Sunday, May 8, 2016

28mm Modern - 2nd USMC Squad & DEVGRU

I finally got around to taking pictures of the 2nd squad of USMC.  This gives me two full squads for my USMC forces.  Additionally, this group adds a DEVGRU (Seals) fireteam.  I'll be pulling these guys out along with the 1st squad for my Bolt Action Modern Iraq game at KublaCon in late May.

Painting By:  Mark Brooks

DEVGRU
(Empress Miniatures)

DEVGRU
(Empress Miniatures)

USMC Squad Leader
(Empress Miniatures)

USMC Squad Leader
(Empress Miniatures)

USMC 1st Fireteam
(Empress Miniatures)

USMC 1st Fireteam
(Empress Miniatures)

USMC 2nd Fireteam
(Empress Miniatures)

USMC 2nd Fireteam
(Empress Miniatures)

USMC 3rd Fireteam
(Empress Miniatures)

USMC 3rd Fireteam
(Empress Miniatures)

Monday, May 2, 2016

Battle of Castalla – Napoleonic Battle Report

This past Sunday the group got together for a long overdue Napoleonic game.  Roy Scaife put together an excellent scenario around the Battle of Castalla.  This post serves as both the scenario information and the battle report.  This scenario will be run at KublaCon 2016 this year (Saturday morning of the convention).  We used my hybrid (essentially combines Black Powder and Kings of War) set of rules based on This Hallowed Ground but modified for Napoleonic's.


Battle of Castalla - April 13th, 1813


The British army under Arthur Wellesley is gaining ground throughout Spain. With victories at Ciudad Rodrigo, Badajoz, and Salamanca, and help from Napoleon’s blunder into Russia, the Marquis of Wellington is clearing the French from the Peninsula. The French are falling back, but they are fighting hard for their emperor Napoleon having won victories at Valladolid and Villena. Determined French armies scatter the countryside to repulse the will of the allied armies. On the eastern seaboard of Spain an 11th century castle overlooks the village of Castalla where a combined British and Spanish army led by General Rowland Hill faces the French army under the command of Marshall Suchet.


Overview


The British allied commander, General Hill, has deployed his men along the high ground, with his right flank against the village of Castalla. He has the advantage of more infantry than the French, but the French cavalry outnumbers the British. Across from the Anglo-Spanish army, the French are determined to give Napoleon another victory. Marshall Suchet has deployed his infantry en mass on the British left flank to overwhelm the Spanish, while his cavalry is consolidated on the British right flank to check the British infantry.

Victory Conditions

  1. The game lasts for 6 turns. The French have the Initiative.
  2. If one side has 6 or more victory points than their opponent, they are victorious! Otherwise the battle is a draw.
  3. 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.
  • +1 VP for each uncontested hill in British possession.
  • +3 VP for each uncontested hill in French possession.

Map



  • 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 March). Shooting at units in the woods incurs a -1 To-Hit penalty (target is obscure).
  • Hills – All hills are gentle (no movement penalty). Hills do not modify shooting, order, or morale tests. Units shooting atop a hill may shoot over friendly units provided they are 6” away.
  • Line of Sight (LOS) – Units draw LOS from the unit leader point to a target in their front arc. Draw a line from this point to the enemy unit. If the line is in the front arc and crosses any point of the enemy unit then it is in LOS. 
  • Shooting – A unit can shoot any target in LOS and the unit’s front quarter (90 degrees). Skirmishers can shoot 360 degrees.
  • Order tests – Roll 2d6, apply modifiers, and compare to the unit’s current number of hits. A double ‘1’ is always a Blunder (failed test). 
    • If the result is greater than the unit’s current number of hits the order is received and carried out.
    • If the result is less than or equal to the unit’s current number of hits the order is failed and the unit must Hold.
  • C-in-C - The C-in-C may attempt to give an order to one unit each turn which has failed its Order Test.

