A Mention in Dispatches

Cory Ring sent me this yesterday.  Apparently some folks are using my Santa Anna Rules for the American Civil War.  Santa Anna Rules was written for the Mexican American War.  It’s always neat to hear about folks having fun with rules I wrote.  Too often the only feedback an author gets are the slings and arrows of outrageous reviewers on places like TMP, blogs, and glossy gaming magazines.  At the end of the day, the reward for developing rules is not cash (there’s little of that), but knowing that folks are having fun with rules I wrote.

G.A.M.E.R. Science Fiction

The initial setup.
The initial setup.

Several of the HAWKs assembled this Saturday to paint figures for our Armies for Kids project.  After about three hours of painting, we set up an impromptu science fiction game using G.A.M.E.R.  I am still wrapping up development of G.A.M.E.R. for WWII, so it wasn’t quite ready for a science fiction game.  Chris had recently finished his Bones science fiction figures, and we wanted to get them and my science fiction figures on the table.

Chris' forces in their initial deployment area.
Chris' forces in their initial deployment area.

The biggest things that I need to address for science fiction are how to account for body armor and stats for science fiction weapons.

Eric's purple squad advances.
Eric's purple squad advances.
My platoon leader and "machine-gun" team
My platoon leader and "machine-gun" team
Eric hammers one of my teams with HE fire from his tank.
Eric hammers one of my teams with HE fire from his tank.
Ouch!
Ouch!
My Colonial Marines advance toward a rocky outcropping to seek cover.
My Colonial Marines advance toward a rocky outcropping to seek cover.
My Colonial Marines take up a good firing position.
My Colonial Marines take up a good firing position.

My anti-tank rifleman took out Eric's tank after several unsuccessful shot.

Chris consults a subject matter expert for tactical advice.
Chris consults a subject matter expert for tactical advice.

The game was a near-run affair.  At first it looked bad for our side when Eric took out half my infantry in the first turn.  Then it looked better for us when I took out Eric’s tank and Dave started to engage Chris’ infantry who had entered the compound we were trying to capture.  It looked even better for us as Dave and I chopped up Eric’s infantry.  Chris sent one of his corporals to try hand-to-hand combat against one of Dave’s infantryman, but the corporal lost the melee and fell into a file of poisonous ooze.  But then Duncan arrived with some additional infantry.  Chris and Eric cut up one of Dave’s teams.  Then Chris moved around Dave’s flank.  I was in a strong defensive position, doing damage to Eric and Duncan, but I was not going to be able advance into the compound, so we called the game a victory for Chris, Eric, and Duncan — the “bad guys.”

Musings on a Dice Progression Mechanic

For many years I have had interest in implementing an opposed-die roll dice progression mechanic in a game.  Many years ago Cory Ring and I wrote a small set of rules for the HMGS MidSouth Dispatch (newsletter) that featured such a mechanic.  The problem is that there isn’t enough variance between a d4 and a d12 and then there is the big gap between d12 and d20.  The gap can be filled with two dice, but then you don’t get the same uniform distribution of results that a single die achieves.

24-sided dice from http://mathartfun.com/shopsite_sc/store/html/DiceShop.html
24-sided dice from http://mathartfun.com/shopsite_sc/store/html/DiceShop.html

Recently, I found a company (http://mathartfun.com/shopsite_sc/store/html/DiceShop.html)  that sells d14, d16, d18, d22, and d24.  I wrote to them, and they were able to sell me 10 of each such that each type of die was a unique color.  Since these are uncommon shapes I wanted to be able to say, “roll the blue one and always mean the d14 — or whatever shape was blue.  They arrived recently, and I have begun to think about how to employ them.

22-sided dice from from http://mathartfun.com/shopsite_sc/store/html/DiceShop.html
22-sided dice from from http://mathartfun.com/shopsite_sc/store/html/DiceShop.html

The basic notion is that abilities would have a base die as a part point.   Modifiers would then change the die rolled.  The attacker and defender would each roll a die, with the higher roll winning.  I have also thought it might be interesting if the difference in the rolls somehow indicated the level of success.  For instance if the attacker’s roll is three times the defender’s that might indicate some sort of critical hit.

A 16-sided die from http://mathartfun.com/shopsite_sc/store/html/DiceShop.html
A 16-sided die from http://mathartfun.com/shopsite_sc/store/html/DiceShop.html

On a recent flight for work, I began to wonder about the probabilities of winning under these types of rules.  One of the reasons that this die progression approach appeals to me is that someone rolling a d4 COULD defeat someone rolling a d24.  But what is that probability?  So out came Excel.  The table below shows the chance of the attacker (rolling the dice along the left of the table) defeating a defender (rolling the dice across the top of the table). 

