a charge during my turn by his mounted troops would likely end up with that unit also being either destroyed or badly damaged by my other units pouncing on the charger. 

    At left, Mike C maneuvers troops against Jim B in a Jomsviking civil war, while Dan N deploys
I felt that I did an okay job managing my moving forward and back with the Mongols. I took the suggestion of veteran Chicago Saga player Terry D how to organize my 4 points of mounted warriors. I used three units of 7 figures and one of 11. Typically, I would send forward two units against my selected enemy target. One of the smaller units would go up first and fire at the enemy. Then, the larger unit would go up and shoot, as well. That was typically when I would play "Short Range Volley," which forces the target to re-roll all successful saving throws against that shot. As amazing as it may seem, it is the ONLY shooting ability on the horse-archer heavy Mongol battle board.

   Jenny coaches two tables of relatively new players, from left Todd S, John B, and Randy W

We had a great turnout for the first week of September, too. Our game was only one of six. We had a dozen players show up, three of them relatively new. Thanks to Jenny T for shouldering the teaching duties this week. My Mongol army would NOT have been a good army to learn Saga playing against! Here are the results for the six games played:

  • Jim B's Jomsvikings tied Mike C's Jomsvikings, 29-28, in Wrath of the Gods
  • Mike D's Mongols defeated Dan N's Poles, 26-15, in Wrath of the Gods
  • Joe M's Gauls defeated Dave E's Romans, 22-16, in Wrath of the Gods
  • Adrian J's Anglo-Saxons defeated Karen C's Vikings, 24-25, in Wrath of the Gods
  • Randy W's Vikings defeated Jenny T's Eastern Princes, 25-14, in Clash of Warlords
  • Todd S's Anglo-Danes tied John B's Vikings in Clash of Warlords

    At left, Joe M and Dave E square off, while Adrian J prepares his assault against Karen C's Vikings
I highly encourage interested Saga players to show up for our tournament at Advance the Colors. A number of sponsors have promised prize support, including Gripping Beast, Badger Games, Game Table Adventures, and Jarl's Workshop. Saga Ohio will also be providing SIX painted warlord stands as prizes, too, with warlord, standard bearer, and musician or pet dog. If you are interested in attending, please contact me ahead of time so that I can have the appropriate number of tables set up. Hope to see you there...!

Monday, August 29, 2022

Road trip and gaming weekend in Michigan

Saturday afternoon at Jim's Clubhouse - hypothetical defense of a station in the Anglo-Zulu War
If you had the budget, what's your dream for the ultimate gaming clubhouse? How about your own building for you to keep all of your miniatures, terrain, unpainted stuff, rule books, etc.? Make it within walking distance of a pub, couple restaurants, and in a quaint, downtown area. Sound perfect? Well, that's what my friend Jim W has done!

    Jim's painting desk with his comfy, leather lawyer's chair and rack of paints at his fingertips
Jim's gaming clubhouse came about when the local law firm in the village (population approximately 3,000) had its last attorney retire. They were looking to sell their one-story law offices downtown and gave Jim (an old acquaintance) a sweetheart deal. Jim even got to keep all the furniture! So, Jim moved in and kept as much of cabinets, shelves, tables, and of course padded leather chairs as he could. He uses the attorney's comfy office chair for painting. The filing system for blueprints, large deeds, etc., now houses miniatures. The taller shelves hold 28mm figures, medium height ones 20mm, and shortest ones 15mm scale miniatures. Of course, Jim -- who admits to being a bit OCD -- labels each shelf with the appropriate label. Terrain and buildings line the shelves on the walls, with everything close at hand and not packed away in some crate or box.

    The Game Room - note the shelves all around with terrain, buildings, and necessities close at hand
Jim described the clubhouse to us at Drums at the Rapids and we all agreed that we should pick a summer weekend and have a bunch of us drive up north to visit. We agreed to stay for the weekend and game Friday night and Saturday afternoon. Life got in the way for just about everyone else, though, and I ended up being the only out-of-towner joining Jim and his regular gaming partners Ted and Gene for the games. I'd rented a room at the local B&B, and in a great case of serendipity, the weekend we chose also ended up being the village's Beerfest! So, after the Saturday game, Jim and I met his wife and her friends at the beerfest for brews, food, and I am not kidding -- a Kiss cover band!

    The law office left Jim these various-sized drawers pull out and hold Jim's miniatures collection
Most of my friends know that I have a plug-in Electric Vehicle, so this ended up being my longest road trip with it. I searched on the Plugshare app and found a high-speed charger at a dealership in Sylvania, OH -- 20 minutes from Jim's village. I drove north, found the high speed charger and plugged in, and then retired for a leisurely lunch. My 2017 Chevy Bolt's range got a boost last year when the manufacturer rolled out a recall and installed a brand new battery. My range went from 250 miles to close to 300. Of the 20 "battery bars" which designate remaining charge, I had used 12 of them on the drive up. I charged it back up to just over 90% to be on the safe side, and continued on to the B&B.

