Saturday, December 10, 2016

New Mat Concept: Artist Chalk Terrain

I have been trying to figure out how to make an acceptable looking game mat that can fit the scenarios I want to play without needing to put a ton of time into the terrain.  I know some people love making that stuff, and I agree that a game with great looking terrain is amazing.

For me, the time to put into making that terrain just isn't an option.  I did come across a blog that by chance developed a technique of making game mats.  His initial approach was to paint his terrain onto a mat.  I liked the idea but it was still too time consuming for me to try and experiment with.  By chance he went to Historicon and needed a quick mat for his game.  His innovation was to use artist chalk.  You can read his approach on this link.  The best part is that when you want a new mat using this artist chalk approach you just wash, dry and start over.

I had time today to dabble with this idea.  I went to Hobby Lobby and picked up a mottled green cloth for $6, I then found the chalk ($3 and some change) in the section with all the colored pencils and paint brushes.  A few hours later when I had some time I put together this.  It took me no more than 20 to 25 minutes to put this together, and that is mainly due to experimenting with what I wanted to do.  If I had a blueprint to go off of for the mat I could probably crank it out in around 12 minutes.  Granted, this is only a cloth that is a yard in length since it is my template / experiment.

Artist Chalk Game Mat

Step 1: opened the cloth and put down a road.  I picked the ochre orange color, then highlighted wheel ruts with orange.  Put in a stream just for kicks to see how it would look, and a couple of fields.  You can see the chalk palate in the pictures that follow.

Step 2: I decided to outline the fields in dark green and then use black to put in the fence rows (I put in a bunch, but you'd have to zoom in to see from these pictures).  Nothing hard.  I outlined the creek in a lighter blue-white color.

The little farm in the center is a 30x40 base with
a wood monopoly pieces painted up to represent
the farmhouse and the barn  It actually works well.
There is a "tree" there too that is just model RR wire trees


Step 3: Put in a few more trees and fields and then deployed the troops.

Confederates deploy to drive the Federals from the field


On the whole I found it to be a nice look in the end.  I really like the fact that I can wash it and start over, and that I can custom design it for the scenario I want with the fields shaped exactly as I want them.  On top of that when I add hills the terrain will always fit the contour.  No more..."nuts my fences are out of alignment or the field doesn't flow well off the hill". It might not be the technique for everyone, but for me this offers me what I'm looking for at this point in my wargaming experience.

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

Thursday, July 28, 2016

Examples of European and American homes 1600 to 1700s

On part of our vacation we went by the Frontier Cultural Museum in Virginia.  This is a great living history style museum with period houses collected from Europe and America from 1600 to 1850 and moved to this location.  I took pictures of those which might be useful to have from a wargaming perspective.

1630 Yeoman's house from England (1630 because of the coin in the house)

1700s Blacksmith Forge from Ireland
1700s German farm house and barn

1700s Irish Farm house and outbuildings (stone area holds the pig pen)

1700s German Barn

Eastern Native American compound

1700s American farm house

There were people performing living history in each of these along with animals to feed.  I took the wife and my two boys (5 and 3) and wasn't sure what to expect.  The kids did great because you can touch everything, go inside 99% of all the buildings.  There were other buildings I did not include in this post

Sunday, July 17, 2016

1st SP2 game

We ran our first SP2 game today.  As GM I made a few mistakes on officer casualties and unit fire control but on the whole it was a good learning experience.  It really helped make me more familiar with the rules and on the whole (even with our slightly modified rules) played real well.  The other players (4 total) were totally new to SP.  The game started a little slow but once we made contact it was quite fun with a few twists.  We also used unpainted (to be in the future) figures.

The scenario was a rescue mission

British force led by Colonel Pippin have rounded up male civilians suspected of aiding the rebel cause in the neighborhood.  Among the detained is the Rev. John the Priest.  All prisoners are to be held until transported back to Charleston for interrogation.

Although unassuming, the Rev. John the Priest is a staunch colonial patriot who runs the southern spy network for the patriot cause.  His capture and eventual “interrogation” will be a terrible loss to the patriot cause.  His identity is not known to the British so his rescue is of vital importance.  To effect this rescue, Major Christopher Pollardston of the South Carolina Line has been dispatched to accomplish this mission.

Americans primary DP was located at the end of the road pictured below.  Their secondary DP was 24 inches from the town.  The British primary DP was located way to far away from where the action took place and this was my fault (big table).  Their secondary DP was located further up the road (this side) in the first picture but couldn't be activated until the Americans entered the town.

