Having missed the spring partizan show I did not want to miss the autumn offering.
The crowd descended on Newark in a leisurely fashion arriving half an hour after the gates opened. We expected a shorter queue but no it was still the length of the building and some.
Once inside (fairly quickly as it happens) the place was heaving.
So my first comment is it was too crowded to take in all the excellent displays. I am not sure what you do – if the show is less congested people will feel it’s not thriving etc. I don’t think we will see a return to the two venue set up that saw competition games plus more traders in another hall?
In short maybe it’s me but it felt busier than ever?
So overall a busy, popular and I expect successful show.
The congestion also deterred me from taking as many pictures.
Turning to the retail side – all the usual suspects were there but just maybe a few less new offerings and less 3d print offerings visible?
There were no showstoppers in retail as far as I noticed.
I did throw some dice at Chris Kemp’s NQM game – I failed to drive away the Germans from longstop hill…..Chris uses on board indicators to avoid lots of rule checking and I think the scenes are intended to look congested so it’s abstraction might not suit everyone. The important elements are the variety of components that work together to enable the fighting elements to launch and sustain an attack or defence…….a neat grid game which is now a published ruleset.
Brits under the kosh Bring up the artillery – that was only partially successful Excellent table set up for participation with simple visuals.
So what about the table glamour…….
Omaha was excellent giving some true perspective Not your regular ww2 tank fastOk there were some behind that building I can never resist the kriegspiel style Quirky but popular participation gameOmaha again An engaging gameUnusual subject The game presenters included bramley barn wargamersSome interesting background Some excellent aircraft Early tech on show as well Despite two giant tanks of coffee the allies seemed to make little headwayPaper soldiers-fantastic Best show backdropHobbit warsAnd behind the backdrop useful vertical display space. Popular with Railway Modellers yet not popular with wargamers but here it works a treatYarkshire wargamer with serious amounts of plate on showThose planes again! Kept coming back to this gameMore paper armies ACW this time A traditional? 28mm game seven years war? With some great sceneryThe castle was a gemYep 1-72 Greeks 1941The Greeks holding off the Italian assault Italians make a bad job of itItalian armour about to get pummelled Wonderful aircraft again Plenty of source material on show for a rarely gamed front in ww2?Another excellent aircraft to give period flavour Soon the big guns will open up
That’s it except to say a well organised and enjoyable show means I plan to return.
Corrugated cardboard was the trigger material for my solution
Just like John at just add varnish I have joined the season of scenery community challenge and started with an Italian theme.
This piece is still unfinished but has made it from idea to concept in only about five years – so that’s about four and half years procrastination plus various false starts in materials and a bit of design. And finally some tv viewing and Dave Stone’s scenery season challenge.
Eventually the material choice helped drive the form
Grid gaming by Mike Smith is a great rule set and early on in my Italian independence wars project I thought a couple of hilltop towns would be ideal for the grid.
Then the procrastination started – which materials and what style?
I use a 50mm grid with 40mm based units all square. The toy soldier abstract had resulted in these block buildings a couple of years ago.
Initially I was absolutely into the idea of wood and it would be modular and come apart. Then when I started to think about details wood felt wrong. The framing of the town was to be the city walls and slim, this was leading to fret saw country and simplicity of the idea was waning.
A long delay ensued.
Style wise I was looking for the abstract and Joe morschauser scenery pictures – more grid games – drew me towards something that could still accommodate units as a garrison.
I came up with the cruciform of two bisecting streets with four quarters to the town – in Mike smiths grid game the towns are 3×3 grids
In the end watching the giro this year suddenly prompted a “just do it moment” and as it happened cardboard kept coming into my head as a possible material and multiple postal deliveries reminded me of this free material.
But it needed to have some structure. What to do?
Then I remembered the flat scenery that are found in paper boys armies booklets. These have interconnecting cutouts that give strength to the arrangement.
These interconnecting card pieces now became walls and the corrugations gave me another idea.
Plus other things on this long journey fell into place.
The whole idea of abstracted block buildings came in part from kids toys like this one – just add imagination….In another direction this flat pack helped the idea that 3d solids is not the only way to create a 3d effect.
