Background image is Les Dernières Cartouches (The Last Cartridges) by Alphonse de Neuville
Showing posts with label games with Mr Invisible. Show all posts
Showing posts with label games with Mr Invisible. Show all posts

Friday, December 30, 2016

Montmiral: One more in before the year ends

Well, I've done a good bit of gaming over the last few weeks, but not much wargaming. I did enjoy a rare visit with Mr Invisible, in which we played the first couple of turns of GMT's Caucasus Campaign, another from the stable of the accomplished Mark Simonitch. We enjoyed it, as we generally do his games, but after all the catching up we had to do (and solving all the world's problems), we weren't able to finish the game.

Apart from that, my limited effort has gone to preparing for the Montmiral game next month. But I've done sadly little actual preparing. I did pull out my Perry French, and I've gotten some of the infantry and a few officers ready for painting. But I've stalled out there. I've also (of course) picked up a few new books on the campaign, and I've been dipping into those, but only dipping.

Neverthless, I'll add a few snaps of the unpainted chaps, who have now advanced (almost all of them) to base-coated/primered status as I unleashed the wave of black gesso.

There are a couple of mounted officers, whose painting I will intersperse among that of the infantrymen as a reward for getting another batch done. Though probably company or battalion officers, these chaps on the left and right will be acting (for now) as brigade commanders. I don't think les vieux will really deserve a general officer (centre) until I have a fair number of infantry painted, plus some supporting arms.

Infantry officers (left and right) and general officer (centre)


Then there are the tête de colonne, another treat to paint as a reward, consisting of eagle-bearer, dismounted officer, drummer, and sapper.

Tête de colonne in front


There are a series of NCOs (both elite company and centre company) who I will intersperse on the group stands somewhat sparingly, so as to make their presence a little more special. Ideally, I'd like to use 28mm figures for skirmish/small-unit actions, but I've yet to find a set of rules that I think do a good job of depicting horse & musket action at that level (where the units a player commands are, say, platoon-sized groups), but maybe one day I'll find them. If those rules come along, I might pull these NCO figures out and base them as individuals; we'll see.

NCOs: elite companies (front) and centre companies (rear)


Then there are the skirmishing figures. These will get based as pairs, for the moment, as that provides a proper, historical visual cue as to how they fought and allows for dispersing them over a broader front. The simpler marching poses, of both elite and centre company figures, will get based in fours or sixes.

Skirmishers, loading and firing

Monday, August 29, 2016

Catching Up: Late Summer 2016

Sur Dynasty forces sweep towards the Mughal army. (Author)
Nearly two months later and while the summer feels like it's dragged on forever, the end is in sight!

I was able to got to Historicon this year for the first time in forever. I had a blast, playing a Carnage & Glory scenario of the battle of Camden run by David Bonk and Bob McCaskill, an Et Sans Resultat scenario of the battle of Vitebsk run by the author, David Ensteness, and a Pike & Shotte game (Providence at Panipat, a battle in 16th century India) run by John Shirey.

Punic War battle in Triumph! WAR. (Author)
I also played in two mini-tournaments of Triumph! WAR, the new ancient/medieval wargame from the Washington Grand Company. One campaign was set in the First Crusade, the other in the Punic Wars.

I did a good deal of shopping, met up with a few old (and new) friends, and generally had a good time. Now that I know it's not as hard to get to or as difficult to navigate as I thought, I will be back more often.

I've made it to two more game days with the DC Conscripts, the local ASL club. In one I got in a couple of scenarios from the late Ian Daglish's Scotland the Brave scenario pack (StB8 The Lost Platoon, StB3 Seaforth Objective, and StB2 Cameronian Crossing). At the other, Stephen Frum gently and politely hammered me into the ground as we played BoF4 About his Shadowy Sides.

Americans (left) advance toward the British (right). (Author)
And I did get a little Rev War miniature gaming in; Mr Invisible and I made it up to Games and Stuff in Glen Burnie to meet some of the local Marines (British Rev War, not modern USMC :-) for a playing of the battle of Bemis Heights with British Grenadier. Mr I. faced off more or less opposite me, he commanding the American right and center and me the British center and left. I bloodied the nose of one of his militia brigades as it thrust forward, but we Brits had to give up a great deal of the ground to find a position safe enough to defend, and I'm not sure we would have been able to hold on, as the American left was setting up to give us a walloping blow on our weak right side.

