Monthly Archives: January 2017

NOVAG’s Winter Game Day, 29 Jan 2017, Centreville VA


(Note: I have some reports that the inline pictures are not viewable on this post.  They are to me, that’s a little mystifying, but it might be a permissions issue– I’m using Google Photos instead of Flickr for this post.  Here is a link to every picture I took, which is public: https://goo.gl/photos/3GzUcNgKknah5hFQ9)

Today was NOVAG’s Quarterly Game Day (Winter 2017) held as usual at the Centreville Library. This is the big meeting room facility at the library and it can hold roughly 9 setups for miniatures games, roughly equivalent to a 5 x 8 table at a convention (somewhat smaller). This gameday was fairly well promoted on Facebook, Twitter and elsewhere and attendance was fantastic– every table had something on it and every game ran the length of the gameday (pretty much), from about 1 to 5.


Ron Prillman Routs some Russians. I think.

I’ve posted the PEL elsewhere, and every game but two (the Space Hulk and Russo-Polish game) was played.


Okay, maybe it was some Americans.


… and Dave Luff is astounded at the results!!

Jason Weiser runs his game with Mike Pierce in the background. Okay, yeah, it was Eastern Front. The green paint job fooled me.

This was Battlegroup World War II “The End of the Iron Dream”.. looks like everyone enjoyed themselves. I like the fire effect Jason was using with a flickering tea lamp under the smoke cloud.

Peter Schweighofer was there with his new rule system aimed at kids, Panzer Kids Deluxe. This looked like a blast from where I was sitting. Tons of kids at this game con, this is a great sign!

Brian Dewitt, kind of an iron man of running games at cons and gamedays, took a break from Chariot Racing and Ancient Galley Warfare, to make a game about Medieval Siege Warfare, the Siege of Skipton Castle.  I like Siege games, for some reason– and this looked like it was a hit with the younger set.

There was also a modern game of Force on Force going on in the corner, called The Battle of Yampil.  This was run by the Byrne brothers and seemed sparse in infantry and dense in armor vehicles.

Elsewhere, Roy Jones ran Sword and the Flame (Sand Dunes of Zwarfontein) NOVAG’s own Tim Tilson ran a War of the Austrian Succession game (15 June 1746. Piacenza), and Dennis Wang reran his cool variant of Air Force / Dauntless that used a tablet client to make moves. It’s a fun game, more on it here.

What was I doing?  Oh, I was busy.  I actually came to play in Dave Markley and John Koprowski’s Russo Polish War game, which is a favorite period for me.   They had cancelled but that was fine– as I came in I noticed Mark Fastoso, a GM I associate with running historical games, had set up a Napoleonic skirmish game using many Alternative Armies FLINTLOQUE game figures and DRAGON RAMPART (modified for Napoleonics) as the rules.  I asked if had space, he said “sure, wanna play?” and I said “I”m In!”.   This proved to be a good time– first time for me using both Flintloque miniatures (which are charming!) and the Dragon Rampart rules, which make total sense to me and are a blast.  Bear with, here on the many pictures of this game, this is where I was for most of the day and I only nicked off to snap a few of other games now and then.

See the rest of them here in this GOOGLE PHOTOS album!

I tried Facebooking live on here which I posted publicly to the Facebook Alternative Armies group in three parts: ONE TWO THREE (I made this public share specifically so it could be viewed by everyone).

and compiled it all here on a YT, but it’s kind of small:

In summary, a great time and it’s always fun catching up with people you don’t see that often, even locally. Kudos to the organizers, another fun event.

Seeing RED (audio)


Story by Zenryhao Narration by W. O’Hara

Charlie’s Back… (audio)


Naturally Disastrous First Look


Here you go, I just received the first production copy of Naturally Disastrous by Silver Lake Games. This is a recent funded Kickstarter.

The premise, as promised by the designer, reads like so:

Naturally Disastrous is a 1-6 player co-operative dice driven game of peril and adventure. Your mission is simple enough. Arrive at your destination, verify the conditions and then set up a long range communication array to deliver your findings back to your superiors. Easy, right? Your visit to Earth is supposed to just be a quick investigation into how the planet is doing.

As you enter the atmosphere massively destructive storms make it hard to navigate. Giant volcanoes, earthquakes, thermal gas explosions and flooding are rampant and tearing the Earth apart and what happens next? You and your crew are shot at by some natives claiming that you are violating their air space. As your ship tears itself apart and plummets to the desert floor you know that your only chance of survival will be to pick up the pieces of your communications array that are now conveniently scattered across the driest most self-destructing climate you have ever seen.

