Wednesday, March 9, 2016

Beaver Wars in Ohio playtest: Turn 4

 We're getting into a groove cranking out the turns for the Beaver Wars. I send out an email with the order for players to declare which strategic card they will play this turn. My players have been quick to respond with their choice. Once the turn order is established, it takes even less time for the tribes on the most aggressive footing (War cards) to declare their targets for the turn. This turn, my Erie tribe ended up being attacked by the Shawnee. Joe had won every game, so I knew I would be in for a challenge. His force would have more upgrade points than mine would. Nevertheless, I had to make a plan to maximize my chances in the battle. That is one side benefit of this campaign that I've noticed the player seem to be really enjoying. They like the chance to try out different combinations of Traits. My Shawnee opponents even fielded their leader with the "Running Blow" trait -- one I've never seen utilized in a Song of Drums and Tomahawks game before. He was never able to use it, though, because of the clustered nature of our melee.
My Erie warband fans out as they notice "Tracks in the Mud" around our canoes
 I decided to go with one of my favorites tactics -- arming my Leader with a matchlock and giving him Marksman. I gave one of my other matchlock-armed Warriors Marksman, as well (which gives a +1 to shooting). I spent the rest of my upgrades on Primitive Weapons for Warriors. They would form the front line, with my firearms behind them firing through the gaps. Interestingly, after the game, Joe and I reflected that those Marksman purchases were all wasted points this time. That was because every single one of my shots missed! Despite that, the Erie warriors gave a good account of themselves. We were actually winning until we had a run of fatal luck.
Another full house at Taranto's Pizzeria, as eight players fight out battles in Turn 4 of our campaign
I'm getting ahead of myself, though. Our scenario, "Tracks in the Mud," was one of three that were being playtested for a second time, that week. This time, though, I remembered to bring my canoe models! The idea is that my Erie hunting party was returning to their canoes when they noticed strange moccasin tracks around them, which they'd hidden in the woods not far from the creek. We immediately fan out, almost immediately catching sight of the Shawnee advancing stealthily through the trees towards us. Our game was one of four being played at the pizza shop on a chilly Saturday morning. It is my goal to eventually playtest all 18 of the scenarios that will be included in the Beaver Wars rulebook multiple times.
A Kickapoo village was the scene of a fierce counterattack by fresh defending forces against the scattered, Susquehannock raiders in "Save Our Brothers!"
On the other boards, the Kickapoo were counterattacking a Susquehanock raiding party that was looting the center of their town, in "Save Our Brothers!" The Neutral tribe -- who went into the week in the lead -- attacked the Miami in "Trapper's End." And finally, the Mohawk had attacked the Seneca in "Drive Them Like Game." We'd actually picked up a ninth player between this turn and the previous one, bu the had a prior commitment for this weekend and would join us next time, he said.
Miami warriors bravely advance towards a Neutral warparty to rescue their blood brother in "Trapper's End"
Back in our game, the Shawnee advance rapidly, with one of their warriors being a bit out in front of the rest of their warparty. On our turn, I had one of my warriors armed with Primitive Weapon dash out and attack him. The Shawnee outnumbered us, haven taken an extra pair of Youths. Since most of his warriors armed with Matchlock were also bought as Marksmen, I did not think exchanging shots was the way to go. Each time I felt one of his braves was overextended or could be pounced upon by more than one of mine, I charged. My strategy was winning slightly, despite the fact that my Erie couldn't seem to hit the broad side of a barn. I guess we're too new to this whole firearms craze!
A close up view of the Neutrals warparty -- the tribe that so far is dominating the struggle for the Ohio Valley in this playtest of the Beaver Wars
The Shawnee were one casualty away from a morale check when I decided to take a risk. I had one warrior already in contact with one of his. My Leader charged in, so with the extra man he was up on the score 3-to-1, before we rolled. Of course, my luck deserted me at that moment. Joe not only rolled three higher than me on the six-sided die, but he also rolled an even number which meant my Leader was knocked down. The next turn his Leader rushed in and brained my chieftain with his warclub. Losing your leader in Song of Drums and Tomahawks means all of your surviving figures must take an immediate morale check. Enough of my guys fled off the board to drop me below 50%, which necessitates another morale check. This meant my entire force pretty much fled the field. One brave warrior was a bit slower, and suffered the indignity of being chased down by a Shawnee Youth and killed. Otherwise, the rest of my force got away. This was actually good, because it minimized the Shawnee victory points. I'd killed and scalped enough of his Shawnee that it counted as only a Minor Defeat for me. The mechanics stipulate that players whose opponents earn are doubled or more Scenario Victory Points suffer a Major Defeat.

