Wednesday, November 26, 2014

Ancient Game with 8 yo daughter and One Hour Wargames

Introduction
I bought Neil Thomas's One Hour Wargames as soon as it came out and devoured it in a single setting.  Nice simple rules, easily modified.  It comes with 30 scenarios, which is great value in itself and I had visions of playing the scenarios with other rules, or at least using a heavily modified version.  That was September 2014 and I put them aside.



Links of use
Here are some links to reviews/replays using these rules:
Heretical Gaming blog post review
El Rincón de Slorm blog post review
KEITH'S WARGAMING BLOG blog post review
John’s Wargame Page blog post review
Wargames Illustrated review
Cambronne's Reply blog post review
SPEAR TO THE STRIFE blog post review
Yahoo groups for discussion on Neil Thomas's rules

You can buy it via Amazon, Pen and Sword, On Military Matters and likely others.

Introduction (continued)
Fast forward to a few days ago (November 2014) and my eight year old daughter says "when are we going to play with your ancient figures - the ones in the drawer?"  I have a set of map drawers and there is always a few ancient games set up on 2'x2' boards inside. We used to occasionally get one out and push some figures around.  No rules to speak of - just line them up in pretty rows.

My daughter struggles with maths and I have been doing extra addition and subtraction (with numbers under 20) for the last couple of months, usually using online maths games, verbally or the abacus.  As soon as she said ancients game I thought of Neil Thomas's rules - it has adding or subtracting 2 from a die roll (damage inflicted), and adding numbers to 15 (15 is the "hit points" of a unit).  So today, we set up a table a played a game.

Plans and children do not mix, but this went brilliantly.  So brilliantly and so rarely, I felt the need to write a blog post!

The Setup
It was a going to be a quick game.  I had some medieval figures in a box I had ready for another game that never happened. My daughter loves horses and you get a lot in the medieval part of the rules.   I played with just one WRG DBx base is a unit and used a 30cmx30cm cork tile I had from years ago. Distances would be measured in cm.  And we would use a roster off the board to score the hits (as part of the aim of the game to add up the hits!).  I cut two pieces of timber - 6cm and 12cm - to be the movement and archery range measuring sticks.  I would go for 5cm and 10cm next time and this fits in with the 30cmx30cm table.  Rules are originally designed for 36"x36" with 12" long moves; this would convert on a 30cmx30cm board to 10cm long moves, not 12.

The scenario would be a simple flat table, no terrain.  We rolled for the units. The rules have a simple system to roll a single d6 per side for random forces.  I setup first and let my daughter set up after seeing my setup.  I did not help her with her deployment but she copied mine to an extent.  She has never played a game of miniatures with rules before so she does not have a grasp of tactics and occasionally I explained possible options for her to choose from.

My daughters forces, mostly Romanian Franks

My forces, random medieval. Note that I only have two figures on my archer base, but this is just to easily differentiate them from the other side.
I explained the rules.  Took about 10 minutes.  She did say after the game this was the only boring bit.

For those that are interested, here is a summary of the medieval rules:

  • Alternate turns and each player turn is move, shoot, melee.  Cannot move and shoot.
  • Mounted move 12, Infantry 6, archers range is 12.
  • For shooting, select a target and roll 1d6+2.  This is the damage inflicted on the target.
  • For melee, roll 1d6 (+2 for Knights, -2 for Archers) for damage to the target.
  • Men-At-Arms halve damage received due to their armour. Flanks attacks double the damage.
  • A unit is eliminated when is reaches or exceeds 15 hits.
  • Game ends when one side is eliminated.
Game start - I am at the bottom, Daughter at the top.
The Game
My daughter went first and promptly moved her Knights to within a few centimetres of mine.  This meant I would charge next turn and get in damage first.  But she did not care!  I helped her with moving the archers (i.e. don't move them to where I can charge them).

My daughter's first move.  A normal knights tactic!
I charged in and so get to inflict damage first on each of her three knights.  This gave her the opportunity to draw a small icon (her idea) to represent each unit and write down the its damage.  We were using rosters so she could add up damage as it occurred, part of the point of the game.  I did not move my Levies into the Men at arms on my right flank as they are take only half damage.  My Knights should win, and then help take them out. This plan sort of worked. 

