Thursday, February 25, 2021

ACW rules review extravaganza!

 

Whew, I'm just barely managing my breakneck speed of posting twice a month.


More ACWrary!

In this post, we Continue our celebration of ACWrary by going over various ACW rule sets.   I'm gonna go through a bunch of ACW rules and give opinions on them.  Nothing is as inflammatory as an opinion.  But should make for good reading yes?  Otherwise it's a big waste of time.    

Games covered:

Alter of Freedom

Pickett's Charge

Sharp Practice 2

Longstreet

Rank and File

Regimental Fire and Fury and Brigade Fire and Fury 2ed.  



ACW is the Best CW


That's why it comes first in alphabetical order.  As most of you know, I am a BIG fan of wargaming the ACW.  I love the history, I love the look, I love the movies, and I love the books.  It's one of my biggest miniature collections.  So naturally alongside the miniatures I've picked up and tried out a couple of rule sets.  

I obviously can't cover all the ACW rulesets ever written.  I've confined myself to rulesets that I own, have read, and played at least once.   I've also limited myself to rules that you could go out and buy right now if you like what you hear.  Also I didn't go too in-depth into the mechanics of each game because that would be a lot of writing and I'm lazy.  Plus you can find such information on other places in the magnificent internet.  You could probably even safely search the internet in front of your spouse for ACW miniature gaming rules because the odds are it won't lead to nudity.  

Throughout the post I'll put pics of my ACW forces in action that have appeared previously on the blog.  I would of liked to of staged new pics but one only has so much time these days.




So here we go.


Alter of Freedom



The best parts of AoF is the Bidding system to activate brigades in what order and the Turn Clock.  These are some fun mechanisms that help simulate being in charge of an entire battle.  I also really like the way that the Personality of the Army and Division leader can be reflected by dictating how they spend their available points to activate units.  For instance requiring a leader to hold back some points for some end of the turn movement because they are fussy about small details.  Or not allowing a division leader to assign equal points to his brigades (thereby preventing coordinating actions of those brigades) because the leader has trouble making up his mind.  This process is closely related to the Turn Clock because you don't really know how many activations you are gonna get in a turn.  

Overall the process of bidding points to activate your brigades either early in the turn or later, before the enemy or after, does indeed allow for the feeling of the commander influencing the battle.  Which I think is a real thing in the ACW.  Think of Antietam where Lee ran hither and thither spurring his troops to shore up breaking points all over his line whereas McClellan basically stayed in one place and watched it all through binoculars.  And just to do the opposite at Gettysburg, especially on the second day, Lee basically stood in one place and Meade ran all over plugging holes with troops.  It's probably easier to do that sort of thing when on the defensive.  In Chancellorsville Hooker was temporarily taken out by a concussion from a shell and the whole Union army suffered from a high command paralysis at a really bad time.   



However;

I find the mechanics of how units actually fight each other to be pretty boring.  They are well written and easy to understand, there's just not much to them.  I understand why; because the rules are aimed at doing large battles in a decent amount of time and one turn is supposed to be one hour so it streamlines a lot of the minutia of combat.  To me this makes it more of a strategy game than a tactical one, and I just miss the tactics.  All the brigades are the same size so one looks like another and a strong or weak brigade is only differentiated by how many strength points it has, which is on a label.  There are no formations.  There's practically no shooting in the game because it's scope is so zoomed out and small arms skirmish fire is pretty ineffectual.  Brigades really just charge each other over and over.  Sometimes when I played it I felt like I was commanding more of a Dark Ages / Ancients Army than an ACW one because of the lack of shooting.  I know that the charge into contact is supposed to simulate the close range fire fight and all that stuff but to me it just feels like you charged their unit with yours and either they will recoil or you will.   There's no meat grinder feel.  It's more of a ping pong.  I want that grind of brigades slugging it out.  I liked playing AoF  but I spent a lot of time afterward thinking of how I could take that bidding system and bolt it onto a rule set that has more meat in it's combat.

Sum Up:  AoF is a well written game that does what it sets out to do; provide a higher level of command experience and big battles.  It's more of a strategy game so your engrossed in how to get your brigades into action but the actual combat is lackluster.   Rating: Three stars 


Pickett's Charge




I liked PC the first time I played it.  Then I played it about 3 more times and I really didn't like it as much.  I got the impression that PC was a 'really good Napoleonic ruleset that was 3/4s complete.'  This was reinforced when General d'Armee came out, which is basically the same core system more flushed out and includes infantry squares for Naps.  But it falls short for ACW.  The main thing that it does well is support my belief that the ACW was 'fought by regiments but moved by brigades.'  I forget who said that (or something very similar) which I just plagiarized but I've been convinced.  When you read ACW history you hear all the time what a certain regiment did.  Even when you're discussing a famous brigade (the Iron Brigade, the Stonewall Brigade) you still tend to focus on regiments.  But regiments really didn't wander the battlefield by themselves but maneuvered as a Brigade.   So any game that rewards regiments sticking together but ultimately acting as hit points for brigades is doing well in my eyes.  In PC the status of the Brigade will affect what the regiments can do; and when regiments get used up it affects the status of the Brigade.  You're never gonna refight an entire battle using regiments (that would be maddness!!) so your basically looking at a division or corps command.  This is a good option for each player to control a corps or a division without too much brain power / being overcome by details. Combat is gritty enough to provide that grind I was talking about but also quick enough not to bog down.  

PC also has fun ADC system where Divisional and Core leaders can assign ADC tokens (or cool painted figures) to the brigades to trigger certain affects.  You roll for how many you get each turn so this number fluctuates throughout the battle and provides some fun tension.  The game also uses some ACW terminology like calling units "whipped" which adds a delicious dollop of historical flavor.  



