Showing posts with label Colonials. Show all posts
Showing posts with label Colonials. Show all posts

Tuesday, January 21, 2025

Fun Games and Good Times at Siege of Augusta

    Headed down to 'Gator Country' for Siege of Augusta - very cool pool terrain with lurking reptile

It had been quite a few years since I had driven south to Siege of Augusta. My friend Jason, who lives in Columbia, SC, regularly prompts me to come down. Now that I am retired, I don't have the excuse of not enough days off for another convention...ha, ha! So, Jenny and I drove down Thursday, spent the evening with him and his family, and then headed to the convention on Friday.

I'd looked at the games on the Siege of Augusta website, and there were a few that I was interested in. We planned arriving before the noon session of games so that we didn't have to get up ridiculously early. Jason lives about an hour and fifteen minutes away, and Siege's first session begins at 8am, so there was no way I was getting there Friday in time for the morning session! Siege has an unusual system for attendees to sign up for games: it doesn't have one! You have to find the table and ask the GM if he or she has room. Nothing at the registration desk, no sheets on the game table (well, the chariot game had a signup sheet, but that was the only one I saw) -- nothing! I have to confess that I was disappointed with this aspect of the convention. 

    Main hall at Siege of Augusta -- I got to hang out with Jason, play in fun games, & meet nice people
Another thing I wasn't thrilled about was that start times are v-e-r-y approximate. The GM can list a firm start time in his description. If not, you have to assume it starts when the session starts. Except that they don't always do that. For example, I was told by people who got up early enough that the "8am" games that most didn't start till 9am. However, you don't know that. Since you can't sign up for it in advance, if you really want to get in a game, you have to be there at 8am. Or actually sooner, as spots are given to the first players to arrive (assuming the GM hasn't already promised spots to someone). All in all, it encouraged me skip the first session on Saturday morning. I just didn't want to deal with the uncertainty.

As Jenny and I made the rounds checking out the games Friday, we ran into another problem. Which games were which? There was no schematic or map anywhere to be found, so we had to deduce that from the event titles. The event descriptions were online (if you brought your laptop with you). However, the Siege website doesn't work well with mobile devices and condenses the nice, easy-to-understand grid into spaghetti. So, that part is hit or miss, too. We did our best to match the terrain and figures we saw on the tables with event titles on the handout we'd picked up from the registration desk.

    Col. Munro leads his daughters & a British column through the woods in Magua's Revenge
One of the games we talked about getting in was "Magua's Revenge" by Les Faison. He was just setting up when we walked by. We saw the trees and dirt road and figured that was it. We asked if this was the right game, and if he had spots open. Les said he had one of his five spots left. I encouraged Jenny to play, as I had some serious shopping to do from the nice selection of vendors (see yesterday's post on my Siege of Augusta purchases).

   Hawkeye & Chingachgook escort Cora Munro while in the distance Uncas helps Alice
It would have been fun to play, though. As some of you may know, I am the author of the rules he was using -- Song of Drums and Tomahawks. I watched a bit of the game in between my shopping. I was hesitant about stepping in and explaining the rules when players had questions. Les had listed in his description that it was a modified version, so I didn't want to tell anyone the wrong thing. After the game, when he found out I was the author, he said I shouldn't have been so shy. It was only his second time playing the game and he had questions. Jenny has run Song of Drums many times, though, so she was able to assist when I was off wandering around. Les' tabletop was very cool and his 40mm French & Indian War miniatures were awesome. Jenny said she had fun and was able to recreate movie history by having Hawkeye and Chingachgook rescue Cora Munro and get her off the table. Uncas did rescue Alice Munro, but both them were shot down by treacherous Huron as they tried to flee off-table.

    Les, the GM (in red), assists one of his layers as he moves up his Huron to ambush the British
I spoke with Les for a bit after the game and praised his game and adaptions to the rules. I gave him my email address in case he had further questions. I liked how he adjusted the turn sequence so that players would not necessarily have to wait too long if they "crapped out" early on their activation rolls. Typically, I do four players maximum in one game to avoid player frustration when their dice are not cooperating. His system of using a card deck to determine whose turn it was alleviated some of the bad things that poor dice rolling can make occur in multiplayer games of Song of Drums. For only his second game with the rules, he did a great job!