So, if an attacker roll d4 and the defender rolled d24, the attacker would have just a 6% of winning.  Note that the attacker must roll higher than the defender to get a hit, so ties go to the defender.  On the other hand, if the attacker rolled d24 and the defender rolled d4, the attacker would have a 905 chance of winning.  Again, ties go to the defender.

Looking at this chart, I was pretty happy with the way the probabilities laid out.  Then I stated wondering why things weren’t summing to 100%.  For instance, why was P(Victory, d4 vs. d24) + P(Victory, d24 vs. d4) not equal to 1?  Then Duncan made a comment that helped me figure it out.  It’s those ties.  Since some rolls are losses for both d4 vs. d24 and d24 vs. d4 those were the missing percentages.

The table (above) shows the probabilities of ties that are always failures.  For a d4 vs. anything, there are 4 rolls that are always ties: 1:1, 2:2, 3:3, and 4:4.  For d4 vs. d4, this is 25% of the total rolls possible (16).  To check my math, I then inverted the first table…

so the defender is down the left and the attacker is across the top.  Then I added all three tables together, yielding this:

Except for one cell (it looks like two, but this table is symmetrical about its diagonal) at 99%, all the math adds up.  I rechecked all the math and didn’t find an error, so I’m chalking it up to round-off errors.

18-sided dice
18-sided dice

So, if anyone has stayed with me this far, I think the math shows that from a probability standpoint, the die progression mechanic is viable.

I am planning to implement this with something melee heavy so that weapons get a base attack die and skill and circumstances modify the die.  The defender’s armor gets a base defense die, with skill and circumstances modifying it.  I may try this in a couple of weeks with some Robin Hood figures.

Cold Wars 2015

The Pterodactyl Bomber with its fighter escort
The Pterodactyl Bomber with its fighter escort

Cold Wars 2015 began with a huge snow storm that crippled the Northeast.  Schools were shut down, roads were clogged, and (thankfully) Congress was closed.  I had planned to head to the convention around 1500 and play a pickup, invitational scenario using G.A.M.E.R. rules.  Because the roads were treacherous, I wasn’t able to leave until 1815, arriving in Lancaster at 2100.  None of the HAWKs were in view.  I spent about 90 minutes loading junk onto my cart and limping my way back and forth with lots of stuff for the five games I planned to run.  Due to my late arrival, the G.A.M.E.R. event did not occur.

The Goolanders' space ship
The Goolanders' space ship

I ran into the Goolanders, father and son, Thursday evening, and they told me about their spaceship game using G.A.S.L.I.G.H.T.  One of the first things I did Friday morning, then, was look in on their preparations.  In the picture (above) you can see part of the setup.  They built a wooden box about 2 feet by 4 feet, I think.  In this they placed smaller boxes representing the various rooms on the ship.  This makes the spaceship reconfigurable for repeat play value.  Eric Schlegel played in this game and had a good time.  Unfortunately, I wasn’t able to participate, because I was running my own event.

The Germans and Allies in their starting positions
The Germans and Allies in their starting positions

Friday morning, my first event of the convention was Secret Weapons of the Luftwaffe, USAAF, and RAF.  I used X-Wing with custom dials and pilot cards.  Only one player had ever used the rules; although, one or two had read the rules previously.  The Allies weighted their right flank, and the “bomber” was able to maneuver to their weak flank.  In the end, the Allied inflicted few hits on the bomber before it crossed the table — a decisive German victory.

Northwest Frontier by GASLIGHT
Northwest Frontier by GASLIGHT

My second game of the convention was the Northwest Frontier by G.A.S.L.I.G.H.T.  In this scenario, the British column is trying to get Wee Willie Winkie across the table when they are ambushed by Pasha Chrismajadeen and his Pathan chieftains.  The game had a number of memorable and humorous moments — for which G.A.S.L.I.G.H.T. is famous.  Chris sent Victoria Hawkes out ahead of her female hussars to melee with the driver of the Russian steam lorry.  She failed to inflict any damage and was herself killed by the driver.  Later, just as the crewmen were about the abandon the female hussars’ steam coach, a squad of Russians assaulted the vehicle.  As they clambered atop the vehicle, the crewman thought better of their plan to bail out and instead redoubled their efforts to repair the coach’s engines.  A squad of female hussars counter attached, and a roiling melee ensured atop the coach.  Two of Chris’ hussars rolled 20’s and fell off the coach to their deaths.  Meanwhile, one of the scout helicopters was shot out of the sky, and the engine of the second conked out, crashing.  On the other side of the table Pasha Chrismajadeen charged single-handedly against the 33rd Punjab lancers, who seemed to have trouble staying on their feet and instead spent a fair amount of time falling and standing back up.  Despite these setbacks, the British managed to achieve a clear victory, protecting Winkie.

