“Champagne! In victory one deserves it, in defeat one needs it” - Napoleon
Wargaming for grownups
Bob, of Wargaming Miscellany has always been very generous to me in terms of his support for my various SCW projects, having in previous years passed on to me the bits of his SCW library that he doesn't want anymore or has run out of space for.
Recently he has blogged about the need to downsize as he is thinking of moving. I feel this moment is fast approaching me as well, although Shedquarters gives me a lot of flexibility, especially as the originally envisaged under table storage has still not been built. Books might become an issue, however, as I'm reluctant to store them in what is mostly an unheated outbuilding during the winter.
Any how, following his public announcement of his downsizing Bob emailed me to ask if I wanted some 15mm SCW buildings he was offloading, which were mostly from Hovels, a manufacturer I use. And also some Russian buildings of similar provenance.
Well, I said "Yes" to both, and then promptly forgot that the offer included Russian buildings as well.
At COW Bob handed over a good sized, weighty box. I have now had a chance to un-pack it.
What a little box of treasures. Not just Hovels, but some I thought were Timecast but aren't as well.
Bob is a better painter than me, and his buildings looked exquisite. That meant they didn't match mine, of course. My choice was therefore to try and repaint mine in Bob's style, or have a dash at his in mine. I went for the latter, and in any event I didn't need a full repaint, except for the roofs of everything, as I couldn't remember the exact paint mix I used for my terracotta roof tiles.
I also had to put my buildings on bases, as Bob had done a nice job on his, and they certainly improved the look.
And with this warm weather you can bake the bases with sand/flock in the sun.
Bob's generosity has forced me to confront an issue I have hidden from since I started the RCW.
I bought houses from Peter Pig and also some from another company. that I can no longer remember the name of, and can't find on the internet.
These later buildings are "true" 15mm, with removable roofs that are sized to put Flames of War bases inside. They are the grey buildings in the above pictures. Whilst the Hovels and PP buildings fit in scale, those others are monsters.
Really, I can't use both on the same table. Now I've got Bob's I have more of "little 15mm" than "true 15mm". Perhaps it's time to off load the big fellahs.
Anybody know who made them?
I regret that I missed Andrew "Rumblestrip" Rolph's game on the Western Desert, but programming meant I had to be somewhere else for the first session and by the second it was so well underway I didn't feel me joining in would help.
The workshop was a discussion about multi-centre wargames. This was brought about following the game we played in Shedquarters in February where games were simultaneously being run in London, Sheffield and Stirling and Shedquarters. The debrief after that game prompted the organiser to have a get together at COW to discuss how we could improve things. This was a useful session, particularly aided by Jim Wallman of "Megagame Makers" being present. Jim has organised a game with simultaneous locations in London, Cambridge, Southampton, Montreal, New York and Austin, Texas, so he had quite a lot of insight, although he has access to greater resources and time , - the idea of running practice games in the six months prior to the actual game day isn't going to fly with this group, I fear. However, we did thrash out some issues we had encountered and the next effort will be even better. We all hope.
After that I grabbed a cup of tea and a biscuit and headed off to look at Wuestenkregkartenblockenspiel. This was Andrew's game, referred to above. Andrew ran Rattenkrieg last year, which I really enjoyed and this seemed stuffed full of good ideas too. Everyone playing it was very positive.
Then off to hear Bob Cordery of Wargames Miscellany talk about his forays into self publishing with some does and don'ts and pitfalls. A useful session, and very informative. Although I've done a bit of self publishing - for example with "Northampton 1460" - I haven't used any of the print on demand companies like "Lulu". Bob's advice there will probably prove to be helpful, - even though I don't agree on his preference for sans serif fonts.
After lunch it was me, talking about the Battle of Edgcote. Phil S and I did a joint presentation on our researches so far to the Northamptonshire Battlefields Society in May. That took us about 90 minutes + questions, so I just did the middle bit on analysing the sources and army sizes as the slot was just an hour.
