Not to diminish my absolute love of 4Ground and the copious amounts of terrain they are releasing at such a rate I'll need a second job ... but ... I stumbled across a company that is based in the US and is producing a absolutely top notch range of 15mm, 20mm, and 28mm terrain for several periods.
Enter ... Crescent Root Studio. Here are some pictures I gleaned from their website (hopefully they don't mind!):
28mm Series 2
28mm Series 3
They even sell the roads/sidewalks/building bases ... man ... if I didn't already have my sidewalks/roads sorted out I'd be hard pressed not to order a heck of a lot of what they are selling ...
As I move forward on my WW2 "west front" town project I found myself with some space that needed filling - which I planned to do with a park and some additional bush/stone wall type features ... but not now ... I have quickly snapped up their 28mm series 2 and series 3 buildings which have nicely filled out my overall towns look and feel ... see below ...
What is more amazing, is both the dynamic nature of the range, how easily it all goes together, and how it comes out of the box. I had already assembled the restaurant --- but it was a snap to disassemble and then take pictures of it being put back together ... using a unique system of pinning which you can see in the pictures below ...
Note that not a single drop of glue or tool is used to accomplish the build ... I used nothing but my bare hands ...
The building taken out of the box (the various parts come packed in plastic zip lock bags, so all I've done at this point is removed those parts from the bags.
Take the walls and line them up while securing the interior guide stubs and aligning the holes.
Start to thread the pin into the hole.
Secure the top and bottom pins.
Complete all four walls by repeating the above steps.
Place the second story floors down on top of the interior bars for support.
Get the roof sections and check the alignment of the holes.
Attach the small roof.
Attach the main roof - both front and back sections.
Done! Front.
Side A.
Back.
Side B.
And some of the others buildings I have from them ...
Excellent details like signage and weathering.
And that it ... my hat goes off to the team at Crescent Root Studios. Their communication was excellent and they shipped the product exactly when they said they would (they show their lead time right on their website).
If you haven't checked them out, you are doing a disservice to yourself!
Now that I've got GameTime episode 3 out the door I'm back to my WW2 West Front project. I've made some progress! The hotel complex is now fully complete - all roofing tiles and touch up paint done - and I've managed to finish the paint and roofing for the police station.
Pictures below. I can't say enough about how excellent the 4Ground roofing tiles are - they really take the buildings to the next level!
Hotel complex side A.
Hotel complex side B.
Hotel complex side C.
Hotel complex side D.
OOB you get a bit of a gap between the joints of the two roof "directions" - the roofing tiles cleans up the joint perfectly.
From the other side ...
Added some posters for extra detail.
Another small poster.
Back of the police station.
Front of the police station - changed the roof from light grey/blue to black using the roofing tiles.
GameTime episode 3 is now available on YouTube at the links below (embedded as well). This episode is all about Muskets & Tomahawks. In part one I cover the game components, terrain, and miniatures I use in my French & Indian War collection when playing Muskets & Tomahawks. In part two we walk through the rules and learn how to play M&T, and in part three Roy and John play through a full 400 point game.
The next quicky is up for GameTime on YouTube. In this quicky I talk through a comparison between Muskets & Tomahawks and Brother Against Brother. You can watch it here: http://www.youtube.com/watch?v=uTiIVepcjTk or embedded below.
I've also included a written comparison below the video as well.
A quick update on GameTime episode 3 - it will post this week, if not in the next couple of days. Parts one and two are all ready to upload, I'm just waiting to finish filming/editing part three.
A little more of a comparison of the two systems:
Dice System
M&T: D6 based. Each die roll yields a result of 1-6.
BAB: D10 based. A roll of "0" is actually "zero" and not 10 - so each die roll yields a result of 0-9.
Units & Formations
M&T: Units range from 6-12 figures as stipulated in the army lists. Army lists included are for British (F&I and AWI), French (F&I and AWI), German (AWI), American (AWI), Indian (F&I and AWI), and Civilian (F&I and AWI). Each unit, it's options, traits, talents, etc. are use a point based system to create equivalent army lists. Rules for a firing line provide benefits to regulars forming a single or double line with at least 6 figures. All units can skirmish, however only certain units (most notably Indians and most irregulars) have a scout trait (ignore difficult terrain and obstacle movement penalties). Officers are included by troop type and generally can only benefit troops of their own type (for example, a regular officer can provide benefits to any friendly regular unit).
BAB: All units are 10 figures strong. No army lists are included. No points based system. Officers are included based on the number of units in the army. Generally one officer commands 2-3 units.
Turn Sequence
M&T: Uses a deck of cards that provide actions for unit types (regulars, irregulars, Indians, artillery, etc.). Most units get 4 actions per turn, however the order in which those actions come up is randomized by the order of the cards. Actions include move, reload and shoot.
