Saturday 31 December 2016

Boardgame session: Christmas 2016


Christmas is the time for friends and family to gather around and play board games. Over this festive period Elaine and I managed to play a range of games with different groups of friends, and I will give a brief overview of our gaming activities:

After an indulgent lunch with some non-gaming friends, Rod and Janette, we suggested some simple games to fill a dank, foggy afternoon. We started with a couple of games of ‘Hey, that’s my fish’, which is easy to explain, contains a good degree of tactics and is light-hearted enough to ensure no-one feels bad about losing. To my relief they both enjoyed playing! We next tried playing ‘Tsuro’ and was happy to find another success, especially when both Rod and Janette chalked up victories in the two games we played.


A few days later we played the 2-player game ‘Patchwork’, which I bought Elaine for Christmas. This is a well-thought out game combining a ‘Tetras’ style mechanism with a time factor and button/VP economy. There is a reasonable degree of strategic thinking, both to enhance your own future purchases and to frustrate your opponents moves. Initially Elaine has won every game we played, and it is therefore a hit with her, which is great because it was a prezzie, but rather annoying to me from a gaming perspective (was not sure what I was doing wrong). Later games have seen me take 3 in a row (ha, ha!).
Finally we visited our regular gaming friends, Val and Chris, for a post-Christmas get together (and to see what Santa got for them!). The first game on the table was ‘Quadropolis’, yet another ‘town planning’ themed game (it is surprising how many games use this theme). We played twice and really enjoyed it. The rules were surprisingly easy and the game play fast. The range of options was good and narrowed down as the turn progressed, so a good deal of thought and strategy was required. We only played the base game and look forward to trying the more advanced mode.

Next we got out ‘Colt Express’, a fun, silly Western themed train heist shoot-out using programmed movement and actions. The most obvious draw is the thick card constructed train and carriages – beautiful! I was a bit disappointed that the characters were only depicted by coloured meeples – miniatures would have been better and in keeping with the high visual standards of the game. I also found the handling of the set up a bit fiddly (or, maybe I’m just ham-fisted). I liked the individual themed abilities for the different characters, which based on a single play, appear balanced. Anyway, Chris won by collecting the most cash and valuables, whilst I managed to get the strongbox. According to Chris you need at least 4 players to get the best from the game.

We had a few minutes left, so we ended with a game of ‘Crossing’. This is a fast, furious ‘Party’-style game involving the grabbing of gems. Basically mayhem ensues with people pointing at the location they wish to steal from, and dithering about when to cash their stash and save acquired gems. This game would appeal to non-gamers, and would improve as the alcohol intake increases.

Monday 12 December 2016

Review of a painting year 2016


The year of 2016 is coming to an end and I can look back on what I have managed to paint. I am a ‘sad’ gamer who logs all the items painted, generally in chronological order, so here is my 2016 list:

Number
Scale
Period
Manufacturer
Notes:
6
28mm
Fantasy Mtd Sergeants
FireForge
 
20
28mm
Fantasy Goblins
Mantic
 
100
various
Battlelore figures
 
 
9
15mm
Modern AK47 Africa
Peter Pig
2nd hand from Ian
268
10mm
French FPW figures
Pendraken
 
256
10mm
Prussian FPW figures
Pendraken
 
270
10mm
1859/66 Austrians
Pendraken
 
9
28mm
Various Napoleonic
Victorix
Conversions
1
28mm
Steampunk
 
Salute 2016 figure
2
28mm
SciFi figures
Maelstrom’s Edge
Free from Salute 2016
7
28mm
Portuguese Cacadores
Warlord Games
 
5
28mm
Wild West buildings
4Ground
 
30
28mm
AWI/FIW figures
Warlord Games
 
12
28mm
GIW mtd skirmishers
Perry
 
17
28mm
ECW figures
Warlord Games
 
3
20mm
WW2 Pacific AFVs
Airfix
 
3
1/144th
WW2 aircraft
Revell/Zedva
 
1
20mm
WW2 Soviet BA-64
SHQ
 

 

The start of the year was clearly focussed on building up my Kings of War fantasy figures, and like all my previous dips into this genre, my interest was only transient. The figures have largely lain in their boxes once finished. The late winter period is frequently characterised by a lack of focus, the lead mountain is greatly reduced, and I tend to paint odds and ends; hence the painting of my Battlelore plastics. I don’t play Battlelore often but always thought the figures would look better if painted – they do! Of course, this has not resulted in more games of Battlelore, but if I do decide to play, then my set up will look the business!

