A selection of games in the style of H G Wells.

I was going to do an update post but I thought you don’t want to just read about me maoning about my problems so I thought I’d do something more positive and tell you about something fun…

… one thing I’ve really been enjoying recently is a series of large scale outdoor games run by Tim. As I’m sure most of you know the first widely publilshed book on wargaming was H G Wells’ Little Wars*. These were games played on the floor with traditional 54mm toy soldiers. There has been a recent renassiance of these games with the publication of Funny Little Wars and Little Cold Wars, these games use the same sort of mechanisms (occasionally a matchstick firing cannon gets up- graded to a nerf gun). The games are based around fun and enjoying some gaming time with friends rather than a serious military simulation, however it is interesting how ‘good’ a result, ie historically plausible, these games generate.

Anyway enough waffle from, me on to the pictures:

The first game I joined in with was the defence of Fort Fisher in the ACW. I was one of the Confederate defenders against the Union combined operation.
The defences were manned but we were heavy on firepower but light on men. Still it was good funb firing the cannon at the ships as they closed in.
The Union tried to run a ship aground and blow it up to disrupt us. It didn’t work so well but they did make a landing in the centre of our fort and overrrun a few batteries (our defensive grapeshot, represented by party poppers, caused considerable casualties). Ultimately the Union didn’t have enough strength to sustain the attack so had to withdraw.
I played as the defending US forces in a game set in the early days of the Korean War in 1950. Task force Smith was hastily assembled to stop a North Korean armoured thrust south. With only 2 pieces of artillery and a few bazookas I only just managed to blut the attack.
On the same day as the Korean War game we played a small scenario representing the British parachute assault into the Suez Canal area in 1956. Each platoon stand was represented by a piece of card and dropped from shoulder height as we walked past the gaming area.
Although the troop quality of the British paratroops was much higher than the defending Egyptians they did have the advantage of starting in bunkers.
A much bigger parachute assault that I took part in was the 1970s South African asssault into Cassinga. Seen here are the defending African nationalist troops.
Due to winds over the drop zone (read that as being a bit breezy on the patio) the SADF troops were quite widely scattered. Ultimately their superior troop rating and a bit of air support won the day for them.
We revisited Suez 1956- expanding the game to include the French parachute assault as well.
Again the air support on hand was rather handy for getting the defenders out of their emplacements.
We went back to the first day of the Somme to test out some different artillery rules. Due to rain we had to move inside.
The Germans had three lines of defenses with the first row being very lightly held.
There was an extensive air phases prior to the troops moving (I was the RFC player for this).
As can be seen the British defensive fire was quite effective. Sadly, for the RFC at least, this was due to ground AA fire not from dogfighting.
The guns line up for the inital pre- attack barrage: this was a set number or rounds/ matchsticks against the clock. The artillery came in three phases: inital stonk, box barrage to suppress and destroy, then a creeping barrage as the troops went over the top. As was to be expected the British pals battalions took very heavy casualties, even though they made it to the first German trench line. The fun of the game was in the pre- assault preparation phases, working through the air combats and the different sorts of artillery.
It has become something of a tradition at these sorts of games that I provide a cake- usually a teaf loaf. The laidback, jovial nature of these games with plenty of breaks for tea and snacks, not to mention sandwiches has been a real tonic for me having not enjoyed gaming at home so much recently.

So there you have what I’ve been enjoying gaming the most recently. I hope you found it of interest.

I have got a whole pile of pics covering what I’ve been doing so I’ll put them out when I can in what will probably be a mixed up order.

Cheers,

Pete.

* Robert Louis Stephenson had written a book on gaming earlier but it didn’t get anything like the wide reception Wells’ did.

From the Shed: Dodge Ambulance and air field equipment.

I’ve just finished this rather smart little ambulance in 1/72nd scale from Academy.

dodge ambulance

I struggled a bit with decals, even after all these years of making models it is still something I find problematic.

The tractor and bomb trolley makes for some nice extras- they’d go well with the old Airfix figures on a air base set up.

Both should be good for my WW2 games or even into the Korean War.

 

Cheers,

 

Pete.

Speed paints and a fail from the shed.

