Friday, 13 September 2013

Anyone After a Flames of War related bargain?


Not something I like to post on the blog very often, but I'm offloading the last of my Flames of War figures on eBay.  Almost all US Airborne figures, but a couple other bits and pieces, have a look here. Drop me an email if anyone's interested in any of these outside eBay...

It isn't the case that I dislike FoW in particular or gaming WW2 in general; I just collected quite a lot of scenery and figures as I planned to have a permanent table set up in our new house.  Now that didn't work out (I'm back home living with my old man,)  I've no desire to look at these any more as they remind me too much of the unpleasant time I've had this year.

My gaming mojo is still in full swing however.  I've roped a friend into collecting 10mm Carthaginians (gave him my Pendraken figs to paint,) so really in the mood for painting the opposing Romans.  I've picked up yet another miniature game - I know I was moaning about being skint earlier this month, but my Grandparents wanted to get me something as a wee present, so more figures it was!  Actually, I can't get enough gaming in lately; a different game at the club each week, but still need more Android: Netrunner and Dreadball regularly.  Bloody real life getting in the way!

Wednesday, 11 September 2013

The Battle of Flodden 1513


A couple days late, I know, but in light of the 500 year anniversary of Flodden, I picked up this new book at the weekend.  I haven't read much British history in a wee while, so this has been a refreshing change of pace for me.

The two author's seem to be stressing three themes with this book; repair the reputation of James IV, highlight the roles women played in the build up to the battle and how far Flodden has impacted on, for want of a better phrase, the Scottish mentality.

So far (I haven't finished reading yet) they've made a pretty good job of the first two points.  There's a nice discussion on the different theories of what exactly James IV was planning, as well as highlighting his hitherto successful reign.  I'm not knowledgeable enough on the period to say if they reach the correct conclusion, but their points are well argued and logical.  Margret Tudor and Catherine of Aragon get a reasonable amount of page time and there's a fanciful notion of  how Catherine upstaging her husband in the Flodden campaign contributed to her fate.

I'm not too happy about the extrapolation to the battle to the modern constitutional situation in Scotland "as the independence debate gathers increasing momentum."  Has it?  It's equally valid to say there's a lot of cynicism and even boredom up here about the debate.

Still, Flodden 1513 is an enjoyable enough read if you can ignore a few of the faults (it REALLY needs a good edit before a second print run.)  The ultimate test of any history book for wargamers is, of course, "do you now want to wargame the ??? period?"  With this book, the answer is sadly no.

Wednesday, 4 September 2013

Wargames Illustrated 311 - A Pleasant Surprise

As a wee treat to myself, I picked up this months Wargames Illustrated.  The primary reason was the Steppe Tribes battle board and faction rules for Saga that are in this issue.  Actually a bit of a sore point, I lost the Byzantine rules during one of this years frequent house moves, now I'll have to actually buy another book to get them.  Not this time.  Don't envisage collecting a Nomad warband, but you never know.

AWI? Ugg, no thanks.

I lost interest in WI when I gave up playing Flames of War and that, coupled with a few themes I didn't enjoy, means I haven't bought WI in months.  I have to say I was pleasantly surprised by the content this issue.


In Saga terms, these guys look really annoying to play against.
The theme of the issue, the Philadelphia campaign, really doesn't do anything for me, but the coverage isn't as exhaustive as it has been in the past.  I really enjoyed the Longstreet designer notes, articles on the English Civil and First Chechen War and found the modelling article useful.  I even found the Flames of War battle report relatively engaging.

Although I don't see myself picking it up every month (I get every issue of the excellent Wargames, Soldiers & Strategy,)  I'll make sure and have a closer look at future issues.

Sunday, 1 September 2013

Ronin - First Game and Impressions

Last week Adam, Sholto and I managed to try out the new rules release from Osprey, Ronin.  I say managed, but I mean "barely managed" due to a notable lack of terrain and a tape measure!  Luckily the rest of the guys at Aberdeen Wargaming Club were obliging enough and we scrambled together everything we needed (thanks for the trees John!)

As he was the only one with the rules and also provided all the figures, Adam guided us through our first game. Despite this handicap, everyone was impressed by what looks a solid set of rules.  We tried a three player game, each of us with identical forces:

1 x Samurai with katana
2 x Ashigaru with yari
1 x Ashigaru with yumi
1 x Ashigaru with teppo


Sholto, last to arrive, is forced to deploy in the middle.
Everyone then heads straight toward him!
It was a typical trial game; we generally made moves and attacks to "see what happened" reading the appropriate rules as we went along.  Although we missed a fair few smaller rules, the core rules were very easy to grasp.  We managed two big, multiple combats without any difficulty, something I'm very impressed with.  Just for the record, my Samurai drew the first kill of the game, beheading Sholto's Samurai after honourably defeating him in single combat (my two Ashigaru were just there to cheer him on, honest!)