British (& Allies) Order of Battle




C-in-C:
  • General Rowland Hill

1st Infantry Brigade – Beresford: 
  • 24th Line – Warwickshire
  • 35th Line – Sussex
  • 92nd Line – Gordon Highlanders
  • 79th Line – Cameron Highlanders
  • Royal Foot Artillery
  • 95th Rifles

2nd Infantry Brigade – Trant:
  • 4th Freire Line – Portuguese
  • 9th Viana Line – Portuguese
  • 21st Valenza Line – Portuguese
  • 14th Tavira Line – Portuguese
  • Foot Artillery - Portuguese

3rd Infantry Brigade - Ompteda:
  • 5th Line – King’s German Legion
  • 1st Line – King’s German Legion
  • 2nd Light – King’s German Legion
  • 2nd Dragoons – King’s German Legion
  • Horse Artillery – King’s German Legion

4th Infantry Brigade - Zayas:
  • Grenadiers - Spanish
  • Reina Line - Spanish 
  • Granada Line - Spanish 
  • Saragossa Line - Spanish 
  • Foot Artillery - Spanish

5th Cavalry Brigade – D’Urban:
  • 9th Dragoons - Portuguese
  • 1st Dragoons - Portuguese

Note:  In the battle report below there are some additional units on the British side --- this made it overwhelming for the French to assault the British positions (should be a 1.5x modifier applied to number of units attacking ... or, make both sides move to contact by putting objectives in the middle of the table) ... the army list above reflects some changes that have been made to the army list.


French Order of Battle




French C-in-C:
  • Marshall Suchet 

1st Infantry Brigade – Robert:
  • 1st Light
  • 114th Line
  • 44th Line
  • 121st Line
  • 27th Line
  • Foot Artillery

2nd Infantry Brigade – Harispe: 
  • 3rd Light
  • 7th Line
  • 116th Line
  • 36th Line
  • 15th Line
  • Foot Artillery

3rd Infantry Brigade - Habert:
  • 14th Line
  • 16th Line
  • 117th Line
  • 26th Line
  • 65th Line
  • Foot Artillery

4th Cavalry Brigade - Boussard:
  • 24th Dragoons
  • 6th Dragoons
  • 13th Cuirassiers
  • 3rd Cuirassiers
  • Horse Artillery

The Battle Report

The French put up a good fight but the British and allied forces were just overwhelming in numbers.  The battle was still a lot of fun and a bloody fight at that ... but this is why we playtest our scenarios.  As a result of the battle we'll be modifying the scenario objectives a little, adjusting the position of the French cavalry bridge (moving it one position over towards the center so there will be infantry and guns either side to support), and finally there are some modifications to the British OOB.

This was Roy's first game at his place --- we played on a beautiful day in his garage - tough times here in California.  Lots of pictures below of the battle.

































That's all for now ... more to come as we make the run up to KublaCon 2016.

Saturday, April 30, 2016

The Chicago Way - The Rules

A great big box of awesomeness arrived on my doorstep this past week.  The box came with the models, rules, cards, markers, dice, vehicles, and buildings.  I also have vehicles from Sloppy Jalopy that will help add some more bling to the prohibition era table.


There will be several posts covering my progress with this new game, but to start I figured I would cover the rules.  If you are not familiar with Dead Man's Hand (DMH) you can check out my video on how that game plays here.  The Chicago Way (TCW) is 90% similar - but to that point the purpose of this post is to highlight the differences from DMH.

Before jumping into the rules highlights, there are two great links that should be checked out that I'll share here.  Both are from Ivor Evans over at the Saturday Mornings blog.  The first is his unboxing of his Chicago Way stuff - check that out here.  The second involves customizing the 4Ground warehouse into a Wrigley's factory - check that out here.

Customized Wrigley's factory by Ivor Evans
at the Saturday Mornings blog.

Ok, on to the rules!

The book is expertly put together and designed.  The art is beautiful.  The greatness in the system for both DMH and TCW is how straight forward the rules are while still delivering an abundance of tactical playability.

Perhaps the most notable difference in the rules as compared to DMH is the introduction of vehicles.  There are of course dedicated rules for vehicles, but they also have some minor changes to other game mechanics, such as how initiative cards are dealt out.  So let's break it down here:


