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Viewing 40 posts - 1 through 40 (of 408 total)
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  • in reply to: Portuguese Flag #145987
    vtsaogamesvtsaogames
    Participant

    Here are some flags

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    in reply to: Definition of troop #145234
    vtsaogamesvtsaogames
    Participant

    Enlisted men?  Rankers?

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    in reply to: service entry date fv432 ? #144427
    vtsaogamesvtsaogames
    Participant

    Ah, John Profumo… an unfortunate story.

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    in reply to: Rowe’s Foot/scots Fusiliers. #144318
    vtsaogamesvtsaogames
    Participant

    Very nice.

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    in reply to: One Hour Wargames with spouse #144283
    vtsaogamesvtsaogames
    Participant

    My wife is always allowed to quit the wargames. We have Dominoes (both newbies), Yahtzee, Scrabble (she rules) and some other board games. Plus hiking when the snow allows. Some sight-seeing will be in order. Perhaps I’ll get a backgammon set… if there’s not already one in Maine.

     

    We have friends up there too, meet them outdoors at about 10 feet distance.

     

    Ah, Mr. King. He writes too many books. Can’t stop himself.

    This too shall pass

    in reply to: One Hour Wargames with spouse #144204
    vtsaogamesvtsaogames
    Participant

    Maybe suggest a simple campaign?

     

    In time. I have one from the internet, one based on the War of the Spanish Succession in Italy, maybe three linked games with a very funny description.

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    in reply to: Wargaming the War of the Pacific 1879 – 1884 #144068
    vtsaogamesvtsaogames
    Participant

    Chris, if you could, I’d like to see that too. I have finally gotten a current version of Word since I had to upgrade to Windows 10.

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    in reply to: Eutaw Springs again, AAR #143847
    vtsaogamesvtsaogames
    Participant

    Ah, not today. Maybe tomorrow…

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    in reply to: Eutaw Springs again, AAR #143800
    vtsaogamesvtsaogames
    Participant

    I looked at Andy Callan’s paperboys Peninsular War rules for ideas on dealing with multiple combats. Stuff in italics is from that game.

    Who fights: front line stands in contact and 1 overlap on each side.

    If units attack multiple enemy units, both players should allow a readjustment to pitch one unit against one. If this is not possible, fight it as two separate combats, dividing the ‘bridging’ unit at the point of the junction.

     

    In wargames, and possibly in real life too at this time, units would engage each other in a duel- like manner, so try to pitch one unit squarely against another rather than attacking areas of overlap where one unit faces a pair or more of enemies. If this does happen, or if two units say, attack a single larger unit spread out in line, treat the fights as separate actions, but a negative result, a fall back or rout to part of a unit will mean the whole unit must fall back etc. even if part of the unit was a success in combat against another opponent.

     

    Artillery fights as part of infantry within 2”. Deployed artillery that retreat or rout abandon guns. Limbered guns that rout abandon guns. Deployed artillery counts as 2 infantry stands, limbered artillery count as one. Cavalry stands count as two infantry stands.

     

    Morale: a unit can only be affected by one friendly unit retreating or routing. Use the one that has the worst impact.

    Edit: I intend to have retreating and routing  units make their cumpulsory moves when the combat is resolved. I find the moves/morale effect next turn to be a hassle.

    Interesting: a Wally Simon idea – shuffle a deck with 3 red cards and 3 black cards. Red for the British, black for the colonists. First card drawn for your side is the fire card. Second is cavalry movement, third is infantry/artillery movement. Resolve combat as it occurs. After all movement, rally. Officers may move on any card.

    It is supposed to storm tomorrow. perhaps I will run Eutaw Springs one more time with all of this above before packing the lads away.

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    in reply to: Eutaw Springs again, AAR #143780
    vtsaogamesvtsaogames
    Participant

    I rode my bike and hung out with him today in Washington Square, 6 feet away, masks. He’s feeling a bit better though still wary.

     

    The figures are Frying Pan & Blanket, true 20mm. If I had it to do over again they would be 15-18mm Blue Moon, since almost everything else I have is 15mm. Or else 10mm but the other Fencibles frown on that.

     

    I intend to post suggestions to clarify the rules either on my blog or perhaps here.

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    in reply to: Wargaming the War of the Pacific 1879 – 1884 #143728
    vtsaogamesvtsaogames
    Participant

    The receiving party is a better judge of the effect of fire. At the end of the 1861 battle of Belmont, retreating Union forces boarded a riverboat and fired at their pursuers, who fired back. Both sides reported deadly execution among the foe and both reported taking no hits from enemy fire. Between clouds of smoke and frightened people laying down, perhaps it looked like serious results.