Maybe I could use these simple cut outs approach?
I did and I quickly developed some solutions to get the elevations I wanted to see.
The buildings had been done a few years ago during the wood era.
I added the church in card with a removable front. The tower is a work in progress.The corrugations prompted cypress trees again in corrugated cardboard and cocktail sticks In the end even the wall overlaps suggest buttressing
Well that’s it and it remains a work in progress but I think I have found my modular abstract Italian hill town.
I have slowly started to look at some grid gaming set ups. My starting point has been that they would aid campaigns and to that end allow quicker solo games. I opted for two 3’x2′ boards which could then give me a 4’x3′ table which also figures in Neil Thomas rulesets.
ideas still in play – how to represent rivers and buildings? hills are simply another gridded block shape to suit.
As a bit of a test I used a Neil Thomas scenario from the C19th European Wars book (NT19e) – the Cristinos v Carlists, in my case Piedmont squared up to Austria.
I use 40mm square bases for my 19th century games and I have chosen a 50mm grid – i.e. no perfect fit of base to grid square. And for this test I used essentially formations from Neil Thomas NT19e. The exception being that my square 40×40 basing really distorts the column or line option choice.
Garibaldeans march in my attack column option – I reserve a single base wide column of 4 bases for marching only. Firing lines are 4 bases side by side and don’t advance or retreat, but can wheel.I have Artillery men both on one large base and also individually as shown hereAbstraction – these Neapolitan Riflemen in a built up area may still simply be on a block of a different colour or with buildings/features!I quite like Neil Thomas unit conditions – Fire and Fury and other rulesets in mid 19th century warfare also seem to opt for this type gradationI did not find the grid a problem and it did the job of of having a tape measure on the board at all times everywhere. Also manoeuvring is hard work once you move to multi based units. NT19e allows turning (spinning)on the unit centre (abstraction again) so fits nicely with a grid approach.The undersizing of base to grid feels right for me.Neil Thomas rules do not feature command bases but other rules I like do – so I plan to use single grid base for lowest discrete command with next up having two grids covered and the top man having three of even four bases covered. The bigger the command base the further back from the action is better for them – having no attack or defence values if contacted.Bare bones – right now it feels like I am heading in the right direction.
A constant theme of my interest in art is the variety of techniques on show.
My Weekend Open Studios visits prompted me to dig out some wooden offcuts I had minded to fashion into buildings.
The idea for “woodtown” was to provide my grid gaming with appropriately sized buildings. And they would be in keeping with the abstract nature of grid boards. In terms of the art they are definitely inclined towards Paul Nash. Ferens Art Gallery can be found in Kingston Upon Hull and an interesting painting by Paul Nash can be seen there.
Paul Nash – East Coast Portsome old bits of 2×1 with 45 degree cuts to create the roofline – at various heights to emphasise the randomness of old italian hill towns. The wood grain helps deflect thoughts that these are just bits of wood.The two clusters – the rough wood finish works on the red roof while the uneven whitewash fits the style
They make their first contribution in my recent Neil Thomas 1864 Minigame. Ironic that the game did not use grids…………
How do you compare rulesets? empathy or process – which factors give you a good ruleset?
My recent challenge has been to find a preferred ruleset for mid 19th century European warfare. And that provides the first criterion – what exactly is mid 19th century warfare? Maybe we should be saying post Napoleonic Warfare or Pre Franco Prussian Warfare? Or should we classify with technology – percussion cap, needle gun, sabre, rifling, telegraph, ironclad…..
The thing is that between 1815 and 1865 not a lot seemed to happen. Apparently things regressed as West Point Officers tried to emulate Napoleon in the early years of the Amercian Civil War despite their Mexican war experiences.
1865 to 1915 is the same timespan – would the ACW soldier have recognised the trenches of Europe – well sort of but not the aeroplanes surely.
In fact between 1815 and 1850 warfare was still largely smoothbore in weaponry and equipment and uniforms remained similar. Changes were afoot as more accurate muskets made their mark with percussion caps and more rifling. Uniforms saw frockcoats, trousers and kepis appear.