On the other table, the Neutral tribe continued their recent run of success. Keith had experimented with a force that had a significant number of warriors bought as "Strong" (+1 to melee). He slaughtered the Miami, 14-5. Meanwhile, the Kickapoo picked up their first victory of the campaign in a blood-soaked victory fought in the midst of a Kickapoo town, 18-14. The Mohawk and Seneca ground out a game that was tied in SVPs, but victory went to the Seneca, who held the field. These results meant that we had two clear front-runners: Neutrals were in the lead at 26 points, followed by my opponent of this turn the Shawnee at 21.5.

Here are the scores, followed by the individual breakdowns in each category.
Tribe
Place
Victory Points
Neutrals
1st
26 points
Shawnee
2nd
21.5 points
Susquehannock
3rd
17.5 points
Seneca
4th
16.5 points
Mohawk
5th
15 points
Kickapoo
6th
14 points
Erie
7th
11.5 points
Miami
8th
10 points
Honniasont
9th
3 points
Note the brand new player, the Honniasont, a tribe that dwelled in Western Pennsylvania during this period. They will struggle to make up the deficits on missing four turns of games -- but hey! They just want to play, and who am I to deny them?

Here are the scores for Prestige Points -- which are obtained by Major Victories, Minor Victories, and Minor Defeats.
Tribe
Prestige Points (PPs)
Neutrals (Keith Finn)
10 (3 MajV, 1 MinD)
Shawnee (Joe Merz)
9 (1 MajV, 3 MinV)
Seneca (Mike Stelzer)
9 (1 MajV, 3 MinV)
Susquehannock (Steve Phallen)
5 (1 MajV, 2 MinD)
Erie (Mike Demana)
5 (1 MajV, 2 MinD)
Mohawk (Dave Welch)
4 (1 MajV, 1 MinD)
Miami (Jenny Torbett)
3 (1 MinV, 1 MinD)
Kickapoo (Andy Swingle)
3 (1 MinV, 1 MinD)
Honniasont (Bruce Adamczak)

 Here is the number of Scenario Victory Points each tribe has earned.
Tribe
Scenario Victory Points (SVPs)
Neutrals (Keith Finn)
58
Shawnee (Joe Merz)
54
Susquehannock (Steve Phallen)
50
Seneca (Mike Stelzer)
44
Miami (Jenny Torbett)
33
Kickapoo (Andy Swingle)
33
Erie (Mike Demana)
32
Mohawk (Dave Welch)
25
Honniasont (Bruce Adamczak)
0

And finally, here is our tally of Beaver Pelts. The amount of these obtained each turn comes from where you are on the continium from most to least aggressive (the higher the value of Hunt card you play, the more beaver pelts you generally obtain).
Tribe
Beaver Pelts
Mohawk (Dave Welch)
25
Neutrals (Keith Finn)
20
Kickapoo (Andy Swingle)
19
Shawnee (Joe Merz)
18
Susquehannock (Steve Phallen)
17
Erie (Mike Demana)
15
Miami (Jenny Torbett)
15
Seneca (Mike Stelzer)
15
Honniasont (Bruce Adamczak)
9

Expect another update relatively soon. Our pizza place was booked up for March, as were most of the players. We could squeeze one weekend in, though, and it is this coming Saturday! Thanks for reading, and remember, you can purchase the game rules Song of Drums and Tomahawks by following the links on the First Command Wargames website.






