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| Bastet, in the form of our cat Vader, couldn't resist nestling down amid all the plastic foliage. |
Showing posts with label wargaming. Show all posts
Showing posts with label wargaming. Show all posts
Tuesday, November 22, 2022
Victorian SF & the Yuletide Invasion
Tuesday, September 13, 2022
Considering Wargaming & Troubled History
“Time is the king of all men, he is their parent and their grave, and gives them what he will and not what they crave.”
– Pericles
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| Queen Elizabeth II figure by King & Country |
Tuesday, September 6, 2022
Osprey Books Wargaming Notes
I can’t
recall the first Osprey Publishing book I bought. I’m
guessing it might have been something
either for the Victorian period or World War II. But
I certainly remember – in those days when my interest remained
firmly grounded in roleplaying games with only nascent dabblings in
miniature wargaming – the few pages at the back of each Campaign
series book offering
insights on how to wargame the campaigns featured in the book.
They’re something I miss today as I explore historical miniature
gaming
even as Osprey itself publishes its own rules and
I continue exploring sources that address playing
out
historical conflicts on
the tabletop.
Tuesday, August 30, 2022
ACW Ironclads Minis
“It must be confessed that both ships were queer-looking craft, as grotesque to the eyes of the men of ’62 as they would appear to those of the present generation”
– H. Ashton Ramsay, engineer, CSS Virginia
A few years ago I discovered Bob Cordery’s excellent Gridded Naval Wargames* and began using it to explore different naval battles. The rules for American Civil War ironclad engagements worked quite well on my initial try, though I modified the critical damage system slightly for a little more depth. At first I used basic hand-crafted 1:1200 models for the USS Monitor and CSS Virginia (what us Northerners commonly learn in school as the Merrimack), but as I dove deeper into ACW ironclad warfare, I sought to collect professionally cast models. What started in the “Before Times” prior to the covid pandemic has since expanded into a significant sector of my wargaming hobby. Thankfully I’ve found some good suppliers of models to fuel my habit.
Tuesday, May 5, 2020
Game Activity during the Pandemic
For two months the covid-19 pandemic has altered
how we live our lives, including our gaming habits. Most world
governments imposed limitations on their population (followed more
stringently in some places than others). In less than two months more
Americans have died than in all the years of fighting in Vietnam.
Depending on how soon scientists can develop more effective testing
and tracking, vaccines, and treatments/cures, we may never really
return to a semblance of “normal” we experienced before. In the
face of this deadly pandemic most everyone’s trying to adapt to the
new situation: businesses, conventions, individual gamers. No doubt
we’ll continue adjusting as conditions change for better or worse.
We just have to sit back and see how our efforts affect the
pandemic...and until then, we can distract ourselves and find some
respite from this grim reality through our modified adventure gaming
hobby activities.
Tuesday, February 18, 2020
Father-Son History-Wargaming Weekend 2020
My son and I spent an extended weekend immersing
ourselves in history and wargaming in what is becoming an annual
tradition. I took him out of school on Friday so we could leave early
and spend the afternoon at the Mariners’ Museum in Newport News,
then attended the Williamsburg Muster wargaming convention, and
finally visited Historic Jamestowne before heading home Sunday. (Our
school system doesn’t get Presidents’ Day off....) Our son’s
fourth grade curriculum includes “Virginia Studies” for social
studies, a subject he already enjoys and which we’ve indulged with
additional trips to historic sites during the past year. He’s also
interested in games, including historical wargames, so the weekend
provided an opportunity to engage with both history and games.
Friday, November 23, 2018
Orc Ambush in Rohan
Almost three months ago I found an online deal
through a game trade community for a host of Lord of the Rings
miniatures. They were originally produced for a Play Along Toys line
released shortly after the popular feature films. I was particularly
keen on these for a number of reasons. I love large-scale 54mm
miniatures – I’m a huge fan of Armies in Plastic’s historical
lines – because they’re just the right size for introducing kids
to miniature wargaming. This particular line came pre-painted, a huge
bonus considering the time to get most miniatures onto the wargaming
table usually includes a huge investment in painting. And, of course,
I’m a fan of Lord of the Rings, and cavalry in particular:
this lot included six warg riders and 17 Riders of Rohan, including
Eomer. The package finally arrived and I set about basing the
infantry on fender washers for stability, matching the weapons and
other accessories, and crafting several rock formations similar to
those seen in Rohan scenes during The Two Towers (giving the
pine bark mulch technique a try). I have a copy of Daniel Mersey’s
Dragon Rampant fantasy miniatures skirmish rules that seem
perfect for this kind of engagement (I’ve enjoyed his other rules,
The Men Who Would Be Kings for Victorian engagements and Lion
Rampant for medieval fights, and am looking forward to his Battle
Ravens board game currently in a Kickstarter campaign). With
everything finally complete I thought I’d set everything up on the
basement wargaming table and take a few photos in advance of having
folks over to give the skirmish rules a try.
