Reblogged from Vintage Wargaming.
Reblogged from Vintage Wargaming.
As I have posted about on here about once a year for more than a decade, I run a gaming camp for kids through the good graces of Saint Stephens and Saint Agnes school, Alexandria, VA, in the first week of August, every year. I don’t pretend I invented the concept– in fact, I can look back at my own childhood and remember a guy who did something similar with Airfix plastic soldiers and Testor Paints back in the 1970s, and I feel like I am merely emulating his example many years later. It turns out this is a growing movement, and other people are jumping in to run camps as well.
Here’s another camp I found out about up in Cambridge. This looks dope!
I was approached by Kevin Kelly (from HMGS) who is putting together an article for an as-yet-unmentioned wargaming publication describing the growing number of gaming camps in the US (East Coast, anyway), many of whom are being sponsored and supported in some fashion by HMGS. Kevin asked me for a contribution. Given that editors can be fickle, this article might not have the same priorities as others, so in case it gets trimmed or omitted, here’s my contri:
I run a miniatures wargaming camp through the kind patronage of St. Stephens and St. Agnes schools, Alexandria, Virginia. The school has an extremely unique Summer Camp program—it’s quite extensive, with several “specialty camps” on an assortment of subjects (magic, chemistry, nature, theatrics, etc). My camp is a specialty camp called (currently) “Science Fiction and Fantasy Tabletop Gaming”. I chose the non historical format on purpose. My mission is to get children exposed to a non-plugged in, creative form of gaming. I don’t think I’m going to manage that feat by jumping into the historical deep end with both feet, so I get them hooked on miniatures with subjects that are already familiar to them, namely SF and Fantasy.
Learning about the virtues of a tight linear formation using Warhammer Fantasy
The format of my camp is pretty simple– one week long, coed, 12-16 years old, although I allow older kids with permission. Many of the gamers in my camp have been coming for several years and are starting to “age out” as their little brothers and sisters are coming in. We run one game open for everyone per day during the week, usually a mix of commercial and home-brew designs. I try to make at least one new game for every camp I put on– or introduce a new commercial game. In 2016 I managed a record of sorts– I introduced Frostgrave (the kids loved it), Armada (they liked it, but it might have had too many special rules), Battletech (they didn’t like it– too charty) and brought back a favorite game, Big Danged Boats, my own 15mm fantasy naval game set in a fictional “Middle Sea”. I actually wanted to run something else but I had a lot of repeats from last year and that’s what they emailed me to put on.
Nobody is perfect; this is why I use acrylics.
While I am setting up the big game event of the day, my son usually gets everyone to either paint miniatures (I usually have a bundle of good plastic figures from Perry, Warhammer, etc., whatever can be donated) or play board games most kids have never heard of. Recent camp favorites have been Cosmic Encounters, Get Bit, Room 25, Munchkin (various kinds), Werewolf and other simple, easy to teach games. I try to teach a little painting as part of the camp, but I find they usually don’t have the patience to paint figures for more than an hour, so I don’t push it. In the past we have had a design day, where I’ll bring in some common items.. like markers, cards, sticks and cheap figures, and bring a few people who are interested into a huddle while they design their own game using the implements I provided. One of the more popular games ever played at camp, Zombietown USA, started life as a game camp kid-only design about running from a zombie horde and catching a rescue copter.
I love working on this camp and for me it’s a kind of creative vacation. Throwing a week full of games is a very creative spur for me to get everything together in time. I’ve completed more longstanding game design ideas in the last ten years because I HAD to, to fill in a gap in the schedule. The response has been enthusiastic– not overwhelming but in compensation I tend to get some very creative, fun kids who are looking for something new and so many of them didn’t know this hobby existed, or perhaps had heard a rumor of Warhammer or something like that. I’ve been very fortunate that the Historical Miniatures Gamine Society has been supporting me in recent years by allowing my campers to attend HISTORICON free of charge! I think it’s a mistake not to pursue introducing this hobby to a younger set in an organized manner– the hobby is a fantastic outlet for creativity and imagination, and it doesn’t plug into a wall or go online even once!
I’ll take enthusiastic application over precision when it comes to painting, sure, why not?
