Thursday, March 12, 2020

Blood, Bilge, and Iron Balls Review



A post about the Age of Sail rule set Blood, Bilge, and Iron Balls, with some house rules added, and some talk about hobbying in the end there. 

I admit it, I mainly got these rules because of the name.




Blood, Bilge, and Iron Balls Review


There was night recently where I was left to my own devices but didn't feel like painting miniatures and wanted to play something.  And because it was last minute and I have no friends it had to be a solo game.  I was groping for something easy to set up and take down which pointed toward the Age of Sail, because it's so easy to plonk down the ocean mat and some of my beautiful ships.



For my test game, I set up 2 French ships in line
and had 2 British ships attacking from an angle.
All ships are 74s



Let's Talk First About the Ship Record Sheets



I've never played an AoS game that didn't use ship logs.  It comes with the territory and is practically a necessity to track the many things that can happen on these complicated vessels.  As BW once put it; A Ship of the Line of that time was as complex as a modern day space shuttle. 


A record sheet


The book has all the ship logs for all types of ships, and can also be downloaded from the Pen and Sword site.

Here we see that we are concerned with hits to the usual areas of interest: the Hull, Rigging, Guns, Command, and Crew.  There's also a section to track the set of the sails and speed, and a table to track fires.  Fires seem to happen in the game a little more than I like but I love the way that they slowly escalate and then become a BIG HOT problem if not dealt with early.  There's probably a life lesson in there for our own BIG HOT problems. 

Some aspects that I really like:
Many of the hit boxes are grouped together in clusters called 'stars,'  for example; a crew star is made up of 7 points.  When the crew takes damage, you cross off the points of the star until it's all gone and then on to the next star.  A star is still available for use in repairs / boarding actions / dinner parties as long as it's not all crossed out.  This is a great way to illustrate the crew degrading over time.  The same thing goes for rigging damage, each mast is a little group.  There are some special stars that represent the marines and special parts of the crew who have unique skills; the sailing master, the gunner, and the carpenter.  When these stars are crossed out the ship functions less effectively which is a very nice touch to add some historical flavor to the damage.  For example, when the Gunner star is crossed out representing that the experienced gun captains have taken casualties, the ship gains a -1 to shooting. 

Also I really like the way marines are represented in the game.  Marines shooting from the deck and crows nests into the enemy ship were a big part of close range fighting.  Also marines are very useful in boarding actions as they should be. 

On the down side (depending on your perspective), the ships are all generic and the same across rates.  While a 74 3rd rate has more stuff than a 44 5th rate frigate, a French 74 is the same as a British 74. In fact, the  ship records don't differentiate between nations but just "here is a 74."  Almost all the ships also have the same movement rates as well, so there's no such thing as a faster sailing ship because it's got a clean bottom and shiny new sails.  And there are no skill rating for crews

On the whole the ship record sheets have enough going on with them that you feel like you are running a sailing ship of the line. A new player could probably control 4 ships pretty effectively and an experienced player even more.  though playing 1 ship would be boring. 

And now that we understand the record sheets, we can get into the game play.

Game Play


The game turn is essentially made up of 6 phases; a Sailing (movement) phase, a Firing phase, and a Repair for each fleet.  So in a two player game with one hero controlling the British and the other villain controlling the French (to take a classic example) there would be a British Sailing phase, a French Sailing phase, a British firing phase, a French firing phase, and you get the idea.

But the fun part is, these phases are done randomly.  You either can use cards or chips drawn out of a colorful sack like I do.  So a turn can end up being British Sail, French Fire, French Repair, British repair, French Sail, and then British Fire.  This creates a lot of tension in the game and allows for a bit of luck (or some might call it skill, though others would call it dumb luck) where maybe one can fire twice on an enemy before she can return fire depending on how the chips come out.
This activation sequence also makes the game pretty solo friendly, which is pretty good given my friendless existence. 

My ships get up close and personal in my test game.
Ships shooting from close and point blank range will really pound each other to match sticks.
Around this point I realized that I liked these rules. 



Sailing Phase


Moving the ship is very easy in this game but still ticks enough boxes of sailing that it feels like sailing ships and not space ships.  A ship's speed is determined by how much sail it has set, it's attitude to the wind, and how many masts it still has standing.  Sail Set is a little too simplified, it's either Full, Half or Battle Sail, or None.  But perhaps see my house rules below.  Ships can turn while they move and turn better downwind then upwind which I like.  Ships have to move their full distance and basically it means a ship at half sail is gonna move around 2-6 inches and at full sail around 6-10 inches. Since there are no crew skills tacking is automatic, which I also like because I think rolling for that is a PITA. 