I’ve been hit with the painting bug recently so have been trying to get stuff finished off in the shed.

I quickly knocked out these Pegasus Vietnam US marines see review here I really liked them. Good sculpts and a wide range of weaponary being fielded.

vietnam marines

With the recent games of 5core: Brigade Commander that we have all been enjoying I’ve bought some more 6mm/ 1/285th / 1/300th aircraft to add some variety. The most recent ones to be painted up are:

il 28 beagle

An IL28 ‘Beagle, model from Scotia Grendel.

su 7

A Su7 ‘Fitter’, again from Scotia Grendel.

skyraider

A Skyraider painted in Vietnam era US Navy colours. Model is from Raiden bought via Magistermilitum when they were getting rid of their stock.

Panther

A Korean War USN era Panther again from Raiden.

f100

Last of the aircraft was an early 1960s USAF F100 Super Sabre, also from Raiden.

 

When I bought the GW 40k Chaos Cultists that I blogged about a bit back I also bought some poxwalkers the Nurgle Zombie type things. In my minds eye I had an idea of what I wanted then to look like… rotting green appendages going into pale sickly looking skin. Accordingly I didn’t think that my usual speed painting methods were suitable so I tried to paint them ‘properly’ you know, washes, shading, highlights and so on. I spent ages on them and I don’t think the end results justify the time invested. I mean they look ok but still a long way from what I wanted to achieve. Still, it serves me right for being clever I guess.

pox walkers 1

pox walkers 2

pox walkers 3

So for my Van Saar Necromunda gang that I’ve currently got on the painting bench I’ve gone back to my tried and trusted methods….

 

Cheers,

 

Pete.

‘The Chosin Few’- my first megagame as designer.

Saturday saw Pennine Megagames put on a Korean war flavoured game by Simon and I: ‘The Chosin Few’. As you have probably guessed it was based on the desperate battle around the Chosin reservoir in North Korea in the winter of 1950 that saw the 1st Marine Division conduct a fighting withdrawal in terrible conditions against a numerically superior foe.

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Running a megagame has been on my personal wargaming ‘to do list’ for a long time, I wanted my game to have the same feel as my first: Jim Wallman’s Operation Goodwood run at the Royal Armouries in 2011. Also I wanted to do something different from a standard set piece attack so I decided to pick a fighting withdrawal, one of the trickier military manoeuvres to pull off. Even spliting the duties 50/50 with Simon a lot of work goes into a megagame and I certainly have a lot more understanding of what you need to get one up and running. It is also one of the reason my blog posts have been a little thin on the ground recently. The production of the game components, whilst enjoyable, was rather time consuming.

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After a few trouble with venues the biggest worry I had over the game was recruiting enough players, given the popularity of some of the other games that Pennine Megagames have run that has not been a problem as they often went to a waiting list. However both of this year’s military themed games (Chosin and Jena) seemed to suffer from a combination of low numbers and a high rate of players dropping out. Oddly though the military themes seem popular it is the games that give or are perceived to give more individual agency to the players that are the most popular. Perhaps there is something off putting about a game set in the more rigid hierarchy of a military organization.

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Given the increase of interest in megagaming after the viral success of the Shut up and Sit Down video perhaps the demographics of those attending games have shifted. The choice of topic, the Korean War, may not of helped matters as a lot of people considered it too niche. Whilst amongst the wargames community it is a well known battle in a well known war I will concede that in the wider gaming world it may be seen as something as an unknown. Fortunately enough players came to ensure the game ran well. I’m pretty sure that it ran as well as it did partly because of the numbers of players.

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The control team did a superb job, after a few turns they were running the map by themselves requiring very little input from either Simon or I. Given that a couple of the team are not hardcore wargamers I really appreciate the effort that they put in. Before the game Simon and I decided to split the control duties with him running the map and me taking care of the rest of the game trying to ensure it’s smooth running. Part of this was visiting the players commanding each side as their superior officer. In the role I could give them certain prods or on one occasion admonish them for not being aggressive enough. It was during these in character visits that I gave out any reinforcements that had become available. We decided not to program the arrival of these forces but to use them as a mechanism to moderate the pace of the game. Unlike the games I run at home an early finish when people have paid you for a days gaming is undesirable. As a balancing mechanism it worked well and was nice to be able to follow the variable fortunes of the game from the privileged position of the control map.

