Tag Archives: Skirmish

Lion Rampant

Over the last few months I have been looking at a number of changes in how I wargame. Most of my collections are large. Unfortunately over the last few months many of my regular wargame buddies are unavailable due to moving out of the area or work impacting upon availability. So the last few games have been smaller than normal. It made me think about skirmish style gaming but I still wanted the ability to play larger games, if and when we all can get together again.

Recently I picked up a number of Osprey rules sets. Some look good and not so sure of but have onky had a quick scan of them.

Last night I met up with a gamer from Exmouth and we started to discuss Lion Rampant. They were a set of rules he had but again had never played so we decided to have a walk through to see if they may offer what we want.

Overall the rules seem to be ok and while they appear simple they may take a while to master. The easy of play will allow addition of house rules if and when needed to reflect a particlar era.

We got discussing 2 areas that didn’t feel right.

  • Challenges – like the idea but the process of rolling 3 dice and the highest number of 5 or 6s win. It appears to take no consideration of armour etc. We set about trying a number of option to give what we think would be a more reflective result. We came up with the following:

3 dice as original

3 rounds and the leader with the most hits on them at the end is dead

To hit a general, roll 3 dice needing to roll as if attacking

Any leader hit rolls armour rating or less to save each hit

Leader who has most hits inflicted upon them each round gets a -1 to attack rolls(accumalative) up to needing 6s

  • The other thing that jumped out was that all foot units not knights or serfs all have the skill of schiltron. I think I allow certain foot not to have this ability i.e. my English spears fighting their Scottish equivalents at Stirling.

We are planning to try the rules out with figures on the table in a few weeks time.

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Filed under Lion Rampant, Medieval, Pirates, Scottish Wars of Independence, War of the Roses, Wargame Rules

Wild West Gunfight II – Welcome to Plymter Town

Sam ” Dirty” Daily woke as the train jarred to a halt in the Plymter Town station.  It was the first time he had returned since he shot his mining partner Jack ” Scruffy” Tarr who had claimed he had been cheated out of his share of panning rights following a dodgy  poker game. Only in the last two weeks had Sam’s hair grown long enough to cover the missing part of his ear that Jack had shot off when he was called out. Sam was a much better person with a gun than Jack and had responded by gut shooting Jack, who had crawled off to die. Sam is in town to pay into the bank his share of the gold ( 5 bags) from the claim. Sam has found a new willing partner to do the work as it is hard work and Sam longs for an easy life. The only issue today could be the Sheriff, who may want to chat about the fight. If he could be avoided then it might allow the day to go easier.

Jack “Scruffy” Tarr leaves the General store with a late breakfast of beef jerk. His ribs are still hurting from the beating he received yesterday from a thug at Madam Nellie’s Whorehouse where he had been recovering, hiding in a room occupied by Zo Wong. She had been found Jack  shot and taking pity on a soul in far more distress than herself helped him back to her room where she had cared for him, forcing him to hid in the cupboard when plying her trade. Jack was discovered yesterday and “convinced” by Dan to pay the equivalent (6 bags of gold) for Zo Wong’s time. The bill is due to be paid by  12 noon today and Dan, a thug is due to collect.

While biting down on a rather tough bit of jerk on his way back to the whorehouse to ask for more time he spots out of the corner of his eye  Sam  on the train pulling into the station.  Time for revenge  he thinks as the Town clock strikes 12.

Dan(The Thug) – yesterday  discovered someone in Zo Wong’s room. After a discussion the “guest” agreed to pay for her time and the payment is due to pay at 12 noon today. With only a few minutes to go he has not returned so Dan sets out to find him, get the money and make his boss Madam Nellie happy. During yesterday’s discussion Zo objected and Nellie asked Dan to take her to Mr Moo’s meat shop for a rest and lie down with the pigs!  Getting the money will help fund a new girl, maybe one that would like a simple country boy who locals say is “strong in the arm thick in the head”.

Sheriff Dupree Dawg steps out of the office with not a care in the world. this is the easiest town he has ever worked in. The inhabitants are generally law abiding although  one, a Sam Daily did cause an issue a few weeks back having shot his ex partner. Luckily no body was found so a chat is on the books should he ever show his face in town again.

 

This was the scene for our Saturday game.

View down the main street at 12 noon

Turn One.