All you have to do is find and set up the four parts of the communications array and signal the mother ship to come heal this planet and get you out of here. You will have to navigate around the perilous hazards, avoid snipers who want you gone, secret agents who are stealing your technology, crazy mad scientists who want to perform experiments on you, and a completely different alien race who may even abduct you. Work together efficiently as a team and you will avoid a Naturally Disastrous fate! If you become mutated, you turn against your former allies.

The game is played on a randomized map, with randomly placed tokens. Each turn, the active player must roll to activate a disaster, and then has 3 actions per turn (move, probe, etc.) Combat is resolved with dice. As each part of the communications array is found, it must be transported to one of the corners of the map.  — From Boardgamegeek, “Description”

So my take on this is that this will be a game from the alien’s point of view, a sort of “Forbidden Island” without the sinking part of it.. maybe.  Anyway, we’re going to find that out as I will be playing it against actual humans in the next two weeks or so.  In the meantime, here is my reactions to an actual unboxing– literally the day after receiving it, so I have no idea of what the contents are.

Enjoy, and I apologize for the somewhat shaky Ipad camera. Most of my gear is packed away while my house is being rebuilt. I should get an Ipad stand, as I definitely needed two hands for this thing.

NOVAG/Potomac Wargamers Winter GAME Day 2017 Primary Events List


NOVAG Game Day will be on 29 January 17 at the Centreville Library, Centreville, VA

Administrative Details:

Winter Game Day will be held on Sunday January 29, 2017 starting at 1:00 p.m. at the Centreville Library.  The library is located at: 14200 St Germaine Rd, Centreville VA 20121-2299  (roughly I-66 and US 29).  The Library phone is 703-830-2233. This event is free.  The library opens at 1:00 for players. GMs may enter the side door starting at 12:00 noon.

GAME TITLE:  Siege of Skipton Castle
GAME MASTER:  Brian De Witt
PERIOD:  Medieval
SCALE:  25mm
NUMBER OF PLAYERS: 8
RULES:  Home

GAME DESCRIPTION: Bring your ladders, catapults, rams burning oil and rocks to either storm or defend Skipton Castle. Rules will be taught.

GAME TITLE:  Piacenza
GAME MASTER:  Tim Tilson
PERIOD:  War of the Austrian Succession
SCALE:  15mm
NUMBER OF PLAYERS: 5
RULES:  Black Powder

GAME DESCRIPTION: 15 June 1746. Piacenza Italy. After concluding peace with Frederick of Prussia in December 1745, Maria Theresa ordered Field Marshal Ulysses von Browne to Italy with a small force.  The Austrians marched over the Alps in late winter and upset the prevailing Allied dominance in Lombardy.  Browne quickly retook a number of outposts and Milan.  The Spanish evacuated Parma, retreated north to Piacenza and entrenched outside the city.   With the arrival of the main Austrian army under General Liechtenstein, the Spanish were outnumbered 56,000 to 26,000.  However, the entrenchments greatly favored the Spanish and so Liechtenstein settled down to a siege.  On June 14, a French relief force under Marshall Maillebois arrived on the Allied left wing, south of the city, shifting the balance of forces in favor of the Allies. Browne sensed an Allied attack, and refused his left wing, deploying it behind the Canale San Bonico. At first light, the Allied right wing advanced. 

GAME TITLE:  “Halle 1806”
GAME MASTER:   Tom Bierschenk
PERIOD:   Napoleonics
SCALE:     15mm
NUMBER OF PLAYERS:    2-4
RULES:    Napoleons Battles 4th Edition

GAME DESCRIPTION:  17 October, 1806:  Bernadotte’s I corps rushes to cross the Saale river at Halle and destroy the Duke of Wurttemberg’s Reserve Prussian Corps, the only remaining intact large Prussian force between Napoleon and Berlin.  Bernadotte must restore his honor, after having shirked his duty at Jena/Auerstedt.