And between 1850 and 1870 breechloading rifling transformed infantry and artillery capabilities.
Quite a bit going on which means your chosen ruleset is either narrowly period, even campaign, specific or has to be clever and flexible.
My recent simple testing of a series of rulesets has caused me to reflect on what those Criteria for my gaming preferences might be.
I have ended up with 4 areas on interest. First of all I am assuming the choice of ruleset is not limited to an examination of mechanisms.
Production
Philosophy
Game Mechanics
Action Mechanisms
Production includes everything about the printed or e delivered publication. So images and print clarity matter as do the range of wargaming aspects covered.
Philosophy I suppose could be called game design and includes period choice, scale and game size as well as chosen outcomes.
Game Mechanics covers things like army lists, pre battle activity, player numbers and figures.
Finally Action Mechanisms are aimed squarely at movement, combat resolution, control and turn structure.
When I had finished my long list of criteria a massive 43 items had been generated. I did consider some rationalisation when I looked and saw a lot of similarities. And then I decided to leave my longlist intact for now.
I used it to score my rulesets and accepted the potential weighting due to duplicated criteria. Otherwise there is no other weighting in terms of importance of one criterion over another. Action mechanisms are not prioritised over Production Values for example.
In each case a criterion gets a single mark.
That mark is relative to my perceived ideal. The scores can be +1, 0, -1. positive values are favorable.
Lets look at Production first:
NT19e
BwMS
GW
F&F
FoB
TTB
PW
Relevant Images
0
0
+1
+1
+1
-1
0
Fair Wear & Tear
0
0
+1*
-1
-1
+1
+1
Logical clear layout
+1
0
+1
+1
-1
+1
+1
Plain text
0
+1
+1
+1
+1
+1
+1
Lots of Design Thinking
+1
+1
+1
+1
+1
-1
+1
Simple Rules
+1
+1
0
0
-1
+1
+1
Scenarios included
+1
0
+1
+1
+1
-1
+1
Campaigns included
0
0
0
+1
+1
+1
-1
Totals
+4
+3
+6
+5
+2
+2
+5
Table 1: Production Criteria
Not all softcover publications fail – Mike Smith Table Top Battles is stapled – crude but effective. Later Fire & Fury editions have gone to hardback meaning rulebook collapse is less likely.
So GW comes out top followed by F&F and PW. Before I list the rulesets in question the scoring is “relative” and not absolute. It is best thought of as indication of preferencing.
In my case these rules have all been through some sort of preselection in my decision to buy them in the first place. So they all score positively. It is how much more I value them against each other that is measured here.
When it comes to historical wargames rulesets today – in a 60 year old industry, we are talking about marginal gains. I think with fantasy/scifi etc. it is still possible to deliver up a “game changer”!
I have used the following abbreviations.
NT19e – Neil Thomas’s European Warfare in the Nineteenth Century – hardback edition published by Pen & Sword Military 2012
BwMS – Battles with Model Soldiers – hardback edition by Donald Featherstone published by David & Charles 1972
GW – Gentlemans War – “e” publication by Howard Whitehouse and Daniel Foley and published by Pulp Action Library 2018
Fire & Fury – 1st Edition in softback by Richard W Hasenauer 1990 published by Fire & Fury (2nd editions under Brigade and Regimental titles available)
Field of Battle – Piquet 1700-1900 by Brent Oman 2nd Edition published by Piquet Inc 2011
Table Top Battles – by Mike & Joyce Smith 1st Edition published by Mike Smith 2007 (2nd Edition 2018 available)
Practical Wargaming – hardback edition by Charles Wesencraft published by Elmfield Press/Shire Publications 1974
Is it fair to compare rulesets which are published decades apart written for vastly different audiences? I believe so. Despite visually apparent differences, there are some common threads in wargames.