Following the Salute show in April I was inspired by the Bloody Big Battles rules to re-invest in 10mm 19th century European armies. I really like the contrast in the nationalities; the blue French, the blue/black Prussians and the white Austrians. After a few games I have come to realise that I still need more figures/stands, so this will form a secondary project for 2017.

Next my interest was sparked by the release of the excellent Sharp Practice 2 rules, and I painted additional 28mm figures for my Napoleonic and AWI/FIW forces. Small scale skirmish style games have dominated the year; my ECW forces were expanded due to trials using the Donnybrook rules, and the Wild West DMH rules encouraged me to buy a significant number of the superb 4Ground buildings. I enjoy putting these kits together, and I now possess a decent town!

The final project of 2016 was (is) a revival of WW2 gaming using Bolt Action 2 rules. I am currently working on my matched USMC and Japanese forces, so expect to see batches of such figures during the next few months.

So, that was 2016. Not a bad year with the brush, maybe a bit unfocussed, but fairly productive.

Friday 2 December 2016

On the Painting Table (December 2016)


The final figures for my Bolt Action Pacific WW2 armies have arrived from Britannia/Grubby Tanks. A great service from the company who added a few extra figures for free because of a delay in dispatching the order (I only waited a couple of weeks!). So, a big thank you is due. I am now set up for a couple of months of painting over the Christmas period. The forces I have are as follows (points are given in brackets):

Japan (regulars) (total points available = 1424)

1x 1st Lt+ (75), 1x 2nd Lt (50), 5x spare Rifles (@10), 1st Platoon (1x 2nd Lt, 1x Flag-bearer, 3x Squads @ NCO, LMG, 8x Rifles) (420), 2nd Platoon (1x 2nd Lt, 1x Flag-bearer, 3x Squads @ NCO, LMG, 8x Rifles) (420), 1x 2 man Light Mortar team (35), 1x 3 man MMG team (50), 1x 2 man Sniper team (50), 2x Tank-hunter teams (@ NCO/SMG, 6x Rifles w. AT Grenades) (@87), 1x 3 man Light AA (45), 1x 3 man 75mm Field Gun (55).

US Marine Corps (veterans) (total points available = 1290 + 1083 for vehicles)

1 x 1st Lt+ (90), 5x spare Rifles (@13), 1x 2nd Lt (65), 3x Squads @ NCO/SMG, BAR, SMG, 9x Rifles) (@167), 2x 2 man Flamethrower teams (@78), 1x 2 man Bazooka team (78), 1x 2 man FO team (115), 1x 2 man FAC team (90), 1x 3 man MMG team (65), 1x 3 man 81mm Mortar team (65).

3x Sherman Tanks (@234), 1x DUWK (HMG) (72), 1x Buffalo (2x MMG) (118), 3x Trucks (@47), 2x Jeeps (@25).

Monday 21 November 2016

Warfare show 2016

On Saturday I visited the Warfare show in Reading for a couple of hours. This show is the final show of my year and represents an opportunity to make purchases to cover my Christmas break. Warfare always feels like an old fashioned show; there are a lot of competition games going on, the demo games are fine but not major eye-candy, the retailers are packed into a sports hall, and the B&B is large. I travelled by train this year, so did not have the usual car parking problems. The B&B was disappointing, there was not as much on offer this year and I did not make any buys. I bumped in to many wargaming friends which is always nice, and saw my mate, Graham, who was taking part in the FoW competition. The demo game which stood out for me was the attack on Foy, set during the WW2 Battle of the Bulge, using CoC rules. The winter setting and figures were beautiful!