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    in reply to: Wargaming the War of the Pacific 1879 – 1884 #143712
    vtsaogamesvtsaogames
    Participant

    My two sources for this war were “The Ten Cents War” and “To The Last Cartridge”.

    I’d appreciate any other suggestions.

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    in reply to: War of the Spanish Succession 18mm Wofun Games. #143711
    vtsaogamesvtsaogames
    Participant

    Please report back on how the rules go. I do like his old AWI set, Loose Files & American Scramble.

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    in reply to: USS Cairo, City Class Ironclad #143656
    vtsaogamesvtsaogames
    Participant

    Just got this link to a video about the same gunboat.

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    in reply to: War of the Spanish Succession 18mm Wofun Games. #143643
    vtsaogamesvtsaogames
    Participant

    Loks like 5 stands per infantry/cavalry regiment. Hmm.

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    in reply to: Wargaming the War of the Pacific 1879 – 1884 #143562
    vtsaogamesvtsaogames
    Participant

    I played the scenario a few years back and don’t recall if I was using the left shift on artillery fire. Six (or was it five?) batteries of breech-loading artillery had a devastating effect as the Chilean infantry made their way forward. I was considering a scenario rule that no more than three batteries can coordinate in a single attack. Chris is right, it is in draft and liable to change.

     

    I’m currently doing AWI scenario via Loose Files & American Scramble and am unlikely to get back to the Atatcama Desert before taking off for Maine later this month.

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    in reply to: Wargaming the War of the Pacific 1879 – 1884 #143506
    vtsaogamesvtsaogames
    Participant

    I have played the BBB Tacna scenario twice. 1870 French stood in for the Chileans while a motley mix of ACW and 1866 Austrians supplied the hapless Peruvians and Bolivians. The Chilean artillery was murderous both times.

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    in reply to: Taiping Era – A Review #143503
    vtsaogamesvtsaogames
    Participant

    Hmm, may have to get this just for reading. I don’t intend to start a new period at this time, but Taiping and Opium wars do pique my interest.

     

    In the heart of Manhattan Chinatown, in Chatham Square (the Earl was popular in Old New York) is a statue of Lin Zexu, the man whose honesty started the first Opium War. The base is inscribed with hs name, his dates and “a pioneer in the war aganst drugs”.

    This too shall pass

    in reply to: Wargaming the War of the Pacific 1879 – 1884 #143079
    vtsaogamesvtsaogames
    Participant

    What rules will you be using for the naval and ground actions?

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    in reply to: Buildings for 18mm? #143077
    vtsaogamesvtsaogames
    Participant

    For my 15mm figures, my favorites are 10mm buildings from Paper Terrain. Each buidling comes with a ruined version that fits inside. Lift off the intact one after a number of turns of combat. Or have twice as many buildings, some wrecked.

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    in reply to: First ACW Unit Finished #143016
    vtsaogamesvtsaogames
    Participant

    That shows ’em!

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    vtsaogamesvtsaogames
    Participant

    Old Glory 15s (different from Old Glory. Don’t ask) do indeed still produce Rank & File. I like their 1877 Turks a lot, have not got any Crimean figures.

    This too shall pass

    in reply to: Introductory book on 7 Year War #142839
    vtsaogamesvtsaogames
    Participant

    Fairly accurate historical fiction: Eckhart’s “Wilderness Empire” is pretty good, mainly from the point of view of the Iroquois Confederacy. If you like it, he has more books going through Pontiac’s Rebellion,  the American Revolution, Little Turtle’s War, the War of 1812 and finally the sad story of the Black Hawk War, with Captain Abraham Lincoln in a bit part leading a company of Illinois militia. One warning: the torure scenes are graphic. A friend had a nightmare after reading one.

     

    I knew a woman from Wilkes-Barre Pennsylvania. She was astounded when I opened up one of Eckhart’s books and read a passage mentioning an ancestor of hers who had been slain by the Indians, back when Wilkes-Barre was called Wyoming.

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    in reply to: Franco-Prussian War – battles #142837
    vtsaogamesvtsaogames
    Participant

    What do people feel about a “Sharp Practice” level game, based around small encounters with advanced units? My sense is that, given the comments above about weapon capabilities and command failings, one might end up with something rather like France 1940 Chain of Command battles, where the French, at a lower level, give a much better account of themselves than one might expect given the historical outcomes of the two conflicts, strategically.

