Tuesday, April 28, 2015

Latest Painting Projects: Last of the Mohicans & Footsore Minis "Skraelings"

Conquest Miniatures "Last of the Mohicans" pack: Hawkeye, Chingachgook, Uncas
Contrary to what it may look like from reading this blog, I have actually been painting in the last couple months. The problem is what I am painting is deadline-driven. I need it for a project. Soon. Most of those projects have been for convention games, such as getting stuff ready for Cold Wars -- or more recently -- Cincycon (next weekend!).

The first of these convention-related subjects are the six characters from Conquest Miniatures' "Last of the Mohicans" pack. A couple of the games I was running at Cold Wars last month were scenarios from the movie. So, I pretty much needed to have the figs done in time! I purchased the set months ago, but never got around to painting it until deadline pressure loomed...not like that is common for miniatures wargamers or anything!

In the above image, you can see my take on Hawkeye, Chingachgook, and Uncas. I tried my best to make them look like the actors from the 1992 film starring Daniel Day-Lewis. It certainly looks like Conquest Miniatures had them in mind when they sculpted them. I used successive layers of watered down acrylic washes to do Hawkeye's shirt. I think it looks better in person than in this photo. I also like how Uncas turned out. His faded green shirt and decorative beading on his straps and belts makes for a good look.
Conquest Miniatures "Last of the Mohicans" pack: Magua, Alica, Cora
Next up is Magua and the ladies, Col. Munro's daughters Alice and Cora. Conquest chose to sculpt the ladies in their tea dresses rather than what they wore for most of the movie. That is unfortunate because I think there is a lot more detail and possibilities with the ladies' "campaign wear." I don't particularly like Alice's face. I think I can only partially blame it on the sculpt, though. Cora's looks better, I think. I also did washes to come up with the tan and light brown for the ladies' skirts. They came out okay, but a little too much collected in the folds. So, they're not perfect.

I like how Magua came out much better. The sculpt appears to be from when he was at the Huron village negotiating with the chief on what to do with his captives. I like the contrast of the antique gold shirt and the blues and reds of the blanket. I couldn't resist decorating up his apparel with fancy borders and beadwork. Even though he did not have on warpaint in that movie scene, chances are he will see action on the tabletop during battle. So, I gave him my take on the movie warpaint scheme. All in all, I'm happy with how the Mohicans characters came out. They'll definitely add some splash to the tabletop when I use them in scenarios.
Footsore Miniatures "Skraeling Warriors" with scratch-built gun stock war clubs
My most recent batch of figures comes not from Conquest Miniatures -- for a change. I love Conquest's line so much I rarely paint anything else. However, they do not make a pack armed solely with hand weapons -- no bows or muskets. I need those types of figures for one of my scenarios I run in "Ohio Frontier Aflame." So, when I saw that Footsore Miniatures' Skraeling line had a pack armed with separate spears, I bought a couple at Cold Wars. Since the spear is not in as common usage in my period as it is in the Viking period (which is what this line is produced ostensibly for), I decided to do some of my own weapon modification.

First off, I wanted to make at least a couple figures armed with what are sometimes called Indian "gun stock clubs." There is debate about whether they actually used discarded musket stocks, but nevertheless, the shape is similar. Early on, animal horn points were inserted on the club. This was later replaced by metal points. I decided to make my early ones with deer horn points. Where did I get the shape? Well, I'd been saving the lead sprues that some of the 28mm spear points I owned came attached to. These provide jagged-like points on a curved shape. By trimming off all but two of the points, it made a passable club. The difficult part was drilling out the end so I could attach a needle to it through the warriors fist. I figured this would be a more secure hold than simply gluing the end of the weapon onto the fist itself. Plus, the end of the needle gives a rounded end to the handle. I like how they turned out, and would have done more if they weren't such a pain!

I like the Footsore Skraeling miniatures themselves. I'm not exactly crazy about every single figure having an animal tail dangling from their clothing, though. I made the best of it, though. I'm sure they researched it well and it must have been spoken about in Viking sagas or other sources.
Footsore Miniatures "Skraeling Warriors" with scratch-built root ball war clubs
The rest of the weapons I modeled were forms of the root ball club. This was much easier to do. I simply epoxied a small rounded bead onto a paperclip. Once it was dry, I bent it into the proper shape. I added more epoxy to give it more of a transition from the handle to the root ball. I kind of messed up the middle figure above when adding epoxy, and went overboard. However, some root ball clubs were more compact and less streamlined, so it doesn't look horrible. I think these ended up looking the most accurate of the all the weapons I modified for these figures
More Footsore Miniatures "Skraeling Warriors" with scratch-built root ball war clubs
I really like how the figures painted up. They are mostly all bare-chested, which gave me more scope for applying tattoos and warpaint. Although I know some Indians wore large amounts of warpaint covering much of their chest, shoulders, and face, I tend not to paint them that way. I am not sure they look as "realistic" as more subdued amounts of warpaint. Strange, I know. Maybe on the next batch of these that I do, I'll try one of the all-black or all-blue paint warpaint jobs.

