Categories
wargaming

What is Wargaming?

I started this post in early 2021 and simply abandoned it – binned the lot.

Here goes again.

In summary it is this………

  • playing games about war and through aspects of warfare

Thats it except of course that is not “it”.

Wargaming can involve any or all the following

  • ballistics
  • estimating
  • probability
  • statistics
  • art
  • abstraction
  • arguments
  • laughing
  • hilarity
  • geography
  • writing
  • mathematics
  • arithmetic
  • memory
  • history
  • science
  • persuasion
  • decisions
  • craftwork
  • competition
  • painting
  • geometry
  • religion
  • fieldcraft
  • impressionism
  • metalwork
  • research
  • fashion
  • design
  • imagination
  • woodwork
  • music
  • reasoning
  • rules
  • reflection
  • observation
  • guidance
  • opinion
  • measuring
  • scaling
  • proportionality
  • modelling
  • technology
  • language
  • FUN

plus anything else you can think of (apologies if you find a duplication in the list)

I might have set this out as per a certain 1970’s drinks add and finished with “ever fizzin…..” but I might have stumbled into copyright and licensing problems. Oh, so you can add

  • social media,
  • image rights and
  • IPR as well.

Take your pick – my abiding fascination for wargaming is its sheer variety.

So the next time your accused of causing aggression or violence point out that many sports are well ahead in that queue and quite a few other apparently “peaceful” activities as well!

Enjoy your wargaming peacefully.

Categories
wargaming world war two

An Unexpected Surprise

For the soloist, looking into the eyes of an opponent and not via a screen is a surprise – a nice surprise.

In this case it was a “live” wargame for a soloist. What to play? Time of the essence – it had to be quick. Although Neil Thomas is invariably a draw, it was “What a Tanker” (WaT) by Too Fat Lardies that won the decision.

with a bit of notice a suitable scene was created – the crossroads was supplied by Coritani at the Fiasco Show

I set up a congested scene after a recent solo run out of WaT had proven to be a bit too much of a target practice event.

Points tally was dictated by wanting at least 3 tanks a side playing wide across a 6’x4′ or 1.8m x 1.2m board. And with one gamer wanting big German tanks to figure, we ended up as follows.

Germans (43pts)

1 Pz VI Tiger I 21pts – armour 10 and strike value 10 with slow moving turret and heavy armour

2 PzIV E-F1 9pts – armour 5 and strike value 4

3 PzIV H-J 13pts – armour 6 and strike value 7

they were up against

British (45pts)

1 M3 Honey 9pts – armour 4 and strike value 4 Fast

2 M3 Grant 10pts – armour 4 and strike value 6

3 M4 Sherman 12pts – armour 6 and strike value 6

4 Sherman Firefly 14pts – armour 6 and strike value 9 slow mover

The British were so short of tanks the Honey had to be sent into action in bare metal (ok plastic) and some white primer!

The scene was near a destroyed bridge with a village of sorts clustered around a crossroads.

What a Tanker requires scenery classification.

The starting points were random. The tiger was in one corner. The M4 Sherman was opposite. The weaker PzIV EF and Grant were at the other flank. In middle the Honey and Firefly faced off the other PzIV HJ.

Everything was a minor obstacle except for some tough hedgerows which being MAJOR obstacles required extra effort to cross. These were my recently completed “sponge hedges”.

Victory conditions for this game were destuction of all enemy armour.

The hedgerows at the top of this photo drove both the German PzIV EF1 tank and its M3 Grant into the village with mixed results.

The Germans were a bit sluggish yet the Tiger took out the fast M3 Honey even before it moved. Things were not looking good for the British. The M4 Sherman (in the wide open) and opposite the Tiger had maxed out on moving (getting lots of drive dice to use in its first turn) and also rolled high (you roll dice for inches of movement). It promptly raced for the relative shelter of the village.

The Firefly was soon engaged with the PzIV HJ and stayed on the west road exchanging light damage.

The Tiger struck again and the Firefly was no more.

The Firefly succumbs! as later does the PzIV HJ – west street was littered with destroyed tanks

The odds were still stacked against the British. Fortunately the Tiger failed to get “drive” dice and the remaining M4 set about the PzIV EF1. Meanwhile the M3 Grant which had struggled to do anything useful managed to get on the north road despite halting in line of sight of the Tiger which this time failed to “acquire” dice for an easy target ( the tiger was at one end of the board, the Grant at the other – 72 inches away).

The Grant then scurried into south east wood before heading north!

