Thursday, January 12, 2012

Two New Rule Sets

Once again, I indulged in my addiction to rules. My latest two purchases are Harpoon 4 modern naval rules and Combat Cards. This isn't meant to be in depth reviews of these two, but just some quick thoughts on them. Of course, I have yet to play either of them, so my comments are based on several reads.

Harpoon 4 by Clash of Arms:
These are probably the most complex and detailed rules I now own. I have read a lot about them, both pro and con. The price was a little high for what I like to pay for rules, so I was hesitant to get them. I do not regret buying them.

As many have commented on before, Harpoon more of a simulation than a game, but I was not as overwhelmed as I expected. What makes them complex is that there is very little abstraction. To change course, ships turn they way they do in reality. To launch or land aircraft, your carrier must be oriented in the right direction and moving at the right speed. To detect an opponent, you need to take into account variables such as sea state, and the horizon. Despite all of this, they are pretty well written and are pretty well organized.

The game is what I would call time based, rather than turn based. Unlike most rules where time is to various degrees an abstraction, events in Harpoon occur pretty much in real time, down to the minute. Players write down their orders. Everything is then resolved in terms of time. Ships, planes, and all weapons except for gunfire are moved at a particular distance per period of time. Therefore, it seems like timing is everything in this game. Detection is also critical to this game. Having a referee would be a big plus. In fact, the authors highly recommend one. Not only could the ref prepare all of the pre-game setup, but can handle such things as hidden movement and reconnaissance.

There are a few areas in the mechanics that seem a little vague. For example they talk about plotting a series of firing solutions for a submarine torpedo attack, but its unclear, at least to me, if the number you get is the actual percent chance to hit. What I would change, or rather add too, is more examples. They have an example of a battle between US and Iranian surface ships at the beginning of the rules, but I would like more examples to illustrate specific aspects of the game, like submarine warfare or air combat. They provide some training scenarios, but I would prefer examples.

Information on ships, aircraft, radar, and weapon systems are all found in a separate data annex. It seems very complete, EXCEPT; there are no stats for Chinese ships! It’s weird because they have the stats for PRC weapons and electronics, just no ships. However, they do provide info on how to calculate damage ratings for any ship. One of the nice things about any naval wargame rules is that if you can find data on a ship, you can add that ship to a particular rule set. You can't do that so easily with air combat rules where performance of a jet cannot be necessarily derived from stats.

In terms of solo playability, it does have its advantages. If you think about it, you have all the time you want to calculate everything necessary to complete a turn. Not so if you have an actual opponent, especially one who is either a casual wargamer, or is rather impatient and the idea of writing out orders bothers him. The game is even set up to play as a log of events. You need to write down your orders for each turn. You can document each battle and keep a detailed account of what happened. This is nice if you want to write up an after action report.

Combat Cards by Tactical Assault Games:
Another blog had an after action report using these rules and highly recommended them. The impression I got was that they seemed to have some similarities to I Ain't Been Shot Mum! (IABSM). Combat Cards (CC) are card driven and the game they played was at the company level. I am more interested games above the company level. Looking at TAG’s web site, they made the claim that Combat Cards were scalable. You could use them at the platoon level up to the divisional level. That really peaked my interest. They also focused on modern warfare. The rules are free, but you have to buy the cards. To be fair, I have not read these rules as much as I have Harpoon. So my comments and opinions about them need to be taken with a grain of salt.

This game is different from IABSM. In IABSM, you turn a card to activate a specific unit. In CC, you can active any unit you want, but you must have a card to do a particular activity. For example, in order to perform any action for a given squad in IABSM, that squad’s card must show up. Once you activate that unit, you can have it perform any particular action you deem necessary. In CC, in order to perform an action like moving any particular unit, you must have a card that states that you can move (found on a card under the heading of ACTIONS). You are allowed to hold six cards in your hand, but if none of them allow you to move, you can’t move! There is another heading on each card called SITUATIONS. These allow you to respond to your opponent’s actions or allow you to do extra things that don’t fall under the category of actions.

