Sunday, March 12, 2017

Bolt Action Modern - v3.1 Update

Ok - got around to this sooner than expected.  I finally managed to get all the changes I wanted into this version.  This should hold us all down for some time barring any overlooked typos.  I'm starting into the army lists - which will need several updates based on this version.

You can download the rules from here.

Army lists available here.

Some key changes included now:

  • Fixed some typos.
  • Add Ultra-Heavy tanks and AT guns.
  • Increased PEN values for many weapons.
  • Expanded the Close Combat section (as it was in v2.0).
  • Added Chemical Attacks optional rules.
  • Added Supports rules (been wanting to do this for a while).
    • Includes supports for irregulars and regulars.
  • Revamped rules for Drones.
  • Revamped rules for Close Air Support (CAS).
  • Updates rules for Smoke Dischargers (moved from army lists into the vehicle special rules).
  • Added Back Blast Area weapons special rule.
  • Added Anti Aircraft Gun and Anti Aircraft Missile weapons special rules.

I think that covers it - plus the changes from v3.0 (changes to advanced armour, advance ammo, etc.).  Pictures of the sheets below.








Thursday, March 9, 2017

Bolt Action Modern - v3.0 Update

Finally got this finished ... phew!!  Calling this version 3.0 and it takes into account the updates released in the Bolt Action WW2 v2.0 rules.

Edit:  Replaced with the version 3.1 update (link below points to the new file).  See this post for more information.

If you are familiar with the previous versions, take a close read.  Many of the changes in the v2.0 BA rules accounted for changes I had made before - or they changed how I needed them modified for modern.  E.g. - vehicle AT weapons shooting at buildings is integrated into the units in buildings table.  I've also attempted to simplify a little bit (but not too much).

I've toyed with adding in Random Events ... if I figure that out sometime soon I'll publish a v3.1 - which will also happen if y'all point out any typos.  If you do see them let me know and I will fix them.  I've not updated the army lists just yet ... but it shouldn't be too far off from what they are today ... primarily I need to reconcile the special rules assigned to various units.  Along those lines, take note that the rules for advanced armour and ammunition are changed.

So stay tuned for any updates as we all move forward with these.

You can download the rules from here (updated with the link to v3.1 - download army lists here).

Pictures below of the new pages (prints off into three x double sided sheets).







Wednesday, March 8, 2017

This Hallowed Ground v2.1

Quicky post today.

For those of you that have inquired as to the rules I'm using for ACW - I've posted them before - but as a book (and it is now out of date as there is this new version now).  The rules are called This Hallowed Ground.

Rather than continuing with the full book I've made it a 4 page (2 x double-sided pages) QRS.  I've incorporated a lot of changes to make the system more unique, while still maintaining a period feel, and delivering a faster play experience.

Regardless of if you try them or not ... I figured I would post up the QRS in case anyone is interested.

If you are interested in checking out the rules, you can download the QRS from here (updated to v2.3).  This version has gone through several reviews ... I'm fairly sure it will not change anytime soon ... but ya never know.  The army lists included are meant primarily for reference ... this is really one of those "you make it what you will" type things.

Pictures below of each page.





Monday, March 6, 2017

A Few Words On Building Scenarios

Ok, maybe more than a few words ... you've been warned!

Perhaps the number one question I have received since putting up my modern modification for Bolt Action has been "Are you planning to add points for the army lists?"  In general, the second most common question is "How do you go about designing your scenarios?"  Now, I'll be the first to admit - I'm neither unique here or some sort of revolutionary thinker ... but it is interesting to me how others react to my opinion on the matter (which is to say, usually they react positively - but some think I'm daft and have gone soft in the head).

Hopefully you'll find this interesting ... or perhaps boring ... but I figured I'd share my thoughts on the matter so at a minimum I can point people who ask in the future to this post.

Say what you will ...
but in my wargaming experience,
the end of a truly bloody battle
(for both sides) is perhaps the
most enjoyable experience one can have.

This applies to those who don't play in tournaments.

I don't do tournaments - my love of the hobby is in bringing historical battles (rather, parts of them) to life on the tabletop in such a way that both sides have an opportunity to claim victory no matter the historical odds.

Allow me to paint with a broad brush for a moment ...