My rating: 5 of 5 stars
The Bernie Gunther series recounts the adventures and cases of one Bernard “Bernie” Gunther, private detective, State Policeman, SS police officer, and on into the postwar era. March Violets is the first volume of the Bernie Gunther series and the Berlin Noir trilogy– apparently the author, Phillip Kerr, wrote the first three in roughly quick succession and then wrote some other things and the fan base started clamoring for more Bernie. There are now a dozen of them. Bernie Gunther is an interesting type, although not exactly a unique one in fiction. He is a basically moral individual, working as a private investigator, roughly 38 years of age, a widower, and a former State Policeman. In some respects, a classic noir archetype. In others, he is quite unique. You see, this novel is set in late 1930s Nazi Germany, on the eve of the Berlin Olympiad. Bernie is called in to help a powerful industrialist, Hermann Six, solve a robbery and murder of his daughter and son-in-law. As the case unfolds, gradually Bernie discovers more and more layers to the secret, some of which go to the highest circles of power in Nazi Germany.
I got hooked on this book and read it in record time, because it was a mix of familiar and unfamiliar, a rewiring of the classic detective with a heart of gold set in the midst of one of the most evil regimes in history. One feature of Kerr’s prose is that he liberally sprinkles his novels with real historical characters and authentic sounding fictional ones. He also doesn’t write novels in a sequence. One is set before the war, another during, another after the war.. but later ones will jump all over the time period. As a die-hard history fanatic, I appreciated the appearance of Goering, Himmler and Heydrich in the story, and the backdrop of the Olympiad. I found March Violets to be very engaging and a real page turner. I rapidly polished of the Berlin Noir trilogy and am taking a break before reading more– I don’t want to overdose.
I would not hesitate to recommend the entire Berlin Noir trilogy, for starters.
Hurray! Once again the sun dawns on a trip to an exotic faraway location where I can play toy soldiers all weekend long. As happens this time in March, The Historical Miniatures Gaming Society held their annual SPRING convention, namely, Cold Wars, last weekend. The “exotic faraway location” being, of course, Lancaster PA, a location about as faraway and exotic as day old Wonder bread, but hey, we like it, so there.
Note that Friday was Saint Patrick’s Day, which I celebrated by my standard boycotting of feeling obligated to wear green. As I’ve said many times, the Irish have given much to America.. so much beyond buffoonery, drunkenness and stuff like this. I prefer to have a little dignity about a Saint’s Day.
Gar and I had our mutual acts together and the van packed the night before, so we aimed at being on the road at 7:30, with a predictable, actual start of 8:30. Sigh, that’s entropy for you. Journey was uneventful, but longer than usual because THIS time, we stopped for breakfast.
Our arrival was 1230ish, even with petal to the metal (legally of course). I really had had ambitions to TRY to get into a Frostgrave event this weekend, it didn’t pan out. I did, however, get a chance to see some splendid Frostgrave scenery for the ongoing tournament in the tournament area.
Click to Enlarge Frostgrave Photos
I also had a notion of getting in an event during the day Friday but that didn’t pan out.. the siren song of the Exhibitor Hall and Flea Market delayed my steps. I was happy to bump into a flea market guy selling bulk 28mm individual figures from a few historical periods– Romans, Gauls, Germans and Vikings, etc. I picked up a bunch of 28mm Vikings (for Viking Looters and SAGA). I’m not sure what manufacturer this was; I didn’t ask too many questions. Also, on Friday, I picked up more Copplestone KISS KISS BANG BANG figures for a game I’m designing called SPY RUN. Wait’ll ya see, wait’ll ya see.
So I wandered around for a bit, talked with friends, and say some great games being run. Nothing that knocked my socks off, but that’s okay, a lot of people were having a good time.
Homemade ironclad miniatures– using air dried modeling clay!
Now, that’s OLD school.
Big ships, pirates.. yep, Brian Whitaker is around.
Later on we foolishly risked losing our parking spot to go out and get dinner, my son being no great fan of Hall Pig (we were at the ass end of beyond, anyway, and Sherpas ain’t cheap). I have to say, normally, I’m no great fan of chain restaurants in a neighborhood where there are tons upon tons of locally owned and operated family joints, but there was something about a Cracker Barrel, mashed potatoes, roast beef, and coffee, near a fireplace. It was in such stark contrast to the outside I got positively drowsy. So I was still in a good mood when I attempted to come BACK to the Host and park. I’ll be the guy to bring this up; what idiot left the front right parking lot (diagonal from the Lampeter half snowed in for the entire weekend??? The convention lost about 20 parking spots, maybe more, due to there being gigantic drifts piled up from snow removal. Don’t they use snow blowers in Lancaster? It was a lousy job of snow removal, and it impacted us.
