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Sunday, 11 January 2015
The Last Crusaders
Sunday, 4 January 2015
Dacia: The Roman Wars
Saturday, 3 January 2015
Open Combat and skirmish games
I find myself playing many more skirmish games than I used to. With work and other commitments eating into my limited time - shorter games and less painting is a big plus. Certainly compared to the big projects I have done in recent years.
Bolt Action isn't really a skirmish game, but it only needs 30 or so figures compared with 100 plus for Hail Caesar or Black Powder. However, Saga has been the real driver, again with less than 30 figures.
The current supplements only cover the Dark Ages and the Crusades, but there are a growing number of unofficial battle boards. I have recently played with Romans and Gauls, thanks to battle boards developed by Doug Colbeck, available through the Saga forum that is a great resource. They play really well and with a tweak or two, I plan using them for my Dacians.
Listening to the Meeples and Miniatures podcast drew my attention to a new set of skirmish rules called Open Combat from Second Thunder Games. These are real skirmish level games, arguably pretty close to role playing, with the introductory 150pt games involving six or eight figures a side.
The beauty of these rules is that they work for any army in a pre-gunpowder setting, including fantasy. You can produce your own warband list using the simple point system. Each ability level; speed, attack, defence etc and special rules all cost a point each. So you can create different ability levels within the same warband.
I used the Romans and Gauls again to test the rules. My Roman band had Macro and Cato from the Simon Scarrow novels with higher attack, defence and fortitude levels than the rest of the legionaries in the warband. The Gauls were of course led by a super stat Asterix. Sadly, his stats didn't save him from Cato's pilum, even after our cat had made one of his increasingly regular interventions on the wargames table. Razzy has a high 12 attack factor!
The rules themselves play very well and games can be finished in a hour or so. I quickly switched to the QRF with only occasional references back to the full rule set on my iPad. They are available as a PDF download for only £10 and the production quality is excellent.
I can see some great possibilities for this system, with super heroes battling their way through hordes of low quality troops, using the flexibility that you just don't get with other systems. It also means that you can get troops onto the table quickly. Good for the early stages of bigger projects as well as some niche games using figures that don't have a bespoke rules system.
Highly recommended and at £10 you really can't go wrong.
Tuesday, 30 December 2014
To the Strongest
'To the Strongest' is a new set of wargame rules for the ancient and medieval periods by Simon Miller.
I was attracted to them following a couple of reviews including the latest edition of Wargames, Soldiers and Strategy. The mechanisms are very different from anything I have played before, offering up the prospect of a quick game.
So what's different?
Firstly, there is no time wasted on measurements because it uses a grid. You don't need ugly squares on your tabletop, I just put felt pen black dots on the reverse side of my normal cloth. Units generally move one square for foot, two for mounted. Diagonal and sideways moves are possible, but require higher activation card scores. This really does speed up play and obviates the need for any debate over movement distances, match ups etc that can get in the way of a game like FoG. You can use different size squares depending on the scale of figures you want to use.
Secondly, there are no dice. Instead you use two packs of playing cards. You separate the court cards out to be used for strategems. The number cards are used for everything else. Activation requires anything other an Ace to start with and you can keep going so long as you draw a higher card. If you fail that ends the turn for that command. Activation can be used to move, shoot or charge into melee. Again the cards are used with a minimum score to hit, plus or minus a few modifiers. Then the defender saves and then hits back. There are different hit scores and saves for units in the generic or specific army lists.
I have only played one game, but it works very well. I used 100 Years War French and English and it resulted in a quick game that looked and felt right for the period. Melees did drag on a little longer than I would have expected, but they may just have been the luck of the cards.
The rules come as a very reasonably priced (£9.99) PDF download and are nicely laid out with hyperlinks between the relevant sections. The QRF could have done with a few more of the basics, but once you have played a few times, I suspect the numbers will be remembered easily enough. There are a few army lists available as a free download and the generic points system is easily adaptable for others.
Playing cards are perhaps not visually great, but you can substitute poker chips or something else. The MDF markers are ammo chips. Each shooting unit has a limited number at the start of the game, another rarely used mechanism in ancient wargaming.
These rules are a bit different and well worth look at this price.
Saturday, 27 December 2014
Some wargaming inspiration - 2015 anniversaries
Wednesday, 24 December 2014
Dystopian Wars - Russian Coalition
The battle flotilla of the Russian Coalition joins my Dystopian Wars collection. That's a Dreadnought, 3 gunships, 4 destroyers and 2 submarines.
They got their first outing today, doing battle with the Ottomans. Only my second game and the rule book can be a bit irritating as you have to keep flitting back and forward. Not to mention remembering all the special rules. However, it plays fairly well and once I get used to the characteristics of each ship, I'm sure it will get quicker.
Sunday, 7 December 2014
Battle of Kolubara - December 1914
Tuesday, 25 November 2014
19th Century skirmish wargames
I have been looking for a set of rules to play skirmish games of up to around 50 figures a side. This is primarily for the Russo Turkish War of 1877.
I have now tested two options, Bolt Action and Terrible Swift Sword.
Bolt Action may seem a bit out of the time line, but I have played WW1 games very successfully with these rules. The basic mechanisms are very elegant and has the advantage that I and other gaming partners can pick them up and play quickly. In the trial game I made a few changes, such as shortening the rifle range, but it certainly played very well. If I go with this, I will need to think up some national characteristics and tweak the weapons to reflect important differences between the Russian and Turkish armies.
Terrible Swift Sword is a Sharpe Practice variant for the Amercian Civil War. I'm not a huge fan of card driven games, but the fun narrative behind Sharpe Practice won me over and we have had some really good games. The trial game didn't really work as it is too period specific. Russians and Turks don't really fit the U.S. cards that are the key to the game.
On balance I think I will go with Bolt Action, but not ruling out doing some cards for TSW and giving it another go when I have more time.
Here are a few pictures of the game. Three ten man infantry squads a side, together with a cavalry troop and light artillery.
And finally, when the Turks looked as if they might have the upper hand, our cat Rasputin intervened. At least he recognised which side he was supposed be on, positioning himself in the Russian lines. However, you might note a bit of 'blue on blue' - c'est la guerre!
Sunday, 23 November 2014
Chaldiran 1514
Sunday, 16 November 2014
The Empty Throne
This is Book 8 in the Warrior Chronicles set in Anglo Saxon England, featuring our hero Uhtred of Bebbanburg.
The historical context is the death of the Mercian ruler, with no legitimate heir. His wife is the obvious choice, but women rulers were rare, to put it mildly. Uhtred is wounded and a sub plot is his journey to recover the sword that wounded him. While the 'English' are divided the Vikings step up their raids on the west coast from Ireland. As usual the book ends with a grand battle, this time on the walls of Chester.
I am frankly running out of superlatives to describe Bernard Cornwell's writing. It is simply a book that you can't put down - the very best in historical fiction.



