Note: I pivoted my archers and then fired.  I should not have been allowed to fire.  I realised my mistake later and gave my daughter a bonus move later on.

I charged the few centimetres in response.
I did think about moving some infantry onto the flanks of her knights, but thought that maybe I should go for the archers on either flank instead. Not sure if this was a wise choice or not.

On the left, I charge my Levies into the Archers. My Levies had already taken 13 points of damage from good archery fire, so I needed to at least damage the Archers to regain some honour. On the right the archers move to get into a position to fire on my daughter's Archers.

I moved to destroy the flanks.
The combat between the Knights goes roughly as expected - My daughter loses two Knights when they reach their limit.  The next turn, I lose a Knight.  But I also lose a Levies. The Men-at-Arms absorbing 1/2 damage is quite good, especially as I was rolling 1s and 2s!

My daughter loses two Knights, then next turn I lose one Knight and the right flank Levies. 
My daughter is not upset by this at all!  She is having too much fun!
My daughter's last Knight goes the turn after so I charge the right hand archers with some Knights.  I forgot to move my other Knights (what was I thinking - I have no idea).  I allow my daughter to pivot 180 and charge my Archers to balance against me firing on the Men-at-Arms when I should not have  (normally you can only pivot 45 degrees when charging).

Knights charge the archers (top right); Men-at-arms charge my Archers (bottom right)
As expected, my Levies fail against my daughter's Archers on my left flank.  Although she had some bad rolls, and Archers subtract two from the die roll, I was only 2 points away from elimination when I charged.  I charge the Knights I forgot to move last turn into the Archers.  Victory for both of us on my right flank.  Her Archers gone, as are mine.

My Levies gone and charged with the Knights, on the right we both lose an archer unit.
The Men-at-Arms charge into the rear of my Knights.  Double damage for a rear attack.  I have 10 points, she rolls a 4.  She added the 4 to 10 damage the Knights were carrying, and then was very excited when I said it was double damage for a rear attack!

The Men-at-arms, after routing my Knights on the right, move to attack my Knights on the left.
Her Archers were never going to last very long against my Knights.  But my Knights know have a total of 14 damage form all the melees so far.  And the Men-At-Arms charge in the flank for double damage.  And roll a 6.  My daughter is excited once again.  She does not add it up: 14+12 is obviously more than 15.   Her Men-At-Arms are the last unit standing. A close game.  She has won!

The last melee.  It ended as bad.

The last unit on the table.  My daughter's Men-At-Arms.
My daughter could not resist writing out her win.  And put her winning army on display around it. And forced me to take a picture.

My daughter ensures we all know who won against whom.

A well deserved win to my daughter.  My first game with actual rules against her.

Verdict
It took about 40 minutes to play.  Without much tactics - just getting in - that seemed reasonable playing time.  I had fun, and there is lots of adding and a bit of subtraction, which was the aim of it after all!  Having to halve some hits and double flank attacks was a bonus for the maths too.
After the game I asked her what she thought.  Her answer "That was awesome!"  makes me think we will be playing again!

Oh, and the rules.  I like them.  And without any modifications!

Sunday, November 23, 2014

NUTS Comic WW2 battle report - North of Cheux 2 Normandy Game 03

Introduction
This is the third game in a short campaign following a British section post D-Day.

I am using my streamlined version of the NUTS! rules and 20mm figures on a 2'x2' table and am halving all distances in the rules. The terrain generation is from Platoon Forward and the wound effects and random events are based on Patrol:WW2.  The writeup is using Comic Life.

Background
I am loosely basing the campaign on the journey of the British 7th Battalion, Hampshire Regiment of the 43rd (Wessex) Division in 1944.  28-2 July 1944 saw many patrols and a few German stragglers captured.   

It is my third game with NUTS! and I did some streamlining to the rules after game 1, mainly converting it to single d6 rolls but it is still mostly NUTS!  This game has the 8 members of the section patrolling once again.

Game

Click on the picture for a larger image.