Tuesday, May 9, 2017
Adventures in Victorian Wargaming
Over the years
I’ve pursued an interest in Victorian era games, first through
GDW’s groundbreaking Space 1889 (well before fan interest in
“steampunk”), then with R. Talsorian’s Castle Falkenstein,
dabbling with The Sword and the Flame miniatures rules, and
even writing for early versions of Victoriana. The games
inspired my interest in the historical period itself (not just its
fantasy game-world versions) to the point I’ve accumulated a small,
specialized library on the subject that never seems to hold enough
books by Osprey Publishing. In recent years the company started
releasing wargame rules sets for various historical periods (and some
not-so-historical ones). When I saw Daniel Mersey’s Victorian-era
wargame rules, The Men Who Would Be Kings, I immediately saw a
way to put all the various historical miniatures I’ve been
collecting and painting over the years to good use in an engaging
skirmish game.
Tuesday, April 4, 2017
Interesting Wargame Releases, Spring 2017
I don’t talk
much about “news” or “new releases” here at Hobby Game Recce;
it’s often fleeting and doesn’t seem to matter months or years
down the road. But now and then a few gaming products release that
catch my attention for one reason or another...and this just happens
to be one of those times. Announcements by three different companies
promise some notable wargaming products that cater to my own
interests and hopefully engage the enthusiasm of other gamers: a
Wings of Glory Battle of Britain starter set; a Commands &
Colors game set during the American War of Independence; and some
interesting terrain and tank kits from Battlefront Miniatures. One
things certain with all these releases: I’d better start saving up
my money if I want to buy any.
Tuesday, May 24, 2016
Engaging Youth in History (& Games)
“Imagination
is more important than knowledge.”
– Albert
Einstein
Getting young adults interested in anything these days seems difficult. They’re distracted by a sometimes-overwhelming amount of schoolwork focused more on scoring well on standardized tests than actually developing learning skills. They’re immersed in the complex social intrigues of school and friends. They’re plugged in to smart phones and tablets (much like a rapidly growing segment of the adult population...). How do parents and teachers tempt them to explore and possibly engage with new experiences? It’s easier when parent gently share and nurture their own interests with their kids – adventure games, comic books, sports, reading, hobbies – but children reach an age where they want to head off on their own...a journey that doesn’t always result in the discovery of some engaging academic or extracurricular interest. I recently explored two resources to help inspire an interest in history (and perhaps even games with historical themes): interactive fiction and speculative fiction
Both forms of fiction inspired many gamers; they certainly informed my own youthful exploration of adventure gaming. Fantasy and science fiction inspired many players to investigate roleplaying games that in turn encouraged further exploration of these genres. The infamous “Appendix N” in the Advanced Dungeons & Dragons Dungeon Masters Guide provided a wealth of such resources to investigate...or even a validation of past works read. Since the earliest emergence of roleplaying games fantasy fiction genres have evolved (much as those games have). Where once readers had only a few flavors of science fiction and fantasy they now can indulge in numerous sub-genre like steampunk, urban fantasy, cyberpunk, and alternate history (among many others).
Tuesday, October 27, 2015
The Allure of Skirmish Wargaming
If I had to more specificlaly classify my dabblings with miniature
wargaming I suppose I’d have to really call it “skirmish
wargaming.” Although I enjoy the spectacle of massive wargames
depicting the vast scope of a full battle – or even a small yet
turbulent portion of one – as a gamer I don’t have the resources
and time to buy, paint, and base such seemingly endless ranks of
figures, let alone craft the numerous terrain features to cover such
a large battlefield. Skirmish wargaming allows me to explore
historical periods of interest without the greater investment in game
components.