Fire Phase


Ships can only fire when their sides card/chit is drawn.  Which can be a little maddening for veteran Age of Sail players who want to "fire as she bears."  There is no reload mechanic.  There is no special ammunition.  It might sound hard to get off any shots when you can't control when your ships fire but in my little solo test game I found it not to be a problem really.  Ships still fired all the time, and you had an interesting dynamic about adjusting your tactics depending on what cards were already drawn this turn.  Gunnery is pretty simple and uses D6s, and instead of breaking guns down by caliber its simply that larger ships with more and bigger guns get more dice.  A 74 has 7 guns and 7 dice, a 100 gun ship has 10 guns and 10 dice, and so on.  Modifiers are few and are basically just the range, and ships that are point blank from each other will pound each other to match sticks.  This is very streamlined and works, and is fun because you still roll a lot of dice.  I found that I didn't really miss looking up each gun deck and using 12 pounders on the top, 24 pounders in the middle, and 32 pounders on the bottom with each having it's own to hit number.  With these rules it's just the closer you are, and the more guns you have, the better. 




One annoying thing is that the modifier for firing high at the rigging is a -2 or a -1 depending where you look in the book.  It REALLY bugs me when modifiers are not consistent.  The use of Cannonades is an optional rule and not well thought out in my opinion and it’s probably easier to just leave them out since the weight of the broadside is already abstracted. 

Another thing missing is that there is no modifier for firing guns at full sail, when there REALLY should be.  Ships reduced sail in order to reduce the damage taken to their rigging and to create a more stable platform for their own gun decks, so I’ll be adding a house rule for that.  For those more familiar with the rules may see my house rules section down below if inclined. 

Damage:
Each time a ship is hit is crosses off 1 point of a crew star and then draws a card from the damage deck for additional damage.  Rakes are handled by drawing more cards per hit, which is a nice mechanic.  The damage deck is made up from a deck of normal playing cards; each suit represents a different area of the ship: rigging, hull, crew and command, and the guns.  Jokers are like critical hits.  Higher values are more severe hits.  For example: Hearts are hits to the hull.  Low numbers are 1 hull hit while face cards are 3 hull hits.  So if a ship takes 5 hits it crosses out 5 points of a crew star (starting on 1 star and when it’s out of points moving to the next) and then draws 5 cards and applies those affects.  This is a fun mechanic and makes the damage to each ship start to be unique but not over whelming.  My only complaint about it is that the rules do not explicitly state when you shuffle the damage deck.  I’m assuming that you shuffle at the end of a turn but it bugs me when rules that use decks don’t state when to shuffle them; because when you do affects the probability.  Odds of getting a particular card go up the longer you deal from the deck.  I mean, we’ve all seen movies where people count cards at black jack right? I’ve never done it, but that’s because I’ve seen movies of what happens to people who count cards at black jack. 

There are also some nice mechanics to what happens to the ship when its chain of command gets hit; represented by the command star. 

Ships strike when various damage tracks are crossed off completely, however it’s been my experience that it’s always the crew stars being all crossed out that makes a ship strike.  There's no roll for morale, and I'm not sure how I feel about that just because I am used to morale rolls.  

Repair Phase


I like it when sailing games have rules for conducting repairs, but don't like it when those rules are a bunch of extra book keeping.  I'm hard to please as the wife will tell you.   These rules do repairs really well.  Basically for each crew star available it's 1D6 to assign to a damaged area.  This creates a nice dynamic where in the beginning of a battle, light damage to the ship is easily repaired, but as the battle progresses and more and more crew stars are eliminated the number of repair dice dwindles and eventually can't keep up anymore, and you have to triage what needs are more urgent.




Boarding:

After all the event cards (or chits) are played out, any ships involved in boarding actions then fight it out.  I like the way boarding is handled in the rules.  The sequence needs some minor clarifications but other than that the rules work well and do what I expected: Marines are really useful, the boarder can become the boardee if things go poorly.  Boarding actions go on for the goldilocks amount of turns (basically a few turns): so long enough not to be over instantly but short enough not to drag on and on.

After all that; it's reshuffle the damage cards and the event cards and start the turn over


British Gunnery

There's an optional rule that I didn't use for my play test but am planning on using all the time now called British Gunnery.  It states that a British ship may fire it's guns during the fire phase OR the repair phase.  It doesn't shoot twice, but just more options of when to fire.  The ship must have a full command star to do this.  If it does fire during the repair phase then it treats the fire phase as it's repair phase, but makes repairs at the cost of 2 crew stars per repair die.  I think this is a great rule to give the British the leg up that they had during this time period.

And That's Basically the Game, But What Else is in the Book?


There's a bunch of ship logs, a few scenarios, and a campaign section.  Full disclosure, I haven't read the campaign section; because who am I kidding, I haven't played a campaign in over a decade.

