Saturday, September 1, 2018

More Song of Drums and Tomahawks

I'm late in getting this up, but last Saturday a few of us got together to playtest the Song of Drums and Tomahawks game Kevin and David are putting on at Fix Bayonets 2018. The six-player game set around 1640 has a force of Hurons trying to ambush a combined Dutch – Iroquois force that was making its way across the map. Each group had 8 figures. The Native American groups had a leader, hero, two muskets, two bows, and two regular natives. The Dutch had a leader, a hero (both in armor with nasty halberds), and six muskets. I took one of the Huron groups.

The Dutch set up in the middle of the advance, with their Iroquois allies leading and bringing up the rear. Half the Hurons moved to hit the lead Iroquois unit, while the others (including my force) moved to hit the Dutch.
The lead Iroquois unit
The dastardly Dutch boys
We all started out in lines, so we could take advantage of group movement. Movement was a problem in our last game, so being able to move as a group was a benefit. As we got closer, individual warriors broke off from the group to start their attacks.
My Hurons moving into action
I started out trading musket fire with the Dutch, with each of us losing one figure.
Opening shots
The trailing Iroquois unit was having trouble moving. So, I closed with the Dutch, hoping to take out several of them before reinforcements arrived. However, the plan didn’t quite work, and I had my own movement troubles as the Iroquois arrived. We had a big melee in the middle where I combined with another Huron player to kill the Dutch leader. That was not an easy feat, since the Dutch armor protected them against, most native weapons. But I got a lucky roll with a primitive weapon for the killing blow. Unfortunately, I lost my leader to an attack from an Iroquois hero and had to fall back. By this time, I had lost about half my force and I decided to let the enemy come to me.
Moving to melee
reinforcing Iroquois move up
Big melee
The Dutch leader goes down, forcing the other Dutch to fall back
My turn to fall back
Over in the middle of the table, the Huron were having good luck against the lead Iroquois unit, killing three and forcing the others back. The Hurons then came streaming around the longhouse to take on the on Dutch.
Lead Iroquois taking casualties
Battle at the longhouse
Skirmish in the middle
There was a lot of back and forth fighting, but in the end, the Dutch and their allies held their ground. By this time pretty much everyone had lost half their force and we decided to call the game. It was a very bloody game, but we decided the remaining Dutch and Iroquois would probably be able to make it across the board.

Overall it was a fun game. I like the basic Song of … system from Ganesha Games. I haven’t played any of the other variants yet, but it seems like a good set of skirmish rules. It will be interesting to see what changes they make for the rules where everyone is armed with ranged weapons.

Wednesday, August 8, 2018

International Naval Wargaming Day 2018

Last year David Manley kicked off the first International Naval Wargaming Day. A day to "Celebrate the birth of the father of naval wargaming, Fred T. Jane, by running or taking part in a game of your own!"
This year, Jane's birthday was on a Monday, which made it really tough to organize a game with other players. But the celebration must go on, so I grabbed some ships for a little solo action.

This year I pulled out some of my Spanish - American War ships for a little pre-dreadnought action using David Manley's Broadside and Salvo rules, which are included in his Splendid Little War mini-campaign. The scenario was an encounter in the Caribbean between heavy ships of the US Atlantic Squadron and Admiral Cevera's cruiser squadron.
Spanish cruisers (L to R - Infanta Maria Theresa, Almirante Oquendo, Viczaya, and Cristobal Colon) steaming to their fate
Two US battleships (Iowa and Indiana) and the armored cruiser New York
The Spanish objective was to escape across the map, while the Americans were trying to stop them.The Spanish cruisers had a little speed edge, but were out-gunned by the Americans, which is a pretty classic naval situation.

The turn sequence for the Broadside and Salvo rules is:
  1. Roll for Initiative 
  2. Roll for Action Points (these are basically command points to order your squadrons to maneuver and repair ships)
  3. Move ships (Initiative winner picks order) and allocate Action Points
  4. Gunnery - Initiative player shoots first and firing alternates by squadron with damage effect taking effect immediately
  5. Torpedo Phase - conduct torpedo attacks
  6. Repairs and Special Damage Phase
Overall a clean and easy turn sequence. Initiative proved to be an important part of the game.