I did a mix of leather tones and common colors for their loin cloths and leggings. I decorated them to make some bright and colorful and others more subdued. Once again, I referred to my picture book of Robert Griffing's paintings of Indians. Time and again, it has proven an excellent, well-researched source of Indian apparel, patterns, tattoos, and warpaint.

I hope you like them!

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 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

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
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.

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, April 20, 2015

Beaver Wars playtest, Turn 4

My prediction for tribes on the warpath during Turn 4 followed as surely as the rumble of thunder chases the arcs of lightning across the sky. Five tribes danced around their campfires and -- with a yell -- struck tomahawk home into the war post. Warriors of the Ohio tribes sweated and fasted, then applied black and red warpaint to their faces as they ventured forth into the woodlands of the Ohio Valley.

For the first time since the campaign began, we would have more battles to fight out than we could game in one evening. The turn began peaceably enough. The Potawatomi, chose not to strike back against the Ojibwe who had seized one of the main towns last turn. Instead, they chose to Trap & Hunt, hoping their rivals thirst for new lands was abated.

Next, the Wyandot stirred from their reverie and struck out against the Illinois, who had been creeping ever eastwards for years. They invaded, hoping to seize their town on the Wabash River.

The Seneca continued their march westwards across the Ohio Valley and invaded the remaining Illinois town on the White River. They chose to ignore the Miami, who they had went to war with last turn, hoping their blow against them had cowed their rival.

The Ojibwe were the next to stir from their winter reverie and they proved they were thirsty still. The Potawatomi once again felt the northern tribes' wrath as a large warparty moved upon another of their towns.

Perhaps responding to a treaty laid out upon a belt of wampum, the Ottawa roused themselves to defend the Potawatomi. They launched a fleet of canoes across Lake Erie to attack a Ojibwe town on the water's shore.

Last to throw off their warm buffalo robes and gather together their tribal warparties were the Miami. They heard about the Seneca attack on the Illinois and deemed it a good time to retake the town they had lost to the Iroquois last turn.

Five battles, but with only six of us present, we could game out just three that evening. We could have done a marathon session and staged a round two. However, the players did not seem interested. Once again, the curse of Chief Leatherlips spat upon Ohio on the evening of a Beaver Wars session. A spring rainstorm drenched the trees outside and clattered upon the roof, driving those inside the lodge to huddle around the smoke of the campfire. I gave the players who had two battles (Seneca and Ojibwe) the choice of which battles to game out. Both chose to defend their towns first, and resolve their invasions later. I played the part of the Illinois again, defending against the Wyandot attack.

Two of this turn's battles took place inside Indian villages
Allen and my battle took place within the confines of the Illinois village in the immediate aftermath of the Wyandot attack. A furious Illinois counterattack was driving into the village, catching the Wyandot dispersed as they looted the bark lodges and hunted down hiding villagers. The Wyandot moved first, probing towards my forces and circling around the edges of a large longhouse in the center of the table. We charged the invaders, hoping to close quickly and minimize their advantage in firearms. Our gambit was a success as the battle was mostly one with tomahawk and war club. There were a few warriors slain by musket and bow, but most fell in melee. Allen struck first killing one of my warriors, but we slew two of them on the next turn. We went back and forth for a few turns, until a couple crucial, back-to-back Illinois "turnovers" (failing with two or more activation rolls on the same warrior) allowed the Wyandot to press their advantage. Once again, my leader proved relatively useless -- never killing an enemy with his musket or in melee. In addition, he was the cause of at least two of my failed activations. Appropriately enough, when our numbers fell below half and we checked morale, the leader was the only one to flee off table! Seeing their leader desert them led to another round of morale checks, and the end of the game as the Illinois counterattack melted away, and they surrendered control of the town.

Ojibwe scouts brought news of the approach of the Ottawa canoes. This gave them time to marshal a force and meet them in the forests before the invaders could reach the town. The meeting engagement quickly went the Ojibwe's way. The report from the players was that the Ottawa player (Tom) was having a horrible evening with his dice. Five Ottawa warriors fell at the loss of two Ojibwe. This broke the will of the invaders and they streamed back to their war canoes. The Ottawa celebrated, scalped the fallen, and carried their weapons back to their town, shouting their war cries.
Ottawa warriors disembark from their war canoes to attack an Ojibwe town
 Hoping that most of the experienced Seneca warriors would be in the warparty attacking the Illinois, the Miami struck back at the town they'd lost last turn. Many of the same Seneca warriors who'd fought in that battle were still in the town, though, and they hurriedly collected to oppose the Miami invasion. The battle swirled amidst the bark longhouses and wigwams of the former Illinois town. The Seneca triumphed again over their Miami foes, losing one warrior while the Miami lost four. The Miami leader also fled the battle, causing his troops to lose heart and flee for the entrance way of the palisaded village, leaving four of their slain warriors behind.