My Samurai honourably leads from the rear.

The turn starts simply enough with a Priority roll, the player with the highest roll gets to activate a model first and subsequent players then activate one model.  With each activation, a figure can move or run and has the choice to make a ranged attack.  That's it, pretty logical.  There are some restrictions for wounded models (actually, there's a great sliding scale for light to grievous wounds in the game) and a nice mechanic for trying to evade close combat.

As I mentioned, players have the choice to shoot in the movement phase, albeit with a couple of negative modifiers on the dice roll.  There are two main ranged weapons in Ronin; the Yumi and the Teppo (Ninjas have access to Shuriken, but I haven't tried them yet.)  The Yumi is the Japanese bow and, in Ronin, is the rapid fire weapon, able to fire twice each turn. It isn't particularly powerful however, and is really unlikely to kill someone with one shot.  The Teppo is, of course, the Japanese Arquebus.  You'll be lucky to get more than a couple shots in a game with the Teppo, it needs reloaded after each shot and is wildly inaccurate at long range.  It does however reduce the effectiveness of all types of armour, ignoring most, and so is the well capable of killing the most powerful figure with one shot.
The first combat of the game sees two Ashigaru poke each other with long sticks.

Shooting is handled very well in Ronin.  I dislike games where it is too easy to do something, and killing someone with the Teppo or Yumi is suitably difficult.  When you do take someone out, usually at short range, it is appropriately satisfying.

After moving and shooting, we come naturally enough to combat.  Now I'll say straight up that I love the combat mechanic in Ronin, it's a wonderful blend of decision making and rolling dice, not the typical run up and attack.  The first step in any combat is to determine a combat pool; each combatant contributes a specific number of tokens to the combat pool for their faction.  A Samuri will contribute three or more tokens, an Ashigaru two tokens, while a peasant or bandit only one token.  The player will use these tokens in the ensuing combat.

Now we're talking.  My Samurai puts down his counterpart, then proceeds to behead him!
You don't get that in the UFC!

Both players involved in the combat then simultaneously split their combat pool into two piles, attack and defence.  The next step is to determine the initiative order for that specific combat; both players roll one D6 and add any modifiers (the heavy Nodachi sword penalises initiative, but the Yari spear gives a bonus.)  This will result in an initiative order BY MODEL, not by player, which I think is genius.  In initiative order, models can then spend one attack token to attack, with the option of spending another token to enhance the roll (essentially, adding a dice to the roll.)  Defending models always get a defence dice roll, but can also enhance it by spending a defence token.  Dice are rolled, modifiers and armour bonus' applied and injury is handled in much the same way from ranged combat.

There's a nice balance to the combat mechanic and it gives the player plenty of choices to make.  You may, for instance, really want to attack first, so you could spend any token to enhance the initiative roll. Alternatively, you may have a Samurai with the Tetsubo heavy club who could probably kill everyone he's facing, so you spend all your tokens to attack multiple enemies.  Some things we learned in this game; Samurai are really hard to kill in combat, almost impossible if they enhance their defence.  They still don't like a Teppo shot to the face though.

The rest of the battlefield. The other warband close in on the combat.
We're using dice as wound markers, Ronin only uses the traditional D6.

Following combat, each figure is then able to perform an action.  This includes reloading the Teppo if you are able, shooting with the Yumi, Resting and other objective/victory point actions like beheading someone (nice) or looting a corpse.  A word on the injury progression in Ronin, each step of which impacts a figure's ability to fight.  Starting at stunned, which is easy enough to recover from, the first injury is a light wound, not only can you not heal this in game, it puts you at a disadvantage in combat.  Suffer a bad enough injury and you'll move to grievous wound, where you'll suffer penalties in every phase.  Anything worse than a grievous wound results in death, but there is a nice alternate progression, where even the strongest model can be killed by enough light wounds.  Very elegant and a refreshing change from seeing a wound characteristic on every model profile.

Ronin has specific lists for eight factions; notably the Bushi (traditional Samurai and Ashigaru,) two types of warrior monks, Koreans and Ming Chinese and my personal favourite, the peasants with their hired Ronin warriors (seven of them?)  In addition to their own model list, most of the factions can hire other models including (obviously) Ronin, ninjas and wandering warrior monks.

Beyond the basics, Ronin just puts layers of flavour into the game.  There are rules for Bujutsu (martial arts) which give your models specific abilities; my favourite is Yadome-Jutsu, which lets your warrior swat incoming arrows out of the air with his sword!  Quality.  There are rules for mounted combat, different abilities for experienced warriors, rules for unarmed or submission attacks (fancy playing a campaign where you capture an enemy's leader?) Many of the different factions have specific rules for different models or victory conditions.  Some factions can carry a banner that boosts your morale; Koreans gain bonus victory points for killing Samurai, bandits for looting corpses.  The Bushi faction, who lose victory points for dishonourably hiring a ninja, can have their Samurai commit seppuku if they lose the game to try and salvage a draw!