GAME TITLE: Sharke’s Bridge
GAME MASTER:  Mark Fastoso
PERIOD:  Napoleonic Fantasy
SCALE:    28mm
NUMBER OF PLAYERS:  6
RULES:   Dragon Rampant

GAME DESCRIPTION: Lt. Sharke and his Chosen Orc Rifles have been ordered to destroy a bridge on the border.  Seems like an easy mission but he has been accompanied by Colonel Simm’Orcson, a rather buffoonish officer, and his men who are out for glory.  All seems quiet at the bridge and Simm’Orcson despairs at losing his chance for fame and fortune until he spies a cannon being moved into position across the river.  He immediately orders his men to cross the bridge and capture the gun!  Lt. Sharke stares in shock at Simm’Orcson and his men cross the bridge he is about to blow to kingdom come.  This is a Napoleonic Fantasy game using Flintloque figures and Dragon Rampant rules.

GAME TITLE:  Sand Dunes of Zwarfontein ( German South-West Africa)
GAME MASTER:   Roy Jones
PERIOD:   Colonial
SCALE:     25mm The Sword and the Flame (Modified)
NUMBER OF PLAYERS:  6
RULES:  The Sword and the Flame (Modified)

GAME DESCRIPTION:  The Herero War is over – the Nama Wars have begun! The alliance between Nama leader Hendrik Witbooi and the Kaiser is shattered! A combined Nama force of Witbooi troops and those of Simon Kooper confront the Germans at Zwarfontein. The Germans have mobile mountain guns, but the Nama have some

GAME TITLE:  White Eagle, Red Star
GAME MASTER:   John Koprowski and Dave Markley
PERIOD:   1920 Post WWI Poland
SCALE:     20mm – 1/72
NUMBER OF PLAYERS:  6
RULES:   Too Fat Lardies’ Triumph of the Will /If The Lord Spares Us

GAME DESCRIPTION:  It’s 1920 and Vlad, Lenin not Putin, is moving west to spread the Glorious Workers Revolution to Western Europe and …Amerika.  Can the out gunned and under manned Poles save Civilization from the Godless Bolshevik barbarians?  Man your machine gun; pilot your fighter plane; or drive your armored train into the Polish fight for freedom…or ride into glory with Seymon Budonny.

GAME TITLE: Panzer Kids Desert Skirmishes
GAME MASTER: Peter Schweighofer
PERIOD: World War II
SCALE: 15mm
NUMBER OF PLAYERS: 2-6
RULES: Panzer Kids Deluxe

GAME DESCRIPTION: Command tank forces battling for control of the North African desert in World War II using these beginner-friendly rules. Maneuver British and German tanks around dunes, oases, and other obstacles to destroy enemy tanks and win the day. Drop in to learn the rules and fight a quick skirmish or stick around to try some of the optional rules to add depth to your game experience. Wargaming beginners welcome. Kid-friendly game; ideal for players 7-12 years old.

GAME TITLE:  WWII Air Battle – Wildcats vs Me-109s
GAME MASTER:  Dennis Wang
PERIOD:  WWII
SCALE:  1/285
RULES:  Air Force/Dauntless

GAME DESCRIPTION: Air Force/Dauntless with computer assist. 4″ hexes and  1/200 airplanes (Wings of Glory scale) with telescoping flight stands equipped with climb/dive, bank, altitude indicators. Bring your tablet/smartphone/laptop equipped with a WWW browser. Windows, Mac, Android, Chromebook all OK. Paper and pencil not r equired/used. Novices welcome. Rules PDF free on the Web or at the meeting. On 26 March 1945,  FM-2’s from 882 Squadron Lieut Comdr. GAM Flood, RNVR) off HMS Searcher, escorting a flight of Avengers along the coast of Norway, was attacked near Christiansand by a flight of eight III Gruppe JG 5 Me-109Gs. The Wildcats (now called “Wildcat instead of “Martlet” as the Fleet Air Arm adopts the USN names for carrier aircraft in January 1945) shot down four of the Me-109Gs at a cost of one Wildcat damaged. A fifth 109 was claimed as damaged. These were the last British Wildcat victories at the end of WWII

GAME TITLE: End of an Iron Dream
GAME MASTER Jason Weiser
PERIOD: WWII
SCALE: 20mm
NUMBER OF PLAYERS:  8
RULES: Battlegroup WWII

GAME DESCRIPTION: It’s the typical story, 1945, a German garrison in East Prussia is holding on by their fingernails to stave off the inevitable. Someone at OKW had the bright idea to send in some supplies to them, and thought, if we’re going to do that, why not launch a local counterattack to open a corridor to them? Suddenly, an entire company sized Kampfgruppe is now on the move at night against a Soviet force of unknown size, trying to blast open a corridor to a garrison that may not still be there.

Can you make a silk ear out of a sow’s purse and complete this fool’s errand.