The highlanders and female hussars, part of Wee Willie Winkie's escort
The highlanders and female hussars, part of Wee Willie Winkie's escort

 

Another view of the Northwest Frontier game
Another view of the Northwest Frontier game

While I was running these two events, other HAWKs were busy running other games.

Jim explaining the finer points of Saga to a West Point cadet
Jim explaining the finer points of Saga to a West Point cadet

Jim and Don ran a very popular, six-player Saga game that they have been developing for months.  This was Jim’s GM debut, and the game went extremely well.

Don's and Jim's 6-player Saga game
Don's and Jim's 6-player Saga game

Greg ran one of his Dr. Who games featuring Noah’s dungeon tiles.  The folks seemed to really enjoy the game.  Mark Ryan played the rear guard, hold off the Weeping Angels long enough for the Dr. and his entourage to patch up the crack in space-time.  Greg told me that Mark “went all rogue” and actually charged the angels, which was quite unexpected.  In the end, I think all Mark’s folks were thrown into the “vortex” by the angels, but as I mentioned, he delayed the angels long enough that order was restored to the galaxy, universe, or other large timey-wimey place.

Greg Priebe's Dr. Who game
Greg Priebe's Dr. Who game
The interior of the crashed spaceship with lots of action going on
The interior of the crashed spaceship with lots of action going on

 

Kevin Fisher and his Mobile Suit Gundam game
Kevin Fisher and his Mobile Suit Gundam game

Though I was remiss in capturing them in electrons, Dave ran a series of Look, Sarge, No Charts demonstration games, both Napoleonic and fantasy, all day on Friday.  His final Napoleonic game lasted until one in the morning.

David Schlegel running his Hunger Game
David Schlegel running his Hunger Game

Typically Greg attracts all the females at a convention for his Dr. Who games.  He has the HAWKs title of Lord Admiral High Priest Babe Magnet Potentate.  At Cold Wars 15, however, it was clear that Greg’s chick-Fu is now weak, and David Schlegel has wrested the Lord Admiral high Priest Babe Magnet Potentate title from him.  David’s games were full of females from ages 8 to 48.  Apparently all these women and girls really wanted to be the heroine from the Hunger games more that one of the Doctor’s companions.  What women David didn’t attract ended up in Duncan’s game or Eric’s games.

Duncan running his War of 1812 (prelude to) New Orleans game
Duncan running his War of 1812 (prelude to) New Orleans game

Our big Fate of Battle game for Cold Wars was the 1814 attack on Paris by the Russians and Prussian.  Duncan, Chris, Dave, and I worked on a piece of the centerpiece terrain element: the Montmartre Heights.  Jennifer thought the mountain was uninspiring and “eh,” but we were proud of it.

A view of the Montmartre Heights before the battle commenced
A view of the Montmartre Heights before the battle commenced
Russians and Prussians advance toward the Montmartre heights above Paris
Russians and Prussians advance toward the Montmartre heights above Paris

While the French fought a delaying action on their right flank, the main action took place on the heights.  Due to overwhelming numbers and really poor French artillery marksmanship, the Prussians and Russians swarmed up the hill.

A long shot of the battle
A long shot of the battle

Patrick, the commander of the division defending the heights failed both his unit’s morale and his player morale.  After a “dressing down” from the overall French commander, Patrick held the heights.  Everyone predicted an allied victory; however, within the next three turns, all but two allied brigades failed morale and scurried back down the slopes.

The Prussians and Russians swarming up the Montmartre Heights
The Prussians and Russians swarming up the Montmartre Heights

Though one Prussian unit remained on the heights, I judged the game a French victory.  For those folks who argue that war-games emphasize casualties more than morale, this was a battle that turned on morale.  All the players had a good time.

Meanwhile, back on the ranch…

Ed and Sam running their Muskets and Tomahawks game
Ed and Sam running their Muskets and Tomahawks game

… Daniel Boone was captured by the French…

Norman Dean's Scarlet Pimpernel game
Norman Dean's Scarlet Pimpernel game

… the Scarlet Pimpernel threw the French authorities into a tizzy…

Warhammer Ancients run by a VERY excited Rob Dean
Warhammer Ancients run by a VERY excited Rob Dean

… angry people bashed each other with swords and pointy sticks…

Tank at Schlegel's Ferry
Tank at Schlegel's Ferry

… and everyone came to Schlegel’s Ferry, including Nazis, space aliens, the adventure party from the Hobbit, Charlie Brown, and gangsters.