Points systems are a necessary evil for tournaments in my opinion - or the crux of many who are either uninterested in the game enough to design a scenario ("hobby" types who like building and painting more than playing), or those who are happy battling it out with 2 hills, 2 forests, 1 building and a meeting engagement every week (been there, done that, got the emotional scars to prove it), or those who just don't have the wargame experience to figure it out (lacking good guidance).  I think most lack guidance as when guidance is sought, you'll tend to get a historical lecture more than real wisdom for making a game fun.  I realize that for some, exact historical simulation is what is enjoyable ... that isn't me --- I want historical, fun and balanced (queue baby crying sound).

If you want more from your wargames ... read on.  If I've already offended you ... exit stage left ...

Sometimes you start a game thinking ...
"This is a fairly even game - we have
about the same number of points."
But then you get half way through
and you find yourself in an
overwhelming position with
no hope of winning, asking
yourself "How did this happen?"

Let's start.  The hardest thing to communicate on this topic is that **successful** scenario design is more subjective than objective.  That is to say it is more of an art than a science.  I say successful because anyone can design a scenario but to get it down to the point you master the ability to deliver an enjoyable experience of play for both sides - that right there is when you know you've got it down.  However, getting it right for one game system doesn't automatically mean you'll get it right with another ... which leads me to our first part ...

Familiarity and experience with the rules system in question is the most relevant background for scenario design.

Nothing beats experience.  The more you play a game and understand the rules, the better you'll naturally be at designing a balanced and fun scenario for it.  As could be said for almost any aspect of wargaming, trial and error - especially error - are how you learn and avoid mistakes in the future.  More painful when you just ruined a $100 model ... fortunately for scenarios all you'll really have lost out on (if you screw it up) is time.

Well thought out surprises in a scenario can
add a lot of enjoyment and flavor - unless
the other side is completely unprepared
to deal with it and it becomes a massive
swing in the playability of the game.

The more you know about the period, the more you are likely to build a historical and balanced scenario.

There is of course a limit to this.  You don't have to be a walking encyclopedia - but understand who fought, read about the key battles and the moments in those key battles.  Understand what a historical outcome looks like and how various battle plans evolved through different periods of history.

Understand the odds needed for attacking a
position - and how they change depending
on how prepared the position is - not only
in look and feel on the tabletop, but most
importantly how beneficial a position is
in the rules being played.

Asymmetrical and symmetrical warfare isn't just for modern and a balanced scenario doesn't mean the forces are evenly allocated in either case.

Balance to me isn't force composition, it is the likelihood for both sides to have a chance to win while enjoying the game.  Some of this means you'll have to change how victory points are awarded (e.g. insurgent cells destroyed is 1/2 while a single coalition solider is 1).  Victory points and points awarded for objectives can offset a significant imbalance in force composition and size.

My Pickett's Charge game leaves no chance for the Confederate's to carry the Union position.  But the way it is designed allows them to still "win" in victory points (a moral victory).  I did this with victory points and by allocating two Union units to each lane (5 lanes).  All the Confederate units can attack any lane .. and are just looking to break through or force 2nd line Union units to commit forward.  This is a great example of bringing a historical battle that was massively imbalanced to life on the tabletop in a way that is enjoyable and "balanced" for both sides.

Another example is my games with modern Iraqi insurgents fighting the coalition.  These are based around running groups of insurgents out into the open to attack coalition troops who are better trained and equipped.  The entire experience is built around one side getting (essentially) blown away while the other doesn't take all that many casualties.  But, the insurgents are so expendable that it doesn't matter when a whole group gets destroyed ... killing a single coalition solider makes up for it ... in some cases you can loose two groups for each coalition KIA.  Very different gaming experience.  Check your norms at the door.

Terrain and how it relates to the initial deployment and movement rates of units in the game far outweigh almost any other aspect of scenario design.

