Monthly Archives: May 2016

Battle Over Britain – Minden Games

Been messing around with Minden Games‘ Battle Over Britain (BoB) the last few days. This “Tactical Plane vs Plane Air Combat Game” is designed by Gary Grabner, who also owns Minden Games, and publishes both Panzerschreck and Panzer Digest.

I’ve always liked Gary’s games, and the BoB series is no exception. First published in Panzer Digest as Faith, Hope & Charity – Air Battles Over Malta, 1940-41, the series now includes Battle Over Britain, Flying Tigers and a Solitaire Module.

What attracted to me to the series is its use of a wide variety of early war aircraft. These include CR-42s, Gladiators, a Polish P-11c, a Dutch Fokker D.XX1, and a German HS-123.

As with many Minden Games, the action is generated by the use of a deck of playing cards. These cards are used to establish each aircraft’s altitude and firing position on a Dogfight Display. This display is a simple grid using card suit and value.

Each aircraft counter has a top-down view of the aircraft, along with its Speed, Agility, Fire Modifier, Performance, and Durability Ratings. Speed indicates the number of cards in the player’s hand, Agility determines how many new cards can be drawn if the player “Yanks The Stick”, Performance rating differentials allow players to disengage from combat, and Durability is the number of hits an aircraft can take before being destroyed.

He’s incorporated a lot of chrome in both the basic and optional rules. These include ammunition, rear fire, a tailing bonus, ace status, and bailing out. The latter can be used in a campaign game. Several ideas (which Gary refers to as “abstracted”) are included in the rules.

The components are basic, but get the job done. I can see using a small terrain map with the grid superimposed, along with Tumbling Dice 1/600 aircraft to create a nice visual effect.

Gary designed this as a “fast and furious” card game with high replayability. He achieved these goals. It’s a lot of fun!

The CP Has Displaced

Am TAD for the next few weeks, and daily focus not on wargaming.

I left my three projects in various stages of completion pending return. Sigh.

However, I did bring few modest pursuits/games.

Right now I’m messing around with the Galleys and Galleons rules. While out at author’s blog I came across an entry about using WizKids collectible card game pirate ships.

These are inexpensive plastic ships featuring galleys, junks and sailing vessels. The galleys and junks are perfect for my East Africa Campaign, while the sailing vessels tend to be more 18th century than the mid-16th centrury. The components are punched out from credit card looking templates. While simplistic, and adorned with logos, they pass muster as an inexpensive way to fight small fleet actions.

The naval aspects of the campaign will be secondary, so building fleets for the Chinese, Turks and Portuguese without a considerable investment  of money, time and effort is a most welcome development.

I am also working with an old set of WRG rules for galley warfare as a supplementary system.  I downloaded the Galleons and Galleys rules in PDF at the Wargame Vault.

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Heroes of Normandie – Gazettes 4 & 5

Picked these up the other day.  Looking forward to incorporating them into my HON collection.  But, these gazettes also show why this game is not loved in the (USA) Grognard Community.

The caricatures of historical figures, creation of personalities & inclusion of (caricatures, again) Hollywood war movie actors, combined with typographical errors and, what I assume are flights of Gallic fantasy (yes the publisher, Devil Pig Games, is in France), can make a serious gamer have real reservations about the product.

Despite this sometimes colloquial and sophomoric perspective on World War II,  the issues (and the base game) are well worth the relatively low cost.

Issue #4 includes counters and scenarios for Brandenburgers.  How fun is that!  Issue #5 focuses on the Arnhem Bridge, and while it requires the use of counters from the Pegasus Bridge Expansion, includes two large unmounted maps of the (now John Frost) bridge.  Plus, there are counters and scenarios to include the Poles.  Even more fun!

I haven’t played the scenarios, but the additions to the inventory create even more options for the gamer with the imagination to DIY any number of small unit actions.

As always, the components are fantastic and a real option for the miniature wargamer lacking the time or patience to start painting up Bolt Action platoons.

As I’ve posted up before, the game system is fast moving, intuitive and a source of enjoyment.  Hardcore simulation?  No.  Fun option to the drudgery of other tactical systems?  Yes!

 

 

 

Thirty Years War – Tim’s Take

Here are Tim’s observations.  Lots of great insights.

A few thoughts about the game, in no particular order.
I wish I’d found that chart with the nationalities information during the game and not afterwards…

We had made a few mistakes including: the imperials can’t recruit in Bavaria and the Danes go home if Christian is killed (which he was during his first battle).

There was a different chart that went over the foraging rules– I know I forgot that units removed due to foraging losses are out of the game…oops.

Those LOC rules are pretty important. Without them, armies are free to go pretty much wherever they please. With them, protecting bases becomes much more important, especially for the protestants since their big advantage in the early game is that they can pay most of their units.

 
You remarked more than once that it is hard to get a good handle for what strategy each side should use in the game. I think both sides should concentrate on grabbing electorates, which pay off big in victory points.

 
I think in the early game the protestants are just trying to stay alive, although I had pretty good luck in grabbing saxony. I think the Imperials should move hard into Bohemia. When you tried that in the last game, I wasn’t able to stop you.

 
I had mixed luck in getting armies to the Netherlands. Most of the ways of getting their involve moving through neutral territory, with the loss of victory points or through the lower palatinate (aka the valley of death). As long as the spanish are on the map in force, its probably better to move through neutral territory. I guess it goes without saying that knowing whether a particular city is or isn’t in the Spanish zone is pretty important…minor details like that can have a major impact on game play.

 

Thirty Years War

Had a couple of sessions this GMT game with Tim over the weekend.