    A U.S. naval landing force of sailors takes position on the rooftops looking for downed airmen
Jason and his high schoolers, Lily and Graham, showed up a bit before the 4pm session. We all decided to get in Mark Young's Banana Wars Mayhem game together. He could take up to nine players and ended up with somewhere around seven, if I remember right. Each of us controlled a faction in early 1900s Nicaragua -- U.S. Marines, Banana Corporation private security, bandits, rebels, and more. I took control of one of the two rebel factions. We each had about 15 or so miniatures (except the more elite Marines and U.S. Naval landing force). The activation order was randomized each turn, which in the end, worked out really well, allowing my rebels to execute their nefarious plans.

    My force of Nicaraguan rebels arrives on the board ready to cause trouble in Banana Wars
Besides being rebels and killing government troops (Jenny's Federales -- I would end up pitted against her all weekend...ha, ha!), we were also on the lookout for two downed U.S. pilots. It would be a feather in our rebel sombreros if we could take possession of them and give them to the leader of our rebel movement (presumably to ransom back to the U.S. for lots of money!). Wouldn't you know it, but the Naval landing force (their to rescue the pilots) came on board to my right, while Jason's bandits entered the table on our left. I immediately began politicking and dissembling. I told the Naval player that we had nothing against the United States. It was our own government we hated and wanted to overthrow for the horrible way it was treating its people. He let me know he was looking for the pilots (everyone had a secret mission), and I told him that I would definitely not fire on him or the pilots. If I found them, I would let him know (heh, heh...).

    Dole Corporation's trucks ferry a shipment of bananas through town, guarded by private security
I moved from the board edge to a large building to our front, and then to another one in front of that on the next turn. We manned the second story windows of the second building looking down the main street. And who should appear in our gun sights but the hated Federales? We shot up Jenny's troops for several turns, though her leader did use his Jedi mind tricks on us to make us miss several times after we'd hit. Apparently, her leader was in charge of the secret police and causes fear in anyone his malicious eyes are turned upon! After a few turns, we'd killed all of Jenny's visible troops (she had others on the opposite sides of buildings, and was busy shooting at pretty much everyone else on the table). She did a great job making the Federales the hated force that they were!

    Jason's bandits arrive on board, hungry and looking for some bananas to steal from Dole
Just then, a rocket flare went up not far from us. I guessed it was the pilots signaling the U.S. forces of their location. We returned closer to our board edge, which fortunately was near where the pilots had secretly moved. The Naval player asked what I was doing and I said that we'd killed all the Federales. Did the sailors need any assistance? He was suspicious, but I'd done nothing negative to him all game, so he seemed satisfied. Soon enough, the pilots ran to the building the sailors had occupied, adjacent to the neighboring building where all my men were huddled. As the last turn began, I hoped we would move after everyone else. Fortune smiled on the Revolution -- everyone else moved before me. 

When our turn finally came, we sprang our treachery and dashed into the sailors' building, seizing control of the pilots. It was likely the last turn, but there was no guarantee I would be able to maintain control of my hostages if we'd played another. So, I told the player controlling the landing party maybe we could come to an agreement. The pilots were apparently carrying a wad of cash to bribe their way out of trouble. I suggested we do a trade. They hand over the cash and I would give them their pilots. He agreed, and thus I declared a "cinematic victory." After all, our fearless leader off-table was going to ransom them anyway, right? I just saved him the trouble! Victory -- with an asterisk!

    A gorgeous looking game I would have LIKED to get in -- 'Mythic Earth' run by Mike Frang
Jason and Lily decided they wanted to go to dinner and skip the evening session of games. Jenny and I agreed, as spending time with them was the main reason we'd decided to attend the convention. Graham is a hard core convention goer, though, and he stayed and played in Renaissance Naval Warfare game. When we returned from dinner (bringing carryout for Graham), we walked around and shopped a bit. Jason and I marveled at the 3-D printed terrain that Bryan Stroup of Garrison 3D had brought. He picked up some Egyptian statues from him, and then admired an Ancient, domed temple. I could tell he wanted it, but Jason is a very deliberate shopper. He's not prone to impulse purchases and likes to think things over. I warned him it might be gone tomorrow, but he stayed true to his nature and held off buying it (until the next evening!). We closed out the night with a game of Settlers of Cataan, which I somehow managed to win (no asterisks this time).