     

    During the Imperial phase, yes. I was looking at doing the Republican phase (using The Men Who Would Be Kings), with large poorly-trained units up against smaller, veteran outfits armed with carbines. But the American Revolution has got my full attention.

    This too shall pass

    vtsaogamesvtsaogames
    Participant

    Glad I could be of help, Vincent! For the record, I will steal your movement modifier… 😎

     

    My movement modifier that’s wrong? I dunno, it’s another thing to remember in mid-battle. Let me know how it turns out. Units with 3 or more DPs will hardly move at all.

    This too shall pass

    vtsaogamesvtsaogames
    Participant

    Brendan, Loose Files was a better fit for the AWI. The historical deployment produced a near historical result, while the British had a harder time using Rank & File. I also found Loose Files easier, though familiarity from playing it a lot 15+ years ago might have been the difference there.

     

    It was long ago enough that I felt almost like they were new rules. Plus I think various parts of Sharp Practice had crept into our play back then. I do have a number of singly based figures to be NCOs and officers for those rules.

     

    I will be checking your command rules, Jeffers. Thanks.

     

    Edit: Like your command rules, will likely use something similar. Like the general > brigadier > colonel path.

    Think I’ll make generals affect 3 units, brigadiers 2, colonels 1.

    This too shall pass

    vtsaogamesvtsaogames
    Participant

    Jeffers, you are absolutely right about there being NO -1 per die roll per DP. One of my problems with these rules is my “importing” concepts from other rules, likely Sharp Practice in this case. So I didn’t err, for once.

     

    I like your aggressive/defensive notion, will think about it. I am considering Cowpens or Eutaw Springs for my next set-to, depending on what I can scrape up in the way of a decent OB.

     

    Thanks to all of you for taking the time to read it.

    This too shall pass

    vtsaogamesvtsaogames
    Participant

    Thank you, Norm. I use Microsoft Paint to add text. The main thing is to check spelling before saving… It also can add arrows and such. They only point left/right or up/down, no other angles. One day I’ll venture into Paint 3D and see if it helps at all.

     

    Edit: Just poked around MS Paint 3D. So far it can add the text pretty much as before and it can rotate shapes, so arrows can point in other directions that left/right up/down. Hmm, interesting.

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    in reply to: Armand, Vicomte de Belzunce #142578
    vtsaogamesvtsaogames
    Participant

    Mmm, mmm, mmm!

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    in reply to: Camden 1780 via Rank & File #142499
    vtsaogamesvtsaogames
    Participant

    Norm, I await your review of the new rules. Please post here when you do.

    This too shall pass

    in reply to: In Deo Veritas game test; Boldon Hill 1644 #142271
    vtsaogamesvtsaogames
    Participant

    Now for something rather different, Bolden Hill using Tilly’s Very Bad Day rules. It was short, brutal and decisive. Details here.

    This too shall pass

    in reply to: Franco-Prussian War – battles #142127
    vtsaogamesvtsaogames
    Participant

    The strategic immobility of the French early in the war (the whole Imperial phase) wsn’t just due to bad leadership. The supply chain was not working and most troops were basically out of supply. My take on it is here.

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    in reply to: Franco-Prussian War – battles #142090
    vtsaogamesvtsaogames
    Participant

    Yes, BBB rules have a number of full battle scenarios. And 1870 is chock full of detail about the armies and their weapons. I have never used the 1870 rules but pick it up for the reference value from time to time.

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    in reply to: Franco-Prussian War – battles #142046
    vtsaogamesvtsaogames
    Participant

    Prussian units were stronger, 1,000 per battalion to start. The chaotic French mobilization led to only ~750 per battalion actually showing up at the front, if we are talking about the Imperial phase. Prussian divisions had more artillery and there were more Prussian divisions. The French rifles should be markedly superior to the Needle gun (basically a carbine), the Prussian artillery somewhat better and more numerous than the French guns. Being outnumbered most of the time will lead to defensive tactics. French regular infantry made furious bayonet charges the few times it was possible, the “Furia Franchese”.

     

    Once the Empire goes under, you have better-led French with poorly-trained and poorly-armed troops bolstered by the few regulars who haven’t gone into the bag. The French have greater numbers in this longer phase, and the problem with their artillery fuses was solved.

     

    Edit: back in 2017 my club finished a simple campaign of the war. The summary can be found here.