Verdict
Another fun game.  I think these rules are great at capturing low level skirmishes like this.  Still takes over an hour and the writeup is longer than normal doing them in Comic Life. Due to the interactions and the chaos on the battlefield, I cannot really stop this game at a certain point and come back to it later.  It does not really lend itself to it.  I am used to playing in smaller stints than over an hour at a time.  I am going to stop doing these for a while and get back to other projects.

Sunday, November 16, 2014

20mm WW2 West Front 1944 battle with 9 year old (3rd one)

Introduction
The 9 year old that I have played a few games of 20mm WWII asked for a game over the school holidays while he was staying over for the day.  How could I say no?  The weather was going to be great so I thought why not play outside where the light will be perfect.  If we are to play outside, I could use the entire table tennis table when I usually use half of it.  My first game on a full table tennis table in nearly 10 years.  I was amazed on the quality of the photos I took compared to the ones normally taken inside and at night – amazing what a lot of natural light can do!

The rules are the same I used for the last two games against him - a slightly modified version of my own rules that uses more dice rather than die modifiers, see here.

Deployment
I did not choose a scenario but wanted to use some Brits so chose September 1944.  It was to be an engagement scenario as there was not that much time.  Next time I will get into more of an attacker/defender battle. While setting out the table I realised I do not have enough terrain for a 9’x5’.  Neither the amount of roads I want, and definitely not enough trees!  My mantra has always been “you can never have enough trees” and I proved it with this setup.

A composite view of the entire 9'x5' table, Brits enter from the bottom
The objectives across the centre.
The objectives were to hold the crossroads and the T intersection in the centre, the church of the British right, and the road corner on the British left.

The British left. The Germans focussed on the centre and this flank
The British right, the British gave a good showing on this side. 
Troops
I selected what felt about right, and not too much so the table did not feel cramped.  For instance, there was only 4 tanks on each side.  I think it worked quite well not having so many troops, it allowed for some manoeuvre.  

Germans
4 PanzerIVJ
3 12 figure units (incules 3 MMGs), in 9 half tracks
1 75mm AT gun + half track tow
1 Kubel Wagon
1 Motorcycle

British
I have always wanted to use a full contingent of Carriers – I have been collecting them over the years.
13 Carriers (carrier platoon) with 3xLMGs (2 crew), 3x2" mortars (2 crew) and 18 riflemen
1 truck platoon (1 MMG, 8 riflemen, 3 trucks)  
1 Firefly
3 Shermans

The Game
The centre, where the objectives were, was where a lot of the action was.  I have split the report into Centre, left and right as it is easier to follow.

The Centre
The German forces enter down the centre road.
The British response along a wide front.
Due to some good cards, the Germans get to the centre first and begin to setup for defence.
A little further to the British centre right, the Germans have managed to get a foothold.  They have occupied all of the building on their side of the village.  The British have not got to a building yet. 
Two carrier sections race up in the centre to get to the village before the Germans occupy all of it.
The British, due to some good activations, make in to the village.  The infantry behind the buildings are in them,  You can just see the PanzerIVs at the rear of the photo.  Note the line of sight to the Sherman - the Sherman is KO'd next turn! The infantry fared better, and managed to inflict a lot of damage across the roads into the German occupied houses.
The British left
The Germans, keeping the initiative going, get to the objective on the British left and take over the objective with good backup forces.
A carrier platoon moves into the wood opposite.
The view from the German side (the carriers have been removed as I tend to remove trucks etc once they have unloaded.  The British have a Sherman, the Germans have no armour on this side. They do have an Anti-tank gun on this flank, but not in a position to fire at the Sherman.  The Sherman did rout a few Germans, but then they stayed out of sight and the Sherman was just a minor deterrent from then on.
The first thing to note is the lack of British infantry in the foreground woods.  All gone.  Two activations of fire by the Germans took their tool and they were drastically reduced and then routed.  But the Germans are substantially reduced as well.  The Germans also reallocated a PanzerIV to help on this flank.  This is important as the British have one last unit that is coming around the far left (off to the left of this picture.
And here is the flanking British infantry running through the woods to the Germans. 
And here is the PanzerIV overruning the last of the British on the left flank.  The Germans hold the objective, but only with about 1/2 the units they started with on this flank..
The British right
The British send the trucks to occupy the hill with the church.  They took a few turns to get there, but the Germans had been lax and not sent anything on this flank.  The church hill overlooks the village so it is a good spot for the British.
The Sherman is gone.  The British successfully advance across the hill, heading towards the woods in the centre of the picture.
The Germans move some units in the woods for defense, but there are more British than Germans.  It proves to be deadly for both sides.
End Game

