Monday, 4 September 2023

AWI Campaign 1 - Warning orders

I got the AWI campaign rolling last week, and I’m now in a position where I can reveal a little more about the initial setup.

I’ve played in two PBEM campaigns over the years but never actually run one. Due to this relative inexpérience and bearing in mind the enormous scope and workload of Norm’s recent Napoleonic endeavour I deliberately chose to keep this attempt to a more modest size and format. 

The British are coming!


The British player received this briefing

To: Brigadier General Parrot

 

From: Major General Henry Clinton

 

Tuesday June 3rd 1777

 

Warning Order

 

Sir. 

 

I am preparing to move the army north towards ElizabethtownTo this end additional supplies and reinforcements are being brought by the Navy from Charleston and will pass up the Stone River to be unloaded in Coldstream harbour sometime around the 12th when the tides next permit.

 

Of some concern is a recent dispatch from the Navy claiming that when south of Arrowhead rocks HMS Roebuck came under fire from American artillery emplaced upon the bluffs. I have indicated their approximate positions on your map with a red X. (Map omitted here - see previous post for a refresher.)

 

Though the Admiralty can be prone to flights of fancy it may indeed be possible that the rebels occupying the south bank of the estuary have transported guns across to the north shore and established themselves there. 

 

In summary, whether the news be true or false, the possibility of them engaging our unarmed transports cannot be stomached and I would desire that you take such a force as you see fit to learn the truth of the matter.

 

I would entreat you to be quick upon it and pray you keep me appraised of your progress.

 

Yours, etc


Brigadier General Parrott and his Grenadiers.


The American player received this one


To: Brigadier General Cummings

 

From: Major General Benjamin Lincoln

 

Tuesday June 3rd 1777

 

Warning Order

 

Sir. 

 

I have received intelligence that the British intend to advance upon Elizabethtown by the end of the month, their hand currently stayed by a want of supply. Patriots in Charlestown have observed a large convoy of enemy shipping departing the port, presumably to address this very lack. Given where such succour needs be unloaded they have little choice but to proceed to Coldstream harbour beneath the very noses of the battery’s you recently established on the north bank of the Stone River.


I cannot but think that the enemy may have some intelligence of your positions and would caution you to take all steps necessary to protect this, our only means to strangle the enemy design at birth.  Should the enemy transports arrive unhindered I have grave doubts that we will be able to prevent their subsequent onslaught.

 

I would entreat you to keep me appraised of your progress.

 

Yours, etc


Brigadier General Cummings and some of his rebel chaps.

I gave each player 28 « game points » with which to purchase units - and a range of equally important army support options. 

Actual fighting units cost 3 points for the best quality ones down to 1 point for the less reliable militia types but choosing the fighting force was the easy part because, out of the 28 points they also needed to consider purchasing some of the following:


1 Point per unit of supply. A unit of supply includes ammunition, powder, victuals, clothing, and other necessaries. 1 unit of supply is consumed for every day the force under your command is in the field, as a result of every battle, and for every one level of défense your units construct in a strategic map hex. Additional supplies might be obtained from random event outcomes…but dont count on it.

 

1 Point per level of intelligence gathering – to a maximum of 3. 1 point assigned to this will give you an approximation of the strength of any detected enemy units. 2 points will reveal their type and strength, 3 points their type strength and posture (column / line etc.) Enemy units are automatically detected when they occupy an adjacent strategic map hex.

 

1 point per level of influence. (to a maximum of two) with any Indians or Settlers that you encounter. The point or points will provide a die modifier in your favor in any interactions with the locals. Generally, settlers may provide additional supplies and Indians with an enhanced scouting range if the interactions turn out well. Be aware there is usually a price to pay for this help.

 

1 point per level of naval support. 1 unit of Naval support may transport 1 pre embarked regiment to either Indian Cove or Trappers Landing.


Random events. 


Random events add a little spice to a game and each player is subject to one every turn. The mechanism is a simple 1D10 roll for subject but from each subject a « decision tree » of outcomes is triggered. I’ll spare you the detail on this with the game still in progress - but it’s fair to say it’s already produced some interesting outcomes.  The ten subject headings include: 


Political interference, Terrain changes, Indian interactions, Weather, Settler Interactions, Supply, Sickness, Discipline and desertion, Command friction, and Spies.


