Wednesday, May 30, 2012

Enfilade 2012 Recap: Part 1

Enfilade is done for another year. Overall, the convention went very well with good games and attendance. I had a good time with the games I ran and played in. However, it will be nice to kick back and relax for a little while, without having to worry about completing any projects.

As with last year, I’ve split my recap into two posts; one on the general convention and games I played in and a second covering the games I ran. This post will cover the general convention stuff and games I played in.

I arrived at the hotel early on Friday afternoon, checked in, and moved my stuff to my room. The first game periods started at 2:00 PM, but I had gotten into a few conversations with people around the convention hall and missed signing up for any games. Instead, I grabbed a few pictures and reviewed the information for the game I was running on Friday night.

Here are a few shots from around the game room on Friday afternoon.
Force on Force - African Bush Wars
Viking Run raid game.

Regimental Fire and Fury "Battle of Knapton's Spring"
Friday night, Kevin and I were running our Strait of Hormuz game. Unfortunately, I wasn't able to break away from the game to get of pictures of other games. So, you'll have to depend on some of the Enfilade picture posters to get those pictures.

I was running my second game on Saturday morning, but did manage to be a little better about getting pictures. The first game was covered the Spanish Armada with a homebrew set of rules. I've played this one at another convention and the Spanish are pretty hopeless. But the game is quick and the players swap sides, play again, and total up points with the winners being the group that did best for each side. It is a fun little game and the figures came from some Dollar Store glass ornaments.
The Spanish Armada ready for sailing.
The English in pursuit of the Armada
The guys from Monday Knight Productions ran The Battle of Memphis using the Sail & Steam Navy rules. They also were selling copies of the rules and some ship models from Bay Area Yards. It was a nice looking game.
The Confederate Ram Fleet engages the Union ironclads at Memphis
There was also an ancient galley game using the "Man Your Oars" rules
Ramming speed
The other naval game in the period used Axis & Allies War at Sea ships for a pre-WWII action.
Axis & Allies "Battleship Diplomacy" game
There were a lot of other games happening too and I grabbed a few pictures of those, mostly while they were setting up.
A colorful Aztecs vs. Mayans game
The 1813 Battle of Saalheim
An interesting game with cavemen and dinosaurs
A really nice looking inland D-Day game
A game based on the "Fallout" series of computer games
A game based on the Kalvin of Otherwhen books
The Battle of Arras using Two-Page Tank rules
Saturday afternoon, I was playing in Kevin's Chickasaw Bluffs: Smoke on the Water game, using the "Brother Against Brother" ACW rules (modified for 1798). This was a hypothetical attack by the Americans on the Spanish forces (illegally) located on the bluff overlooking the Mississippi River. I was on the American side and our goal was to destroy the Spanish guns at the top of the bluff and take their redoubt. We had three groups of regulars and three groups of militia (two of which were armed with long rifles) to do the job.
American forces ready to move up Chickasaw Bluff
We were faced with a couple groups of Spanish regulars in the redoubt, along with some Spanish militia and cavalry as reinforcements. The cavalry turned out to be lancers, which are pretty nasty in this game.
Spanish redoubt and guns on the bluff
The game started out with the Americans slowly (and I mean slowly) moving up the hill to get to the redoubt.This gave the Spanish time to get one group of regulars out of the redoubt to meet us. After exchanging fire, the Spanish decided it was probably better to fall back to the redoubt to face us. This left the guns open and we were able to capture and spike the them.
Americans firing into the redoubt while spiking the Spanish guns
Just as the Americans got the upper hand and were assaulting the redoubt, the Spanish reinforcements arrived. We fell back from the redoubt (after decimating the Spanish regulars) to wait for the lancer's charge.
Spanish lancers hit the American line
Most of my units survived the lancer attack, taking down quite a few and forcing them back. The long rifles were able to pick off the final lancers at long range. This left the Spanish militia as the only remaining Spanish units. We offered them terms and they accepted, even though the had moved into the redoubt. Basically, we told them we were going to use the long rifles to pick off their men (staying out of the range of their muskets) until the remaining militia troops were few enough to assault and they decided that would probably work, since there was no time limit for the game.
Americans (finally) take the redoubt
I did manage to sneak away to get some photos of other games, including the General Quarters III Empress Augusta Bay game being run by Gregory Kuntz from Old Dominion Gameworks. In this game the Japanese were able to break through the American screening cruisers and attack the transports.
American and Japanese battlelines face off
There was also a really great looking "Boilers and Breach-loaders" game going on. It pitted an ad-hoc group of Germans and British against the junks of a Chinese warlord. I didn't get a battle report, but it looked great.
The Chinese fortress and junks
German and British ships
Another view of some of the German and British ships with a friendly Imperial War Junk
Here are some of the other Saturday afternoon games.
The 1973 Battle of El Al using Cold War Commander
An 'Old West' game using the Desperado rules
Rourke's Drift being set up
A British outpost in the Sudan 1885
German bombers for a Wings of War game
Saturday night didn't have any naval games, but there still some interesting games. Kevin ran the second part of his Chickasaw Bluffs action, when the Americans were taking on the Chickasaw Indians. From what I heard, the Americans did not do as well as they did against the Spanish.
Indians charging the Americans in the creek
Pike and Shotte Battle of Edgehill
There was a big Essling 1809 game using the Black Powder rules that looked great.
Essling 1809: A view from the Austrian left
Essling 1809: Attacking the town
1885 Nile Patrol game
A nice looking Galactic Knights game
Russian force hit "The Gap" in this Cold War Commander game
The view from the Union camp in a Shiloh game
The Turks attack British trenches
Sunday morning we had the annual member meeting (it is always hard to get people up for the game after a long night of gaming and other activities). After the meeting the morning game period started.