The Spanish won the initiative on the first few turns, forcing the Americans to move first and then ordering max speed to try to slip by. But then the dice turned on the Spanish. The Americans won the initiative on the turn that both sides came into gun range and damaged the lead Spanish cruisers before they could return fire. But the Spanish were able to damage the American cruiser.

Gunnery is resolved by be competitive D6 die rolls, which are modified by the attacking ship's attack factor and defending ship's defense factor, along with some other modifiers for damage, range, etc. If the defender's modified roll beats the attacker, there is no damage. If they are equal, the defender takes a temporary hit. If the attacker beats the defender, the defending ship is damaged with multiples of the defender's roll doing more damage. There is also a chance of critical hits. One level of damage still allows the ship to move and fight, but with negative modifiers. A ship is Silenced with two levels of damage and can move, but not shoot. A ship is Crippled with three levels of damage and cannot move or shoot. Four levels levels of damage means the ship is sinking. Action Points can be allocated to repair Silenced (3 APs) and Crippled (4 APs) ships one level. I used markers to show each level of damage.

Over the next couple of turns the Spanish die rolling was very bad, while the Americans continued to inflict more damage on the Spanish line.
Spanish ships in trouble
The Spanish were able to repair one ship, but things just kept going downhill. In the end all the Spanish ships were sunk and the only damaged American ship was the cruiser New York.
Just before the end
The game played really quick. So quick, that I decided to try another game, but with a different scenario.

During the Spanish American War the American battleship Oregon made a high-speed (for those days) trip from San Francisco to the Caribbean. One of the fears was that Cevera's squadron would intercept the lone battleship. So, I decided to try out the four Spanish cruisers against one battleship.
Oregon, crossing the line (equator?)
The Spanish cruisers had the speed edge, so the battleship tried to put itself in the best gunnery position. The Oregon's heavy battleship armor stopped most hits, while her big guns dealt damage to the cruisers. Oregon did take one level of damage, but was able to silence three of the Spanish cruisers. Just when it looked like Oregon had everything in hand, Cristobol Colon scored a hit silencing the battleship.
Standoff at sea
With almost all the ships silenced, both sides hoped to roll enough Action Points for repairs and the Spanish also hoped for another lucky hit by Colon. But luck was with the Americans. They repaired the battleship first and finished off the Spanish cruisers.

Overall the games were quick, keeping with the fast-play rules, and deadly. The 1-on-1 squadron battles probably weren't as interesting as a multiple squadron action. After playing, I thought I should have created multiple squadrons in the first scenario to see how that would have played out. Another alternative would have been to add some more ships (regular cruisers for the Americans and torpedo boats for the Spanish) to make more squadrons.

The same rules are used with the Russo-Japanese War campaign and I think they would work well there, since both sides have more ships.


Sunday, August 5, 2018

A Flight of Falcos

I recently finished up six Raiden Italian CR-42 Falcos. The planes are a fairly new addition to the Raiden line and there weren't any photos of them on the I-94 website. I've had trouble assembling other World War II biplanes and since there weren't any photos on the website, I was a little wary of getting the planes. But they turned out to be pretty easy to assemble. The planes come in 3 parts, the fuselage, the lower wing (with the fixed landing gear and one set of struts) and the upper wing (with more struts). Overall, the assembly work wasn't too bad. So, if you need some 1/285 scale Falcos, I would recommend these.
Four of my six Falcos

The Falcos will be part of the upcoming Malta air campaign and will make some appearances in Western Desert games. The camouflage scheme is a base sand color, with green and brown irregular shapes. I also painted the engine cowling yellow, mainly because I like how it looks.
Overhead shot showing the camouflage a little better
Kevin recently finished his six CR-42s too and while the paint schemes are similar, they are different enough that it will be easy to tell them apart (plus mine have yellow noses).
A closer view of one of the planes
Overall, I was pretty happy with how the planes turned out. I'm finishing up some Gladiators for the game, and I also have some Fiat G-50s and RAF Tomahawks in the works. The last two types are for Western Desert games and won't make an appearance over Malta.