Thursday, February 25, 2016

Modeling the 3 Sisters -- Native American Corn, Beans, and Squash

Native Americans "3 Sisters" of corn, beans, and squash
 A number of scenarios that I'm planning for Song of Drums and Tomahawks games recreate the area just outside of Native American towns or villages. Many of the Eastern Woodlands tribes were agriculturally based. The women of the tribe would tend fields, typically of corn, beans, and squash. These vegetables were the staple of their diet, and were important to them religiously, too. They grew them together in their fields. The corn stalk would provide a vertical pole, of sorts, for the bean plants to grow up. Meanwhile, the squash would grow around them, their wide leaves preventing weeds from growing around the other plants.
European settlers typically plant their crops separately. So, you'd have a field of corn, a field of squash, and so on. I'd created some corn fields awhile back using the excellent JT Miniatures terrain. These placed three of the corn plants on a base so I could rearrange them in rows for fields outside of settler cabins. Now, I figured it was time to try my hand at modeling the 3 Sisters. I began by doing Google Image searches for drawings or photos of what it may have looked like. There actually weren't as many as I thought there would be. However, I am including a line drawing that I liked.

Next was the problem of what to use for the pieces? The corn stalks were easy. I bought another box of the JT Miniatures corn stalks from Hobby Lobby (I recommend keeping the 40% off coupon web page saved on your smart phone, if you have one). I looked through the plastic plants section of Hobby Lobby and Michaels, but there really wasn't anything with small enough leaves to pass for the beans. However, I had a backup plan. Years ago, I bought plastic plant terrain from a company called Pastimes on the Square. They had a large variety of plants individually based and flocked. One of the packs was very vine-like, and looked like it would pass if I cut them into strips.
I had bought these from Pastimes on the Square, and thought they'd serve as tiny bean stalks when snipped apart
Now, what to use for the squash? For my prototype pieces, I snipped apart another plastic plant base from Pastimes. I didn't want to cut up a bunch of them, so eventually it was back to Michaels to find something else that worked. I'm not 100% satisfied with the more round leaves of what I ended up using. However, the idea is to give the effect of the 3 Sisters -- not be a museum model of it. I was satisfied with the prototype, so I went into full-on production mode.
1-inch wooden disks made a perfect base for these terrain pieces
For the bases, I purchased packs of soft birch wood 1" circular disks. I was gambling they would not warp when the paint and glue and water soaked in. I needed them to be soft so that I could easily drill holes in them. I match up my hand drill's bits against the corn stalk and drill a hole in the center of each disk. I mixed up a batch of 5 Minute Epoxy, and put a dab over each hole. Then, I forced one corn stalk into the hole, pressing down on the edges of the disk when I was done to ensure the stalk doesn't protrude from the underside.
The bean plants attached temporarily to the corn stalks with bluetack until the epoxy dries
While the epoxy is hardening, I cut up the bean stalks and match one up with each corn plant. I also set a tiny ball of bluetack next to each one. I mix up another batch of epoxy and dip the bottom of each bean stalk into it. I then bluetack the bean plant to the corn stalk so that the blob of epoxy on the end touches the disk base. Once the epoxy has dried, I remove the blob of bluetack from the bean and corn stalks. I arrange a corn leaf or two to clasp the bean tightly to the stalk.
The squash plants are added -- some of them were trimmed up later because I felt they were too tall
Next up are the squash plants. I decide to put two to each base. First, I trim the top part of the plastic plants, leaving about a half inch of stem on each. I ended up going back afterwards and trimming even more off. Squash plants do not rise very high off the ground, and I made them too tall at first. Once I have two for every base, I match the stem against my hand drill's bits, and pick the match. I drill two holes on opposite sides of the corn stalk. Just like with the corn stalk, I put a dab of epoxy over each hole, and then set a plant down in each hole. This went SO much easier than the prototype, when I tried to epoxy the squash plant upright just to the base, without drilling a hole.
The bases flocked with Woodland Scenics brown ballast to simulate earth
Next, I take my premade glue and brown paint mixture and brush it on the base, avoiding the leaves, but going up to the bottom of the stalks and stems. I dip the base into a tub of medium brown ballast from Woodland Scenics. I shake off the excess, and then make sure the base sits flat without globs of ballast on the underside. I set them on a box I use to spray paint things. It has an irregular, almost pebbled surface, so they don't stick. I leave them to dry overnight. The next day, I mix up a batch of dark brown wash and gently brush it over the ballast. This gives it some depth, and makes it look more like dark earth.