The British are hanging on in the woods, and the Germans are getting the worst of it.  The sherman manages to damage a PanzerIV.
The german infantry in the village has just about gone so a small unit moves up under the cover of a PanzerIV.  But unluckily into the range of the Sherman Firefly that has hung back all game.  First shot - gone!
The Firefly
Another PanzerIV falls.  The Germans infantry ran away from the village.  The Germans have lost a fair few of their units, fail an force morale check and retreat to fight again another day. 
Verdict
The rules are holding up just fine.  And I won.  Against a nine year old I know, but I lost the first two games I played against him!  He is now ten since I played this in July and we have penciled in Christmas to play again.

Monday, October 20, 2014

Battle of the Granicus 334 BC using Ancient Battlelines Clash

Introduction
This is game 19 in play testing my ancient rules by replaying historical battles.  The latest version of ‘Ancient Battlelines Clash’ is on its own blog page. I am play testing the rules by replaying all the Peter Sides scenarios from his Historical Battles books.  ABC is designed to finish in under an hour on a 2'x2' table.

Version 2 of the rules
This is the first historical game playtest of version 2 of the rules.  After lots of minor tweaks over the last two years, I re-wrote them.  While the rules themselves play 95% the same as the last iteration of version 1 (1.3s for those interested), they are a lot shorter and I think are better written. A lot as in less than half the pages of the previous rules.   Further details of version 2 compared to version 1 can be found in this blog post.
 
Battle of the Granicus
Alexander crosses the Hellespoint into Asia and it met by a large Persian Army facing him across the Granicus river.
 
Here are some links of interest that I used to create the scenario:
Wikipedia article
Ancient History Encyclopedia battle description
Junior General battle and rules
DBA Scenario
Clash of Empires scenario
DBM Scenario (also has a link to an alternative DBM scenario)

Scenario changes
Reduced by about third the troops due to my smaller sized table.  However, I roughly halved the spear or pike units as the scenario units are for DBx that assumes in this case that the units will be rear supported, not the case with my rules.

Troops

Alexander’s Macedonian
4 Phalangites, battle infantry, phalanx
1 Hypaspists, battle infantry, phalanx, some missile protection, high fortitude
1 Hoplites, battle infantry, phalanx, some missile protection, low fortitude
2 Thracians, auxiliary infantry, high fortitude
3 Psiloi, skirmish infantry, short missile
1 Skirmishers, skirmish infantry, long missile
1 Companions, auxiliary infantry, high fortitude, disciplined
1 Heavy Cavalry, auxiliary cavalry
1 Light Cavalry, skirmish cavalry, short missile
1 General (with Companions)
+1 army command ability

Breakpoint: 11

Late Achaemenid Persian
2 Hoplites, battle infantry, phalanx, some missile protection
2 Heavy Infantry, battle infantry, long missile
2 Psiloi, skirmish infantry, long missile
1 Heavy cavalry, auxiliary infantry, high fortitude, impetuous
5 Heavy Cavalry, auxiliary infantry
5 Light Cavalry,  skirmish cavalry, short missile

1 General with high fortitude cavalry

Breakpoint: 13

Deployment
Deployment:



Persians on the left, Macedonians on the right.


The river I have classed as a passable river.  In the rules, this means that the river is crossable but counts as difficult terrain for close combat.  Both units in combat are effected by the difficult terrain. There is a bank defensive bonus for the Persian cavalry.  What that means is the Persian heavy cavalry will be at their difficult combat value 0, +1 for defending the bank, A phalangite units difficult combat value is 1. Equal.  The phalangites will have to attack to keep the Persians occupied while Alexander attacks on the right flank.  

Note that is  different to Issus, where the river will be classed as a stream that infers a bank defense bonus but is not counted as difficult terrain.