Might as well bring it up since people who didn’t show up will wonder. How is the Host these days? Well, kind of a mixed bag. I didn’t stay there (more on that miserable experience later) so I can’t comment on the state of the rooms that got rennovated. The physical plant appears to be operating, but there were still signs of wear all over the place that badly needed fixing and attention. Basic stuff, like the railing to the handicapped entrance ramp only held up by one post stuck into crumbling concrete. If someone ever puts their weight on it, they’re in for a nasty fall. The hotel appeared to be operating normally otherwise– no overflowing toilets, the heating and a/c worked.. the wireless was just an gigantic joke. I tried periscoping and/or Facebook Live from the show, and it just kept dropping connections.
Caesar Vs. Pluck
Once back, I got a spot in Jeff Wasileski’s Caesar Vs. Pluck game. This is an adaption of Howard Whitehouse’s older Science vs. Pluck for the Roman era. Yours truly played the Imperial Heir Domitian, younger brother of Titus and son of Vespasian. Jeff’s games call for much playing of roles and skullduggery as a rule. As I had played Domitian before in 2013, the last time Jeff ran a a game of CVP, I took the role of Domitian again. This was a great scenario. Barbarians (The Ruritani and Schwetti?) have taken over a local Imperial city on the coast, and have been despoiling it for a couple of weeks. Domitian, spoiled brat that he is, yearns for some glory to get out of his older brother’s shadow. Well, he got some glory in spades, as it were. Like last time, Domitian has been entrusted with military command, and a couple of decent veteran soldiers to make sure he doesn’t mess everything up. The command is split into land and sea. Domitian plans to land a naval force, offloading some Romans and wiping out pirate reinforcements, while a veteran legion drives the barbs to the sea. That was the theory anyway. Jeff loves games with factions and we played it to the hilt.
I played Domitian exactly like one SHOULD play Domitian– ambitious, angry, trying to prove himself (he’s very young in this time period). I have to say, the Romans killed like champions in this scenario. I dropped off the landing barges on the beach and went in for the Ram on the nearest Pirate galley with my Liburnian. We didn’t sink it but we did damage it, and then my gladiator cohort boarded it and turned the crew into chutney. Just like that. THEN, the gladiators rowed the ship over to the local hijacked grain ship, thinking they could liberate that too… mistake! The hatches to the hold burst open and 25 pirates swarmed out– the good kind. Against 9 gladiators. The gladiators held a line and marched right at them. Oddly, the pirates took some casualties, broke their morale, and they dove over the side. I mean, ALL of them. And the grain ship was ours. So we rowed back around to the where the galleys were still engaged in with Greek Fire shooting ships. We tried to sink one from a distance but lost patience and rammed the hell out of it, sinking it instantly. With that, the pirate naval forces were gone, decimated.
We landed some boat crews and soldiers. They supported the land forces that were expanding a toehold on the beach. And, as soon as the Gladiators supported the flanks, the beach side barb forces were crumbling right and left and running for it. The land side forces initially did NOT do nearly as well, also playing their roles to the hilt and were non-cooperative. The Barb cavalry was pretty vicious, in fact. Eventually, things started to stabilize, and a line was formed.
I feel like if we had played a few more turns, the naval force would have fought all the way to the land force. Everything around the naval force had taken to the hills. Rome clearly had a smashing victory by any measure, especially when a cave of pirate loot was discovered, destined for the coffers of the Roman treasury. THAT’s a victory. Now, I’m not sure I played Domitian exactly how I’d like to think was accurately. Domitian wasn’t exactly a killing machine in real life, but I played it as best I could– petty, backstabbing, and tyrannical. GREAT game, and Jeff and his son Nick won a PELA for it. Well deserved.
After we finished there we went to the hotel and finally checked in. Word of warning, do NOT bother with the tiny Red Roof motel on the Host side of Route 30. OMG.. it redefines the term “Spartan”, given that the Spartans enjoyed cold baths, hard sleeping surfaces, and occasionally dealing with angry Persians. This motel is 1 star at best; only because they won’t let you rate it lower. Sigh. It was cheap. Next time I’ll pay more and be able to sleep.