The map and terrain layout is especially crucial.  If an attacking enemy only moves 6" a turn and has to cross 10 feet in 6 turns ... well, you've failed at math.  Also understand the limits of the rules you are playing.  Great example is Muskets & Tomahawks.  The core rules work great on a 4 foot by 4 foot table as most units move 4-6" with one action.  Granted, each unit will get 4 actions a turn, resulting in 16 to 24" by turns end, each game generally lasts 3-4 turns and contains a lot of terrain making it hard to move great distances, even if you have the theoretical movement for the game.  If I can move 6" a turn and get 6 turns, don't make the objective 36" away - as that would require maximum movement every single turn to get there.  I've gone two ways with this stuff ... sometimes I modify the core rules to increase movement rates to the size of table and game I want to play.  Other times I accept the core rules and limit my games to the size of table and terrain that work for the rules and period.  Rivers and narrow passes can sound like a great idea but drastically limit game play options and can really swamp game progress.  Which is important --- keep the game moving along - that is very critical - don't bog players down in slow moving terrain.  A great example was a game I ran with several lines of Bocage in Normandy.  Brutal slug fest, took forever and bogged the game down --- lesson learned.  Play through the game "in your head" - how do you expect each side to develop their advance (or defence) across the terrain within the game turns available.

Another thing I've adopted for convention games is always start units on the table.  The worst thing you can do is give an inexperienced player a bunch of options for advancing onto the table.  Not only does this take a while, but initial movement in many systems can be the early death of a side.  Inexperienced players tend to be cautious and advance slowly ... even when you are telling them outright to make a dash for the goal line.

Shrinking and flattening historical maps is common for me.  For example, my Little Round Top shrinks the area of the map down some so I can fit both Devil's Den and the top of Little Round Top all on the same 6 foot by 8 foot table.  Now, although shrunk, I can still provide enough room for both assaults.  Another example is taking the "angle" out of Pickett's Charge and flattening the line across the table so that all Confederate units are advancing roughly the same distance - but are slowed down by crossing the fence at different points adding variability to the advance.  This is important to making the historical scenario playable and not just a grueling kick in the nards for the Confederates (with no chance to win, even in a "soft" way) - which it still is mind you - just in a more enjoyable way since they know they don't have to win by killing all the Union troops but rather by triggering situations that gain them victory points (e.g. breaching the line).

Be careful not to get tunnel vision for one side
or outcome - this can result in a game
quickly becoming unwinnable - or rather,
one side working out that there is
little to no chance of victory, well
before it actually happens.

David Skibicki (link) uses the term
PAD - Prolonged Active Death ...
essentially just rolling dice waiting
for the inevitable.

What is your "average" desired outcome for the game - which can be historically based or not.

How close to a historical outcome do you want?  For example, my Pickett's Charge game I wanted a historical outcome in that the terrain, special rules and force composition make it impossible for the Confederates to carry the Union position.  But, they can still win by breaching the line and forcing Union reserves to commit.  We've played 4 games now and each game was decided by 1-2 victory points.  You can go the opposite way.  You want to play Pickett's Charge but give the Confederates a full range of tactical options (delay, move up the artillery, pound the Union line and don't focus on the crop of trees) --- let the players try to win and be able to carry the Union position?  It is possible to do that as well.  Again, I tend to determine the outcome I want first, then start playing through the games in my head - thinking of the special rules and how I need to manipulate the map to limit tactical options.

Play testing matters - but the more you get better at this the less you'll need to play test.

I've got most scenarios I write up down to a single play test with minor alterations but that is only after many long years of doing this approach.  Don't be afraid to adjust things to make the game more enjoyable - listen to what the play test is telling you (yikes, that sounds like a line from the "wargame whisperer" ... ugh).

Consider the game play from both sides ... don't be a douche-bag.

This really goes without saying ... but I'll say it anyways.  I've seen some put games together simply because they wanted to play one side and win.  The kind of min/maxing horse "poop" you see in tournaments.  Oh, the rules didn't say I "couldn't" do it.  If our education system was based on telling us what we can't do we'd be in school until we die.  Some things are common sense.

Don't be "that guy" - even in the realm of fantasy showing up with 500 dragons is a dick move.  We all like playing with tanks - but that doesn't mean you show up with 20 Tiger tanks and give your mate three T34's because "this totally happened that one time at the battle of blowingsmokeoutmyass."

Min/maxing or horribly out
of whack compositions are generally speaking,
no fun ... avoid it at all costs.
"Rule book said I need a player (me) and
miniatures (my 40 cannon)."

Finally, it does matter what and how much you put on the tabletop.