On to Philosophy
NT19e
BwMS
GW
F&F
FoB
TTB
PW
Period – technology emphasis
+1
+1
+1
0
0
-1
+1
abstraction in scaling
+1
0
+1
0
+1
+1
-1
no figure/base removal
+1
0
-1
0
+1
+1
-1
cavalry ineffective
+1
+1
+1
+1
+1
0
+1
irritant skirmishers
+1
0
+1
0
+1
+1
+1
vunerable yet destructive artillery
+1
+1
+1
+1
+1
0
+1
column and line infantry formations
+1
+1
+1
+1
+1
-1
+1
attack defense objectives
+1
+1
+1
+1
+1
0
+1
morale dominant
+1
+1
-1
+1
+1
0
+1
battle narrative
0
0
+1
0
0
0
-1
Totals
9
6
6
5
8
1
4
Table 2: Design Philosophy
So NT19e along with FoB seem to have edged it on philosophy for me. I should say that by having a lot of scores to make, it may reduce my own unintentional bias (of course on the other hand wargames magazines are all about bias – “Buy me” bias).
Fire & Fury was very busy but brisk………..
Talking about bias – my requirement concerns European Warfare so I am effectively biased against other “continents” warfare considerations that are different.
Ok next up is Game Mechanics:
NT19e
BwMS
GW
F&F
FoB
TTB
PW
option to solo game
0
+1
0
+1
+1
+1
-1
measure not grid distance
+1
+1
+1
+1
+1
-1
+1
army selection/lists available
+1
0
+1
+1
+1
0
-1
pre battle actions available
+1
+1
+1
-1
+1
-1
-1
game time required (<2hrs)
+1
+1
0
-1
-1
+1
+1
units per side (6-12)
+1
+1
+1
-1
-1
+1
+1
unit ratings (varied)
+1
+1
+1
+1
+1
0
+1
table size (5’x4′)
+1
+1
+1
-1
-1
+1
+1
concealment/ambush/surprise
+1
+1
+1
-1
-1
0
-1
chance (situations/ cards etc.)
0
+1
+1
0
+1
0
0
figures per basic unit (12-20)
+1
+1
+1
+1
+1
+1
-1
support functions (engrs/ sappers) rules
0
0
+1
0
0
+1
-1
Totals
9
10
10
0
3
4
-1
Table 3: Game Mechanics
Earlier I asked is it fair to compare rulesets from different decades? Now the question might be should you compare battle rulesets with skirmish rulesets or measured games versus grid games. The answer is of course. Just be consistent in the criteria used for the scoring and try to avoid criteria that directly preference one solution. In my case grids games are not a requirement so do score badly on the requirement for a measured game that I chose to include – some personal bias there.
Battles with Model Soldiers and Gentlemans War seem preferable when it comes to Game Mechanics.
Battles with Model Soldiers gets you into action rapidly and is brutal……In Battles with Model Soldiers units were cast to the four winds in the first rounds of action
Finally we turn to Action Mechanisms:
NT19e
BwMS
GW
F&F
FoB
TTB
PW
alternate moves with opportunity
+1
+1
+1
+1
+1
+1
+1
initiative
+1
+1
+1
+1
+1
+1
+1
simple manoeuvre rules
+1
+1
0
0
+1
+1
+1
measure ranges
+1
-1
0
+1
+1
+1
+1
move and fire in a move
+1
0
+1
-1
+1
-1
+1
road movement restricted
+1
0
0
-1
+1
-1
-1
simple interpenetration
+1
+1
+1
+1
+1
+1
+1
saving throws
+1
+1
+1
-1
-1
-1
-1
leadership/pips/orders
0
+1
-1
+1
+1
+1
+1
written orders
0
+1
-1
-1
-1
-1
+1
cards for actions
0
0
+1
0
+1
0
-1
turn structure is fluid
0
0
+1
0
+1
0
0
simple combat resolution
0
-1
-1
+1
-1
+1
0
simple firing resolution
0
-1
-1
+1
-1
+1
0
8
4
3
3
6
4
5
Table 4: Action Mechanisms
Neil Thomas 19th century European rules come out preferred for Action Mechanisms along with Field of Battle.