I was going to play in the Sail & Steam Navies game, but there were several other players that wanted to get into the game and had not played the rules before; so I just stood by and helped out some of the newer guys with the rules. The game was originally going to be at Charleston, but switched to Mobile Bay. The Union had a river monitor and a bunch of wooden ships (including USS Hartford) to start the game with a double-turret monitor coming in later. The Confederates had two strong and one weak ironclads. The Union ships had a hard time doing much damage to the heavy ironclads, but ended up shooting away the stacks (and paddle boxes) on the Confederate ships, which left them dead in the water and caused them to surrender. This seems to be a common theme in game that involve heavy Confederate ironclads. Here are some pictures from the game.
Confederate ironclads (top to bottom) Baltic, Tennessee II, and Nashville
USS Hartford (top) and Osage (bottom)
The Union wooden gunboats move toward the Nashville
Tennessee II rams the Osage, sinking the smaller river monitor
I grabbed a few pictures of the other Sunday morning games. Including a really nice looking Khyber Pass game where the British were trying to rescue hostages from a mountain fortress.
The Khan's mountain fortress from the Khyber Pass game
The British preparing to advance on the fortress
A Check Your Six Jets game recreating the final battle from the movie "Top Gun"
The traditional Sunday morning bar fight at the Luminous Toad Inn
Getting the beer through in the "Thunder Run" game using the "Charlie Don't Surf" rules
That's all of the pictures I took of other people's games. As you can see it was another good year. I am always impressed by the work people put into their Enfilade games.

Tuesday, May 22, 2012

Ready for Enfilade

Enfilade is this weekend and I’ve just been finishing up the final items I need for my games. I had a couple helicopters to finish, but mainly I’ve been getting the paperwork (such as the ship form pictured below) together.
Sample form for my Lake Ontario game
I was looking over the preliminary event list (you can find it near the bottom of the Enfilade page) to see what games are being put on that I want to try to play. Additionally, I like to see how naval games are fairing this year. Last year there were 16 naval games, which was probably the most I’ve seen at the convention. This year the number has fallen off a bit with only 11 naval games (including the two I’m putting on). The number of air games has fallen off a bit too, and most of those are Wings of War/Glory WWI games. There does seem to be a bit of resurgence in number of Napoleonic era games, but no clear agreement on the best rules. As I did last year, I thought I’d keep with the theme of the blog and post the list of Enfilade naval games.

