Tuesday, June 11, 2024

PT Boats in the Black Sea

    A convoy of 1/300 scale coastal vessels attempts to evade an ambush in the Black Sea during WW II
One of the advantages of having a friend like Keith (here's the link to his blog), who owns figures for virtually every period of warfare, is that you get to PLAY games from virtually every period of warfare! This past Sunday was a perfect example. In all my years of gaming, I don't believe I have ever gamed WW II PT boat actions. Yet there we were, playing out an engagement between Italian, Romanian, and other naval forces as one side was escorting a convoy that the other wanted to sink.

    Keith taught us a new set of rules for small scale coastal actions called, 'Hunters on the Shoreline'
Keith was using a set of free rules he'd downloaded from the internet, Hunters on the Shoreline. They bill themselves as "Fast Rules for 1/600 WW II Coastal Miniatures." Keith's miniatures were 1/300, but I can't imagine that really affected anything. Just bigger and easier-to-see ship models. We had six players, and each of us was given a small force of three ships or so. Mine were two F Lighters -- big (for this type of action) armored ships with a 3" gun and some smaller caliber weapons. Most ships simply had what was called an Autofire Factor to account for their 20mm guns or whatever. My third ship was a heavily-armed Romanian torpedo boat. Our side also had three freighters we were escorting.

    Two of Jenny's torpedo boats veer off to meet the attack of Allen's ambushing flotilla at the top
The enemy decided to spring their ambush early. Allen's four torpedo boats roared out to attack the escorts between him and the freighters. Spotting is a crucial factor in this game, with size, speed, and distance all making it more difficult to see an enemy at night (when most of these types of battles took place). We had two turns of taking this into account before Keith's bigger ship fired off a starshell which illuminated the entire battlefield. 

    Three dark gray freighters surrounded by the defending escort vessels attempt to make it through
Allen's early attack meant he was potentially facing at least half our fleet while his two cohorts were far away, out of range to assist him. True to form, Allen's dice were hot, though. He knocked out the steering of two of Jenny's torpedo boats forcing them to slow to a crawl to avoid running aground. Between Jenny's return fire and my own attacks with the my Romanian vessel, Allen's force of four PT boats was soon either sunk or fleeing the table. My Romanian vessel had also created smoke to keep Allen from attacking our freighters, which I think was a crucial point to our success (if I must say so myself...haha!).

    Mike S's torpedo boats race towards Keith's flotilla, hoping to screen the freighters and launch torps
As Joel and Keith's flotillas closed with our fleet, Mike S had zoomed ahead with his PT Boats to cover our front. When he got near enough, he began the countdown to firing his torpedoes. Strangely, you declare you are firing them and it takes two full turns before they are actually launched. Mike did a great job with timing because as soon as they hit the water, Keith's big warship was within close range. Lots of dice rolled later and Keith's vessel was struck twice by torpedoes and quickly sinking. It did get off a long range hit on one of my lighters, knocking out its 3" gun. 

    My Romanian vessel lays a smoke screen to prevent Allen from launching against the freighters
The rules for firing the 3" guns really annoyed me. To hit, I needed to roll a "12" on 1d12. What's worse, if my target was small like a torpedo boat, I would then need to roll a "6" on an additional 1d6. My autofire factor on the lighters was only a "1", so my secondary weapons were useless at more than 12" range. I realize in these actions the navies are throwing everything that floats into the battle, and some ships are going to be underpowered. However, I would think a 3" gun would be more effective than that. A direct hit would probably not be necessary to cause damage on small vessels like we were fielding.

    The Romanian warship fires its impressive array of auto cannons and sinks one of Allen's MTBs
Then again, I am assuming the author of the rules knows way more about this style and period of warfare than I do. It just seems unsatisfying to roll 1d12 turn after turn and know you have only the slimmest of chance at hitting. I thought the rules for the smaller caliber guns -- the Autofire factor -- worked well. The modifiers made sense and hits were realistically more or less likely depending on the tactical situation. So, kudos to that aspect. I think it would have been fun to play the game without the starshells turning everything to daylight, too. Ships moving slower are hard to spot, but once spotted, are easier to hit. A nice decision-making conundrum for players.