However:

The rules are kinda a mess.  It's one of those rules that when you read them everything seems covered but then each game you play you find something new that is not explained well or just not mentioned.  When you look up the FAQs and errata of PC, there is a lot of it.  Some of these make changes to basic rules like how skirmishers fire and to the 'dead volley' result chart and these are like, pretty core mechanics.  The charge/melee rules in particular are all over the place.  Melee phases are usually the most complicated of rulesets and I think PC could of used another 3 pages of explanation and examples.  It's just not clear enough.  I also don't love that charging units and the units being charged basically play out the whole turn sequence by themselves to completion.  When the charge combat is complete you then go back to almost the beginning of the turn sequence for the other units not involved.  It's just wonky to do it that way.

The ADC system is clever at first and there's like 10 options to choose from; but my experience showed me that you only choose the same 3 over and over and over again (these being Brigade attachment, Double Quick, and Assault fire.  Sometimes Rally).   The others just never apply or apply so very rarely that you forget about them.  

Overall: There are a lot of good ideas in PC but the rules as a whole are not fully formed.  It's just not written that well and many things are confusing.  If you REALLY like it's good points then you can overlook the bad but I think the bad wins out in the end.  It's kinda like a beautiful woman with a shitty personality; does not a long term relationship make.  If a second edition comes out I would probably buy it, and I'm sometimes tempted to buy General d'Armee and use those rules and just ignore the Nappy stuff.  In the meantime PC just sits on the shelf and I hardly ever have a desire to play it.  Overall Score: Two stars.


Sharp Practice 2


People tend to love or hate TFL games; and I am the same.  I really like Chain of Command, but am not a fan of I Ain't Been Shot Mum.  I like What a Tanker but hated Dux Britainarrium.  Which is all strange because because it's mostly the same concepts in each game just slightly different.  It's the same thing as liking Double Fudge Chocolate ice cream but intensely disliking Rocky Road.  Except that nobody really likes Rocky Road.

SP2 is a generic Horse and Musket ruleset that plugs into the ACW by using special traits for the units; so you'll think that SP2 is a good ACW game as long as the traits reflect what you think is appropriate for the ACW.  It does a good job of this, plus I think that SP2 is just a GOOD game overall.  It has solid mechanics and an interesting game play.  TFL are big on 'friction' in their wargames and SP2 is probably one of the better versions of how it creates that friction.  It's also one of the few games where troops deploying onto the battlefield is part of every scenario so when you play a battle it really has a beginning, middle, and end feel to it.  Mostly though, it's gonna come down to that IF you like the mechanics of SP2 then you'll likely enjoy it for the ACW.  For example; if you like card based activations, and random turn lengths; if you like the way that shock works or rolling to see how far a unit will move and etc..  The game plays really well with 2 people but can bog down with more.  

The unique feature of SP2 from the stable of TFL games is the use of Command Cards.  It's using these that the player really enhances his activations and provides a great risk versus reward mechanic because the more that you have the more that you can use at once for a bigger effect--but the turn might end and you lose your chance for that big effect.  The command cards have a LOT of uses actually and adds a lot to the game.  

You're not going to be recreating any famous battles of the ACW with SP2 though.  I'm not even sure what the basic forces in SP2 are supposed to represent; could be a company, a regiment, or some guys off on a detached assignment.  What you get is a good game with enough ACW window dressing. 



However; here are some quibbles...

The biggest problem in SP2 is there are a LOT of rules in the game.  No rule is very complex on it's own, there's just a lot of them and most of them interact and taken all together makes SP2 more complex than it appears.  There's definitely a learning curve for this game.  I think this is demonstrated thoroughly in that you can watch a YouTube video of SP2 being played by the rules author and his business partner and they mess it up several times. 

 The melee rules are the most complex because it's a whole several step subsystem of it's own.  It doesn't matter how many times you've played SP2,  you're always gonna open up the rule book and go through the steps. 

 It's not a daunting amount of rules to learn like some board games have.  But you can't say "everything you need to know to play the game is on this short QRS."  A QRS for SP2 is 5 pages long. 

And while I really like the Command Cards in the game, they have SO many uses that until you learn  them all you have to keep a list of what could be done and consult it almost each time you get dealt one.  

The game can also drag if you have too many leaders in a force.  Here is a house rule that I use:  Status 1 Leaders who are attached to a formation with a higher Status Leader whom is actually leading the formation DON'T get a card.  99% of the time when these Status 1 Leaders activate they remove a point of shock or do nothing.  I just have all status 1 leaders do that at the beginning of a turn.  

The only thing in the game that I don't like are the random events that sometimes trigger.  I just think they're all lame.  The simple fix is to just not use them.  

Overall: SP2 is a good game of horse and musket skirmish that fits the ACW well.  Score: 4 stars.  


Longstreet



First off, Longstreet is not so much a miniature wargame that uses cards but is a card game that uses miniatures (see what I did there?).  That's an important point to make because it will really affect one's enjoyment of the game if one doesn't grasp that early.  It's the cards in your deck that matter, and not so much the battlefield.  Longstreet is a very interesting game; Dai and I played several games during the way back when (it was before I even had a blog, clearly the dark ages).  We were playing the campaign and I know I got to a point where I was REALLY interested in what happened during the campaign but less interested in playing the actual battles.  I keep the rules around for the campaign system mostly, because one day I AM I SWEAR gonna play a ACW campaign.  During the campaign you get to augment your force, get reinforcements, camp sickness will affect units (an often overlooked part of the ACW), get skills, and etc..  It's kinda cool that your large, fresh, Eager and Green Regiment who can't shoot worth a damn but will charge anything you point it at will, after a few battles and losses, become a small battle hardened veteran unit that shoots really well but is very reluctant to charge anything.  The campaign system also stacks the deck depending on where you are during the war which is a nice feature; Games in the early war the CSA has a distinct advantage and those late-war games favor the Union.  The midwar decks are fairly balanced. 