American OOB
Status III leader: Major Christopher Pollardston (Chip 1)
Two groups of 8 State Line Troops (includes Sergeant  O’Brien - Chip 4)
Status II leader: Captain Peter O’tool (Chip 2)
Two groups of 8 State Line Troops (includes Sergeant Davis - Chip 5)
Status II leader: Arthur Francis (Chip 3)
Two groups of 6 Frontiersmen Skirmishers (including Sergeant Lyon - Chip 6)

British OOB
Status III leader: Colonel Augustus Pippin (Chip 1)
Two groups of 8 Regulars (includes Sergeant Masterson - Chip 4)
Status II leader: Captain Bartholomew Cornwell (Chip 2)
Two groups of 8 light infantry (includes Sergeant Williams - Chip 5)
Status II leader: Lieutenant Terrance Bridgewater (Chip 3)
One group 6 Loyalist Ranger Skirmishers


The game begins with Capt O'tool deploying his whole force in line (picture above) with A. Francis's frontier skirmishers deploying at the primary DP.

Colonel Pippin has two companies.  One guarding the prisoner who will remain in the village undetected until the Americans penetrate it.  Picture above, Colonel Pippin arrives at the primary DP and begins a very slow march (even with 2 D6) towards the town.  Just a merry stroll in the country side, winning the hearts and minds of the colonists.


Picture above: By turn 4 (just movement in 2-3) Capt O'tool decides to split his command sending Srg Davis into the town (but not by the road) and puts his other company along the stone wall.  Note** the Americans must find the location of the good Rev Priest, rescue him and retire to their primary DP.  The American commander also activates Major Pollerston's entire command and places them in column in the road.  At this point the British prisoner guard led by Srg. Masterson, feeling a little isolated but sensing weakness in the Americans, emerge and fire a crushing volley into the American troops led by Cpt O'tool.  3 dead, no shock.  We now know the location of the good Rev Priest.

Picture Above: Things heated up quickly and I forgot to take pictures of the few turns in between.  In the interval Capt O'tool's troops fired into the British causing mostly shock but killing 2.  Srg Masterson's company kill another 2 of Capt. O'tool's command and O'tool takes enough wounds to be reduced to status zero.  In the mean time, the British led by Captain Bartholomew Cornwell deploy from the secondary DP and engage the Americans.  Sergeant Williams of Cornwell's command leads one group/company which fire to such a great effect that it kills two of Srg. Davis's command (O'tool's srg) and puts on enough shock to require an involuntary withdrawal back through the alley.  Meanwhile, Major Pollardston sends his Srg O’Brien with one company while he keeps the other company and tries to provide both support and link up with O'tools Srg Davis outside the town.  The American skirmishers slowly advance down the road to the intersection.  Colonel Pippin, his command and the Loyalist rangers also advance slowly down the road from the primary DP.    
 


Picture above: (again missed a turn or two via pics).  American Srg O’Brien (in road) manages to take on British regulars to his front causing them mostly shock.  To enter the building and release the good Rev. Priest they needed to kick in the door requiring a roll of 18 on 2 D6.  It took three turns.  By turn 3 they broke the door down but were in a position to be surrounded.  The American commander decided to take Srg. O'Brien's command inside the house holding the good Rev. Priest and let Major Pollardston come save him.  To get in the building they needed to roll anything but a 1 on a D6.  The Americans rolled a 1.   

In the mean time, Pollardston linked what remained of O'tool's command with his own company and shifted them to a hill and a clear field of fire outside the town.
British Capt. Cornwell advances to meet them and concentrates his fire on Srg Davis's part of the line.  Srg O'Brien's men take heavy fire from Srg. Williams and Srg Masterson's command who moves in behind their stalled position.  Having "rescued" the good Rev Priest and having over 12 in shock Srg O'Brien's troops rout.  We required the good Rev. Priest to roll to see how far he could go.  Unfortunately for him he was wounded and this began a hilarious series of events.  Colonel Pippin also decides that he must rush quickly to the aid of his men and not down the road guarded by American riflemen and after a turn demolishing the fence begins his cross country jog to Srg. Masterson.


Above Picture (again, missed a few turns).  Capt Cornwell decides discretion is the best part of valor and withdraws from fighting Pollardston's American line and attempts to cut between the village to help capture the good Rev. Priest.  He almost gets his men to cover as Pollarston's command comes off the hill in line, but in pursuit.  Cornwell is a bounder and thus finds some attractive women and he begins to flirt with those ladies causing his command to be slaughtered behind him and thus rout.  Meanwhile the Srg. Masterson has recaptured the good Rev Priest and Major Pollarston has put his men in column to being what they hope will be a quick pursuit.