    Deer Hunter, left, moves up to guard our flank while Pork Chop hurries towards cover
As mentioned earlier, I skipped the early session of games. Thankfully, the folks at Bad Goblin Games had saved Jenny and I a spot in the noon running of Trailer Park Warlords of the Apocalypse. We had both played in this game at Historicon 2024 and had a blast. I had chatted with three members of their group Friday and had been encouraging them to follow through on their idea to run it at Cincycon 2025 this March. Two of the members will be in town for work, and they thought, "Why not stay in town for the weekend and attend the convention?" They live in Florida, though, and are flying to Cincinnati. I offered to bring down my own trailers I had bought from them, as well as a game mat and other terrain for them. I hope they follow through. I think Cincycon players would enjoy playing their game.

    Monster truck in the center of the board (at left), is everyone's objective - but first, you need the pig!
It was the same scenario I had played at Historicon, and I even controlled the same faction, aka the "awakened" mutants of Team Road Kill. Jenny had won that game in cinematic fashion. The goal is to seize control of a pig who has a surgically implanted monitor which deactivates a kill switch on a Monster Truck that all four factions were drooling over. If you try to start the truck without the slippery pig with you in the cab...BOOM! The other factions included Jenny's "Bubbas," Dave's Childen of the Soil plant mutations, and Lily's Bubbas. We each began in a corner of the 4'x4' board out of sight of the other factions. 

    Col. Clucker takes advantage of the cover in the trailer park to move towards the board's center
Over the first few turns, we crept forward utilizing the cover (chiefly provided by eight of their trailers, as well as various other buildings, walls, and dumpsters. I really like their activation system. You begin the turn rolling 1d10 per figure you control (we all started with four). Then, each round you secretly choose one of those dice to use that turn. First to activate are 10's, then 9's, and so on. That way, the order of activation switches each round. Some turns you may want to move (or fire) first, other turns you may want the react to what the other players do. There is a card deck, too, which can affect Initiative, protect you from damage, give you an extra turn -- all kinds of interesting possibilities. You draw back up to five cards at the beginning of each turn, though there are some cards you may want to hang onto. I hung onto one the entire game in case a player got a "kill shot" on one of my figs, which thankfully never happened.

    On our left, the Children of the Soil move towards the center, threatening our flank
The pig begins the game on the truck, but then moves about the board controlled randomly by one or more players each round. If the 10-sided die you used to activate that turn matches the one rolled for the pig that round, you get to move it. In a weird statistical occurrence -- which my friends would laugh at and say is just my bad luck -- I think I activated the pig only twice over the entire game. Jenny was fortunate on pig activations, and was the first to grab the pig. Unfortunately for her, that also made her the target for the other players. My leader, Col. Clucker (a mutated chicken) blasted away at Joe, her leader, a couple times along with other players and Jenny was soon down one gang member. I had placed Deer Hunter (a deer armed with a hunting rifle) on my left to keep a bead on the plant people. He ended up killing their Mushroom Man and wounding his large carnivorous plant, Audrey (yes, from the movie). 

    Pork Chop's gambit - sprinting across the street and snatching up his distant porker cousin
My own mutated pig, Pork Chop, dashed into the trailer bordering the street where Joe lay bleeding. Using an extra action card, he dashed across the street, snatched up his distant cousin, all the while keeping an eye on huge, lumbering two-headed Jethro in his bib overalls not far away. Naturally, someone else activated the pig before Pork Chop could carry it towards the monster truck, and I lost the opposed die roll with my 5d10 vs. the pig's 2d10 (there's that statistical occurrence again!). He squirmed away, squealing, "Four legs good, two legs bad!" (Hopefully, some readers get the Animal Farm reference!) Things got real confusing after that. Lily's faction entered the fray, blasting away at Jenny's depleted ranks. She returned the favor, lining up her flame thrower to fire up three of Lily's gang members with one shot!

    The other players, including Jenny's 'Jethro' here, would keep Porkchop from succeeding
As we headed into the last turn, Jenny looked ready to pull off her trailer park magic, again. She played the right combination of cards and one of her gang members scurried to the cab of the monster truck with the pig. Unfortunately for her, she had moved first in that round. EVERYONE opened up on her. Jenny was secretly holding onto a card which allowed her to heal 1d10 wounds immediately. She played it after her last character moved, but before my final one. If she rolled high, she would survive and win. If she failed, I had -- you guessed it -- another nefarious plan. I m-a-y have chanted, "One, one, one!" to influence her roll, which was indeed a "1"! With that, Col. Clucker fluttered down from the sandbag emplacement on a nearby trailer and hopped into the cab with her many-holed corpse, but more importantly, the pig. We pressed the start switch and lobbied for a cinematic victory. I did not have control of the pig, true, but it was already in the cab. So, the truck should rumble to life and not explode, right? 