In other Rev War news, I've been reading away and taking copious notes, and I hope to have another couple of posts on Project 1777 available shortly. One of the surprises at Historicon for me was picking up the range of Rick Priestley's new games (Black Powder, Pike & Shotte, and Hail Caesar) after, I admit, poo-pooing them for some time. They're not the most simulation-y or period-tailored sets of rules in the world, but they are fairly easy to learn and provide both a simple framework and enough widgets to hang on it that I'm impressed by what I have seen of the period supplements. I enjoyed the one P&S game that I played, and I look forward to trying out several more scenarios with these rule sets. I think their breadth of scope and shallow learning curve will make them popular among my friends who like military history and enjoy playing games but who are not rules junkies or interested in/prepared to learn more complex games with many more moving parts and details to keep track of and consider.

Thursday, January 21, 2016

A New Project at the Cardboard Caserne: the 1777 Campaign

Continental infantryman by Don Troiani
My friends know there is nothing more beloved at the Cardboard Caserne than a New Project. Projects are wonderful things, because they involve planning and organizing and researching and more planning and often buying new books, games, figures, or other project-related materials.

Too often, though, my projects, greeted with wild enthusiam at the beginning, end up being pursued with all the vigour of Col. Blimp after his after-dinner brandy and cigar. So I've enlisted Mr Invisible on this endeavour, certain that his rectitude, clean living, and terrier-like determination will carry us through to actually Getting Things Done.

I've been very impressed with the work of carojon at JJ's Wargames on his Peninsular War scenarios and background. For several years now he has been chronicling his development and testing of a series of scenarios, set in the Spanish Peninsula of the Napoleonic Wars, for use with the Carnage & Glory wargame rules. He has described the battles of Rolica, Vimeiro, Corruna, Oporto, and Talavera. Along the way he's built new wargames units to fill out his orders of battle, showcasing many of them with unit histories, photographs, and other illustrations. It's been a stellar display of research, painting, and scenario design.

Brunswick jaeger by Don Troiani
And imitation is the sincerest form of flattery, right? So Mr Invisible and I are embarking on Project 1777, an effort to recreate the battles of Sir William Howe's Philadelphia Campaign of 1777 during the American Revolution. It offers lots of scope for battles large and small, including as it does the largest battle of the Revolution after Long Island (Brandywine) as well as several smaller engagements. We'll start with Howe's attempts to draw the American army out of it's cantonments in the Watchung Mountains and then follow his progress south, maybe covering Brandywine in several segments, as we try to build up our forces for that mighty clash of over 30,000 men.

First up: the battle of Bound Brook, a "what if" assuming that Cornwallis' attack on Lincoln's outpost force was not quite as much a surprise as it was historically. Washington had a spy network in New York that might have learned of the attack, or at least observed its departure from the British camps: what if he had sent Greene marching to Lincoln's support sooner?

The inaugural post will have a brief review of where the war stood in the spring of 1777, describe the historic engagement (a rather ignominious affair for the Americans), and our adaptation of events. Future posts will describe some of the forces involved, how we design the scenario, and our attempts to play-test it.


Monday, January 11, 2016

Starting Off the New Year with a Bang!: Ukraine '43


Well, that was vastly frustrating. I'd written up a long, detailed post on the playing that my friend Mr Invisible and I had started recently of GMT's Ukraine '43. Than I mis-keyed and deleted the whole damn thing.

*sigh*

We took advantage of a brief lull in his work-related travel schedule to get a coupel of games in. I've mentioned our playing of Rebel Raiders. The second GMT title we broke out was Ukraine '43. I'd owned the first edition for some time without playing it; he had recently gotten the second edition, so that was the one we set up.

Having set up and played through the opening of sister-game Normandy '44, I had some familiarity with some of the concepts common to these games: multiple flavours of movement (normal, extended, Tactical, Strategic), ZOC bonds, combat shifts, disruption, determined defense... But there is something new in each of these titles, always something that makes the specific campaign different (plus Mr Simonitch keeps refining the system).