Sam played by Steve leaves the station and decides to talk the back lanes  towards the bank.

Jack played by Laurie continues to walk away from the general store towards the Whorehouse.

Dan played by Nathan leaves the whorehouse walking up main street looking for Jack.

Sheriff played by me. Surveys his empire from the porch outside the jail.

Random event – next player drawn gets a sudden headache reminding him he needs to pick up his glasses. Until they get them they are -1 on shooting and fighting.

Turn Two

Dan gets a headache and heads off to the optician to collect his glasses, walking past Jack.

Jack  decides to hang around but does recruit a gunman who happened to he having a rest on the roof of the bunkhouse.

Sam spots Jack and darts into a local shop and sneaks up to the window.

Sheriff starts to walk down the main street where there are a few locals enjoying a drink.

Turn Three

Jacks recruit covering the main street and the sheriff

Sam takes a shoot through the shop window and hits Jack for a wound.

Sheriff starts to run down the street shouting a warning

Random event – Stagecoach enter the town

Jack returns fire at Sam but with no effect.

Dan still making his way to the opticians

Turn 4

Sheriff get to the scene and shouts a warning, no response so tries to shoot Jack ( maybe in the back) but manages to hit Jack for a wound and a member of the public killing him.

Jack turns and shoots at the sheriff hitting him twice. Jack triggers his local help on the roof who also hits the sheriff.

Dan gets to the opticians

Sam leaves the shop and heads back into the alleys

Turn 5

Marshall getting out of stagecoach. Sheriff at the back sheltering. two dead body counters can be seen in the street (must buy some casualties).

Sheriff plays a health card and runs for the cover of the stage coach that has arrived outside the Shady lady Saloon but not before he recruits a local to help him in the gunfight.

Jack shoots the local up but fails to hit the sheriff, the main street now has two dead bodies on it both locals. Jack’s recruit fires on the sheriff but misses.

The noise brings the 2 deputies out of the jail and they head down main street towards the sheriff

Dan leaves the opticians and is almost instantly approached and offered  some gold to get their brother out of Jail. Having seen the deputies leave Dan accepts and heads for the jail.

Sam makes it to the top of the town.

Deputies leave the jail to investigate the noise

Turn 6

Random event – long hair is getting in their eyes so -1 on any shooting and fighting until they get it cut at the barbers.

Sam gets hair in his eyes but is not too concerned.

Dan walks in the jail and soon open the cage freeing the inmate and getting 2 bags of gold.

Sheriff blasts away at the Jack’s local recruit  on the roof but his shotgun is not the best and misses.

Turn 7

Stagecoach pulls up near the Shady Lady Saloon. Two men can be seen having an argument on the balcony

Deputies are distracted by the sound of shooting coming from the Shady Lady as two brothers argue over one of the women.

Dan decides to help his boss he will set fire to the Shady Lady

A marshal jumps out the stagecoach in his combination underwear and heads for the Shady Lady weapon drawn (I do mean his gun).

Jack moves up the main street but due to wounds he cannot move too fast his recruit fires at the marshal with no effect.

Sam Darts out of the alleys and heads for the bank which is having a new safe delivered.

Turn 8

Dan legs it from the fire

Marshall enters the Shady Lady…………. behave.

Sheriff Reloads and takes a few more shots at Jack’s recruit again to no avail.

Jack and recruit take a few wild shots at the sheriff and Sam, both missing.

Jack makes it to the bank but before entering recuits a local to stand watch outside and then he finally manages to deposit his gold and claim the day as his  victory.

Sam in the bank with local recruit outside in case anyone take an interest.

 

Everyone had a great days gaming and all agreed that the modification /house rules worked.

 

 

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Filed under Battle Flag, Dixon Miniatures, Empires of War, foundry, Sarissa Models, Scenarios, Skirmish, Traders, TT Combat, Wild West

Wild West Gunfight

For a midweek game I wanted a break from getting the AWI demo game ready and  I wanted something easy to set up and play.

I chose what is really a boardgame “Cowboys – The way of the Gun”. I have the old version and I believe they are about to or have given it a new facelift. While I like the game I do like figures as well so we have attempted to play the game with 3D build and figures. This has never really been too successful and that is mainly due to the move/action or shoot approach in the game. It does not allow you to move and shoot and as we all know the films are full of individuals running across streets and alleys blazing away.