Friday Night
Tripwire 
 Rules: Bulldogs Away! When Iran responds to an embargo on Iranian oil by mining the Straits of Hormuz, the United States send a mine clearing operation to open the vital oil artery. Will the ever-unpredictable Revolutionary Guard Navy respond?

Avalon Hill’s War at Sea and Victory in the Pacific in miniature
Rules: WaS and VitP
Play these Avalon Hill classics using beautifully painted 1/6000th scale miniatures on giant maps with new artwork! We will not be using just the basic version of these games, with some special rules for British ship removals/returns. These classic games are still very popular in the board gaming circuit, but now miniatures players can enjoy them too!

Saturday Morning
Battle of Memphis
Rules: Sail & Steam Navies
150 years ago next month the Federal Mississippi Gunboat Fleet brushed aside the defending Confederate rams at Memphis, Tennessee to open the way to Vicksburg. Can you duplicate the Union success or will the Rebels turn back the invaders and save Memphis?

Man Your Oars Training
Rules: Man Your Oars
Learn to command your own galley. Ram your enemies, board and slay them, capture or sink other galleys. Rule the waves in ancient times.

Spanish Armada
Rules: Homebrew
The Armada struggles to escape the English galleons chasing it up the Channel. Everyone gets a chance to play Drake, Hawkins, and Frobisher in this simple, fast-paced game of Elizabethan naval combat. Do your best sinking or evading the enemy, then switch sides and try it from the other direction.

Battleship Diplomacy 1938
Rules: Axis and Allies War at Sea
Alternate World War II, 1:1800 naval. In this imaginary opening to an alternate version of World War II, elements of the French, Dutch, Japanese and U.S. fleets clash near the Indochinese port of Haiphong in 1938. The very simple Axis & Allies War at Sea system will be used, with some unique Stat Cards to reflect the “pre-war” setting. No experience necessary, all materials provided.

Action on Lake Ontario 
Rules: modified Sail & Steam Navies
November 1812, The American Lake Ontario squadron is pursuing the largest British ship on the lake, the Royal George. If the Americans can catch Royal George sink or capture it, naval superiority on Lake Ontario is assured. But it will have to happen fast, since other British ships are on the way.

Saturday Afternoon 
Empress Augusta Bay 
 Rules: General Quarters III
The US Marine Corps has stormed ashore at Cape Torokina on Bougainville, now the Japanese are attempting a repeat of their earlier victory in the first battle of Savo Island off Guadalcanal. Can you as the Japanese stop the American amphibious operation? As the USN player can you insure the safety of the transport and supply vessels? It is 2 November 1943, 0227hrs off Cape Torokina, in total darkness. Sponsored by Old Dominion Gameworks.

Battle of Taichung 
Rules: modified Boilers & Breechloaders
Chinese Pirates have captured the German Ambassador and failed to return him when the requested ransom was paid. A British registered merchantman and crew has also been taken. Feelings are running high in the European trading community. An ad-hoc force of German and British troops, river boats, patrol boats, stern wheel and side wheel steamers has been assembled. An Imperial war junk has been dispatched by the Chinese government complete with a 4th class Mandarin to take charge of the expedition. Rifled muzzle-loaders verses antique smooth bore cannons. Steam ships against hordes of pirate junks. The South China Sea will soon run red with blood.

Sunday Morning 
Atlantic Blockading Squadron
Rules: Sail & Steam Navies
Confederate naval elements try one more time to break the stranglehold on a key port city. Expect a few ironclads and real big Union wooden vessels.

Man Your Oars OMG
Rules: Man Your Oars Carry out a quest for the Gods in this ancient naval setting. What monsters will you meet? Find out – the hard way!