Finally some better luck for the British as the M4 took out the PzIV HJ – striking at its weaker flank. Yet the Tiger was now hunting in the village.

The Tiger stalks the M3 Grant at very top left – it really is there! – but it is just a glimpse as the M3 scuttles away

Now the Tiger was really on the move and almost caught the tail of the M3 Grant. Random movement allowed the Tiger to then reverse back onto north bridge road to confront the M4 Sherman that had carelessly decided to chase the action.

The Tiger reverses back onto north road to deal with that “2 kills” M4 Sherman

The M3 Grant continued to skirt the east side of the village arriving at the north end of the village at exactly the right moment – what a journey!

Finally the M3 Grant arrives at the action
No fire dice? with Tigers you can simply crush the opposition………..

The Tiger dice were thrown and they were “drive” dice and no “fire” dice. The Tiger simply drove straight into the M4 Sherman and then – nothing – it failed to crush the M4.

Failing to crush the M4 Sherman led to the M3 Grant getting a free shot at the Tiger’s slightly weaker rear armour.

At that point the M3 Grant had completed its own circumnavigation of the village and acquired the weaker armoured rear of the Tiger 1.

At last the dice really went with the British and another lucky shot destroyed the Tiger 1.

really lucky dice by the unfashionable M3 Grant

Game over!

Gaming tools include measuring sticks, tape measure, dice and dashboard indicators for loaded, aimed, target acquired and buttoned

This game had all the twists and turns WaT offers. After the early dice rolled well for the Germans, luck ran out later on as the British crucially threw two sets of “tank destroyed” dice.

Great fun and we even gave the “oldhammer” measuring sticks a run out.

Categories
wargame rules wargaming

The Battle of Tinckermann

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.

Categories
Mid 19th Century Wargaming Vienna Treaty Wars wargaming

Plan A never survives contact

In 2020 my wargames hobby plan started with a plan and actually stayed mainly on track with just a few unexpected deviations.

So the Plan was NitS (Normans in the South). The main deviation was to Normans in the North – well actually Norsemen posing as Danes fighting Anglo Saxons. I painted, played games (ok solo ones), read copiously and tested some rules. My wargaming always includes painting figures, playing wargames, reading about the subject of history as well as the wargame and testing out rulesets.

a favorite image from 2020 – the shieldwalls collide

So the main deviations still relate to which plan I am doing. And a plan is normally related to a period in time.

2020 was definitely dark age territory.

I painted up 1/72 plastics, based impetus style as 80mm x 60mm elements. The Strelets multiposed figure boxes work very well. The reissue of their Normans after 8 or so years was also a great help.

Coupled with Neil Thomas’s, Ancient & Medieval Warfare (AMW) or One Hour Wargames (OHW) Rules requiring only 8 or 6 elements per army meant I had some easy gaming options.

And more crazy, I bought a book to learn anglo saxon – now gathering dust, yet I did write a poem about Aethelflaed on this site.

Crikey wargames is dangerous stuff!

Well Plan A 2020 was looking good to become Plan A 2021 – until I read an article in Lone Warrior about some “mid 19th century warfare” (very catchy period name). By then it was late November so you could argue Plan A 2020 – job done. I mean I should already have Plan A 2021 in the can? Well I did.

Plan A 2021 would see a return to NitS (Normans in the South).

A few of my Normans in the South that did get off the Painting Table in 2020

Wargames Plan A – never survives contact with …………………………. ……………………………………………………………….. another interesting article.

So for completely unexplainable reasons, as I read Brian Camerons article, my mind wandered towards 19th century bearskins, kepis, long trousers, rolled greatcoats, lances, sabres and rifles.

The Renaissance Troll post I read about Napoleonic “imagi”nations put the final nail in the NitS coffin.

The 2021 plan A did not include the dark ages or NitS. Sorry folks – I am sure they will make a comeback.

So for Norber the Wargaming Erratic – Plan A 2021 is

Wargame Rules

  • Wargame using “19th Century European Warfare rules” by Neil Thomas
  • Wargame using “Table Top Battles” by Mike Smith maybe with his grid system
  • Wargame using “Piquet Field of Battle 1700-1900” by Brent Oman
  • Wargame using “Practical Wargaming” by Charles Wesencraft

Wargame Army Periods

  • Post Napoleonic 1815 – 1830
  • Monarchists & Revolutionaries 1830 – 1849
  • French resurrection & Prussian hegemony 1850 – 1866
  • Austro-Hungary and the Ottomans demise 1866 – 1877

Wargame Figures

  • Hat 1/72
  • Strelets 1/72
  • Waterloo 1815 1/72
  • Maybe Warrior Miniatures 25mm metals

I wrote this in January but since then have been busy posting about doing things. And yes Plan A 2021 is all about the 19th century.

