Far from being a post related to the recent movie based on the waaay back '28 days/months later' skits, previous chat related to naval and 'Shipwreck', reminded me of the 1:3000 Navwar 'Moderns' (1980s) that I purchased 28 years ago...aaand painted yesterday.
A USN Battle-Group. Painting the eyes on the captains on their bridges, was a nightmare...
Now granted some work to do on the bases (including some labels), but once more, contrast paints work their wonders.
Not a painted deck
For anyone without their glasses on, who thinks I painted that deck detail on the carriers! - thanks, but they are printed on paper and stuck on.
1980s Soviet Naval 'Aircraft Carrier Group', led by Admiral Kuznetsov
Pics include US: OHP Frigates, Nimitz, Spruance(s), Knox, Kidd and Bunker Hill. Soviet include: Kiev, Admiral Kuznetsov (currently at the bottom of a dock in reality, being scrapped), Udaloy, Berezina, Kresta, Sovremenny, Kynda and Kresta classes.
It's not rust Komrade!
A game of 'Shipwreck to follow. Now I have to find the ww2 ships that I bought 20 years ago also; Nimitz is calling too...
A quick game of these superb little ww1 naval rules with Steve. I have had WW2 and modern ship lying gathering dust for ages, but now WW1 - so I purchased a handy download of 'top-down' ships from 'Topside Minis' - which are excellent, and nicely detailed.
The Scharnhorst would not last long thanks to a '12' on the torpedo roll
I based everything, including ship cards on 5mm black foam-board, and used pins as markers on the cards. All worked well. We used Coronel 1914 for this one, but larger games with multiple players should be straightforward enough.
The rules 'When Dreadnoughts ruled the seas" were originally released by Brian Dewitt in 2010 and then re-jigged by Battlebox Studios / the great guys at Little Wars TV more recently.
There is also a Russo-Japanese version, which the LWTV guys have played and reviewed/presented on you-tube (below)
For the 270 degree arc of fire on turrets, we simply used the 'reverse' - as finding 90 degrees and sticking it on the 'back' of the turret to gauge firing arc seemed easier. Guns were mainly CS/Cruiser main guns and secondaries - the 2ndrys only ever do hull damage - but quite well as it turned out. A great little game - and very cost effective when combined with printed miniatures.
'Jazz Hands'
The turn sequence is elegant, such that:
Initiative
Side A move 1/2
B move full
A second 1/2
B fire
A fire
Torpedoes (simultaneous - and rarely hit - but when they do!!! oh boy!)
etc.
Now if this reminds you of the X-Wing turn sequence - yep, I thought so too, and funny enough X-Wing came out 2 years later. The turning arcs (sized by ship class) are also a little reminiscent of X-wing, except internal rather than external arcs. I am sure any similarity is purely coincidental..although of course opposing move/firing mechanisms, and turning/flying arcs like this go right back to 1970s SPI stuff, so who knows?
Getting closer...
German light cruisers - who managed to be both annoying and deadly (one torpedo shot each) throughout the game.
GAHHH!!! as torpedoes take down the Scharnhorst before it gets a shot off...
Heavy cruisers - lethal at close range - to each other at least - but hull boxes and turn sequence choices (if you get initiative) have a beautiful game-play element all their own. The German ships had better firepower, whilst the British vessels could take more hits. A nice trade-off for a great scenario.
German heavy cruisers get..too close...
More deadly torpedo action...this time in the Germans' favour, but altogether too late for their fleet
Last stand of the Gniesenau
Of course, this has prompted me to start reading some of the stuff that gathers dust on the bookshelf...
Purchased in 1999; opened today ...what a great looking set of rules.
Some pics from a re-fight of ACW’sChampions Hill again with Volley and Bayonet. The idea in this case
was to get players enthused for a future BIG game.
High ground results in a mod for the MORALE roll - interestingly positioned in the turn sequence - and a natural 6 is not always a fail - therefore you can get your troops into the situation where morale is solid and unbreakable, but this is rare.
The turn sequence is everything here as ever: command, move,
rally, morale, combat, exhaustion…
Reb defensive positions on Champions Hill
One key of course is the morale phase, where there is always a
chance of a unit becoming disordered – with mods for flanking, support etc.
