Wednesday 19 April 2023

Holiday games – battle reports for WW2 and Ancients and some SF RPG

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.

Unopened - picked this up second hand for a few dollars and put in the centre veneer feature to cover up a crack


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.


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.

Marathon setup


Persians (top) attccking a hoplite (with the green marker)


Hoplites attacking some Sparabara (with green marker)


Hoplites successfully routed the Immortals (where green marker is)


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.

Deployment.  Porus at the bottom, Alexander at the top.

The Indian Cavalry charges into the Greek Heavy Cavalry.

Right flank cavalry charge

With the assistance of some Indian infantry, the Indian cavalry routs the Heavy cavalry

Macedonian cavalry routed

The two elephants, with Porus, charge into a phalangite unit and it is routed

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.

Indian cavalry flanks a light infantry

And it is gone.

In the centre, two Pike units are ready to inflict some damage.

Pikes lined up against the Elephants and Archers


And the archers are routed.

On the Macedonian right flank, finally Alexander and his Companions charge into the enemy Chariots.

Companions facing the Indian chariots

The Indians have lost 3 units and are broken. Macedonians win!

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

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.

Deployment.  British will enter from the bottom of the image.  One section is the bridge defenders (top right)


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’!)

The Germans fire at the bridge defenders

The British reinforcements enter.

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.

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..

The British assault!


The Germans retreat

In the centre the British bring on most of the remaining force - 2 sections, a Sherman and  the commander.

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.

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.

Panzer IV destroyed.

 

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.

The Germans assault with what they have left and can move.


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.

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).

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.

Yent with tables and chairs


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.

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). 

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.

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! 

10 comments:

  1. Great idea. I have a couple of small footprint board games that I can choose from to take on vacation, but nothing for figures, which hadn’t occurred to me …. Now it has! :-)

    I was thinking, one could paint a battlefield onto the inside lid of the box, which then act as a sort of tray.

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    1. I have thought about that in the past - making a portable ancients game with a painted board inside a document tray that you fold out and voila! board on one side, QRS on the other. But never got further than a thought. It does have merit though. I have taken just the 6mm ww2 4x3 in a page on holidays years ago but this time managed to pack in another 2 gaming systems :-)

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  2. FWIW I bought a “shallow wooden box” from eBay. It’s 35cm square and 3.5cm deep. It opens flat - so, effectively, you have a wooden tray on both the top & bottom inside. So far, I’ve not painted it but intend to paint one tray, say, generic grass green and the other grey/blackish for a sci-fi world. There’s space to storage a reasonable number of figures and a few terrain items.
    I especially like your 6mm WW2 set up. Very nice indeed.
    Cheers,
    Geoff

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    1. Hello Geoff,
      Thanks.
      You have a great idea there with a portable box!

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  3. Wow, that portable WW2 terrain is amazing... jealous!

    SF Rules: The last time I playtested one of your SF rules I think I had also tweaked the mechanics around tasks for the same reason. Don't mind the 50% ratio for some tasks but every PC in a pulp SF game should have somethings that can reliably do more like 75% of the time. (In some cases, much like how I run Traveller, the task Throw is not even whether they do it but how well they do it and how many complications they avoid from doing it.)

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    1. Thanks Shawn

      Yeah, tasks were too hard. I will think on making it 3+. I had not thought of that. It may be that with modifers etc that the tasks succeed on 3+. I need to play some more games! 4+ is so neat as it lines up all the task neatly. It may be harder with 3+. I think it may work though as I have made failing more important.

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  4. Thanks very much for these Shaun - properly inspirational, in the literal sense of the word. Need to look again at my own SF/RPG systems and probably just straight up lift those mini WW2 ideas.

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    1. Thanks. Glad to provide a little bit of inspiration to someone!

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  5. Great to see you getting more games in and that the portable nature of them worked for you. I've seen DBA games where the box opened up to provide the table and also stored the terrain and figures inside when closed up. For me I never take games on holiday, only a good book to read.

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    1. Hello Steve,

      The majority of spare time of holidays is still reading but I always try to take some portable gaming with me. DBA would be perfect for portability.

      This holiday I took 3 systems as I could not choose and actually played all three! Normally I take one and might play it.

      I have been playing on a 2'x2' table for most games for 10 years and I seemed to have ended up with a fascination for boards even smaller :-)

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