Each unit is classified as one of several general categories. For example, the ARMORED category includes all tanks, mechas, or even massive armored creatures. These rules BTW, can be used for modern and sci-fi games. The general categories remind me a little of AK-47. Each category is rated as Light, Moderate, Heavy, and Very Heavy for purposes of attack and defense.

To resolve combat, you pull a card from your desk and read the combat results. The outcomes are ranked in order of increasing seriousness, from no effect to eliminated with several steps in between. The randomness of this outcome is modified by differences in attack and defense ratings as well as other factors, like range and cover. These modifications raise or lower the outcome level. There isn’t much related to morale, except the intermediate effects of combat include shaken and falling back. To recover from these effects, just like other things, you must have the right card in your hand.

The game has a length of 90 minutes. This would be a big plus when running a campaign. Overall, I think CC would work well for a solo game. It gives a solo player some flexibility to decide what to do with the various units, but still maintains a fair amount of unpredictability.

So, in the course of a week, I’ve read rules on both sides of the spectrum as far as complexity. I am still leaning toward IABSM but I think Combat Cards might be a contender for the rules to use for the land-based portion of my campaign. I am still pretty undecided about naval rules. I might have a post on that later.

Saturday, December 31, 2011

Happy New Year!

I don't have much to say other than to wish the folks that read this a happy New Year.

As usual, nothing happened gaming-wise during my annual Christmas trip to Chicago to visit family. I was coming off of a head cold when we got there. I was hoping to have a game involving my nephews, my wife's cousin who was visiting from Utah, and my friend Karl. I found out that Karl was sick, my wife's cousin wasn't there long enough, and I spent most of my time driving here and there doing errands and being a chauffeur. We almost came up with a skirmish game using my younger nephew's Star Wars LEGOs figures, but it never happened due to me running around doing errands, and the fact that my nephews were in school up to the Friday before Christmas. My younger nephew and I did go to Games Plus, but that was the extent of things.

Hopefully, 2012 will be fruitful gaming wise for everyone.

Monday, December 5, 2011

Stay Creative

I saw a post on TMP this morning that led me to this blog: sidneyroundwood.blogspot.com. There are a lot of good suggestions about how to stay creative in the gaming world. Sometimes, I think that its not so much staying creative, but 1) finding the time and energy to express the creativity and 2) finding the resources needed to take the next creative step.

Issue #1 is pretty straight forward. I think a lot of people have more ideas than they have time to carry out. Plus, often at the end of the day, I know I am too tired to do anything.

For issue #2, I am not talking so much about the financial side of the hobby. I am talking more about the ability to learn what I need to learn to accomplish what I want to do. For example, all the way back in the 1970s, I thought it would be great to sculpt my own figures. I gave it a try, but the results were awful. Had I had some brains back then, I would have looked into taking a sculpting class to learn techniques. Nowadays, I still have a yearning, but the educational resources are rather spotty for what I want to do. You might be saying, "oh, but there are all kinds of sites now for sculpting minis!" Well, yes, if I wanted to do larger scales then I am all set, but I want to do microarmor. For example, I really want a model of the Australian Bustmaster APC. No one yet makes one. Oh, to be a fly on the wall of GHQ, just to learn how to make wheels in 1/286 scale! I hope this doesn't sound like a complaint, because its not. It just seems like even with all the information now out there, there are still some "holes" that have not been filled. Its more of a frustration than anything else. Yes, I could sit down and probably work it out, but that goes back to issue #1, the time to actually do it.

Saturday, November 26, 2011

The Valley of Death AAR

Friday, while my wife was participating in Black Friday shopping madness, my daughter and I had another small battle involving the humans of Yogurt Town and the xenomorphs (i.e. Aliens). The same very simple rules that we used in a previous battle were again used. In this game, the xenomorphs were allowed to be resurrected back at the opposite end of the table until the humans reached their objective. The humans' objective was to make it to the outpost building on other side of the table. Just before the battle started, my daughter decided there should be additional goals in the form of "secret maps" that were placed in various places and had to be recovered by the humans. Here is an overview of the gaming table:


22.7.234: Outpost 24 had failed to report in for last 48 hours. Militia Command, based in Yogurt Town, decided to send out a patrol to find out what the situation was at Outpost 24.