Overall:

BBiB is a good AoS ruleset that provides a fun game overall.  Most of the mechanics are streamlined and easy to pick up, and provides just enough historical flavor in the way that the ship operates, takes damage, makes repairs, and used the crew to make me feel like it's about sailing ships.  What it gains in streamlining it looses other aspects that are typically in AoS rule sets; all ships of a type are the same, there are no rules for elite or poor crews, sailing is generic etc..  But these can be added with some simple house rules that I discuss below.  Overall, a recommended rule set for playing multiplayer games with each player controlling 3-5 ships.



Stews House Rules and Clarifications:


This is a section mainly for those who already have the rules and want to read how I will tinker with them.  

One thing missing is speeding up or slowing down.  The only way change speed in these rules is to change sail (only 3 options) and change direction to the wind, because ships don't have brakes.
Yet while ships often 'hove to' by turning into the wind to slow down and reducing sail, they in fact did have brakes as there were a number of ways to slow the ship down while not changing it's heading; spill wind from the sails, use less sails, back sails, etc..  SO in future games I'm gonna try out this House rule:
Ships start the sail phase moving at it's indicated sail setting.  At the end of the sail phase the player announces whether the ship is reducing or adding sails (because other ships can see what she is doing) and the player can then adjust the sail speed either left or right or up and down.  Example: A Ship with 3 masts at half sails wants to slow down next phase.  He announces this to the other players and then can choose to either shift to left to No Sail or shift down to using 2 masts speeds. 

Two thing missing is a modifier for firing the guns while at full sail, as I talked about above.  Here's my idea: -1 modifier while shooting if at full sail, and if hit while at full sail the ship takes a rigging hit as well as the usual hit to the crew.

Three thing missing is the ability to rate crews.  No crew is better than any others.  The amount of crew stars a ship gets is based on it's size..  I think one way to give a crew a boost is to assign it an extra crew star or two; in this way the ship will make more repairs and stay in the fight longer because it can take more hits.  Conversely if you want a ship to have less stamina you can take away a crew star.

Four thing is some ranges for smaller ships.  My AoS models are all Langton 1/1200 ships and the rules are written for slightly bigger ships as the author expresses on his blog here.  The ranges I'll use are: Point blank is w/in 2" (this is basically base to base, if you measure from mast to mast), Close Range is 4", Medium Range is 8",  Long range 12", and extreme range 16".  I'll keep the sailing distances the same though as moving around 6" a turn seems about right to me.

With All This Talk About Sailing Rules, I feel Like A Ship is Coming On...


Or maybe two of them.


A WIP shot of the two ships on my hobby desk.
Both are painted, and now just need to be assembled and rigged.
Hopefully correctly.  I am rusty at making ships.



A French 76 in the works.
But really, what't the difference between a 76 and a 74?
In most rules, not a thing.

A British 80 gun in the works as well.
This will be my version of the HMS Caesar

These completed ships will most probably be the next post.  Try not to hold your breath till next time.

I've also been very distracted of late in real life, and my time spent blogging and commenting on other's blogs has greatly been curtailed.  SO if you have missed my inane comments on your brilliant blog posts, rest assured there are good reasons.  I finally found enough time to complete this post just so my online presence doesn't completely disappear.  I appreciate your brilliant comments on my inane posts.

Monday, February 17, 2020

Painting and Cheating and Choices



Let's wrap up ACWruary with some painted ACW troops why not.

Painting


As seen previously, to celebrate ACWruary I was painting up some ACW bases.  And now with dedication, devotion, and discipline they are complete.  It's like a life lesson in miniatures.

First off, here is 20 bases (60 18mm figs) for the Union side!















And while I was doing those I also rebased the wonderful zouave miniatures that Mr Freitag sent me.  They needed rebasing not because the original basing was bad, I just wanted the basing to be consistent with the rest of the armies.








So that's a total of 29 more bases to the union side, making the union army a grand total of 168 bases strong, huzzah!
That's decent number and the CSA army is around the same size.  Though the goal is to reach around 200 bases a side, as that will allow me to host almost any scenario I can think of, or any scenario in one of my many precious ACW scenario books.  (My Pretty scenario books, all filled with interesting ACW gaming opportunities, how I love all of you so much except for THAT ONE, and it knows why).

But for the armies to reach that size it's gonna take a lot more time, effort, and discipline.  Not to mention patience and skill.  And I have NONE of those things.  What do I have?  Chiseled good looks, and I can do a mediocre John Wayne impression, and some extra cash. 
Therefore, it's time to Cheat.

Cheating


Regular readers will know that I've been debating doing some spending of my inheritance for this fun little hobby (can you believe that a blog as lame as this has a small following of regular reading?  Maniacs!).   Of course 95% of that un-looked for money is going toward responsible ends because when you have children, it means you have to be the adult (I guess).  Things like paying off debts and starting college funds for the kids so that if they want, they can have a string of letters after their names like their father.  That's called 'a humble brag' by the way.