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One player was not too happy in the role that he had as a Chinese Commissar, after a brief chat about things regarding the game and his expectations of it, he inquired if he had any agents behind the enemy lines. I thought that this was an eminently sensible suggestion and came up with a mini game on the fly. I drew up a list of agents in the villages/ towns that the UN players occupied and gave them a ratings based on their loyalty to the party, the accuracy of their intelligence and the effort that they were prepared to put in to collect it. It was a good addition to the game as it acted as a reconnaissance asset for the Chinese who were otherwise just finding units when they made contact with them. (In contrast the American had six flights of Corsairs that could either be used for tactical strikes or reconnaissance.) In Hamhung for example they were two agents both loyal to the party but one who was lazy and unreliable who mostly gave the Chinese what they wanted to hear and the other who gave an exact report every time. Having a double blind game made it much easier to decide on the rate of the flow of information from the contacts. Other ideas were recruiting mountain guides to gain a movement advantage and setting up a propaganda unit in Hamhung, the proved useful when the UN started to bomb the town in support of combat operations there. These addition had the double bonus for keeping all the players involved in the game as well as adding extra depth to it. On the topic of propaganda and the media one of the control had a mini role in the game for one turn; they took on the persona of Marguerite Higgins and were ‘flown’ in to interview General Smith commanding the 1st Marine Division.

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In retrospect a lot more could have been done with the commissar role, other than the few bits that we developed onthefly with those players being asked by control to report back on the morale and socialist fevour of their troops. If the game were to run again all of these aspects that evolved during the course of play would be developed much further.

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Given that the obvious objective for the Chinese is the city of Hamhung at the bottom of the map, the origin of the UN supply lines, it madde sense to havea mini game prepared for the urban combat there. Having two megastacks fighting each other for a dot on a map would have been rather unsatisfying from both the player’s experience and a game design point of view.

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Overall the game ran as well as I hoped it would. I had made a few minor errors with labelling the counters but nothing that couldn’t be rectified witha few strokes of the pen. Everyone I spoke to after the game seemed to have enjoyed themselves and for a game with 20 players it was very satisfying to hear that. The Pennine Megagame calendar has been finalised for 2017 so it will be the year after that when I do my next game. However there will be a trimmed down show friendly version of ‘The Chosin Few’ going to Fiasco in Leeds at the end of this month if anyone wants to see it.

You can find Simon’s write up here: http://lestradesgame.blogspot.co.uk/2016/10/the-chosin-few-post-mortem.html

Cheers,

Pete.

Three weekends of Megagaming

Firstly apologies for the paucity of posts. I’ve been busy with postgrad work. Also with megagaming which is the topic of this post.

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Firstly Peninne Megagamers put on their first full home grown game: A Very British Civil War which was run in Manchester. Based on the popular alternative history gaming project (long story short: Edward VIII refuses to abdicate causing chaos and he invites Mosley to form a government, civil war starts between Socialst, Royalist, Fascist and Anglican factions) we had the four major factions battling over the Pennines from Liverpool to Hull, York to Chesterfield.

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Each faction had a number of players split by region and role. Military commanders moved forces on the main map and fought occassional battles whilst the political players played a seperate game trying to influence the population of each area with rallies and marches. Ideally this activity was controlled by the overall leaders so that when a military player took control of a town the population had already been won over to that faction’s cause. Control of the towns and cities meant extra income allowing the purchasing of bigger armies etc.

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My role in the game was as a military umpire. Whilst armies were moved on a main open map the actual battles too place on a gridded board. With four battle boards ready the three military umpires (John, Rupert and myself) were expecting plenty of business but other than selling massive amounts of ammo we were fairly quiet. A few changes that would increase the number of battle in the game were discussed post game and I’m sure they’ll be worked in to future games.

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The mixture of political, military and diplomatic roles seems to mean that there was something for everyone and all the players seemed to of had a good time.