 

The HAWKs gather for dinner
The HAWKs gather for dinner

We had a brief lull in the action as the HAWKs gathered around the Elven Capital for dinner.  We took this opportunity for Sam Fuson to present some mementos to the members of the HAWKs to supporting the 114th Signal Senior Leader Professional Development event mentioned in a previous blog posting.

Sam presenting a coffee mug to Dave Wood
Sam presenting a coffee mug to Dave Wood

Those HAWKs for whom this was their first SLPD event received battalion challenge coins.  Those who have supported multiple events received a battalion coffee mug.

Kurt (and his coin), Sam, and Eric (who received a mug)
Kurt (and his coin), Sam, and Eric (who received a mug)

The kind gesture was appreciated by all recipients.

Chris and a coffee mug
Chris and a coffee mug

My fourth event of the convention was a reprise of the Paris 1814 game, but with Elves substituted for French and a variety of fanciful creatures substituting for the Prussians and Russians.

 

Paris converted into the Elven Capital
Paris converted into the Elven Capital

 

The "allies" advance against the slopes before the Elven kingdom
The "allies" advance against the slopes before the Elven kingdom
This young man and his mom seemed to really enjoy the game. He quickly caught onto the rules and was largely independent after a turn or two.
This young man and his mom seemed to really enjoy the game. He quickly caught onto the rules and was largely independent after a turn or two.
David's eagles defend the partially complete wall against a series of assaults
David's eagles defend the partially complete wall against a series of assaults
The various beasties slogging up the Elven heights
The various beasties slogging up the Elven heights

The elves successfully defended their capital.

Ed and Sam ran a very popular modern Afghanistan game with Ed's home rules
Ed and Sam ran a very popular modern Afghanistan game with Ed's home rules

While the orcs, goblins, spiders, dwarves, giant ants, and other assorted creatures was assaulting the Elves, Ed and Sam were running a modern game with Ed’s home rules.  Jim said later that he really enjoyed the game and the rules.  It was the first time the Americans won this game, I’ve been told.

A second view of Ed's modern game
A second view of Ed's modern game

Sunday morning I ran my 54mm chariot race game using Roman Circus rules.  There was a SNAFU with the convention hotel — again.  This time, they kicked us out of our room early, so we had to pick up all our gear and move to another room in time to start our games.  While I was watching four of six chariots crash, Duncan ran his Charted Seas game and Don ran a pickup game of Saga for a bunch of West Point cadets.

The largest Charted Seas game in history
The largest Charted Seas game in history
Don's Saga pick up game for the West Point cadets
Don's Saga pick up game for the West Point cadets

Attendance was off due to Thursday’s storm.  The dealer hall seemed empty all weekend.  I’m sure a bunch of dealers were very unhappy.  In the past it has been hard to get to the Old Glory booth, for instance, but many time I passed it was empty.  I did my part to stimulate the economy, partaking in a convention special on Middle Eastern buildings from Miniature Building Authority, some roads and trees from Battlefield Terrain Concepts, and other odds and ends.  Dave did his part too, by hauling a bunch of stuff away from the flea market.

I enjoyed Cold Wars.  The past couple of HMGS East conventions I didn’t enjoy.  Whether it was a bunch of recalcitrant players lousing up a game, not being able to find what I came to get in the dealer hall, or something else, the last few were starting to make me think that I should cut back on convention attendance.  All of my games went well (although a little more play testing would have made the fantasy game on Saturday a little better) and there were no spoiled sport players, so I really enjoyed game mastering.  There was enough white space that I had plenty of time to wander around looking at stuff I didn’t need and socialize with the other HAWKs.  A handful of folks I hadn’t seen in quite a while, including Patrick one of the early HAWKs, were there, which was pleasant.  I would have liked to run my G.A.M.E.R. event Thursday night for a few folks who haven’t had a chance to try the game yet, but otherwise, I had an excellent time.

A Long Time Ago in a Kitchen Far, Far Away…

Lando moving forward.
Lando moving forward.

Chris Palmer loaned me his collection of Star Wars miniatures from several years ago.  I don’t know if the figures are still sold, but I wanted to give the game a try.  Last night my son and I put the figures on the table and gave it a try.  We played two games.  The forces were the same.

The good guys move into position
The good guys move into position

We each took 100 points.  My son had Luke (rebel, not Jedi), Leah, Han, Chewbacca, and Lando.  I had 12 generic Stormtroopers, one Stormtrooper scout, and two Stormtrooper officers.  The Rebels won both games.

Luke takes out a Stormtrooper
Luke takes out a Stormtrooper

The game is VERY simple once you get used to how cover is computed.  It is a little odd that there is no penalty for long-range or moving fire, but at the ranges in the game, everything would probably be at close range anyway.