The trade hall is the main attraction for me, and I quickly set about purchasing my 20mm USMC and Japanese WW2 forces I had planned for Bolt Action. The core of each force was battlepacks from Lancaster Games, supplemented by additional figures from Britannia Miniatures. I also stopped to look at other 20mm manufacturers; Sgt's Mess and SHQ, and made some extra purchases from them. Once these acquisitions were safely in my bag, I toured the traders making small purchases here and there! A few MDF bases, a pot or two of paint, a pack of dice and some markers, another Western building etc I dithered about getting the 'Pike & Shotte' rules from Warlord, but resisted because I'm undecided about the whole Black Powder system - it all looks very pretty but it doesn't grab me. There appears to be a revival of Ancients rules at the moment, and certainly the demo games featured a few new products, of which To The Strongest seem to be popular. I think I will resist and wait for time to sort the wheat from the chaff. I currently happy using Impetus and Sword & Spear.


After a couple of hours I had reached the point where I needed to leave. If I stay beyond this moment I find from past experience that I make foolish buys. So, another year of shows has passed, roll on 2017!

Monday 14 November 2016

Boardgame session: 12Nov2016


Val and Chris came over and we decided to give ‘Galaxy Trucker’ its first outing (I bought this second hand at Salute in September). I was not sure that this would be a game Elaine would enjoy; the whole SciFi scene is generally not her cup of tea. After quickly running through the rules, especially on constructing a spaceship, we set off. The building phase seemed more manic than I had anticipated, the parts you want just don’t seem to come up, keeping track of parts discarded by others is more difficult than expected, and areas of construction become blocked off. Once the first player completes and the final timer is turned, the action really hots up. Surprisingly we all were good at building ‘legal’ vessels, and only rarely did they fall apart on examination. The convoy section of each round does not require much in the way of decision making – things (mainly bad) just happen. There was considerable humour as you watch other players spaceships fall apart. In the first round Val’s ship was totally KO’d, and Elaine’s ship went the same way in the second round. Both Chris and I survived the whole game, but Chris was clearly the winner. Val had a good final voyage and took second place, whilst I came third. Elaine’s chances were scuppered by her failure in the middle round.

The post game discussion clearly showed that we all enjoyed the game, and Chris revealed that he had played the online game previously, which I’m sure contributed to his success. The focus of the game is the ship construction phase and we all enjoyed the pressure applied by the turning of the timer. Interestingly none of us looked at the upcoming adventure cards; I certainly planned to but the drive to add to your construction wiped this intention from my thoughts. The voyage phase is mainly chance and players need to be relaxed about the outcomes. If your ship falls apart, all you can do is laugh with the others! You never seem to have enough of certain parts, I never seemed to get enough engines and I think coming in first during a convoy is important for winning. Anyway, I feel that Galaxy Trucker will get many future outings, and I’m glad I picked it up cheap!
Next we played a game of ‘Barking Up the Wrong Tree’, a card game where you utilise different dog breds to garner different tree species. Essentially this is a bidding game played over 5 rounds, and its main attraction lies in the nice graphic design. The key decision is when to put a cat into a tree, which can unleash a bidding war between players. The other under-appreciated aspect is the need to keep an eye on what other players have, and therefore want, to inform your bidding strategy. This game was new to us as a group and therefore it was only in the final rounds that players began to understand the underlying tactics required. I think the game flow will improve in future outings.

Thursday 10 November 2016

Off the Painting Table (Nov 2016)


As discussed previously I am considering buying a matched pair of 20mm USMC/Japanese forces for Bolt Action. Obviously amphibious landings are a significant factor in this theatre. I happened to visit Hobbycraft (looking for storage boxes) and spotted the old Airfix kits. I have not put an Airfix kit together for over 30 years, and all my childhood memories came flooding back! Before I knew it I had purchased a DUWK, Buffalo LVT and a Churchill tank. I spent a happy few days assembling and painting the models whilst wallowing in nostalgia. Blimey, they certainly liked to model suspension systems in great detail – so many small, fiddly bogeys!