Our set up. (Morning coffee giving way to afternoon beer.)
Having read a lot of the comments on BGG, I was expecting to have a very bloody game on my hands as the Soviet player. Perhaps I was merely too cautious, but I never had huge Red Army dead piles. But I also didn't see the huge breakthroughs that I've seen described. The Germans in the hills east of Stalino were too tough for serious attacks given what I had there, though a better setup once I sussed the game better might have helped. North of Stalino the river line was like adamant--no way I was going to penetrate that! I finally got some traction through the woods and rivers east of Kharkov after several turns, but only after pulling off most of my mechanized troops from the fronts south of there.

The Soviet steamroller lumbers into action.
I did manage to create some holes in the German line north and west of Kharkov, seizing a couple of VP in the process. But he was able to pull his own mech forces north and, with the aid of the horrifying Gross Deutschland mechanized division, he was putting together a defense that stood a good chance to contain my forces unless I came up with some magic.

Killing units is remarkably hard in this game. Time and again, I was able to surround units, either partly or fully, only to see them hang on stubbornly against my attacks until their friends were able to break through to them. Even boxing a unit up with ZOC bonds wasn't enough to cut it off and destroy it utterly in most cases. With armour shifts and more airpower and elite force bonuses, he broke though time and time again and pulled his metaphorical chestnuts out of the figurative fire.

We played only the first three (or was it four?) turns of the scenario's seven before we had to call it a day. But I do look forward to a rematch and to playing more of the related games from Mr Simonitch's stable.

Zhukov begins making holes, but too few and too small.

Monday, December 21, 2015

So, here's a quick one

Mr Invisible and I are trying to decide what to play next. We've put together three lists: games we've not played yet, games we'd like to play again, and games we think the other chap isn't likely to pick.

Here are our lists, combined. You readers get to bid on what we should play next! When I went to Blogger Help to see if I could make this a poll, all the articles on polls seemed to be questions about why the polling tool doesn't work. So I'm going to skip using that and ask you to post suggestions in the comments section.

New (to us) games:


Played it once, let's play it again:

Really? You want to play that?

Rebel Raiders on the High Seas: A Test Game

USN Vice Adm. David Glasgow Farragut
My friend Eric "Mr Invisible" and I started off our inaugural monthly weeknight gaming session with a trial of GMT Games' Rebel Raiders on the High Seas. We have both recently read James McPherson's War on the Waters: The Union & Confederate Navies, 1861–1865 and were looking forward to exploring the naval portion of the American Civil War with this (relatively) new game on the subject.

We started off with dinner and some chat about work, and we had neither of us read the rules exhaustively beforehand, so we did not have time to play through the whole game at our first trial. Instead, we played the first three turns, trying out different gambits and exploring the ways that different rules provisions work. I think we'll be better prepared to  play a full game now that we've had a training session.

And play a full game I think we certainly will, as we both enjoyed the game a great deal. It has fairly simple mechanics and achieves detail through varying them in different circumstances. The same basic mechanic is used for ships trying to locate enemy ships in order to attack them, for instance; but CSA commerce raiders and be searched for in all sea and coastal areas, whereas the faster and more maneuverable blockade runners can only be found when they are in a "blockade station"--the approaches to a specific port--or in a port itself. Blockade runners being designed entirely for speed, however, are captured/destroyed if they are found, whereas the sturdier commerce raiders can give Union ships a fight for their money.

The land combat aspect of the war is highly abstracted; as the chiefs of naval operation, the players are most concerned with two main theatres: the maritime war of Southern commerce raiders and blockade runners and the Union attempt to gradually choke off their access to the sea, and the riverine warfare on the Mississippi and its tributaries. The armies appear in the form of assaults, which the Union can launch 2-4 times per turn (turns represent four months), and some supplemental card effects. The Confederates get a counterattack every so often, which can retake ground lost to the USA but cannot conquer any Union territory. Union assaults in the first year of the war are feeble stuff; over time they become more effective, as the wartime economy gears up and the ineffective generals are slowly weeded out.

U.S.S. St. Louis, Eads-built ironclad gunboat
Despite the preponderance of Union forces (as its increasingly capable armies capture more Confederate territory, the Union strips more and more of the resources the South needs to build more ships), the Confederacy wins the vast majority of games, according to player reports. This is not to say that the Confederacy wins the war and survives, but that players better the record of their historical counterparts. Though we played just the truncated year of 1861, I was certainly (as the Union player) feeling the frustration that McPherson describes as filling the Navy Department at the number of fast ships rushing in and out of Southern ports to pick up contraband in Europe and Cuba and bringing it back to Confederate shores with the Union Navy little able to respond due its woefully small numbers.