I don't have any pictures of this, and I haven't found any posted anywhere else, so here's one of me doing the talk for the NBS:
This slide was in the COW presentation, and sort of sums up part of my thesis, - that not all primary sources are contemporary, and some might not even be primary. I had about 20 in the room, which is nearly half the conference, and had some well informed people in the audience too, who, I think, bought the general thesis and were surprised at how easy it was to over turn some of their preconceptions. I also do something on the comparative sizes of armies at various battles to help us try to work out how many people were actually at Edgcote, and that went down well too.
I was very pleased with how it went. If you are interested and want to know more, keep your eyes open. Next year NBS will be organising a one day study day on the battle in Northampton and I will be re-doing this, with the added advantage of another 12 months' research and reflection.
And then it was time for the AGM and good byes until next year. What another terrific weekend.
This was a siege relief game, using a variation on "Muskets & Tomahawks". I haven't played M&T but people whose views I respect have and like them a lot, so that's good. On the other hand there is a tendency in a lot (most?) wargamers to find a set of rules we like and then adapt them for everything regardless of suitability. The original "AK47 Republic" rules would be the prime example of this.
Peter Grizzell, who put the game on, has a lot of IM figures. Like, really a lot. And he tried to get all of them on the table, as far as I could see. Kudos to the man. I was surprised to see all the figures individually based with no movement trays in sight.
Of course the lack of movement trays does mean does mean you can set your figures up like this. I was a mutineer leader, and these are my brave chaps rushing the wall with a scaling ladder. Ian Drury got quite excited about this as he says the original M&T author wanted rules that would give games that looked like a movie.
The system has a card based movement process, where troops of the same type get one or two actions. That means that it is hard to get a co-ordinated attack going, and you have to do things when you can, so in a storm situation you have some units exposed in the open whilst others stay in their trenches.
I did finally get all my chaps rushing forwards. It looked spectacular. I was asked why we attacked the closed gate rather than the big, open one the other side. Well, because the open ground we had to cover was much shorter, and the British had deployed all their best stuff to defend it. And we had ladders.
At last a party got to the walls.
Due to a lack of activation cards thereafter the Brits got in a round or two of shooting, and that first team all got killed, pretty much. But then my brave mutineers had a double action move and ran up the ladder to engage the defenders.
We swept them off the walls and then sort of stopped, because we had no more activation cards until the deck was reshuffled. So we did what all successful stormers of walls do, we stood in the open and strutted up and down whilst the defenders shot at us.
But then my colleague got in over the corner tower after it had been swept clear by artillery, and we were truly on top.
You can't see here, but my leader has now jumped down inside and opened the gates. My chaps are about to pour through. We also got another unit up and over the wall, so as the game ended we had three units inside, the requirement to take the city under our victory conditions (one defender meanwhile was bleating "But I've still got more figures left than them", - well, the victory conditions were clear. Take it on the chin. No one likes a whiny loser). We didn't prevent the relief breaking through our lines, so possibly a protracted and messy follow on game is required to truly award the bragging rights.
We were actively umpired in the game by three umpires, and it all ran fairly well once we'd had a couple of turns. I'm not seeing anything clever in the mechanisms - they have a common sort of thread with many modern skirmish type rules, with "To hit" scores and so on by unit type. What makes it work is the need for players to have personal victory conditions and a scenario that gets everyone involved. I don't know if the rules are particularly cinematic; I think that element comes from priming the players properly and having a scenario that encourages it.
After that another individual figure skirmish game. Well COW is about trying things you don't do normally. This was a much smaller scale, - Mike Elliott's "Buckle My Swash" - guess what period it covers?
Well, we have the Four Musketeers, some other Musketeers, the Cardinal and his Guard and some stuff with diamonds.
It's a small table, but there were enough roles for four of us. I got the Cardinal's Guard.
Soon we were all out flashing our blades, not entirely sure why. It all became clear in the debrief. The rules were simple - basically an opposed die roll with simple modifiers. They allowed the game to carry on at a brisk pace. I think we won. Mike had a "special actions" rule, which enabled you to say you were doing something not in the rules, then roll 2d6 for an outcome. I used it once. Planchett (Roy Kinnear in the movies) crept up behind me to brain me with a bottle. I said I'd duck and he'd hit my opponent instead. A double 6 later, and that's what happened. Highlight of my evening.