Stormtroopers in their firing line
Stormtroopers in their firing line

Though we had the same number of points, it seemed pretty hard for the Stormtroopers to get the upper hand.  In the first couple of turns, I got many more activations than the Rebels because of superior numbers, but one hit on a Stormtrooper was a kill, so the numerical advantage faded quickly.  There is a group fire rule that I didn’t take advantage of in our first scenario.  In the second one, I used it aggressively (note the firing line in the picture above).

Leah bites the dust
Leah bites the dust

Though I inflicted 110 points of damage, I was only able to kill one Rebel, Leah, before all the Stormtroopers were killed.  I think perhaps the points are not quite right.

"You're going down, Empire scum!"
"You're going down, Empire scum!"

My son said he thought the game was much more fun than he expected.

Facing off
Facing off

We plan to play it again.  I am sorry that I didn’t invest in any of this when it was available.  If and when my copy of Imperial Assault ever arrives, these figures might make good additions — or perhaps a GASLIGHT game.  Hmmmm.

Moving Fire in G.A.M.E.R.

This past weekend we played two games using my under-development G.A.M.E.R. system.  Those games gave me a chance to try out some ideas I’ve been kicking around regarding moving fire.  As the game is currently written, figures may either move or fire when they activate, but there is no moving fire.  I have been struggling with the best way to represent the increased firepower afforded to US squads by the M-1 Garand vs. every other army’s bolt-action rifles.

When I was a cadet at West Point, one of the history instructors showed us a film he made as part of his master’s thesis.  It involved him dressing up a full US and German squad with their organic weapons (including BARs and MG-42).  He then took them onto a known distance range and had them engage targets for a fixed period of time.  As I recall he even used the same guys for both squads to control for the possibility of better marksmen in one group or the other.  The result of this experiment was that a US squad had significantly more firepower than a German squad.  Since the BAR is not really comparable to the MG-42, you have to assign the credit to the M-1 Garand.  That has stuck with me for many years.

In Bolt Action, soldiers with Garands are allowed to conduct moving fire, but not soldiers with bolt action rifles.  I have tried to account for the differences in firepower in GAMER by enabling some weapons to fire more than one shot during an activation.  For instance, a submachine gun can fire 3 times at close range, twice at medium range, and just once at long range.  This reflects both the rate of fire and the poor likelihood of hitting multiple times with a submachine gun at long range.

This mechanism of multiple shots still didn’t address the moving fire issue.  While I like the shoot OR move mechanism for cleanness, simplicity, and speed, I understand why players of modern periods want moving fire.  The experiment at JJ CON was only partially successful, because I took away multiple shots from the Garand but allowed moving fire with a full move.

After that experiment, here is what I think I am going to do.  First, I realized that the penalty for moving fire (one column shift) was not punitive enough.  I have been thinking about making it a two-column shift for some time as a result of vehicle play tests.  A figure with a weapon that can fire more than once at the range to the target may instead conduct moving fire.  The number of shots will be reduced by one.  Movement distance will be reduced by two inches.  Moving fire is always conducted as move, then fire at the end point of the move.  Moving fire can be interrupted during the movement, not the firing, by a reaction roll.  I think this will give the right feel.

JJ CON 2015

JJ Con 1981
JJ Con 1981

In 1981 my buddy JJ had a sleepover wargaming birthday party when he turned 16.  A bunch of us got together this past weekend to celebrate with 50th birthday with a weekend of gaming.  We managed to fit in 7 miniatures games and a couple of card games in two days of non-stop gaming.

(In the picture from 1981, most of the faces are hidden, but I will identify the faces you can see.  Most of the faces won’t be familiar to the group, and many of the faces are hidden.  Standing at the left is Mike Janes.  He was quite a bit older than us but often hosted games at his house, and he took us to our first gaming convention.  I have been trying to link up with Mike, but he has no Web presence.  Standing (and waving) in the center is me.  Seated below me is Matt Stone.  We have all lost touch with Matt.  To the left of Matt, seated, is Mark Lauzon.  Standing at the top right, with just half his face visible and the other half behind the Elton John glasses, is JJ.  Other folks who are probably in the picture but I cannot identify are John Bice, David Dziadziola, Jeff Dziadziola, and Steve Jarosz.)

Attendees of JJ Con 2015
Attendees of JJ Con 2015

From left to right, Nick, Dave, Jimmy, Rick, Mark, JJ (the birthday boy), Duncan, Eric, and David (aka Ook).  I took the picture.

The Beer and Pretzels Ironclad game in progress
The Beer and Pretzels Ironclad game in progress

We began the weekend, according to time-honored tradition, with a large Beer and Pretzels Ironclads game.  The Rebs got spanked by the Yanks, having lost most of our larger ships.