Neil Thomas rules provide an excellent mix of production, design, game mechanics and action mechanisms making them hard to beat for all round use in mid nineteenth century gaming
In summary we have table 5
NT19e
BwMS
GW
F&F
FoB
TTB
PW
Production
4
3
6
5
2
2
5
Design Philosophy
9
6
6
5
8
1
4
Game Mechanics
9
10
10
0
3
4
-1
Action Mechanisms
8
4
3
3
6
4
5
Totals
30
23
25
13
19
11
13
Table 5: Summary
So there you go Neil Thomas rules are to be preferred in meeting my perceived gaming requirements. But……
I really like the liveliness of Fire & Fury while sometimes the grid games using Table Top Battles are just so easy and convenient. And then Gentlemans War offers a sense of detail which drives narrative – an essential requriement for the solo wargamer I would suggest.
Field of Battle uses the house theme of the card driven randomised turn structure of Piquet. I like it a lot but you need to invest your concentration in that ruleset even with the simpler FoB version. Like GW it offers narrative benefits.
My least liked set was actually BwMS even though Donald Featherstone has been the mainstay of my house rules over the years. This is because much of what he wrote was about design philosphy rather than pushing a particular ruleset. You could say nearly all his books were design handbooks for wargames rules writers.
My wargaming has continued to evolve. In 2021 I played more games than in previous years and created more fictitious eras for my mythical worlds. Fauxterre expanded in surprising ways. And that of course is the point about imagination – its very chaos is the atrraction. Unless of course your livelihood depends on producing it for others.
My imaginative wargaming is simply for pleasure – a distraction, an escape from the real world.
Wargaming on the other hand seeks rules and restrictions. So rulesets for many wargamers are a pleasure (!) in themselves rather than simply a necessity. The exception is I believe competition gaming where the rulesets are a necessity simply to allow the “fight” to be resolved at all and a winner declared.
In the wargaming arena “rules lawyers” are the pantomime baddy except ruining the event rather than adding to it. Perhaps the solution has always been there – make competitions more fun than theory. Less historical particulars and more game means that the lawyers have less to exploit. That said, even such family games as cards, scrabble or monopoly betray the rules manipulators!
From my perspective there seem to be far more rules published for game enjoyment even in a competitive situation. And despite a drive for simplicity the abstractions are often well thought out so the feel of the game historically is still there – a key part of the wargame enjoyment.
This is another blog post that has deviated already. On the subject of threads and themes I have been musing on the subjects of rulesets, games and imaginations.
I do like a set of wargaming rules and as rules writers have tended towards explaining their ideas ,these publications have become more readable. Even if you never play a ruleset, they give you someone elses opinion about a conflict or technology – what was signficiant when it came to the conduct of a campaign or battle.
In 2021 I indulged myself.
Piquet Field of Battle 1700-1900 – 2nd edition of this ruleset which likes lots of uncertainty – ideal for soloists and those who enjoy a degree of chaos when it comes to game turn sequence
Neil Thomas 19th Century European Wargaming – post napoleonic but very much still horse and musket. Neil Thomas rules work, really work – its that simple.
Practical Wargaming by Charlie Wesencraft – another ruleset that is coherent and in fact I have never felt the need to tinker with – well ok a little bit.
Neil Thomas Wargaming an Introduction – not my first purchase yet some really useful rules in here.
Mike Smith Table Top Battles – my “grid wargames” ruleset – they even gave me an easy way in to some naval wargaming – something I had previously shown no interest in.
Battle – Practical Wargaming by Charles Grant. A complete set of simple rules for World War 2. A vintage ruleset they convey a simplicity of gaming I have since only really found in Neil Thomas rules.
Peter Pig Poor Bloody Infantry is a grid ruleset but so much more. It is definitely a “game” and does not need adaption for me. I play it straight out of the book.
Donald Featherstone rules don’t appear but had regular run outs. The reason is simply that none of his books were in my view a complete set of rules. They were always full of rules ideas. And that means you get to tinker big time. He gets his own list!
Battles with Model Soldiers ever popular for some simple basics
Advance wargames for period specific mechanisms
Wargame Campaigns – does what it says on the tin lid – ideas for campaigns
Surprisingly Neil Thomas One Hour Wargames had little look in this year. That suggests I have had more time to play each game.