After a few hours and the wash has dried, I dab the base with white glue in several spots. I sprinkle these areas with Woodland Scenics blended green turf so that each base has a mix of grass and earth areas. After the glue dries, I spray them with Dullcoate. Once dry, I brush on a 50/50 mix of white glue and water to seal it all in. One more spray of Dullcoate and the bases are complete!
Closes up of the completed 3 Sisters bases next to a 28mm Native American woman figure
I was actually surprised how quickly these were created and finished. It did not take long at all to make up 14 of them. There was no warping of the disks that I could notice. The soft wood made it so easy to drill the holes, so I think that was a good choice of base material. I will likely make up more of these, once I find some more plants I can use for the bean stalks. I used up pretty much all of my Pastimes on the Square bases that looked appropriate. So, if anyone knows where I can find more appropriate basing material, feel free to leave a comment!

Tuesday, February 16, 2016

Beaver Wars in Ohio playtest: Turn 3

 My players keep getting better and better at emailing in their strategic orders (choice of War 1 through 8 or Hunt 1 through 8 cards). We were finished with our group email within a week, allowing me to publish the "Order of Play" in plenty of time to pre-select our opponents. Those with the highest numbered War cards declar first, followed by the lowest Hunt cards. Typically, it means the top four attack one of the bottom four, but since the Susquehannock player could not make it to our chosen Saturday to game out the battles, I had my Erie tribe (second in order of play with a "War 3" card) attack his tribe (third in order of play). I told him we would pick a time to fight out our battle, letting the other six players who showed up all get their game in.