A chariot race in progress using Roman Circus rules
A chariot race in progress using Roman Circus rules

Our second game was a 2-1/2 lap chariot race using the rules Roman Circus.  Nick won the game easily, having come from behind.

Red Dragon Inn in progress
Red Dragon Inn in progress

While I was setting up the next game, most of the guys played Red Dragon Inn.

Beginning the GAMER WWII Retrograde Scenario
Beginning the GAMER WWII Retrograde Scenario

I ran a WWII GAMER scenario, which involved the heavily outnumbered Germans attempting to delay the advancing Americans.  The Americans had to get at least 10 figures off the table by the end of the 15th turn.

Americans advancing with a Stuart light tank
Americans advancing with a Stuart light tank

Retrograde missions are hard, but the Germans eeked out a victory, because the Americans only got five figures off the table by the end of turn 15.  Another five figures were close — but no cigar.

Duncan's War of 1812 raid scenario using GAMER
Duncan's War of 1812 raid scenario using GAMER

We set up Duncan’s game for the next morning and then went to bed.  Early Saturday morning we played a reprise of Duncan’s War of 1812 GAMER scenario from Christmas.  The Americans raided a British encampment.  Initially the Brits were outnumbered two to now, but Duncan and I each had a squad of reinforcements that arrived in time to turn the tide of the battle.  It was declared a clear British victory.

Several groups of Americans begin held back by Eric's Brits
Several groups of Americans begin held back by Eric's Brits

The game was quite fun.  Playing a second game with the same rules (GAMER) was good, because it was easier for many of the folks who only game once a year (or even less frequently) during JJ CON.

A long shot of Orc's Drift
A long shot of Orc's Drift

After Duncan’s War of 1812 game, Eric ran his Orc’s Drift fantasy game using GASLIGHT.  It was a tense, hard-fought battle, but in the end the good guys were able to withstand the assaults of the misunderstood bad guys.

The bad guys advance on Orc's Drift
The bad guys advance on Orc's Drift

We cleaned up Orc’s Drift and played another chariot race.

A second Roman Circus chariot race game
A second Roman Circus chariot race game
We even got JJ's wife, Karen, to participate in the second chariot race
We even got JJ's wife, Karen, to participate in the second chariot race

I was set to win the second chariot race, but my last movement roll was dismal and I barely made it across the finish line.  Dave came from second place to win.

Who IS that studly guy?!
Who IS that studly guy?!

Our final miniatures game of the weekend was a thrown-together X-Wing scenario.

A long shot of my thrown together X-Wing game
A long shot of my thrown together X-Wing game

The rebels were attacking to knock out the three laser turrets on the surface of an Imperial station.  This was the first time I had used the laser turrets, and I think they worked well.

TIE Fighters defending a laser turret
TIE Fighters defending a laser turret

The rebels knocked out one turret and damaged the other two, but they did not achieve their objective of knocking out all three.

After we cleaned up, it was about 10:30, so we elected to start a “short” game of Nuclear War (by Flying Buffalo).  The game dragged on until after 1:30 in the morning, so none of us got much sleep.

All in all, it was a good weekend of gaming, laughing, and fun.

HAWKS Ring Out the New Year with Gaming

Happy New Year!
Happy New Year!

For the sixth year in a row, the HAWKs rang out the new year at Casa Surdu with an evening of gaming.  Though many of the regulars were unable to attend, we still had a large crowd — 12 gamers plus a couple of kibitzers.  The plan was to play three games.  The first was the traditional Santa Claus game using GASLIGHT.  The second was a large X-Wing game with almost everything I have.  And the final game for 2014 was Red Dragon Inn.

A long shot of the town of Granville before the battle
A long shot of the town of Granville before the battle

The first game was set in my pulp town of Granville, Illinois.  We used To Be Continued… by GASLIGHT as the rules.  In this scenario Santa has been shot down by Venusians and crashed near the Sinclair gas station.  (You don’t see the sleigh in this shot, because I took it before Chris arrived with the sleigh.)  The objective of the good guys was to gather up as many packages as possible and get them to Duke Morrison’s waiting airplane, the Anything but a Twenty, for subsequent distribution to deserving boys and girls.  The various groups of gangsters who inhabit the town were trying to gather the presents for themselves.  In addition, the Venusians (see the gold space ships in the park not far from Duke’s plane), were trying to capture the sleigh and/or reindeer so that they could study the technology.  There was also a small group of Nazi Fifth Columnists in the town who were interested in capturing Santa’s giant mechanical nutcracker and clockwork Santas.

