Friday 9 February 2024

Seven Years War again


    Andy and I have been trying to up our game for the Seven Years War in 15mm. We've also been using a slight variant of the Honours of War rules on the company lever for the so-called "French & Indian Wars" in North America. (That's for another blog later.) Personally, I've found these rules quite playable and I think they have the "feel" of the period, although that's a judgement call since I didn't live in central Europe in the 1750's. I'd recommend them.

    This past Saturday, I unlimbered my Austrians to face Andy's Prussians. In games prior to this, I had fielded my Russian army, an old favourite. We'd also used Andy's French troops. My Swedes are still on the painting table. Andy and Glenn faced Dave and I over the table. We fought to a draw... which I considered a "win" considering my abysmal luck and field general skills. Some photos follow, courtesy of Andy and of Dave.

From the Prussian perspective; the advance to the town of Neues Unbenannt.
The large blue dice show the status of the brigadier, since that officer could be
Dashing, Competent, or "Dithering" for that turn. The rules set that up. It has
a lot to do with historical aggressiveness and staff work.


Dave stares down Glenn.
The cotton balls denote the unit has fired.

Austrian Kurassier and Prussian Kurassier prepare to go sword to sword.
The Prussian heavies (elite) are a "large" unit with some extra troops and a +1 in melee.
They were brigaded with a dragoon regiment.(regular)
The Austrian had a regiment of Kurassiers and a combined unit of Kurassier Carabiniers
and dragoon horse grenadiers, all elite.

The Austrian advance over grain fields.
Rifle armed Jager (small unit of skirmishers) precede the one brigade of line infantry.
A brigade of elite grenadiers goes into the village.

Some photos of previous games where the French took a strong punch in the nose.   

French vs. Prussians - fighting over an open field

The French advance.
The red bead denotes a casualty. We've gone to a better system now.

The French right flank

We're still learning the rules and are using the 20mm distances for our 15mm armies.

     I like these rules and I hope to continue to used them. In the SYW period, I cut my teeth on KoenigKrieg and there's still a few things I really like about those rules. I've also played Warfare in the Age of Reason and found them fine as well. I'll stick with HoW for a good long while, I think.



Thursday 8 February 2024

"This Just In!"


     For what it's worth, I'm rather taken with Osprey Publishing's "The Silver Bayonet" game of Napoleonic horror. Warbands/Units of all the players in the Napoleonic era, including the North American side-show of the War of 1812, fight against a rising apocalyptic evil with all its weird minions, like vampires, goblins, ghosts, and other "things that go bump in the night."

    Well, I dived in big time and painted up units for Britain, France, Prussia (1806), Austria, the USA, Irish rebels from 1798, naval crews for either the UK or the USA, and the North American indigenous peoples (First Nations) as well as critters of all sorts, many of which were already in my collection. (The pumpkin-headed murderer at the top of the page is a RAFM figure I've had for many years.)

    I've also found some figures for uses as either investigators, occultists, specialists, or "Heroes of faith." Since my units are coming from ostensibly Christian countries or countries with Christian backgrounds, most of these are Christian clergy or religious figures. There is no reason a unit made up of Jewish troops could not be done; could you imagine a rabbi in the unit as supernatural investigator accompanied by a golem? (The kingdom of Saxony was supposed to have had a tiny unit made up entirely of uniformed Jewish citizens. I'm not sure it ever really existed but plans were made.) A recent player-made update for an Ottoman list showed an Imam as part of the unit... and why not?

    Anyway, I received some models from Badger Games in Wisconsin, USA (Excellent service, by the way. For what it's worth, I recommend them.) to add to either my existing groups or another I'm considering - a Papal unit. The Papal States were absorbed into the Kingdom of Italy under Napoleon and the pope was under the Big N's thumb, but this game is about fiction and gaming and - in the end - having fun. After all, if it's not fun, why do we do it?

     First off, a friar with a shotgun. Not a bad figure, although I needed to add a hood to his tunic. I know this sounds strange, but I've been told stories of Franciscans joining in a home guard unit in the 1940's protecting Pennsylvania's Horseshoe Curve. This stretch of track was a part of the railroad going through the Allegheny Mountains near Altoona, PA. If saboteurs were able to cut this link, a major rail passage from New York or Philadelphia to Pittsburgh and Chicago beyond would be useless. All rail traffic from the Eastern seaboard would have to go through the southern states or through Canada, which would have been a problem early in World War II. So at least some friars carrying shotguns joined that effort. (I've been told this is true. Where they got shotguns, I don't know and never asked. I do know that Brother Finbar used to go bow-hunting, and that's ANOTHER story.) In any event, this stout brother could be of a lot of use in a Silver Bayonet unit.

One of the brothers with a shotgun

Horseshoe Curve near Altoona, PA
A recent photo

     Next is a set of religious sisters from wild west horror range. They're supposed  to be the last surviving member of an community of nuns fighting vampires in the American "Old West." Yes, they have revolvers and I ask you to ignore that since the figs would be so much fun in a SB unit as investigators, occultists, or shooty-types.

Sister Sarah (Yes, the pack came with a mule, which is still being painted.)