I'm also preparing for International Naval Wargaming Day. But, since it falls on a Monday and I kind of messed up scheduling with others, I'll be doing a solo game again this year. Right now I'm looking at a Spanish - American War scenario where Admiral Cevera's cruiser squadron meets up with the American Flying Squadron (or maybe the North Atlantic Squadron) in the Caribbean. I'm going to use David Manley's Broadside and Salvo pre-dreadnought rules (which are included in his Splendid Little War and White Bear, Red Sun games).

Monday, July 23, 2018

Tomahawks and Tankers

I had a chance to get in some gaming this weekend. On Saturday, I got together with Kevin and David Sullivan for a game using their Flint and Feather figures and the Song of Drums and Tomahawks rules. The figures look great and my photos don’t really do them justice (I recently got a new camera and I’m still learning how to use it, even on Auto settings).
Moving onto the board
It was planned to be a four-player game, but we only ended up with three people. David had envisioned a three-way battle, but Kevin and I didn’t really hear that part and ganged up on him. Kevin and I had eight native warriors with a mix of muskets, bows, and “primitive weapons.”
My troops with their stat sheet
David had a mixed force of natives, with mixed bows and hand weapons, and French, armed muskets and swords.
Frenchmen, with a big stick, in the distance
The rules have some interesting mechanics that is shared with other Song of … games, but also has some period specific rules. I like the activation rules, the combat rules seemed to be a lot of pushing and shoving with some surprising lethality mixed in to keep you on your toes.
some ineffective skirmishing
David and I started close together and engaged in some skirmishing. Kevin had some horrible rolls during the game and it took him a long time to get his warriors to engage. My bow fire proved to be mostly ineffective. I did have some luck with my muskets and by the end of the game I had killed a couple of David’s Frenchmen. My melee figures turned out to be pretty ineffective and unlucky. All my melee battles ended with my figure getting whacked by David’s primitive weapons. One of the special rules for the era is that if the player with a primitive weapon rolls a natural 6 and wins the melee, they automatically kill the opponent. This happened to three of my warriors, at which point I decided to focus on long-range shooting.
My bowman misses his shot while my hero tries (and fails) to bash a Frenchman
More skirmishing
After everyone lost half their forces, we decided to end the game. I lost five figures, Kevin lost four, and David lost four. Since Kevin and I had ganged up on David, we declared him the big winner.
My survivors limp off the field
I like the rules and look forward to trying them out again. You can read David’s and Kevin’s reports of the action on their blogs.

On Sunday, I had a little free time and decided to try a solo game of What a Tanker. I pulled out my 1/285 scale Desert War tanks (from a previous summer project) for the game and used centimeters for range instead of inches. I didn’t want to do a 1 vs 1 battle (that seemed a little boring, even if I was just learning the rules), so I decided to match a British M3 Lee and Honey against a German Panzer III H and Panzer II F (the points matched up nicely for these tanks). 
The British tanks ...
and the Germans
I wanted to include some basic terrain, which in the desert is mostly dunes and scrub. But because there aren’t any rules for hills in the game, I decided to treat dunes as minor obstacles. If two were stacked, the second would block line of sight. I felt like this gave me some decent terrain to try to hide behind and kept the battlefield looking like the desert.

The rules are pretty straightforward, but it still took me a little while to get into the swing of the action. Both sides moved forward and took a few pot shots, without inflicting any permanent damage. As the tanks closed, the Panzer III got off a good shot at the Honey hitting with four dice. But the Honey rolled four saves and only ended up falling back.
Lucky Honey
Once the tanks got closer I started getting more permanent damage on both sides. The Panzer III was caught in a crossfire and reduced to two command dice. But then the Panzer II, which had been slow to move all game, suddenly sprang into action. It closed on the Honey’s flank and blew it up with some rapid fire shots.
Not so lucky Honey
The next turn, the M3 Lee finished off the Panzer III, making it a 1 on 1 battle. The Panzer II tried to maneuver to get on the Lee’s flank, but the British tank was able to get the right combination of command dice to acquire, aim, and shoot. That was followed by goods rolls of the 6 strike value dice, which turned out to be too much for the little Panzer.
The M3 Lee is the winner
It was an interesting little game. There are a more decisions (and frustrations) than I originally thought there would be. Additionally, it seems hard to get an outright kill with the early war tanks (that may change with later war tanks) and the battle seems to be more about whittling down your enemy. I’m looking forward to playing the rules some more.