Finishing off the book are some scenarios, terrain and weather rules, quick campaign and experience rules, optional rules for adding a fatigue mechanic and, lastly, rules for adapting Ronin to other time periods.

Any criticisms?  Well, it is a little token heavy; in theory you need four types of injury markers, as well as other sundry tokens.  At this level, keeping track of who ran or shot earlier in the turn wasn't too bad, but adding more figures will probably make some method for tracking these necessary.  To be fair, this probably seemed like a problem simply because none of the three of us has an appropriate set of generic tokens.  I'm also not a fan of authors saying "[this faction] will be at a disadvantage against [another faction]"  That smacks a bit of improper balancing the faction lists. Still, I can put up with that in one off games and in a campaign, balancing should be easy enough to adjust.

Overall, Ronin ticks most of the boxes it needs to; straightforward and logical turn order and set-up, well scaled difficulty, wonderful combat system and the ability to make important choices about how you fight.  In my opinion, Ronin is easily the best written and explained set in the Osprey Wargames series.  Well worth the £8.19 I paid for it.  Now to find some Samurai figures.

Sunday, 25 August 2013

Some DreadBall and a bit of a whine...

Another game of Dreadball at the club last week, me with the Orx against Adam's new shiney (and unpainted I might add) Judwan team.

Here's the state of the game with one Rush to go (basically one more turn.)  Not good for my Orx team, see that green token on the track to the top left?  Well that means I'm six points down in this game.  More frustratingly, I haven't even killed any of the opposing team!  In hindsight, I think I was trying to be too clever this game; I should have spent the first few rushes brutalizing the other team, then walked the ball to the scoring area when there were only a couple left! Would have been a lot more fun too!

I think I'm getting to try out some of the other teams available next week and am really looking forward to seeing how a couple of them in particular play.  Rumours about the next wave of Dreadball teams (Season 3) have surfaced recently, see the BoLS article.  The phrase "The Zee's - A group of identical monkey clones" is just full of win!

Aside from the game, I've not been up to much gaming or modelling recently.  I've had a lot of solicitor and other bills recently and they've really sapped my will to do much of anything. August was particularly harsh as, aside from a weekend away visiting friends, I've done absolutely bugger all.  I had hoped September would be much better, but yet another solicitor bill has wiped out my overtime and my six-month bonus from work.  I'd planned a week's holiday away somewhere (all the advice I've had since becoming single again involves having a couple holidays away on your own) but that's been knocked on the head until October at the earliest.   Suffice to say, I now understand all those lawyer jokes! Well, that's enough whining for one post, just wanted to give you an idea why there hasn't been much on the blog the last few months.

Away to the club again this Tuesday night coming; trying out the new Osprey rules, Ronin.  Quality.

Wednesday, 14 August 2013

Pavia: Climax of the Italian Wars

After trying out an unusual, for me, game in Nuklear Winter '68 recently, I wanted to try out something similar.  To be honest, I've always been slightly snooty about some kinds of board games, all those token/card driven, hex-maps, tables and charts kind of turned me off them, despite never actually playing one.  Nuklear Winter was something I never would have considered buying myself, so it was a bit of an eye-opener to find out how enjoyable and accessible it was to play.  Not sure exactly what I was looking for, I went online to see what was available.

 Pavia, the French in white, the Imperials in Orange, deployed ready to begin.
Reinforcements are off to one side. The white lines in the centre are the hunting park walls. 

It turns out (not news to a lot of you, I know) that there's a hell of a choice when it comes to board-war-games.  Plenty of recurring company and designer names crop up in the genre and there are some decent guides on good games over on Boardgame Geek.  In the end, I chose something from Decision Games Folio Series, Pavia: Climax of the Italian Wars.
The generic Pike & Shot rules.

What prompted this choice over others?  Well, from my Italian Wars project, I know a fair bit (for a layman) about the battle of Pavia, which would help when it came to understand any scenarios on offer.  Secondly, the Folio Series is described as on the "entry level" to this kind of game; not necessarily simple, but a relatively small scope and a tight, compact set of rules. Thirdly, Infinity Games had one left on sale for a tenner - a tenner, you don't get three pints for that any more!
The specific Pavia scenario booklet.

So, after that modest outlay, what came in the post?  A slim, brightly-coloured folio (duh) containing an impressive map, a cardboard sheet of 100 counters, two booklets of rules and two plastic bags to hold the punched-out counters.  Just fyi, you need to provide your own D6 for this series, but that's hardly a hardship for gamers!