  • When models are occupying a vehicles each model will get an initiative card normally but one additional initiative card will be given to the vehicle itself.  The "extra card" can be swapped out with any of the other initiative cards of the models that are in the vehicle (this isn't an extra activation, just an extra card option ... one initiative card will be discarded/unused).
  • The Joker works differently than DMH (and better IMO).  It still activates last but now there is an option to interrupt any activation during the turn to activate the model - the trick here is that if you interrupt then the model only gets two actions instead of the normal three.
  • Civilians are an inherent part of the game.  When they are out and about, each player puts an initiative card on a civilian - the higher initiative gets to activate the model.  Depending on if the activating player is good or bad the civilian will move differently.  Civilians only get two actions which both have to be used for movement.
  • Bad guys are ... well ... bad.  They get to draw extra cards into their hands when they kill civilians ... bad for business but good for your hand.
  • As one would expect there are shooting modifiers applied to shooting from a vehicle, at a vehicle, if the target is in a vehicle.
  • You can - most excellently - run people over in vehicles ... hehehehe ... looking forward to trying that!
  • The Tommy Gun is a welcome addition to the portfolio of weapons.  It can be brutal - for example, at point blank range if you use your three actions to shoot - shoot - shoot it will fire 9 dice!!  9!!  Dadadadadada, pow!
  • When you are driving a vehicle, if you do anything other than drive straight you have to take a test which if failed means you roll on a table.  Yes, you can crash - ka-boom!
Most everything else is the same as DMH.  Duck back and such ... jumping between gaps ... movement over obstacles and so on.

Hopefully this gives you a good feel for how the rules are different.  I'm just starting to dig into my box of goodies and I'm excited to start building/painting.

Saturday, April 9, 2016

General Update & Star Wars Rebellion

Well, life has been a roller coaster this past month!  I start a new job on Monday after leaving a company I was at for a combined 12.5 years.  Although based locally, my team is meeting in North Carolina next week so it is off to the airport tomorrow.  I plan on bringing some stuff with me to work on during the evenings.

I've made ton of progress on spring cleaning and put my entire Napoleonic's collection into new bins (long overdue!).  My next batch of stuff to send off to get painted will see lots of casualties added for my Napoleonic armies, ACW, and (again, long overdue) my French & Indian War armies.

This past week I was able to play my first game of Star Wars Rebellion (new board game from Fantasy Flight Games).  I must say the game is AWESOME.  Highly recommended.

Star Wars Rebellion
Fantasy Flight Games

The miniatures that are used in the game.

The game boils down to the Empire attempting to locate and destroy the hidden rebel base while the Rebels attempt to gain enough points to intersect a rebel point tracker with the current turn.  If the Rebels can gain enough favor before their base is found and destroyed they win - otherwise the Empire wins.

The Empire is a bit like the US in WW2 - manufacturing starts out not that far off from what the rebels have - but it increases massively as the Empire spreads it's influence (or oppression) throughout the galaxy.

The Rebels are in for a tough time ... trying to win small victories here a there while the Empire crushes any semblance of Rebel power and influence.

The whole game revolves around using your leaders to complete missions each turn.  Leaders can also be used to oppose the other players missions, move fleets, and provide help in combats.

For my game I choose Endor as the rebel base location and it just so happened that the Empire player looked there last.  Unfortunately, my rebel missions and objectives I pulled really set me back ... whenever I was about to get an objective and move the rebel marker the condition would be foiled by the Empire (total luck as the Empire player didn't know what the objectives were).  The Empire did find the base eventually and a massive assault occurred, and despite noble resistance by the rebels in the base, the Empire overwhelmed them and won.  There was a good possibility had the current turn finished I would have been able to get the rebel marker to intersect the game turn marker.  So, even with me screwing up the rebels in every way I still had a chance to pull it out in the end.

On a funny note - based on the game I played - the movies got it wrong ... the rebels didn't blow up the death star ... or should I say either death star because in my game a second one got built and the first was untouched.  Mon Mothma was captured by Darth Vader and turned to the Dark Side by the Emperor (a massive loss for the Rebels as she is great for diplomatic missions - as in turning neutral planets over to being loyal to the Rebel cause).

If you haven't tried the game yet I highly recommend it.

In other news - I'm going to be doing up some posts when I get back from my work trip this week.  I have a second USMC squad done and based for modern BA - just need to take pictures.  I've started the rebasing of my Fort William Henry model, and I'm painting up the tents for the M&T scenario I'm running at KublaCon this year.  Lastly, we've scheduled a play test of the Napoleonic game we are running at KublaCon - which sees the British, Portuguese, and Spanish fighting against the French ... newly finished Spanish troops will be used ... and they are beautiful ... so stay tuned.