Introduction
It seems my gaming mojo is increasing. We were going to the beach at Cooloongatta for a family 5 day holiday; so I thought why not take the three portable games
I have recently been interesting in playing?
I managed to get in some Ancient games, a WW2 game and some SF RPG action. There is a detailed report for each. Some of the photos are a little poor as I was using my phone and I have not a lot of practice of using my phone in documenting battle in progress.
Portability
Into a document box (40cmx30cmx7cm) I packed a grassy A4 page for the WW2
game, an 8x8 small gridded timber square (I will use the plain reverse side for the
SF stuff), three boxes containing the 6mm WW2, 6mm ancients and some 20mm
railway figures that I use for my SF RPG games.
I also packed some ww2 terrain and a one page QRS for each game.
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Unopened - picked this up second hand for a few dollars and put in the centre veneer feature to cover up a crack |
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Opening the box. WW2 terrain in the plastic packet on the left (under it is 6mm ww2 forces), top is 6mm ancients box, lower is 20mm railway figures. At the far let next to the box are the A4 QRSs. |
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Blurry but this is with two figure boxes removed - on the left is the 6mm ww2 box that was under the terrain packet, some large (Society of Ancients) dice (each figure box also has smaller dice in them as well). The a4 grassy page and the 8x8 gridded timber square also shown. |
Ancients
I have modified Phil Sabin’s Phalanx to work on an 8x8
square grid and with about 6-8 units a side (rather than the standard 10). The
number of commands is reduced by 1. I
start play with the units deployed for battle – I am more interested in how the
battle played out than the deployment from camp as per Phalanx. On holidays, I decided to play Marathon as it
was easy to setup. I managed to play it
6 times on one day as each game was only about 5-10 minutes. This was because the Athenian breakpoint was
after the loss of 2 units and this happened a lot. After playing the game I considered should I add a unit to the Athenian side? It was only when I finished for the day I
remembered the Defence Bonus for phalanxes if being attacked from only non-phalanx units. I played two
games the next day with the correct Defence Bonus and both were nail–biters.
And then I played the Battle of Hydaspes just to do something different. I do a full battle report for it below.
Battle of Marathon
Athenians
2 Hoplites
3 Hoplites – poor
Persians
1 Heavy Infantry (Archers)
2 Heavy Infantry –poor (Archers)
4 Medium infantry (Archers)
Notes:
Poor units subtract one from the Fortunes of War die.
Heavy Infantry attacking Medium Infantry get an Attack
Bonus.
Archers being attacked from the flank give the attackers an
Attack bonus.
Selection of Marathon game photos
A selection of photos over the 6 or so games.
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Marathon setup |
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Persians (top) attccking a hoplite (with the green marker) |
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Hoplites attacking some Sparabara (with green marker) |
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Hoplites successfully routed the Immortals (where green marker is) |
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General (unit with cavalry) and others have routed a hoplite (where green marker is) |
Bonus Battle – Battle of Hydaspes
I thought I would give the Battle of Hydaspes a go as
well. I know the units fairly well as it
is a favourite battle of mine.
Macedonian
3 Phalangites
1 Heavy Cavalry – good with general
1 Heavy Cavalry
1 Light infantry
1 Light Cavalry
3 Command points
Indian
2 Elephants, one with general
1 Chariot
3 Medium Infantry (Archers)
1 Medium Cavalry
Note:
Medium Cavalry being attacked by heavier cavalry give the
Attackers an Attack bonus
2 Command points
Game
The forces deployed.
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Deployment. Porus at the bottom, Alexander at the top. |
The Indian Cavalry charges into the Greek Heavy Cavalry.
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Right flank cavalry charge |
With the assistance of some Indian infantry, the
Indian cavalry routs the Heavy cavalry
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Macedonian cavalry routed |
The two elephants, with Porus, charge into a phalangite unit
and it is routed
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Macedonians lose a pike unit in the centre. |
On the Macedonian left flank, an Indian heavy infantry is
routed by Pikes and Peltasts, but the Indian Cavalry is positioned on the
flank.
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Indian cavalry flanks a light infantry |
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And it is gone. |
In the centre, two Pike units are ready to inflict some
damage.
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Pikes lined up against the Elephants and Archers |
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And the archers are routed. |
On the Macedonian right flank, finally Alexander and his Companions
charge into the enemy Chariots.
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Companions facing the Indian chariots |
The Indians have lost 3 units and are broken. Macedonians
win!