The most satisfying ruleset for 2021 has been Neil Thomas Wargaming 19th Century European Wars. It gave me everything I needed for a new era with his excellent balance of simple play and historical feel. Add to that, excellent scenario generators for both historic battles and those of your imagination, This ruleset has sustained my new interest for most of the year without distraction.
Although war with VinAlba was inevitable, the Duke Constantius Regent of Zarland knew that Maximilian of Nuringia was likely to act in 1817. The Elector had marched to war in 1816 yet then suddenly withdrew his troops.
The Duke’s concerns about Nuringia were well founded. In spring 1817 the Elector of Nuringia, Grand Duke Maximilian resumed his attack on Greater Zarland.
In a series of skirmishes he engaged with Eastern Zarland forces now commanded by General Kratzen – who had been praised for his success at Kloster Arens the previous year while fighting the combined VinAlban/Davarian army.
Almost at every turn the Zarland forces found themselves outfought in these skirmishes. Eventually Maximilian’s General Paskievich manoeuvred the Zarlanders to battle.
In a small action General Kratzen attempted to hold the village of Baumdorf. The Nuringians needed something to show for their efforts beyond successful skirmishing. General Paskievich ordered his forces to take Baumdorf once he realised the Zarlanders were not retiring.
The resulting encounter saw the two forces fight for Baumdorf with its nearby hill also the focus of attention.
Sharp Action at Baumdorf. This battle was fought using Table Top Battles by Mike Smith using has “Grid” option.on land, on sea, even fantasy – these grid rules are in their second edition – my first edition is shown here
Table Top Battles – the Naval Rules, have been occupying my time recently. NavalTTB are a very simple set of rules using a grid based set up. They are part of a compendium of rules featuring fantasy, air, siege and land based warfare.
Having played the basic rules I could not help but tinker with them.
The Extras
First up, I used a 50mm grid and not a 100mm grid permitting greater granularity in manoeuvre.
a 50 mm grid gave each 100mm square a centreline to sail on. In turn all “lines” became sailable with some rules tinkering. The spaces cease to be occupied directly.
Second I took the single broadside characteristic value of 3 and changed this to three possible values – 3,2,1. I also allowed three steps in the degradation of a broadside after being hit. So a ship might start with a 3 then go down to 2 and finally 1. Note the numbers 1,2,3 are the actual values added to the die roll for a broadside scoring a hit.
The Blue Squadron’s ill fated Chippewa has lost all sail, while all its broadsides (3 per side) and its one of its close action firepower (2xCr=Crew) remain intact
I also permitted some ships to have say a 2 or 1 rating for their broadside from the start reflecting a weaker armanent. And then I still allowed those ships three hits absorption before that broadside would fall silent. So this might be 2,1,1 or 2,2,1 or even 1,1,1.
I left the score tables, crew attack and command values unaltered.
Finally I altered the sailing manoeuvre value. Essentially a hit on a sailing capability each time reduces the speed (movement per 100mm square) by 1. I applied some options, as in a large ship could have say a maximum of 2 while a small ship had a value of 4. In either case degradation of manoeuvre gave more granularity. So a faster ship might have “S” values of 4 then 3 then 2 and then nothing while a slower ship might have “S” values of 2,1,1, before being unable to move.
One final change I made was to sail ships on the “line” of the grid and not in the space. A ship turns on its centre and cannot overlap another ship when it does so. The standard rule of no ramming was retained.
This was a result of my using a 50mm grid.
The unintended outcome of this movement change was for ships to become stuck alongside each other. That felt ok though.
The Battle of Tinckermann – Fauxterre 1816
The Red Kingdom had found out that the Blue Kingdom was attacking some of its provinces and making an amphibious attack. The Red Kingdom dispatched a strong squadron of ships to disperse the enemy fleet.
The Blue Kingdom, well informed about the Red Kingdom actions sent a squadron to intercept the enemy squadron.
