Last week, Bob Cordery issued his draft of Big Board Portable Wargame:Modern. Using an 8x12 square grid board, it is possible to fight very enjoyable mobile actions, from the late nineteenth century to the present day. I tried out the new rules on a World War One trench layout....
WE INTERRUPT THIS BLOGGING FOR A SPECIAL ANNOUNCEMENT. MARS HAS INVADED BRITAIN....
Here we see soldiers of the Territorials as they set up their maxim gun to stop the invading tripods.
Yeomanry peer through the morning mist, awaiting the signal to charge.
A Bristol Boxkite overflew the village, taking this dramatic photograph. The walkers are almost ninety feet tall.
Suddenly, the one of the walkers launched a deadly black gas shell at one of the artillery positions.
It then seared the survivors with a deadly heat ray. Panic began to take hold.
Bravely the rest of the battery stuck to their guns, returning fire.
The unstoppable tripods turned the heat ray upon the local Methodist Church, as infantry tried to move in for an assault.
At short range the heat ray did horrible damage.
Here it wipes out a platoon of Territorials. Still they have bought time for the artillery to land several shells, slowing down the monsters.
The church collapses from the flames. Can anything stop the attack?
More infantry moves up to attack the walkers.
Finally, a combination of artillery and close assaults takes one of the constructs down.
The British soldiers, however have taken such losses that they must retreat. Hopefully, they have bought enough time for refugees to take to sea to escape the onslaught. To find out, follow the conclusion of our story in "Old Admirals"
SOME GAME NOTES;
The figures are all from Peter Pig.
The buildings are downloaded card models from Fiddler's Green. They are in the English Village collection, printed at N-scale.
The tripods are all built from wooden elements found at Hobby Lobby, and given a coat of chrome paint.
My friend, Ben ran the Martians. Burning down a building was the highlight of the game for him.
Spike, as usual did all of the photography.
The rules worked well for this exercise. We used the "Tank" profile for the Martains, except that the gun was considered "heavy artillery" at range over three, and a "machine gun" at range of three or less; and the walker could also fire a "black cloud" every artillery phase. Fires lasted in the square hit for two turns, forcing units to move out or take damage. Martians were "elite", British "average".
Morale break point was 50% losses for the British, and 66% losses for the Martians.
The game took less than an hour, with Ben new to the system, and Spike taking a lot of pictures.
Tuesday, October 30, 2012
Tuesday, October 23, 2012
Why Portable Wargaming?
Bob Cordery("Wargaming Miscellany") has done wargaming a great service by bringing the work of Joseph Morschauser back into focus. In 1962, Morschauser wrote a book called "How to Play War Games in Miniature". I saw it in a catalog, wanted it for Christmas, and despite my mother searching for it frantically, did not receive one from Santa Claus. Fifty years later, I did get a copy, off Amzon, and it was worth the wait.
This small (134 page) volume gives three sets of rules for actions in the "shock"," musket" and "modern" periods, with suggestions on how to run campaigns and use optional rules. The rules share many common mechanics, and can easily be blended. As an example, the "shock" and "musket" periods can be combined to cover a period such as the English Civil War. Game play is straightforward, charts are minimal, and a good session can be played to a conclusion in an evening.
Bob has built on this fine foundation with his Interbellum rules, Colonial Portable Wargame, and now his Modern Portable Wargame. All utilize precepts put forth by Morschaser, including one not specifically mentioned in his book: a gridded tabletop.
My first miniature wargaming used Jim Getz's "Napoleonique" rules, played on a hex grid. Over time, I began playing other rules, getting away from the grid.Grids were considered "old fashioned" and "restrictive". Scenery and rules issues made line-of-sight more complicated. I played one game of "Flames of War" with an opponent who used a laser pointer to argue for and against shots....This was progress.
Finding the Portable Wargame was like a return to sobriety and sanity. No more arguing over whether a figure was "bumped', taking it out of range. No more "phantom measurements". You are in range, or out of range. Period.
The small size of the table and armies makes a pick up game enjoyable. You can place a few pieces of terrain, draw a dozen stands of troops from your collection, set up, play and clean up in an hour. I have seen examples of the "random scenario" system for "Flames" take more than an hour to determine amd set up before the first shot is fired.