    As it turned out, the Children of the Soil didn't cause my Team Road Kill any harm
The GM conferred with his partner, and they said they do like to allow for the "Rule of Cool" in their games for strange things that occur. So, they admitted they were leaning towards awarding Team Road Kill the victory, albeit with another asterisk! Either way, it was once again a very fun game that came down to the last turn to decide who would drive off with the monster truck. If you get a chance to play in their game at an upcoming convention (or buy their rules), I encourage you to do so. 

With that, Jenny and I decided to hightail it out of Augusta, Georgia, as snow was forecast the next day in the mountains for our drive home. We stole a march on Mother Nature and made it home shortly after 1am Saturday. I had fun hanging out with Jason and his kids, played in some really fun games, and bought cool stuff from nice vendors. A successful trip to Siege of Augusta! Will I be back next year? Hmm...I do wish they'd fix their event registration system. If so, definitely. If not, I would have to think about it...

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 7
  • Miniatures painted in 2025:

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 5
  • Terrain painted in 2025: 4

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 9
  • Scatter painted in 2025: 1

Monday, August 29, 2022

Road trip and gaming weekend in Michigan

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

Monday, April 27, 2015

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

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

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

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

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

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

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

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

Tuesday, November 18, 2014

Mars Attacks in Aid of Boxer Rebellion: For Queen and Planet AAR

    View from the bridge as the Allies withdrawing, fighting their delaying action
 

 The battle report re-posted from Sept. 30, 2009

Sunday evening we met to try the new rules for Queen and Planet VSF. These included, the joker card inserted into the action deck to represent all uncontrolled movement in the game (warband charges, damaged machines, positional instability of water and air craft, also movement of CinC between units). Also, the modified morale rules to limit units that will require a morale check from taking offensive action without making the check. 

     A Chinese and Cephalopod force on the march
There was a black smoke projector on board, which required wind rules, but it never was able to fire on the enemy because the Chinese and Allies troops were so intermixed (I'm not sure the Cephalopods would have been as careful of Chinese casualties as Joel played them, but that was good for us). I liked the joker card very much, it made the warband charge that much more uncertain for both sides. The ability of the warband to charge as many as three times in a turn gives them the leg up they need against the firing superiority of the colonial troops, so that is still working well. The positional uncertainty of the flyers was also interesting as I found them much more reasonable in their (in)ability to just hover around and shoot things. Now they are more 'straffing-like'.
     Russian machine gun company and rifles momentarily check the Chinese/Cephalopod advance
The set up for the game was that the Sino-Cephalopod alliance is in pursuit of a column of retreating civilians and the Colonial allies are tasked with securing the route of escape and holding against the onslaught. The idea comes from the scene in the most recent War of the Worlds where the American armored brigade hopelessly engages the Martians in an attempt to allow the civilians to escape. This battle was quite a bit more balanced!

     The Chinese forces close in on the west village

An 'impassable' river bisects the board with only a single bridge crossing it. Two villages are along the road that runs from West to East toward the safety of a port and the evacuation ships. Ceplapods, Imperial Chinese, and Boxers are pursuing from the west and the Colonial Allies are deployed hidden to try to defend the line of retreat (represented by a supply wagon marking tail end charlie of the refugees).  

     The gallant Russian guard battalion makes a stand in the center of the west village
Each Command (3 Sino-Cephalopod and 3 Allied) had a special ability of some sort (The imperials knew of a ford across the river, the Italians had minefields, etc). Joel had the Cephalopods, Keith the Imperials, I had the Boxer command, Allen had British and half of the Russians and Mike had Italians and half of the Russians. So, of course the Russian command were sacrificed at the point of the spear. However, they aquited themselves very well and absorbed an enormous amount of Chinese punishment before being forced to withdraw across the bridge. Mike's 'death trap' was never completely sprung, but it held up my Boxer command as I probed for a solution. We played six of the expected 12 turns necessary to complete the scenario. It is hard to tell what the result would have been. The Boxers overran the West Village, but it looked near impossible to have secured the bridge by the turn 8 deadline. Each side had one unit destroyed, one unit crippled at game end, and one unit about half dead. It definitely could have gone either way.