Our Order of Play and scenarios for this round were:
Order: Seneca > Erie > Susquehannock > Miami > Mohawk > Shawnee > Neutrals > Kickapoo
• Seneca attacked the Kickapoo, rolling  “Give Them Time”
• Erie attacked the Susquehannock, rolling “Hold Them at the Gates”
• Miami attacked the Shawnee, rolling “A Shot Rang Out”
• Mohawk attacked the Neutrals, rolling “Tracks in the Mud”
Kickapoo hunters at bottom and left flee before the Seneca onslaught, after their leader is killed
 A couple of the battles were slam dunks, so to speak. In fact, Mike S and Andy were finished with their game so quickly that they set it up and played it again! In "Give Them Time," a Kickapoo hunting party detects the approach of a Seneca warband intent on attacking their village. The swiftest runners are sent back to warn the village, but the leader of the hunting party decides it must circle around onto the rear of the raiders and attack, causing them to halt their advance and turn and face this unknown threat. The board is completely forest covered, except for a path snaking from one side to the other. The Seneca turned on the surprise attack fiercely, killing the brave Kickapoo leader early in the skirmish. The Kickapoo quickly lost heart and many fled the field.
Miami hunters, right, cross a creek and brush-choked ravine to close with an intruding Shawnee hunting party. In the top center, a horse figure stands in for the deer carcass (I *do* have to get around to painting a deer kill one of these days!)
The next game was a long, bitter struggle between two rival groups of hunters. A Miami hunting party is investigating the sound of a matchlock shot in what they consider their hunting grounds. They find a Shawnee hunting party across a creek, beginning to cut apart the deer carcass for carrying. That shout out their war cries, telling the intruders that this is their hunting lands, given to them by their fathers. The Shawnee are defiant, and matchlocks are loaded, arrows nocked, and the two bands of hunters closed in on each other looking for larger game than deer. Joe, the Shawnee player, had deployed cleverly so that the Miami would be slowed down and disordered crossing the creek and a ravine. He kept his braves in a tight line, hoping that the Miami would be forced to attack piecemeal. The struggle raged back and forth, with both sides suffering losses. Both Shawnee and Miami had to pass morale checks as their numbers dropped below half. Eventually, the Shawnee simply outlasted the Miami. Three battered Shawnee stood guard over the deer, for which much blood had been shed. The lone surviving Miami hunter raced off to tell his tribe about the trespass and the brave attack his companions had made.
The closing stages of the fight -- much Miami and Shawnee blood is shed over the deer. The skirmish rages until only 3 Shawnee and 1 Miami are left.
The third battle fought on a frigid Saturday (but we were warm inside the pizzeria!) was called "Tracks in the Mud." A hunting party from the Neutrals tribe returns to where they've hidden their canoes in the brush by a creek. One of the hunters notices strange moccasin tracks in the mud. A ripple of alarm goes through the hunters' ranks, and they quickly fan out to face possible ambush from the forest. Within seconds, they see a Mohawk hunting party stalking towards them through the trees. For a more detailed report on this battle, I highly encourage you to check out Keith Finn's gaming blog. He is blogging a turn by turn report of his participation in the playtest. The link for Keith's blog is here: OrcaFinn's Basement
On the right, the Neutral hunting party fans out to face the forest after discovering strange moccasin tracks near their hidden canoes. Mohawks stalk towards them on the left. Sad to say, I forgot to bring my canoes -- it would have been only the second time they made it to the tabletop!
Unfortunately, this was another "slam dunk" battle. Our leader after the first round of the campaign, Dave's Mohawk tribe, has fallen on hard times in the last two turns, suffering two major defeats. His strategy to maximize the number of beaver pelts his tribe obtains each turn is keeping him in the middle of the pack despite the losses, though, in 5th place out of eight.
The Erie attacking force: Four Warriors armed with Primitive Weapons and bow in the front, three with matchlock in the second rank, two Youths with bow on the flanks to beef up my numbers slightly, and the Erie chieftain with matchlock in the back.
Two days later, Steve and I got together to fight out the Erie-Susquehannock clash. Going in to this round, Steve's tribe was in the lead. He would have double the number of upgrades that my tribe had. This is tracked by the number of Scenario Victory Points (SVPs) each tribe has accumulated from its battles. These points -- Steve had eight, I had four -- can be used to buy Traits from Song of Drums and Tomahakws rules, such as "Marksman," "Strong," etcl. Players do know which scenario they will play before selecting their roster, so I knew it would be "Hold the Gates." My Erie raiding party has slipped close to a Susquehannock town and are racing for the gates. Word of our attack has just been shouted by women racing in from the fields. So, a force is quickly collected to hurry and stop us at the gates before we enter. Knowing that I would need to close quickly, I used all four of my upgrade points to give "Primitive Weapon" to four of my warriors. They would be my spearhead and seek to engage in hand to hand -- not taking time to shoot.
My spearhead of warriors with Primitive Weapons races through the winding passageway that was the "gate" of many early Native American towns. Beyond the palisades, you can see the Susquehannock force mustering to dispute our entrance.
As for shooting, Steve's level of Beaver Pelts meant he had 4 upgrades of Bow to Matchlock. I had only three, but the attacker in a scenario always gets a bonus one, so we'd be even on that. As it turned out, there was a minimum of shooting in our battle. Like I envisioned, it would be settled in melee at the gates of the Susquehannock town. However, it was a desperate struggle. I would be on the losing end for most of it, until a final, fatal blow turned the tide in my favor.
This is where nearly all of the fighting and killing would take place, between the palisades and a birch bark lodge, beneath the scalp poles that celebrated the triumphs of the men of this town.
My activation rolls were subpar the first few turns, as I managed to move only three figures before "crapping out" -- as we call it -- on the first turn, and two figures on the next. However, those first three figures boldly raced into the entranceway of the palisaded town. They were met by about half of the Susquehannock force. Some lingered back in Steve's deployment area (the leader had raced ahead and he was having trouble ordering them to move up), while two matchlock-armed braves circled to catch me in the flank as I began to pour through the entrance. Even though I was outnumbered, I thought I would have the advantage. The force meeting me at the entrance was mostly Youths, along with a couple braves and his Leader. However, the Susquehannock youths knew that the town was watching them, and that their deeds would be sung around the campfires if they triumphed. Steve's youths gave as good as they received from my warclub wielding warriors. When Steve's leader entered the fray, things began to swing in his favor.
A good overview of the battle: Two Susquehannock warriors with matchlock seek to flank my raiders as they enter the town, while my force continues to trickle forward in the passageway to reinforce the first raiders to arrive.
We were killing some of our enemy, but were losing more. The Erie warleader knew the crisis point had arrived when five of his 10 raiding party had fallen. One more loss, and the men would likely begin to break. So, he shouted a warcry and charged into the fray, confronting the Susquehannock leader, who had just cut down one of his braves. Throughout most of the game, my combat dice had been subpar -- with Steve's youths consistently holding off my stronger warriors. It was payback time, though, as Steve rolled a "1" and I tossed a "6"! This sparked an immediate morale check for his entire force. One disadvantage of selecting the cheaper Youths on your roster is they have the trait "Wavering." This means they are -1 when rolling morale checks. Seeing their chieftain cut down, the Susquehannock youths raced for the rear. Enough ran offtable to force Steve to immediately take the "Below 50%" morale check that I had been dreading. Two checks in a row meant almost all of his force fled offtable. Somehow, miraculously, the Erie had won the battle that had been going steadily against them. Our tribe's first campaign victory was all the more sweet because we were in last place going in, while Steve had been in first!
The bloody and brutal battle for the gates of the town rages
 One of the things I am really liking about this campaign is that each scenario gives you a chance to tailor your force for the mission. Players are given 20 campaign army points to spend on their force: Leaders cost 4, Warriors 2, and Youths 1. We have seen forces that featured lots of Youths, and those that featured mostly Warriors (like mine in the last battle). Also, it allows the players to use some of the Traits in the rules that we might not in a straight-up, convention event. The Beaver Wars campaign is allowing players to experiment with tactics and weapon combinations. It is all part of presenting players with a tactical puzzle. If a game is simply about who rolls better dice, then its attraction may fade after awhile. One of the best features of Song of Drums and Tomahawks is the players are constantly presented with decisions and choices. Which figure do I activate first? How many dice should I roll -- balancing out the chance of "crapping out" and losing my turn against the objectives I need to accomplish on this turn, and overall. Players are constantly wondering, "What's the most important thing for me to do at this moment?" The campaign setup is complimenting that without adding in complicated or time-consuming logistics.