Despite my dislike of points - having them isn't horrible - just be careful of imbalance.  For example, points in Bolt Action are ok - but when infantry is combined with vehicles, points are all out of whack.  Many points systems are determined by armament and basic stats ... but more than that effects the units effectiveness in the game.  For example, in Musket's and Tomahawks, regular infantry is expensive - but rules the day in open terrain battles.  Irregulars are cheaper and come in smaller units - but if there is a lot of terrain on the table (and usually there is), they'll absolutely school the regulars ... at a fraction of the cost.  Just one of the reasons I take points very lightly and don't mind when they don't exist at all.  Everything else I've mentioned up to this point is more critical to building a successful scenario.  The easiest part should be determining what troops you want on the board --- even if you want to do something wacky, imbalance in forces can be offset by terrain, special rules, victory conditions and more.

Perhaps the largest mistake in force selection isn't what you are putting on the table, but how much.  This is less about if one side is more or less powerful, and more about giving units the room to operate on the tabletop.  Jamming 50 units in 2" may look cool but destroys all tactical options other than hold or move forward.  Give units room to maneuver (some scenario can of course limit this on purpose - but do so carefully) - and make sure they have the movement to maneuver - it is a fine balancing act --- space versus movement rates.

Now, this isn't to say all this is the best way to do it .... just the way I go about it.  I consider all this in scenario design and at this point it is second nature for me.  It has served me well over the years.  I've tried to cover my thought process here ... but as I said it is more of an art than a science --- all I can say is try thinking through it a few times ... maybe you'll find it useful.

There you have it ... a bunch of rambling you didn't ask for ... ha!  Ok, I'm off to base troops!

Scenario: Battle at Roncevaux Pass – July 25th, 1813

This scenario has been written up by Roy Scaife.  We'll be play testing it in a couple of weeks and Roy will be running it at the KublaCon game convention in May.

Battle at Roncevaux Pass – July 25th, 1813

In late July of 1813 the British army, under the command of Marquis Arthur Wellesley, has numerous forces engaged to assault San Sebastian and besiege Pamplona. Protecting his northeastern flank is a thin line of troops spread over a wide front. On July 25th, the French armies led by Marshall Soult, launched a surprise offensive through the Pyrenees at Roncevaux Pass to breakthrough and relieve the siege at Pamplona.


Map, Terrain and Special Rules

The game lasts for 8 turns. The French have the Initiative.  Below is the scenario map.  This is played on a 6 foot by 8 foot table using 28mm miniatures.


  • Premeasuring – Players are free to measure distances at any time they wish, whether it is their turn or not.
  • Woods – Must be in Skirmish formation to enter, move through, or leave. All movement through woods is normal pace (cannot Run). Shooting at units in the woods counts as obscured (-1D6 to shooting dice).
  • Hills – The slopes of the hills count as Difficult ground (cannot Run). Hilltops are Impassible. Hills do not modify shooting, order tests, or morale tests. Units shooting from the slope of a hill may shoot over friendly units provided the friendly unit is 6” away and all friendly units are 6” in away from the target unit.

Order of Battle, British 


C-in-C:  General Arthur Wellesley

1st Infantry Brigade (Picton) 
  • 1st Foot Guards - Grenadiers
  • 79th Line - Cameron Highlanders
  • 42nd Line - Royal Highlanders
  • 95th Rifles
  • Royal Foot Artillery

2nd Infantry Brigade (Zayas)
  • Grenadiers - Spanish
  • Reina Line - Spanish 
  • Granada Line - Spanish 
  • 10th Hussars (Light)

3rd Infantry Brigade (Beresford)
  • 3rd Foot Guards - Scots
  • 92nd Line – Gordon Highlanders
  • 71st Line – Glasgow Highlanders
  • 60th Rifles
  • Royal Foot Artillery

4th Infantry Brigade (Trant)
  • 9th Cazadores Light - Portuguese
  • 9th Viana Line Regiment - Portuguese
  • 21st Valenza Line Regiment - Portuguese
  • 1st Light Dragoons - Portuguese


Order of Battle, French


C-in-C:  Marshall Soult

1st Infantry Brigade (Rielle)
  • 1st Light
  • 114th Line
  • 48th Line
  • 11th Line
  • Foot Artillery