The next day..
Since the Red Roof dump we were staying in deigned not to serve any kind of breakfast, we did Panera, and then went back to the convention. Even on Saturday, it was a hard slog finding a parking spot, but we managed way out at the end of the expansion lot they built where the Congressional used to be. I suppose that’s good news (no parking should equal high attendance, usually, but I think you can blame a lot of no parking in this instance on inadequate snow removal).
There were still some great games on Saturday, though I thought the space wasn’t filled up by any means.
Once again, I did a run on the dealer’s room since I had a ticket for a 7TV game run by a gentleman named Keith Frye at 2:00 PM. I’ve wanted to play 7TV for a long time now. The system is kind of/sort of set up as a roleplaying game of a television show from mythical 60s or 70s spy shows. So every game will have a kind of ridiculous retro style to it that I find very entertaining. The mechanics aren’t very complicated… mostly rolling against skill checks, which is really just a way of validating “doing crazy stuff”. And crazy stuff there was!!! This was a great crew of players, many of whom I have played with in similarly silly games run by other GMs. The plot wasn’t hugely complicated.. or was it? The action took place on a giant petroleum platform called the Fafnir Alpha. There were spies, corporate troubleshooters, regular shooters, strikers, spies, super criminals, and a giant alien blob creature. One predictable side got in a predictable gunfight with another predictable side, and while they were hung up with that, I tried (as Archer, yes, that guy) to intercept some kind of briefcase and get off the platform. Since it seemed clear that I wasn’t going to get to the helicopter in time to do that, I had Lana shoot the pilot dead, which lead to a series of unfortunate and somewhat hilarious results: 1) there was now no way off of the platform for, well, anyone; 2) the briefcase was still on the platform; and 3) the faceless super-villain made a heroic leap for the diving (uncontrolled) helicopter and managed to control it before it hit the drink! What a great time!
I have a ton of photographs of this game, if you want to see them in a flickr slideshow, go here.
I’m blanking on what we did for dinner, but again, it wasn’t hall pig. I know I made a quick run to the dealer’s room to get some pre-dreadnought 1:2400 ships from Viking Forge, then got back in time to play SAIL POWER at 8:00
Sail Power aka, another excuse to spank Scott Landis
I played this game at FALL IN, and had a great time– it was a combat-centric game set in the age of sail,in roughly 15mm scale. The sailing and combat mechanics are a little fiddly, but once you get the hang of it, perfectly understandable.
This game was very different from the one I played at FALL-IN! Even though I was sailing a giant Indiaman, with tons more cannons than the single gunboat I was sailing in last game, I fired nary a shot. This was ostensibly because the scenario was more nuanced than “just shaddup and try to sink Scott Landis”. Scott was indeed present, but managed to escape justice and hot shot by scampering away and engaging in some chicanery with the Spaniards and local merchants. Next time, next time. I actually enjoyed THIS game more than the last one– my goal, as the Dutch player, was to bring a suitable bribe to the Spanish governor in the fort at the center of the table and have him commit to the ongoing war with the English on our side. The British want the same things, of course, but I got there first, with a large suitcase of bribes (3,000 gold and a chimpanzee). I played the diplomatic thing to the hilt, rendering honors going into a Spanish port, running in the guns when at the dock, etc. Sure, it’s fun to smash your opponents to flinders sometimes, but it’s also fun to bribe Spanish governors in SAIL POWER’s meta game, of sorts. Garrett and I (and Scott Landis) all had a great time.
Yes, I have tons of pictures of this game, too. You can see a slide show here.
It was cool to see Eric G.’s ROAD WARRIOR game on Saturday night, but I was involved in Sail Power and couldn’t play. The 28mm stuff is very impressive but tends to make for a very crowded and slow race IMO.
Speaking of Garrett, and we weren’t, what was HE doing all this time? Killing big stompy mechs, that’s what. Garrett has become quite a fan of Battletech in the past two years, and he’s not bad at it.