Seneca warriors gather to defend their newly-conquered town
The "table talk" as players were announcing their tribe's actions for this turn featured a rousing oration by the Ottawa player. He tried to fire the other players into attacking the two leaders of the campaign, so far -- the Seneca and Ojibwe. The Wyandot ignored them. The Miami player listened, though. Their elders debated long around the council fire before accepting the belt of Ottawa wampum. However, with both of the campaign leaders successfully defending their villages, it remains to be seen if they will be equally victorious in their invasions of the Potawatomi and Illinois towns. If only one succeeds, that tribe will be the clear leader after four turns. If both are, it will likely continue to be a tight struggle. How long before the leaders turn on each other, though?

Tuesday, April 14, 2015

Beaver Wars - Scores after 3 turns of play

I thought I would publish the scores in the Beaver Wars campaign as we have finished 3 turns. The campaign is intended to last 12 turns, so we are one quarter of the way through. It is a very tight race for the lead, with three tribes separated by one point. The Ojibwe, Seneca, and Miami are ahead of the other three tribes by a significant margin. However, if you examine the numbers in each of the four categories in which they earn points, it will be easy to make up ground. For example, the Ottawa and Potawatomi will jump at least 3 points once they trade in a bundle of beaver pelts.

Victories in battle is also another category with a razor-thin margin. Four tribes have one victory each in battle. Obviously, the scores in this category will likely space themselves out as we proceed through the 12-turn campaign. Fighting successful battles rewards a tribe in at least three ways. If the battle was a successful invasion, that increases the number of towns under a tribe's control. Naturally, it also raises the total of battles the tribe has won. Perhaps more importantly, it is the way a tribe's warriors earn experience points (XP). Simply by surviving a battle, and not running off-table, earns a leader, warrior, or Indian youth one XP. So, a tribe that has most of its braves survive a victory will rack up the points quickly. This has the effect of modeling in margin of victory in an abstract by simple way. The best way for a tribe to amplify its victory even more is to come home bearing enemy scalps. Each figure earns 1 XP per scalp it collects in battle. This rule not only reflects the Indian outlook on war, it also encourages the player's troops to act like Indians and take risks to secure the scalps of enemies they've slain.
Open up! We bring beaver pelts for trade...never mind our warpaint...!
The big rewards for fighting successful battles is to encourage the players to go to war with their opponents. The campaign is meant to reflect the vicious warfare that occurred in the Ohio Valley between tribes seeking to secure its rich hunting and trapping grounds. The beaver was dying out in the East -- too many Indians and whites were trapping them to satiate the demand for pelts in Europe (used to make hats, which were all the fashion rage, at this point in history). Furs were the currency of Indian tribes to obtain European goods they were coming to depend upon, more each year. They needed firearms, gunpowder, metal tools, and many were beginning to switch to imported European cloth. Whichever tribe gained control of the Ohio Territory would be better-armed, richer, and thus, more powerful.

The emphasis on battles to earn campaign points should reflects this. A campaign of peaceful Trap & Hunt turns would not be that exciting. I expect my players are learning this now, and we will continue to see multiple battles per turn, from this point on. We meet again on this coming Sunday, so we will see if my prediction runs true! The campaign rules will be published upon completion of the playtest as a supplement to our Song of Drums and Tomahawks miniatures rules.
Many scalps will adorn the lodges of the tribes of the Ohio Valley as the campaign progresses






Wednesday, March 11, 2015

Beaver Wars, Turn 3 Report

After turn 3, everyone was joking I would not be allowed to host any more Beaver Wars playtests until spring. Once again the weekend saw a major winter storm batter Columbus. Sunday cleared a bit, so I had most of my players there. We also had more battles this turn than in any previous turn. The one player who was not present (Ottawa), sent in his choice of card play and action for his tribe.

The system calls for tribes to play a card, one at a time, in reverse order from the previous turn. One of my players is questioning whether that actually has any effect. He is suggesting that since we are only using one deck and that there is a tie breaker, there is no need for that step. Everyone should secretly choose their card and reveal all at once. We'll be checking to see if the extra step I have written in actually would make a difference in a turn.

So, after playing cards, the turn order was established, and actions chosen in that order:
  1. Miami chose to Invade an Illinois town
  2. Seneca chose to Invade a Miami town
  3. Ojibwe chose to Invade a Potawatomi town
  4. Ottawa chose to Trap & Hunt
  5. Wyandot chose to Trap & Hunt
  6. Potawatomi action received no choice of action because they were invaded
An important note in turn order is that actions are NOT simultaneous. They represent which tribe seized initiative and acted earlier. So, if a tribe like the Potawatomi is invaded or raided, they would cancel any plans to deal with the immediate threat. The result is they receive no action that turn. Their resources are being marshaled to deal with the enemy. However, if a tribe had already acted earlier and launches an invasion or raid -- and then is subsequently invaded or raided themselves -- they will have two battles to resolve. This is exactly what happened to the Miami player this turn. They played a Ace of Clubs (highest card in the game) to act first, wanting to seize another Illinois town. The Seneca watched them do that and then launched their own invasion of Miami territory.
The Beaver Wars map after the third turn of the campaign
 In fact, with the Ojibwe invasion of the Potawatomi, this meant we had three battles this turn -- the most, so far in the campaign. There were six of us present, so we divvied up the commands. Keith (Miami) chose to fight out the battle against Mike S (Seneca). This left Allen and I to play the role of the defending Illinois and attacking Miami, respectively. Steve (Ojibwe) fought his own invasion against the Potawatomi (Joel), who was also present. Each invader, raider, or ambusher rolls on a chart to produce the scenario that will be fought out. We ended up with two identical rolls, which made me make a further playtest only rule that we'd cross out the type of battles we'd already gamed on the tabletop and reroll duplicates. That way, we can adequately playtest all of the encounter types.