2nd Infantry Brigade (Maucune) 
  • 5th Light
  • 7th Line
  • 116th Line
  • 17th Line
  • Light Cavalry

4th Infantry Brigade (Maransin)
  • 21st Light
  • 14th Line
  • 4th Line
  • 19th Line
  • Foot Artillery

5th Infantry Brigade (Abbe)
  • 8th Light
  • 17th Line
  • 35th Line
  • 44th Line
  • Light Dragoons

Victory Conditions

The side with the most Steady or Worn units on the enemy’s side of the battlefield wins. Shaken units are not counted. If both sides have the same number of Steady or Worn units on the enemy’s side of the battlefield count victory points to determine a winner.
  • +1 for each Steady or Worn infantry or cavalry regiment on the enemy’s side
  • +½ for each Steady or Worn infantry company on the enemy’s side
Victory points are awarded as follows:
  • +3 VP for each Broken infantry or cavalry regiment. 
  • +2 VP for each Broken artillery or light company.
  • +1 VP for each enemy unit that is currently Shaken.

General Update - March 6th, 2017

Hello all!

Figured I'd share a general update on various projects that are underway.

KublaCon Game Convention

The next convention for me is KulbaCon in May (Memorial day weekend).  This is the largest convention of the year and in the local area.  At this convention I'll be presenting my Gettysburg series of games:

Friday @ 1PM:  Pickett's Charge
Saturday @ 3PM:  McPherson's Ridge
Sunday @ 3PM:  Little Round Top

I know ... would have been great to get them all "in order" for all three days ... but scheduling and order of other games it is better to run Pickett's Charge on Friday for me.  Plus ... the others in my group are also running games I'll be playing in:

Saturday @ 9AM:  Radio Free Zambia (Bolt Action Modern with Chinese PLA peace keepers fighting local rebels)
Sunday @ 9AM:  Battle at Roncevaux Pass (July, 1813 Napoleonic's game using Empires at War)
Friday @ 6PM:  Battle of Borodino (focused around the redoubt - using Empires at War)

So essentially me and my group are running miniatures games constantly from about 1PM on Friday through to Sunday evening.  It is going to be a heck of a lot of fun.

Gettysburg - McPherson's Ridge

As you have seen I posted the scenario for this game already.  I have the mat for the game and have almost all the foam cut for the hills and such.  I need to paint some more buildings (Seminary College is in progress, and another farm house type building).  You can see the mat below.  The second picture shows the outline/base for Seminary College.

McPherson's Ridge mat

Adding the foam under for the hills and the base
for Seminary College

Besides terrain, I need to finish basing my Union cavalry and some additional Confederate infantry units.  I'm painting the guns and limbers now for the new artillery battery.

More troops - need basing!

You can see I have some Berdan's Sharpeshooters in this batch ... along with a model for Col. Chamberlain ... those are for the Little Round Top scenario.  In total there are three Union cavalry units (one is already based/complete - not pictured).

Basing in progress on some ...

My buddy Roy is running a play test of the Battle at Roncevaux Pass in a couple of weeks - I'll be play testing McPherson's Ridge in early-mid April (2 or 3 weekends after Roy's game).  We'll also be play testing Borodino later in April.

Helm's Deep

As mentioned before the first batch of Elves and men arrived from the talented Steve Dake.  I've just started the basing on these guys (sand and base coats in small groups).  I'm picking away at the groups in between preparations for my Gettysburg stuff.  The model for Helm's Deep hasn't had much more done to it - on purpose though ... I got a good chunk done --- and will return to finish it after clearing the stuff I need done for KublaCon.  I'll be looking to try and run Helm's Deep in September/October of this year - still a crap load of Uruk-Hai to get painted.

LOTR first wave of stuff - men and elves

Blood Bowl

Last but not least is my Orc Blood Bowl team.  They are in need of basing which is about half done (sanded and based coated ... need to drybrush and tuft the bases).  I'll be posting better/more detailed pictures of these guys later this week after I finish the basing.  Mark Brooks did an absolutely stunning job on these guys!  I've sent along my Chaos Dwarf team which I'm also looking forward to fielding -- they are in the Mark queue now.


So there you have it ... stuff has been happening.  I'll also admit to being a bit lazy this past month as well (despite the game convention).  I've watched a little too much TV ... a few new series had distracted me but I've gotten through most of that.