Sunday, May 13, 2012

More Enfilade Preperations

I finished up the last playtest for the Enfilade games I'm running/helping out with for Enfilade 2012. I'm planning on running two games this year, a Strait of Hormuz game using the Bulldogs Away rules and a War of 1812 naval battle on Lake Ontario (I was planning on a Vietnam air game, but it didn't work out, more on that later). You can see the Preliminary Event List at the Enfilade link or just click here for a direct link.

Last weekend Kevin and I ran through the Strait of Hormuz game (called "Tripwire" on the preliminary event list), but I didn't have my camera and didn't get any pictures (you can see some photos and a description at Kevin's blog). The game played out really well and I'm only planning on some minor tweaks for the real game.


My previous post had some group photos of the Iranian Revolutionary Guard Navy (IRGN) ships, but here are a few more, with some comments about their roll in the test game.

The Thondor class is a decent little missile boat with four good anti-ship missiles. It doesn't have as good of secondary weapons as some missile boats (with only twin 30mm and twin 23mm guns), but they weren't really designed to get into gun fights. As I mentioned in my previous post, the PT Dockyard models are good, but I had a little trouble with the guns.
Thondor class in profile
Thondor class in 3/4 view

The C-14 "China Cat" boats did a job against the American LCS in our playtest. Gamewise, they have some limitations in that the C-701 missile used has command guidance, so only one can be fired/guided at a time). A lot of the stuff I've seen on the C-701 missile says that a radar homing version is available, but I decided to limit the Iranians for the scenario. Interestingly, a lot of the recent real photos I've seen of this class in Iranian service show them with rocket launchers mounted atop the cabin, which makes me wonder if the IRGN is having trouble getting the missiles. I really like the PT Dockyard version of this ship.
A trio of C-14 missile boats

The Tir class torpedo boats are interesting ships and models. There aren't too many countries that still use straight torpedo boats, especially ones without much secondary armament (the Tir only has an aft facing heavy machine gun). These didn't get into our game, but could be an interesting option.
Tir class torpedo boats

The Boghammers are just good at making a nuisance of themselves. In our game, they were able to get in some good hits on the smaller Allied ships (they have to be at close-range to really achieve anything) before being knocked out.
Boghammers underway

Yesterday, I had a chance to play out the War of 1812 Lake Ontario game. Originally, I had planned on running a Vietnam War air game, but work and other items kept me from finishing up my aircraft and other items needed for the game.

So, I decided I wanted to run something a little different and contacted my friend Mark to see about borrowing his Lake Ontario ships for a game using the Sail and Steam Navies rules, slightly modified for the sail end of the action. The scenario is based on the battle on Lake Ontario in early November 1812 where the inexperienced American squadron (with the corvette Oneida and six small schooners) tried to intercept the largest British ship on the lake, Royal George, before it returned to Kingston harbor. Historically, the Americans pursued Royal George for a couple days, before breaking off the action after coming in range of the shore batteries near Kingston. For my game, I decided to add in a couple more British ships to make the scenario more interesting.

The game started out with the Americans moving to try and cut off Royal George.
Americans enter the board

Meanwhile, Royal George was putting on sail to get closer to the shore batteries.
Royal George on the move

The Americans had split their flotilla into two groups; one with the four light ships that sped ahead to set up a blocking position and stop any reinforcements, the other group moved to catch Royal George.
The American light ships move forward

Royal George ended up in a precarious situation between the American lines, while the British reinforcements entered the board.

Royal George caught between the American lines
British reinforcements (Prince Regent - aft, Earl of Moria - forward) enter


Neither side had been able to do much damage at long range and instead of running for the edge of the board, the British decided to close and mix it up with the Americans. The Americans had the edge in number of long guns, while the British had the edge in shorter range carronades.
Earl of Moria closes on the American light ships

With the action moving to close range, the British advantage started to tell. In quick succession, the long gun on one American ship was destroyed and two other ships were heavily damaged and started to sink. With the American force whittled down, we decided to go ahead and call the game for the British.