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    in reply to: In Deo Veritas game test; Boldon Hill 1644 #141833
    vtsaogamesvtsaogames
    Participant

    And another take of Bolden Hill, this time with enclosures for the Royalist foot to deploy in. Details here.

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    in reply to: In Deo Veritas game test; Boldon Hill 1644 #141648
    vtsaogamesvtsaogames
    Participant

    Steve. all saving throws are 4+. What changes is the number of dice thrown. Ditto combat dice. The two tests that want low rolls are wing cohesion and army will tests.

     

    Tony, I do think these rules could cover the Italian Wars and the French Wars of Religion without too many tweaks.

     

    As for Windows 10, sadly support for Windows 7 was dropped at the start of the year. Since then it has gotten slower and slower, forcing me to go to Windows 10. A friend who is better at PC lore than I said he prefers Windows 7 but could not stay there.

    This too shall pass

    in reply to: In Deo Veritas game test; Boldon Hill 1644 #141563
    vtsaogamesvtsaogames
    Participant

    OK, got the second scenario set up, Boldon Hill again but with the extensive enclosed areas for the Royalist foot to deploy in. Last time I didn’t roll up the leader stats, just presumed they all were avreage types. I didn’t roll for events either. Perhaps I’ll do that this time. It may be a few days before the game is played and another one or two for the report to see the light of day. Tomorrow sees a car task, no gaming…

     

    Edit: rolled up leader stats, the Royalist infantry wing CO is a politico, a dud. The Scottish cavalry wing is epxerienced.

    I then rolled for events and both sides got one. The Scots got the ability to make one enemy wing move last in one turn. The Royalists got a cavalry raid beating up the enemy quarters. The Scots must select two cavalry brigades that leave the field to chase the raiders. That being two of their three brigades, I decided to drop the events. Will keep the leader skills since that doesn’t seem too much. Now to sit back and listen to WWOZ, the New Orleans radio station on the internet…

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    in reply to: Coronavirus Painting: Scots 1640-1650 #141556
    vtsaogamesvtsaogames
    Participant

    I moved my erroneous post here to my thread about game testing. Sorry ’bout that.

    This too shall pass

    in reply to: Coronavirus Painting: Scots 1640-1650 #141540
    vtsaogamesvtsaogames
    Participant

    Good job! And a nice wife, offering new brushes!

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    in reply to: In Deo Veritas game test; Boldon Hill 1644 #141539
    vtsaogamesvtsaogames
    Participant

    Most of the game can be handled by the first two pages of the QRS; turn sequence, movement. combat dice, saving throws, shooting results and melee results. The next two pages have retreats, impetuous pursuit, disorder/rally test, cohesion (morale test taken by any wing with routing/destroyed units, and general will (army level morale taken when at least one wing is worse than sound). Once one side goes about you check in the rules for pursuit/level of victory, which is simpler than I thought. If and when I can get a face to face game, the drill will likley be: play the turn through combat and reform/rally phases. Then point out any enemy wing with routed units and call for cohesion tests. I’m sure the compliment will be returned. Then if any enemy wings have negative results, call for a general will test. I imagine if you wanted a bloodier shoot ’em up you could dispense with the general will test or even the cohesion test. Without the general will test both armies in my test would have had to back off from each other, which would have given the defending Royalists a victory of sorts.

     

    Number of combat dice table has 9 modifiers, some fairly rare. Saving throws table has one line with 11 modifiers. Shooting and melee results pretty straightforward. Impetuous pursuit has 20 modifiers, disorder/rally test has 23! Cohesion test has 14 modifiers. General will has none. Roll low.

     

    Combat hits are not carried over from one turn to the next. Instead they determine the morale state of he unit, which can degrade from sound to disordered to disrupted to routed to sleeping with the fish.

     

    I suspect an army of veterans like the Spanish would be a very tough customer. They get more saving throws, more combat dice in some cases, rally better and sound veteran infantry brigades are the only infantry that can affect post game pursuit.

     

    One minor nit-pick: I prefer games where all die rolls are biased the saem way, either high is good or low is good. IDV has high rolls good for everything except the wing and army morale tests (cohesion and general will). For those you want a 1. There are no modifiers to the individual combat/saving dice. Modifiers are all to the number of dice rolled. 4+ either gives a possible hit or saves it. Pursuit, disorder/rally and cohesion modifiers affect the score of a single die.

    I could see using this basic structure in different periods. Players give orders (attack, hold or retire) per wing and then turn cards to see what order they activate in.

    This too shall pass

Viewing 40 posts - 1 through 40 (of 408 total)