Sunday, July 1, 2018

Summer Update

After taking my usual time away from gaming after Enfilade and with the normal gaming slow-down for summer yardwork, I’m looking at getting back to some gaming stuff. Here is what is on my summer horizon.
A pair of previously painted Italian G.50 fighters
First up, the Malta air campaign. This is an outgrowth of the Illustrious project and was spurred on by getting a playtest version of David Manley’s Air War 1940 rules. The campaign will be based off some ideas published in Wargames Illustrated #198 (yes, that is an old issue from June 1998) and the new Osprey Malta 1940-42 air campaign book. We’ve taken the general idea from that article and fleshed out the missions and victory conditions a little. But mostly it will be a chance to put some planes in the air.
I’ve currently got a mix of planes I’m working on for Malta and the Western Desert including – Gloster Gladiators, Tomahawks (P-40B/C), Spitfire V, Cr.42s, and G.50s. Kevin is working on the Luftwaffe and already has a bunch of Italians and British. I’m also going to pick up some medium tonnage merchant ships, in case one of the missions ends up as a ship attack (they will also show up in my WWII coastal forces games). The Malta game will most likely take the place of my usual summer solo game, since I will be playing games with other people!

Once the Malta planes are done, I expect to move some Gripping Beast Plastics Arabs, foot and horse, into the painting queue. I've put together the light cavalry figures and I'm working on the heavy cavalry next. I'll put up photos once I get some paint on the figures.

Another possible summer distraction is the new "What a Tanker!" rules from Too Fat Lardies. Some of the guys in the area are talking about starting some linked games as part of a campaign. I've picked up a copy of the rules, so I can join the action. Although I think I will skip the France 1940 campaign and pick up with the next one (Russia or Western Desert). They are planning on using 15mm tanks, which should reduce any costs of having to buy tanks for this little side project.

Finally, I'm looking toward August and what I can game I can run for International Naval Wargaming Day 2018. David Manley started this last year (and I'm hoping he continues to push it) to "Celebrate the birth of the father of naval wargaming, Fred T. Jane, by running or taking part in a game of your own!" Jane's birthday, August 6, falls on a Monday this year. But I'm hoping to get a few people together the weekend before (or maybe even on Monday) far a small game. I just need to go through my stuff to pick out an appropriate game. 
There will probably be a few other things that pop-up during the summer, but it feels like this is a good start.



Tuesday, May 29, 2018

Enfilade 2018 Recap: Part 2 - My Games

For Enfilade 2018, Kevin and I ran two air attack games where the Royal Navy was defending against attacks on their ships. I really enjoy games that mix ships and planes (it gives me a chance to work on my two favorite gaming subjects) and I thought this year's efforts turned out nicely.

Note, you can see photos form other Enfilade 2018 games at this post.

Attack on San Carlos
The first game was from the Falklands/Malvinas War covering air attacks on British ships as they were unloading troops at San Carlos. We used the Air War C21 rules for the game. You can also see Kevin's view of the game on his blog. The Argentinians had the lion's share of choices to make for this game. They had to pick which planes were attacking, what angles they would attack from, and how they would approach the combat zone. The Royal Navy only had to figure out how best to allocate their limited number of Sea Harriers to best protect the amphibious landing.

The Argentinians decided to go with a mix of Daggers, Skyhawks, and Canberras. Then they made some die rolls to see if they lost any planes on the approach and if they entered on schedule. They lost one plane that flew too low over West Falkand to avoid Royal Navy SAMs and all but one flight was delayed in their entry. The Royal Navy had four Sea Harriers on the board, with two more on the way.
Initial Setup with HMS Antelope (left) and HMS Fearless (right)

A pair of Sea Harriers fly CAP near Fearless
A pair of Argentinian Air Force Skyhawks were the first to enter. They found the Sea Harriers slightly of of position and headed straight for HMS Antelope.
Skyhawks on the attack
With the Harriers between them and HMS Fearless, the Skyhawks decided to drop their bombs on the nearby frigate.
Bombs Away!
The one bomb hit and did major damage to Antelope, knocking out her air defenses.The first Skyhawk wave was followed by another set of Argentinian Navy Skyhawks.
Armada Skyhawks attacking
The Armada Skyhawks got one more bomb hit, which did enough damage to basically sink the frigate.