Anther thing that I liked but others might not; it's kinda a grab bag of all things cool about the ACW just mixed together.  There's repeating rifles, there's the Rebel Yell, there's African American Soldiers eager to prove themselves, there's faulty CSA shells, etc..  Basically anything cool in an ACW movie has a card in the game.  



However

Dai and I never finished the campaign, think we got 4 games done out of the 12 needed.  I think this is mostly because our lives got busy (as they do), we moved on to other games, and we soured on the actual game play of the battles.  For me, I'm more of a miniature gamer than card player.  I don't want to say that the game play was bad, because it's not, it's just not what I'm looking for.  Yet here are some things that ALWAYS rubbed me the wrong way:

During a turn units can charge OR move but not both. No, not like that, like this: If you had 3 units that you wanted to move and 2 units you wanted to charge the enemy then you could move the 3 units and NOT charge at all or have the 2 units charge and the other 3 just sit there.  So it's impossible to be aggressive on one flank while falling back on another.  And that is just plain wonky and does not reflect ACW at all.   

During a battle there are a lot of 'gotcha' moments due to the card play.  Like there are cards that you can play that prevent the other player from charging or that really reduce all shooting attacks.  So you often have moments where you set up a glorious charge across the whole battle line (because you can charge OR move) only to have the other player stop it with a card play and a sly "oh no you don't."  Basically, some of the card effects are just annoying.  Like the 'magic marsh' card (I forget what it's actually called) where you get to add a piece of rough terrain anywhere on the table; so inevitably you place RIGHT in front of advancing enemy troops.  I know that it's supposed to represent the frequent occurrence of troops plowing into a bog (or whatever) that no one knew was there; "Over this small foot hill Boys and straight onto the  enemy's flank OH DEAR ME WHERE DID THIS SWAMP COME FROM??!!  That's not on the map!"  --but when it happens every game it's less amusing.  

Your starting force in Longstreet is a mix of infantry, artillery, and cavalry....WHY the HELL is cav in there?  The ACW reeaaaallly quickly moved off from mixed brigades of infantry and cavalry and as I explained in my previous post, cavalry is dumb.  Ok, it's not dumb but cavalry is really a side line to ACW battles.  

Overall: Longstreet is a very interesting game, I've never played any other game like it (it might be like the other games in the Honour series).  It unique, and that's either a blessing or a curse depending on if you like the card play aspect.  It's more of a deck management game that uses miniatures than a traditional miniature wargame.  While the campaign system is written for it's own rules, it full of good ideas and probably be adapted for use with other rule sets.  But since I'll likely never break out Longstreet just to play a battle, I'll give it 2 stars.  


Rank and File




I'll tell you a secret; I've never played Black Powder (GASP!  SHOCK!).  I've never played BP because I already own a good generic large battle horse and musket rules, and these are Rank and File.  RF is superb in it's simplicity; units can be regiments or brigades or anything you want, the turn sequence is easy, the mechanics are smooth, it's basing is flexible.   You could also pick up the ACW supplement for a few more rules that make it more ACW-y but that's not required really.  But I will say that the supplement is really well written and enjoyable, a good resource in it's own right.  It's one of those supplements that's great for a novice because it gives plenty of background and has just enough rules in it to add more  ACW flavor but really does not change the core mechanics.  
IMPORTANT NOTE:  I have always played R&F using a D8 for morale instead of a D6.  This makes passing morale / rally checks a little easier and allows units to linger longer in combat which results in more delicious carnage.  And because units that take 50% losses cannot rally, this does not increase the game time. 

Combat in R&F is easy and smooth and has enough grind to it to satisfy me.  Units will blast away at each and whittle themselves down.  There's juuust enough of the meat grinder feeling that I like.   Earlier when I talked about Alter of Freedom and stealing the bidding system, it would be Rank and File that I would use.  

I keep saying that R&F is easy to learn (because it is) but that's not to say there is no tactics or strategy.  The game straddles the balance between being simple but still needing a good plan of attack to make it work. 

One of the benefits of R&F is that since it plays pretty quickly you can get a lot of turns into an evening.  Which means it's great for games that start with an empty table and the troops enter from roads.  You won't spend have the evening just getting into position.  




However;

I don't really have anything that I dislike about R&F.  The worse thing about it which really is not bad at all, is that it takes a little more work to prepare a scenario because you have to create the OOB and decide and on the scale.   Units, no matter what they are representing, need to be between 4 and 10 stands each.  I have found that 6 or 7 is the sweet spot. 

There is NO command and control in R&F.  If a unit is not routing it WILL go where you want it to.  Leaders don't really lead but just provide morale benefits.  

Overall: Rank and File does exactly what it says it does: provides easy rules for large battles but still has plenty of tactics to go around.  The ACWness of it comes more from the equipment traits and the special rules for the period, but the generic core mechanics are great.  4 stars.  



Regimental Fire and Fury and Brigade Fire and Fury 2nd Edition






I'm gonna lump these two together because they are basically the same game.  The mechanics in each are 90% the same, it's by the same author and etc...it's the the scale that is different.  One is for Regiments and one is for Brigades (got figure).  RFF has been my go-to set of ACW rules ever since I got them.  I think they are simply the best.  The books are the best written rule books I have ever come across.  They are clear, there is just enough examples and charts, the melee phase is thoroughly explained, the mechanics smooth.  I really appreciate the turn sequence (Side A maneuvers, side B fires, Side A fires, Melee for both; followed by Side B maneuvers, Side A fires, Side B fires, Melee for both and that's 1 complete turn)  and it's a stroke of genius that the morale of the unit is combined with the maneuver check.  I like the way that units degrade over time going from Fresh to Worn to Spent as losses mount and I like the way that this degrade can be speed up or slowed down depending if the unit is Spirited, Reliable, or Unreliable.  It does such a good job of reflecting how some units in the ACW would stand there and take all sorts of punishment while others would start to fall back after being shouted at by the enemy.  It also displays the linear tactics that ACW commanders preferred.  These are the rules that set the bar for a game that feels like an ACW battle.  