    Jim is VERY organized...so all the drawers are labeled with period and scale!
I met Jim and Ted at the clubhouse and he gave me the grand tour. Honestly, I don't think any miniature gamer would be disappointed with Jim's setup. I know I'd be more than happy with something like that. After the tour, we sat down and Jim ran the three of us through his "Prisoner Exchange Gone Wrong" scenario. I controlled the gang from out of town, appropriately enough. Jim played the locals, while Ted (ex-Corrections Officer) was the cops. We were using Fistful of Lead Core Rules, which is the same set I am using for my Post-Apocalyptic games. One innovation Jim had done with the rules was to take his deck of cards he was using for it and write on the "special" cards what they do. For example, 2's allow a player to roll two dice and take the higher roll for any rolls they are called upon to do that turn. He wrote it in ink and this proved to be a good reminder and one less thing you need to check the Quick Reference Sheet for!

    Jim has plenty of shelf space for all the miniatures rules he likes to buy
The game was a blast, as I imagined it might be. Jim sprang an ambush on my out-of-towners, but we quickly shot back. In a space of one turn, my group gunned down three of his characters and wounded another. After that, Ted, who had been trying to treat both gangs equally, decided his local cops would favor the local bad guys in their shootout with the strangers. Things started to go bad for my guys after that, and my rolls cooled off a bit, too. We did free our prisoner and he, my leader, and another gang member ran back to the car, jumped in, and drove off. This was about the same time as Ted's "back up" was arriving. He rolled randomly for the two police cars and BOTH came in on the road my guys were trying to escape on. One in four chance...really??

 

    The room for storing unpainted lead, terrain, and buildings is slightly less neat...!
Still, he had to make a roll to put two and two together and realize the car driving off was involved in the shootout and not locals fleeing for safety. He failed both those and my gang was able to rescue its prisoner, thus "winning." As it turned out, all three of us completed the victory conditions Jim had set. So, we all won...ha, ha! We didn't all get a trophy, though. I lost one more gang member than Jim. Considering he was set up in ambush position, and Ted concentrated at least 2/3's of his attacks on me, I considered it a victory!

    Jim shuffles the deck in preparation for another turn in his "Prisoner Swap Gone Bad" game
We sat around and shot the breeze for awhile, before I retired for the night to my B&B. Breakfast there the next morning was fantastic, and the owner of H.D. Ellis Inn entertained the guests with stories from the past of not only the house, but the village's founding, too. It was very interesting to learn about Blisffield's history and anecdotes about the early residents. At the agreed upon time, I headed back to Jim's clubhouse. Though it was within walking distance, I drove since Jim had parking right out front of his clubhouse. Plus, it was supposed to rain today, and I didn't fancy getting soaked walking back.

    Jim's thugs and my out-of-town gangsters meet at the fountain to swap some prisoners
We chatted for awhile while Ted was setting up Saturday's game - a hypothetical clash between Colonial British and Zulus using Fistful of Lead: Bigger Battles. I had downloaded the rules earlier, but had yet to play them (or even read them, I confess). I was really curious how a skirmish set scaled up to bigger battles since that is something First Command Wargames is working on doing with our French & Indian War rules, Song of Drums and Tomahawks. In the end, I really liked the way the same basic mechanics translated to a game which saw us controlling almost 10 times the number of troops. In particular, I liked how the "Shock" mechanic functioned as a morale effect. Units need to rally when under the stress of combat or they become ineffective. 

    Ted's police cars drove right by my escaping out of towners in the yellow sedan

Ted's scenario was very much in the vein of Rorke's Drift. Jim and I were defending a station against overwhelming numbers of Zulus. Ted had set the game up with essentially two phases - an initial attack and a follow up. For awhile, I didn't think we were going to repulse the initial attack. However, we did. Ted also let our Surgeon make rolls to bring some walking wounded back into the fight. The Zulus then received all of their reinforcements that had not shown up and rolled for their initial entry points. The results looked grim, with a massive force coming at us from one direction. This meant, they would be able to screen each other. By the time we had caused enough casualties on the front unit, the ones in back would be essentially able to charge us. 

    British force prepares to defend the station against the oncoming Zulu first wave
I honestly thought there was no way we would survive the onslaught. We even received two small troops of cavalry as reinforcements, but there was little they could do with only melee weapons vs. massive impis of Zulus. Somehow, we ended still being alive when the final turn was reached. Ted ruled that was when the relief column trundled onto the table and the remaining Zulus scattered. Our surviving Brits were less than a skeleton of the our initial ranks. Still, we somehow "won" the game. That meant two hard-fought battles where I lost more than half of my troops. 

