Monday, 2 June 2014

FWC Bootcamp 2014 - Saturday

The Fifth FWC Bootcamp, the world's premier (only) organised gaming weekend for 6mm Future War Commander, took place on 31st May and 1st June 2014 at the Tudor Arms, Slimbridge. Gloucestershire.
On the Saturday there were 6 players, Gordon, Graham, Mark, Paul, Steve and myself.

Mad Max
We started off with a relaxing game of Mad Max. 6 players, 1000 points each with no massives, aircraft or off-board artillery. The various factions were Pax Acardian, Khazari, Eldritch (not-Eldar), Hunter-Scavengers (not-Orks or Porks as they all ride round on pigs!) and two Kraytonians - one hi-tech and one low-tech.

The object of Mad Max is to break your opponents' force - 1 Victory point is awarded for each force you break. Players who are broken return with a fresh force. To add spice to this game each player had 6 fuel units. Each successful command roll uses up a fuel unit and when you run out of fuel your CV drops by 1.
There were 4 refuelling tanks on the board. If a command unit started the turn adjacent to a fuel tank then the force could replenish up to 6 fuel units.
My Pax Arcs fond themselves alone in one half of the table as ...
...the 2 Kraytonians attacked the Eldritch ...
and the Porks went toe-to-toe with the Khazari.
Loads of Khazari, Eldritch, Porks and Kraytonians ended up dying with the honours going to Gordon's low-tech Kraytonians

Big Boys
The second game, Big Boys, was put together by Paul. This scenario has Massive units doing orbital drops onto the table which wrecks their shield generators.
There are several shield generators on the table which the Massive units can recharge from. Victory points are awarded for occupying the mine in the middle of the table and destroying opponents.

Pax Arc

Space Marines
Each force is 1000 points but the force must include a Massive unit with supporting troops and you don't get many of them after buying a Massive unit.

Porks

Khazari


Eldritch

A Bug walker overwhelmed by Khazari



This was an entertaining scenario as my Pax Arcs were pushed past break point by the Eldritch walker in Turn 1 but then refused to break and entered the mine to take on Bugs and Porks

I believe that Graham's Eldritch won the Big Boy scenario merely by standing still and shooting everything in sight. More info on Paul's scenario can be found here

Frondula VI: Show and Kill
The final game of the day was Frondula VI: Show and Kill. Details of the scenario can be found on this post.
Essentially players have to have a command unit adjacent to a Frondulan colony during the initiative phase. They then roll on a table and good things, victory points, or bad things, units die, can happen.

Neo-Soviets

Space Marines
This is a 1000 point game with appearances from Kraytonians, Space Marines, Andrayadans, Neo-Soviets, Orbital Combine and Hunter-Scavengers in the guide of Nazi Nomads.


Nazi Nomads

Andrayadans
I couldn't find any pictures of the Kraytonians or Orbital Combine. The Krays because their force lost a unit through Frondulan displeasure and when you only have two units in the force then that makes quite a dent. We had quite a laugh at that one. The Oribital Combine were painted black and spent the game hiding in a wood
The Space Marines and Neo-Soviets formed an unholy alliance and forced the Nazi Nomads to attack them. I have no idea who won this game but that's the beauty of Bootcamp - it's not the winning - it's the taking apart that counts.

That was it for Saturday - the next post covers Sunday's mini-campaign - A Stargate Too Far

More photos can be found here
The Sunday report can be found here

Friday, 17 January 2014

The Fort - A Muskets and Tomahawks Scenario - Trial run

I have always thought that Bernard Cornwell's The Fort, based on the Penobscot Expedition in 1779, was a good candidate for a M&T scenario. With the help of a few guinea pigs, Dave; Rodge & Shaun, I recently ran my first trial. I tried to keep a balance between the book, M&T playability and forces available to me.
I decided to go for a 3 player game, the British, the Massachusetts Militia and the Continental Marines. Splitting the American forces between two players allowed me to introduce friction between Commodore Dudley Saltonstall and General Solomon Lovell.

Instead of the standard M&T objectives I went for Victory points. As there was no end point other than the capture of the fort I also decided to recycle destroyed units.