Two other sisters with pistol, axe, and carbine/shotgun
I haven't given them names yet, but I'm considering either Sr. Petrusea,
Sr. Marcella, or Sr. Simon-of-Cyrene-helped-Jesus-carry-His-Cross.
I'll let you know.

    Next, some less savory types... both from Copplestone Castings

A ghostly apparition, set to scare.

A mummy.
I liked this figure. Only his toes and part of his face are visible.

    This final figure is not meant to scare, although it might upset some veterans of the naval service or the Coast Guard... a rather well-executed of model of a naval officer to lead the navy's Silver Bayonet unit.

The naval officer armed with cutlass
His naval uniform is far more simple than many wild and
crazy ones of the land forces, but it gives him an air of serious
and no-nonsense authority.

    I've done other occult or supernatural types for other units, such as these:

A friar who has served with both the Austrian
and Irish Rebel warbands.

Fr. Vasili, who'd be perfect if I ever do a Russian unit.
(Note the pistol in his belt.)

A Haitian occultist for the French Imperial Unit
He's holding a skull, a really big skull,

For the 1806 Prussians, Pastor Helduzer
of the Lutheran/Evangelical Church in Prussia

A really old photo of "the Vatican Hit Squad" in a Pulp gaming event.
Bishop Ted stands high atop the wall for no particular reason.
Their opponents are Sherlock Holmes, Dr. Watson, & Company.
It was a wild-and-wooly time.

    If this horror/wild/Napoleonic idea appeals to you, look into the Silver Bayonet first and foremost. [Should you desire a somewhat different experience using a whole different system, check out Wiley Games Horse-and-musket and horror offerings. Those two offerings mix easily.]

'Til later then!


Sunday 5 November 2023

Prey and the Birth of a Legend

 

On Saturday, 4 November, I was able to host two games at the Hamilton Road Games Group in London, ON. Both were using the Fistful of Lead rules from Wiley Games. One was a direct play of the "Prey" scenario from Wiley Games. The second used the plain rules on the same tabletop.

In the first game, both "human" players (Aris and Ryan) had teams of 5 First Nations warriors, armed with bow and arrow or spear. Some of the names I put together for their crews were "Hands-to-the Sky", "Head-of-Rock", "Fleet-of-Foot", "Joe Bear-killer", and the ever-popular "Dances-with-Vermin." Bear, the third player had three Alien Hunters in Holo-suits that made them almost invisible (unless you crossed a body of water which shorted out the suit for a turn), carrying lasers, and being big and nasty. The humans started at opposite corners of the field and the Aliens started dead center on the table. I'll try not to reveal too much about the scenario in case someone reading this wanted to surprise their players with it. It really was a lot of fun.

One hunter advances toward Ryan's crew. Head-of-Rock kneels in wait.
The whole table was considered forested (light cover) except the areas like the light green
one, which was considered to be a clearing.

Aris's team advances toward the creek, coming up behind Bear's alien hunters.
(Figures by RAFM)

Head-of-Rock keeps waiting.

Alien Hunter #2 ("Frazzi" I think) shows one wound (red bead), one shock (yellow bead),
and a working holo-suit. (white ring) Tau Stealth Suit troops seemed fine for this use.

All three Alien Hunters face down Ryan's warband. Dances-with-Vermin is in front with one wound and one shock.

Aris' band keeps sneaking up on the Hunters.

One Alien Hunter takes on a spear-armed warrior with claws. The warrior didn't win.

Another view of that desperate fight!

In the end, Ryan killed two Hunters (10 renown points) and had 4 braves surviving (4 points) for resounding 14 point win. Aris had 4 points and Bear lost two hunters to the Native Braves while taking one out hand to hand. The third Hunter blew himself up when the situation got too desperate and no  rescue was forthcoming. It really was closer than it looked. A Joker in the deck caused a hunter to fall into a pit with sharpened stakes at the bottom. Jokers are fun!

After a brief and satisfying lunch of cherubim and seraphim with iced tea, the same crowd went at it again, using new teams and no Alien Hunters. 2 Jokers were in the mix, which allowed the player to use it as a wild card, but it also caused a downpour of rain which forbid long range shooting. Aris and Bear both had teams of 5 cowboys while Ryan fielded a patrol of the RCMP - an inspector, a veteran sergeant, two constables, and a dog... a dog of legend whose story will be told over campfires for years.

Bear's team entered the field at 12 o'clock level, Aris' at 9 o'clock, and Ryan's at about 4:30 level. Lots of shots were exchanged. In the end, it came down to a one-on-one shoot-'em-out between the survivor of Bear's crew and the last man of Aris' crew, Ryan's all having been gunned down but not without giving almost as good as they got!

Three of Aris' gun-slingers advance over rough ground
(Figures from various manufacturers)

Long range shots between Aris and Bear.

Bear's boys come over the creek.

'Tis the Law north of the border!
(Figures by Pulp Miniatures)

Ryan's Mounties engage Aris' crew.

More shots ring out.