Above Picture: The American riflemen are caught in line across the fence line as their opponents move quickly away.  The Loyalist, top right of the image, were useless in this fight as they never once engaged the enemy (but they were led by a thoroughly detestable individual anyway).  Long range rifle fire will add shock to Colonel Pippin's company and slow him down a tad.

Above Picture:  Missed a few turns.  The American rifle men pepper Srg Masterson who has the Rev. Priest causing another wound and adding shock.  The British strategy at this point was to withdraw fast to a new position and hope to inflict some damage on the Americans but give them time with do a fighting withdraw.  Capt Cornwell was able to activate and leave his shattered company and try to get to his operational company (green) but was wounded and couldn't run.  He was almost captured but go within the prescribed distance to attach his men to his command.  Srg. Masterson in his haste out paced the poor Rev. Priest who was left behind much to the American's delight.  Fortunately, Colonel Pippin was there to recapture the good Rev. Priest.  American rifle fire continued to hammer Pippin's command.  Major Pollardston tries to run his command towards the fleeing British.



Above picture: American riflemen barely moved more than 2 inches the last three turns, but their rifles plagued Colonel Pippin to the point that he lost Srg. Masterson (dead) and the total shock required an immediate withdraw.  This once again left the poor Rev. Priest, wounded and unable to run, "free".  Capt. Cornwell had enough time to reform his men and using all of the command cards fire a controlled volley into American pursuit by Maj. Pollardston.

At this point we ran out of time to continue the game.  I certainly did not expect it to go this way and figured the fight would be around the river.  The Americans moved very slowly into the village and then didn't push hard to get the prisoner until the British reinforcements arrived.  Then it became funny to watch.  The British mistake was to keep dividing their forces which really hurt them regarding shock.

We had to decided at the end what happened to the good Rev. Priest.  I named him for my friend John M. Priest who was playing the American riflemen.  At one point the British commander in charge of Srg. Masterson just wanted to shoot the Rev. Priest because "obviously he is important to the Americans".  As GM I had to interject that the British just see it as an "American attack", but that they since the good Rev. tried to flee with the armed American troops that is certainly suspicious.  We put it down to a D6 roll.  1-3 (don't shoot him); 4-6 (shoot him).  The Rev. stayed alive.  If the British could have made it to a tree in the center of the table I believe they planned to try again and hang the poor Rev. Priest but they never got that far.

I believe the players realized as we went on that they could improvise ideas and this helped add to the game play which was something I was hoping for.  There was talk of taking the wagons and using them to get the stalled companies (Srg Masterson lost his command initiatives with his reduction of status via wounds) but that required the Loyalist to activate and move which every roll was a limited one.  We just figured the guy was shirking the fight.

The game ended with British force morale down to 5 from 10 with the Americans down to 6 from 10.  With the British below 6 in morale and the Americans having "rescued" the Rev. Priest (who lay bleeding from several wounds and unable to move) we had to credit the Americans with a Major Victory but after rolling to see if the Rev. Priest would survive his wounds: 1-3 die, 4-6 live (I let John roll) and he did not with a roll of a 3, we downgraded the victory to a minor victory because a dead "rescued guy" isn't really great.  However, the British forces were smacked around a bit.

Casualty list:

American:
Status III leader: Major Christopher Pollardston: Wounded twice.
14/17 State Line Troops survived (includes Sergeant  O’Brien who fled in disgrace)
Status II leader: Captain Peter O’tool: Wounded once and who smelled terrible from stepping in crap
9/17 State Line Troops survive (includes Sergeant Davis)
Status II leader: Arthur Francis

13/13 Frontiersmen Skirmishers survive (including Sergeant Lyon)

British:
Status III leader: Colonel Augustus Pippin: Wounded twice.
8/17 Regulars survived (KIA: Sergeant Masterson final turn of the skirmish)
Status II leader: Captain Bartholomew Cornwell: Wounded twice
10/17 light infantry survived (2 fled off table) (includes Sergeant Williams)
Status II leader: Lieutenant Terrance Bridgewater
6/6 Loyalist Ranger Skirmishers (shirked the whole skirmish)



Honors:
American: Arthur Francis of the Frontier Skirmishers
British: Srg Williams of the Light Infantry