While Merriam-Webster defines “skirmish” as “a minor fight in war usually incidental to larger movements,” most gamers believe skirmish wargaming consists of small engagements on the man-to-man level, where one figure represents one soldier (or one vehicle/gun unit). This differs from many other wargames where each piece represents multiples of soldiers (at a ration of 1:5 or 1:10, for instance), even those where figures are based together to represent entire companies and regiments. Skirmish wargaming isn’t always quite the impressive spectacle of vast games with ranks of based figures recreating vast historical battles across several tabletops; but it’s the aspect of miniature wargaming that’s most accessible to me. I find several elements particularly appealing:
While Merriam-Webster defines “skirmish” as “a minor fight in war usually incidental to larger movements,” most gamers believe skirmish wargaming consists of small engagements on the man-to-man level, where one figure represents one soldier (or one vehicle/gun unit). This differs from many other wargames where each piece represents multiples of soldiers (at a ration of 1:5 or 1:10, for instance), even those where figures are based together to represent entire companies and regiments. Skirmish wargaming isn’t always quite the impressive spectacle of vast games with ranks of based figures recreating vast historical battles across several tabletops; but it’s the aspect of miniature wargaming that’s most accessible to me. I find several elements particularly appealing:
Tuesday, October 28, 2014
Assembling Terrain for Valley of the Ape
Development on my Valley of the Ape kids’ game proceeds at a slow but steady pace. I have a workable
draft of the rules and a solid idea what additional bits I need to
prepare (explorer cards with rules summaries and encounter tiles).
But the rulebook and other materials form only half the project,
although the part I can most easily share online once completed.
Along with the game design work comes the hobby work assembling and
crafting miniature wargaming-style terrain for the playable bits of
the game.
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| A selection of aquarium plants from PetSmart. |
Some of this material I own already,
stored in various boxes beneath or near the four-by-eight-foot
wargaming table in the basement. These include a swath of dark green
felt dappled with paint to vary the terrain surface, numerous 54mm
plastic soldiers (Zulus, British, Dervishes) from Armies in Plastic
to represent explorer parties, the giant ape from Safari Ltd. I
bought at a craft store, and a resin-cast giant man-eating plant I
picked up years ago from Armourcast (though it could use a better
paint job).
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| "Betta" foliage cut for better coverage. |
I have considerably more work to do
with jungle foliage and terrain. I’ve already sculpted a few foam
hills and prepped some palm trees out of wire, artificial plant
leaves, and masking tape. But to fill out large portions of
impassible jungle terrain I needed a lot of fake yet exotic-looking
foliage. So I drove on down to the local big-box pet store, PetSmart,
and spent some time browsing their aquarium section. I found a host
of very affordable pieces from Top Fin, including some single plantsfor $0.99, a few “peacock feather” plants with a nice high
profile ($2.99), and – perhaps the most versatile find – two
varieties of what they call “betta” artificial aquarium plants,
plastic grids with small plant bits mounted at each intersection (for
$1.99). These last ones provided versatile jungle cover, particularly
when split along the middle or diagonally to make two uneven halves
that, when positioned unevenly, offer some natural-looking uneven
terrain. For less than $20 one could buy enough jungle foliage to set
up some challenging and good-looking terrain; augmented with some
custom pieces it’ll make for an easy-to-set-up “board” for
Valley of the Ape.
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| A scene hastily assembled from my terrain, including the giant ape and some Armies in Plastic Zulus. |
I’m debating whether to craft my own
temple ruins from bits prepped for old Egyptian temple projects or
just pay for one of the fish tank temples available from PetSmart
(some manufactured by Top Fin and others by National Geographic).
Once that’s decided and I finish up
the palm-tree terrain pieces I’m ready to set everything up and
start playtesting the rules.
Armies in Plastic
Addendum
Folks who read Hobby
Games Recce know I love the 54mm (1:32 scale) unpainted plastic
figures from Armies in Plastic, including
the ones from my collection I’ve drawn upon to serve in my Valley
of the Ape game (Victorian-era British
soldiers, Zulu warriors, Dervishes).