    Supporting fire from the Gatling gun and rooftop riflemen were crucial to turning back the first wave
I had a fun time in both games, though. It was fun to get a chance to game with Jim, Ted, and Gene in a friendly "gaming night" setting instead of at a convention. We took a break for lunch, talked politics, the war in Ukraine, future painting projects, and more. Ted and Gene took off not too long after we'd finished. Jim and I closed up his place and headed out into the first sprinkles of rain to check out the brewfest. Unfortunately, the rain kept up all night long, which somewhat detracted from the experiences. However, we had a good time enjoying some beers, talking with his wife and her friend, and even watching the Kiss cover band for awhile.

    After lunch, the 2nd Zulu wave arrived and things began to look grim for the defenders
It was a great, relaxed gaming road trip, and I had a blast. I ducked out early the next morning from the B&B so I could get home before noon. I had a lot to do as school was starting that very next day. So, I guess that meant I was productive with my summer, squeezing out one last trip on the very weekend before school restarted! It was great to see Jim's clubhouse, and I definitely envy him his setup. I think every gamer upon seeing it would be equally jealous!

    This was all Jim and I had left of our original force at the bitter end of the game!

Saturday, August 13, 2022

More Altars for Saga Objectives

    More altars and idols for Saga objective markers (and maybe also Pulp temple scenery?)
This last week before school starts up has seen a flurry of projects finish on my painting desk. Here is a second batch of altars and idols for objective markers for Saga. I think I needed only 10 more, but once I got started creating them, I kept finding more things in my unpainted boxes and drawers that would work. Some of these items have probably been in a box for more than a decade, just waiting for that right project to be used with. And once again, the plaster bricks that Tim and Zeke had given me years ago were crucial to being able to create these.

For example, in the first photo, that bull's head was lead and I don't even remember where it came from. I would not be surprised if it has been lurking in my unpainted lead drawer for 20 years! However, it makes a perfect pagan idol when set atop some Hirst Arts fieldstone "bricks." The two matching temple dogs are brass pieces that I picked up in one of my trips to Southeast Asia. They're very detailed - note the Buddha on the back of the dogs - look like statues you might see in a medieval Hindu temple. The stone column base is Hirst Arts fieldstone again, along with two plaster bricks picked up from a bag of scenery items at a gaming store.

    More brass pieces that I picked up in my travels plopped atop stone altars

And as long as I am showing off what I'd picked up in Southeast Asia, I may as well talk about these three next. Once again, they were bought while visiting a temple somewhere in my travels - Myanmar? Thailand? Vietnam? Not sure. The middle one is the monkey god Hanuman. You see statues and paintings of him in many temples. On the right is a brass figurine of Ganesh, the elepant-headed god beloved by Hindus. Both he and Hanuman sit atop Hirst Arts brick columns like the temple dogs. The other Ganesh to the left sits atop a plastic piece from the Pegasus Hobbies Gothic Cathedral box. I did not use any of the interior pieces when I built St. Jennifer's with the kit. I saved the pieces, knowing they'd come in handy one day. I believe it is a baptismal font, but the circular base of the Ganesh fit so perfectly into the font basin that I made it into a pedestal for the statue.

    Two altars from the Pegasus Hobbies Gothic Cathedral & Reaper Bones Cthulhu column

The two altars on either side of the column also were interior pieces intended for the cathedral. I added a Hirst Arts stone pedestal and a fancy bead to the back so it wasn't so plain. Since I was basing them up on 1.5" wooden circles, I didn't want a large blank area on the back. The pieces will be towards the center of the table in the Wrath of the gods scenario, so will be seen all around. The column is a Reaper Bones Cthulhu eldritch, carved column. The base it came with was the perfect size, too. So, the only thing I had to do with it was the same thing I did with all of them. Spray paint with acrylic black paint. Seal it with a 50/50 mix of black paint and water. Then dry brush it to shades of gray.

    The final three altars or idols were Reaper Bones models and an unused 28mm Greek hoplite

The two end altars or idols here are also straight out of the box. They are from the Reaper Bones "Harrowgate" pack, and are actually the second pack of these that I painted up. The one in the center is a 28mm Greek Hoplite as a statue, placed atop more Hirst Arts stones. I realized after I had taken the picture that I had made him into a "lefty." I put the shield on the wrong arm! Not sure why, but it looks fine as a Greek statue, I think.

So, with this batch, I am done with the objective markers. Time to move on to the next project! Stay tuned for what that will be...!