I tried an early assault on Norfolk, hoping to capture back the Navy Yard there and enable a two-track land
campaign against Richmond (hope of one of the CSA's major foundries and a big deal for naval support). But I fell at the first hurdle, as the Confederate defenses proved too much for my tiny armada. I did capture a few blockade runners and sank at least one commerce raider in the Gulf of Mexico.

Vicksburg, MS, levee and steamboats
But I also had little joy of attempts to push south in the riverine war; my attacks on Island Number 10 and on Forts Henry and Donelson achieved no progress but cost me a number of gunboats. Eric began fortifying Key West, clearly planning to use it as the base of a host of fast ships to run back and forth to Havana. I could see I'd have to turn my attention to reducing that soon, too. The early Union game feels entirely too much like a game of whack-a-mole.

Back east, things got worse, as Robert E. Lee came on the scene and prevented any land attacks in the Eastern Theatre, as the Army was too occupied defending against his wily thrusts to launch any of their own.

We stopped after the December 1861 turn for lack of time, and since it was a learning game we didn't even consider noting down all the locations of pieces for a later resumption. But I think we will get this back on the table soon. Especially if one doesn't interject any of the more specialized optional rules, RRotHS is a fast, fun, simple game that, at first glance seems to give a good impression of the naval aspects of the Civil War.

Wednesday, December 16, 2015

Boardgame: The Napoleonic Wars

My gaming opportunities have been unusually numerous of late, for which I am very grateful. Last Sunday, two friends and I managed to squeeze in a learning game of GMT's The Napoleonic Wars. The game has a well-deserved 7.06 rating on BGG; my own rating for it is higher, as it seems a very enjoyable game, with a lot of replayability, a lot of historical authenticity, and a high but not outrageous level of complexity. ADG's Empires in Arms will probably remain my all-time favourite Napoleonic game at the strategic level, but this comes a close second based on the most recent playing and rather vague memories of my first time through the game, several years ago.

TNW is another in GMT's stable of card-driven games (CDGs). Each of these titles has its own unique design elements, but they share a general mechanic: the meat of a turn's action consists of players alternating plays from hands of cards, each of which either results in a historical event taking place (with specific game-defined effects) or the player receiving a certain number of generic command points to conduct various operations. At the end of the turn, players refill their hands from the common deck based on some limit, sometimes being allowed to retain one or more cards from their old hand.

Events are often one-off (a given event can occur only once in the play of a given game), and players are often required to play a card for its event effect under a certain set of circumstances. Playing a card for event effect often puts it out of play for the remainder of the game (especially if the even effect is very powerful), whereas other cards are continually recycled. The more beneficial the event effect, the larger the number of operational resources allotted if the card is not played as an event, thus creating tension for the player in choosing between the two options, particularly when playing the event will remove the card from play. And the number of cards players receive is never sufficient for them to achieve all the tasks they would like to, presenting an excellent example of the quandary of resource allocation.

Some CDG innovations include splitting the deck into segments to represent different phases of the conflict, splitting the deck into opposing sides (so no cards are shared), varying the effect of event cards based on which player puts them into play, requiring  that Card A must have been played as an event before Card B can be played as an event, the opposite effect in which playing a particular event prevents another event from being played in the future, and giving players some "home" cards with event effects specific to their faction that they can play every turn.

My gaming comrade Eric (aka Mr Invisible) and I have played several of GMT's CDGs, including Paths of Glory, Here I Stand, and Stalin's War. Other CDG favourites of mine include Thirty Years War, Twilight Struggle, Wilderness War, and We The People/Washington's War (which I think started the whole CDG genre). TNW is a worthy entrant into that field.

Phil (Britain/Austria) contemplates his capture of Madrid, as Eric (Prussia/Russia) deplores the loss of Berlin.



We realized we would not be able to learn and play the entire TNW five-turn campaign scenario in the time we had for gaming Sunday (roughly six hours). We tried to shorten the learning process by reading ahead in the rules (the "living" version of the rules and the playbook are available on GMT's website), but no one ever has as much time as they hope to for read-aheads (as I can attest from many a professional conference). So we picked the one-turn scenario for the 1813 campaign as our test piece. And we finished the game handily within about five hours, allowing time for the standard wargamer "social conversation" periods in and around actual game learning and game play.