    Allen & Jenny with a rules question during -- Allen rolled lots of criticals, but Jenny drove him off
Did we enjoy that game? I don't think anyone was ecstatic and champing at the bit for another game. Equally, I don't think anyone felt it was a waste of time or unplayable. That often seems to happen when we first play a game, though. Learning new rules and trying to design a balanced scenario for a rules set you haven't played is difficult. Often it takes just getting one rule wrong or something off in the scenario to prevent you from getting full enjoyment. So, kudos to Keith for taking the risk, as well as time and effort, to let us test out these rules.

    Allen's torpedo boat pierces the smoke screen, but is promptly damaged & driven off by autofire
Keith's 1/300 miniatures looked great, I felt. They were small enough that we could play a naval engagement on a tabletop, yet big enough you could see the details. It was easy for me to tell my torpedo-armed Romanian ship from its sister ship that didn't have torpedoes. 

    Mike W wasn't there, but his cat Jack (who Keith was watching) was & made himself a nuisance!
Keith did make some slight changes in the sequence of play. Those of you who read my blog regularly are probably thinking, "Did Keith bolt on the Wiley Games' card play mechanic for sequence?" Why, yes! You would be right! And I honestly feel Keith made the correct call. The rules say movement in simultaneous, but we all know how that works out when two sides are moving at the same time. One side watches the other and reacts to their movement. With no "plotting" mechanic, there's no way of avoiding this situation once the ships are within range and shooting at each other. So, I felt it was a solid modification and I'm not really sure if there was a downside to it.

 

    Screen shot of the 'Hunters on the Shoreline' rules, which Keith downloaded for free of the internet

We declared our side the victors since we sank Keith's big warship and scattered or sank Allen's fleet. Our losses were small -- a damaged lighter and three ships with their steering temporarily knocked out. Most of the ships on the table were undamaged, including our freighters. So, it seemed like a win for the defenders. All in all, a good time and a chance to play something new and different. Thanks, Keith!

Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 64
  • Miniatures painted in 2024: 67

Sunday, May 26, 2024

Drums 2024 Purchases

    'One of these days...' I will get around to doing Mesoamerica gaming, so I bought some more terrain

In reading Convention Director Doug Johnson's posts about last weekend's Drums at the Rapids 2024, I saw something about Armory Hobbies going out of business and liquidating their stock at the convention as a vendor. The name sounded familiar, but I couldn't place what they carried. Turns out it was convention regular Dan Straub and he was getting rid of as much as people would buy - 50% off. One of the things he carried regularly was terrain by my favorite, Acheson Creations. I knew that I would be picking some stuff up, as I love me some Acheson!

    A nice-sized Sci-Fi building, and at 50% off, was definitely worth picking up for current projects
He brought quite a few things I had not seen anyone stock for awhile, including the pier/bridge set, the American Frontier blockhouse, Native American palisades, and more. However, I had enough of those, so concentrated on things for current or potential future projects. An example of a "one of these days" projects is my growing collection of Mesoamerican terrain and figures. I currently don't game Maya, Aztec, or Incan periods, but plan on doing it one day. When my friend Bryan Borgman was getting rid of his Acheson stuff, I picked up some of the Acheson line he had in stock. So, I snagged all three of Armory's Olmec heads, his only reclining Chac Mool god, and a more generic tumbled ruin.

    A Marx footbridge (or gallows?) that will also work great in 28mm scale for a number of things
In the category of good for current projects, there was a nice, big Sci-Fi building that I picked up, as well. I have a number of smaller Acheson Sci-Fi scatter buildings that I'd painted up, but this was a bigger one, and I could use a few more bigger ones. It will paint up quickly, I'm sure. Once I get my first game of Xenos Rampant under my belt, I am sure I will snag this one off the shelf and get it ready for the tabletop soon. There was also a pair of non-Acheson pieces that caught my eye. They look like a small wooden plank footbridge, but it could be used for multiple things -- even a gallows! It is probably meant for Marx's 54mm scale stuff, but hey! A bridge is a bridge and it will work fine for 28mm, too.