Overall, the game worked out really well and I'm happy with the modifications to the Sail and Steam Navies rules to make the game more sail oriented.

Enfilade is only a couple weeks away and I have a few more things to finish up. But overall I feel like I'm in a good position for the convention.

Thursday, May 3, 2012

Painting Progress and Enfilade Preperations

Work has been keeping me busy the past month and I've been a little out of synch with my project painting and Enfilade preparations. But I've made some major progress over the past week and-a-half.

First up, I finally completed my version of the LCS-2 from PT Dockyard, although the LCS-2 model isn;t for sale any longer. I hadn't based the ship when I took these photos, but they will give you a good idea of how it turned out.
Port side view
Starboard side view
And a better view of the helicopter deck
As you can see, I used the photo-etch netting for around the helicopter deck. While it turned out looking okay, my experience with the photo-etch parts has pretty much convinced me that I don't want to use them again (I just don't have the right tools for working with the parts and I'm not sure that they added that much to the game model). I was hoping to find some decals to help with the helicopter deck, but ended up just painting the lines myself (there is supposed to be a circle in the middle of the deck, but I couldn't get it to look right and just painted over it).

The LCS-2 is going to be part of the Straits of Hormuz scenario I'm running with Kevin at Enfilade. In addition to the LCS and a bunch of Iranians (more on them later), the scenario will include mines. So, I picked up some naval mine markers from Fight's On!, the same guys that make the missiles I use in my games. They come 8 to a pack and paint up nicely.
Naval Mine markers from Fight's On!
The mine markers are around 1 inch in diameter and will fit with most naval miniatures (although they are probably too big for my 1/6000 scale stuff). Here is a photo so you can get an idea of how they compare to the LCS in size.
I don't think this is how the Navy wants the LCS to clear mines.
On the other side of the scenario, we have the Iranian Revolutionary Guard Navy. These ships are also from PT Dockyard and I picked up a bunch of them. 
Iranian boats: in front are two Boghammers, on the left is a Tir class torpedo boat, in the middle is a C-14 "China Cat" class missile boat, and on the right is a Thondor class missile boat.
The Boghammers are from a new mold and are one piece, so no assembly required. The Tir class torpedo boats came in 3 pieces; the hull, aft machine gun, and radar mast. Overall, these went together pretty easily. The C-14 "China Cat" missile boats had 5 pieces; hull, twin 23mm gun, 2 missile boxes, and the radar mast. The only issue with these was that I needed to putty up some holes in the missile boxes. Again, these weren't too hard to assemble. The Thondor missile boats were a little tougher. These ships had 8 pieces; the hull, rear gun platform, 2 missile boxes, the upper radar mast (the lower part was molded on the hull), a twin 23mm gun, a fire control radar, and the barrels for the twin 30mm gun. The Thondors proved to be the toughest ships to put together. For some reason, I was only able to get part of the guns to turn out. So, I had to dig through my "Spare Kits" box for the guns and fire control radar. The models turned out fine, but I was glad to have some extra parts around.

I'm a big fan of Dave's work at the PT Dockyard, but these ships aren't for everyone. The resin kits are usually not to difficult to work with, as long as you have some sharp knives and/or clippers to trim away excess resin from weapons and other parts. But the parts can be hard to cut away from the resin or get deformed while cutting. Many are small and can be a bit of a pain to assemble at times. For me it is worth the extra effort, but for newer modelers I would recommend getting some of the plastic or metal weapon kits that are sold by various model companies. It will probably make it a little easier to assemble these ships. 


Kevin and I are going to playtest our scenario this weekend and it will be interesting to see how each side uses their forces. We'll be using David Manley's Bulldogs Away! rules for the game. Unfortunately, I won't have my camera and won't be able to take photos of the playtest. So, here are a couple more shots of all the boats and mines together.
Comparing the size of the Iranians and the LCS
I'm looking forward to trying out the game, since I expect most of the players won't really know much about the ships the are commanding. It should be fun.
One last group photo





Monday, March 12, 2012

Dressing Up My LCS-2

Last March I got one of the last LCS-2 models that PT Dockyard made. This year I'm finally putting it together and I'm hoping to use it in an Enfilade game.