I'll should have several posts up this week as I wrap up the basing and get a few other things done.  First up will be the scenario for the Battle at Roncevaux Pass that Roy wrote up.

Happy gaming everyone!

Wednesday, March 1, 2017

ACW Scenario - Little Round Top

Man, it must be 3 years ago now I had the start of a vision for my ACW collection.  It of course started with the normal movie watching and mass reading of source material to get motivated - but one series of scenarios has always stood out in my mind:  McPherson's Ridge, Little Round Top, and Pickett's Charge.  I've always been pushing towards fulfilling those three scenarios with my ACW efforts.

As you've all seen on the blog I have checked the Pickett's Charge box - and I'm a mere few weeks away from checking the McPherson's Ridge box.  To check the Little Round Top box, I merely need to address the mat and rocky tabletop - all the troops are finished.

So here is my take on my final Gettysburg scenario for This Hallowed Ground - which I've updated to version 2.1 (I'm really happy with where the rules have landed --- I think they capture the period feel while keeping things straight forward and quick to play large games).  I'll be doing a separate post on the rules update.


Little Round Top

July 2nd, 1863



This scenario has been designed to make the scenario playable and the area and timing of various events have been compressed together to both fit the table and cover both the fighting around Devil's Den and the engagement of the rearward line - including the 20th Maine.  Clearly the terrain is rocky (not shown on the map) and there are sparse trees throughout.

UNION ORDER OF BATTLE

3rd Corps, 1st Division, 2nd Brigade (Ward)



5th Corps, 1st Division, 3rd Brigade (Vincent)



CONFEDERATE ORDER OF BATTLE


1st Corps (LongStreet), 3rd Division (Hood), 1st Brigade (Law)


1st Corps (LongStreet), 3rd Division (Hood), 2nd Brigade (Robertson - aka Texas Brigade)



1st Corps (LongStreet), 3rd Division (Hood), 4th Brigade (Benning)



MAP AND DEPLOYMENT

The map below shows the unit starting positions.  Note that Texas Brigade is spread out with two units either side of Devil's Den.  Also, Law's brigade is intermixed with the Texas Brigade on the Confederate right flank.  Although note shown on the map, the hills and terrain north of the buildings and road (from about the 44th AL position North) is rocky/rough ground.  The upper left river exit and proceeding down towards the center of the map is swampy terrain either side of the river -- which counts as difficult terrain for this game.  Devil's Den is the grey area near the fork in the river.  This area should be represented with very large rocks and counts as a defended obstacle for any unit located within the area for game purposes.

The table is 6 feet wide by 8 feet long.


Here is a picture of the actual end result of the table setup.

GAME TURN AND INITIATIVE

The game lasts 8 turns.  The Confederate's have the initiative.

SPECIAL RULES

Devil's Den - As mentioned under the Map and Deployment section, Devil's Den counts as a defended obstacle for any unit located within the terrain feature.  Consider the area to count a difficult terrain for movement.  Units charging against units in Devil's Den (even if starting within the terrain feature) do not gain the +2D6 charge bonus for charging.

Hasty Position - Vincent's Brigade (top of Little Round Top) has a roughly prepared position in front of their units.  This should be represented as a low wall of built up rocks (not a stone wall ... more of a rubble low pile of rocks).  This counts as a defended obstacle for game purposes and provides cover.

Difficult Going - The area of woods and the area on the map that is north of the 44th AL starting position is all considered difficult ground.  The wooded areas are loose/open woods (not dense).  Line of Sight for shooting is not blocked by the light woods, however, all units in difficult terrain will count as being obscured.

River and Swamp - The river - really a stream - is considered fordable at all points and counts as difficult terrain.  Additionally, the swampy area either side of the northern part of the river also counts as difficult terrain.

Chamberlain's Charge - Starting on turn 6, roll 1D6.  On a 4+ the 20th Maine has run out of ammo and can no longer shoot for the rest of the game.  On turn 7, this happens on a 3+, turn 8 on a 2+.  Once the unit has run out of ammo, the unit does not take a morale test from defensive fire when charging.  Additionally, the unit rolls +1D6 for all Charge Home tests.  Prior to running out of ammo, the unit rolls for Charge Home tests normally.