Sunday, 13 September 2020

Saratoga - with 'Hold the Line'

 Following on from Steve's recent drive for perfection with simple rules, and his post game protocols for analysis ...and also using the amendments for the AWI boardgame 'Hold the Line' that he kindly sent me... we returned to a favourite old battle.

The British master plan to sever the northern colonies from the rest of the Atlantic seaboard had come unhinged, leaving 'Gentleman Jonny' Burgoyne's northern army dangerously isolated. He could either retreat back to Canada, or make one last attempt to break through the American defences on Bemis Heights and open the road to the Hudson Valley. (Musket & Saber)

 Now, if I recall, I'm 2 for 3 on our versions of this one, having played it with Volley and Bayonet, and other rules - including Musket & Sabre - the boardgame variant from which we constructed the scenario. For Fitz today ...it was all to play for. (He won of course...now we're both 2 for 4...revenge!)


The boardgame map (musket & Sabre) that we used to set up.


 
American defences at the heights.
 
American units also hold the woods on the British right, facing Fraser.





British attack begins in the centre and right. Most of their additional action points focused here in the early stages.
...though that doesn't prevent a 'completely mad' flanking move, which destabilised the British assault.

British guards would be disappointing on the day.
Good cover provided for American lights, which did not fulfill their promise early on, but soon came good.

British guards repelled from 1st melee ...yes, you heard me right!
German grenadiers push back (apparently) American continentals, then walk straight into the range of the guns on Bemis Heights.
...and a little outflanking action.

Despite early success German Jagers were pushed out of the woods.

'You do realise there are bloody big cannons over there...right?'





By game end, the British main attack had faltered, with heavy losses, while the flanks had been forced to admit defeat. 

A very nice set of rules, easily played, with lots of subtlety. ...Steve's protocol below:


'I could literally sell these sheets to the Hessians and tell them it's like, trouser material or something...'


 
(hmmm ...one of these re-enactors is not like the others ...)



The 'Steve Protocol' Questions

How long did the game last?
About 2-3 hours. We got a lot of time to talk cr*p throughout.


What was the scenario? 
Our favourite epic - Saratoga, granted with some maneuver toward Bemis Heights in there.

What happened?
The British attack in the centre was foiled by an American counterattack led by Arnold. The Germans went for a flank surprise, that turned to disaster.

Extraordinary Events
British guards 'bounced' off militia in the woods with terrible rolls. German grenadiers were fought off twice, then butchered by artillery. American tactics played to the rules - the British player was far too cavalier!!!

Who Won?  Why?
The Americans. ...see above...

Did you enjoy the game?
Oh yes. This is a fascinating set of rules - simplicity with subtlety. Points values can be added to via the die roll - which adds pure drama, though again, it's what you do with that extra little bit of luck that wins or loses the game. It really seems very period-esque.

Advanced Questions

Details and chrome that's missing
We used hexes - which though making everything very easy to move, took away a little bit from the linear warfare nature of AWI. But that's minor.

Final Thoughts
A great set of pickup rules, with lots of period flavour by virtue of choosing where to put those extra points into use. We thought it would play like Maurice, though the difference being that there - you can pretty much predict what your opponent is going to do. Here, it's a lot more difficult to do so.



Sunday, 23 August 2020

Twilight 2000

Now, it's been a long time since I backed a Kickstarter, though it's been even longer since I backed a Kickstarter for a Role Playing Game.

Twilight 2000 is getting a makeover, by the same people that recently did the highly praised 'Alien' RPG and something based on 'Stranger Things', amongst others. I pretty much missed these but research has reveled some spectacular responses amidst RPG fans, since I've been hiding under a rock.

My lineage with Twilight started here:


and here:

Memories of a fantastic premise (which I recall a few of us even wrote letters of support for back in 1986, when presumed 'leftie' readers (it was the 80s lol) in White Dwarf slagged its pro-WWIII allegedly 'supportive' stance).

On the downside, it had a poor system, though we ended up adapting and improvising to get all our guys onto that last train out of Poland. We didn't get as far as the states to do those last scenarios, which means we missed the Nuclear Sub / MilGov-CivGov war - but then a few of the characters were actually ex-SAS from Birmingham... which inevitably had been nuked.

We did have a lot of stuff based on James Rouch's 'Zone' series.



I still have a bunch of battered books and the original box set - which I had considered selling, but I might just keep now. I know there were other editions and parallel universe rehashes - I missed it all...but not this time...
My original battered boxed set...

Here's the new Promo - 11 days to go at time of writing:



Sunday, 9 August 2020

Hyboria Now! Imagi-nations gone mad.

 This idea was discussed with Sprinks while I was looking at doing variants on his new blog for quasi-C17th battles.
It had formed in my head during the current renaissance of Tony Batch's Hyboria campaign on a few blogs (set in the world of Conan the Barbarian). This older blog was also very inspirational, as was Jack's recent work.
Now, if the great flood doesn't wipe out Conan's world 20,000 years ago, and the current land masses don't form as we know them in western Europe, then you get  an analogue for the modern day which promotes:
  • The factions and politics of Conan's world ...with Tanks!
  • Nations and kingdoms which try to hold themselves together on the back of alternative history, which can be made up on spec to suit the game.
  • The odd 'sacred site' which could create all sorts of shenanigans for modern types, if one wanted to inject some extreme gonzo situations into the mix. Maybe the fact that people stop believing in the ancient gods of Hyboria creates ...an issue.
 