I would say that the rules are of moderate complexity as each phase has it's own little subsystem.  I have ran these rules at conventions with no problems and people tend to pick it up fairly quickly.  

I really can't sat enough positives about them.  If you like the ACW and you don't have these rules you are missing out.




However:


In order to sound fair and balanced, here are some MINOR draw backs.
You got to do a lot of math in RFF.  The math is not hard, it's simple addition and subtraction, you just have to do it a lot.  For instance shooting;  people who are completely used to games where each base rolls a D6 with a few modifiers looking for a 4+ can be dismayed that RFF doesn't work that way.  Instead in RFF you add up all the fire points from ALL the units shooting at a target, which converts into a modifier (for example 11 fire points gives a +2 modifier),  add or substract the other modifiers (there's only a handful), roll a D10, and consult the fire chart.  Basically in each subsystem you're rolling a D10 and doing some addition and subtraction to get a result to look on a chart.  It can kinda feel like you're doing a first grader's math homework.  
I want to stress that I think the added complexity is actually a good thing and really helps with the overall feel of the game being ACW.  And again, the math is not hard.  It's not long division.  
It's just more mentally tiring than just counting up successes on a pool of dice.

Each unit in RFF and BFF requires a label, so hosting a game takes work because you have to print out and attach them, as you can see in all the pics in this post.  

RFF and BFF are best a multiplayer games.  In RFF a single player can play a brigade easily and an experienced player could do a division.  In BFF a single player can do a division easily and the more  experienced could do a Corps.  

Overall:  These are my favorite ACW rules and in my mind set the standard for all the other ACW rules.  5 stars. 








Wrapping Up:


Naturally, these are just my opinions and therefore don't really mean anything;  They're worth exactly what you paid to get them.  And even then, if someone was hosting a game and invited me to play and was using any of these rules I would still come along happily.  Even the ones I rated low.  






For myself; if a game was for 3 or more players I would immediately reach for RFF /  BFF or R&F.  If for 2 players I would likely bring SP2 (or just a smaller RFF scenario with 2 brigades a side maximum).  

I hope you enjoyed this rule blitz.  

 If you have a favorite ACW rule set please feel free to let me know.  I'm always on the lookout for ACW rules and even if I never play them I like to read them. 


Tuesday, February 9, 2021

For ACWrary; some ACW reinforcements

 

Hello All.  I'm excited to start celebrating ACWary and getting back to my semi regular schedule of posting again.  That's a Win-Win I'd say.  You did know that February is ACWary month right?  Of course you did.  

In this post I present to you some ACW reinforcements.

This was mainly a basing project, as these were miniatures that I paid to be painted a long time ago (as can be seen in This post a year Ago!).  So after a year of living on popsicle sticks in the dark of my hobby desk, I figure these guys are now properly aged and seasoned and ready to join the regular armies.  The fact that it took me a year to get these guys on bases makes no nevermind.  It's all about the long term planning see? yeah, that sounds good.  Much better than admitting that I just got distracted by other stuff.


Isn't cool that we all can instantly recognize General Amristead in this picture
just because of the hat on the sword? 
I should watch Gettysburg again the next time I have 4 hours to waste.
Probably in 5 years time...




Isn't the Basing Great?


First up we have here some Confederates.  30 bases worth (90 miniatures in 18mm), so a sizable addition to the CSA.  I didn't paint any of these, so just tell me how cool the basing is...




But really it's just a simple basing scheme and nothing to GENERAL LEE BRAGG about.  Get it?? General LEE??   Bragg??!!  **chuckle chuckle snort snort***    Ahhh, I enjoy word play.  


A Sample of 10.  The rest look very similar.



Seem, Told ya.


Here is Everybody



I always like pics from the behind the miniatures,
because when you are the controlling player,
this is the view that you see.


Wasn't that a fun bunch of Rebels? 



But Maybe I Can Say That I Painted These Guys?


Not to be outdone, here we have some USA reinforcements; also 30 bases worth (90 miniatures).



 However when I started in on the Union troops I realized that the guy who painted these for me neglected to paint the canteen straps white and forgot to paint the brass plate on the ammo pouch.  So I did 'em and hard work it was.  That's a lie of course because it was pretty easy; but it does mean that I *technically* painted them myself right?  That's the truth of it.


Sample of 10



Look-it the white straps!


In truth though it doesn't really matter to me if I have painted the miniatures or not; what matters is that they are now DONE!  Whenever I put on an ACW convention game someone always asked me if I had painted all the miniatures and I always answer grandly, "I painted AAALL of these miniatures except for the ones that I paid someone else to; but you can assume that mine are the better paint job."  Which is actually true except for the CSA that Dai painted and the Zouaves that I was gift from Jonathon.  Those are way better.  



All Together now!
"My eyes have seen the Glory of the..."


I haven't had time to do an actual count, but these additions probably put me dangerously close to completing my goal of having 200 bases of infantry per side.  If you count command stands and artillery then I've already broken 200 but that was not the goal.  When each side has 225 infantry bases and 25 artillery bases I will consider the collection complete.  

What about Cavalry?  Who cares about the Cavalry??!!  Cavalry is basically useless in ACW battles (which is just another reason why ACW beats NAPs;  you can ignore one whole aspect of the army).  Name one battle where Cavalry played a s significant role outside of Buford's Cav at Gettysburg?   

Ya Can't! 

NO!  Those minor Cav on Cav battles don't count for nothing.  

NO!  You can't count Mounted Infantry neither; Mounted Infantry and Cavalry aren't the same thing.