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And the Chariots are routed! Position at end game. |
Thoughts on Phalanx
I am not sure how long I will keep using Phalanx but it is
fun to play. I really like
how it works and shows the challenges faced by each commander in the historical
battles. But it is so fast! I may tire of it
soon; it provides interesting and challenging games but can see I may want
something that has a bit more chaos and so more solo friendly. I am already working on a version with more
dice rolling J
WW2
I orginally did setup this scenario to play with other rules and not on a grid. Bt never played it. I chose this to play on my
A4 4x3 grid as it seemed it would easily translate to the small grid. I looked over my ww2 4x3 grid rules from a year ago and
could see no changes required.
The scenario is A Bridge too Late from the web magazine
Frontline Observer. The scenario is
still available at the Wayback Machine.
Scenario
A small British force have managed to take a bridge across a
canal into a town that the Germans are defending. British reinforcements are coming from another side of the town. The Germans win if they can take the bridge
back and prevent the British from taking it back for as long as possible.
(British minor victory if hold the bridge and 50% casualties inflicted by turn 8, major victory
if hold the bridge until turn 11).
I modified the forces slightly to match what I had brought
with me.
German
5 sections with 1 platoon leader
2 Panzer IVG
Breakpoint: 4 lost.
British
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The British force |
1 section (bridge defenders)
Reinforcements (may enter turn 2 onwards):
4 sections with 1 platoon leader
2 Sherman M4
Breakpoint: 4 lost.
Terrain grid (4x3)
Buildings Buildings
Buildings <river+bridge>
Light cover
Buildings Light
cover Building <river> Light cover
Light cover None Light cover <river> Light cover
Game
Deployment sees the Germans focus on the rear buildings to
protect the bridge. An advance Gruppe is
in the centre to stall a British advance that is likely to focus on coming up
the right side of the village. A single
British section holds the bridge on the other side of the river.
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Deployment. British will enter from the bottom of the image. One section is the bridge defenders (top right) |
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The 4x3 grid. I have highlighted the one square that sees all the action (bit of a spoiler). |
The Germans spot the Brirish bridge defenders and fire with
everything they have. The defenders are
routed! (rolled all 5’s and 6s’!)
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The Germans fire at the bridge defenders |
The British reinforcements enter.
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Two British sections supported by a Sherman enter on the right flank. |
The Germans react and move an extra Gruppe in to support the
Gruppe in the centre. They also move one
Gruppe to the other side of the bridge as that will help with victory.
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Germans reinforce the centre building |
The British assault the building. The Germans fire at them as they advance but
miss entirely! In the ensueing close range battle all the infantry on both sides are
supressed. The Germans are forced to
retreat as the British have an unsuppressed Sherman in the same area..
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The British assault! |
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The Germans retreat |
In the centre the British bring on most of the remaining
force - 2 sections, a Sherman and the
commander.
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Most of the remaining British force enter in the centre. |
The Germans throw everything they can into the centre building
occupied by the British – 2 Gruppe, the commander and a tank.
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The Germans assault the British occupied building. |
Poor German dice rolling and excellent British dice rolling
see the Panzer IV and a Gruppe destroyed and the other Gruppe suppressed. The
Gruppe is forced to retreat. The British
force it still intact (although suppressed).
This is not good for the Germans if they cannot dislodge the British.
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Panzer IV destroyed. |
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Germans retreat |
The British attempt to unsuppress the sections but one routs
and the other remains suppressed. The
Germans take this opportunity to then assault with what they have left and able to move - one
Gruppe and one Panzer IV. The Gruppe is
suppressed while assaulting. In the ensuing
firefight the Sherman and Panzer IV are destroyed, leaving one Gruppe and one British section.
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The Germans assault with what they have left and can move. |
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A Gruppe and a section is all that remain of the firefight. |
The other British force splits - one advancing in the centre and the other
Sherman, a section and leader into the contested building.
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The British advance into the centre an contested building |
The British lose a section in the melee. They are at their breakpoint (the Germans are one away from theirs) and decide to
cut their losses and retreat. The Germans hold the bridge and so score a victory!
Thoughts
Really enjoyed this game.
At the end of my last blog post of a 3x4 game a year ago I wrote I was thinking of
expanding the game to 6x4 so I could play scenarios, as most scenarios are
designed for 6’x4’ tables. I think I
will be fine with 3x4 – the above scenario was designed for a 6’x4’ table. I will look over for scenarios that may
convert easily to 3x4. I am surprised
the ww2 3x4 rules have held up – I made no changes to the rules to play them
this time. Normally there is some
situation that comes up I have not thought about and need to tweak them
slightly. I guess the simplicity of them
helps so that they don’t need much changing anymore.