Points spent on influence become positive die modifiers when determining which branch of a decision tree outcome is taken in interactions with Indians or settlers. The more points spent on this the more likely a player will generate a favourable outcome.


I have encouraged the two generals to use the game rules as an outline and to act and behave as their real life counterparts might do when the rules don’t cover a particular situation or they wish to pursue   particular course of action that I’d not considered in the game set up. This free and easy approach has already bitten me in the ass and in the interests of fairness I’ve allowed both players to free style on at least one occasion - with very interesting outcomes.


As I write we are on day three of a possible 12 with the first battle already under our belts. A number of campaign altering decisions taken during these turns will be revealed in the next post as will the initial battle itself. For obvious reasons my reporting will have to remain somewhat after the event to prevent revealing information of use to either player.

Will the helpless British transport ships be shelled to bits or will plucky General Parrott punish the feckless rebels for their impudence? 

Honestly I have no idea. 

Maybe we’ll find out when « hang ‘em high Cummings » and « Parrott the great emancipator » next clash swords. Lol.

Tuesday, 22 August 2023

This just in…

So I advertise an ECW PBEM campaign on my old blog about 3 years ago and got… <<crickets>>.

This time. Well this time the response was a bit unexpected.

Thanks to everyone who chucked their hat in the ring, (and to those that subsequently took it back out again to make room for others).

In the interests of fairness, I rolled a dice for each of those still in the mix and modified the scores by +1 if they were known to be really into the period and +1 if they’d sent me a bribe. Minus 1 was applied to all those deemed to be getting too much “gaming action” of late.

Two re rolls were needed to resolve a couple of ties and the eventual winners on this occasion were…

Drumroll…

Graham C and Chris / Nundanket.

The dice Gods further decreed that Graham will command the tax dodging sons of liberty and Chris the storm troopers of British imperialism.

Apologies to everyone else but I hope to run another campaign for the same period in late autumn and other interested folks will definitely get a look in then (mainly cos I’m going to bar these two). Lol. 

Thankfully it’s just a crappy game so it’s not like the rest of you missed out on a Nobel prize or something. 

Graham and Chris will be getting their background campaign info in the next few days and I hope to get started reporting on the campaign itself in the 1st week of September - ish.


This is the hexed version of the strategic map that both Commanders will be presented with. 1 hex on here will translate to an entire 6x4 table when fighting battles. Fair warning. Not all of the terrain will turn out to be as shown and units will remain hidden from their opponents until they occupy an adjacent hex or are scouted out at longer range.

Thanks again everyone.




Monday, 21 August 2023

Tut Tut

Yeah, tut tut, three parts of the way through the month and nary a post till now! 

In truth it’s been hell on wheels here for the last few weeks with various family members sucking on the hospitality teat of maison broom, followed by a stream of guests in our gîte. 

I know, I know, first world problems to have. 

The influx of guests did however give me a perfect excuse to lock myself away in the geek den and get on with some painting. The outcome of my uninterrupted labor has been several new AWI regiments and a sprinkling of British airships to pad out my forthcoming alternate history air war campaign. 

On the subject of campaigns I’ve been busy creating a brigade level AWI one to be played in instalments by a couple of volunteer generals. Orders would be issued via email, roughly one set per week, and any fighting played out on my table with the outcomes recorded on this blog. If anyone fancies a crack at it drop me a line and I’ll give you a few more deets (as the kids say). Players get to choose their starting units, supply levels, intelligence / influence based on a points value - and will gain and suffer from a bucket load of random events as things progress. Initially there will be complete ignorance of the opponents force composition and location. Players will be issued with hexed maps of the area with which to plot their units movement and the battles will be played out with C&C Tricorne rules.

I reckon I could still run it as a solo campaign but it would definitely be more fun with a couple of victims flailing around in the wilderness as they attempt to achieve their faction specific goals.

Anyone for tennis? One of these fancy pants 10mm Brigadier Generals could be you!

Here’s the totally made up area in South Carolina where it’ll all take place circa 1777. 

The Owls Head Peninsula, South Carolina, June 1777

Toodleooh.