BAB: Uses a deck of standard playing cards where each card is assigned to a specific unit in the army. Two cards are resolved at a time (if conflicting in their actions, roll off to see who has initiative). Actions include move, fire, load and charge.
Movement
M&T: Each figure has a fixed movement characteristic. Each individual figure takes it's own movement and suffers terrain penalties/benefits individually. Each unit has a unit leader and models in the same unit must remain within a single move of the unit leader. Scouts ignore difficult terrain and obstacles (of man height or smaller), and treat very difficult terrain as difficult.
BAB: Each unit moves 2D10 per turn (with some potential modifiers). Only the unit leaders move and suffer terrain penalties. After moving the unit leader, all models of the same unit can be placed within 6" of the unit leader. Models that are placed within 6" of the unit leader, and within terrain, do not suffer movement penalties. Adopting a formation such as single line, column, or double line sees the unit leader unable to move, all other models form on the unit leader. Units moving into skirmish can move and adopt skirmish in the same action.
Shooting
M&T: Shooting muskets is 0-4" point blank, 4-12" effective, 12-24" long range. To-hit uses the units shooting characteristic, modified by shooting modifiers (terrain, range, etc.), and once hits are scored, the weapons firepower determines was is needed to "kill" the targets. Kills trigger a reaction test (morale test). Troops are marked with black powder markers and must spend an action to reload before being able to fire again. Models are fired individually, so it is possible to have part of a unit reload and part of it firing in the same activation.
BAB: Shooting muskets is 0-10" effective, 10-20" long range. To hit is based on a D10 system (remember, 0's are zero's and not 10's). To-hit is based on the terrain the target is in - open, soft, or hard cover - and modified by the usual circumstances. Each hit cannot be saved and results in a casualty and subsequent morale test.
Melee
M&T: Any unit can use a move action to engage one or more targets in melee. Units must take the most direct path, maximize both attackers and defenders, and may use thrown weapons prior to engaging the target (throwing "tomahawks" and charging can be done in a single action). Up to 4 models can engage a single model if there is room. All attackers in base contact and all defenders in base contact roll attacks (need to score >= aggressiveness to score a hit). Once hits are determined, the defence value for each unit is used to determine saves. Side suffering the most casualties must take a reaction test. So long as units remain engaged additional rounds of melee are fought until one side prevails. Additional rounds of melee allow for figures from the engaged units to move/maximize/consolidate models between rounds of melee.
BAB: A unit leader must be within 6" of an officer to declare a charge. Attacker must resolve a morale card before being allowed to charge. If passed and contact is made, defender must take an immediate morale test an apply the results. If passed, attacker moves models into contact normally. Up to two models can fight a single enemy. Each engaged model is resolve individually. 2-on-1 melee is fought with a "free hack" from the second attacker, who needs to beat the score rolled by the defender on the "first" melee roll (all D10 based). Higher score wins, lower is removed as a casualty. Melee continues on ties. Melee is fought on an "individual" model basis ... figures that become un-engaged can take other actions as normal, or re-engage other enemy models still in melee.
Morale
M&T: Morale is represented by a reaction test. The result needed to pass depends on the unit type (regular, irregular, indian, millitia, civilian, etc.). Potential results are ok (test pased), recoil (unit makes a full move away from the enemy, remains facing enemy, activates as normal), flight (unit makes a full move away from enemy, faces away from enemy, unable to take actions for the rest of the turn, automatically recovers at the end of the turn), rout (the unit is removed from play).
BAB: A generic morale deck is used to resolve morale tests. Units required to take a morale test pull a morale card at the beginning of their next activation. Potential effects are thwacks (unit leaders or officers are killed), or units test on a D10, subtracting either all or 1/2 of the remaining number of figures in the unit. A 0 or less is a pass, anything positive is a failure. If failed, the number failed by results in that many figures "skeedaddling" (essentially being removed from play). For example, I roll a 9 and subtract my 7 remaining figures, the result is 2. 2 figures are removed as they "skeedaddle" away (there are also rules for these models running away ... with the potential to rally them later). Random events are also resolved by the morale deck.
Extras
M&T: A great selection of scenarios is included, side plots add a lot of flavor to the game (side objectives for an officer on each side), talents for officers allow customizing your leaders, and the many traits of units (options) allow unit customization. Additional rules cover buildings, boats, weather, hidden movement, and more.
BAB: The primary rule set is written for ACW, but appendix rules cover AWI and F&I. Officers and leaders can be customized with special rules/attributes. Additional rules cover forts, boats, and ambush.
Overall Results
For me, M&T is both more accurate to the period of the 18th century, and far better written (I'll note that BAB is older, being released in 1997, whereas M&T was released in 2012). I do enjoy the games of BAB I play in, but given the choice I would always personally play M&T. The Studio Tomahawk forum provides excellent support for M&T - from rules clarifications, FAQ, additional scenarios, battle reports, alternate lists, and more. I have not found the same level of support in existence for BAB.