So Cavalry can go suck on a pinecone.  Who wants to paint two versions of the same unit anyway (one mounted and one dismounted).  Not this guy!  If you want to play Cavalry you should head over to Napoleonic games where cavalry have real confusing names like 'cuirassiers,' and 'hussars,' and 'chasseurs.'  Whatever those are supposed to be.  

To make up for my meanness; here is a meme of Jeb Stuart.  One of the best cavalry commanders in the ACW (but maybe not THE best) and likely the most famous.


There.
Now we're friends again.


Public Service Announcement


Men!  Valentines day is fast approaching!  DO NOT FORGET!  

Since Valentines day is in the month of ACWary; why not get her some deliciously ACW themed sentiments.  She'll love it!***


For those righteous women who were for the Union



For those with a more southern sympathy

***Do not do this. She will NOT love it.  


Wrapping up


I hope you'll will be having a happy ACWrary,  I'm really hoping to squeeze in another ACW post before the month is out.  Till then, thanks for reading along.  You are appreciated.  

-Stew



Thursday, January 28, 2021

Now, What Was I Doing Again?

 Oh that's right: Awesome Miniature Wargaming Blogging!  I knew it was something really important like that....


Absence Makes the Heart





Hi there internet friends.  I've been distracted for awhile and I have hope that you have missed my unique style of prose and witty commentary.  Probably not, but lie to me all the same because I have a delicate ego that can't take much rejection.  It's what my wife does... 

 I'm still sad from the rejection from that time I tried out for American Idol, and America's Got Talent, and America's Funniest Home Videos...

To make up for the lack of utterly free content over the last 2ish months, this promises to be a longer post today.  Unfortunately most of it is very boring...

But first:


Blogging Issues:


Everyone seems to get to have an issue with the new blogger software, and this one is mine.

Even though  I haven't writing posts I've been trying to keep up to date with all of yours, which is something that I enjoy.  But I was struggling to leave comments as is my usual behavior as I kept getting this error after I hit publish...

Screen shot from the phone of the annoying error...

And my witty insightful comment would just DISAPPEAR into the unknown ether.   I would try to write the comment again and get the error again, and you get the idea.  Then because I am lazy and lack free time I would give up.  Or if I did keep trying (because I really like you) the comment would get shorter and shorter because my thumbs would tire of pecking it out over and over again; so a several sentence comment with a funny joke would be reduced to "nice job" when it finally went through.  

I don't really know why it's happening, but I'm hoping it will just sort itself out over time and I don't have to do anything.  I love doing nothing.  I already have SO many things in my life that require maintenance: house, car, my growing waist, work, children....  
Good news; I have noticed that it's starting to happen less often.  I think.

SO if you have noticed that I was commenting on your blog and suddenly stopped or drastically decreased; that is the reason.  Either that or you stopped commenting on my blog so I stopped on yours because I am small petty vindictive man....but it's a new year so I'll try to grow up a bit.  

But more likely the error or simply a lack of time as I've also been very distracted lately...

Distracted by Nicknames


The main reason for being absent for the last 2 months is because I've been too busy trying to come up with a nickname for my newest child: born in early December, Son #3.  




All of my children have nicknames.  Daughter #1 (age 7) is known as 'The Terror' because of her constant bad attitude.  I don't know where it comes from because I certainly don't have a poor attitude, But it's like I have my very own Nature Vs Nurture experiment going on.  Son #1 is mostly called 'The Angel' and sometimes called 'The Ghost' because he died as a baby.  He was born sick and passed away in our arms; and when he is called the Ghost it is because we are 'The Haunted.'   
Son #2 (age 2) is called 'The Destructor' because he knocks over, spills, or breaks almost anything he gets his hands on.  In fact he recently broke our large screen TV when he threw a $3 plastic dinosaur at it.  HARD, apparently.  I was in another room feeding the baby while the wife was in the shower when my daughter came in and told me that "he threw it at the TV and it suddenly turned off....."

This newborn Son #3 needs a nickname; So far I've been trying out 'The Surprise' or perhaps 'The Added Complication,' which sounds right; being that I am in my mid-forties and some would say that was too old to be having babies.  It certainly wasn't something I was planning. Certainly not during a pandemic.  
The only good reason for a mid 40s male to have a newborn baby is because he has a new wife 15-20 years younger than him who didn't have kids of her own but promised to do all the work...
Which is NOT the case here.

Just as well though, I don't really have the energy for that sort of relationship...  

Though it does melt your heart when they fall asleep on you



Of course the above is the Glamour pic for social media when the little guy is a month old.  The reality of a newborn is more like this....



Zombie Dad



The Current State of Play 


(WARNING: Self indulgent analysis ahead):

It's been interesting times hasn't it? (damn that Chinese curse).  Last year in 2020 I managed to get in 12 actual games.  13 if you count me making my in-laws and wife play Pandemic the board game on New Years Eve (which I got as an awesome Christmas gift).   They did have fun. I should play boardgames more often. 
One might think that 12 games is a respectable number in a year with COVID, stay at home orders, game cancellations of all kinds, pregnancy (which made us take the stay at home orders very seriously, and sometimes it feels like no one else does), homeschooling, and etc...  but the thing is; 12 games is also my number from the year before in 2019, when none of that stuff was present.  What gives? 

It's the lack of attending wargame conventions for both years.  In 2019 I was just double booked on convention weekends with family events and of course in 2020 it was Covid that cancelled all the conventions.  But this shows that I have a pattern on relying on game conventions to get in the majority of my time actually playing games.  So instead of having a regular game day / night with the same regular people (more or less);  I do getaway weekends where I play games with acquaintances or strangers (nice as they are).  I would like to be a Regular Gamer, but it seems I am more of an Occasional Gamer.  I wonder if this says anything about me that I don't really have a regular game group?  I don't think I'm particularly unfriendly or stinky that I wouldn't be invited to such things.   
Naaah, that can't be it.  So instead I blame the children; thieves of time that they are. 