 

    The allies are slowly shoved out of the west village by the Boxer assault

 The above report was written by the rules author and GM Tom Graves. Our long-time gaming companion, Joel Sams, always has a humorous look on any battle. Below is his take on the affair:
And Joel's always humorous take on the action:

The European Powers relief force had collected the threatened civilians and were working on a slow, methodical  evacuation. The Allies dug in to provide full cover for their citizens return to safety.  The Boxers were on the massed on the right flank of the Imperial Chinese, the Cephalopods on the left and back slightly.  The battle opened with a Russian machine gun raking an advancing Imperial Chinese unit, then the Boxers took a slower, caution advance on the village.  The Cephalopods seemed fascinated at the hilariously primitive Sikorsky flier.   After two turn their side bets were much more important than the battle in the village & wheat fields.  The Italians had  hoped on a crossfire to stop the Boxers, but the Russians, to their right were pressed and wavered.  Then the sound of gongs, firecrackers and bugles signaled the Imperial Chinese & Boxers to charge on village.  The Cephalopods were still betting that the Sikorsky flier would/wouldn't crash any minute now.   The Italians pulled back in order, then the Russians ran passed and the Cephalopods were disappointed the Sikorsky flier, wobbled & dipped but survived the entire battle.  Once the British finished their tea & biscuits they were ready for any fight.

Monday, November 10, 2014

Flashback Post: A Queen & Planet AAR, "The Battle of Ginnis, Sudan 1885"


    The British battleline at the Battle of Ginnis, Sudan 1885

In honor of the release of our second title -- Queen & Planet -- from our game company,  First Command Wargames, I'm reposting a battle report from my old miniatures gaming page. This game was played in my friend's Keith's basement in February of 2011. Lots of great Colonial/VSF fun...!

Battle of Ginnis - Colonials at Keith's Clubhouse

Rules: Queen and Planet
Scenario: The Battle of Ginnis – Sudan 1885

Battle of Ginnis - 15mm Colonials using Tom's rules. For some months, the Ansar had been filtering into the area around the Nile River villages of Ginnis and Kosha. The Ansar were building up forces to repel an Egyptian or British invasion and the British responding to the buildup had been increasing their own presence in the area.

    The Ansar move up to support their Beja allies, who are heavily engaged with the British
Skirmishes and artillery shelling had been increasing for several weeks, when the British decided they needed to do something about what might be an Ansar buildup of forces to invade Egypt. Two brigades of seasoned troops hurried to the area and Colonels Sams and Graves wasted little time in formulating an attack plan. Attack at dawn when the heathens were still asleep in their beds and put them to flight.  Simple. Effective. If the Ansar had been abed when the British attacked, it would have worked well. Unfortunately, they were not only awake, but deployed into forward attack positions. In the first glimmers of dawn, Col Sams brigade approached the small village of Kosha with the Egyptian Camel Corp holding his right flank along the Nile, his batteries of cannon and Gatlings holding the center of the line and the Cameron Highlanders holding his left flank near a steep escarpment. The Sudanese IX battalion, at half strength, was in reserve.

    Joel moves his Cameron Highlanders, the heroes of the battle, who held off attack after attack, while Tom hums a bagpipe tune
A sharp-eyed artillerist spotted the first Ansar among the walls and building of Kosha and opened up from extreme range. A skilled or lucky shot forced the Ansar Jehadia to withdraw into the village interior and it was later learned they had completely lost nerve at the unexpected casualties in their ranks and had fallen back south of Ginnis and as such were effectively out of the battle. C in C Graves urged his battalions forward with the caution that the British attack had already been discovered by the Ansar. There would be no surprise and no easy victory. As if in response, 1000 yards to his front along the edge of the escarpment, a captured Krupp artillery battery manned by subject Egyptian crews opened up on the Cameron Highlanders, doing some casualties and forcing them back to regroup. Colonel Graves held the edge of the escarpment as his right flank with the 1st Berkshires Battalion to his left was a battery of mountain guns and further left was West Kent Regiment. The 23rd Royal Engineers were far to the left trying to sweep around a rocky tor. The Durham Light infantry were in reserve.