Winner = M&T.
100th Post - yes, this is my 100th post on my blog (and closing in on 100,000 page views, yay!) ... seems like I just started the blog last week but it has been 18 months since I started this blog. I have to really thank all of you who read my ramblings and follow my blog, and GameTime --- thank you all very much!!
Had a great "president's day" wargame this past Monday. Matt, Tibor, Roy and I all got together and played an American War of Independence (AWI) game using the Brother Against Brother rules. It was interesting to see how these rules compared against the Muskets & Tomahawks rules. I had purchased the Brother Against Brother rules many long years ago and just had never played them - by the time I had my French and Indian War stuff all done I was already playing Muskets & Tomahawks.
Since I don't own any AWI miniatures, Matt was kind enough to bring his collection along - so I provided the terrain and Matt provided the armies for our engagement. Matt is well known around the area for running spectacular looking AWI and ACW games at the various conventions using the Brother Against Brother rules - I had always managed to just miss his games --- so for me this was a game a long time in the coming (oh, the waiting!).
Tibor and I ran the British forces, that consisted of a healthy contingent of Hessian's (and even a native American unit). Matt and Roy ran the "colonials" --- or rather the American forces. Here is the breakdown of the forces:
British Order Of Battle
1st Group (1 x Mounted Officer)
12 x Light Infantry, "Elite", "Skilled Shots"
12 x Grenadiers, "Elite"
3 x Light Artillery (1 gun being a howitzer)
2nd Group (1 x Mounted Officer)
11 x Native Americans
3rd Group (1 x Mounted Officer)
12 x Regulars
12 x Regulars
4th Group (1 x Mounted Officer)
12 x Hessian Regulars
12 x Hessian Regulars
I ran groups one and two while Tibor ran groups three and four.
American Order Of Battle
1st Group (1 x Mounted Officer)
12 x Regulars
12 x Regulars
12 x Provincials/Militia
12 x Provincials/Militia
2nd Group (1 x Mounted Officer)
12 x Regulars
12 x Regulars
12 x Provincials/Militia
12 x Rangers, "Rangers", "Skilled Shots"
3 x Heavy Artillery (1 gun being a howitzer)
Matt ran group one while Roy ran group two.
The objectives for both armies was to take a hold the "Terrytown Road" (the central round running down the majority of the table). It was a bloody engagement that went back and forth at least three times ... but at the end of the day the British eventually secured the road and drove off the Americans. Lots of pictures below ...
Looking down the deployment of the British forces.
Matt's Americans advance.
The British artillery battery. It would engage the
American artillery in counter battery fire most of the
game - knocking out one of their guns and a few crew.
The "other" end of the American deployment. The rangers
are the closest unit - they would destroy the native
American unit before being driven off.
Picture time - the overall table after initial deployment.
British deployment overall.
Que beer drinking and movement of lead ... dice to be
rolled in anger momentarily ...
The Grenadiers would loose half their number before gaining
the stone wall, but came back with a vengeance at the end
winning a melee against some provincials, then turning
to destroy a second unit before retiring for the day.
Overall American deployment.
A closer look at the advance through the fields.
The American artillery would kill several British regulars
and Hessian regulars throughout the engagement.
The American's fire the first shots ...
A daunting line to behold!
The British and Hessian's make to hold the road
and gain the stone wall for cover - unfortunately
the American artillery can see directly down the road.
The howitzer would support the British/Hessian
advance while the two guns to the right focused
on counter battery fire.
The British light infantry would decimate
this particular unit - but the remaining troops
eventually moved into the corn fields to
fire into the flanks of the British.
Smoke everywhere - the engagement is well at hand!
The British Grenadiers gain the road in a bloody melee!
What is that off in that corn field?
The game progressed at a nice pace ... overall I had
a very fun time with the rules.
The British desperately attempt to hold off the
American advance on the left of the picture.
A little later on - the British Grenadier finally had enough,
but not before taking two American units out of action,
with the British light infantry taking out another, the
situation looked much better.
The British volley fire takes it's toll on the American units.
A bloody melee would occur at the stone wall, but to no
avail for the Americans.
The British artillery did well this day ... running low
on ammunition it is time for tea!
The American left flank has collapsed - the British light
infantry stand to hold the road among
he piles of dead bodies.
British victory on both flanks!
Matt provided his *awesome* home made corn
field (much better than mine). All the "leaves" are
rubber bands that have been cut up, painted, and
glued to the wire core stalks. A spectacular effect
and they are very durable.
Well - that's it for now folks. I hope you enjoyed the report. Now back to my west front town project for Bolt Action --- and now that my table is back out and setup, I can finally film the Muskets & Tomahawks episode for GameTime.