Tuesday, November 22, 2016

Berthier Campaign System: Shenandoah Valley Campaign Part I

In my research to find a campaign system to play a Shenandoah valley campaign I ran across this Berthier Campaign System.  It is a computer program that allows for solo or multi-player campaigns, handling logistics, scouting, etc.

I have attempted to provide a overview for what I've recently put together over the last two evenings.

It takes a little bit to set up but from my cursory review and experimentation it has real promise.

After downloading and unzipping the files, which are easy, the set up process isn't all too hard.

First you plug in your map, an image that is saved as a bit map file via paint.  I found a campaign map for the old Shenandoah board game online.  Saved the image, opened it in paint and saved it as a bitmap file.


Original Map Image


Next, the grid maker places a grid over it. As you play the campaign your troops will move through the grid in designated areas. Ex. On a road they'll move 4 grids, off road 2 grids.



Original Map Image with Gridlines

You then start to add colors to the grid so the program can identify what is in the grids. I first marked the towns. Next the rivers in blue. Bridges in Light Brown.  I have made the roads yellow, rail roads pink , the mountains dark green and fields olive green.

This process takes a while but I'm am hopeful that it'll be worth it in the long run, and it's a one and done process.

Later in the program you set up movement rates based on these color coded areas.  More on this later when I get to it.

The rivers = blue, roads = yellow, towns = redish, bridges = light brown, fields = olive green, railroad lines = pink.


Rivers added - Blue

Roads added - Yellow
Towns are Redish

Mountains Added - Green
The rest is filled in as Olive Green later

After the map is in place you continue by adding in your OOB, movement rates on the grid by color, etc.  You can even add in logistics like supply lines that go from town to town, and have units that are near to the outbreak of fighting "march to the sound of the guns".

My overall goal is to set up the OOB to reflect Corps - Brigade - Regiment. The goal is to be able to leave regiments behind as guards on the supply lines or send them out to scout.  This might be overkill but I'm interested to see what I can put together.

The way I understand it, the troops have a radius of awareness that allows them to detect nearby enemies.  This all feeds into reports that they player (assuming there are two) see when their turn is up.  It gives only limited detail which provides a good FOW.

In the past I attempted to run a hypothetical 1863 Valley Campaign.  It was marginal at best because I was experimenting with different campaign options.  This, if it works as I envision, could enable me to attempt another go at that process.
Add caption

Tuesday, November 8, 2016

Back to gaming

Another season of coaching HS football is finished and it's time to get back to painting and gaming.
Sunday I prepped the remaining 6mm Austrians I got last xmas (4 more battalions of infantry, some artillery,  and a host of cavalry. I also prepped 4 regiments of Federal Western infantry that has been in the led pile for a few years now.  It's time to move forward on completing my 6mm projects,  or at least the lead I have for them, at this point.




I also introduced my 6 year old to playing Sharp Practice 2.  This was more by accident but he really likes the games.  I began by using my old 54mm ACW figures. We'd play a few turns every few nights.

Now we are on to using my 18mm Blue Moon FIW figures.  I began telling him a story that had him, his younger brother,  two cousins and a friend in it. It was set in the FIW. I began these short stories on a recent hike through the woods...what better time and environment, right?

Well this thing has blossomed into full on stories. One after another and now at bed time.  It's cool. So I took this idea to another level. Let's listen to the story and play out new parts using Sharp Practice.  Then I'll recap it all in a story for bed.

These pictures come from our game tonight. Natives get into the local village and try to take the pigs. My oldest son and his 4 companions in the game must stop them.

Now each kid has a special trait. Leyton can move through the woods like a ghost and can shoot really well (so extra D6 on moment and 12 shooting dice), his brother can track real well and also shoot well so same dice as brother. The two cousins get 8 shooting dice, and his friend from school is the captain of the local militia company.


Natives have the pigs and are trying to high tail it.  Leyton and his cousins by the fence.
Leyton's brother in the wheat field to the north flanking the natives.

We played about 4 turns. Natives got to the pigs but Leyton and his cousins wiped them out and drove off another group. Leyton then went in pursuit of the other pig thieves on to get ambushed by the natives.

Now we can't have our hero die (major upset kid) so to be wounded he'd have to be hit with 3 D6s out of 8. Dang it, 3 6s. So it's a leg wound and his cousins has to come up to patch him up. Fortunately it's only a flesh wound (go monte python) and we are back in the fight but a bit wiser that open country is no place to take on the natives.

So we leave our story there until we continue it later.  The natives are slowly withdrawing and Leyton the Frontiersman and his pals must stop them.  Too be continued....

Leyton by the fence next to the house after his wounding with his cousins.
  Status IV down to a Status III now.  Dead natives by the Creek.
Here comes his buddy Cpt. Witt with the militia company