It’s been awhile since we played it, so there was some fumbling and stumbling at first, as though that has never happened before.  We had agreed to play a few turns, then reset for a second go-through.

Both sessions were different.

This is a card-driven game, with point-to-point movement, and like its GMT siblings, cards can be used for a number of purposes including triggering events, activating leaders so units can move and fight and receiving funds to pay units.

The turn sequence involves alternating play (rounds) of six of the seven cards in your hand (and subsequent movement/combat), paying units and then determining what attrition occurs to those units you cannot pay.  Units are either veterans, mercenaries and militia, each of which have slightly different capabilities and costs to pay.  When larger armies move, they reduce the ability of a selected point to support subsequent moves.  The effects of this pillaging can be reduced in a subsequent “recovery” phase, which is actually the first phase of a game turn.

There are only a few charts, all of which are printed on one side of the map.  I was able to really improve my ability to read charts upside down during both sessions.  This is a skill I would have preferred not to have developed.

In the first session, cards were played for their event, not as much to activate leaders, get foreign aid to pay troops, or recruit.  In the second session, both of us focused on the operational aspects of the cards.

This can be attributed to card flow.  In some cases you must play one event in order to trigger other events.   And, it is in your best interest to play them successively, not wait a turn or two before playing the second or third card in a sequence.

On the other hand this can be attributed to not really knowing what the hell you’re doing.  Between sessions I asked Tim, “What’s the strategy for this game?”

Since troops weren’t being recruited in the first session, the opposing forces were rather small and the effects of looting (when not paid) were minimized.  These effects not only ravage the countryside, reducing the chance of living off the land without pay, but also ravage your units.  In the second game, my victorious Bavarian contingent was decimated because they were without pay, and in an area that had been previously looted and couldn’t support them.

We agreed that the Catholic  forces had better leaders (fewer points to activate), but that the funding for the Protestants allowed them to avoid having to roll as many times for attrition of units.

The second game featured  far more action.  The Upper and Lower Palatinate was the scene of most of the fighting, but with the Protestants coming very close to taking Vienna.  We shut it down to have dinner and, after celebrating Tim’s birthday at Gustav’s (fitting given the game), we returned in no condition to continue.

In conclusion, a very good game with – once you get it – accessible mechanics, excellent game flow, and plenty of strange twists due to the effects of attrition.

The Map Illuminated in the Soothing  Glow of Tim's Dining Room
The Map Illuminated in the Soothing Glow of Tim’s Dining Room
Spanish Veterans Cower In Their Area of Operations
Spanish Veterans Cower In Their Area of Operations
Action In Palatinate & Hungarians Threaten Vienna
Action In Palatinate & Hungarians Threaten Vienna
The Other Dog of War
The Other Dog of War

Down But Not Out

As of 1500 yesterday all my projects were dead in the water.  Had an overwhelming urge to do a Blog Kvetch, but just had a couple of beers and sat in the Sun.

The gunboat needs some detail.  The more I stared at the monolith, despite various paint schemes, the more it looked like an ungainly children’s toy that should have a warning about swallowing attached.

The adhesives for Biggy Rat and Itchy Brother’s flight stands wouldn’t set.

My manic use of pliers and tin snips to correct casting flaws had ruined the RE-8.

By 1800 there was some hope.  I pulled the gunboat apart and will start applying decking, metal plates, windows.  But, I’m not a scale modeler Jim, I’m a wargamer!  We’ll see what happens.

Dug up some old metal adhesive, the kind you mix together.  That seemed to be setting.

The RE-8 cannot be salvaged……well, it will be used as a crashed aircraft.  Good news is that it was only half price at $10, so at least the capital cost was low.  The labor cost…..thank goodness my time isn’t worth much anymore.

 

Gunboat Pt – 2

Primed it and have given it two coats of Dark Green paint.  Will put mast and rigging up last.  Not really happy with the deck funnels, but they’ll hold place until I can find something better.  Have to figure out some contrasting colors (black?!) to break up the monolithic look, and a way to exchange mast flags so it can be used by any and all sides.

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Biggie Rat and Itchy Brother – Final Installment For “The Rest Of The Story”

Finished the “Rest Of The Story” aircraft.  When I set it next to the plane featured in “The General Is Pleased”, I could only think of these  TV Cartoon characters.  Something about the two side-by-side.  Related, but definitely different.

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As generic and spurious as these planes are, what I like about them is that the are in-scale.  Just received a Fokker D-7 (which was a staple for both sides in the RCW), and it is way too big.

Now that these two are painted, have started hammering away (literally) at the RE-8.  Feel like a medieval orthopedic surgeon (Theodoric?).  Engine mount all messed up.  Didn’t notice it when purchased…..typical.  Should work,  despite the promiscuous use of pliers, files and screwdrivers.  More on that later.

 

Gunboat – Pt. 1

Any Back of Beyond game worth its salt needs a Gunboat.  Started channeling Bob Cordery and the possibilities of scratch building one.  So, off to my home(s)-way-from-home(s), Hobby Lobby and Home Depot, as well as a Wargamer’s-Site-Of-Choice, Google Images.

Picked up all types of raw materials and bits, and started working on it.  Something generic, easy to build, but looks good on the table.  The key to all of this was the picket fence post I chopped up while working with some cheap lumber on another home improvement project.  In the midst of that sludge, see something mundane, and….jeez this might be something….because it had a bow, which can be damned hard to carve.

It’s a fun project…….

Raw Materials
Raw Materials
Basic Configuration
Basic Configuration

Update to follow…..