A shot of the trailer park before the battle
A shot of the trailer park before the battle

The packages were scattered around town, and the gangsters were likewise distributed in buildings.  Duke Morrison, “Boats” Morgan, “Wrench” Web and their soldiers and sailors started near the Anything But a Twenty.  The Venusians began near their ships.  Santa and a few of his units landed near the Sinclair station.  Nearby were professor Serafini Nannini and his lab assistants, who moved to investigate the crash, as well a group of friendly snowmen and snowball fighting kids who had a vested interest in helping Santa.

Duke's plain awaits the arrival of Santa and his packages
Duke's plain awaits the arrival of Santa and his packages

Many of Santa’s other allies, like teddy bear infantry, toy soldiers, additional kids with snowballs, Moonraiser’s Marauders, and additional snowmen arrived in the first few turns, their arrival location being randomized.

Santa, his militia, mechanical saints, and a giant nutcracker gather up strewn packages
Santa, his militia, mechanical saints, and a giant nutcracker gather up strewn packages

The HAWKs tradition is for my son to be Santa.  The other unfortunate tradition is that Santa always has gotten killed.  When my son was younger, that was disheartening for him.  This year he didn’t want to play Santa, but we made him anyway.  Spoiler alert: Santa lived.

The game began with Santa righting his crashed sled and calling four remaining reindeer to his assistance.  Four reindeer weren’t enough to lift the heavily-laden sleigh, but they were enough to pull it slowly.  In addition the clockwork Santas and giant nutcracker were enlisted to push the sleigh as well.

Friendly snowmen take packages to Santa
Friendly snowmen take packages to Santa

Hermie and Rudloph jumped into a nearby roadster and, after a slight mishap which involved getting their car stuck in a hedge — it turns out that Hermie is a poor driver, they began collecting packages.  The nearby friendly snowmen collected packages and brought them to Santa while a group of kids with snowballs repulsed a group of gangsters and pursued a second one.

Angry snowmen, kids with snow balls, penguins, and gangsters duke it out
Angry snowmen, kids with snow balls, penguins, and gangsters duke it out

At the other end of the town, another group of snowball wielding kids and a group of penguins battled with angry snowmen and gangsters to secure an egress route for Santa.

A long shot of the fight
A long shot of the fight
Chaos in the streets
Chaos in the streets

Angry snowmen and gangsters tried to set up a roadblock to stop Santa’s sleigh while other gangsters (on the street to the left of the one in this picture) set up a bucket brigade to haul packages from a building to a “borrowed” bus.

Moonraiser's Maurauders battling with gangsters
Moonraiser's Maurauders battling with gangsters

Moonraiser’s Marauders (from the Island of Misfit Toys) attacked Bonnie’s gangsters, but took the worst end of the subsequent melee.  This gave Bonnie, Harry the Horse, and the Limey’s gangs an opportunity to try to cut off Santa’s movement toward Duke’s plane.

Santa's entourage
Santa's entourage

Yukon Cornelius and the Bumble, hitched their red and yellow panel van to Santa’s sleigh and began towing it up the road.  This freed up the reindeer to fly to the rooftops of Granville business to retrieve presents that fell during Santa’s crash landing.  At the same time, Duke Morrison was battling Venusians and other bad guys.  Tanks as having a bad dice night, rolling many 20’s.  It was probably inevitable that Duke would be incapacitated before the end of the game.

Santa's disabled sleigh being pulled up the road by Yukon Cornelius in the yellow panel van
Santa's disabled sleigh being pulled up the road by Yukon Cornelius in the yellow panel van

Many of the gangsters began trying to ram into either the panel van or the sleigh itself to stop it.  At the same time, the Nazi “she wolves” boarded the sleigh and engaged in hand-to-hand combat with Santa.  At this point, I was worried that Santa was going to die again this year, but he passed all his Save rolls and cleared the sleigh of enemy boarders.  The Venusians came alongside in a “borrowed” vehicle and began shooting at Santa.  Still Santa Saved, while toy soldiers and teddy bears defended the sleigh.  After four hours of play, we determined that there was nothing the bad buys had left in their bag of tricks to stop Santa from linking up with Duke Morrison’s men.

The final count on presents was 24 to the good guys and 14 to the bad guys.  Santa lived.  It was a convincing good guy victory.

I tore down Granville (a significant task) while everyone partook on breaded chicken over pasta with garlic bread.  The chicken recipe came from my aunt and was prepared much earlier in the day.  My wife heated it up while we finished the GASLIGHT game.   This gave me time to put away all the buildings and figures.