Peering down the road that that led through the valley, things looked very quiet:

The unit proceeded down the road. Captain Joe and Sergeant Sue was in the lead, followed by two sections of four troopers each. Accompanying the unit was a mysterious rock-like being known as Rocky. He (she?) was their guide for this mission. Rocky's weapon was an organic laser on top of his head. For gaming purposes, he got 2 shots.

The first encounter took place just before entering the valley. Two xenomorphs popped out, but they were quickly dispatched by weapon fire. This will be the best shooting for the militia the entire game. My daughter consistently rolled misses much of the game.

As the militia unit pressed on, more xenos waited in ambush, waiting for the signal by the xeno perched on top of the giant skull rock carving on top of the opposite hill.


Not only was the xenomorph a spotter, but it also was the guardian of one of the secrete maps.

The xenos sprang out! It was a fierce fight. Bad shooting rolls allowed for the xenomorphs to quickly close for hand-to-hand combat. One militia trooper went down.

Rocky and Captain Joe seemed to score the best rolls. The attackers were finally defeated.


After a lucky shot that knocked off the xenomorph from its perch, Rocky, Captain Joe, and Sergeant Sue climbed up the steep mountain.
After defeating another xenomorph hidden behind the skull carving, Sergeant Sue retrieves the secret map hidden in one of the eye sockets.


The militia then moves toward the outpost where more xenomorphs spring out.

It was another fierce fight, and another trooper went down. Sergeant Sue manages to find another secret map hidden underneath the scout car parked next to the outpost building.

Captain Joe and Rocky search the outpost, but there's no sign of anyone! No bodies to be found, no signs of struggle. Where did they all go? To be continued.......

Rocky was sculpted by my daughter. Here he is after the battle, posing by some shrubs.

Thursday, November 17, 2011

Thoughts on Solo Mechanics

WARNING:
THE FOLLOWING ENTRY CONTAINS MORE THAN THE USUAL RANDOM MUTTERINGS THAT ARE FOUND ON THIS BLOG

As I get closer to the point of gaming the first land battle in the Gambusian campaign, I need to start thinking about the mechanics of a solo game. For rule sets, I have several in mind. They are:

A Fist Full of TOWs version 3 (FFT)

Cold War Commander (CWC)

Modern Spearhead

Pz8 1975-2010


I am not going to review any of these rules, but more than likely, I will probably use one of the first two, simply because I have studied them more. However, the Pz8 series of rules are pretty simple and straight forward. Plus, this recent version of their modern rules have been expanded a little more in terms of weapon types, so I might consider them, too.

None of these rules are really set up for solo gaming. One could argue that the rule set that has the most potential for solo gaming is Cold War Commander. So, I am going to use one of these rules, but in conjunction with some sort of solo mechanics. I need the solo mechanics to do the following:

1. allow for a random sequence of events

2. allow for units to react to circumstances

After reading a number of solo websites, articles from the Lone Warrior, and looking at various mechanisms of rules (not necessarily microarmor rules) that supposedly can be used for solo gaming, I felt like throwing up my hands! Actually, I've come up with three possible systems. They are:

1. I Ain't Been Shot Mum! system (IABSM).

2. Two Hour Wargames' reaction system (THW).

3. A overly complex algorithm of my own design, which I am no where near finished making.

I have studied the THW reaction system quite a bit, but recently I have been looking at various aspects of the IABSM system, particularly the use of activation cards. What I am working on now is to merge parts of IABSM and THW.