Both the Ottawa and Wyandot chose the Trap & Hunt option, and each selected a card from the deck that they preferred over one from their hand. Since Tom (Ottawa) was not present, as GM I chose the most logical card he would take to give him the best advantage. Meanwhile, all six players chose their troop lists and selected figures from our collections to represent them. My players are actively debating on whether the Youth troop type is a worthwhile choice or not. Youths cost 1 army point, while warriors cost 2. The Youths are much less effective, but often having a couple extra figures in your force makes you eligible to select another musket-armed figure instead of one armed with a Bow. This depends on your Firearms Ratio, currently at 2:1 for the Miami, Seneca, Wyandot, and Ojibwe, and 3:1 for the Ottawa and Potawatomi. The way this works is that if you have a 2:1 ratio, you select 2 bow-armed figures, then 1 musket, then 2 bow, then 1 musket, and so on. Having greater numbers can mean an extra musket in your warband that is fighting out the battle.
The Ojibwe invasion force is deployed on a wooded hill in the center of the board, while the Potawatomi defenders are split in between two clumps of woods and brush
Since I was playing the role of the Miami invasion force, I did not get to see much of the other two games. The Potawatomi took a larger percentage of Youths than the invading Ojibwe. The had one Chieftain, 5 Warriors, and 6 Youths. Their opponents had 1 Chieftain, 7 Warriors, and 2 Youths. The Potawatomi suffered numerous casualties in the exchange of musket and bow fire, and soon fled the table. The Ojibwe claimed five enemy scalps and lost no casualties themselves. The other two games were much closer affairs. Keith admitted he tried to be gamey with the deployment rules and attempted to force the Mike to deploy in the open while he was in cover in the woods. However, it did not work, and the entire battle was fought in one small quarter of the 3'x3' table. Both forces had identical compositions -- 1 Chieftain and 8 Warriors (no Youths). Both figured out the numbers game the same way. Being allowed one musket out of every three warriors (Bow, Bow, Musket), nine figures in your force is an efficient composition.
Miami force marshaling in the center of an Illinois town, getting ready to fight off a counterattack by the defenders
The Miami-Seneca battle see-sawed for awhile, but Keith's leader, Many Feathers, had difficulty controlling his troops and he rolled turnovers too many times. In the Song of Drums and Tomahawks rules, this occurs when a player rolls two or more failures to activate a single figure. The Seneca did not have the same misfortune and slowly wore down their opponents in melee. Keith ended up losing his leader and six warriors. Only two of his veterans that he had so lovingly named -- Slow Turtle and Blue Face -- survived to make it off the table. For a much more detailed battle report of the encounter, read Keith's blog on the playtest.
Some of the Miami have made it to the walls, where they face off against the counterattacking Illinois. The rest are getting ready to move around the longhouse and join the fray.
My own game with Allen was an even closer affair than the Miami-Seneca clash. Interestingly, we had also selected identical forces -- 1 Chieftain, 7 Warriors, and 2 Youths. Under the scenario rolled, the Miami had just taken the town with a surprise assault. Our forces were reorganizing in the center of town when scouts brought word that a relieving Illinois warband was nearing the walls to counterattack and retake the village. Both of us rushed for the palisades, hoping to be the first one there and set up a firing line. The battle soon flowed into the channel between two lines of palisades that is the entrance to an Indian village. After a few turns of shooting from behind the cover of the upright logs, we charged each other in melee. At the climax of the battle, both of us were at five casualties. The next one to lose a figure would have to take morale checks and see a number of their forces begin to bolt for the rear. Those that remained would likely be outnumbered and overwhelmed. Allen got the next kill on one of my men and the inevitable began. The Miami chieftain tried to knock the Illinois below half by engaging in battle himself, but was unable to score a killing blow. In a tense, hard-fought game, the Illinois retook their town and drove off the Miami invaders. My apologies for the lack of photos. I was so into the game that I neglected to take many!
Once Allen and my forces reached our respective palisades, the battle devolved for a few turns into a shooting duel. Soon, warriors left the safety of the wooden uprights and charged into the entrance way and settled the issue with hand-to-hand fighting.
I have been happy with the mechanics of the campaign, so far. Nevertheless, I am making tweaks as we go -- particularly to the scenarios. The players seem to be having fun and I look forward to the next evening of the Beaver Wars.