In the post game discussion Mike said he wanted to get some sort of cinematic element. I suggested a turn by turn VP system, where you get points for duelling, wounding an opponent, surviving wounds, doing spectacular stuff and so on.
I'm sure it'll be back. Next time maybe Tom Mouat will even get out of the coach.
Tom Mouat was there with his professional Matrix Game Construction Kit, which was produced at the request of DSTL to enable matrix games to be played by a variety of Government departments. The box contains a few scenarios, some maps and a whole host of coloured chips and stickers and counters and lots of other stuff to enable you to design and play matrix games. It'll cost you just shy of $300 apparently, as it is a print on demand type thing. And it has a lot of bits in it.
We played "Reckoning of Vultures" which is a game based upon the machinations around the impending death of an absolute dictator in a third world country. It comes with the kit, although Tom didn't write it. I have run several games like this in my fictional country of Zambola, so I was interested to see how the professionals might deal with it.
Everyone plays a different faction, - armed, secret service, police, oligarchs, workers - and manoeuvres to get influence in key locations and stitch up everyone else. We had one complete novice in the room who did really well.
I've not run any matrix games for a while, and the professional style has veered away from what was the accepted recreational approach. Professionals want to be able to argue why an argument might fail, rather than just allow an umpire to judge. This is useful as it enables the subject matter being evaluated to be thoroughly examined. This works well - but at the cost of slowing the game down and disrupting the narrative badly in place. Of course, this could be sour grapes. I'm good at the former style of game, and struggled to adapt to the changes.
The scenario has some issues in how things are resolved, - the final turn influence+2d6 die roll to determine the winner is out of kilter given the number of factions and the influence points available. However, I don't know why I'm moaning, - I came a comfortable second and nearly won it.
I also had some some issues with misunderstanding what I was being told. Saying a counter is "equal strength" isn't the same as saying it is equally effective, and I suppose I should have expected my groups of thugs to have come unstuck when confronted by special forces. And you will always have the issue that a poor set of dice rolls can get you stuck in a hole it is hard to get out of.
Even with all these caveats the matrix game is still a really powerful tool and the wargaming experience is unique and at its best, incomparable. Tom peppered the session with discrete anecdotes from his professional experiences with matrix games, and it is clear they are having a real effect on determining options for policy makers. Absolutely invaluable session.
Although I won't be changing the way I run games.
So that's what he did. There was a slot on Saturday morning right after my game, so it fitted in there. I agreed to help out, and had put together a QRS from the rules in the book before hand. It was an interesting experience.
I have to say watching Phil put the toys out in front of the players was like watching kids at a birthday party as the jelly is being served and they are trying to be on their best behaviour.
Eventually someone has to touch the figures of course.
The scenario was Romans in Hyboria. That enables us to use Romans, and elephants and chariots.
They do look nice from the side.
Yeah. Another gratuitous picture of eye candy.
Tony Bath loved elephants, and generally the rules are elephant friendly. However here we see them stampeding after a shooting hit. I'm not sure we were playing the rules right.
We had a chariot v cavalry melee half way up a hill. I think I got this right, but who can tell?
Both sides failed morale tests and withdrew. The morale rules are, frankly, a bit bizarre and truly random in the correct use of the word.
A real higgledy-piggledy melee with all sorts of units involved. I am almost certain we didn't get the flank attack stuff right.
More melee fun and games as an elephant looks for a unit to stampede into.
We didn't finish the game, - we played about 4 moves in 1 1/2 hours (the game in "Wargames" lasts for 5 turns, before one commander gives up). Even with my QRS and a copy of the rules to hand it wasn't as easy as you might hope. My excuse is that I'd come straight from running "Va t'en guerre" and I find it hard to have two sets of rules in my head at the same time that I have to umpire from. We probably needed more than one copy of the rule book, but alas John Curry of the "History of Wargaming Project" didn't bring any copies with him this year.
The rules are fairly straight forward, but there are odd bits and pieces left lying around as I think it is accepted that they were under constant change and re-writes didn't always remove the odd bits not needed when Tony Bath shifted from individual figure v figure combat to his points based system. The account of the battle in the book is helpful, but in places does actually contradict the rules.