But a small amount was set aside for frivolous expenses like miniature wargaming and strip clubs (around an 80-20 split).  For awhile I was thinking of starting a new genre but instead of adding to the lead pile, I thought a better use would be shrinking the lead pile of my ACW miniatures.  I contacted a guy that has done some painting for me in the past and inquired, and then this happened.


I got ALL these done!  



I got 90 Union and 90 CSA infantry painted up.  That's enough for 30 bases of each.  Instant success!  Well almost instant because I still have to base them.   Some people might balk at having miniatures painted for them, but I'm not one of those people.  I like it.  I do it.  I'd do it all the time if I could afford it.  I just did it and I want to do it again.



Plus, as I've stated before; I don't enjoy painting for it's own sake.  I paint because I want the results of having fully painted armies for awesome miniature wargames.  It's not that I mind painting, and in fact I like the down time and the time spent alone with no one bothering me.  It's because I'm strictly paint to play.  Painting a miniature that will not be used in a game is a waste of time.  It's the same reason why people exercise.  No one enjoys doing sit ups, but we all like shredded abs.  At least that's what people who can do sit ups tell me.

When I'll get around to basing these will depend on some choices I need to make.

Choices


The Conquest Sac convention is March is a maybe depending on my schedule, but one convention that I know I'm going to this year is Kublacon, a huge convention in the bay area, over Memorial Day weekend in May.   The hotel room for 3 nights and registration were a Christmas/Birthday present from the Wife and In-Laws.  yay!

I haven't gone to this convention in a few years so I'm very excited to go.  It's HUGE, probably the biggest convention on the west coast.  It's Friday through Monday morning.  I'll be there for the whole weekend.  The format has changed some so I'll have to figure that out.
But the big choice is: Will I run a game there?

Some thoughts and indulgent self analysis:
1) if you run 6 hours of games you get in for free.  6 hours is not that much.  But this time the registration is paid for.  Technically I was given the $ for the registration but that equates to the same thing.
2) While the financial incentive is nice, usually I run games at conventions because I like to.  I enjoy it.  I like to show people a good time and feel like I gave back.  I'm a giver by nature.  The free entrance is just a bonus.  But I'm tempted to just show up with nothing and be strictly a participant.  It's 3 hours away and it's always something of a hassle to set up and tear down.
3) And what game(s) would I run?  It would be an opportunity to run a large ACW game with like 8 or 10 players, for 8 hours, because I'm not making all these ACW infantry bases for nothing.
4) But that all sounds like a lot work.  LOL  And there is a limit on how big a game I can comfortably run.  Being a one man band when I do these things I tend to top out at around 6 players usually.  Because when one runs games at conventions you have to assume that you're going to get players who've never played the rules before, and things tend to slow down too much when you have to walk many players through the charge phase.
5) So I could run something more my usual, with around 5-6 players, in one of my many ACW scenarios.
6) Or maybe something else?  I have other genres you know, other lead piles to decrease.  Perhaps committing to running an Age of Sail game will get me back to making ships. Because nothing spurs production like a deadline.
7) Plus, transporting 10 or 12 little ships and a sea mat would be easy...
8) Hasn't this list gone on long enough?

I'll need to make my choice soon ish.  The deadline to submit games is Feb 23rd.

First World Problems.  Which is to say, not problems.  Deciding on how to have fun.  Life is so hard.

Talk to you again soon.

Thursday, February 6, 2020

The Gauntlet Convention AAR



A little while back I attended a small local convention in the Sacramento area called "The Gauntlet."  Here is my convention AAR.  I love blog posts about conventions.  Everyone loves blog posts about wargame conventions. 


I've had a delay in blogging and being online in general due to stuff, so to make up for it I've written and extra long post but DON'T WORRY: the spelling and editing is still atrocious. 

Historicals Only Please

The Gauntlet is billed as a historical only wargame convention and had a slightly different format than the other conventions I'm used to; in that there were themes for given time periods throughout the day, and the wargames played should be devoted to that theme.  In the beginning of each section there was a seminar on the historical theme presented by.. someone.  I forget who.  So the format for the weekend looked like this:

Saturday morning theme: WWII
hour long seminar on something WWIIish
WWII games.

Saturday afternoon till late evening theme: AWI
Hour long seminar on Washington's crossing of the Delaware River.
Games featuring the AWI

Sunday late morning theme: ACW eastern front.
hour long talk on Secret Turning Points of the ACW.
Games featuring ACW. 

In actuality there were games that didn't fit the themes scheduled as well, so it's not like one couldn't play something else.  On Sunday there was a DBA tournament and stuff like that. 