Because the thing is; A gaming opportunity has to be SPECIAL enough to warrant time spent away from the family during the weekends because they all rely on me.  I'm not trying to complain too much (but I am a liiitttle bit) because it's nice to be needed and part of a whole.  I think it reflects a phase of life.  People talk a lot about the hobby being grey (as in mainly old dudes) but I suspect that it's not so much a factor of the age of the gamer but the age of the gamer's children.   When you have young children, your time is not your own.  

All of that to say that it looks like 2021 is gonna be another lack luster year for gaming; COVID is still hanging out, now there are even more children, I'm gonna have to move houses which is always a big project, etc...   

That's not to say that I never get out to a club game or over to a friend's house for a game, it's just a rare occasion.  Before COVID, I would also host games at my place but that is not an option for awhile; as the wife was adamant that we could have no guests while pregnant and is just as adamant that we should have no guests with a newborn.  Which makes sense of course.  It's just kind of a bummer. 

So at least for the short term foreseeable future there will be little miniature wargaming opportunities.  Which really puts a damper on my painting motivation because I am solidly one of those 'paint to play' people.  Left to my own devices I wouldn't paint anything just for the sake of painting it.  

It's not that I hate painting; it's a means to an end for me, and without the End (ie, The Wargame) the means lacks substance.  It's like exercise, I don't like working out just for the sake of it; it's the end result I'm after, and the ability to eat hotdogs and pizza guilt free.  
Course, it's been forever since I've actually exercised, it's just an example.  I still eat the pizza and hotdogs though.   

What to Do?   Adapt and Plan


Or is it Plan and Adapt? 



Production Plan: Of course I'm gonna keep painting / working on stuff.  But as time is limited I'm  just gonna break down things into micro projects and one at a time.  Simple projects would be better (most wargaming stuff is simple anyway, it's not a particularly hard hobby to have).  Work on one small item of terrain instead of 3, paint 4 figures instead of 16; that sort of thing.  Ideally this will still see stuff getting completed and aid my mental health /motivation as I'll see progress.  With no big upcoming game event to guide my painting goals, smaller projects will allow me to jump around easier without making the desk too cluttered.  Because I hate clutter.  Clutter is an old enemy of mine.  


Gaming Plan:  Obviously I'm gonna have to rely on solo gaming for awhile.  Though I really only like solo gaming when I'm trying out new rules and want to see how they work on the actual table.  Rules read one way, and sometimes play another.  Plus the set up and tear down of a  miniature game with all the terrain and whatnot is Suuuuuuch a pain in the ass when you're just doing it for yourself.  

It's kinda like cooking; when you're making a meal for your whole family then you'll cook something nice, but if you're just feeding yourself you end up with PB&J or chicken nuggets. 

Given that I am always in a time crunch I also need something that I am able to set up and take down in an evening.  Which turns me to board gaming.  I did some research for good solo games and stumbled upon Journeys in Middle Earth by Fantasy Flight.   Which is billed as an Adventure game set in Middle Earth.


 

So after a day of being Super Husband and Daddy, when everyone was tucked into bed and the wife settled with a hot drink and a Netflix movie (to promptly fall asleep to) ,  I told her I was gonna try the game out and go on adventure.

 

Playing on my kitchen table
 

I won’t go into too much detail about the game itself (not unless you ask); since you can find such info if you wish.  But I did find it to be very fun and so far have played the first two adventures.  Each adventure plays in an evening (2 -3 hours) and the whole game is run through the app so I have no idea what is gonna happen next, so it’s quite engaging.   It’s my first time playing a game that is run by a computer which kinda makes me sound old. 

 Who knows, this might even inspire me to paint some of the LOTR lead pile....

And There We Have It


After 6 weeks at home with the new baby, I'm back at work and we're all settling down into the new routine.  Ideally I'll be able to spend an hour or 2 a week at the hobby desk and the occasional weekend night going on a boardgame adventure.  I'm currently working on some ACW stuff for famed ACWruary month which is just a week away.  Shouldn't be too long before my next post which will feature actual miniature wargaming content; unlike this post which reads like diary.  But since I'm a BIG strong man I'll call it Journal.  A JOURNAL!  

Thanks for reading, and being at all interested in my little goings on.  


Friday, November 20, 2020

Incoming stuff! The lead Pile Cycle

 

Sing it!  (to the tune of Kung Fu Fighting)

"Everyone loves online shopping
Add to cart as fast as lightening
The wallet is slowly tightening 
My lead pile is certainly frightening."


Several purchases have crossed my doorway recently.  Everyone likes a little bit of "here's my haul."


Not my actual house.
Pic stolen from the internet for comedic effect.
Isn't it Hi-larious?

Incoming Stuff


I've had some Kickstarters arrive.  The first to show up was my new version of the board game Britannia by PSC.




I love this game to bits, so the purchase of it was a no-brainer for me.  Though its been several years since I played it last, and who knows when I'll be able to break in this new version.  It's essentially the same game as the old version rules-wise, but has cooler components and a new 2 player version; which might make it easier to get on the table as the proper game is a 4 player game that takes about 6 hours to play.  You might hear or read on the internet of people playing it at around 4 hours but they are lying.  Or they strapped themselves to the chairs with no food or bathroom breaks.  It's an awesome game, it just takes awhile to play.  


A closer look at the new components.
There are some crazy cool people who paint the miniatures for their board games,
but I am not one of them.




The other KS to arrive was the "Farms of Gettysburg" by Things From the Basement.  I pledged for these back in June of this year, and just assumed that every KS is a year wait; but I must of not been paying attention because but here they are!  That was a nice surprise.