    At $1 each, it was hard not to pick up a handful of these concrete traffic barriers
And finally, I could resist picking up some more urban scatter for barricades or walls. The tall, concrete traffic barricades can be used in anything from modern to post-apocalyptic games. I have a set of 15mm that I picked up (I believe) from Miniature Building Authority. These were painted up with appropriate African graffiti for my 20mm modern Africa games. I will likely leave these 28mm Acheson ones more generic, though I will doubtless be tempted to paint some graffiti tags on them to make them look more worn and urban. They will also paint up quickly and will supplement my existing (and growing) collection of urban scatter.

    28mm Acheson tire and oil drum barricades -- a bargain from Armory Hobbies at 50 cents each!
The last piece of urban scatter was one Acheson piece I hadn't seen, yet. It was another barricade, but build from a combination of stacked tires and oil drums. I have quite a few Acheson tire scatter, but collected into a barricade was something new. These were marked $1 each, and at half off, were only 50 cents each. I was definitely envisioning these for my post-apocalyptic games. Like all the others, they should paint up quickly, too. By this time, I have painting Acheson terrain down to a system. Its deep detail makes these pieces fairly leap onto the table with just black priming, dry brushing, and a few details. So, hopefully, with me being retired now, they will see the tabletop very soon!

Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 64
  • Miniatures painted in 2024: 67

Sunday, May 19, 2024

Street Gangs Defend Their Turf at Drums 2024

    The Eastmoor Kings look back from the bridge onto the streets they've just fought their way through
I ran my Mean Streets gang warfare game twice at this weekend's Drums at the Rapids convention at Fort Meigs in Perrysburg, OH. I couldn't have had two more different games. In the first, I joked with the players that it seemed I was running a game of Gaslands. Nearly all the gangs decided to carjack vehicles and use them to try to run down rival gang members. It has happened from time to time in the past, but never on the scale as in this game! I'm definitely going to have come up with more detailed rules for vehicles than the off-the-cuff die rolls I've been using to gauge player's success. In the second game, I left most of the vehicles off the table and it was a more standard street rumble.

    "Come on, guys! Let's steal a car and drive to the bridge..." Tyrese comes up with a plan
 
    Players gathered around the table on Friday -- both of the games were full & everyone had fun

The scenario is a nod to the 45th anniversary of the release of the movie, The Warriors, which is my inspiration for the game. My Eastmoor Kings stand in for the role of the Warriors, and have been lured to a bogus parley with other gangs. When no one else shows up, they have to hoof it home, and know they're in for a fight crossing the turf of rival gangs. The game is set for six players -- two controlling the Kings and four controlling a gang each that has their own agendas but are not happy with the arrival of a new gang on their turf!

    The Kings enter the tabletop and immediately see their first obstacle: the Indianola Mohawks

    And on the other side of the street, the creepy clown gang awaits - the Franklinton Flippos
 Each player controlled five gang members -- a Gang Boss (the toughest dude), Warchief, and three punks. I standardized the traits that each gang member possessed. In the first running of the scenario at Cincycon 2024, I gave the Kings one more gang member and more traits. I was worried that the other four would call a truce and pounce on them. In three runnings, that has yet to happen -- even when the four other players ostensibly agree to a truce. Someone is always unable to resist punching a rival gang member!

    On the far side of the board near the bridge, the Santanas and the Linden Daos begin to rumble

 

    On Friday, Mohawks boss Sid has a solution for the invasion -- steal a truck and run them down!

 Kings boss Tyrese at the wheel has an answer to Sid's tactics -- ram his truck and pin it against a wall!
I think in future runnings of the game I need to dwell more on explaining the traits that each gang member has. Each leader has a powerful one, whether Blackbelt (can do one attack per action), Intimidate (can spend an action to make rival gang members -1 or their own +1), or Scary Mutha (punks and Warchiefs have to test morale to enter melee). The only ability that came into play during both games was Blackbelt. So, I either have to take the time to explain the traits more, or standardize it further for convention games and just give all the leaders that trait. The game felt more balanced this time with all players have more similar forces.