GAME TITLE: The Battle of Yampil, 19 June 2014
GAME MASTER: Mike and Patrick Byrne
PERIOD: Modern
SCALE: 28mm
NUMBER OF PLAYERS: 6
RULES: Force on Force

GAME DESCRIPTION: Before a cease fire takes place pro-Russian rebels launch an offensive to take more towns.  The Ukrainian Army launches a counter attack to encircle the rebels.  Can the rebels stop the Ukrainian counter attack?

GAME TITLE: Space Hulk
GAME MASTER Stefan B. Tahmassebi
PERIOD: 40,000 AD
SCALE: 28mm
NUMBER OF PLAYERS:  4-6
RULES: Space Hulk 2012

GAME DESCRIPTION: Terminator Space Marines versus hungry Tyranids.

First look at WING LEADER Supremacy 1943-1945 by GMT Games


I’m terribly sorry about the vertical inclination.  I was snowed in and bored, and the box from GMT arrived last night (Oh joy!) so I thought I’d record a first look kind of post with an Ipad.  Pointed the wrong way of course!

Chosen Men. Maybe just the thing for all those 54mm Nappys


A long, long time ago, I used to keep a little notebook I’d take on work travel.  I’d just sketch things down in it, some fiction, and the occasional idea for a game.   Big Danged Boats came out of that notebook.  So did a bunch of other things that eventually saw the light of day.  One of them was an often visited, often alluded to project I called Voltigeurs and Riflemen.  This was a skirmish game I envisioned taking place during the Napoleonic era.  The units were single figures or small groups of up to four figures.

54mm British Riflemen, Peninsular War and Waterloo, Italieri, my collection

54mm British Light Company, Victrix, my collection

For my own reasons, I wanted the scale to be 54mm a figure.  I love this size for Skirmish games; they are easy to see and easy to handle, and the size forces the battlefield to be manageable on one table.  My original inspiration was an old book by Paddy Griffith called NAPOLEONIC WARGAMING FOR FUN.  It’s a fun book about several versions of napoleonic games that Mr. Griffith designed over the years.  Nothing I’d try these days, but one design I did really like was his version of a man to man Napoleonic game.  This really doesn’t happen very much in this niche of miniature wargaming.  Napleonics is for big battles, right?  Lovely uniforms, massed infantry formations, artillery batteries, cavalry charges with hussars ranked knee to knee, resplendent down to their pink piping and pigtails.

Well, sure it is.

Still, I often imagine what it’s like in that space in between where the big battalions meet and crash into each other.  There has to be a No-Man’s land where small groups of deployed skirmishers meet each other, for just a moment in time, before the big formations crash into each other.  For that glorious 15 minutes to half an hour, there should be a place on a Napoleonic battlefield where individuals continue to make a difference, where Skirmishers can attempt to pick off officers and sergeants, disrupting the enemy advance.   Such a game would have to move fast, represent individual soldiers by preference, possess command and control tracing back to individual leaders, and somehow represent the impact of that larger battlefield entering their little skirmish bubble during the course of the game.  Skirmishers, after all, were detached from larger companies.  Designated Light formations certainly could skirmish AND form formations.  British Rifle Companies lived in the skirmish zone, their entire purpose in life was to leap nimbly about, find cover and load their slow but accurate Baker rifles to harass, impede and otherwise disrupt enemy attacks by killing the chain of command from a distance.  Napoleon was not as firm of a believer in the rifle, but the Voltigeurs were also trained to screen an advance and act as elite marksmen for the French side of the field.  It’s when these two types of soldiers– the nimble, slow-firing Britons and the nimble, faster-firing but more inaccurate French, intersected as screens for the big attacks, THERE is where a man to man game of Napoleonic warfare makes sense.

The V&R rules (* Voltigeur and Rifleman) I came up with featured breaking a turn down into segments.  Again, this was heavily influenced by the Paddy Griffith book I mentioned above.  You rolled for characteristics of the soldiers in your company, just like a roleplaying game.  STR came in handy for giving more hit points and in melee, DEX allowed you to reload and aim faster and better, MOVE may allow a few more inches of movement more or less a turn, AIM was for firing, LDR was for Sergeants, Corporals, Lieutenants and Captains, and was great for Rallying, Moving men into and out of formation, and giving orders.  As Paddy G. had envisioned it, every action took a segment.  Where he and I parted ways was I thought he got a little too microscopic with his approach to actions and segments.  Picking up a ramrod was a segment.  Cocking a musket was a segment, attaching a bayonet a segment etc.