The aim of the game night was to develop a simple set of modified rules to support the table top version.

Actions

In the original game most players have 4 wounds/Strength Points(SP) as these are reduced so does the movement but it never really affects your firing. We decided that what ever your strength was is the number of actions you can activate.

1 action would allow you to walk 2″or run 3″or aim or fire or reload (max 3 bullets) or climb half a flight of stairs or play an action card that involved carrying out an action (Setting fire to a building, recruit some town folk).

This could allow a healthy player to walk 4″ aim(+1) and fire.

Initiative

We wanted to change this from a “you go I go” approach to a random-ish approach. At the start of the turn each main faction rolls a D6 and adds the SP of their characters and 1 for each additional town folk in their posse. Highest can go first or pass.

Weapon Ranges

In the board game range is in squares so we just doubled the ranges. This gives a rifle a 40″ range which could cover a town from a good vantage point.

Townsfolk

The game allows you to recruit townsfolk. We decided that you can only recruit townsfolk that are within 6″ of your character and are not closer to enemy. You can only pick a figure on the table and it is armed with what it has if a cowboy but if a civilian it has a pistol and has a -1 skill rating rather than the standard zero in the game.

Modifiers

As well as the modifiers in the game we added the following:

  • Firing having previous action walked -1
  • Firing having previous action ran -1(accumulative with walking so really-2). If a subsequent action is spent shooting this drops to -1 and a third consecutive action is spent on firing there is no penalty.
  • Aimed +1 lost if moved afterwards.
  • -1 civilian shooting

The Game

The game played really well although I am certain we will treat the rules as a work in progress.

I played the sheriff and lost all three games but what fun. At one point Nathan had recruited 3 civilians to aid him and I felt like the guy in Pale Rider “dancing” before being shot. It was only when packing away we realised that we had forgot to take any photos, so I grabbed a few. We will probably play this again on our next all day gaming day where I hope to get a better action report including photos.

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Filed under Dixon Miniatures, foundry, Skirmish, Traders, Wild West

AWI Campaign Ideas – Part 4 The Terrain Generator

As promised a while back here is a little bit of info on the troop and  terrain generators.

 

Troop Types

AWI Campaign Army selection rules

 Each chit is worth 100pts

Select units and assign them to a chit, each chit is to be numbered. Casualties can be carried from battle to battle.

When a battle happens the CinCs rating  is increased by 1 level for each previous battle he had a major victory in or reduced by one level for each major loss.

 

British

Brigade commander Average 15pt +/-5pt per level increased or decreased.

Cost per SP

Guards C/B/A @12pt

Grenadiers C/A/A @ 13pt

Lights C/B/B @ 12pt includes skirmish ability

Highlanders C/A/B @12pt

Line C/B/B @11pt

Rangers C/B/C @10pt

Lt Dragoons C/B/B @11pt

Loyalist Line C/C/C @9pt

Loyalist Cavalry C/C/C@9pt

Militia B/D/D@8pt

Militia Cavalry C/C/C @9pt

Indians in Open D/C/E in woods D/C/C @ 8pt MOB formation only

Artillery B/E/B @9pt per crewman (Lt=2, Med=3, How=4 and Hvy=4)

 

Hessians (Max 2 Brigades)

Only allowed if reinforcement arrive!

Brigade commander Average 15pt +/-5pt per level increased or decreased.

Grenadiers C/B/C @10pt

Line D/C/D @7pt

Jaegers D/C/D @9pt Skirmishers and rifles

Artillery C/E/C @7pt per crewman (Lt=2, Med=3, How=4 and Hvy=4)

 

Lt Guns 10pts, Med guns 15pts, Howitzer 20 pts or Heavy    25 pts

 

Promotion/Demotion

If British win a major victory (see below), then any unit that engaged the enemy may increase any factor in a unit by 1 level (no factor may be greater than A).

If British receives a major defeat then all unit that did not engage the enemy must drop by 1 level, all units that engaged enemy drop 2 factors by 1 level (no factor may be lower than E).

 

Americans (Min 25% Militia)

Brigade commander Average 15pt +/-5pt per level increased or decreased.