Sunday, 23 July 2023

Flap flap flap

The devil finds work for idle hands to do and unfortunately, in the ten days wait for a new batch of MDF bases, my gaming butterfly flapped its wings once more.

My love of Star Trek has been well documented on this site (too well documented for many) but my other main passion (both in and out of gaming) has always been airships. 

Airships…!  I know, right?

To be fair, I reckon if you’re going to be a nerd, you might as well go all in.

Anywhoo… I’ve been nipping in and out of the Brigades models Imperial Skies website section for a long now, time surreptitiously looking at airship porn, until, during the aforementioned ten day hiatus I thought …bugger it…buy some, man! I mean it’s the 21st century. It’s time I came out of the, ahem, airship closet.

I’ve only completed a couple of models so far, but I thought I’d brave your scorn and derision and post a few piccies…to test the water. I’m thinking of setting this new gaming genre in and around 1895, twenty years after the Franco Prussian war, in a world where a revanchist 3rd French Republic have doubled down on the one technology in which they currently lead the world. The balloon and the airship. 

First cab off the rank: “The Alsace” an Hercule class airship fielding medium and light guns in side mounted caissons. Powered by twin Serpolet flash boilers she entered service in 1887 and can reach a respectable 40mph. The production run of five was cancelled after the first two were completed, the vessel being effectively obsolete upon entering service. She is depicted in the standard French Aéronautique Militaire colour scheme of the time, the white upper works being necessary to reduce the effects of envelope overheating and excessive gas expansion at altitude. 

“La République” a Rochambeau class airship, sporting two heavy barbette gun positions amidships and a host of medium range guns which are able to produce a formidable broadside. Faster than the Hercule class and with a heavier load out they are the first of the French fleet to use the secret “C” gas, discovered in 1868 by a French scientist.* The gas is very expensive to produce but is not flammable and produces greatly enhanced lift compared to hydrogen.  In 1895 there are four other vessels of this class in service.

“Tigre” a Mistral class Aeroleve. Intelligence received on German aerial advancements suggested a need for a fast interceptor craft, but the small streamlined envelope that went along with this provided insufficient lift to carry any effective armament. The solution was to accept the limited buoyancy but enhance the lifting capacity of the vessel by attaching heavily braced “wings”. In this configuration the ship can reach an astonishing 60mph and is armed with six ripple fired short range explosive rockets.

Static defence balloon number 21. Aerial defences positioned in and around key French cities and along the Franco / German border. The first line of defence they are armed with medium range guns and four short range rocket launchers.

Now for “zee chermans”. Only two so far, but more on the way.

“Brandenburg” a Germania class airship of the Kaiserliche Luftschiffe Truppen. Eschewing the French approach to propulsion, they are powered by Herr Benz’s internal combustion engine and use hydrogen for lift. Armed with a gondola full of medium guns the Germania class ships are the workhorse of the German air fleet and have been adapted for bombing and aether torpedo launching duties.

“Wotan.” Lead and so far only ship of its class. The Wotan may carry marines or a bomb load in addition to its gondola based medium barbettes and dorsal heavy battery.

This model has been heavily adapted from Brigades original using beads from the wife’s craft drawer to make the engine pods and silver sequins for the propeller discs. Tee hee. Necessity is definitely the mother of invention!

I’m already back to producing AWI units now that the bases have turned up but it’s nice to have something else to tinker with and to break up the grind of production line painting, n’est ce pas?


Toodleooh. 


*”C”gas was an early term for Helium. Presumably all of my French crews will speak in amusingly squeaky voices. Lol.

Monday, 10 July 2023

For the want of a nail

AWI production has ground to a halt this week because I’ve run out of bloomin’ 3x3 mdf bases. Doh. Bit of a cock up on the stores front it seems. Fortunately my usually empty diary was filled with a giddy social whirl, which included:

Yet another AWI refight of Hubbardton - this time using Tricorne C&C rules

Plus the almost inevitable win by these lads. Is it possible to achieve a British victory I wonder? Three different rule sets would seem to imply not.

The arrival of «my son the doctor» (has to be said in a potentially offensive Jewish manner - for which I apologise in advance) and his lovely wife. He reaffirmed our old family tradition of him turning up, stripping the fridge, drinking all my favourite pop, then thrashing me horribly in a face to face game using troops that I’ve just spent many months painting. Ruddy smart ass kid. I blame the parents. Oh wait…


My son the doctor rolls up the centre of my line with his light bobs. My loss was so sudden, violent and complete that I somehow neglected to take too many pictures for posterity.