Unfortunately, the next moment it became clear that the tor was swarming with Beja warbands and they were preparing to charge the Engineers. The Engineers were able to turn to meet the charge of the Beja, but could not get off a shot before they swept down from the tor and charged into their ranks. The Engineers were pushed back, but held firm. Colonel Graves ordered the Light Infantry to assist and moved forward to engage the Ansar artillery. As he did so, another Beja Rifle rub appeared out of the grey dawn and opened up on the 1st Berkshires at very close range. Casualties were taken and the infantry fell back to regroup.

    It was touch and go, but the British battle line narrowly held off the Ansar attack
On the Nile flood plain, Colonel Sams was faced by more and more Ansar and Beja pouring out of the Palm orchards between the two villages. Heavily outnumbered, Colonel Sams forces gave better than they got. The Egyptian Camel Corp withstood a furious charge of Ansar warbands near the village of Kosha, driving them back and then watching them fade into the dust their charge had kicked up as their morale failed as quickly as their charge had failed.  Just as quickly, the Egyptians were shaken, after the charge, by the long range, but effective fire of a Krupp gun sheltering in a Zariba far to the Ansar rear. However, the two different threats shook the Egyptians and they fell back on the British fort to our rear, leaving only the Gatlings and field guns to hold the left flank of Colonel Sams’ attack.  On the left flank of Colonel Graves, the Beja had put the Engineers to flight and had turned on the Durham Light Infantry, who having seen the Engineers dispatched had fallen back and received the support of the West Kents. They now stood together, 600 line infantry versus 750 Beja warriors.

Colonel Sams was having both good fortune and bad. The Cameron Highlanders had been engaged with a Beja warband rub for almost an hour. They struggled back and forth and were wearing each other down when the Camerons held their fire to the last moment before another short charge carried the Beja home. This time, they were put to flight, disappearing into the Palm grove. Unfortunately, the Beja appeared to be limitless as another rifle rub moved out to replace them. Unfortunately, the fire was in the belly of the highlanders and they took it to the Beja, inflicting terrible casualties, wounding the Sheik that lead the army and driving them off as well.

    The last Ansar and Beja waves prepare prepare to hurl themselves on the British line, once again
On the escarpment, Colonel Graves forces had managed to obliterate both the Beja warband and rifles and only the artillery remained to be cleaned up. The CinC, seeing and hearing the Camerons put flight to two Beja rubs rode down to join them and ensure that the British would be victorious.  The Ansar lost heart at the furious Camerons, the loss of their Sheik and retired sullenly, but mostly intact, into the desert. The British sighed with relief as their own forces were heavily shaken by the aggressive attack of the Madhist forces.  -- Tom Graves, Read About The Games People Play At Columbus Face Games Blog, http://columbusfacegames.wordpress.com/

Queen & Planet rules are now available on the First Command Wargames website: http://www.firstcommandwargames.com/

Flashback Post: A Queen & Planet AAR, "The Battle of Ginnis, Sudan 1885"


    The British battleline in the Battle of Ginnis, Sudan 1885

 In honor of the release of our second title -- Queen & Planet -- from our game company,  First Command Wargames, I'm reposting a battle report from my old miniatures gaming page. This game was played in my friend's Keith's basement in February of 2011. Lots of great Colonial/VSF fun...!

Battle of Ginnis - Colonials at Keith's Clubhouse

Rules: Queen and Planet
Scenario: The Battle of Ginnis – Sudan 1885

Battle of Ginnis - 15mm Colonials using Tom's rules. For some months, the Ansar had been filtering into the area around the Nile River villages of Ginnis and Kosha. The Ansar were building up forces to repel an Egyptian or British invasion and the British responding to the buildup had been increasing their own presence in the area.

    The Ansar move up to support their Beja allies, who are heavily engaged with the British
Skirmishes and artillery shelling had been increasing for several weeks, when the British decided they needed to do something about what might be an Ansar buildup of forces to invade Egypt. Two brigades of seasoned troops hurried to the area and Colonels Sams and Graves wasted little time in formulating an attack plan. Attack at dawn when the heathens were still asleep in their beds and put them to flight.  Simple. Effective. If the Ansar had been abed when the British attacked, it would have worked well. Unfortunately, they were not only awake, but deployed into forward attack positions. In the first glimmers of dawn, Col Sams brigade approached the small village of Kosha with the Egyptian Camel Corp holding his right flank along the Nile, his batteries of cannon and Gatlings holding the center of the line and the Cameron Highlanders holding his left flank near a steep escarpment. The Sudanese IX battalion, at half strength, was in reserve.