Side Discussion: Why Only Historicals

Given how sparsely these local Sacramento conventions are attended, I really don't see the need to have a historical only convention. I'm primarily a historical gamer who only dabbles in Scfi in the big three (Lord of the Rings, Star Trek, and Star Wars), but my enjoyment of playing a historical wargame and making machine gun and tank noises has never been diminished if the next table over is playing spaceships and all making laser and rocket noises.  Why cut out a section of the war gamer population?


Did I Come Here to be Lectured To?

Opinions about the format?  On the whole I liked it, thought it added a little something extra, though still a work in progress. I wasn't particularly interested in the seminars initially, but thought it was a cool option for anyone who was.  The only time I was super ANNOYED about it was Saturday morning.  I showed up on purpose after the lecture but before the gaming started because I wasn't interested in hearing about WWII.  Trust me, I learned enough about WWII from my years spent playing Flames of War and watching Ken Burns' films.  I've also seen Band of Brothers several times.  (and I've read a few books).  The lecture I think started at 9 and the gaming at 10, so I showed up at 9:45.  Now I don't know if NO ONE showed up to the lecture or if the guy was super late, but just as the WWII gaming was getting started they stopped it all in order for the guy to give his talk.  Now I felt like the seminar was being forced on me, and I was annoyed because I was just warming up my throat to make some cool tank noises, plus I make an awesome machine gun sound.   I had quotes from the movie Fury all ready in my head.  Now only to be delayed. 
So after a little bit I ditched out to go find myself some fresh coffee.  By all accounts the man was nice and informative, I just wasn't interested.

I did attend the lecture for the AWI, mainly because it was timed pretty well with me having dinner and a break in the games.  It was a talk about how the historical events of Washington's crossing the Delaware and initiating the battle of Trenton influenced the design of a board game that he made about those events.   It was pretty good and I thanked the guy afterward.

The Best was the ACW lecture, which was the only lecture I was planning on going to in the first place so it shows that I have good taste.  Also not surprising because I love the ACW.  This lecture was about how small things had big impacts in the ACW but since they are small and unexciting, go unnoticed.  Unlike me, because I am large and always exciting. 

Fun example!: During the Army of the Potomac's reorganization under Hooker before the Chancellorsville campaign,  Dan Butterfield (whom nobody liked) actually got into place a decent intelligence organization for spying on the CSA.  And during the campaign did a lot of work identifying the strengths and commanders of the Confederate Corps, Divisions, and Brigades.  So the Union army got to know the Confederate army really well, almost intimately. (read that last bit in a sexy voice in your head, it's fun). 

This mattered because when Gettysburg rolled around, General Meade of the AOP was able to identify all of Lee's divisions that were deployed and knew that the only missing division belonged to Pickett. Plus had a good idea of how strong the units were.  And since he had a reasonable idea of the strength and locations of his own Corps (having been in command of the AOP for a whole 3 days), he therefore was able to make better decisions and win the 3 day battle.  HISTORY BLOWS YOUR MIND!

Last Bit About the Themes (I Promise)


The most successful theme of the convention was WWII on Saturday morning.  There were multiple WWII miniature wargames going on at once.  I don't know if that's because WWII is that popular or just Saturday mornings.  Or maybe the combination.  The other themes were barely represented.  But perhaps that worked out in the end, because the con was so sparsely attended that not every GM who hosted a game had players to play in it.  There is nothing so lonely than a GM who sets up his game (and all the hours of prep going into it) but have no one come to play, only to watch all the other games get played.  It's even happened to me a couple of times...it hurts even to type about it.  I'm gonna got pet my therapy pony. 

Also if I were being picky, the WWII theme went on for about 2 hours too long and the AWI theme started about 2 hours too late.  There's probably an easy solution in there but I can't seem to place my finger on it...

Let's Get on to the Games Shall We?


Yes, let's.  Saturday morning was What a Tanker!  Hosted by the Mr. R, whom I always enjoy playing in his games.  I thought the set up was particularly nice.





We played this game for HOURS!  It had a really fun system where players could purchase tanks from a pool of victory points whenever their current tank got destroyed or moved off the table.  you also got victory points for killing the enemy and achieving objectives.  The side at the end of the game that had more points won. 

Here you see my Sherman trying to hide from a Tiger...It didn't work out.



Some other WWII games...






This was a pretty awesome Bolt Action game

After a short dinner break and listening to the AWI seminar, I played in the BEST AWI miniature game of the con!  Because it was the only one.  It's kinda like when I tell my only daughter that she's my favorite one.

5 of us gathered to play out a scenario based loosely on Freeman's Farm (I think).  This was hosted by Mr. O and Mr. F.  10 x 6 table using 28mm miniatures and used the rules Rank and File.

The situation: the Brits are marching down the road, 2 thirds on the table with the last third off table.  Just marching along when suddenly..."what is this?  My word... REBELS!"  "Rebels across the river, up to their rebellious shenanigans!  Let's give them what for!"

Brave British on the left, Racey Rebels on the right.