I am still going to keep playing the Operation Jupiter
campaign in 20mm, just need to decide on rules J
SF RPG
I have been playing around with solo SF RPGing for quite a
few years and chop and change my own rules all the time. This time around, I am reusing some rules I
wrote late last year and played though about 20 adventures with them. I have removed most of the modifiers to the
various tables so just about everything to set up scenes, encounters, NPCs etc
is just a straight 1d6 roll. I have also made it a lot more friendly to a single PC being in the game. The only exception ito straight rolls are task rolls – there are 6 tasks and have
1-2 modifiers. I also made the tasks similar
in results to make it more consistent.
And it all fits onto 2 (dense) pages.
If you are familiar with Two Hour Wargames Lovecraft’s Revenge it sort
of follows that framework but with some Two Hour Wargames 5150 New Beginnings Quick
Play type encounters.
Game
This is not so much as narrative as describing the game
events. There are only pictures for the
first few scenes. As I was using a
single 2 sided A4 sheet to play the game,
I did not have room to put in my normal narrative tables to flesh out NPC names
nor descriptions of objects, clue, locations, obstacles, hazards etc.
Opening scene
Yent is a hospitality worker from an industrial, worker
background seeking atonement. Yent
skills are excellent physical, excellent technical and good social. They are armed with a handgun and also have a
tech kit. Yent is starting in Leewin, a
rough area of the planet. They are
looking for someone highly experienced to give them an aim in life (objective:
find person, class: Achiever).
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Yent |
Yent encounters a hazard (table and chairs as I had them in the box) and loses some funds
to fix things after he fell over them.
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Yent with tables and chairs |
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Oops |
Yent meets a cunning mechanic and try to obtain some
information but the mechanic knows nothing (result= ignore).
Finally Yent meets a Commander who tells Yent about some
lost treasure to seek.
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Yent meeting the commander |
Scene 1
The Commander asks to be escorted to the nearby desert location. On the way they meet some workers that provide some advice (in rules terms a hint that provides a +1 bonus to a subsequent die roll).
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Yent get some advice from a worker |
They then are approached by a ganger. Yent’s extremely poor attempt
at negotiation sees the ganger draw their handgun and shoot at Yent, but misses.
Yent returns fire and the ganger drops to the ground.
Finally they reach the desert but two shady dealers jump them. They shoot at Yent but Yent manages to make a run for it and escape.
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Yent not going very well in negotiating with some criminals (the two figures to the right). |
They have reached the destination, Yent hoping the Commander
will help with a clue. Yent fails miserably
to extract a clue from the Commander. What
is worse the Commander takes extreme offense and tries to melee with Yent who
runs away.
There was a lot of really bad dice rolling for Yent when
talking to others.
Scene 2
Yent needs to travel to the rural area to hopefully get a
clue through investigative methods. After overcoming an obstacle, Yent questions an entertainer
and gets some information. They successfully talk their way out of trouble with
some criminals before meeting a Patron.
Tough talking get more relevant information. Meeting another high achiever reveals nothing. Yent finally gets the information to put everything together by talking to a senior
bureaucrat on their own estate.
Scene 3
Staying in the rural area, Yent needs to find an
object. Yent manages to overcome a
hazard on the way to the plantation that may hold a clue. It does and Yent manages to find the object
that provides another clue to seek the lost treasure.
We will leave the adventures of Yent here (as that is as far
as I have played!).
Post-game
After the encounters I played out above I realise I have set
the roll required for a task success too high – on average a PC is going to
succeed at a task about 50% of the time (after modifiers) i.e. a 4+ on a
d6. In my games, PCs are larger than
life and should be doing better than that.
So I have since changed the rules and now success will average 2/3rds of
the time, a 3+ on a 1d6.
Holiday verdict
Well, it worked. I packed
a game for each era into a box and played at least one game from each. So my mojo cannot be that low – I did not
have to force myself to play. My focus
since the holiday has been on the 8x8 ancient rules. But who knows how long that lasts before I am
distracted by something else. Actually,
I have been distracted by the Shooting’ Iron rules I found recently. Simple 1d6
rules for Wild West skirmish but I am using some old Warhammer 40K figures I
have to test them out. Simpler than
Fistful of Lead and alternate figure activation – will see how I go!