Now I need the figures, I did consider using Airfix again, but quickly reject this idea. I think I will base my forces on some Battlepacks from Lancashire Games (nice and cheap) which I plan to buy at Warfare in a couple of weeks, supplemented by extras from Brittania Miniatures. Does anyone know whether these figures are compatible, and have suggestions about other manufacturers?

Monday 31 October 2016

Boardgame session: 29Oct2016




We visited my sister for the w/e, and I received my belated birthday prezzie – the boardgame ‘Sheriff of Nottingham’. Elaine and I had previously played this at this years’ Games Expo event and really enjoyed it. So, I immediately punched out the counters and set up a game (shuffling the ~150 cards is quite a task!).

The game rules are simple and all players quickly got into the swing of things – a good combination of honesty and lying by all. This is very much a game of bluff, with a nice mix of bribery added. I think all players could improve their bribes, we tended to stick to simple cash offers rather than use goods or promises. Somehow no-one ever seems to believe Elaine, so her bag was nearly always searched! I don’t think lying comes naturally to her, and I feel she could exploit this trait to force the sheriff to pay out for legal shipments. As I originally surmised when I first encountered this game; Erin would be a good player. When the final points were tallied, Erin won with a 20 point lead over myself. Gill was third and Elaine trailed, but not by much. Having a lead in chickens, together with a few high value smuggled goods, seemed to be the key to Erin’s success. All players enjoyed the game and predicted that it would get many more plays.

Friday 21 October 2016

Review of Bolt Action version 2 Rules


I finally decided to purchase a copy of the latest Bolt Action version 2 rules by Alessio Cavatore & Rick Priestley (Warlord Games/Osprey, 2016) a few weeks ago. I should stress that I have no significant previous experience of the first version, and therefore cannot comment about changes made. I have also never played 40K, so cannot say whether Bolt Action are similar or not. Since they arrived I have played approximately a dozen solo 1,000 point games using a diverse range of army lists, all late war European games. Some games involved standard infantry-heavy forces, whereas others had various tank add-ons, or infantry in APC’s etc. Most games used regular units but I did try inexperienced units, and veteran units. All games used the supplied scenarios and I have now played most of the 12 scenarios listed.

The publication is a beautifully illustrated, A5 sized, hardback. The use of Osprey as the publisher means that many of their excellent pictures are included, and these are augmented by a scattering of photos showing various nicely painted miniatures. There is surprisingly little ‘fluff’, which is personal bug-bear of mine, and a brief timeline of WW2 is solely there as an intro. The rules revolve around a re-enforced infantry platoon structure with tanks/armour playing an ancillary role. This is exactly the size of 20/28mm game I wish to play, which is great. As a consequence the rules are infantry focussed, with the section on vehicles, artillery/air supports and urban fighting added after the main rule structure has been explained. Next there are 12 different scenarios, all briefly explained and providing alternatives to the simple meeting engagement. Finally there are basic army lists for the 5 major late war protagonists: Germany, USA, UK, USSR and Japan. These lists are not exhaustive but do provide enough information to allow representative forces to be generated. Bolt Action do sell additional books on each army and/or theatre giving greater detail and expansion opportunities, but I’m personally not sure I will go down this potential financial sink-hole! I hope to peruse friends copies to garner the small amounts of additional information I may require. It is interesting that the lists in the main rule book do miss a few ‘obvious’ entries: no German Panzerschreck teams, no US Marine flamethrowers, no British 2” mortars, no Russian tank-riders. Maybe this is to encourage players to buy the supplements?

The rules themselves are well written and have numerous clear illustrations to highlight the mechanics. When I needed to check an issue in a game I was able to quickly find the relevant section in the book. All the rules use the standard 6-sided dice (no fancy dice required).