Being France I also had to suffer the agony of La fête des voisines, an annual social occasion in which the inhabitants of our hamlet gather to eat drink and be Mary (I might have got the last bit wrong). Two of the oldest members of the settlement never turn up since twenty years ago they ended up shooting each others cars over a land dispute that’s still not settled. Also not present was the Pradeix strangler -  but that’s a story for another day. 


The inhabitants of Pradeix lieu dit Saint Dizier Leyrenne, sans strangler. I’m on the right, three parts of the table down, next to the shaven headed fruit of my loins. Ughh.

You’ll be pleased to know that despite becoming fearsomely drunk, as an antidote to my crippling social anxiety, I behaved myself well and even sat through twenty minutes of Shamanic drumming by the yurt folks, without comment. 

I’ll give myself another pat on the back for that, I think. 

Toodleooh for now.


Monday, 26 June 2023

Get yer tots out for the lads

Sorry; ruddy spell check again. The title of this post should of course have read get your TOYS out for the lads. 

Hey ho.

The AWI painting has been cracking along recently, helped in part by a bit of drop off in remote gaming. Every cloud and all that I suppose. The only brake on progress has been the need to rebase everything I’d already done to fit with C & C Tricorne.

Still in the painting queue are highlanders, Indians, Hessians, cavalry, guns, and yet more tax dodging militia.

Here’s a quick photo parade of what’s been achieved so far. The photos aren’t great but I’m using a crappy camera in bad light and attempting to photograph 10mm minis. Trust me they look okay at arms length.

His majesties finest

Yet more of George’s boys

And yet more of the same.  Didn’t bother taking piccies of the Grenadier and Light battalions in the background because I’m too ruddy lazy.



And by way of a change, here’s some of the tax dodgers I’ve completed. 


When you find yourself painting button hole lace on 10mm miniatures you realise there’s no hope left for you.


I was putting them all back in the cabinet just now when I realised I’d got enough units to play a version of Hubbardton, a scenario I’d taken part in at Nundanket’s gaff back in February. 

Quick as you like I broke out the hexon and attempted to recreate the battlefield. It came out okay I think. 

Hubbardton. Sort of. The sons of freedom will be arrayed along the road nearest to the camera while zee britishers will have just fought their way over the bridge on the right.

Using Tricorne I’ll have a go at this in the week and post it up here when I’ve done.

Despite all this positive progress I have somehow managed to fall down another gaming rabbit hole this week. An airship shaped rabbit hole to be precise. More on this later no doubt.

Ooh a quick word to the wise while I’m at it. Being as I’m down with the kids and all that, the word on the street is that the cool kids are turning their back on the AWI and drifting toward the WSS. Seriously guys if you don’t want to get left behind, check out the Prometheus In Aspic blog site, where Msr Foy has some ace new rules for the period. There’s no squares on that trip daddyo I can tell you.

Toodleooh.



Sunday, 4 June 2023

Galleys and Galleons in spaaaaace! Catch the pigeon

Yeah it’s the follow up to my previous Trek post so I won’t stretch your patience, feel free to click away now to something that’s more your bag. Man.

I started to write a blow by blow account of the catch the pigeon mission but realised early on that an account showing what’s possible with the rules is probably more interesting than the ins and outs of each die roll.

The game modelled an encounter between two vessels, one from the Romulan Star Empire (boo hiss) and one from the United Federation of Planets (yay for the good guys). Both ships are on different randomly generated missions and both are broadly comparable in capability. The Romulan ship is a Carrion class cruiser the IRW Varak and the Federation vessel is the Constitution class USS Eisenhower. The Ike is a bit faster than the Varak but the Varak is a bit easier to manoeuvre. Although they are both of a similar size they have differing load outs and specific capabilities.

The Varak is on patrol looking for Federation vessels near the neutral zone and has standing orders to scan any Federation vessels they encounter for new technology. 

The Eisenhower has been chasing a stolen shuttle with a Romulan agent who has some top secret plans on board. The shuttle has been damaged during its escape but has just managed to limp into an asteroid field on the border of the neutral zone. 