Tuesday, March 10, 2015

Snow, Song of Drums and Tomahawks, & Success at Cold Wars 2015

    We ran 6 events of Song of Drums and Tomahawks to demo the rules at Cold Wars 2015
A massive snowstorm plowed across the eastern part of the United States on the weekend of Cold Wars in Lancaster, Pennsylvania. More than one gamer looked at the weather ruefully, and turned around and went home or did not set out at all. Four members of First Command Wargames persevered, though, altering either their route or time of departure to miss the bulk of the snowfall. The convention was noticeably lighter in attendance on Friday, but steadily picked up as the weekend went on and the roads were cleared by snowplows.

    "Treachery at Fort Michilimackinac" -- one of our new 4-player events

I arrived Thursday evening. After checking in and unloading the figures and terrain into the room, my friends and I went off to grab a bite to eat. We returned and I began to set up my 5-foot by 12-foot board in the Ohio Frontier Aflame setup. This features four 3-foot square scenarios, side by side using my Song of Drums and Tomahawks rules. On one end is an Indian village for the “Interrupted Raid” scenario that pits Rogers Rangers against a returning Huron hunting party. Next is the “Clifftop Rescue,” where a Huron rescue party has cut off the Stockbridge Indians who have taken captives from the raided village on the first board. Third in line is “Hurry, to the Blockhouse!” This game has frontiersmen hoping to see a family in a wagon safely through to a blockhouse, with the woods alive with Indians on the warparth. The final scenario, “The Fatal Lacrosse Game,” is inspired by the Ojibwa seizure of Fort Michilimackinac through a ruse that allows them access to the fort.

    "An Interrupted Raid" -- Rogers Rangers are caught in a Huron village by a returning hunting party
My partner and I were running six events over Friday and Saturday. It was a tiring schedule, but my friend Mike did the 2 pm slot, while I did the 10 am and 7 pm ones. This gave me some time to rest between games. The eight-player Ohio Frontier Aflame was actually scheduled to run twice, with my partner running a similar “First Blood” event that tested out the rules for the early period, featuring Conquistadors, Jamestown, and other scenarios. Also new this time were three four-player games on expanded 3-foot by 6-foot boards. This meant I had to reconfigure the terrain set up four times over the course of the weekend, but gave a nice variety in the size and look of events we staged. The four player scenarios were, “Treachery at Michilimackinac” (a four player version of the lacrosse game), “Will Magua Kill Gray Hair?”, and “The Clifftop Rescue.” The last two featured characters and adaptions from the Last of the Mohicans movie. I’d finished the 28mm Conquest Miniatures “Mohicans” pack earlier that week, so these games would feature the first time on the table for these figures.

    The clifftops are always a spectacle in Ohio Frontier Aflame events
Our 10 am Friday offering was a sign of the reception we would receive at Cold Wars. The game was slotted for four players, but I ended up accommodating eight. The extra four were set up on two of the other boards, and everyone was happy. Ten-year-old Garrett was exceptionally enthusiastic, and caught on to the rules quicker than quite a few adults. He played the part of Capt. Etherington, taking an active hand in driving out the treacherous Ojibwa and Sac invaders in his fort. The players all seemed to have fun and I sold quite a few copies of the rules from the rack I had on display atop the table. The convention staff was equally enthusiastic and came by and gave my event an award for that slot — a trophy featuring a painted 54mm miniature mounted atop a wooden base. I displayed that next to the rack of rules throughout the convention. It never hurts to be able to claim your rules are “award winning”…!

    Players and spectators crowded around the table throughout the convention
My partner Mike ran his “First Blood” scenarios during the 2 pm slot. He filled six of his eight slots, one player urging one of my coauthors to join in him in a follow up game immediately after he finished his first. I took a break to have a leisurely lunch, visit the Dealer Area, and relax. I returned to set up the table again for the Ohio Frontier Aflame set up. That was run in both the 7 pm Friday and 10 am Saturday slots. I filled all eight slots on Friday night, and had six of eight for Saturday morning. Once again, all players seemed to enjoy the rules — even when plagued by bad die rolls. One player returned and played in three sessions, while others played in two. Sales of the rules were brisk enough that I decided not to make the rounds of the Dealer Area and try to sell copies of the rules there. In fact, we brought 30 copies of the rules to the convention and sold 29 of them! I had a feeling we’d do well in sales there, but never dreamed we’d essentially sell out of them purely through sales from the gaming table!