The “Action Chart” from Paddy Griffith’s ancient Napoleonic Man to Man Skirmish Game. This really impressed me when I was 15.

Every portion of the British Musket drill was broken down into segments.  I thought that was fascinating when I was 15 and read Napoleonic Wargaming for Fun for the first time, but as an adult, now I can see that that would make for a miserable game for modern tastes.  I didn’t have 30 years of experience back then.  I don’t think any player these days, especially convention wargame players, have the patience for such micro management of actions.  So, in fact, would V&R be miserable, as first I imagined it to be.  I streamlined the actions to six for muskets and eight for rifles, seven if taploading– and it still doesn’t play fast enough for me.

Detail from a rogues gallery spreadsheet with many V&R characters rolled up.

I have looked for smaller scale miniature games that might work– I have high hopes for Sharpe Practice by Two Fat Lardies (and purchased it!), but it appears to be maybe one scale size too large, and maybe a little too much for 54mm figures.  Great rules, though.. if I get a whole passle of 28mm Nappy figures, I’m going to be all in for this rules set.

 For 54mm scale, though, I needed a rule set that emphasizes individual actions, not group actions.  That’s why I started on Voltigeur & Rifleman– I still need something that’s relatively fast moving, and the V&R approach won’ t hack it without a lot of re-work and playtesting.

Enter CHOSEN MEN, by Osprey Games.

As I’ve covered in past blog posts, I tend to pick up most of Osprey’s “blue line” of wargame rules in a semi-desultory fashion.  Some of them are great, some of them are bad, and some of them are mediocre.  Since they are relatively inexpensive (for modern wargames, most of which tend to be hardbound and full of illustrations to drive the price point up), and even more inexpensive as Kindle publications, I usually put most of them on pre-order as Kindle publications and hardcover if it REALLY catches my eye.  Since this book came out nearly simultaneously with the release of ROGUE STARS*, I said “what the heck” and pre-ordered both in paper.  There’s always something entertaining in a Napoleonic skirmish rules set.  Wow, I’m glad I did.  Immediately, I can see there are many, many elements of what I am looking for in Chosen Men.  The average force size is 3 to 6 units of maneuver of 5 to 20 models each.  I would be reducing that.  The average gaming area will be 4 x 4 feet, I will be attenuating that and rifle/musket range or the riflemen will become ridiculously powerful.  Models have stat lines very similar to the ones I posted about in the illustration above, only it’s Melee (M), Resilience (R), Command (C), Wounds (W), Tactics (TAC) and Stratgy (STG).  Melee is personal fighting skill, with sword or bayonet, Resilience works like Constitution or “Toughness”.  Command is more like Morale in classic game design, as in being “In command, or capable of accepting commands”.  Wounds is self explanatory, Tactics is like “Action Points”, and Strategy is only used by Officers or Sergeants– used to get their units to do special actions, and there is a finite number of STG points.  Dice are all six-sided (I like this, but I don’t require it).  Actions are determined to be successful by performing checks against skills, and two models opposing each other would determine outcome by roll-offs.  There’s a lot more to it, but there is the gist.  I love some of the extra chrome to give it exactly the setting I’m proposing– the skirmish events that take place in the grey area between the big battalions, where they start to encounter each other.  One chrome element that lends “that big battle right over there” flavor is the “Cauldron of War Strategies” table.

The “Cauldron of War” is similar to a random events table that I came up with in V&R that provided that crucial “meta event” that I think has to be there for a game like this, set in this time period.  You KNOW there’s a big event happening just to your flank or behind you– but that may or may not intrude into your personal little bubble of battle space.  The Cauldron of War abstracts this element out nicely.

Chosen Men isn’t perfect for what I want to do with it.  It’s not an exact fit for 54mm scale.  For one thing, formations are still kind of sort of a thing in Chosen Men (though not the focus of combat or movement).  I don’t know how that would fit in a man to man skirmish game– except maybe I do.  Chosen Men measures fire combat and movement from the unit leader– the Sergeant or Lieutenant, etc.  Formations form on him, and ranges also are measured from him.  I’ll have to seriously tinker with ranges, scale and ground scale to make it work with 54s.  I may have to write some conversion rules to make it fit.  For instance, the standard units are like 6 figures for Chosen Men, and I was thinking 3 figure at most for 54mm.  With that said, I like Chosen Men, it has the right feel for me and I’m willing to test this conversion here as soon as my tin soldiers get out of the warehouse.