To win the Romulan player must obtain four elements of intelligence information from the Federation vessel but for extra points can deny the Eisenhower the ability to complete its own mission. The Eisenhower needs to catch the spy and recover the shuttle while potentially frustrating the Romulan’s objective.

The game lasted an hour and took about 13 turns. 

Anywhoo… here’s what happened.

The game area. Eisenhower on the right, Varak on the left and the shuttle (a teeny tiny counter) in the centre of the asteroid field.

 

The Romulan player procured the maximum number of capability enhancing burn cards while the federation player spent more on vessel load out. The cards are purchased but drawn randomly. He ended up with a pretty good haul as it turned out. 

The Eisenhower paid for a burn card and drew this « mutiny » card but more on this later. Neither vessel comes onto the board with its shields up and the Federation also suffers from faction specific characteristics that limit their early game options. They may never fire first, they may not raise shields unless confronted with one of five hostile actions and worse they automatically lose ten victory points if they don’t attempt to hail at least one possible adversary before the fireworks start. It’s tough being the galactic good guys. 

The Romulan player decides to screw around with the Federation player rather than prioritise his own mission. Having won the initiative but being slower than the Eisenhower he plays his extra speed burn card and gains another hex towards the shuttlecraft. Maybe he can scoop it up and get it off board, denying the Eisenhower any chance of completing its mission?  Each side rolls dice to generate up to 3 action points. Action points are spent to perform…errr…actions, unsurprisingly. The more complex the action the more expensive it is. There are never enough action points to go around, and a lot of the game is spent agonising over what to do with the number of points you’ve actually got, rather than what you’d like or need to do.

No shooting has occurred up to this point and the Captain of the Eisenhower decides to hail the Romulan ship in order to avoid losing ten of his potential victory points. It costs him a precious action and it doesn’t go well. In a dice off the Romulan Captain beats the Federation captain, gaining valuable intelligence that’s unwittingly revealed in the exchange. This counts as one of the four levels of intel he needs to obtain to complete his mission. The only plus side to the encounter for the Eisenhower is that the Romulan’s aggressive rhetoric presents an obvious threat, allowing them to raise their shields.


The Varak swings around and only has to enter the shuttlecraft’s hex to scoop it up, but the Eisenhower threads it’s way between the asteroids and attempts to drag it out of the Varak’s path with a tractor beam. Yeah, when I say tractor beam I mean a wooden barbecue skewer painted light blue. Lol. The asteroids move randomly each turn by the way, and bumping into one is not recommended. 

Somewhere around this point the Romulan player found he didn’t have enough action points to use his sensors to scan the Eisenhower for further intel, but he did have enough points to try hailing the Federation vessel and taunting them a bit. Another die roll off between the two captains saw the Romulan win again and gain a further level of intel from the exchange. The Ike’s captain should learn to keep his big yap shut! Players are only allowed two hailing exchanges between opposing vessels.

With the Federation vessel about to drag the shuttle out of the way the Varak’s captain plays his second burn card which is a « secret weapon ». I’ve not specified what the weapon actually is but its effects bypass all of the usual defence options and badly damage four of the Eisenhower’s critical systems.


The Romulan specifies which systems are to be marked as damaged. He chooses the bridge, weapons and targeting, the hanger bay and the shield generators. Ouch. If any of these areas are hit again they are destroyed and may not be repaired in game. Since they are only damaged they can’t be used for now but they can be repaired - which of course costs precious action points. The loss of shields puts the Eisenhower at a serious disadvantage in combat, while the damage to the bridge and targeting prevents the further functioning of the tractor beam. With that said, even if the tractor beam was working the shuttle couldn’t be brought into the now badly damaged hanger bay.

The gloves are finally off and the Eisenhower is now cleared to fight back, except, with the damage it’s just received it’s not able to. The captain decides his first priority is to get the shields back on line and spends two of his three action points getting them working again. 

One of the oddities in my rules is that movement, once a ship is under way, costs no action points, but changing its heading does (though different types of vessel have limitations on how many heading changes they can make in a turn). It’s a bit like skating on ice. You keep whizzing along unless you make an effort to change your velocity or vector. The Eisenhower swings wide around the Varak’s stern as further hurried repairs are undertaken and the weapon systems come back on line.