What we never really got going was the discussion I think Phil wanted about what Tony B actually meant and whether or not Don F understood what he had put in his book. We needed much more time to play this in reflective mood and, as I indicated, everyone really needed a set of the rules.
Having said all of that this was a really interesting attempt at some practical wargaming archaeology. It was remarked by someone else that they had looked again at Brigadier Young's "Charge" rules and wondered how a game was ever played with them, taken home straight from the library and without anyone to explain them.We are in a different world and we are used to a more systematic approach to the writing of rules. I think it is also true that Tony Bath didn't know much about how ancient warfare was actually fought, - but then perhaps no one did back then, and we all now live in an environment when so much is known and understood (elephants are much better at fighting light infantry in these rules than heavy infantry, for example, which today would be regarded as laughable).
And I think everyone who played wouldn't have missed this chance to put their hands on some history for the world.
Some players turned up early to get their eye candy shots before everyone else musses the table up. As you can see I didn't put enough river sections in the scenery box, but I have been able to leave a small margin at either side to keep dice and measures off the green cloth.
The French started by ignoring how I'd set the toys up and sent their cavalry off to the flanks. Phil S was on hand to dispense tactical advice and suggested that I might have put them in the iddle for a reason.
The Anglo Dutch Cavalry rushed forwards....
....and got separated from their infantry supports, which proved to be less than clever.
I had a good turn out. Not only did the sign up sheet fill up quickly (sorry Tony) but I also had an audience who sat through the game for the entire two hour session.
The infantry started to grapple with each other in the village. Smoke was deployed.
The centre started to hot up too.
After the initial cavalry clash, everyone has fallen back to reform whilst the infantry advances to cover them.
Then we were back for more mounted mayhem.
The game was in full swing when I had to call a halt to it all. Unusually I only had a half morning 2 hour slot, and I usually do a double session, allowing 3-4 hours for explanations and play. I should probably have queried the timetable, but it did mean I could play something else.
Overall the feedback was very good, and it was good to see that the system held up with a complete batch of players who had not played the system before, - although Phil's help there was invaluable to guide them in the correct direction. The game did not slow down with more players, which is unusual. Ian Drury, who is a wargamer and game designer who I respect a lot, was kind enough to say it was a cracking set of rules.
And everyone loves the Airfix.
Usually there is a pre-COW visit of some type. This year we did the Battle of Northampton. We did it a few years ago when knowledge was not what it is now, so it was time to revisit the location, especially so as both Phil and I have now walked it many times.
It was a beautiful day. The only real issue we had was that traffic issues caused a lot of people to arrive in dribs and drabs so we were about an hour behind on our overall schedule, but not to worry. The picture is of the group surveying the battlefield from the Eleanor Cross viewpoint on the corner of the battlefield.
All of this meant I got to Knuston a little later than usual, but not so late that I couldn't enjoy a pint of beer by the croquet lawn with some old friends before dinner.
We had no plenary game this year, but went straight into After Dinner Games. My first game was "Halberdiers". This was probably not what you think. It was brought along by Jim Roche, a close friend of the late, legendary Paddy Griffith. It is what Paddy called "a dice game", based upon Evelyn Waugh's "Sword of Honour" trilogy, a tale of well educated young men and their careers during WW2 . I remember it from an earlier COW, with the equally legendary John Davis wandering around with a big crate marked "Apthorpe's Thunderbox". I hadn't realised that playthrough was in 1984.
It is in many ways typical of a Paddy "entertainment". It is put together to capture the essence of its subject, - which it will do - but without regard for the total player experience. What happens is there are a series of turns, during which die rolls and playing cards determine what happens to each individual. Players make notes on a biographical log, whilst acquiring medals and rising through the ranks. Because both the game and the book are a satire the "best war" is had by those who don't do any actual fighting but hang around on the staff, and end up with masses of chest ornaments and gold on their collars. MNG'r Chris A luckily followed that path and ended the war with a row of medals about 12" long and such an elevated status in terms of his rank it's a wonder he didn't get a nosebleed. I, on the other hand, got sent to Norway in 1940, spent half a dozen or more dreary turns in a POW camp, before escaping. On return to England I was drafted into the commandos, sent to Egypt and was captured during the raid on Rommel. After several more turns as a POW I died trying to escape. Returning as a younger scion of the family I was sent to the Far East where I ended up having a nervous breakdown.