The following weekend saw Paul, Rupert and I go to the Hammerhead Wargames show in Newark to run a demonstration of Rupert’s forthcoming Jena game, given that the Napoleonic period is not something I know much about I swotted up with an Osprey the night before. The game is similar to the VBCW one in that players move unit on one map then go off to a seperate battle board to fight out and battles. The biggest difference is that the moves in the Jena are done on a double blind system to really get that fog of war that is often hard to replicate in table top games.

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We had a good run through of the game at the show. It was pleasing to see one young lad wander over to see what is Dad was doing then get into the game himself. Being the only map based game amongst all the table top games made us stand out and hopefully it has resulted in extra interest and players for the game.

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A fortnight after Hammerhead it was myself and Simon’s turn to demo a game. A the Triples show in Sheffield we ran through our Korean Chosin game to drum up some interest.Simon had done a superb job with the map and I knocked up some counters with his help. I bought some flags to add a bit of colour to our table

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Different to the above games it is a true double blind game with both moves and combat being resolved by umpires who then feed back the results to the players. Although we only let the punters at Triples play the US Marines on the day as we presented a stripped down version of the game. Again those who played the game seemed to have a great time and it was encouraging to see younger gamers pick up the ideas of the game (there being no rules to learn) and get into the spirit of things. It was nice to be asked by another show’s organiser to put on a similar game at his event, must have liked what he saw.

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Please look at the following links to register for either game – and the Urban Nightmare and Dungeons of Yendor games that are upcoming too.

 

http://www.penninemegagames.co.uk/

http://www.penninemegagames.co.uk/the-jena-campaign.html

http://www.penninemegagames.co.uk/the-chosin-few.html

 

Cheers,

 

Pete.

 

A quick overview of my projects so far.

As stated I’ve set up my blog to try and get my projects in order. They’ve grown quiet organically over the years and have got slightly out of hand…. Over the years I’ve kept a list of all the figures I’ve got (fortunately I started when my collection was pretty small) as an aide to writing scenarios; this was when I moved from playing Rapid Fire to skirmish level games. Additionally I’ve managed to keep almost everything in 20mm/ 1:76/72 scale. That way I can get the most use out of the scenery I’ve amassed.

Rapid Fire was the rule set that got me back into play historicals after years of GW games and dabbling in Napoleonics. It’s a decent system but it plays better the bigger the game you have. As I’ve never got the chance to have a table bigger the 6 foot by 4 it turned out not to be the best system for my needs, hence me moving to more skirmish based games: first Crossfire, then Red Poppy White Feather, then Arc of Fire now we seem to be giving Nuts a try.

One of the early decisions I made was to concentrate on the Eastern front- I figured it would give me more gaming options than any other theater: you can get infantry, armour, amphibious, winter, urban and partisan etc actions all with one set of figures. over time this has been expanded to include some of the minor nations too. However I couldn’t leave it there- so I started to look at the Italian theater too, some late war Brits and Americans to go with that. The late war stuff I’ve got plus the Russian vehicles and guns will also work for Korea so recently that’s been an area I’ve been looking into. Talking of Korea I’ve got a modest collection of 1/600th aircraft.

Vietnam films have always been a big favourite of mine So I’ve got a modest collection. I’ll be using the new Force on Force rules to game that.

My modern collection is quite disparate- plenty of stuff for Chechnya, bits for the cold war, lots of stuff for Afghanistan (1979- present really). Modern gaming really seems to be growing at the moment lots of new companies are releasing ranges for it – most seems to be based around the aforementioned FOF rules, though bigger games with a modern modification of Rapid Fire seemed to be being played too.

Other than that I seem to be getting a WW1 collection going too- the Emhar tanks are lovely, and the early battle before the trenches were dug appeal too.

Following work I did on my BA I’ve developed an interest in the Franco Prussian War- I’ve picked up some figures cheap but I’ve yet to really decided what I’m going to do with them.

Also in 28mm I’ve got a cheap German Army for Secrets of the Third Reich, and my old Necromunda gang Is lurking somewhere in the Shed….

so this is where I’m up to so far. Like I say it really needs some organizing and direction.Especially as I’ve got more ideas fermenting away too.