I really like the way the hull looks, but it seemed a bit plain. I wanted to "dress up' the hull some and I really wanted to improve how the helicopter deck looked. I didn't think just painting some lines on the model would look that great. So, a couple months ago I started looking at the different brass photo-etch detail kits on the market. I found a set made specifically for the Dragon plastic LCS-2 kit from a company named Flyhawk, but I wanted to look around a little more to see if there were some other detail kits that would work. I looked around some more, but I was really interested in a kit for detailing the helicopter deck and nothing else looked like it would work. So, I decided to get the Flyhawk detail kit. I figured that it was the right scale (1/700) and even if things were a little off, they wouldn't be too far off.
The clean LCS-2 hull, ready for some detailing
I knew the Flyhawk helicopter deck brass piece was going to be a little off, since the plastic model had open hanger doors and the brass deck extended into those. But I thought I would easily be able to trim those off to fit my kit.
The photo-etch kit from Flyhawk
When the photo-etch detail kit arrived, I was happy and sad. The helicopter deck was longer and wider than expected. The length wasn't too much of an issue, since I could cut that back, but it was also about 2mm wider than the PT Dockyard deck. I spent a lot of time trying to figure out if I should just put the deck piece on as is or try to trim it to fit. After a lot of debating with myself, I decided to trim 1mm off each side (to keep the deck centered). It took a lot of patience, but I think it turned out okay.

Here are a few photos of the assembled LCS-2 model with the photo-etch parts attached. I wanted to post the photos before I painted it so that you could see where the photo-etch parts were added.
Port side view with photo-etch in place
Here is the troublesome helicopter deck. I haven't added the netting around the deck yet, I'll do that after I paint the hull.
The helicopter deck (with a little glare)
And the starboard side, which has the part that got stuck before I could straighten it out.
Hopefully the final paint job will hide the crooked ventilation panel
I'm thinking about adding some railing after I paint the hull too. But it just depends on how the ship looks when painted. Right now I think things are looking pretty good.

Sunday, March 4, 2012

March already!!!

As I flipped over the calendar page to March earlier this week, all I could think was 'Yikes! What happened to February?'

I usually take a break from gaming in mid/late-January, but this year work kept me from doing much in February and I've really been neglecting this blog. So, I wanted to post a quick update on what I've been up to and what I'm planning.

To begin with I thought I'd post this Naval Wargamer 'What I Do" image that I thought was pretty funny (there were a bunch these going around for different wargaming types).
Plans for Enfilade - first off, I'll talk about what I'm thinking about doing for the Enfilade gaming convention. I know Enfilade is still months away, but the way February zipped by, I figure I better get working. Right now I'm looking at running (or helping to run) two games.

For the first game, Kevin and I have talked about what naval game to do for Enfilade and we decided we would run a Strait of Hormuz game with the Bulldogs Away! rules. The basic idea for the game is that Iran has shut down the strait by laying a few minefields and the Iranian Revolutionary Guard Navy (IRGN) has been deployed to stop any attempt to sweep the mines. The U.S. Navy is other side and will deploy some littoral combat ships to sweep the mines and defend themselves from the Iranians. I actually would like to have more options for minesweepers, but I haven't been able to find any good ones in 1/700 scale. But, I have the LCS-2 from PT Dockyard (which is no longer available) and Kevin has an LCS-1 and he recently purchased a plastic version of the LCS-2. So, we have some interesting ships for the U.S. side. The IRGN will have the options of taking the lightly armed, but more numerous, Boghammers, the small C-14 'China Cat' missile boats, and the larger Thondar class missile boats.
C-14 'China Cat' test firing a missile
Iranian Thondor Class

There might be some other options for the IRGN too. I'm hoping we can make an interesting scenario of it. However, if our tests of the scenario don't look good or things in the Middle East change to the point that we don't want to do the scenario, we have decided that we will replace this with a WWII coastal forces scenario.