They’re big, historically themed, and great for small hands (or my
clumsy fingers). The prices have crept up over the years as the
figure count has recently diminished (20 infantry
figures down to 18 or
16 in some cases). But I recently
happened by the Armies in Plastic website
to find an interesting sale: the company put their Battlefield Combo
boxes on sale, an 18- or 20-figure mix from both sides of a conflict
for $12 (the regular price for 18 or 20 figures in other sets is now
$17...). Of particular note for my own gaming interests are 6 British
Army in Shirtsleeves and 12 Zulus, as well as combos including
Dervishes. Those interested in the burgeoning French and Indian war
genre might like 8 Rangers and 12 Indians for skirmishes. Other
periods include the American Revolutionary War, Boxer Rebellion,
World War I, Napoleonic Wars, some
Civil War, and modern conflicts. They’re
a fun way to provide large, plastic soldiers to fight period
skirmishes – or just to play with – at an affordable price.
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| Armies in Plastic Rangers fend off a Woodland Indian Ambush. |
I’ve recently been bitten by an
inexplicable bug to dive into reading about and wargaming skirmishes
from the French and Indian War...and my collection of Armies in
Plastic miniatures lacks anything from the American Colonial period
(having focused more on 19th century British colonial wars). Seeing
the Ranger/Indian Battlefield Combo sets at the Armies in Plastic
website – plus a “buy 3 get 1 free” promotion – I decided to
order some sets directly from the company.
Normally I try to give my business to
local stores (none of which stock Armies in Plastic sets, although I
first discovered and bought my first Armies in Plastic sets from a
now out-of-business hobby shop in Fredericksburg) and, barring that,
wait patiently for one of the small, local wargaming conventions
where vendors occasionally have a limited selection. But I was
looking for something quite specific, and knowing how the prices have
crept up recently, wanted to take advantage of a really good deal. So
I ordered two sets of the Rangers/Indians, plus one with Loyalists
and Militia (10 each, plus a cannon), and, for my “free” set,
ordered British infantry (20 figures). Three days after placing my
order the box arrived at my doorstep. Along with the French and
Indian War skirmish rules set I bought earlier and with some old
forest terrain I can now start exploring period battles with a
minimum of work. Sure, the purists might scoff that I’m using
unpainted figures, but I have two ready made forces in an appealing
size. Thanks to Armies in Plastic for the good deals and excellent
service.
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Tuesday, September 30, 2014
Wargaming Revelations in 1776
I recently had a
chance to play Avalon Hill’s American Revolution
wargame 1776
and discovered I fulfilled several of James Dunnigan’s
statements about wargamers in The Complete Wargames
Handbook: How to Play, Design & Find Them (revised edition).
Playing the basic game revealed to me that I not only fall into what
he considers the majority “favorite mode” of play – solitaire –
but that I do so for one of his two major reasons (“lack of an
opponent” instead of “preference to play without an opponent”)
and that I particularly enjoy exploring the historical aspects of the
situation in “that the player may exercise his own ideas about how
either side in the game should be played without interference from
another player.”
A month or two ago I acquired a small
pile of well-used but mostly complete wargames for $10 (thanks to my
wife’s sharp eyes perusing Craigslist). The haul included several
Avalon Hill games I was keen to try given my varied historical
interests, primarily Panzer Leader and 1776 (and one of
Dunnigan’s own games, Empires of the Middle Ages,
from the company he founded,
SPI). Most
needed a bit of attention: some tape to repair the boxes, a good deal
of sorting punched chits from numerous plastic bags, and some online
research to find and print out some missing chart inserts. But
overall these activities and my rulebook reading have rekindled an
enjoyment and respect for these classic games often overlooked in
today’s flashy marketplace.
So I finally sorted out the pieces for
1776, read the pleasantly brief “Basic Game Rules,” (about
three pages), and sat down to play the beginner scenario, covering
the last seven months of 1776 in New England and the mid-Atlantic
colonies of New York, New Jersey, and eastern portions of
Pennsylvania. Each side began with relatively equal combat strength,
the British concentrated in New York and a few outposts in Canada,
with the Continental Army gathered in Morristown, NJ, and some
adequate forces at West Point and Albany, and a few stray bits
scattered in Philadelphia, Boston, and the Mohawk Valley. To win one
side had to occupy several key locations with at least one point of
combat strength to gather victory points exceeding the opponent.