    The Daos send their warchief Juanita and a punk to steal some smokes from Mohawk turf
    Saturday's players try to choose between the many objectives I presented them with in this scenario
Both games moved very quickly with six players and were completed it under three hours. To me, that is the gold standard for a convention game. The days of me wanting to play (or GM) an eight hour game are long since passed. I don't mind a four hour game, but ideally if it can normally be completed it three, you have a little insurance against slower players that could cause you not to finish. I think it takes an active GM, though, to ensure this for Mean Streets. The sequence of play sees gangs dicing for initiative, and then moving all of their figures when it is their turn. Waiting for five other players to finish before it is your turn could make it slow, but I keep an eye on who's next up in the order. If they're not going to affect the currently moving faction then I have them get started. This tends to move things along a lot quicker.

    The fighting begins as the trespassing Kings, tagging as they go, begin to be met by defending gangs
    The Mohawks & Flippos begin to swarm the stragglers at the end of the Kings column
The goal of the Kings was relatively simple. They were to cross the 5' length of the board and get onto the bridge at the far end of the table. The surviving gang members are to board the bus and once on board, are safely on their way home to their turf. They are encouraged to "tag" buildings and let folks know they were there. They are also admonished not to back down from a fight and run like a bunch of sissies. The other four gangs are encouraged to punish the Kings for trespassing on their turf. However, each also had a secret mission, such as to steal some beer or snacks for tonight's party. In addition, each gang owed "payback" on another rival gang. Everyone gets points for knocking out members of rival gangs, but each of the other four got bonus points for taking out a specified rival.  All gangs get points for tagging buildings in their rival's turf (who then lose points for having their turf tagged by an opponent). 

    "Keep moving!" Warchief Archie shouts as the Kings cross the street into the central intersection

    Nowhere to run, nowhere to hide! The Kings begin to fight their way through the city streets
All of the various victory conditions add up to a game that is more chaotic and free wheeling than a simple 2 vs. 4 that it might be otherwise. In our first carjacking-heavy game, the clown-masked Franklinton Flippos came out on top. Had we played for an extra 45 minutes, it was very likely the Kings would have done much better than their last place finish. Five of them were in a stolen car and headed towards the bridge. The cops were on the table and would be in pursuit. In addition, the Santanas and Daos were waiting for the arrival of the Kings, smacking their fists in anticipation of a beat-down on the newcomers. All of the other gangs (and the police) did a great job of slowing the Kings down so that -- at game's end -- none were on the bridge waiting for the bus.

    On Friday night, the Kings attempt to drive across the table is cut off by the arrival of the police

 
    Meanwhile, the Daos-Mohawks rumble in the alley behind the hotel gets more and more bloody
Speaking of the police, what I do at a convention is to have any player who's been reduced to a single figure or less take control of a police car next turn. It arrives with two cops (who count as Warchiefs), and the player can choose which street table edge it arrives on. That allows them to exact a little revenge on the gang that beat them down or frustrate the intentions of any front runners. Friday's nights cops, controlled by the Daos player, arrived just in time to cut off the two vehicles loaded with Kings that were attempting to enter the intersection in the center of the table. The Kings tried ramming the police car, but the driver locked the wheels down with his brakes and they were unable to move it. His partner got out and shot the driver of one of the Kings vehicles, knocking him out of action (it would go on the police report as "self-defense"...after all, it WAS attempted vehicular homicide, wasn't it?). 

    It wouldn't take long before rivalries resurface and the neighbor Mohawks & Flippos trade punches

    Once the Kings had cleared out, the rumble between the Flippos and Mohawks raged on
In the second game, no cars were jacked and the Kings looked like they would be allowed to pass through the gauntlet of the Flippos and Indianola Mohawks unmolested. However, as soon as the bulk of the Kings passed by, those two gangs pounced on the rear of the column. A furious melee ensued with four gangs pounding on each other in the streets. When there was a pause in the fighting, and the two Kings factions won initiative to move first and second, they decided to sprint across the center of the board, unfortunately leaving one or two of their gang members behind who were locked in melee. At the other end of the board where they were headed, the Santanas and the Daos had been clobbering each other from the start of the game. Each sent an end run of their warchief and a punk to accomplish their side missions, but that meant when the Kings did arrive, they were in no shape to contest their passage.