The second game I'm looking at is a Vietnam War search and rescue scenario. It is a scenario idea I've had on the shelf for several years, but never got around to running. The basic idea for the scenario is that a U.S. Air Force CSAR (Combat Search And Rescue) force of A-1 Skyraiders and a rescue helicopter are looking for a downed aircrew.
A-1 Skyraider "Sandy" used to support search and rescue operations

There will be some F-4 Phantoms in the area too, but they won't have a full weapon load and they will have a limited loiter time. The North Vietnamese will have some anti-aircraft guns, some ground troops, and several flights of MiGs (17s, 19s, and 21s). I'm planning on using the AirWarC21 rules, since I think they have air-to-air and air-to-ground rules, and are easy enough for anyone at the convention to get into.

Other stuff - In addition to making Enfilade plans, I've been slowly (emphasis on SLOWLY) painting up 15mm sailors (American/English and Barbary types) for my Age of Sail stuff. I'm not sure why I have such trouble painting figures, but I always have. So I do a little painting on the figures, wonder why they don't turn out exactly how I pictured in my mind, then I let them sit until I get over that and try again. But, here are a couple "in progress" photos. The Barbary Pirates are from Thoroughbred and the other sailors are from Minifigs (I also have a some sailors from Thoroughbred, but they aren't pictured here).
Thoroughbred Barbary Pirates in progress
Minifigs sailors in progress

I'm also following up on a long standing project to do models of American submarines. It has been pretty hard to find them in the same scale, especially for the early Cold War classes. But a company called OKB Grigorov is making 1/700 scale (my preferred scale) models of lots of Cold War subs. So, it looks like this project might be back on track.
Nautilus model from OKB Grigorov

Now I just need to make sure I get back to posting regular updates to the blog.

Sunday, January 8, 2012

Drumbeat 2012

Drumbeat 2012 was held on Saturday at the Lake City Community Center. There were two gaming sessions during the day, with around six games in each session. I joined in a game of Sail and Steam Navies in the morning and ran an Action Stations game in the afternoon.

The Sail and Steam Navies game was a battle off Charleston, South Carolina, with a force of Confederate ironclads attacking the Union blockading force. The Confederates had the casemate ironclads Charleston, Chicora, and Palmetto State, along with a pair of spar torpedo boats. The Union had the ironclad frigate New Ironsides, ironclad Keokuk, double-end gunboat Octorara, 90-day gunboat Kansas, and ferryboat Commodore Barney. The Confederate goal was to sink a major Union ship, while the Union was just trying to maintain the blockade without getting hurt.
Confederate forces move out to meet the Yankees

I was on the Confederate side, running Palmetto State and one torpedo boat, and knew that it would be a tough fight. Basically all of the Union ships were faster than the Confederate ironclads and their gun armament was better or on par with the ironclads. The best bet for the Confederates to try an ram or use their spar torpedoes, but the speed differences were going to make that tough and since it was a daylight battle, we didn't expect the torpedo boats to get close enough to use their torpedoes. But we were hoping that we could catch the slowest Union ship, New Ironsides, with a ram or torpedo attack.
Union ironclad frigate USS New Ironsides

The game started out with the Confederates entering the map and the Union forces moving slowly. The nearest Union ship was the armed ferry Commodore Barney. I knew it wasn't going to be a good day when Commodore Barney was able to sink my torpedo boat in one turn and then shoot away my stack, reducing my speed. The little ferry then turned up the steam and sped away, taking only a little damage from my guns.
The sharpshooting Commodore Barney

At one point we were hoping that the Union forces would do some damage to themselves as New Ironsides passed between Octorara and Keokuk, but it turned out they had plenty of maneuvering room to spare.
New Ironsides passes between Keokuk and  Octorara

With my limited speed, I was basically left behind as the other ironclads charged the Union forces. The remaining torpedo boat was easily blown out of the water as it approached New Ironsides. Charleston traded shots with Keokuk, but neither ship could land any decisive blows. Chicora got close to the Union line, but concentrated gunnery from New Ironsides and Commodore Barney damaged the ironclad and slowed it down.