THE LEGEND!
Dog Constable Nova did a high speed sneak around the Mountie left and attacked one of Aris'
boys in the creek. Nova took the gunman out in short order to the cheers of all players and the
games master. (Me!) We were all cheering for Nova to take out ALL of Aris' crew. Nova was
armed with teeth and claws and was "stealthy." (Since the dog couldn't shoot, he got an extra
trait and I gave him "stealth" with it -1 to any shooting attacks on him. It was worth it!)
I think I like dogs as part of a crew for this sort of game.

More shot exchanged.


Sad to say, one of Aris' gang got the initiative on Nova and laid the legendary
dog low. We all held a brief moment of silence in the dog's memory.
(Silence... 1... 2... that's enough.)
Aris is to be known as "Dog-killer" from now on.

 In the end, all of the RCMP patrol were out of action and only one shootist in the gangs of Bear and Aris remained. The exchanged a few shots and then retired to the saloon for some libations since Bear's ride came and he had to leave.

I like the Wiley Games because the same mechanics apply to any game of any period or style you might play using the rules. My son and I played a Grimdark game of Chaos-type nastys vs. Tau-ish aliens and the rules worked great. Our last Christmas party game used the rules in a mixed way, with magic users, modern Canadian army troops, sci-fi heroes, pirates, pulp heroes, and others all in the same team, all trying to save Santa from the Krampus and the Grinch... and it worked great. (See the photos below.) For what it's worth, I'd recommend the entire range of rules - Wild West, historical, horror, Sci-fi, fantasy. It's all just plain fun.

Company Sergeant Major Vanier of the Van doos faces down the Martian ape.

Santa, Krampus, the Grinch, and some mercenary gunmen.

Goblins! Flash Borden! The Phantom! Professor Fate, Master of Magic!
RCMP Sergeant Steele! The Pirate Queen! Weird mushrooms!
All in one game!

So when you play again, I hope the fighting spirit of the legendary Canine Constable Nova, and crazy fun of the First Nation's sniper, Dances-with-Vermin will be celebrated on your table.

More to come soon.

Thursday 7 September 2023

It's Been a While

Yes, it has been a while since I blogged. Any number of things have been going on and I've been distracted. I'd like to say "busy", but "distracted" would be more honest. Changes in household, changes in work and ministry, and changes in the other things I do are all there.

For instance, in my reenacting, I've been made "Battalion Adjutant." Sounds like a promotion, and I suppose it is. It has a lot to do with where to place people for parade and keeping some records. The Colonel asked me to do this partially because I don't move so well with the arthritis in my knees and this would keep me in the hobby. I kiddingly tell people that I was made an officer in my unit because I can cause less damage that way. Who knows?

My dear wife cracked a rib at a reenactment a few weeks ago. I was not present because I was officiating at a wedding. She's doing better, but is still sore at times.

My ministry continues and some changes might be in the offing. I cannot be sure and I'll keep all that to myself for the time being.

Painting? Yes, I have been painting and I enjoy it! Here are some selections.

Based on the videos from "Black Magic Craft", I did a spike trap
for possible use in D&D games.
I recommend you look up and watch BMC's videos on YouTube.

An odd-looking altar set for the Service.
I'll add it to a ruined church Andy gifted me with.

Barrels of stuff - Silver Bayonet table clutter


Adding some colour to my French troop for Silver Bayonet -
men of two of the Swiss Regiments in the Grand Armee.

Nosferatu-style vampires for Silver Bayonet.
I suppose these are vampires whose investment never paid out.

From a Silver Bayonet game with my friend, Mark - 
the leader and the supernatural investigator from my Irish rebel warband,
based on the '98 rebellion. 


The Table for Silver Bayonet
My Irish vs. Mark's Scottish warband

Some of the Irish
The Mayo-man (using Highlander stats), the leader, a deserter
from the Crown infantry, and the friar/investigator

The Mayo-man with his two-handed axe faces off the Scots leader.

The rest of the Irish - 
Insurgent rifleman, Junior officer, and rebel infantryman


I'd been wanting to do a naval warband for a while.
My local store just started to carry "Blood & Plunder" from
Firelock Games. I bought a box of the ship's crew which
included 16 multi-pose figures. Just the thing for Silver Bayonet!

A few more naval types including a junior officer in a bicorne head
that was left over from some British infantry officer in the bits-box.


From a recent game at the Hamilton Road Games Group in London
A game using A Fistful of Lead rules for the Wild West.
Beth ran an all-female gunslinger gang, but ended up losing to two other gangs.
A great set of rules that I'd recommend to anyone!


Things can get busy around the corral.


Some T'au "Pathfinders" with plasma carbines
A while back, my son and I played a game using the FFoL Sci-fi rules
for the 'Grimdark' setting. I wanted to make up my own SF warband and
since I like the T'au, there you have it. More on this later.


Andy and I continue our foray into the Seven Years War using Osprey's Honours of War rules.
We're still learning and it gives me a chance to unlimber my Russian army for the period.

A brigade of Cossacks
WARNING: Don't EVER do this! Cossacks are too brittle to stand alone as a brigade.
Individual regiments dancing around, messing with people's heads is great...
But a brigade of them is not a good idea!