    Interspersed with the 8-player events using the full 12-foot table were three 4-player ones, including "Treachery at Fort Michilimackinac"
Saturday afternoon and evening featured two four-player scenarios. Mike ran “Will Magua Kill Gray Hair?” while I ran the finale of “The Clifftop Rescue.” Both games had extra players show up and wanting to get in. I did not get to see much of the “Magua” game, but the rescue game featured an interesting twist. I’d left a side path down from the mid-section of the cliffs, thinking that the Uncas player might want to use it for a shortcut and head up and face Magua’s Hurons like in the movie. Instead, the Huron players used the side path to detour off the cliffs and make their way through the forest. This meant Magua had to fight a rearguard action against Hawkeye, Chingachgook, and three Mohawks. On the other hand, it forced the Joseph Brant/Uncas player to guard both the end of the clifftop section and the woods, thus splitting his forces. This clever gambit gave them an initial advantage, which was compounded by the Uncas player rolling terribly on his combat rolls. The Magua player was also having a miserable time with his dice, but survived the run of luck in time to see the momentum shift his way. Chingachgook was gunned down shortly after Uncas was, meaning there were NO Mohicans after this encounter. Hawkeye was left to pursue Magua on his own. As the Hurons slipped out of sight and off table, he shouted in desperation to the ladies, “You stay alive, no matter what occurs! I will find you. No matter how long it takes, no matter how far, I will find you…!” Although the ending wasn’t Hollywood, it was cinematic. I’d made some extra low cliff sections for the game and this allowed me to expand the setup so that it was quite the eye catcher on the table.

    Players picked up the rules easily, including 10-year-old Garrett, playing the part of Capt. Etherington at Fort Michilimackinac
I received lots of compliments on the look of the games — especially the fort, Indian village, and the cliffs. The setup takes up a lot of room in the car and is a lot to haul around, but it is all worthwhile when you see convention goers flocking to the table. Of course, the 28mm Conquest Miniatures do a lot to set off the terrain, too. I even had a player beg me to sell him one of the Indians (of course I didn’t…ha, ha!). All in all, it was a successful second venture by our new game company to a convention to promote our games. My friend Tom ran his Colonial/Victorian Science Fiction game, For Queen and Planet, four times during the show, as well. Although his game did not pull in the sheer number of players that my Song of Drums and Tomahawks games did, it provided us some ideas on how to better promote his game at ensuing shows. If you want to attract players to your table, you need more than just a fun system. You have to have eye candy! A visually scenic tabletop gets the players in the seats. Then it is up to your game’s enjoyment factor to sell the rules. I feel fortunate that my French & Indian War event seems to have both. Players have fun, and spectators love to come look at the setup.

    Rogers Rangers are caught scattered and flat-footed by the Huron hunting party returning to their village
Luckily, the weather had abated by the time we were ready to drive back home. Bright sunshine followed us all the way back to Ohio. The storm had not kept us from having a successful outing at Cold Wars. The sunshine — not the storm — had been the omen for a great weekend at Cold Wars, and for Song of Drums and Tomahawks.

    Hurons attempt to rescue captives taken from their village by Stockbridge Indians

 
    This ain't your static, Seven Years War gentlemanly warfare...this is in-your-face close combat in the French & Indian War!

    This ain't your static, Seven Years War gentlemanly warfare...this is in-your-face close combat in the French & Indian War!

    The grand finale of our events was a restaging of the clifftop rescue scene from the Last of the Mohicans movie. Here, Magua's Hurons fight a rearguard action against Hawkeye, Chingachgook, and 3 Mohawks

    Wily as ever, Magua's Hurons divert off of the cliffs and take the captives -- including Alice and Cora Munro -- through the woods to try to escape off table

    As Magua disappears through the woods with Alice, Cora, and the other captives, Hawkeye shouts out, “You stay alive, no matter what occurs! I will find you. No matter how long it takes, no matter how far, I will find you…!”

Tuesday, January 27, 2015

Backing into a new major terrain project...?

Can you see the two different color mats? I could...and it annoyed me...!
 One thing I haven't been overly happy with about my terrain setup for conventions is my ground cloth. I've had a 6'x4' Hotz gaming mat for about a year. I have another semi-flocked mat I picked up a couple years back. I also bought an odd size flocked paper mat on clearance from Hobby Lobby last summer. The problem is the three look nothing like each other. So, when I run my 12' of table for my "Ohio Frontier Aflame" scenario, it looks kind of hodge-podge. I know, I know, I am being picky. When convention goers come up to you at a con and praise your layout, it can be all that bad. So, for the past year or so I've been content.

With the playtest of the Beaver Wars going on, I foresee a need for more than one 3'x3' gaming area to slap down quickly. My first thought was to just simply buy some felt and cut it to that size. Idly, I wondered how easy or difficult it would be to flock the felt. I'd love to start with an earth red color and then put Woodland Scenics flocking on top of it (like my figure bases. I start reading various forums and blogs until I hit upon a suggestion on The Miniatures Page. One gamer recommended flocking the mat first and then sealing it down by spraying a 50/50 mix of Acrylic Matte Medium and water. I thought, "Hmmm..." What's more, my Song of Drums and Tomahawks games use a 3' deep board. The Ohio Frontier Aflame scenario divides the table into 3'x3' sections. With matching flocked felt sections, I wouldn't need to use rivers or rows of trees or stuff to divide one scenario from the other. Players would be able to clearly see where one mat left off and the other started.