I was getting close to catching up with the action when we decided it would probably be better to retire back to the city.

The only ships sunk were the Confederate torpedo boats. The Union wooden ships had taken some damage, but Chicora was really in bad shape. It was sort of a draw, but the Union did maintain the blockade, so they really won the battle.

In the afternoon, Kevin and I ran a quick Action Stations game. The game wasn't too elaborate, since I wasn't sure if there would be anyone that wanted to play in it (last year a lot of people left Drumbeat after the morning session and I thought that might happen again). The game pitted four British MGBs against four S-Boats. The S-Boats were returning home after an attack on a convoy and the MGBs were there to stop them.

Before starting the game the German forces had to choose how they attacked the convoy. This would determine how they entered the map for the scenario and if they had to check for damage from the convoy escorts. The Germans chose a method that gave then a boost in the victory conditions, but would have them roll for extra damage and that would somewhat scatter their boats, so they would enter the map randomly. But the Germans did have some luck with their random entry rolls, with two boats entering at the same area at the same time, while another boat entered in a different location on the same turn, and the final boat would enter on turn 3. The British had two types of MGBs, one armed with a 2 pdr automatic mount and a twin 20mm mount, while the other had five single 20mm mounts, and started out in the center of the map, waiting for the Germans to appear.

The two S-Boats that entered together were able to run up the side of the map without too much problem. They did exchange fire with a pair of MGBs, but didn't take any damage. They also did a machinery hit to the closest MGB, which stopped any pursuit. These S-Boats were able to make their way off the map without any further incident.

The other S-Boats were close enough to support each other, but would end up facing all four of the MGBs. Once the boats sighted each other, the Germans went to maximum speed to break through the MGB line. The boats on both sides were travelling so fast that flares weren't helping out much, so the British decided to turn on their searchlights to make it easier to hit the S-Boats. The S-Boats were taking a few hits, but nothing that would slow them down. It looked like they were going to make it out when a 2 pdr finally connected and started a fire on an S-Boat.
The S-Boat burns brightly

This was when the German's luck failed them. The burning S-Boat continued to take damage and then had a fuel explosion that basically stopped the boat dead in the water.

The other S-Boat had two MGBs in hot pursuit and was getting close to the board edge when it started taking hull and machinery hits that slowed it down. It traded shots with its pursuers, but couldn't do enough damage to shake them. It ended up being sunk near the board edge.
S-Boat (center) under attack from pursuing MGBs

The overall game was a minor German victory (because of the initial convoy attack option), but everyone agreed that the Germans couldn't take too many more victories like this one.

Even though I was playing or running games all day, I did take a little time to grab a few photos of some of the other games at Drumbeat.

The morning session had a large Black Powder Napoleonic game with Austrians taking on the French.
The view from the French right flank
The Austrians wait for the French attack

A close-up view of the Austrian infantry
The French move on the Austrian guns

Wes Rogers ran a Seven Years War game (I think he was using his own rules).
The British line ready for battle
A cavalry engagement on the flank

There was a Sword and the Flame game. It sounded like it didn't turn out too well for the Soldiers of the Queen.
The British surrounded again

A Force on Force game with U.S. Marines going up against insurgents. It was run in the morning and afternoon, but I didn't hear the results.
Humvees move toward the objective


The NAGS group also ran DBA games throughout the day.
DBA in action

In the afternoon, there was Black Powder English Civil War game.
Pike and shot ready to advance

And a Tactica 2 game with Romans against the Pontics.
The Roman line ready to advance

Overall a good day for gaming.