Here is the leaderboard, showing where each tribe is at if the campaign were to end on this turn:
Tribe
Place
Victory Points
Neutrals
1st
20.5 points
Shawnee
2nd
18 points
Susquehannock
3rd
15 points
Seneca
4th
14 points
Mohawk
5th
12.5 points
Erie
6th
10 points
Kickapoo
Tied 7th
9 points
Miami
Tied 7th
9 points

The points come from their rankings in three categories: Battlefield victories (Prestige Points); Scenario Victory Points; Beaver Pelts collected. I've pasted below each of the three separate tables showing the rankings in each category.

Prestige Points (3 for a Major Victory, 2 for a Minor Victory, 1 for a Minor Defeat, 0 for a Major Defeat)
Tribe
Prestige Points (PPs)
Shawnee (Joe Merz)
7 (1 MajV, 2 MinV)
Neutrals (Keith Finn)
7 (2 MajV, 1 MinD)
Seneca (Mike Stelzer)
7 (1 MajV, 2 MinV)
Susquehannock (Steve Phallen)
4 (1 MajV, 1 MinD)
Erie (Mike Demana)
4 (1 MajV, 1 MinD)
Mohawk (Dave Welch)
3 (1 MajV)
Miami (Jenny Torbett)
3 (1 MinV, 1 MinD)
Kickapoo (Andy Swingle)
1 (1 MinD)

Beaver Pelts (these are obtained by your position in the Turn Order -- the least aggressive stance, or highest numbered Hunt card played, receives 8 pelts, next 7, then 6, and so on. You also steal a pelt by defeating an opponent with a Major Victory)
Tribe
Beaver Pelts
Mohawk (Dave Welch)
18
Kickapoo (Andy Swingle)
17
Neutrals (Keith Finn)
16
Susquehannock (Steve Phallen)
16
Shawnee (Joe Merz)
14
Erie (Mike Demana)
10
Miami (Jenny Torbett)
10
Seneca (Mike Stelzer)
7

Scenario Victory Points (these are obtained from each scenario your tribe plays in)
Tribe
Scenario Victory Points (SVPs)
Neutrals (Keith Finn)
44
Shawnee (Joe Merz)
43
Seneca (Mike Stelzer)
37
Susquehannock (Steve Phallen)
36
Miami (Jenny Torbett)
28
Erie (Mike Demana)
25
Mohawk (Dave Welch)
18
Kickapoo (Andy Swingle)
15

If you are interested in purchasing a copy of the battle rules we use for the campaign, Song of Drums and Tomahawks, click here: First Command Wargames website

Our next turn will be in two weeks, so keep checking back here for more reports on the playtest of the Beaver Wars in Ohio campaign rules!