The Terrain 

The game was played on a 4x4 foot table.
The fort, or part of it, was placed on a hill in the North-east corner of the table. I used gabions on top of the hill for the main fortification classed as heavy cover. The base of the hill had a trench with a staggered entrance - this required a full move to enter and a full move to exit. It provides no cover and is within point-blank range of the gabions.

Along the southern edge of the table from the eastern corner I placed 2 foot of sea, a large hill and then another foot of sea. The large hill, representing Dyce's Head, had 2 small woods. A cabin, the Beach House, was placed on the beach section of the 2 foot sea feature.

3 small hills, running lengthwise into the centre, were placed along the western edge.

The open edges between the fort and the sea and the fort and the western hills were filled in with impassable woods.

A ruined cabin was placed half-way between the fort and the the western hills and another was placed at the northern foot of Dyce's Head.
A big thanks to Eric the Shed for his tip about Homebase Tiles

The British
Forces
3 Regular Officers
3 Highlander units - 10 x Regulars with Muskets - Elite, Firing Line
2 Garrison units - 10 x Regulars with Muskets - Firing Line
2 Light guns - 4 x Regulars
1 Ship with 1 Light gun

Deployment & Special rules
The Ship deploys in the 2 foot stretch of sea and can only move to aim its Light gun
1 unit of Highlanders can start hidden in the woods on Dyce's Head
All other units start in the fort
The garrison and fort guns can never leave the fort
Highland units can, for 2 AP, deploy 12 inches out from the fort's trench line
Victory Points
1 VP per turn for holding the fort
1 VP per turn for holding the ruined cabin
1 VP per turn for holding the Beach house
1 VP per turn for holding Dyce's head
-1 VP per unit or officer killed or gun spiked
-1 VP to bring back a destroyed Highland unit - garrison, gun and officers can never be brought back

The Massachusetts Militia
Forces
2 Provincial Officers
3 Provincial Units - 12 x Provincials with Muskets - Firing Line
3 Light guns - 4 x Provincials
1 Indian unit - 5 Indians with muskets - Scouts & Natives

Deployment & Special rules
A tent is placed between the 2 northern-most hills on the western edge to represent the camp
Two guns are deployed on the 2 northern-most hills. Each is protected by earthworks - heavy cover
The infantry can be placed anywhere on the 2 northern-most hills
The 3rd gun plus earthworks is deployed on Dyce's Head when it is captured by the Militia
Recycled units appear at the tent

Victory Points
20 VP for capturing the fort
1 VP per turn for holding the ruined cabin
1 VP per turn for holding Dyce's head
-1 VP per unit or officer killed or gun spiked
-1 VP to bring back a destroyed Provincial unit - guns and officers can never be brought back

The Continental Marines
Forces
3 Regular Officers
3 Marine units - 12 x Regulars with Muskets - Scouts, Firing Line
3 Landing boats

Deployment & Special rules
The Marines always enter from the sea edge
If the British ship is in play they can not enter that sea area
Each landing boat can carry 1 unit plus 1 officer and moves at 6" per AP

Victory Points 

20 VP for capturing the fort
1 VP per turn for holding the Beach House
1 VP per turn for holding Dyce's head
-1 VP per unit or officer killed
-1 VP to bring back a destroyed Marine unit - officers can never be brought back
-1 VP per turn to attempt to remove the British Ship - roll 10+ on 2 D6 Points to remove
Other Rules

The Marines and the Militia both get VPs for Dyce's Head - only one force can claim the points.

If the Militia have deployed their 3rd gun on Dyce's Head then the Marines can never claim VPs for it 

Artillery can not shoot at other artillery - this stops the game from becoming a counter-battery battle

Artillery LOS is not blocked by cabins

The British ship can not elevate it's gun to fire on Dyce's Head

With the exception of the Indians and gun crews, a unit is immediately removed when it is reduced to 3 figures
The Game