Cost per SP

Continentals C/D/D @7pt

Lights (1778+) B/C/B @12pt includes skirmish ability

Lt Dragoons C/C/C @9pt

State Militia B/C/C @10pt

Riflemen A/D/D @11pt skirmish formation only and rifle armed

Militia B/D/D @8pt +1pt if skirmishers

Militia Cavalry C/C/D @8pt

Artillery C/D/C @8pt per crewman (Lt=2, Med=3, How=4 and Hvy=4)

 

Lt Guns 10pts

Med guns 15pts

Howitzer 20 pts

Heavy    25 pts

 

If Americans win a victory (see below), then any unit that engaged the enemy may increase any factor in a unit by 1 level (no factor may be greater than A).

If Americans win a major victory (see below), then any unit that engaged the enemy may increase any 2 factors in a unit by 1 level (no factor may be greater than A). All other units may increase any one factor by 1 (no factor may be greater than A).

If a side receives a major defeat then all units must drop by a factor by 1 level (no factor may be lower than E).

 

Reinforcement – only when a major victory has been achieved

 

French (Max 2 Brigades)

Brigade commander Average 15pt +/-5pt per level increased or decreased.

Grenadiers C/B/B @11pt

Line C/C/C @9pt

Light C/C/B @11pt includes skirmish ability

Hussars C/B/C @10pt (Max 1 unit)

Artillery C/C/C @9pt (Lt=2, Med=3, How=4 and Hvy=4)

 

Lt Guns 10pts, Med guns 15pts, Howitzer 20 pts or Heavy    25 pts

 

Victory or Major Victory

After a battle unless obvious count the (total of points lost/original points value of army) x100 = % of army lost

E.g.: 175 point army of two brigades (Obviously has lost a battle before so now weak) loses 25 pts, therefore (25/175) x100 = 0.143×100 = 14.3% casualties.

 

Greater loses is the loser.

If loses are twice the winners loses, than a major victory/defeat has occurred.

 

Optional Rules

Defenses – Any army indicated to move may not move and instead build defenses. This allows 100 points of defenses to be built. 2” of light defenses or 1” of heavy defenses=5pt. They are only applicable in major battle not skirmishes and only if the side who built them is the defender. If left unoccupied they are removed from the board.

awi-defenses

 

Terrain Generation

To help with this I have built two random terrain generators, one for plain terrain and one for rough terrain.

I do not claim to be  good at Excel so please excuse the simple approach. Please feel free to modify percentage of availability as you see fit.

I play on a 9’x5’ table so I generated eastings of 0-108” and Northings of 0-60”. These are measured from the bottom left corner.

Here is an example of a plain generated table top.

plain-terrain-gen-awiThis gives a table like this

demo-terrainHope you get the idea. If you really don’t like it then hit F9 and it will generate another.

Here the actual files for both Plain and Rough terrain generation.

terrain-generator-awi-plain terrain-generator-awi-rough

 

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Filed under American war Independence, AWI, AWI, Boardgames, campaign, Campaigns, Fields of Honor, Naval

AWI Campaign Ideas – Part 3 The first battle

I know I said I would talk about the terrain generator but Saturday was here and it was our game day.

Nathan came around early and we set about building his British brigades for the campaign, as his computer had broken.

The Board-game

We then sat down to play the board-game. It was only turn 3 when things started to go against the idea of how the game would play in our heads.  I rolled “snake eyes” which meant that I was unable to move any of my units. This allowed Nathan the chance to catch one of my two state militia based armies and force a major battle. My plan had been to avoid a major battle until I had consolidated my forces. Well we all know about plans and what happens to them! Well it did.

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Nathan

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Turn 3. Nathan nominates the land unit at the top of the picture near Boston and unfortunately I had “snake eyes”.

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With Nathan’s roll of a two in lands straight on my unit.

The Forces

That said this is what campaigns are all about though. Nathan had a strength of approximately 500 points while I not only had inferior troops but only 300pts worth. I am not sure that if we were doing a normal game we would ever have fielded forces like these. Not only did Nathan have better troops but when we got his forces out for the table top he also had a Howitzer and a large artillery piece in the force. These are very powerful on the tabletop, if they hit. This made me feel very intimidated as I had militias and a light field piece.americans-14012017 british-14012017

The Terrain

The terrain generator also threw up a battlefield I would probably never layout normally – a river down one flank a ridge splitting the table, a farm and some woods all added to the next dilemma. Where to set up as the defender?  Do I take the open side to the South and force the British to be crammed up in and around the farm although they would have the ridge to sit that heavy gun on or take the farm with its defensive fencing but allow the British to almost deploy along the whole Southern edge. In the end it was the ridge that sold it two me for two reasons.