Since I was playing both sides in this
solitaire affair I decided beforehand to establish general strategic
objectives for each side and carry them through at least the initial
turns. The second and third turns would bring sizable reinforcements
for the British, first in New York and then in a port of the British
player’s choosing; the Patriots got about half the number of
reinforcements in dribs and drabs allocated to Albany and
Philadelphia. I decided the British would go for a very
non-historically accurate aggressive strategy, leaving token forces
in their Canadian towns and heading down Lake Champlain to take Fort
Ticonderoga and then march on Albany, all while the New York forces
sought to hold the Continental Army at bay and send a second force
north to aid in Albany’s capture. The Patriots decided on a bold
strategy to try taking New York. Both sides had aggressive agendas,
but only the British had the strength to successfully undertake
theirs. The British smeared the Continental Army outside New York,
marched down from Canada to take Ticonderoga and West Point, then
spent the rest of the game mopping up token Patriot resistance.
Luckily for America the historical British were not so aggressive.
I’ve discussed Dunnigan’s book at Hobby Games Recce before; it’s helped guide me in looking at
board-and-chit wargames in a new light and in examining my own gaming
preferences. In reading and playing 1776 solitaire I came to a
few realizations:
Basic Game Rules: These days I
prefer basic rules to more complex fare. I have less time and focus
to read, comprehend, and play out fully advanced games, but enjoy
dabbling in ones with simplified rules that still impart some sense
of the gameplay and historical context. I really like games that
provide basic rules to enable newcomers to play with advanced rules
to add levels of complexity later if players wish to continue (a subject I’ve covered before). I’ll admit, after trying the
initial basic game scenario I’m tempted not only to try it again
but to read ahead in the rulebook and incorporate more advanced rules
into my gameplay.
Scenario Replay Value: 1776
comes in Avalon Hill’s famous “bookcase” game format, that
sturdy two-inch-thick box that holds all the quality
components...which means it’s not a cheap game to purchase new.
Anytime someone pays a large price for a game – whether miniatures,
board, Euro-style, or roleplaying game – they expect to get some
good gameplay out of it beyond a simple game or two. 1776
provides four “scenario cards” listing the starting disposition
of forces and victory conditions for several campaigns during the
Revolutionary War as well as rules for the “campaign simulation
game” so players can play out the entire conflict starting in
January 1776. Combined with the solitaire wargamer’s urge to replay
scenarios to “exercise his own ideas about how either side in the
game should be played” as Dunnigan suggests, 1776 (and
probably any similarly presented board-and-chit wargame) offers a
solid replay value.
Combat Resolution Table:
Dunnigan summarizes the concept of a table on which each side
compares its fighting strength in a ratio, then rolls to determine
the exact outcome of the battle within a range of outcomes based on
that ratio. Although the results 1776 primarily include
elimination of all or half of the attacker and/or defender strength,
other games incorporate other effects, including retreat. In gameplay
I realized the limited options provided by a six-sided die roll often
seemed arbitrary without overwhelming differences between combat
strengths, but I understand this is a wargame-design convention of
the time that also allows players to quickly transition to other
wargames, particularly those from the same company. In perusing the
materials for Avalon Hill’s Panzer Leader I found
encouragement that the game uses a similar “combat resolution
table” based on ratios of unit strength values. Along with similar
design in unit counter stats (such as combat value and movement
allowance points) it provides a comfortable framework to wander from
one game to another. Using the “rules master” system Dunnigan
described in his book – in which many companies used similar rules
text templates customized to historical and situational detail – as
well as similar design concepts allows players to easily port their
attention from one game to another.
Small Components: Playing 1776
also helped me realize the game’s components, while nice, aren’t
quite suited to the older gamer. I often fumbled the half-inch-square
chits of thin cardboard across a hex map and had some difficulty
interpreting place names and terrain features on the board. It
started me thinking about larger “showcase” game versions of
board-and-chit wargames with oversized maps and counters...something
akin to Steve Jackson Games’ massively impressive (and expensively
Kickstarted) OGRE Designer’s Edition (I imagine...I’ve
only seen the game once at a convention).
Overall I enjoyed by brief solitaire
encounter with 1776’s basic game rules; with a little more
time and focus I hope to revisit the beginner scenario, quite
possibly incorporating some of the advanced rules options for a
deeper game experience. A more realistic strategy for the Continental
Army might help, too.
Comments....
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feedback? Start a civilized discussion? Share a link to this blog
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