Nuts? Probably, and like I would ever have time for this, but consider:
  •  The United States of Aquilonia formed from the ancient fiefs and rival kingdoms after decades of creative accounting, and taking most of Pictland to the west (which still has issues).
  • The United Kingdoms of Nemedia, also incorporating much of Aesgard and Cimmeria.
  • The Zamoran Pact forces to the east, formed from much of Zamora and parts of Turan.
  • Shem and Stygia have been fighting each other openly for years - and are openly used, by the larger powers, to test doctrine and equipment from Aquilonia and Zamora/Turan.
  • Civil wars and insurrection have been threatening to de-stabilise Iranistan
  • There are rumours of some factions developing the 'ultimate' weapon...in order to ensure dominion of the continent.
  • Kingdoms to the south, with warlords, civil strife, hunger and pleas to set up a United Nations style organisation in the north - which everyone wants Aquilonia to pay for. 
  • I can't even to begin to imagine what Hyborian 'Media' is like... 'we bring you this report live from Cimmeria!'
Advantages? No hassle. I can mingle 80s figures and vehicles with later stuff...maybe even the odd older vehicle.
The Rules? A combination of GDW Team Yankee for tank battles and Squad Hammer or some of Rory Crabbe's stuff for the rest.







Aquilonian SF troops in Iranistan
 Aquilonian SF in Iranistan.
Turanian armour moves through the Black Gate
Zamoran invasion of Argos; clearing out an old Mitran temple.

Let's see what happens, but the idea is certainly nudging at me.

This movie also helped -  very good:




Monday, 27 July 2020

The Sacrifice of 155 Battery, Sidi Nsir 1943 - Lindybeige

Now I don't normally re-post youtube videos, but I have been a fan of 'Lindybeige' (he wears a lot of beige) for a while now.

He has a large history / wargame based youtube channel, but this one echoed a lot of my thoughts surrounding the arc of 'forgetful-remembrance' that we seem to be using to redefine WW2 and its aftermath in recent years for a young, impressionable future generation (now sadly placed in some economic strife - which makes understanding history even more important, lest they veer down the wrong path once more).

Watch right to the end, and listen to his views regarding those who say 'oh the war was so long ago, not worth remembering eh?' and the arrogance of the 'what's the point of remembrance' crowd.

These are the reasons that we should still be teaching World War Two as a defining moment, in history class; whatever your thoughts on poppies, marches, medals and remembrance, or even modern crises, there's always a bigger fish...





Monday, 20 July 2020

More Altar of Freedom - 'Seven Pines 1862'

More 'Altar of Freedom', and proof, if any were needed, that these rules are not only innovative, but fairly open to new gamers.



On this occasion, my wife - Madame de Gobin - La Duchesse Herself, no less, opted to play (and correct me on the rules throughout).



Madame's relationship with the American Civil War starts in the 1980s, with a long distance 'admiration' of Patrick Swayze in North & South. (Truth be told, I'm always up for a bit of his co-star Lesley Anne in a tight dress myself...)



...and terminates here with an interest in the less politicized, and thereby less discussed elements of Irish history which have disappeared into the ether, whilst leaving terms still used, yet rarely appreciated.

And so to war:
Being an accomplished board game player, who also never loses at poker... Madame on more than one occasion, reminded me that the 'core' of the game was the bidding system and control of the turn clock, i.e. :

  • Taking control of the turn by bidding too high, only enables one or two divisions to act decisively.
  • If your opponent has bid low, but wins control, they can effectively outdo all the good work thereby enacted via trying to act first.
  • There is a balance therefore between (1) gambling for control when you most need it and (2) balancing enough such that even if you don't get control, you still have done enough in terms of bidding to react to attacks. ...Madame appeared to get to grips with this very quickly...
  • The first day of the battle, despite Confederate thrusts on the flanks, would end without a decision. Union reinforcements and counter-thrusts against Reb attacks in the centre would create the real crux of the struggle on the second day.
  • Actually I fought part of this battle with the chaps last year, with Regimental Fire & Fury and Casey's Redoubt (a game of seven ...no four...Pines).Though obviously, scales are very different, as are rules and game-play.


 Initial setup: taking up more space than I thought; that's a lot of brigades.

 Confederate positions to the west of Seven Pines, with Longstreet and Johnstone.

 Union HQ to the east. Looks unsuspecting, and much of the Union defences would be abandoned, when Madame smelt blood on day 2...

 
 Early on day one, and a Reb flanking attack at Seven Pines.

 
 Union troops actually pushed from their redoubts early on.

 ...with Smith appearing much earlier than he would have historically...

 ...indeed, the Union left would also be under threat with the early appearance of Huger's Division.


 A fight for the centre ground, with the Rebs getting the better of the action on day one.


 Yankee camp in the centre is captured. The Yanks, bend...but will they break?


 Yank artillery in action.

 
 By the evening however, it is clear that though pushed well back from Seven Pines, the Union have held without incurring significant losses.




 As night falls, divisions retreat and recover, forming new lines of potential advance for the morning.
 
 Day 2: the Rebs make ready for a definitive assault in the centre.


 

 It's all to play for, but the Rebel assault stalls, when both Longstreet and Smith (both considered 'Unreliable' here) roll ones against their traits - their Unreliable trait means that they do not activate in the 10am turn.
...predictably, the Union counter-attacks with everything they have - using all their divisions, and having control of the turn clock. It's a bloodbath.

 The Reb's nose is bloodied in the centre.

 While they are severely pushed on the flanks.

 ...and it had all been going so well...


 By this stage, the Rebs have taken significant losses, and the break point approaches...

 
 


 The Reb's right flank collapses...

It's all over as the Confederate forces break.
Great action, and a tough opponent who thinks about game mechanics in devious ways ...just not fair :(

Although again - there is such such scope for using these systems across different periods.
Steve has already mentioned using the 'First Battle' combat system with the turn mechanic - bidding and turn clock system here... perfect for WWII and WWIII at both platoon and company level.

Again, Napoleonics would also work here, as would Marlburian.