A lot went on during the game as units were destroyed and recycled. Therefore I'll just mention high and low points
The British deployed a unit of Highlanders on Dyce's Head which the Marines immediately assaulted and captured after a hard fought struggle.
Probably because I hadn't made the VP rule clear the Marines then allowed the Militia to deploy their 3rd gun on Dyce's head giving the VP to the Militia
Using their special rule, ie 2AP to deploy 12" from the trench line, the British constantly deployed Highlanders towards the Beach house and the Ruined cabin
The Militia kept up heavy pressure on the Highlanders in the Ruined Cabin and caused quite a few casualties from musket and cannon. The Highlanders twigged that they were better off in close combat so they charged a Provincial unit, destroying it and then went on to spike one of the Militia guns.
At only one point the game did the Americans try to assault the fort when a Provincial unit boldly marched towards it only to disintegrate under a volley from the garrison.
Meanwhile on turn 3 the Marines successfully rolled to remove the British ship. This allowed them to capture the Beach house and assemble for an assault on the fort - sadly (pub closing) time caught up with us and we had to call it a day.
Conclusions

Overall I was pleased with how the scenario went although I think it needs some tweaks

My intention was have an open-ended game unless of course the Americans captured the fort which would be game over. Using the recycled unit mechanism allowed for this and made the players a bit more gung-ho about chucking units into the fray.
The friction between the American players needs looking at - probably by having more than one mutual VP object and maybe giving the Indian unit to the Marines player.

I'll change the Victory Points so that VPs are awarded for killing the enemy rather than being penalised for having troops destroyed

Force-wise I think the Marine player needs a unit or two of Militia Sailors just to up the card spread as they only had the American Regulars card to activate on.
Also the British garrison will be reduced from 2 down to 1 unit

Finally I'll add in some terrain features,ie cabins ,in the centre of the table to provide more VP objectives

The Toys

Most of the figures are from Peter Pig's 15mm AWI range with the exception of the British garrison units which are Essex SYW
The British ship was from a range brought out when Peter Pig started their Pirate range and is now OOP

Two of the Marine landing boats are 25mm Viking rowing boats from Shaun at Dreamholme Scenics

All of the buildings are by 4Ground

Sunday, 29 December 2013

Liberty - Test game 1 for PAW 2014

Deadwood, Tombstone and Dodge City pale into insignificance when compared to the chaos that is Liberty. There is more lead on the streets of this town that in the Cannington mines in Australia.
Various unsavoury gangs appear from nowhere, causing mayhem by robbing the bank, freeing prisoners from the jail, looting the gold mine, gunning down towns folk and delaying the 3.20 to Yuma train. Even the old Indian burial ground isn't safe - but that's another story

Over the Christmas period 3 gangs, The Mysterious Al Clan, The Twang Gang and the Cinco Esquiladas, rode into town looking to make a few dollars
Word was out that the miners at the Liberty gold mines had struck a rich seam and were yet to bring the gold into town. What could be more tempting.

The 3 gangs each numbering 5 very bad men, started at the far end of Liberty. For some bizarre reason the Liberty Town Council had issued an Ordinance that no shooting was permitted this side of the railway tracks.
Due to low movement cards the Mysterious Al Clan lagged far behind the other 2 gangs so they decided to form a line overlooking the gold mine
After a brief shoot-out with the Twang Gang the three surviving members of the Cinco Esquiladas pushed up to take the gold
The gold mine - one miner has taken several wounds and the other looks mighty worried as the Twang Gang sneak up on him
The Twang Gang advance towards the Cinco Esquiladas looking for a showdown
A fist-fight breaks out between the Cinco Esquiladas and the Twang Gang leaving several dead or wounded
Mysterious Al, having seen the rest of his crew shot down, takes up a position on the Water Tower waiting for the 3.20 to Yuma
Right on time the train arrives along with Pat Garotte and his posse of lawmen
Mysterious Al, now wounded, jumps on the train but so does Pat Garotte who finishes Al off
The sole surviving severely wounded member of the Mysterious Al Clan looks down on the shoot out between the lawmen and the Twang Gang and dies in a hail of law-enforced lead
The last two members of the Twang Gang way up their chances of taking out a lawman and getting the gold
Law and order prevail in Liberty - Pat Garotte stands astride the now delayed 3.20 to Yuma knowing that the gold is safe - resting in his bank account

Train, terrain and figures by Shaun. Buildings by 4Ground and Whitewash city

We will be putting this on as a participation game at PAW 2014 in Plymouth on 1st and 2nd February