The Red Squadron
The Fortuna – a 3 decker 3 masted ship of the line
The Estedio – a 3 decker 3 masted ship of the line
The Meshuda – a 3 decker 3 masted ship of the line
The Zugarte – a 2 decker 3 masted FAST ship of the line
The Blue Squadron
The Chippewa – a 3 decker 3 masted ship of the line
The Allegheny – a 3 decker 3 masted ship of the line
The Abellino – a 2 decker 3 masted FAST ship of the line
The Firefly – 1 decker 3 masted FAST Frigate
The Lyra – a 1 decker 3 masted FAST Frigate
The Blue Squadron attacked the Red Squadron in two lines while the Red Squadron attempted to keep a single line and sail between both enemy lines attacking them at the same time.
Early on the Chippewa lost all sail control and drifted out of the battle. This in theory evened up the battle between 4 ships on each side. Then the Fortuna became caught between the Allegheny and the Abellino.
The Allegheny and Fortuna are in the positions that framed the rest of the action while Chippewa in top right drifts out of the action. The blue/red dice indicate a ship has acted in the turn.
Then the Zugarte, Estedio and Meshuda isolated the Allegheny although the Firefly gave aid.
Firefly attempts to aid the Allegheny
At this point in the battle both the Allegheny and Fortuna were stopped and the other ships manoeuvred to support or exploit the situation.
The final action saw the Red Zugarte and Estedio take on the fast Blue Frigates Lyra and Abellino. Lyra and Estedio had their sail control destroyed.
Lyra (blue) and Estedio (red) are stopped with no sailing power left – they have orange dice on them
At this point the Red Squadron broke off the action and the Meshuda escorted the Zugarte (now with no armanent left) away.
Actually the 12th game move finished. The standard rules are a 12 move game.
Outcomes
At the conclusion of the action the Red Squadron was driven off having to abandon both Fortuna and Estedio – both ships suffering so much damage to their masts that they could no longer manoeuvre.
Firefly and Abellino make sure the Red Squadron make plenty of sail.
The Zugarte had lost all its broadside and crew fighting power. It could still make sail and was escorted away by the Meshuda, which still had both fire and manoeuvre capability remaining.
The Blue Squadron despite driving off the Red Squadron had suffered badly.
The Allegheny had lost all sailing ability although it still had some broadside capability. The Lyra likewise could defend itself but needed repairs before it could make sail again. Early in the action the Chippewa had suffered complete loss of its sailing ability and as the action moved away it sustained hardly any damage keeping all its broadsides intact.
The Firefly retained sailing and fighting ability as did the Abellino – these two vessels were to be seen driving off the Red Squadrons Meshuda and unarmed Zugarte.
And so ended the Battle of Tinckermann with the Blue Kingdom free to continue its land attack on the Red Kingdoms provinces.
A mark 1 ship card – to make them reuseable I inked them in.A mark 2 ship card! – more improvements required methinks
Afterthoughts
The difference between a win and a possible draw occurred in the last move of the game between slightly unequal forces. I will test this a bit more. It does mean the game hangs in the balance. And for the soloist it is not easy to see who is winning where – always a bonus.
If I was inclined a permanent sea table along with 3D models would drastically improve the visual aspect of this game. Indeed I do have some models from wizkids 2005 pirate game. Somehow I preferred the 2D test set up.
So this has proven a surprising distraction from my land battles. I tend to use TTB for land battles when the action does not lend itself to using Neil Thomas One Hour Wargames or 19th Century European Warfare Rules.
I like to think if Neil Thomas wrote some naval rules then NavalTTB would not be far off the mark.
Having had my naval warfare appetite wetted by a series of books ostensibly about land warfare, I now had to hand a simple ruleset for naval wars.
a 40 page compendium of rules oriented to grid gaming
Table Top Battles (TTB) is a compendium that include several rulesets, one of which is about naval warfare. The rules are clear – they are not an exercise in sailing simulation: I think they are a landlubbers abstraction. That does not sound complimentary. They are simple, quick, fun and to this landlubber just what I needed to play out some of the small actions I have been reading about.