The assignment of orders by the random drawing of custom order dice from a bag works well (the authors do discuss cheaper alternatives to these dice), and the range of orders available are consistent with those found in many other rules. The random nature of the turn order allows for uncertainty, reflecting the ‘fog of war’, and makes the rules very suitable for solo play. Officers, especially higher ranks, can be useful for co-ordinated moves, particularly early in the game, by drawing additional dice. The non-active player can choose to order a targeted unit ‘Down’ to significantly reduce the effects of incoming fire, but this burns a valuable turn for that unit.

Movement is simple, both for infantry and vehicles; either an ‘Advance’, which allows firing or crossing difficult terrain, or the double speed ‘Run’ order. Bolt Action scenario games tend to only last 6-8 turns, so there is little time to carefully manoeuvre or set–up an attack, instead forces tend to get in fast. There is no subtlety in the infantry tactics; you cannot use your MG34 to provide covering fire as the riflemen of the same squad dash across the street, the whole section moves or not. Combat can occur in the very first turn of a game!

Firing is also simple with a basic 3+ to hit (plus a few modifiers), followed by a quick ‘to kill’ dice roll (adjusted by the target quality). Bolt Action games are bloody, but hits also inflict ‘Pins’ even if no kills result, which can be as significant as actual kills. Units with multiple ‘Pins’ can just sit around with their heads down, and often require rallying (which is surprisingly easy but does negate a valuable turn). Additionally, weakened units can suddenly evaporate leaving alarming holes in your lines at the most inopportune times! Anti-tank fire is simple, requiring a penetration dice roll and damage effect if successful. Bolt Action is not a set of rules for ‘tankie’ gamers; there are only 4 levels of gun and 4 levels of armour. So, if your thing revolves around variation between a PzKfw IV model F2 compared to the H model, then these are not the rules for you! I soon learnt that the German player should take plenty of cheap Panzerfausts. Firing HE rounds again uses similar mechanisms and employs circular templates of different diameters to determine the number of potential hits. From previous gaming experience this can cause issues in opposed games; is the figure just in, or out, of the blast zone? The irritating situation I commonly found using the rules, concerned Snipers. They seemed to be far too deadly, picking of key team members at will, and the best counter was to use your own sniper to take out the opposing sniper.

In Bolt Action close combat is more frequent compared to other rules I have played, and it is devastating and decisive. The loser is KO’d and removed from the game. The defender’s best defence is to employ an ‘Ambush’ order to fire as the attacker comes in. But the question is whether to maintain this order at the turn end and not fire at all (because you were not assaulted), or try to convert it into a ‘Fire’ order and cause some damage to enemy units? You can find opposing units both quietly sitting waiting for the other to blink, resulting in an uneasy truce!

Off-table artillery strikes and close air support rules are interesting because you are not certain about what will arrive, or when. In addition to damage inflicted, they can cause widespread disruption by placing multiple ‘Pins’ on units close to the target zone. The British ‘free’ FAO team is a powerful bonus, and the US FAC team with a second strike capability can also be deadly. I’m not sure the Russian Katyusha elements should be an on-table support option. I also liked random nature of air strikes and the panic they cause to both sides, plus the possibility of friendly A/A fire occurring.

So, what do I think of Bolt Action version 2? How do they compare with my other WW2 favourite, Chain of Command? Bolt Action gives a very fast, action packed game that is fun to play. The simplicity of the rules means there is little referring back to the main book and QRS covers most situations (in fact, most actions don’t even require the QRS). They work very well for solo play, and I look forward to playing opposed games in the near future. I would summarise by saying Bolt Action gives a good ww2-GAME, compared to Chain of Command which gives a good WW2-game. I think I will continue to use Chain of Command for opposed games against experienced players, but Bolt Action will now be used for my solo play and those quick, pick-up club games against non-WW2 gamers. I think it interesting that both sets of rules focus on the same command level i.e. the re-enforced infantry platoon. If I wanted to play using a higher command level with more troops, especially tanks, I would probably opt to use the Battlegroup Kursk/Overlord rules.

Readers thoughts, comments, criticisms, disagreements are always welcome. Finally, Bolt Action has encouraged me to play more WW2 games and I’m now seriously considering buying a matching pair of Japanese and US Marine forces.