Meanwhile, a flight of Daggers entered from the northwest and moved toward HMS Fearless.
Sea Harriers intercepting the Daggers while Fearless fires a Sea Cat missile
The Sea Harriers near the sinking Antelope mixed it up with the Skyhawks, getting some revenge for the damage done to the frigate.
Sea Harriers move in for revenge
As the Daggers moved in to attack Fearless, the final Argentinian flight, a pair of Caberra bombers, came in from the southeast.
Canberras enters as the Daggers drop their bombs
The Daggers got one hit on Fearless, but it turned out to be a dud (much to the relief of the Royal Navy players). However, things did not look good with the Canberras bearing down on Fearless.
Canberras close in, trying to dodge the incoming missiles
One Canberra was shot down by a Sidewinder, but the Sea Harriers were out of missiles and it would take a really good gun shot to stop the final bomber.

Luckily for the Royal Navy, they got their good gunshot with a critical hit knocking down the final Canberra (for those of you that know the rules, the Royal Navy pilot got to roll on the Golden BB table and killed the bomber pilot).
The last Canberra goes down to guns
We gave the Argentinians a morale victory for sinking the frigate, but the Royal Navy was able to continue with landing troops and earned a strategic victory. Overall, it was a fun game. Only a couple players had used the rules before, but everyone caught on very quickly.

Illustrious Must be Sunk!
The second game was the January 1940 attack on HMS Illustrious in the Mediterranean by a mixed German - Italian force. Those of you that follow the blog have seen a couple playtest reports on this game (here and here) and you can see Kevin's take on the game on his blog. This time around the Axis players went with a torpedo bomber force (choosing nine SM 79s and only 3 Stukas) and traded one flight of bombers for a pair of MC 200 escorts. The Royal Navy had six Fulmar fighters to protect the carrier, along with flak from the ships.
Italian bombers enter the board
Royal Navy Fulmars on CAP duty
After setting up the aircraft, the ships got to turn in place (this represented radar warning), which slightly threw off the original Italian plans for the attack. So they had to maneuver the big bombers around, which gave the Fulmars a little more time to try to stop them
Fulmars make a head-on pass at the bombers
Bombers maneuvering to set up their torpedo runs
The Italian fighters looked to mix it up with the Fulmars, but flak from the destroyer knocked one of them down. The remaining fighter felt honor-bound to strafe the destroyer. The strafing run went really well and the fighter suppressed the light flak on the destroyer.
Strafing pays off
The Fulmars tried to get into good positions to stop the bombers, but they were not having a good day rolling the dice. They did a lot of minor damage, but only forced one bomber to jettison its torpedo. Another has its torpedo release mechanism knocked out by a critical hit. Meanwhile one Fulmar was shot down and another had its forward guns knocked out.
The bombers line up on the carrier as the Fulmars try to stop them
Flak tries to protect the carrier as the bombers close in
One of the SM 79s decided to break away from its group to make a torpedo attack on the destroyer.
Torpedo run on the destroyer
But the destroyer was able to avoid the attack.

By this time, the Italians were in position to make their torpedo runs on Illustrious. Things didn't look very good for the carrier with torpedo planes on both sides.
Torpedo bombers off the starboard side!
Torpedo bombers on the port side!
The octuple 2 pdr batteries on Illustrious opened fire, knocking down a couple of the bombers and the carrier tried to dodge the torpedoes. But one torpedo found the mark doing major damage.
Torpedo hit
The last of the Italians approached from the port side...
The last bombers approach
But no hits were made. This left the flight of Stukas as the last hope for an Axis victory. The Stukas made their approach and started their dives.
Last chance for the Axis
But the smoke seemed to hide the carrier and no bombs hit.Illustrious took some major damage from the torpedo, but was able to sail into Malta for temporary repairs.

The game came down to a few final rolls and it could have turned out better for the Axis players. But, everyone seemed to have a good time.

That's all for Enfilade 2018. I hope you enjoyed the photos and report.