    Joel moves his Cameron Highlanders, the heroes of the battle, who held off attack after attack, while Tom hums a bagpipe tune
A sharp-eyed artillerist spotted the first Ansar among the walls and building of Kosha and opened up from extreme range. A skilled or lucky shot forced the Ansar Jehadia to withdraw into the village interior and it was later learned they had completely lost nerve at the unexpected casualties in their ranks and had fallen back south of Ginnis and as such were effectively out of the battle. C in C Graves urged his battalions forward with the caution that the British attack had already been discovered by the Ansar. There would be no surprise and no easy victory. As if in response, 1000 yards to his front along the edge of the escarpment, a captured Krupp artillery battery manned by subject Egyptian crews opened up on the Cameron Highlanders, doing some casualties and forcing them back to regroup. Colonel Graves held the edge of the escarpment as his right flank with the 1st Berkshires Battalion to his left was a battery of mountain guns and further left was West Kent Regiment. The 23rd Royal Engineers were far to the left trying to sweep around a rocky tor. The Durham Light infantry were in reserve.

Unfortunately, the next moment it became clear that the tor was swarming with Beja warbands and they were preparing to charge the Engineers. The Engineers were able to turn to meet the charge of the Beja, but could not get off a shot before they swept down from the tor and charged into their ranks. The Engineers were pushed back, but held firm. Colonel Graves ordered the Light Infantry to assist and moved forward to engage the Ansar artillery. As he did so, another Beja Rifle rub appeared out of the grey dawn and opened up on the 1st Berkshires at very close range. Casualties were taken and the infantry fell back to regroup.

    It was touch and go, but the British battle line narrowly held off the Ansar attack
On the Nile flood plain, Colonel Sams was faced by more and more Ansar and Beja pouring out of the Palm orchards between the two villages. Heavily outnumbered, Colonel Sams forces gave better than they got. The Egyptian Camel Corp withstood a furious charge of Ansar warbands near the village of Kosha, driving them back and then watching them fade into the dust their charge had kicked up as their morale failed as quickly as their charge had failed.  Just as quickly, the Egyptians were shaken, after the charge, by the long range, but effective fire of a Krupp gun sheltering in a Zariba far to the Ansar rear. However, the two different threats shook the Egyptians and they fell back on the British fort to our rear, leaving only the Gatlings and field guns to hold the left flank of Colonel Sams’ attack.  On the left flank of Colonel Graves, the Beja had put the Engineers to flight and had turned on the Durham Light Infantry, who having seen the Engineers dispatched had fallen back and received the support of the West Kents. They now stood together, 600 line infantry versus 750 Beja warriors.

Colonel Sams was having both good fortune and bad. The Cameron Highlanders had been engaged with a Beja warband rub for almost an hour. They struggled back and forth and were wearing each other down when the Camerons held their fire to the last moment before another short charge carried the Beja home. This time, they were put to flight, disappearing into the Palm grove. Unfortunately, the Beja appeared to be limitless as another rifle rub moved out to replace them. Unfortunately, the fire was in the belly of the highlanders and they took it to the Beja, inflicting terrible casualties, wounding the Sheik that lead the army and driving them off as well.

    The last Ansar and Beja waves prepare prepare to hurl themselves on the British line, once again
On the escarpment, Colonel Graves forces had managed to obliterate both the Beja warband and rifles and only the artillery remained to be cleaned up. The CinC, seeing and hearing the Camerons put flight to two Beja rubs rode down to join them and ensure that the British would be victorious.  The Ansar lost heart at the furious Camerons, the loss of their Sheik and retired sullenly, but mostly intact, into the desert. The British sighed with relief as their own forces were heavily shaken by the aggressive attack of the Madhist forces.  -- Tom Graves, Read About The Games People Play At Columbus Face Games Blog, http://columbusfacegames.wordpress.com/

Queen & Planet rules are now available on the First Command Wargames website: http://www.firstcommandwargames.com/