  1. If I placed my artillery up there it should have a good field of fire
  2. The elevation sort of protected my right flank but would also slow down any British advance due to the reduced movement uphill.  This may allow me the time to turn on my heels and get away before melee.

sam_3977 sam_3978 sam_3979 sam_3980

My new plan!

I deployed my stronger brigade on the ridge so they were easier to extradite but this did leave them exposed with no fencing to hide behind.

My weaker brigade occupied the farm and lined the fencing.

I gave orders that all units are to engage the British in at least 3 round of fire but if they closed too quickly to break off and leave the field.

The British set up gave me hope! They concentrated all their forces around the centre except for the lone cavalry unit out on their left flank. This I guessed would be used to  flank the woods and attack me from my right flank. This I thought would take about 5-6 turns depending upon the activation cards ( They would not be able to be activated on the CinC’s card once they were out of sight). This left my left flank over flanking the British right. Should I advance my 2 left flank militias and swing them in on the flanks of the advancing British?

sam_3986 sam_3987 sam_3988 sam_3989 sam_3990 sam_3991 sam_3992

 

Turn 1 Steady advance by the British across the whole line.

Their artillery inflicted a total of 3 hits between them luckily all were saved.

I advanced my rifle on the hill a little closer. They have a 24” range while the British have a 12” range.

My artillery fires and hits a line unit which is unsaved so first blood to the Americans.

sam_3993 sam_3994 sam_3995 sam_3996

Turn 2

British again steal the march with all their units getting activated and the artillery hitting and inflicting 2 hits which I cannot save.

My centre fire and take out one the British Light infantry units.

My left flank jump the fences to advance on the British flank

My artillery fires but hits nothing.

sam_3998 sam_3999

Turn 3

The British get the draw again with the activation cards. Only half of mine get activated.

Their left flank hold back to allow their large gun to fire. This flaw in their deployment does not stop them destroying my riflemen!!!!!!

Their right starts to engage my units behind the fence while their right most unit swings around to face the threat of my two militia unit on their flank (my plan is working)

I open fire against the highlanders and inflict 2, both unsaved. While that would normal be the end of any unit as it would be only 1SP strong so would roll only one die but  due to the large size of this highlander unit (5SPs) they are now the size of a normal unit!

sam_4000sam_3997

Turn 4 Only the British get activated and move ever closer before the End of turn card is drawn. While I can fire I cannot make any moves. The British are too close for comfort, I cannot allow them to get into melee with mine.

I do manage to inflict another hit on the Highlanders but take another couple of hits from his guns.

sam_4001 sam_4002 sam_4003

Turn 5

End of Turn card drawn immediately.

Both sides fire and I take another 3 hits which convinces me it is time to leave the field.

For this turn I can only respond with firing and hit again the highlanders  as well as a loyalist unit.

 

Turn 6

First bit of luck, I get my army activation card. The plan was to run but………………… if I fired and caused casualties, I believe a number of the British units may fail their morale. If I don’t hit or they don’t fail their morale then when the brigade card are drawn I can extradite them then.

My boys had their eye in as every unit caused a hit. Unfortunately every hit was saved!

The next card out was the End of Turn so I had nothing to fire, having already been activated but the British opened up and caused another hit wiping out a state militia unit in my centre leaving a gap in my line.

Turn 7

The first cards out were all American so I managed to start the extraction process although one unit did get caught up on the fencing so were shot in the back by the British.

Their cavalry had just started to appear around the back of the woods so definitely time to go.

End of Turn card frustrated the British and allowed me to slip away, bruised and battered but happy that a good fight had been put up.

sam_4004 sam_4008 sam_4007 sam_4006 sam_4005Outcome

The British lost 105 pts of infantry and the American 112 points.  A draw on points as neither side inflicted more than 10% than received,  but as the British held the ground a minor victory was awarded to them.

As it was a minor victory it did not amend any of the units rating, a major victory or loss is required to do this for the British.