The Romulan player launches a boarding party by using his « surprise » burn card. Despite the card  increasing the combat potential of the Romulan marines the Eisenhower’s security red shirts quickly despatch them before any damage can be wrought. If boarding parties manage to get a foothold they remain onboard their target and can attack every time the parent vessel activates.

Suspecting that the Varak will pick up the shuttle, the Eisenhower tries to cut off their escape route as engineers manage to fix the bridge systems by shining a salt shaker with a blinking light on over a bunch of fluorescent tubes. With bridge and weapon systems now fully functional they can engage the enemy at last. 

The Varak does indeed scoop up the shuttlecraft and uses its remaining action points to launch a salvo of plasma torpedos from its aft mounted torpedo bay. The salvo moves two hexes straight away but after this their seeker heads will move them towards the nearest target. They remain in game for three turns before they expire or explode and no further torpedos may be launched from the parent vessel while they remain in play. The Eisenhower is equipped with a comprehensive electronic counter measures system (ECM) and could attempt to steer the torpedoes in a different direction but it’s costly in action points and not guaranteed to be successful. 

Rather than pay for a costly and possibly ineffective attempt to override the Romulan torpedoes, the Eisenhower uses another of its attributes, namely it’s point defence short range gattling phasers. 50% of the passing enemy ordnance is destroyed as the Federation ship launches its own photon torpedoes in a counter strike. 

With the photon torpedos closing in fast the Varak uses all it’s action points to cloak. The model is replaced by three question mark counters. From here on in the Romulan player can choose to reappear in a hex containing one of these counters each of which moves as though it were the ship itself. The cloaking ship breaks the target lock of the Eisenhowers torpedoes which will now continue in a straight line off the board. Meanwhile back at the ranch the remaining 50% of the Romulan’s Plasma torpedoes circle round and close in on the tail of the Eisenhower.

Whammo! The remaining plasma torpedo strikes the Ike’s aft shields. On the bridge everyone lurches from one side to another and sparks erupt from consoles, lol. The question marks denoting the Varak’s potential location begin to spread out. 

Blast weapon combat is dealt with differently to beam weapon exchanges, in that there is a much greater chance of serious hull damage. The Eisenhower suffers damage to its engines and one of the white dice used to roll for action points is changed to red - denoting hull damage as well. If you use a red dice to roll for action points and you don’t roll high enough, a whole new range of bad things happen - so there’s a risk v reward thing going on from here on in. If a vessel gets three red dice it is crippled. Hull damage can be repaired in game like system damage, but not fully. There will always be one red dice in play.

The Varak sneaks past the Eisenhower heading for its own board edge. If it can just get in a scan with its sensors it can complete its four levels of intel collection and get the hell out of Dodge. Unfortunately cloaking a ship costs a lot of action points and remaining cloaked costs almost as much. Unable to roll up enough action points the cloak drops and the Varak model is put back on the board in place of one of the question mark counters. In the turn that a vessel de cloaks it has no shields. The Eisenhower launches a second photon torpedo strike from its aft launchers.  

The photon torpedoes strike home, killing and injuring a significant proportion of the crew, causing major hull damage (red dice) and damaging the comms system. 

Which was when the Federation player dropped his single burn card. It can only be used on a vessel with hull damage so there’d been no chance of playing it till now. With only a few un injured crew remaining and major hull damage the Romulan captain rolls for mutiny and fails with three dice - causing the remaining crew to surrender. 

So the Eisenhower takes control of the Varak, seizing the shuttle craft and spy that’d been previously taken on board her. With 50 points for completing their mission, extra points for the damage caused to the Varak and no deductions for failing to communicate prior to hostilities it’s a very convincing (if not very lucky) last minute win for the good guys. Huzzah. 

This was my third proper battle with the rules and they worked splendidly, if I do say so myself. It’s gratifying to bring something to a conclusion that’s been gestating for so long. I’ve a couple more models to paint up and a campaign to organise but otherwise I can consider this an itch well and truly scratched.

If you’ve stuck with the post this far I admire your fortitude! Rest assured you’ve made an old man very happy, which is hopefully reward enough in this crazy mixed up world. 



Toodleooh.