        With cars trying to run people down, Cruz of the Santanas picks a safe spot to guard his turf

    Meanwhile, Kira of the Mohawks sprints around the table tagging buildings in rival turf
I could have given one of the two a police car to even things up. However, they hadn't lost that many gang members. The Daos were down to three, and the Santanas had four. So, technically they hadn't been beat down enough to qualify. At the start of Saturday's game, I thought for sure the Mohawks would be first to be given a police car. Abbi, who was controlling them, ended up fighting all five of the other gangs at one point in the game. By turn two, she was fighting against both Kings players, the Flippos, and the Daos. However, at the end of the game, I was shocked to see she hadn't lost a single gang member!

    It's a long way from the far end of the board to the bridge...will the Kings make it there?
    "Hurry! The bus is coming!" On Saturday, Kings make it to the bridge for the first time in 3 games!
The winner in Saturday's game was the Eastmoor Kings. I take each of the Kings players victory points, add them together, then divide by two. With getting roughly three quarters of the combined gang onto the bridge, that gave them enough to score 13 points. However, both the Flippos and Mohawks scored 12 each. So, it was a narrow victory. Their tactic of pouncing on the King's column while knocking out a good handful of rival gang members brought them very close to victory. It was a chaotic, fun game, with all six players involved in the fighting. The winning Kings had to make some tough choices, but correctly kept the bulk of their gang moving so that they could reach the bridge. It was actually the first time in three games that any Kings members actually made it to the bridge!
    Early in Friday's game, Delroy leads the Kings onto the board "Just remember - act like Kings!"
    Warchief Iggy and Gang Boss Sid of the Mohawks would be in for a busy weekend...!
My game filled up both Friday and Saturday, and my players all seemed to have a good time. In fact, two of my Saturday players were repeats. They had such a good time Friday evening that they wanted to try it again controlling different gangs. Everyone had their successes, and no one took it on the chin so much that they might have become discouraged with the game. I'm definitely calling the scenario a success, and look forward to running it again this June in Columbus at Origins Game Fair. I will run it six times over the course of the con, twice on Thursday, Friday, and Saturday in the mornings and evenings. 

    Players had a great time in both games - so much so that two showed up again the next day to play

Interestingly, the inspiration for the scenario -- the Warriors trying to make it back to their home turf after a gang parley gone wrong -- was also being run in Portland, Maine, this very same weekend. Another big fan of The Warriors (Cat O'Mighty on Facebook) has built a New York City setting for a very similar scenario. She has painted up many of the gangs from the movie, including the Warriors, Orphans, Riffs, etc. I am looking forward to her after-action report on her games from the Huzzah convention and will come back and post the link here when she publishes it. 

Here is her AAR on Lead Adventure Forum - check it out!

    Meanwhile, in Maine, another group was playing Mean Streets in an amazing NYC layout
Between our two games, The Warriors was definitely honored this weekend. I look forward to adding a couple more wrinkles to my games at Origins. So, if you want to "come out and play," you know where to find a good rumble!

Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 64
  • Miniatures painted in 2024: 67

Saturday, May 11, 2024

More Zombies and Urban Scatter

 

   Some 3-D printed zombies pick through scatter from my Terrain Crate uber box - Campbell Heights

Since painting the first batch of 3-D printed zombies recently, I thought I may as well do a second batch while how I did them was fresh in my memory. They are the same 10 poses as before, but I tried my best to change the colors so that they weren't identical. Also featured in this entry are a handful of urban scatter that I picked up at a flea market a year and a half ago. They are from the Mantic Games Terrain Crate line. I had been wanting to get them ready for the tabletop for months, and finally got around to prepping them a few weeks ago.

    Flea market purchase 'Campbell Heights' Terrain Crate contains tons of modern scatter!
All the pieces are from the Campbell Heights mega box that I bought from my friend Bryan's flea market table. The huge box contains the Crystal Peaks Camp, Abandoned Office, Two Trees Mall, and Survivor's Stronghold boxes. After picking it up and looking through it, I remarked that I should be set for quite awhile on scatter! If you're looking for similar things, Terrain Crate items are available in just about every hobby store, nowadays. They're made of hard plastic and I feel they paint up nicely. With this batch, I wanted pieces that I could use as location markers where players might find salvage in either my post-apocalyptic campaign that I've been running or upcoming County Road Z games.