We took sides more or less by default after setting up: Phil got Britain, its minor ally Spain, and Austria, which begins the scenario neutral but enters after one complete round of play by the other powers. Eric got Prussia and Russia and their minor ally Sweden (ruled by the turncoat French Marshal Bernadotte), and I rather uncharacteristically played France and its tiny ally Denmark.

France starts out with a large hand of cards, which give it several advantages. First of all, it gives France lots of options and a better shot at getting the high-value cards. Second, it makes France the preempting player at the start of the scenario. This role is a TNW special feature; it allows the power with the largest hand (when players control more than one power, they must keep their cards separate) to interrupt a power before it plays its card. The interrupting power plays a card of its own, then the interrupted power may take its turn. Various details prevent the interrupting power from completely dominating play, and the more times a power interrupts, the fewer cards it has and thus the sooner it lose the ability to interrupt.

Joseph Bonaparte: Bro, can't you spare a general?
France starts with a moderate-sized army in Spain, but one that is spread out and has no army commanders to unify it and get it moving. The largest French armies are in Germany, with a few garrisons in Poland and Ruthenia and leaders in Paris and Naples ready to raise new armies and move them toward the theatres of war.

Britain has its classic small but powerful army in Spain; per the 1813 scenario rules, it cannot attack elsewhere until it has conquered Spain (naval action and diplomacy, two big British occupations historically, are not used in 1813; the Ottoman Turks are also omitted).

Russia and Prussia start with various armies scattered across north and eastern Germany, Poland, and Russia. Their greatest problem is coordinating their efforts; apart from Blucher, they don't have any leaders capable of commanding large armies to start with, so they have to subsist on army groups, which take more resources to move. Also, none of their generals are as good as Napoleon in battle, so they have to exhaust him with numbers. And the Russian numbers take time to build and move west to where the fighting is.

Austria sits quietly for the first set of impulses, but once they enter, Schwartzenberg is a capable army leader and the access of forces Austria brings to the Allies will stretch the French ability to react in all theatres at once. If the French don't keep multiple forces operating in central Europe, the Prussians or Swedes can squirt past and start liberating north Germany. If they don't keep armies operating in Italy, Austria will burst across the Alps and start liberating its former possessions. And if the French don't send a serious army commander south to Spain, Wellington will roll right through the garrisons they've left around and start eating up southern France (which will also allow them to land troops elsewhere on the Continent).

Unless France manages to drive one of the Allies out of the war at the end of the scenario (an uncertain thing at best), players decide victory by comparing how many keys each possesses. The map is made up of linked points, representing regions, cities, or major formations. Some points are considered crucial to victory and are referred to as keys: national capitols (e.g., Paris, Vienna, Berlin), major cities (e.g., York, Orleans, Zagreb, Warsaw), or strategic locations (e.g., Gibraltar). Essentially, whoever had captured more of the others' keys by the time we ran out of cards would be the winner.

I rather rashly took a chance, gathering up a large force under Marshal Davout and attacking the main Allied army in Germany. What I failed to consider is that armies can either attempt to evade (flee to an adjacent space when attacked) or intercept (reach out and attack an enemy army moving into an adjacent space). The Allies attempted to flee, failed, then called on nearby armies to "intercept" and join them. I won the resulting engagement, doing some damage to the Allies, but lost some troops myself, as I had fought more of the enemy than I intended.

The Prussians, feeling their oats after battle with Davout, moved west and liberated Hannover. This was a bit of a blow, and it left them crouching like a black vulture over the Low Countries and northern France, but I had Soult and an army in Paris that could be reinforced if need be, so I looked at what they had left behind--an open path straight to the under-garrisoned Berlin!

Graf von Kleist
Napoleon sprang into action, picking up several corps, including the doughty Davout, and racing towards Kleist and his band of defenders. After a brief thrashing, we drove the Prussians out of their capitol! It was at that point that I realised that possession of the capitol only allowed a *roll* for conquest, it didn't mandate it. And that the roll comes at the end of the turn (in this case, the entire scenario) rather than immediately. Curses! If only I had read fully, instead of skimming. Still, I held another Prussian key, knocking them down to three (Davout had captured Leipzig from Blucher).