…but if passed then combat can be a 50/50 or better; if failed however, one disorder
can become a rout very quickly in a melee situation. The game also quite
succinctly brings home the value of sustained musketry on one half of the battlefield,
with close range melee on the other. Just like 'Piquet, Field of Battle', it plays as battles read.
Union attack
Key design elements include:
·Scale and Movement: The default ground scale is 1” = 100
yards with a time scale of one hour per turn, enabling units to
march at realistic sustained rates (2.5–3 mph) while accounting for battlefield
friction.
·Unit Structure: Armies are organized into brigades (1,500–3,000
men) to keep command and control systems austere, focusing on player
decision-making rather than complex mechanical modifiers.
·Simplified
Formations: The rules omit traditional
infantry formations like line, column, and square; instead, these are
modeled through mechanics like morale, stationary status, and unit training
levels. A 'faf' to make things simple, or actually genius design?
·Sequential Action: The game uses an alternating activation sequence to
capture the cyclic nature of command and counter-command, avoiding complex
simultaneous resolution systems - although defensive fire can be activated if the attacker fires at same unit - a genius little mechanism, that makes tactical play very interesting.
·Merit-Based
Performance: The system rejects "national
modifiers," arguing that unit performance is determined by training,
leadership, and combat experience rather than inherent national
temperament (and leadership mods are not there - relying instead on the temperament of individual players).
·Scenario Flexibility: The rules support both historical re-fights and fictional
battles through an innovative scenario system, with specific period hacks available (of note is J.D. Glasco's fantastic AWI stuff).
…and to quote Frank Chadwick and Greg Novak
themselves (these design notes are considerably expanded in both editions of
the rules):
‘One
of the first things new players notice – after the large movement rates – is
the lack of the familiar column line and square infantry formations. In the
original edition of these rules I said that you don’t need them because that is
not the job of corps and army commanders; the decisions on formations are
handled at lower levels, and the game assumes that troops are in formations
appropriate to the tactical situation in which they find themselves – or
perhaps not, in the case of less capable troops, which in part accounts for
their lower morale ratings. ‘
20mm artillery with some old 'Minifigs' gunners - supplied by 'Steve the Wargamer' many years ago
This game is for big battles – yes, there have
been concessions made to ‘playing with toy soldiers’ – no commander ratings, no
formations at the micro level, BUT much is made of the big corps movements,
division exhaustion, and putting yourself in Lee or Napoleon’s seat…and even
enabling a scale-less approach to big basing, and big battles - that’s what I
want for my toy solders.
Union troops close on the Confederate positions on Champions Hill
More interesting is the fact that multiple
scales are available for differing levels of battle – yes, of course the game
is designed for big battles, and sensible games with toy soldiers – that notwithstanding,
tweaks and hacks are always there to use same system across multiple sizes of
battle – does it work at reduced? Well, we shall see, as I have several AWI
re-fights in mind…as example consider (taken from recent ‘Storm in the Valley’
supplement::
Regiment
Scale
100 yards per inch
1hour per turn
500 men per strength point
6 guns per strength point
Battalion
Scale
·50 yards per inch
30 mins per turn
200 men per strength point
4 guns per strength point
Wing
Scale
·25 yards per inch
15 minutes per turn
80 men per strength point
2 guns per strength point
2nd edition - some changes to light infantry / skirmishers, and clarification that 'combat is sequential, not simultaneous' - this is actually quite pivotal, especially so with low strength units
The seminal and ground-breaking 1st ed. I always loved the fact that AWI units on the cover have a very economic three figures per base...outstanding!
With normal service in the week-end RPG group postponed, we blew the dust off the old 'Zombies' boardgame from 2002 for a cast of 3 (we literally had to blow dust off this - I think the last time I played it was actually 2002).
Post 'dust-off' - last opened 2002
A great game where the town is randomly generated, the heli-pad does not appear until the last card, and sabotaging the other players' efforts is not only encouraged...but essential.
Three players at start - with just the town square - I can imagine the chaos that will ensue with six players...
Victory goes to (1) whoever kills 25 zombies or (2) first to get to the heli-pad- which directs you down two particular 'play-styles' - either focus on gathering weapons and hit points and taking down the 'Zee's, or evade as much as possible and wait for the heli-pad to emerge, then run!