    Piles of boxes, crates, and picnic items were just some of the many things I picked up to paint up
With both the scatter and the 3-D zombies, I spray painted them black first with Krylon Fusion matte primer. I followed that up with a 50/50 mix of acrylic black paint and water. Especially on lighter shades, the black shows through a bit, and has the overall effect of "toning down" the colors. I like how this gives it a bit of a dirty, abandoned look. All of the pieces received a dark black (or for a couple, brown) wash to dirty them up even more. I'd picked out the pieces from the mega box that I thought worked well for piles of potential salvage, or pieces that will look good in a variety of modern-esque games.

    I thought the small propane tank and trash bin were clever items, so were definitely ones I picked out
I'd already picked through the set last August for the really small pieces of scatter, such as backpacks, med kits, briefcases, and small boxes of canned goods, etc. I don't think I ever did a post including them, so I found the pictures I took and am including one of them here. I wanted them for my post-apocalyptic campaign, pieces that I could set up next to the figure who had grabbed them. I particularly like the backpacks and the briefcases/medkits.
    The smallest scatter from the Campbell Heights box that I picked out and painted last August

When figuring out how to paint some of the various items, I reverted to what I currently own or have owned. The large cooler was painted blue and white (just like the one in my basement, now). The tackle box atop the styrofoam cooler was green and tan like one I have somewhere around here. Of course, the gasoline can was red.


    I actually have a large cooler like the blue and white one and a tackle box like the green and tan one

All of the pieces of scatter were glued down on various round or rectangular bases I had laying around. Some were plastic, some MDF, and others birch wood discs I pick up at craft stores. I flocked them like I have been doing the zombies, though without the added details. I chose bases so each piece of scatter barely fit on it -- mostly to give me something to hold onto while painting. I think the mixed gray ballast with a black wash over it looks fine, and blends into the tabletop.

    Boxes and crates were easy to paint -- I added scribbles as writing on the paper labels

Probably the easiest to paint up were the cardboard boxes. I used a darker tan with a dry brush and wash. I painted the paper labels affixed to the boxes a bone color and used a black Micron pen to add scribbles to simulate writing. I was tempted to add Amazon swooshes but figured Billionaire Bezos didn't need any more advertising from me...ha, ha! Plus, that would "date" the boxes and I wanted this modern scatter to be as generic as possible. The wooden crates were easy, as well, and I followed my usual wood recipe for base coat, dry brush, and highlight (followed by a black wash).

    Close up of the 'picnic' scatter, along with a tumbled cooler and the gas tank and rubbish bin
I found that the more colors involved in painting up the scatter, naturally the more time they took. The tumbled small cooler probably took the most time of any of the pieces. I wanted to paint all the different packages a jumble of colors so that it actually looked like things from a grocery store shelf. The wicker box with the preset picnic is fairly unrealistic, of course. All the food would have long since rotted away in most of the game settings. It looked fun, though. So, I painted it up as if just set up and the picnickers had stepped away for a moment.
    The pile of duffel bags & cooler in the middle were nice, I thought - perfect scavenge material
The ultimate goal of painting up this scatter was to use as objective markers in my post-apocalyptic or County Road Z games. To that end, I really liked the pile of duffel bags and cooler, above. It was the last piece in this batch and unfortunately I feel I was rushing it to get done. The straps could have been done a little better, I think, and given some highlighting in a lighter blue. Oh well -- considering how much attention they'll actually get on the tabletop, that's probably not something to beat myself up over!
    Do you dare risk fighting the zombies to pick up this freshly-painted, Mantic Games scatter?

I am going to take a break from scatter and zombies for my next batch. I'm not 100% sure what it will be. Likely choices include painting two Saga warlord stands to donate as prizes for the upcoming Origins tournament. Another possibility is begin working on the vehicles my players will be using for their County Road Z "road trip" across America. With this batch of zombies, I am now back in the "plus" side of Painted Miniatures vs. Purchased. Woo-hoo! And that's not even counting scatter terrain or similar things...!

    The scatter will be used in more than just post-apocalyptic games - it will work for any modern ones
Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 64
  • Miniatures painted in 2024: 67