The Blue squadron engage the Red squadron – the red squadron started the action one ship less with otherwise identical ships. The rules reward broadsides although spectacular results can be had attacking the stern with a broadsideThe Abellino has taken a hammering from the Red Squadron and limps away from the action with just one sail (= 1 move per turn down from 3) and its command intact in the sternIn a last exchange Zugarte of the Red Squadron finishes off the Blue Squadron Lyra but it is too little too lateZugarte in turn is caught by Blue Squadron Allegheny and Firefly – no contest
I used the rules out of the book unaltered and found they were quick and easy to apply giving swift results. The original squadrons arriving in a line (two lines for the blue squadron) soon broke into small groups contesting their survival one to one and occasionally two to one. It felt right.
The movement is unlimited so ships can stop, go maximum or any distance in between if they have sufficient sail intact. Each ship had 3 sails = 3 spaces maximum movement. The ships could turn in a square with each 90 degree turn taken. This level of abstraction might feel like bumper cars. However the question is “is detailing carefully turning as a process – useful?” Whereas rules that focus on outcomes tend to the abstract.
Each ship is given armanent in the shape of a broadside on each side of the ship. The broadside can only fire at ninety degrees to the ships keel line. The crew represent other close action capability. This has limited range and impact yet 360 degrees of direction irrespective of which crew element is left in operation.
The final component is the command. This provides additional support to the combat elements of crew and broadside.
All 4 element types – sail/broadside/command and crew can be destroyed and that is the sole objective of the game. In this way you knock ships out of action.
The winning side is the one having the most ships with both some sail and broadside capability.
With 5 versus 4 ships, all identical, the advantage was signficiant and the result was all the smaller sides ships were defeated. You don’t get draws, I suspect, if fighting to the last ship. So any game should be time bound or have limited victory conditions.
As a basic quick maritime wargame it works. This landlubber is happy.
They retail at 14 GBP – remember though, you get multi era rules for land, sea, air, fantasy, sieges and campaigns. The naval ruleset also covers ship to shore battles which I have yet to look at.
Having decided to try out Mike and Joyce Smith’s Table Top Battles (TTB) – the naval rules, I suppose the question might be why? why now?
The consequence of being taken in by post napoleonics and 19th Century Italian Wars has led me to 1848. In that year there were a series of revolutions across europe. Some, like the First War of Italian Unification involved such unlikely naval opponents as Piedmont and Austria in the Adriatic, while on the Baltic Denmark squared up to an aggressive German Confederacy.
Now I also stumbled across something else.
The Wars of Italian Unification are reckoned to have really got going after Napoleon first defeated Austria in the 1790’s fuelling the peninsula with raw ideas of revolution.
So reading about Napoleonic Italy led me to the US Navy in the mediterranean sea! This is something I have completely missed. Mind you the 1812 Anglo-American War has passed me by as well.
All these steps were made possible by reading books. I love book reading – yes I need access to online material but I love reading a “printed” page.
MacAulay’s Book 1 of his Garibaldi trilogy includes his hero’s failed attempt to join the besieged Venetians. Michael Embree’s Radetzky Marches covers the siege in more detail including some sea action.
The red book of McAulay written in the early 1900’s about his hero Garibaldi. I am sure Sharp Practice would work for Garibaldi at least in 1848 anyway!
General reading about the italian wars of the 19th century introduced the presence of the US fleet in the mediterranean.
this educational book is just right for quick reference – it gives excellent summaries
The First Schleswig Holstein War of 1848 includes some fascinating sea action – where the shore batteries won!
This is a fascinating war related to a famous question – the Schleswig Holstein question of course.
A book about Barbary pirates fighting the US Navy in the Mediterranean in the early 1800’s actually covers some of the effects of the Anglo-US war of 1812 and the whole issue of the lack of a US fleet that could even put to sea when blockaded in home ports by the dominant British Navy.
an interesting story about the USA squaring up to the Barbary states of North Africa who had got used to being bought off by the Europeans when it came to enslaving captured ship crews and passengers.
And that final book has led me back to the USA and some of its naval experiences during the Napoleonic era. That has somehow triggered in my head the need to test simple naval rules.
I am after small actions and a high level of abstraction.
a favorite abstraction icon from the Ferens Gallery Hull – East Coast Port by Paul Nash
While abstraction is an essential part of wargaming your mind of course fills in all the gaps to give something like this…………