The Folio Series each come with two rule booklets; the first is a set of generic rules and the second provides the specific scenario and terrain rules for the specific game it comes with. For instance, Pavia uses Decision Games' Pike and Shotte generic rules (also used in the Breitenfeld game) and the specific Pavia rulebook.  Unfold the map, popout the counters, set up according to the scenario and that's you good to get playing.

The Battle of Pavia was fought between the French army under Francis I and Charles V's Spanish/Habsburg army commanded by de Lannoy.  The French were half-heartedly besieging the Italian town of Pavia, camped comfortably enough in a large hunting park, when they were surprised early in the morning by the sudden arrival of the Imperial army.  Penned in by the forests and hedgerows, and unable to coordinate themselves against the enemy due to the heavy mist, the French were badly mauled and King Francis captured.

The main Imperial force and the French siege lines.

The game Pavia is fought mainly in and around the hunting preserve.  Set up is dictated by the scenario, drawn from historical sources, but there are optional, less restricted deployment rules should players want to experiment.

In terms of actual mechanics, the rules are very tight, very specific and, although it took me a good three or four read throughs to finally grasp them, very quick to play and really, really entertaining!  The movement and c&c rules are very slick, your light troops can freely move on their own (subject to the terrain they are in,) while your Tercios and Gendarmes are much more restricted except when near a commander.  This gives you some splendid tactical options; rush in with your shotte to disrupt the enemy and wait for your infantry to trudge up behind, or keep your leaders back and move the whole line forward steadily.
Some tokens from Pavia, a Tercio, Loose Shotte, Gendarmes and two commanders

Combat is handled by comparing the difference in a specific melee or firepower stat and rolling on a D6 table.  Although there are some modifiers to take into account, the combat mechanic is streamlined and efficient.  One gripe, the lower the dice roll, the better - come on, I like to roll high!!!

Some artillery pieces are in the game, although they aren't really up to much, as are light cavalry and some midgame reinforcements.  Victory is on a sliding scale of degrees of success, but this can be offset by accomplishing certain objectives in the game (capturing artillery, looting camps etc.)  All in all, I'm hugely impressed by the scope and competence of this very modest game.  Pavia has certainly helped open my eyes to an area of wargaming I really haven't explored before.  I've had one and a bit games so far, on my own, but I'm looking forward to trying it out against a human opponent.  There's quite a strong board game scene at the club, so getting a game in shouldn't be a problem.
The Imperial vanguard and Francis' camp

There is a fair old selection in the same range from Decision Games, using different core rules for the different periods, 19th century, WW1, WW2 and Medieval warfare.  I'll probably pick up something else from their selection, but I'm quite drawn to a couple other publishers, GMT Games in particular, so we'll see what grabs my attention.

Wednesday, 7 August 2013

July Gaming

Just a quick look back on what I was up to in July.  I don't have anywhere to comfortably paint or model at the moment and that's really been getting me down recently.  However, I've still managed to get a fair few games in over the month.

X-Wing

I had a weekend away, visiting friends in Edinburgh.  In true gamer fashion, I took a few games with me and we settled down for a couple evenings of beers, junk food and games!  Gaz has recently picked up the X-Wing bug, so I took down my copy and a few of the additional ships. Six games over a couple games, giving every ship a try.  Quick summary; Slave 1 is simply brutal, Wedge is still the best rebel pilot, Vader the best Imperial and the YT-1300 (the Millennium Falcon model) will last a long time, but always gets blown up!
I'd like to think that I'm now pretty competent at X-Wing, getting used to the movement phase and predicting where enemy ships will be has taken a long time.  I'm still impressed by how solid the ruleset it, very clear, very logical.  Looking forward to the next wave (fuck knows how I'll be paying for them though!)

Quarriors

One of the most fun games I own, we had about six or seven games over my weekend away. The rules are very easy to grasp, taking only a few minutes to explain.  If you like dice, you'd like this game.  Brings out the competitive edge though... and the trash-talking.

Magic The Gathering

Never played this before, but Gaz and his Mrs talked me through a game of the "Commander" variant.  I kind of understood what was going on, but I think they were being gentle with me and that I could have been crushed quite easily.  Enjoyable enough, but not my cup of tea because...

Android Netrunner

Still my favourite game at the moment.  It's taken me a loooong time to really "get" ANR beyond the starter box (it's a deck building card game if you didn't know.)  A couple weeks ago though, I built what I would call my first "proper" decks, tried them out and was impressed by how quickly the game plays when you know what you're doing.  I'd like to get some more regular games in and maybe try a tournament somewhere (the nearest one is held about seventy miles away) in the next couple months.

Others

You can read briefly about my Fire As She Bears and Nuklear Winter '68 games.  I've also tried out a new (to me) genre of game recently.  Enjoyed it tremendously and I plan to write about it shortly.

Until next time...