We rolled to see was reinforcements were available to bring the units back up to strength and called it a day.

We both agreed that the system had worked well and gave us a really enjoyable game with pressures that we would not normally feel in a standard table top game.

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Filed under American war Independence, AWI, AWI, Boardgames, campaign, Campaigns, Fields of Honor, Naval

AWI Campaign Ideas – Part 2

Since the last post I have been very busy but have still managed to add a bit more to the campaign idea.

We have agreed that the campaign will:

  • Play the boardgame “Skirmish” as normal until there is either a major battle or a naval battle. This is when both forces end their move in the same area.
  • Transfer this to the table top –  Each counter (Land or ship) =100pts
  • Before the campaign starts each counter is numbered and a force representing it is picked (see below).
  • After the battle forces are reviewed and consolidated with surplus counters being removed.
  • Each unit is to be tracked and their ratings can be modified depending on things such as: winning/losing/ engaged enemy.
  • The boardgame  has a watermark effect which shows hills, very subtle but this will be used to determine if the tabletop game (Land) will be set up as plain or hilly.
  • I have also used an Excel sheet to generate the terrain layout.

Here is the initial layout with a few of the counters numbered

sam_3956sam_3963Here is an example of what the counters represent.

american-awi-costs

Army Lists

eg-american-brigade

Random Brigade

If anyone would like the spreadsheets then here they are.

awi-american-brigades awi-british-brigades

When the battle is to be played I transfer the units to their tabletop organisation.

british-table-top-organiserThis allows me to copy the cells from the bottom depending upon the units in the brigades and paste into their tabletop structure above. One of the Brigadiers becomes the CiinC. This can then be printed and used to track units through the game.

Here is the original excel sheets for both the British and Americans

dummy-record-sheet

I have also been painting a few units ready for our first game

sam_3964

A heavy gun and crew from Foundry

sam_3975

Militia

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Militia

sam_3973

Militia Brigade

sam_3972

Lee’s Legion in Skirmish formation

sam_3971

State Militia

sam_3970

Riflemen

sam_3969

The Grand battery. L to R Light,Medium,Light,Howitzer and Heavy

sam_3965

Howitzer

sam_3967

Medium with Light to the left

sam_3966

Light

sam_3968 The British view hopefully

Hope this is of some interest. Next blog I will cover the terrain generator.

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Filed under American war Independence, AWI, AWI, Boardgames, campaign, Campaigns, Fields of Honor, Naval

AWI Campaign Ideas – Part 1

Last month we didn’t have a big game. Instead Nathan came over and we played a few different board games. This was mainly due to use wanting to discuss rules and campaigns.

If you have read any of my posts before you will know that I quite like the AWI. With this in mind we played a very old game called skirmish by Milton Bradley, probable from the 60-70s.

skirmish-mbI will not bore you here with the mechanics but each side get a number of counters and for the British these are organised into 4 armies of 5 counters. They also have a number of sailing ships including a troop carrier with 2 reinforcement units for the British. These can only be requested once they have lost a major battle. The Americans have 16 counters but these are organised differently. They represent 13 militia units, 2 state militia units and the Continental army.  They also have a reinforcement ship which carries 4 counters. These can only be called for once they have won a major victory. There are two type of land battles. These are Major or skirmish. A major battle happens when a player maneuvers their army/unit to land directly on top of the opposition. A skirmish is when they end up adjacent to an army/unit. Skirmishes are resolved using a randomly drawn card.

skirmish-boardAnyway, while playing I started to think about this being transferred to the tabletop. Here are my thoughts:

  • Play the game as normal but when there is a “major” battle, transfer it to the table top.
  • Each counter equals 100pts.
  • Each counter if numbered could then be tracked.
  • Reinforcements for the British could include Hessians, and French for the Americans.
  • Army lists need to reflect our preferred rules” Field of Honor”.
  • Consideration regarding fortifications
  • Naval aspect – recently we have played a number of different sets and none so far delivering the killer blow. They all add something but not enough for any one set to be our choice. I think this is because we will need different sets for scales of battle. More later. Tomorrow we are playing  “Trafalgar” and “Galleys and Galleons”.
  • Terrain generation

I will now start on the army lists so back soon.

 

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Filed under American war Independence, AWI, AWI, Boardgames, campaign, Campaigns, Fields of Honor, Naval