Greek mercenaries (the one unit to the rear of the Macedonians) are uncontrolled and cannot move until a unit comes very close to them.
The Units on the Persian hill are also uncontrolled.

Neither uncontrolled units played any part in this game, although they do help increase the breakpoint value of the army.

The Game
Alexander move first. and all but the Companions advance to the river edge.

View from the Macedonians after advancing.
On the Macedonian left, Persian skirmishers disorder and pushback Parmenion (the heavy cavalry on the Macedonian left)

Parmenion is pushed back from the river bank.
On the Macedonian right two Skirmishers are pushed back for one Persian pushback.  Alexander is obviously hoping for two being pushed back to make it easier with a breakthrough on that side.

Skirmishers skirmish on the Macedonian right.  The Persians still control the river bank.
The phalangites move across the river to engage the heavy cavalry.  Heavy Cavalry combat value is 1, phalangites 0.  Two centre phalangites retreat.  The lone cavalry that could pursue does not (is is not impetuous, and would only pursue on a 5 or more as defending terrain).

Pikes advance, melee and the centre two retreat. The grey javelins mark a unit as disordered.
Not much happening on the Macedonian right, and a continuing inconclusive melee in the centre between cavalry and phalanxes.  The Cavalry is not going to advance across the river, and those in contact remained in melee.

On the right skirmishers interchanged some fire, and a few skirmishers lost on both sides.  The Companions entered into the fray - Skirmishers retreat and Companions followed up...

Alexander finally crosses the river and charges the skirmishes, who rout.
...and the skirmishers rout.  No damage to the Companions as high fortitude with general (a 1 would have disordered them but no such luck for the Persians).  The Companions do not pursue (they are disciplined and with a general; a 5+ would have forced them to pursue).

The Hypaspists rout after combat with the Persian heavy cavalry with Darius.    More phalanxes are falling.  Parmenion manages to force a skirmish cavalry to retreat, but are pushed back themselves under missile fire.

Darius's heavy cavalry, and an adjacent heavy cavalry, cross the river and rout another disordered phalanx.
The heavy cavalry cross the river
Only one phalanx unit left.

Darius routs his opponent and continues across the river.
But Alexander is coming....

See Alexander at the top right coming in to the flank.
The Persian heavy cavalry over the river cannot about face as already disordered and so will have to wheel to turn - this will take 4 moves

Alexander hits other Heavy Cavalry in flank.

Alexander hits a heavy cavalry in the flank.
Alexander/Companions are CV2 +1 high fortitude -1 single unit -1 disordered +2 general +2 flank attack +2 shock = 7 Vs Persian CV 2 = +5.
First die roll 5. Total of 10 - destroyed.

Alexander charges into the next cavalry unit.
Pursues into the flank of the next Heavy Cavalry and rolls a 6.

Alexander charges into the third heavy cavalry (and stops).
Pursues into the third heavy cavalry and roll a 2; total of 7 is a disorder.  The rolling up stops.

Peltast advances as now the heavy cavalry is attacked in flank, it counts as flanked against all attacks.

Peltast charges into the flanked unit.  it will rout, and does.
The melee results in the heavy cavalry getting a depleted results that is a destroyed.

Parmenion advances and the skirmisher runs away (finally).

Last phalanx is destroyed (a Persian 6 on the die);  and Darius rallies.

Alexander charges a Heavy Cavalry (that turned last turn, expecting the charge).

The last Persian heavy cavalry unit has time to turn to take the charge from Alexander.  It did not help against the might of a die roll of a 6.
Alexander rolls a 6 for melee. Persian cavalry routs.  Alexander pursues into the rear of a skirmishers that also retreats...into the front of Parmenion that charges them and the skirmishers routs.

Parmenion charges into the skirmisher that Alexander has forced to retreat.
The Persian have reached their army breakpoint and game is over, victory to the Macedonians.

End game.
In hindsight, Alexander should have go in on the right flank immediately after the first turn skirmish clash did not work.

Verdict
It took awhile to make sure the rules worked for river crossing and I am happy with them (today - tomorrow it may change!).  Uncontrolled units work as planned. The new unbloated  version 2 of the rules are working well.  No errors caught so far but it needs more games to make sure - there are always some that creep in.