I should have known I would be hooked when I stopped by JoAnn Fabrics and found a perfect medium brown felt with just the slightest reddish tint to it. It was 72" wide (actually, it turned out to be quite a bit wider), so I would need only about 3 yards of it. With my internet coupon, I walked out down only $10. I cut out one 3'x3' area and then looked around for a way to flock it without having to go out to the freezing cold garage. With a couple old table cloths, some unused MDF board, and my 6' wide coffee table, I created an indoor space to try out my experiment. The article recommend using a sifter of some sort for the flocking so you can control how thick you want to put it down. My problem is the only sifter I owned had too wide of holes, so the flocking poured through there quicker than I'd hoped. I wanted to be more gradual and sprinkle it here and there more like an airbrush does on a canvas. Still, from above, the irregular, mottled nature of the green on brown looks good and realistic.
The first test 3'x3' ground cloth spread out on some chairs after it dried. It looks less like desert terrain in person, and much more like Woodland terrain it will hopefully do a good job of representing!
I mixed up a batch of Acrylic Matte Medium I had left over into an old spray bottle I had. My spray bottle was on its last leg, so squirting the matte medium on there was a bit of a pain. I did it in about 18" square patches, as the article recommended. Honestly, I think you could do the whole thing all at one go if you have a big enough area. It was looking good, but it did not feel like the flocking was sticking all that well. I let it dry overnight, and was much more pleased with how it was sticking. I also picked up a brand new spray bottle on the way home from work to spray the second coat. MUCH better and smoother. Oh, and I also picked up another jar of the matte medium. This set me back another $20. Another container of Woodland Scenics blended turn set me back another $10. I was up to $40, but this should produce six 3'x3' gaming mats. Hopefully, my big jar of matte medium will last through all six, along with the fresh jar of flocking. We shall see.

I'm pretty happy with how it looks, and I'm sure I'll be happier once my terrain is set down atop it. Not only will I be able to plop them down easily for Song of Drums and Tomahawks games, they will look even better all lined up together for my Ohio Frontier Aflame game.

So, looks like I have another five mats to flock and spray seal...


Monday, January 26, 2015

The Beaver Wars, Turn 2 Report

The second turn of our Beaver Wars campaign once again saw angry weather strike Columbus, causing the Seneca player to wisely choose not to drive in from Springfield, 45 minutes away. Another player was unable to make it, but both who could not attend sent in their card plays and tribe's actions by email.

The Seneca player went last in Turn 1, so played the first card. He chose to play a 6 of Spades, thinking to go late in the turn order. The Ojibwa player played a 3 of Diamonds. Both players had sets of one card of each suit, and were planning visits to the trading post. They did not want to declare early in the turn, and thus invite an ambush (as happened to the Miami player last turn). The Potawatomi player chose a 3 of Diamonds, and the low-balling continued! The Ottawa player was thinking on a different tack, and wanted to go early, so he played a Queen of Diamonds. The Wyandot player wanted to declare late, as well (as he also had a set). He played a 4 of Hearts. The Miami closed it out with a 7 of Spades. This established the following order for declaring actions:
  1. Ottawa - Held a Pow-wow (which unfortunately for him, no other player attended)
  2. Miami - Invaded the non-player Illinois territory, seeking to take control of a town)
  3. Seneca - Visit Trading post
  4. Wyandot - Visit Trading post
  5. Potawatomi - Trap & Hunt
  6. Ojibwa - Visit Trading post
Turn 2's campaign map
 There was a brisk business at Fort Miami and Fort Detroit this turn, as three tribes turned in bundles of beaver pelts. This improves their Firearms ratio from 3:1 to 2:1, making their forces more effective. No one chose to ambush them this turn, although that was an option to several players. With each tribe starting with 3 cards, and then receiving 2 cards on turn one, then 2 more on turn two, chances are most tribes will have a set of one of each suit by this point. However, after this point, trading post visits should be more spread out. Players must also play one of their cards each turn to establish turn order.

The Ottawa were hoping more players were in the same boat as him, needing one more suit to finish their set. However, that was not the case. The rules allow a player holding a Pow-wow that no other players attend to draw the top card in the deck and trade for it, if they desire. This reflects minor tribes attending the pow-wow. The Ottawa player was one of those who could not attend that evening, so I looked at the card and made the decision for him that he did want that card. Although it wasn't exactly what he was looking for, it would give him greater flexibility on having high and low cards for the turn order.

In a similar situation, the Potawatomi chose to Trap & Hunt, after returning home from last turn's Pow-wow empty-handed. They drew the top two cards in the deck and chose to trade for one of them, returning the unwanted two cards to the discard pile.
A Miami force invades Illinois territory, seeking to take control of one of its towns
The final action -- the Miami invasion of Illinois territory -- resulted in this turn's tabletop battle. Allen (Wyandot player) volunteered to play the role of the non-player Illinois defender. The Miami player rolled a "3" on the Invasion chart to generate the scenario. This reflects the defenders receiving a last-minute warning of the threat. They decide to scrape together a force and fight the invaders inside the town itself. I set up the battlefield while the players created their troop lists. In this battle, the palisaded Indian town takes up half of the board. The defenders start inside the town within a Long move of the board edge, while the invaders start anywhere outside the town, not within 6" of the walls. This keeps it from being an assault on a defended palisade, which is not the type of action these rule try to represent. The sharp skirmish that would develop around the entrance to the town is exactly the engagement that Song of Drums and Tomahawks is meant for!