Bill Brought his Deep Space Nine Piece for the Star Trek Version of the Rules
Bill Brought his Deep Space Nine Piece for the Star Trek Version of the Rules

The second game we played was X-Wing.  I wanted to put all — or nearly all — of my X-Wing ships on the table.  Each player had three fighters or perhaps a smaller number of larger ships.  Bill brought the Deep Space Nine station from the Star Trek version of the rules to use as a communications satellite.  This became the objective.  The rebels swooped in to knock it out, but were surprised to find that it was fully operational and guarded by several squadrons of Tie Fighters.  Does that sound like the plot of Empire Strikes Back?

Setting Up for a LARGE X-Wing Game
Setting Up for a LARGE X-Wing Game

Some of the rag tag group of rebel ships were piloted by experts.  Some of the ships were older relics piloted by novices.  The Empire had a couple of aces, but also a couple of academy rookies.  The rebels also had the Mellinium Falcon piloted by Han Solo and a small cruiser.

Rebel Cruiser Supported by Fighters and Han Solo in the Millennium Falcon
Rebel Cruiser Supported by Fighters and Han Solo in the Millennium Falcon

I don’t know if Princess Leah was on board, but this ship was impressive on the table — even though it was armed with just a single weapon.

Tie Fighters Rush to the Defense of the Communications Satellite
Tie Fighters Rush to the Defense of the Communications Satellite

The Tie Fighters ganged up on the Falcon, eventually turn it into an impressive fireball.  While the Falcon was keeping many of the imperial fighters busy the other rebel battle group ground their way toward the communications station.  Despite heavy losses, they reached the station and were surprised by the heavy armament.  Several rebel fighters exploded as they approached.

Rebel Squadrons Approach the Communications Satellite
Rebel Squadrons Approach the Communications Satellite

The communications satellite was an easy target.  Despite the many shields, the rebels eventually punched through and began inflicting damage.  Then the cruiser came into range and began to fire.  A turn or two later, the communications satellite too exploded.  A good night for the rebels!

Red Dragon Inn: Last Game of 2014 and First Game of 2015
Red Dragon Inn: Last Game of 2014 and First Game of 2015

X-Wing ended about 1130.  While my wife passed around champaign in anticipation of the ball dropping in Times Square, we set up what we thought was going to be a quick game of Red Dragon Inn.  The game ended close to 2:00 AM with Bruce finally besting my daughter.

I’ve never understood the fascination with New Year’s Eve, but these marathon gaming sessions, while somewhat exhausting to host, are a nice way to finish out the year and start the new year.  What’s not to like about good food and fun games with buddies?!  I played my 42nd and 43rd miniatures games for the year — falling short of my 50-game goal.

 

Duncan’s Traditional Christmastime Game

A view of Duncan's Christmas game
Woody Kineval, Don, Noah, Eric, and Geoff admiring the chaos.

One of many HAWKs traditions is the Christmastime game at Duncan’s house sometime during the holidays.  Often the game is set in the War of 1812 and often in the winter.  This year Duncan hosted an American raid on a British encampment in Canada in the winter.  The American objective was to capture supplies, loot, and plunder.  The British objective was to hang onto their gear.

Kurt, Noah, Don, and Eric
Kurt, Noah, Don, and Eric

In the past, Duncan has used a variety of different rule sets, including GASLIGHT, for these games.  This year Duncan wanted to try using my G.A.M.E.R. rules that are under development.  In general, though there are questions about a set of rules that are still under development, the system worked well enough.

Dave's men rushed to the front, and then couldn't the broad side of a barn.
Dave's men rushed to the front and then couldn't the broad side of a barn.

Each player had two six-man groups and a leader to control.  Dave’s troops had high morale (“guts”) but terrible accuracy (“shooting skill”).  He rushed forward toward the enemy and then missed with nearly all his shots and Don laughed at him and taunted him.

Kurt and Noah
Duncan, Kurt, Noah, and Don

There was a furious melee in the woods just behind the plantation house, where Noah is seen in the photo moving his troops.  After the melee, which lasted a few turns, Eric was victorious, and Noah was out of the game.  Don taunted Noah too.

Hot and heavy fighting developed around the central plantation house

On my side of the table, Bruce occupied the brown building in the picture and then proceeded to decimate Jim’s and my forces.  We thought Bruce’s forces were snipers armed with Gatling guns.  On the first or second turn, Rob incapacitated my officer.  The officer had moved to the edge of the woods in the center right of the picture to locate the enemy.  He found them, but didn’t live long enough to let the troops know.  By the end of the game Rob and I had ground each other to a pulp, but he managed to capture two cows.  Don taunted me as well.

The game was a lot of fun.  Lots of folks brought cookies and snacks, so the holiday season pig out continued unabated as we battled.

Thanks to Duncan for hosting!