I was on the British side, playing the leading British section and also the overall CiC, because I told everyone I knew what I was doing.  Some suckers will believe anything. 


My Glorious Troops marching in during the beginning of the game.



The game was great fun.  Scenario was something like a meeting engagement with a river running down the middle of the battlefield.  Rank and File gives a pretty good game, and it's a great convention rule set because it's easy to learn and plays fast.  Though I'm always left a little unsatisfied due to it's lack of command and control.

Line up to defend and then assault over the river



This game went late into the evening.  Like close the place down late.  Like the staff of the McCellan Center came in and said "we just wanted you to know that you guys are the last people in the building, so when you leave make sure the door is shut behind you."



Sunday Morning during the ACW theme time I hosted my ACW game.  As seen in my previous post HERE.  I can honestly say that my game was THE best miniature ACW game at the con.  Because it was the only one.  Kinda like when I tell my wife that she's the best wife I've ever had. 
There might of been some ACW board games going on but I didn't see them, maybe off in another room. 






Least that means I got all 5 players for the game that I wanted.  We started playing at 11, took a break for lunch, and ceased playing at 400.  Another hour might of seen a more decisive result of the game.



I know promised a full ARR of the game but who can remember....


So Overall


I enjoyed the con and it was worth blowing a few hubby points in order to attend.  While the turn out was somewhat small, everyone's attitude was large and friendly.  Which is something like a theme of it's own for these local conventions.  But a good way to start out my wargaming year.  The next convention coming up is Conquest Sac, which is in March.  I haven't attended Conquest in a couple years but I remember it being better attended.  I'll have to see if it's possible to attend this year.  

ACWary Continues

And yes, it seems that ACWary will bleed on through February for there is at least one more post featuring ACW content.  Join me for ACWruary!  
I think that actually works better.

Talk to you next time.

Wednesday, January 22, 2020

A Clearing in the Wilderness; a RFF scenario


Continuing on with ACWary, I present to you a RFF scenario.  It's called:

A Clearing in the Wilderness

This is the ACW scenario I ran at The Gauntlet.  It's a fictional one set during the time spent in the wilderness campaign, when Grant's and Lee's armies were fighting in the deep woods. I'm posting it by it's lonesome / separately so this terrible blog can act like my cloud storage.

RFF does a great job at taking a section of a large battlefield and bringing it to life.  In this scenario, the Union is gathering a bunch of artillery on a ridge that juts out over the thick trees.  The CSA don't like this and advance into some clearing to set up some counter battery fire.  The USA then counter attacks to secure this part of the line... but that's all useless backstory that only serves to increase the historic ambiance.

Lets get into the nuts and bolts of the scenario


While fighting in the thick woods where visibility was limited, men naturally gravitated towards clearings where they could see around them.  These areas became magnets for conflict.

The green areas represent the heavy woods of the wilderness, which dominates the board.  The yellow ish areas are clearings. There is a small hill on the right and the top left is the beginning of a larger ridge where the federal artillery is massing.

The woods are Dense and count as Rough terrain and limit LOS and command radius to 4”.  Units in the woods gain light cover during fire combat, or full cover if in extended line, and have favorable ground if charged through the woods.

Fences are Broken terrain to cross.  Units only in extended line gain cover while aligned behind a fence.  Otherwise fences do not affect fire or charge combat.  Units aligned behind a fence in any formation receive a +1 to maneuver checks.

Union artillery batteries on the ridge cannot join up and mass fire at CSA units, but each must select a separate target.  Union artillery batteries on the ridge may conduct Plunging Fire into CSA units in the woods that are out of LOS with the usual -2 for full cover.

Victory conditions:
2 Objectives:  The Union have to clear the...clearings of CSA troops.  Both of the bottom two fields count as an objective held by the CSA.  If at any point there are no CSA troops in one of the clearing then it's lost and gives the CS a -1 to further maneuver checks.  If the CSA take back the clearing then the -1 switches to the USA.  It is possible that each side may have a -1 applied.

Heavy Losses: Each side has heavy losses threshold.  The CSA gain one victory condition if the USA lose 35 stands. The USA gains one victory condition if the CSA lose 27 stands.  When a side reaches it's heavy losses it suffers a -1 to maneuver checks for the rest of the game.

Greater losses: When Heavy losses is reached for both sides, assess which side has lost the greater total number of stands, this side has Greater Losses and suffers a -2 to maneuver checks. Only one side can have Greater Losses.

Order of Battle!