It was interesting that both players created identical troop lists with their 20 army points. Both chose a Leader (4 points) 6 Warriors (2 points each), 4 Youths (1 point each). Because the Miami had visited the trading post last turn and improved to a 2:1 Firearm ratio, they received 3 muskets to distribute amongst their 11 warriors (bow, bow, musket, bow, bow, musket, etc.) Meanwhile, the Illinois still had a 3:1 Musket ratio, which means that they received a total of only 2 muskets. Surprisingly, the Miami did not give their leader a musket, arming him with a bow. Humorously, he said that leader from last turn's defeat been demoted to a warrior, and that he was driven to redeem the name of Slow Turtle!
The Illinois defenders split into two groups. The far force of four warriors would have a difficult time getting into the battle
My other players declined my offer of a board game to entertain them while Allen and Keith fought the battle. Instead, we all gathered around the table to watch them fight it out. The rules give 3 sizes of forces for battles. I intend to recommend that in situations like these, players utilize a "Medium" force and split each army into two commands. That will allow 4 players to get a game in instead of just two. However, everyone else was happy to watch, this evening...and of course offer their sage opinions on what each should do...!

As defender in this scenario, the Illinois deployed first. Allen placed four warriors, one with a musket, on one side of the town, and the remaining seven figures in the opposite -- closest to the entrance. This force had the leader, two warriors, and four youths. He had learned from the Ottawa mistake last turn, who deployed his youths outside of his leader's command range. The Illinois youths were all next to the leader, but the other force of four warriors was outside of his range. This would handicap his ability to move his forces to defend the town.
The Miami surge forward on their first turn of movement, with two warriors making it to the entrance passage
The Miami deployed in a long line opposite the entrance. His youths were on the far right of the line, near his leader. They won the roll to move first, and quickly sprang forward. The youths began to straggle behind the warriors, though, and eventually the leader had to abandon them to catch up with the rest of this forces. The Miami split into three groups. One rushed towards the village entrance, while flanking forces set up alongside the palisade to support them with bow and musket fire. The Miami gained the entrance to the town before the Illinois defenders could block it. Indian towns often had widely spaced wooden palisades as defensive walls. The gap was narrow enough that an adult could not squeeze through them, but wider than what we think of when we imagine a French & Indian War fort. I ruled that if your figure is right up against the palisade, it receives hard cover. So, the Miami were seeking to shoot defenders as they ran through the village, while they themselves were protected by the wooden posts. An interesting feature of Indian towns with palisades of this era was that they usually did not have gates, as we think of them. Instead, there was a narrow, winding passage that was vulnerable to fire from the palisades. The Miami rushed to get through that passage before the Illinois could defend it.
The Illinois rush to defend the town entrance
The Miami drew first blood when one of its first warriors to clear the passage took a shot at a Illinois youth who was rushing up to defend it. The youth fell to the ground, dead. War whoops from both sides split the air and more Indians on both sides rushed into what would become the killing ground just inside the entrance. The Illinois leader fired his musket and the first Miami attacker fell. This game was interesting in that very few Indians failed their scalp checks. Equally, there was no time to reload, for the most part, and both sides quickly closed into hand to hand combat.
First blood! A Miami warrior shots and kills an Illinois youth who was rushing to defend his town
 The Miami steadily fed more warriors into the melee, while the Illinois began to run out of troops. The force of four warriors on the opposite of the village were struggling to circle the longhouses and join the melee. Only one musket-armed warrior got close enough, and he picked off one of the attackers. There was one golden opportunity for one of the Illinois youths. He had knocked a Miami warrior to the ground the previous turn. One of the Illinois warriors moved up to support him. As he swung his tomahawk towards the fallen Miami, the warrior twisted and avoided it. Eventually, more Miami moved up, the fallen one regained his feet, and the youth was killed.
The struggle for the entrance to the town quickly devolves into a hand-to-hand melee
 As more and more Illinois fell, their forces dropped below half and they had to check morale. The force from the other side of the town, which was just closing towards contact, began to falter and fall back. That sealed the Illinois doom. The remaining defenders were pushed back and overwhelmed. The last to fall was the village chieftain, surrounded on three sides. Even in this extremity he killed one Miami attacker before being knocked to the ground and killed. All across the village, Miami warriors held aloft bloody scalps and sang songs of victory.
The Illinois force of four warriors is still trying to join the melee, while Miami at the palisades take pot shots at them
A golden opportunity for an Illinois youth to win fame is lost when he is unable to finish off a Miami warrior at this feet!
With their reinforcements faltering and withdrawing due to morale checks, the Illinois chieftain is soon the last defender. He strikes down one of his attackers, before falling, outnumbered. His scalp will be displayed in honor at Miami victory dances...