It could have been more fun. It has a similar issue to what's become known as the "man in a cupboard" problem that afflicted a number of Paddy's games, where a role involved a player being on their own in a room, and if dice rolls or the game went a certain way they would possibly see one umpire or another player once in a day's play. Paddy would defend this as being realistic. I'd then point out I'd driven half the length of the country to take part.
After that another sort of nostalgia. Tom Mouat was putting on a "Traveller" game. Although I often do Tom's RPGs I was inclined to pass this year as I couldn't see the value in revisiting a commercial RPG from the 1970s/80s. A brief chat with Tom revealed he was actually just using the universe and the technological background, but had simplified/re-written the rules and it would simply be a "Footfall" game in space.
So it would have been rude not to join in. Tom does nice playing aids, - like the equipment cards and the playing boards. The scenario was just a tale of every day space faring folk being attacked by space pirates whilst on a ship carrying illegal cloning experiments.
Uncannily in this game it wasn't necessary to shoot a colleague or chuck them out of an airlock.
This ran til after midnight, so a lot in common with RPGs I played in the 70s/80s, and we had a successful outcome.
I still had time enough to set up my game for the following day:
It was then off to fall into bed about 1am to get in a few hours shuteye before Saturday's excitement.
Will arrived first, and took the Anglo-Dutch, who are to the right. I started off with the French. This would be an interesting test as Will hasn't played "Va t'en guerre" since probably the first draft.
I won the initiative and surged forwards. You can see some green counters next to the command figures. These are a final rules change, which increases the sort of thing commanders can do but limits the way they can do them.
I just like taking pictures of my massed armies.
Will got to the village first.
We were soon facing off for a whole load of cavalry melees
I did quite well, and for once the French had the upper hand. Phil then arrived to help out
The French c-in-c intervened to save his centre from routing, and paid the ultimate price.
Chris K then turned up to help Will. He wasn't too impressed that his artillery got overrun by pursuing cavalry. He insisted on marching it off in good order.
The centre opened up a bit as the various cavalry units either routed or recoiled.
My attempt to overrun an infantry unit in column was frustrated when they formed square under the orders of a brigadier who was close by. Under previous versions of the rules this would not have been possible and they would have been overrun easily. My attempt to shoot my way in with pistols was a failure, and I got driven off by Anglo-Dutch cavalry.
The infantry lines are forming up, and cavalry units are making the most of them to retire and reform.
I tried to push into the village, and got greeted by hot fire.
We stopped it there, as Will & Chris had to go home. However, a satisfactory play test, and a bit of tightening up means I'm in a good place for the weekend.
Just need to pack all my boxes now.
My Sudan Campaign collection is larger than I realised, but about a week's worth of soaking and peeling has got everyone off their old bases, who needs to come off. The order of large numbers of pre-cut mdf bases has arrived.
Actually a big shout out to Alan of Hoka Hey Wargaming (www.hokaheywargaming.co.uk and also www.timelineminiatures.co.uk). I found him on a Google Search, and he seemed to be very good value. Alas he didn't have the size I wanted listed on his website, so I gave him a call, as the site suggested. A quick chat and I was sorted, with a promise he'd have the stuff in the post for me as soon as he got back from the Penrith show, and he was as good as his word. Good price and because I was ordering a sack full he threw in the postage as well.
It's been a bit warm, so I've been in Shedquarters doing this lot in bulk. I thought I'd get it done whilst the weather was conducive to glue and polyfilla drying. Unfortunately this had lead to some of the figures not sticking properly, and the polyfilla becoming too dry to work with quite quickly, so need for frequent addition of extra water.