Click on the picture to see his slideshow, and here’s Garrett’s review of Cold Wars 2017:
|Cold wars 2017 was a blast, great fun the whole time. My father and I arrived on Friday, I partook in a game of battletech (a favorite of mine), kicked some butts, and took some names. Many fun moments were had that game, such as my mech falling, getting back up only to be knocked over by an enemy who fell over as well. The next day, I played battletech most of the day, the game was pretty eventful, with great plays by everyone involved. The GM(s) running battletech gave out a miniature for every kill you got in the game, in total I received 11 of them. Saturday ended with a game of Sailpower, a large boat game with a fantastic rule set. Sailpower was a great time, the people running it were fun and the game was great,t a nice mix of trading, fighting, exploring, and strategy. Finally on the last day, my dad and I checked out the dealer’s hall and the flea market, we found some cool things we could use for games. Cold wars 2017 was great I had a fun time there playing games and socializing.|
Sunday was largely predictable.. nothing in the Flea, no last minute purchase in the dealer’s area, so we saddled up, got some breakfast and then we bolted for lands South.
Homeward Brave Soldiers, homeward! Farewell, Oh Mighty Susquehanna!
Observations and Whatnot: Cold Wars 2017 was a great time for me personally– I played in the kind of games that I love to play in, played enough games to keep me amused but not flat out exhausted, got enough rest and nutrition to not feel like dropping dead on the way home and just generally had a great time. That is not to say that I think CW17 was particularly well attended (I know it’s corny to say “it looked light” but it really did, and that was probably because of the recent snow). The new owners of the Host have (mostly) fixed the roof and I hear hot water was present without renting a rent-a-plant. I can’t vouch for the room redecorating, I stayed in a horrid motel down the road a bit (my one star Yelp review is HERE). I do think there are many features of the ‘rennovated’ hotel that don’t look like they have changed at all. Word is that Lancaster will host all three conventions in 2018, so here we all are back again!
In any event, this was one fun Cold Wars, despite the snow, despite the awful motel, despite a leaky roof.. I had a fantastic time and so did Garrett.
Studio Smack, and animation company I know very little about, recently put together a contemporary animation of Hieronymus Bosch’s GARDEN OF EARTHLY DELIGHTS, the original of which is hanging at the Museum del Prado in Madrid. It’s pretty amazing animation. They did a beautiful job. I like to look at it and don’t want to forget this exists. So I’m posting it here. Vimeo Link
and yes, you’re welcome. 🙂
Well, it’s that time of year. The Annual Chili Classic. I thought that I should mix it up a little since my CHAOS MARINE CHILI hasn’t won any trophies yet, so I went out searching for a thematic departure, and boy did I find one. In one of the cooking websites run by a paper magazine, I saw “Pumpkin Bison Chili”.. I liked the sound of that, generally liking bison– and I liked the Native American theme to it. Sadly, one trip to Whole Foods taught me that bison meat ain’t cheap, so I had to wildly improvise. Since the only elements salvaged from the original recipe are Pumpkin, I retained the American Indian theme but the resultant chili was peaceful and mellow like the one I found.. this chili might Injuns to go on the warpath! See what I did there?
Anyway, if you want to replicate, here it is. I’m proud of it, even if it didn’t take the trophy.
Notes– cook long and slow, a crock pot set for ten hours works, or a big regular pot set on simmer for most of a day. Drain off the grease, after cooking chorizo and just before serving.
(repost from Airy Persiflage) This is something of a wayback machine episode– I recorded it without thinking on an Ipad the week before the Inauguration and forgot about it. I kind of like it, however, and decided to post it.
I’ll admit this up front, I recorded this on an Ipad on the way home the week before the Inauguration, 2017, so it’s in the future tense. Our President has been in office for about two weeks now and I just found this audio Snippet on my Google drive.
I should know better when I hear cannon fire at the work place.. I left my job on the 13th of Jan that night and heard the steady syncopation of BOOM BOOM BOOM BOOM and it took me a few minutes to realize what I was listening to. The Old Guard Saluting Battery, practicing for their big moment of giving the new President a 21 gun salute. Someone has to do this.. and if they are going to do it, they are going to do it right. I’ve seen this many times, and they are a good outfit– thoroughly professional. In the short gloomy dusk of a Friday evening in January, it completely mystified me for a moment. Only in Washington!
(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.
Story by Zenryhao Narration by W. O’Hara
NOVAG Game Day will be on 29 January 17 at the Centreville Library, Centreville, VA
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
NUMBER OF PLAYERS: 8
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
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
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
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
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
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
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
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
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
NUMBER OF PLAYERS: 4-6
RULES: Space Hulk 2012
GAME DESCRIPTION: Terminator Space Marines versus hungry Tyranids.
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.
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