Everyone has Rifled Muskets, it's 1864 for Pete's sake

Union:
I DIV - Arthur (Able)

I DIV Artillery (under Arthur's Command)
RI Battery C, 3 bases, each Vet Light rifle (LR)
9th CT battery, 3 bases, each Vet Light rifle (LR)

I DIV / I BDE - Bless (Gallant)
101 PA Green, Reliable 14/11/7
101 PA Brave Colonel Terry
87 PA Green,  Reliable  15/12/8
71 PA Trained, Reliable  12/9/6
61 PA Veteran, Reliable, 10/8/5

I DIV / II BDE - Crukis (Able)
54 NY Veteran, reliable, 10/8/5
103 NY Veteran, reliable 9/7/5
95 NY Veteran, reliable 9/7/5
83 NY Veteran, Reliable, 8/6/4

II BDE Artillery (Under Crukis' Command)
US Battery 10, 3 bases, each Vet Light Smoothbore (LS)

I DIV / III BDE - Daring (Able)
5 OH Veteran, reliable, 7/6/4
7 OH veteran, reliable, 8/6/4
29 OH Veteran, Reliable, 8/6/4
64 OH Veteran, Reliable, 10/8/5


Confederate:

1 BDE - Ellert (Gallant)
42 VA Veteran, Spirited, 11/8/5
45 VA Crack, Spirited, 8/5/3
48 VA Veteran, Reliable, 7/6/4
52 VA Veteran, Reliable, 10/8/5
58 VA Crack, Spirited, 9/6/4

I BDE Artillery (under Ellert's command)
Graham's Virginia Battery, 3 bases, Vet Light rifle (LS)

II BDE - Hotchkiss (Able)
26 LA Veteran, Reliable, 10/8/5
47 LA Veteran, Reliable, 9/7/5
53 LA Veteran, Reliable, 8/6/4
55 LA Veteran, Reliable, 10/8/5
61 LA Veteran, Reliable, 8/6/4

II BDE Artillery (under Hotchkiss' command)
John's Virginia Battery, 2 bases, Vet Light Rifle (LS)



Side Discussion: Battles by Graph Paper

Way back when in played BFF for the first time, the GM (the unconquered Mr. AS) handed me a map of the battlefield drawn on graph paper, with each square representing 2 inches or something like that.  I looked at it and instantly thought, "This is so simple it's Genius, and I'm an idiot for not  thinking of doing this before, because here I was drawing my battlefields on regular paper like a SUCKER." 

Using graph paper made it so much easier...  





ACW Scenario Thoughts


So since this is a fictional scenario that I just made up that I think gives a pretty good game (having played it once so far).  Here are some of my thoughts behind it.  It represents the classic ACW trade off; where the Union has more of everything, but is constrained by terrain, some green or inexperienced units, etc..while the CSA has less but battle hardened.  Which I like in a game but more importantly is matches what people expect out of the ACW, so the game feels more historical.  
I've also made the attacking Union powerful enough to attack with a good chance of success but not steamroll the CSA.  In the ACW, the attacking side needs to be stronger because the tactics and technology of the time really favored the defense.
Plus, the scenario provides a little bit of maneuver for the players i the beginning, and then fight to the death!  Then of course I would say that.  Lastly, I think that all units starting on the board is a good set up for convention games.

You Said You Played This Once So Far... I Say Pics or it Didn't Happen

Very well.  Here are some pics from the game I ran at the Gauntlet convention last weekend.  Full ARR is in the works.  


Set up pics





The road through the Wilderness is empty for now

Union artillery on the ridge.


Union begins the advance.
CSA forms a defense
The road is full of Union soldiers now!


Union trying to take the clearings

Thanks for reading.  See you next time.

This ACWary might bleed into February, but that'd be alright.  The word mash still works. 

Sunday, January 12, 2020

I Declare this Month to be: ACWary


That's supposed to sound like January, but the 'Janu' part is replaced with ACW.

I meant to get this posted awhile ago, but I was plagued with computer and other problems.
But you know what they say;
Mo Money,
Mo Problems.

And I got that half right....

ACWary! 




Alternative heading: Suck it Zombies


Every October, a lot of bloggers participate in Zombietober, where every week they post about zombies and all things undeady.  It looks like a lot of fun but I don't participate because I don't have any miniatures zombies nor do I do a lot of zombie wargaming.  And let's face it; zombies are kinda lame.*

But why should they have all the fun when there are plenty of other more worthy genres that deserve their own month of blogging coverage.  Therefore; with the power invested in me by having an internet connection and a blog, I declare this month to be ACWary!  dedicated to all things ACW.
Join in with me if so inclined and convenient, and flood the internet with ACW posts. 

Let's begin the ACW goodness.

(* Zombies are not actually lame, and I have enjoyed my occasional Zombie themed games).


First You get the Men

To start the month off right I've started 20 bases of union infantry.  The plan is by then end of the month have these done.


When I started writing this post, these miniatures were just primed black.
So looking at the state they are in now, and judging by the speed in which I paint,
you can tell this post has been delayed 5 years.