The change in base sizes means I can get more in a box, so I should be able to free up 2-3 boxes, which helps with shelf space and also gives me boxes I can use for other projects. I've also taken the opportunity to do some proper boxliners, so I know what figures go in what spaces.
What I have discovered with some of the boxes is that I'll need to move the dividers, which is a nuisance as they are well and truly glued in.
Still, I'm sure all the effort will be well worth it, and it is almost certainly not a displacement activity for finalising the slides or that talk I'm giving at the end of the month.
After much badgering by me and Phil Chris has finally accepted that NQM would benefit from moving to squares and accepting the discipline this would impose.
I missed the first half of the game a week or so ago so I took the Italian defenders. They were dug in behind minefields and stuff, so it looked like a good choice.
The British did have a lot of chaps, and a lot of artillery to boot. It was quite intense.
They also had a lot of armour.
I got a bit overrun.
When we finished I had held on by the skin of my teeth, although I can't claim any credit for that. The game was really a play test of the squares and the challenges that the deep minefield warfare gives the designer. We reset and replayed several phases and turns to see what different results we would get.
I think Phil and I gave Chris a lot of good value feedback, and we are working towards a large, square based game some time over the summer, hopefully, when my SCW Italians will reappear in the desert. Chris' take on the evening is over here.
I didn't really want to do it, - my attitude tends to be that once it's based, it's based and the stuff is based to last. So when I'd finished the Taiping basing and come to a crashing halt with my mid 19th century French from Lancashire games I put the idea away, or rather closed my mind to it. Life is too short for rebasing.
Then I was up with my board gaming chum Gary's a few weeks back. We were playing SPI's "Seelowe" again, - the July scenario. I was the British and got completely clobbered. Any way, this is by-the-by. Under my malign influence Gary has been draw inexorably towards figure gaming and military history and has started to pick up the odd book, - particularly Ospreys if he can get them cheap.
He was quite pleased that he'd picked up some of the Sudan Campaign editions, including Don Featherstone's classic on Khartoum. We discussed wargaming the subject, and I mentioned that we enjoy a bit of British in the Sudan, and suggested we could try bit of "Science v Pluck" on his next visit to Shedquarters.
Again I didn't think anymore about it as I was working on my Marlburian stuff and getting those rules into shape. As they've got closer to completion I felt I was able to take a quick look in the boxes and think about some scenarios.
Well, my heart fell. Much as I am a fan of my own work I really didn't like the look of them at all. The three figures on the square bases look okay for units that are skirmishing (although honestly they are a bit close for that) but for a unit that's standing shoulder to shoulder to hold off hordes of Dervishes they just don't look the part.
I quickly closed the box and opened up one for a different army to stop me thinking about it. Alas it was one of my ECW boxes. They looked wrong too. They would clearly benefit from being 3 on a 30mm x 15mm base than 4 on a 30mm x 30mm base. Whatever was I thinking??
To make it worse I had a sneaking suspicion that I'd got a bag of 30mm x 15mm bases on the shelf in the study, so no excuses. Oh curses.
So there was no way out. First thing this morning I put a couple of units in the ankle bath. These are based on plastic, so not so easy to get off as mdf I suspected. Not so after a few hours they were a little bit loose. That enabled me to glue a few up this afternoon to see what they look like.
Okay, so not a perfect background, but that looks more like a thin red line. As you can see above my boxes are purpose built for my figures, but with these they take up exactly half the floor area, so I should be able to simple double up the figures in each section. That'll help with my storage space.
The cavalry I'll probably put on square bases as they're currently on 30mm x 40mm, but I'll have to check exactly what I've got before I start, as for the Camel Corps I'll need to remember that they need to be dismounted, and taking off a 2 camel base and replacing it with a 3 figure infantry base won't look right. Of course 2 x 2 camel bases becoming one 3 man infantry base might work okay. But for regular cavalry it'll increase the number of bases I can deploy as I'll get three off two of my current bases. Did you follow that?
I think I'll leave the Mahdists on the square bases, however.
That should take care of my summer.
And then the ECW stuff....they're 4 to a base so reducing them to 3 to a base will give me extra regiments. Dammit. Gonna have to do them too. I'm afraid to open any more boxes.