A campaign can be fought in an evening. I can set up three 2x2 foot boards. On one is "Hell's Highway", another has the Eindoven bridge, and a third downtown Arnhem. Play the first game. The winner gets an advantage in the second(Allies get a bonus tank unit, or Germans get initiative on the first turn), then move on to the third game, again with rewards to the last winner. All three games can be played in less than two hours.
Portable Wargaming encourages "tinkering". Bob's rules are really a toolkit, allowing you to craft the game you enjoy. do you like Hobart's Funnies? Modify the SPG rules to create an AVRE (SPG, infantry gun, no indirect fire, elite,to reflect heavy armor). Flail tank? (Tank, moves into minefield, rolls for hit. Either destroyed, or removes minefield on that turn). You get the idea!
While I can enjoy a "monster game", I find that the chance to play one gets more and more remote. I know very few people who can invest four or more hours in a game session. "Marathons" don't appeal to me as much now that I am older.
My plan for this blog is to post at least once a week, giving a battle report, with some suggested rosters and scenery. Feel free to second guess the commanders!
While Bob is happiest gaming the late 19th and early 20th centuries, I also enjoy the Black Powder period, and plan to produce charts for English Civil War/30 Years War, French and Indian/American Revolution, and the Mexican American War. I will post them for your review as they are finished.
Next Tuesday: A View from the Trenches:Portable World War One
This small (134 page) volume gives three sets of rules for actions in the "shock"," musket" and "modern" periods, with suggestions on how to run campaigns and use optional rules. The rules share many common mechanics, and can easily be blended. As an example, the "shock" and "musket" periods can be combined to cover a period such as the English Civil War. Game play is straightforward, charts are minimal, and a good session can be played to a conclusion in an evening.
Bob has built on this fine foundation with his Interbellum rules, Colonial Portable Wargame, and now his Modern Portable Wargame. All utilize precepts put forth by Morschaser, including one not specifically mentioned in his book: a gridded tabletop.
My first miniature wargaming used Jim Getz's "Napoleonique" rules, played on a hex grid. Over time, I began playing other rules, getting away from the grid.Grids were considered "old fashioned" and "restrictive". Scenery and rules issues made line-of-sight more complicated. I played one game of "Flames of War" with an opponent who used a laser pointer to argue for and against shots....This was progress.
Finding the Portable Wargame was like a return to sobriety and sanity. No more arguing over whether a figure was "bumped', taking it out of range. No more "phantom measurements". You are in range, or out of range. Period.
The small size of the table and armies makes a pick up game enjoyable. You can place a few pieces of terrain, draw a dozen stands of troops from your collection, set up, play and clean up in an hour. I have seen examples of the "random scenario" system for "Flames" take more than an hour to determine amd set up before the first shot is fired.
A campaign can be fought in an evening. I can set up three 2x2 foot boards. On one is "Hell's Highway", another has the Eindoven bridge, and a third downtown Arnhem. Play the first game. The winner gets an advantage in the second(Allies get a bonus tank unit, or Germans get initiative on the first turn), then move on to the third game, again with rewards to the last winner. All three games can be played in less than two hours.
Portable Wargaming encourages "tinkering". Bob's rules are really a toolkit, allowing you to craft the game you enjoy. do you like Hobart's Funnies? Modify the SPG rules to create an AVRE (SPG, infantry gun, no indirect fire, elite,to reflect heavy armor). Flail tank? (Tank, moves into minefield, rolls for hit. Either destroyed, or removes minefield on that turn). You get the idea!
While I can enjoy a "monster game", I find that the chance to play one gets more and more remote. I know very few people who can invest four or more hours in a game session. "Marathons" don't appeal to me as much now that I am older.
My plan for this blog is to post at least once a week, giving a battle report, with some suggested rosters and scenery. Feel free to second guess the commanders!
While Bob is happiest gaming the late 19th and early 20th centuries, I also enjoy the Black Powder period, and plan to produce charts for English Civil War/30 Years War, French and Indian/American Revolution, and the Mexican American War. I will post them for your review as they are finished.
Next Tuesday: A View from the Trenches:Portable World War One
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