Thank You Jonathon for the Unexpected Reinforcements

It never ceases to amaze me how us bloggers really are an online community of friends. 
Jonathon Freitag of the most excellent blog  Palouse Wargaming Journal, which is a blog we all should be following if you like miniature wargames but be WARNED: His monumental and ceaseless posting of completely painted miniatures will make you feel like you never paint anything.  I secretly think that the Palouse is actually located in some third world country and he has access to very cheap labor / painting sweatshops... and that I should move there.

He sent me these!


Mr. JF knows of my love for the ACW, and offered to send me a unit of 15mm Union Zouaves for the low low price of saying "yes please."   The hardest part was learning how to spell Zouave properly. I'm still not sure that's right. 

I'll have to rebase them.  Not because they are based poorly but just because they are not based consistently with my other troops.  Then when they take the field I'll have to make sure they have a brave colonel named Freitag.

Thanks again Jonathon.  You are such a Zouave guy.   (That joke is just too obvious).

Then You get the Terrain

In the continuing effort to beautify my ACW games, I've been busy with the terrain.  These are just simple jobs that didn't take too long (which fit nicely with my limited hobby time these days).

I finally got around to painting up some houses, which is nice as I barely had any before.
These are the TimeCast 15mm ACW range. 




I haven't painted a building since.. well never before actually.  Just never had a need to.  These came out alright, but I quickly saw that I could put a lot of effort into them and make them look amazing or do a quick job and get them painted and done.  And since no one looks too hard at 15mm buildings anyway I went with the latter.  If there is an opportunity for me to be lazy, you bet that I'm going to take it, as long as it doesn't mean much work. 






Field experiment
I also found some time do to a little Field experiment.  While at the dollar store so that the kids could buy junk (the 6 year old daughter #1 is starting to learn that cheap also means crappy) I saw a white terry cloth that I thought had some good texture to it, and thought that for a dollar a might give it a try.


The original material on top,
the result of my efforts on the bottom

I cut out some squares, spray painted it brown and then dry brushed some green on top.  The result is....not terrible.  It does make pretty good rows and will probably look nice next to one my new houses, posing as vegetable garden.  maybe with a little white fence..


Get Stoned
One never seems to have enough stone walls, so I painted some up to add to the amount that I have  already painted.  (that is a poor sentence, WHERE is my editor??)  These are from Battlefield Terrain Concepts.  Easy paint jobs with grey dry brushes over black primer.  After I painted I was curious about just how much stone wall I had available for scenarios...



5 feet of stone wall or thereabouts.  Probably will need about twice that in total.  It seems that ACW battlefields either had no rock walls or had them everywhere. 

With some men for scale



Make Like a Tree and Leave
One also never seems to have enough trees.  I made some more.  It's kinda a short story. 

Not Quite an Entmoot...
(what's a LOTR joke doing in an ACW post??!!!)

These are Woodland Scenic premade trees that come in packs of like 14 or so.  It's just a matter of sticking the base on a washer, adding some ground cover (I use concrete patch because it heavy and helps make the tree stable and bottom heavy, like most wargamers), painted brown with a highlight, and stick the tree back in.

And Then You get the Games

The first ACW outing is on the calendar in the form of an upcoming weekend convention (March 18th and 19th) called The Gauntlet. 


I think their logo needs work.
It's a little on the nose.

This is an all historical only wargaming convention.  This is only the second year that this convention has existed.  It's got an odd format, but I'll discuss that more in the inevitable convention report.  But the theme for Sunday is the ACW, and holding a convention with an ACW theme is, as I take it, just begging me to come and host an ACW game.  Just asking for it really.
The game that I'll run will use Regimental Fire and Fury, be for 5 players, and is called "A Clearing in the Wilderness."  Good thing I made those trees. 

On Saturday the themes are WWII and AWI, so it looks to be a good weekend of wargaming. 
A new year, and the third weekend is scheduled for 2 days of wargaming?  Not Terrible. 

I should start calling the blog 'Not a Terrible Loss...

Frivolous Purchases

I need another set of ACW rules like a need another tattoo on my face.  But I got one anyway when a gentleman was selling "Brother Against Brother."  This is an older rule set that is designed for 28mm Man to Man skirmish, so it's very useful for me ACW collection which is 18mm, many figures to a base, for mass battles.  Though like a lot of miniature wargamers I moonlight as a miniature wargame rules collector.  I've played these rules once or twice at conventions, though strangely not in set in the ACW, but in the AWI.  


How many rule sets does one need for playing the ACW?  let's see:

Regimental Fire and Fury
Brigade Fire and Fury
Picket's Charge
Longstreet
40 Dead Men
Black Powder (will pick up the ACW supplement eventually)
Sharpe Practice 2
Brink of Battle
and now Brother Against Brother

So 9.  Least I played all of them at least once....

More ACW goodness to come!  Thanks for reading, but for now we shall end this post abrupt..