The Russians struck France with a corn shortage, but it had little effect. Spain tried to bleed my armies with guerrillas, but Joseph must have been ruling well that month, as no losses resulted. Clearly Jupiter and Mars were on my side!

Wellington advanced on Madrid and was beaten back by its small garrison. But he rounded up more of the British expeditionary force and attacked again, steamrollering the garrison and liberating the Spanish capitol. Well, the gods are fickle.

I brought Murat up from his Naples vacation to command a new Army of Italy. I moved Soult south to face off against Wellington, while building up the Paris National Guard.

But doom was coming. My memory of the next few impulses is sketchy (it was so painful!), but I think it went like this.

Phil and Eric spent some time discussing what the best way of combining *all* the Russian and Prussian forces so as to generate a kill stack that could take on Napoleon. A Russian army group joined up with Kleist, and the next step would be for Blucher to gather them up and descend on Napoleon. So Napoleon decided to preempt that attack and intercept Kleist and his Russian friends before Blucher could join them.

The problem with this plan was ... luck. Although the French went into the battle with good odds, they completely whiffed. Napoleon had the second-worst day of his career. The French Army of Germany melted like early snow on a warm day. Napoleon, Davout, and a few scattered divisions fell back on Leipzig while the Prussians and Russians celebrated.

Then Blucher gathered up his forces, swung through Berlin to pick up the recently victorious armies of Kleist and Tormassov, and descended on Leipzig. Napoleon had quite definitely the worst day of his career; only he, Davout, and a few thousand troops escaped this battle. And, at that point, I decided to concede.

I had, if I recall correctly, three cards left, which would have been enough to rebuild one army and bring it back into combat with Blucher. But I had lost Hannover and Madrid and was about (as soon as Austria moved) to lose both Munich and Milan, and there was no way I could recoup those losses with the hand of cards remaining before the end of the turn. I'd gotten tossed out of Berlin, so I wouldn't be able to Conquer Prussia at the end of the turn; ditto with Spain.

We agreed that the game was challenging and enjoyable, one we would like to play again. Not only does the full scenario beckon (starting in 1805 and running as many as five two-year turns, though capable of ending sooner), but there is also an aftermarket 1792 scenario that I'd really like to explore. My rating for this game is 8 out of 10.

Wednesday, November 25, 2015

Trying Something New

My friend Eric and I have often bewailed the fact that we find it so difficult to get together with friends for a wargame. Schedules are full, life is busy, and coordinating a group of wargamers is like herding cats (which I've done, but it takes effort!) One starts out with a long list of prospective participants, tries to find dates that will work well for the largest number, then all those unanticipated things hit (partners and family making other plans, cars breaking down, jobs calling in everyone on the weekend).

So we decided to try an experiment. First off, we're going to coordinate more with other existing local groups. It turns out that every different social media platform (Yahoo, Facebook, Googlegroups, Meetup, Boardgamegeek) has its own set of cadres, and none of them talk much with each other (or even know about each other).

Second, we're going to try meeting up once a month on a week*night* (in addition to any sort of weekend games we play). While weekend days provide more time for play, they are also frequently in great demand by family and other hobbies. Weeknights offer less time, so the scope of games has to be smaller, but that smaller timeframe also means that they're less likely to fill up with other committments.

And, third, we're going to stop aiming for the stars. Usually when we try to organize events, we're hoping for half a dozen players or more and wind up disappointed when we're only able to collect two or three (including us!) For these events, we're going to plan on just the two of us and be pleasantly surprised if more folks show up. We've both got large enough game libraries that we could play for years and never exhaust our two-player titles, but if third, fourth, and fifth players show up, we'll still have plenty of options, either for one large game or several smaller ones.

So the first date we're aiming for is Thursday, December 17th. We're looking to play GMT Games' Rebel Raiders in the High Seas, a highly rated strategic/operational game about the maritime and riverine warfare during the American Civil War. If we get more players, we may simply add another game, or we may change over to something multiplayer.

We haven't picked a location yet, but if you post a comment here to indicate you're interested, I'll be sure to get back to you with information.

I'll post an AAR afterwards, and if we continue our experiment, I'll post here so that folks can contact us if they're interested in joining in.