These are 15mm MDF buildings based on actual buildings / farmsteads from the battle of Gettysburg; which I think is a pretty cool idea.  However in hindsight, I probably didn't need to get ALL of them, cause what am I gonna do with 13 farms?  Typical overspending of wargamers!  Who authorized such a transaction?!!  Let it rest, for now is not the time for recriminations, and blame can be assigned at a later date to all guilty parties.


Close up of the raw woods.


These are also way more detailed than I thought they would be, even more than the 28mm stuff from Sarissa that I got recently.  

I have long wanted to do some scenarios focused the first day of fighting over the rolling hills and ridges west of Gettysburg, though I've been distracted by other battlefields that are easier to construct. 




This will probably be the first that I assemble, as the Thompson was in a central location during the first day in the fight for Seminary Ridge, and later went on to serve as Lee's headquarters for the rest of the battle.  


Speaking of Seminary Ridge, What would Seminary Ridge be without the famous Lutheran Seminary?


What a monstrous hunk of resin!
My 18mm ACW troops at the bottom for a sense of scale.


I have long been looking for a 15mm Lutheran Seminary building but they are hard to find.  Go ahead, type it into a search engine and see what comes up, I dare you.   After coming up empty for months I finally found that Noble Knight Games had one in stock...that I immediately purchased.  I am a Kung Fu master at the speed that I can click add to cart.  

This thing is huge! It's the second biggest building I own in either 15mm or 28mm (yes, the 15mm Seminary is bigger than other 28mm buildings).  Such a large building on the table is certainly going to draw the eye as it towers over everything, so I'll have to be sure to paint it extra good.  Which will be a challenge because there a ton of little details on it. Like all those window frames, roof tiles, and the zillion bricks.... sounds like a good challenge for ACWary.  Mark your calendars!  ACWary is just 2a little over a month away!  What do you mean "What's an ACWary?"  For shame that you forgot this thing that I made up one time after drinking too much coffee way back in January... Here is a LINK to the post for a reminder.  



Tough I'm not a huge fan of these bushes sculpted onto the model.
And it doesn't quite sit flat which is annoying.  


Lead piles need a cycle to illustrate the way they are constantly renewing themselves.  There's a Water Cycle (Evaporation, Condensation, Precipitation, and Collection) a Rock Cycle (rocks go from Igneous to Sedimentary to Metaphoric) that serve as examples.  I know these things because Daughter #1 loves "The Magic School Bus Rides Again" on Netflix.   The Lead Pile Cycle can be something like:

Imaging: Wargamer imagines playing with a miniature army and how much fun it will be.
Purchasing: Wargamer buys the miniatures (lead pile grows).
Procrastinating: Miniatures sit for awhile as the wargamer gets distracted by other stuff
Painting: Miniatures are finally painted (lead pile shrinks).
Imagining: Wargamer imagines new additions to the miniature army and how much fun that will be...

and you get the point. I personally thought the addition of the Procrastinating step to be quite inspired.

So it will come as no surprise that after my unexpected hobbyathon where the AWI lead pile seriously dwindled to a mere few nude lead miniatures, that it was renewed with an order from Brigade Games.

And the cycle repeats itself.
Another 48 miniatures added to the lead pile.



The Long Winter


The end of the year is upon us and is the time where I usually get swamped with fun (or at least trying to make it fun) family stuff.  Gaming tends to cease (like it wasn't already due to the COVID) but spare time for the hobby side also tends to disappear.  I doubt I'll get much done of anything but that's the way it goes when your children are small.   So any future blog posts will have to heavy on the witty commentary and light the substance.  Least all the above shows that I have plenty of stuff just waiting for me.  

Plus there's a super important birthday in December that needs to be celebrated.  There's also Christmas. 

Have I mentioned my birthday is in December, really close to Christmas?  

But first!  Next week is Thanksgiving here in America.  Wishing everyone a SAFE and happy holiday.

Till next time.

-Stew

Sunday, November 8, 2020

10 day hobbyathon

 

or thereabouts...10 days give or take.  Lots of pics in this post.  


Got Caught, and Got Lucky





I tested positive for COVID.  I get tested through work, and took the test on a Wednesday and got the results on a Thursday night.  It was a little distressing since I know we've been VERY careful and when I got the results it was late evening and I was sitting at a table with my wife and her parents (who had come up for Halloween) who are all in the more vulnerable population.   I'll spare you the details of how I spent all of Friday in a parking lot so I wouldn't be around anyone (Ok, so one detail there).  
It's weird knowing that you are the diseased one.  There are also a lot of health officials that call you when you test positive. 
Long story short; the wife and kids ended up going to the Bay Area to her parents house so I could spend 10 days in isolation.  No work, no leaving the house.  The lucky bit is that all the family tested negative twice over the next week and I never felt sick.  Having known people who have gotten very sick I feel especially lucky to be one of those asymptomatic individuals.  So basically I ended up with about a week of goof off time, and the whole thing was harder on everyone else than on me.  My biggest problems were loneliness and ennui.  And trying not to eat all the Halloween candy that didn't get passed out.  

It couldn't be hobby-time all the time of course.  The whole house had to be DEEP cleaned and disinfected, especially the bathroom (and if you have to clean one, might as well clean them all) and the kitchen.  And when was the last time anyone cleaned the stove top?  Or cleaned under these sofa cushions?  Why do I live in such a pig sty??!!    I also did some of those chores that there never seems enough time to do like clean and vacuum out the car.  I also finally watched the last StarWars movie (it was terrible).  

Did Some Painting


Since I was stuck at home during election week here in America, which has tensions high, I decided it was appropriate to paint some Sci Fi near future dystopian miniatures to fit the mood... Just kidding! I churned out some AWI miniatures.  Still on the theme though.

It's a pretty crappy picture actually, but they there are nonetheless...



First off I painted up 12 more of the Colonial Militia in the brown MPC coats. I like these figures.  













And when those were done I decided to double down and painted up 12 AWI Continental Infantry and their dashing officer.  
 