Tuesday 18 October 2016

AAR; ACW (Longstreet rules) 16 Oct 2016


We managed to fit in another Longstreet ACW battle (late 1864) of the mini-campaign. This time we played the ‘Railway Embankment’ scenario, and I again won the scouting phase and choose to be the defender. Additional terrain was added, with Ian placing some woods just forward of my deployment area, whilst I placed areas of swamp across his lines of approach. Ian placed the objective marker as far to my right as possible. I chose to leave my new 10-base US Coloured unit (E/R) as my off-table reserve (arriving on turn 6). I forgot my camera (again!), so no photo’s. Ian did take a couple on his phone and I may add these to this report at a later time.

In the opening turns I advanced my battleline forward to give me some breathing room. The central wooded area Ian placed actually helped me because I deployed my 2 sharpshooter units in them. It soon became clear that Ian’s attack would fall upon my centre, and especially on my right flank. I deployed a battery of Napoleons (37th Pa) and a unit of men armed with repeaters (8th Maine) on the gentle hill to block this. I was also able to redeploy my other 4-base Coloured unit (E/R) and a battery of light rifles to act as a reserve, and cover the objective.

For some reason, Ian did not press his attack in the centre and seemed to be content to remain just outside 6” engagement range. His main focus was on my right flank, but again he initially concentrated on fire combat rather than coming straight in. This gave me time to bring on my strong reserve formation and at this point I was confident of victory. Ian finally KO’d my artillery battery and charged the 8th Maine, who were totally destroyed, but of course his troops were now vulnerable to my counter-attack. The large and eager US Coloured units duly obliged and were successful. The Union was now very much in the ascendency and began an advance in all areas. The Rebel loses mounted as they were forced back and finally victory was achieved.

In the Campaign phase, I rolled well, lost few bases and none of my units lost any Elan. I did not successfully roll for promotion, but achieved the coveted 4 Eagle rank by drawing a promotion Campaign card. My revised force for the 9th and final battle of the campaign is shown below:

Commander
Personality
Rank
EP’s
“Art” Rooney
Indian Wars Veteran
(Scout: 2D6 & keep higher)
4 Eagles (2/64)
30
Unit
Type
Elan
Exp.
Strength
Notes
37th (Prov) Pa Infantry
INF
Season
Veteran
6
 
13th\14th Pa (Prov) Inf.
INF
Season
Veteran
4
Sharpshooters (5,6 Skirm Fire)
16th\45th Ohio (Prov) Inf.
INF
Caut.
Veteran
4
Sharpshooters (5,6 Skirm Fire)
26th NJ Artillery
ART
-
-
3
3x Lt Rifle
29th NJ Artillery
ART
-
-
3
2x Lt Rifle, 1x Hvy Rifle
7th US (Coloured) Inf.
INF
Eager
Recruit
4
 
8th Maine
INF
Season
Veteran
4
Repeaters
10th Vermont
INF
Season
Veteran
4
 
11th US (Coloured) Inf.
INF
Eager
Recruit
9
Sharpshooters (5,6 Skirm Fire)
1st NH Artillery NEW
ART
-
-
2
2x Lt Rifle
3rd NH Infantry NEW
INF
Season
Recruit
7
 
 
 
 
 
50 bases
 
Sabotage: enemy removes an extra 4 cards when first re-shuffles.

Notes: The units are listed in order of campaign appearance. The Pa units are from my original force. The 9th Pa Artillery (the only original unit left) was destroyed.

At the end of this game I have amassed an unassailable EP points lead (with 6 wins, 1 draw, 1 loss). In all our games, apart from the draw, the attacker has lost. Because of my Indian Wars characteristic, Ian’s Rebels have generally been forced to attack. He is understandably beginning to get a bit ‘peeved’ about this, so for the final game I have agreed to take on the role of attacker. We will be playing the ‘Walled Farm’ scenario, which leaves the ‘River Crossing’ scenario as the only one we have not tried out. This is some relief to me because I think the ‘River Crossing’ is heavily weighted in favour of the defender!