The crap starts to hit the fan - Zombies will be appearing today, in grey
The cards sometimes add weapons or enablers, but for the most part are there to move zombies toward your friends, slow them down or (quite literally) trip them up.
As part of the player turn, you can move 1D6 zombies one square - this can help or hinder the other players, as you choose
Some great little mechanisms at work here, and we had 3 players today - but with the full 6 that can play I can imagine all sorts of 'breakable pacts' at work.
Now the problem with buildings with resources appearing, is that they will be full of Zee's
The players stay away from the infested areas, whilst trying to grab precious resources - hit points (granting re-rolls) and bullets (a dice mod to the standard 4-6 to hit)...oh don't worry, you will 'never' have enough tokens to use...
Don't get trapped!...the other players want to win too.
Toward the end of the game, two of us were trying the clear the helipad for a mad dash...
...until we realised that the youngest player, was a 'Zee Killer Extraordinaire' and had won with 25xKills...game over in about 2 hours - great little game.
The PvP aspect is VERY much in tune with the original movies, and of course, there is only one tune that we could play on repeat during the game, right?
Having some time over Easter to set up a large game, one of the ACW battles from the old V&B '90s scenario book seemed appropriate.
Stones River is of an appropriate size for the table and troop numbers, but even at that, is definitely designed for 4-5 players rather than two - mainly for the management of simple paperwork on the rosters - which can be time consuming with less players. The added advantage of many players also is that some may consider 'orders' as mere 'suggestions' bearing in mind that their division is about to collapse, which seems very in period.
First army to lose 3/4 (ish) of its divisions to exhaustion would lose here.
Confederate positions with the river to their back...not healthy at all!
To review turn sequence:
Command Determination (check
which stands are in command)
Movement (generous, but a turn is 1 hour)
Rally (routed units in contact with corps/army commander - these are essential)
Morale Checks (both sides in contact, or in 'close' range - artillery is the only element that enforces that here)
Combat (firing/melee
resolved together; attacker chooses order – KEY, if shot at, the defender
shoots back – choose carefully).
Exhaustion & Collapse
(division checks if over casualty threshold - these become very important and affect ability to charge and move)
A successful union defence (albeit a very close run thing) in the centre
To zone in on one of these this episode:
The rules state: 'combats take place sequentially' - granted defenders can fire back, but not if they do not survive the volleys against them; also - 'defending stands which were not attacked may fire defensively at any enemy stands...at close range'.
The beauty of this is that artillery ha a close range, though infantry rifle muskets and carbines do not - which makes choice of who to fire at, and which units to do it with, all the more interesting. This matters if your division needs to focus on a particular unit, or escape vector, and avoid being clobbered by stronger units before their half of the turn...gamey?, but it works well - especially so when divisions are on the verge of collapse, since your opponent will be playing exactly the same game.
the confederate right, where divisions would simply stare at each other for hours, waiting for a flank action to their right...which never really happened
The Reb attack on their left flank
Union stationary units give dense fire
The centre, where each side tries to goad the other into attacking first...the Rebs buckle and attack, because they are forced to due to action on their left
View from the Reb right - everything is happening on the left initially, though note the movement of Union reinforcements in the rear
Union brigades defend well...at first, and yet do take a heavy toll on some of the Reb brigades
It looks like somehow, the centre will be key
Union assault on the centre - unsuccessful as Palmer's division is simply blown away!
...but they keep coming...
The left becomes a trap for the Rebs, losing division after division, being forced to move troops from the precious centre...as well as corps commanders and Bragg himself
Union troops move to reinforce the centre now
...as their right holds fast...just
The Union have enough troops to plug the gaps - the Confederates...not so much.
Another Union push in the centre - which will be pivotal this time, breaking the Reb centre
'Hang on boys!'
View across the battlefield, from the Rebel right
The Rebel left is cooked...and the Union are in little better shape
All that is left of the Reb centre
Rebs hold on the Union left, but crossing the river, with three divisions already exhausted elsewhere is too dangerous
'Watch the flank boys!' Too many gaps to cover now in the centre
...and now with pressure on the Rebel right
In the end, 5 Reb divisions were exhausted - too much to come back from, as the Union troops could plug all the gaps, but a great game!