Another terrible picture!  I must be out of practice on taking photos.


I'm not really going for a particular regiment, I just picked a color scheme I liked.  I was shooting for something like this:



So lets see how I did with that (Hint: the answer is poorly)













I know I say it all the time, but I show some close ups
not to show off my painting skills but more so you can just SEE
the damn miniature in the first place.  


Let's not forget about the aforementioned dashing officer...


I had a pony tail just like this when I was in high school,
though I colored it purple.



I really like way these came out and am digging the uniforms.  While my British are red with blue facings I kinda like contrast with the Americans being blue with red facings.   I hereby award myself a self high five   (because no one was around of course) on my decision to do the AWI in 28mm so that these miniatures will one day make a  pretty sight when they finally hit the table.

YAY ME!



After that I was kinda sick of painting because that is a lot for me; so while catching up on The Mandalorian (which is pretty good and makes up for the terrible Rise of Skywalker, and it's about time that I watched something on DisneyPlus for myself that I got for the kids), I spent an afternoon making some 28mm Snake rail fences. 

Not much to show, they're fences.
The kits are from Battlefield Terrain Concepts


Kitchen Table Battles


Having yet MORE time to kill, it struck me that I now 'all of a sudden' had enough AWI stuff for a small game; so I did a solo game of Musket and Tomahawks 2.  


Side Discussion: Solo Gaming
I don't love solo gaming.  I know some folks like it and even do it exclusively.  But I tend to get bored quickly during solo games.  I am poor company for myself.  But it had been a long time since my last solo experience.  Plus for me; solo gaming is best used to try out new rules and see the how the game mechanics work on the table and get a idea of what tactics should be used etc..   and I didn't have much else to do.  




Table set up.  



There's no real AAR since I didn't really take the time to write down what happened.  So just some  pretty pics (I hope you'll agree).   The scenario is that there are two objectives on the board that the Colonials have to occupy and the British goal is just to stop that and cause as many casualties as possible.  The Americans had 3 units (2 large militia units and 1 large Continental Infantry unit) and the British had 2 (1 of regular infantry and 1 of Light Infantry).  Each had one daring Officer.  

British Light Infantry have the Scouts trait and move through the woods easily
to come up on the flank of some Continental Infantry.


Colonial Militia stalk in some woods (slowly) getting to the objective.
The British Regulars move up as well.

The British Light Infantry on the right and the Colonial troops shaking out
into lines.





Overall; I had a good time putting Muskets and Tomahawks 2 through it's paces.  The game is a little more complex than I initially thought and there are lot little rules to keep track off.  The good news is that they all interact with each other well and I really like the game.  It definitely has a fun black powder skirmish feel to it.  

Musket fire erupts everywhere.... 






The Continental Infantry use 'Volley Fire' to engage the British Lights.
Volley fire is an effective tactic in M&T2.  It ignores terrain and causes reaction tests.





Militia and British Regulars get into a Musket Ball fight.


Testing out the Melee mechanics of the game.








I did get a random event in the game, 
Where a farmer decides to take pot shots from his house at anyone within 12"


It's also nice feeling of pride when a genre you've been slaving away on finally hits the table for the first time; and I was pleased with the appearance.  It's kinda like that feeling you get when after going to the gym for awhile you finally see some improvement in the mirror.  Or so I've been told.   Self High Five Again! 
yay me again!




Doubling Down:

Riding high on that solo experience and still not in the mood to paint anymore and with the election coverage being a distraction and a reminder of hard times, I decided to put down a small ACW scenario.


I really ought to upgrade my rivers.



The scenario is the "Ball's Bluff" scenario from the Regimental Fire and Fury rulebook.  The Battle of Ball's Bluff is a small battle early in the war, where a small Union force crossed the Potomac river to scout the CSA and ended up in a fiasco of a defeat.  Generals lost their job afterward.




The CSA attack starts to pin the USA against the bluffs of the Potomac River






This is a hard scenario for the Union.  All the troops are green and the command structure is terrible, so really they just struggled to do anything more than not retreat.  I don't think I would play this scenario again.  

The charge of the CSA that ends the game.
If you can see the dice and know RFF, you can tell that
the CSA have rolled the best they could while the USA has rolled the worse.

The CSA take the main position, the USA general killed, and it's just like the real history.


To be honest, this wasn't nearly as fun as the solo M&T2 game.   I know the RFF rules very well as it's one of my favorites, so there was noting to learn or experiment with.  Playing it solo got less interesting fast.  It could of been a function of the scenario, but overall it just wasn't as engaging as I would of hoped.  I either missed an opportunity to play larger more engaging scenario or maybe should of broke out a board game.  

Back to the Paint Desk


From my M&T2 game I learned that Colonial Militia really need an officer hanging around to help keep them from running away the first time any British Regulars look at them too sternly so I decided to paint one up, and might as well do a bunch of other miniatures as well. 

All my group pics in this post suck.


I painted up another 12 Colonial Militia.  Since these guys are not wearing the MPC coats I wanted to paint them in any color but brown just so that they would be distinct.  















The officer and his NCO are in MPC coats.





All the Brigade Games AWI miniatures have been really nice miniatures except for this officer, whose face is sculpted to look more like an alien than a humans.  More like an alien gorilla, it's just missing a nose. You might not be able to tell from my great paint job.  


TOTALS

Today the wife and kids returned to the house.  Children are cute after you haven't seen them for awhile.  The totals for the week and a half are:
2 solo games and 39 miniatures painted, which is a lot for a slower painter like myself.  Extra points to me because these miniatures were bare metal in blisters when I started.   Add to the totals one new an improved President and BIG sigh of relief, and one REALLY clean house and a healthy family.  

Thanks for reading.  I hope it was a good post, though kinda on the long side.  Great thanks for any and all comments.  

-Stewart