The Plan:
I plan to use unit activation cards and blinds similar to what is done in IABSM. Each activation card will represent a company. Within each company are platoons. In both FFT and CWC each stand of infantry and each vehicle represents a platoon. As each company gets activated, the members of the company can do various things, move, shoot, whatever. In CWC, units can keep doing things until they fail a die roll. I could do that, but my goal is to remove as much of my own control over things. This is where the THW reaction system will come into play. Based on the situation, the units will react in different ways. I have not worked out the reaction system, but here is an example of what I am thinking about. Lets say there is a recon company ahead of the main body probing for enemy units. The recon company comes near a blind (a hidden enemy unit). There is a table to determine if enemy units are spotted or not. I look up the appropriate numbers and roll the dice to see if it spotted the enemy. Based on success or failure, I then consult the algorithm below:

If nothing detected, then on a D6:
1-3 move half move forward
4-5 move full move forward
6 halt

If enemy spotted, then:

If spotted at close range:
1-4 fall back to nearest cover
5-6 engage enemy

If spotted at medium range:
1-5 fall back to nearest cover
6 engage enemy

If spotted at long range:
1-4 fall back to nearest cover
5-6 halt

The reaction system in addition to using the activation cards, will allow me to have less control over the various units and keep me from being biased.

Tuesday, November 15, 2011

More 15 mm Medievals

Other than painting up a few figures from Splintered Light, I have not done a whole lot of work on my fantasy/medieval figures recently. I found some more shots of various 15 mm figures that I painted about four years ago:


Above are some late Medieval/early Renaissance heavy cavalry from Mirliton. They are from their Later Swiss and Burgundian Wars series, but I can't remember which catalog number. As I said before, I am not really into Renaissance figures, but these guys have a sort of Albrecht Dürer thing going on and spoke to me saying, "scruffy, battle-weary lancers for hire," especially the guy on the left. Mirliton puts in a lot of detail in their sculpting. The unfinished base is made from polymer clay.


The laddies above are Feudal Castings Highland archers with claymores. Feudal Castings are now produced by QRF Models. My historical knowledge of Feudal Castings is now fuzzy, but I think they came out in the early 90s. They don't have quite the detail that we see now in a lot of 15s. None the less, they do the job. I like the idea of having archers that can both shoot and be willing to mix it up in hand-to-hand combat. The claymores come separately. As I recall, they were very, as the British say, fiddly to get them glued onto their backs.

Saturday, November 12, 2011

Housing for the Masses and Other Terrian Pieces

I completed these a couple of weeks ago.

Huts

Closeup of Huts

I am trying to get things together for the first major battle of my Gambusian campaign. I needed a bunch of huts to make a large town. They are the same design as those that I posted way back in 2009. I think scale creep might have set in. I tried to make them the same size as the originals, but they look a lot bigger. It may be the acorn tops. These are a lot larger and steeper than the original ones.

I also made stab at an improved defensive position and barbed wire obstructions:

Improved Position with Infantry Stand

Section of Barbed Wire

I like the way the barbed wire section turned out. Its easy cheesy to make, too! The improved position...not so much. I wanted to make some sort of infantry defenses that are a step above foxholes, but not as permanent as trenches or bunkers. Something along the lines of the dreaded German machine gun nest that is in the final climatic battle scene of many a WWII movie. The idea is to be able to insert an infantry stand in it. My first criticism of it is that the sand bags are way bigger than I wanted them to be. The Sculpy was just not in a cooperative mood. Second, I am not too crazy about the squared look, but I sort of accepted that is how it would have to look, given that I wanted to put an infantry stand in it. Also, the cardboard base warped a little, but that is not a big deal. If I could do a better job on the sand bags, I would be a lot happier with how it turned out.

I am still trying to figure out how to make a marker for foxholes and for mine fields. I don't think it will be hard to do the mine fields. The foxholes may be another story. I've received some good suggestions on the Yahoo! Microarmor Group and on the Angel Barracks forum. One suggestion is to stick some figures into clay. It sounds good, but I don't feel comfortable about "sacrificing" some figures to represent a foxhole markers, nice as it might look. I might just end up using little markers that say "foxholes" on them. Boring, but they would get the job done.