A recent VTW1815 game using Neil Thomas rules and an eclectic mix of figures – is that the “shade” of Napoleon or his Doppelganger?

More posts coming on the Vienna Treaty Wars or VTW as I abbreviate it.

Categories
1/72 scale figures 20/25/28mm figures Mid 19th Century Wargaming miniatures painting wargaming

Piedmontese make progress

So my first unit are line infantry from the Piedmontese Kingdom circa 1850. Here they are glossed – yes its all shiney here. 12 figure units are the order of the day.
Categories
wargame rules wargaming

Leadership, MacDowall, Callan and Mersey

Well I missed the Wargames Illustrated Magazine free rules giveaway this Autumn. The rules were “never mind the billhooks”. Written for Wars of the Roses. They are just one of many or should I say one of the “plethora of rules” that wargamers can access these days.

So what fuss would there be, given their free, should be more bargain basement than of any original value surely?

Well Andy Callan is the author and for me he has history and if he has authored the rules they will be worth a look. I first encountered Andy Callan as a writer in the 1980’s when I recall his ideas about rules were running against the grain: Something to stir up trouble in wargaming circles most of the time. After all we can be a fussy lot.

Over the years I have kept articles from magazines. Yes I know I have probably destroyed some valuable copies in the process. Still I have what I need. And more to the point I have articles that are still useful reading even decades on.

So back in Spring 1987 when I think Stuart Asquith was at the helm, Practical Wargamer published an article by Andy Callan entitled Leaders and Generals.

He covered three periods in the short article that was really about rules design. The medieval and dark ages era leaders should worry about unit formation – a measure of order, unit aggression – a measure of fighting spirit and unit strength. The latter being an amalgam of numerical strength, armanent and relative fatigue.

The Leaders would be allocated command points.

His main objective for this period was that the “big man” (he coined that term) should be focused on being a “leader” and not be a “general” standing at the back directing operations with so many staff officers.

Move forward a couple of years and we are back with Stuart Asquith who via Publisher Argus Books offered the “wargaming in history” series of A5 booklets.

Simon MacDowell authored Goths, Huns and Romans.

My Dark Ages – “as the lights go out” late roman end of the period has never got beyond a 15mm DBA army acquired at Triples about 20 years ago. Well I do also have a 15mm late byzantine DBA army. Neither have had much of a runout despite my love of DBA. A case of right period wrong ruleset maybe?

He offered a set of rules within a booklet that also gave some background history; explained the forces and troops involved; set out a variety of game options from skirmishes, through encounter battles to campaigns.

Simon required his leaders to personally intervene to motivate troops to act. Control Points were allocated to each Leader along with inspiration points.

Both these writers were contemporary with the first trials of what became DBA. DBA was conceived in 1988 and was first published in 1990.

And so I thought that all this was disconnected from today. Yet I happened then to rediscover an article by Daniel Mersey in Battlegames shortly after publication of his successful Osprey publication Dux Bellorum around 2012.

And nestled there is Daniels’ homage to that 1980’s wargames era and specifically Andy Callan.

I remember Andy Callan promoting what I consider to be important considerations when trying to replicate the feel of a period through command and control. And I think the other key theme is that you make your rules period specific.

I hope his latest rules “never mind the billhooks” carry on that theme of challenging the status quo and promoting enjoyable and satisfying wargames.

And one final point, Angus McBride bestrides the world of illustrated warriors. His work has become synominous with Osprey. Yet Rick Scollins had a way to engage you in the 1980’s and as you can see he even influenced the young Daniel Mersey (see above). And perhaps appropriately it is his West Saxon Thegn who illustrates that 1988 article in Practical Wargamer.

Happy wargaming whatever your rules preference.

Categories
wargame rules wargaming

Shieldwalls collide with One Hour Wargames

Not content with adding Table Top Battles to the test mix I have now decided to test my shieldwalls under the very quick ruleset written by Neil Thomas. “One Hour Wargames” (OHW or 1HW) does what it says – gives you a game in under an hour.

So my next posting will cover what happened when Earl Mathedoi caught up with Thegn Pyrlig.

Categories
wargames blog

Erratic wargaming

What its all about………

This blog will be erratic simply because when it comes to wargaming I am the proverbial butterfly, the world is full of the next nectar stop. So pop in now and again your always welcome.