Thursday, 31 August 2017

Liberdy - rules for the Wild West (and other places)

Way down in Liberty,somewhere on the border between Canada and Mexico, we've been a'tinkering with our in-house Wild West rules and having ourselves a few test games.
Each player controls a gang of 4 gunmen - usually 3 pistoleros and a rifleman
Virtually everything in the game is handled by two decks of cards, ideally with different backs

  • Spades: shooting and hand-to-hand
  • Clubs: movement - the number is the distance in inches they can move
  • Hearts: saving against shooting and hand-to-hand
  • Diamonds: both shooting and hand-to-hand AND saving
  • Jokers: saving AND fan-shooting pistols AND initiative

Certain cards have other uses
Cards are ranked from high to low as follows

  • Joker, Ace (worth 11), King, Queen Jack, 10 down to 2
  • Hearts, Clubs, Diamonds, Spaces
  • Blue back, Red back


The turn sequence is

  • Each player is dealt a hand of 5 cards.
  • Each player selects one of their cards for initiative and places it face down
  • All initiative cards a re revealed and the order of play worked out using the Card Rank
  • In initiative order each player uses his cards for moving, shooting etc
  • Cards for shooting and saving can be held back in  case you are shot at etc
  • A player's turn can be interrupted by other players shooting on over-watch.
  • If any civilians are nearby they may react to firing 
  • Once everyone has had a go then all cards are returned  and a new turn starts


Shooting and Hand-to-Hand

  • Pistols have a 12" range and rifles have an 18" range
  • To shoot a player indicates the shooting figure and the target figure and plays a Spade or Diamond
  • The target player must play a Heart, if they have one, or a Diamond if they want to
  • There are various modifiers for cover, height, over-watch etc
  • If the shooter's card is higher than the target or the target does not play a save card then the target is hit
  • If the target is hit the shooter then rolls a D6 and scores that amount of damage on the target
  • Every figure can take upto 5 hits before being killed


Those nice people who actually live in Liberty

Townsfolk can be affected by gang members shooting. Any non-gang member within 6" of someone shooting draws a card. Depending on whether they are armed or not they can run away, stand, move to the action or start shooting

There are a few extra rules but that's about it. If something isn't covered by a rule then we wing it.

Here's some recent activity in Liberty which has a habit of changing every time there's a show-down


Sometimes it looks like this ....
...and other times it looks like this
It's got the regular 3:15 from Yuma
Entertainment...
... to suit...
...everyone
And attracts many
,many
,many
,way too many visitors

Where's the sheriff when you need him? Dead?

He'll do. Oh he's the pianist
The ideal candidate.

The buildings are either by 4Ground or Whitewash City and lovingly cared for by Shaun who also owns the train

The figures are by various manufacturers

The original rules were picked up at a participation game - can't remember the club but thank you. 

Our version can be found on the Liberdy rules page.






Tuesday, 1 August 2017

Rearguard at Dalian 1904 RJW using Blood Big Battles

This scenario, Rearguard (2) from Scenarios for Wargames, follows on from the successful Russian defense of Dalian.
The Russians have been ordered to evacuate Dalian and most of the Division has embarked leaving a regiment as rearguard. The Japanese have got wind of the withdrawal and have sent a brigade to capture the harbour.
The Rearguard map from Scenarios for Wargames
The table
The Terrain

All hills are steep sided - level 3 of Lijia Ridge is impassable
The streams are impassable to artillery except at bridges
Minquan, Shidiao and Fuguo are villages and each count as 1 Objective
Dalian Harbour is 2 villages and each one counts as 2 Objectives
The battlefield from Sinjan Hill
The Forces

The Russians have 12 Companies of 3 Bases and 2 Guns
The Japanese have 21 Companies of 3 Bases  and 4 Guns
Both sides are armed with repeating rifles and breach loading artillery
All troops are Trained.
The Japanese are not classed as Aggressive due to their kicking in the initial fight for Dalian.

Objectives

There are 7 Objective points - the 3 villages (1) and Dalian Harbour (2x2) The game lasts for 8 turns 

The Game
The Japanese advance to Lijia Ridge

Mike, Rodge and myself were the Japanese. We had to deploy first and concentrated everything on Posu Ridge and Anjin Hill with the aim of punching straight through to Dalian

Lijia Ridge
The Russian Reserves

Dave N and Shaun were the Russians who deployed a token force on Lijia Ridge and the remainder as reserves between Minquan and Shidiao

In  order to secure the villages of Shidiao and Fuguo the Japanese push forward a battalion

Japanese troops approach Hongqi Hill
The fight for Hongqi Hill and Shidiao
A Japanese Company moves to secure Fuguo

The main attack was aimed at Lijia Ridge

The Japanese prepare to storm Lijia Ridge
The attack goes in.
The Russians get hammered on the ridge
The Japanese start to advance down Lijia Ridge to Minquan and Dalian
The Russian line crumbles under the Japanese pressure
Individual Russian companies attempt to hold Minquan and Shidiao
The Russian company hold Dalian is ordered to hold to the last by their Commanders
But on the last turn the Japanese get a foothold on the Harbour

The final tally for Objectives had the Japanese on 3 for the villages of Minquan, Shidiao and Fuguo and the Russians on 2 for half of Dalian Harbour - the other half being contested. So a less than minor victory to the Japanese with the Russian commanders having to abandon their Faberge Egg collection!

Another excellent scenario from Grant's book - going down to the wire. 

The Japanese Artillery failed to get into action due to miserable dice rolling but weren't really needed as their infantry were more than up for the job.

3 Base infantry units disappear very quickly especially with close range Repeating Rifle fire so I will try 4 Base units next time. 

And as for next time. With the Japanese capture of Dalian they can now start bringing in troops and supplies for the assault on Port Arthur. However will the Russians give up the Liaodong Peninsula and just sit in Port Arthur as they did historically? I doubt it.

The figures are all by Pendraken and the buildings  by Mura Miniatures

The terrain is all by Homebase - the hills and villages are the "luxury" £5 carpet tiles, reduced to £2.50 and the sea and streams are the sadly out of production Oxford Blue self adhesive vinyl tiles. I keep writing to them but they just ignore me. 









Wednesday, 12 July 2017

Dalian 1904 RJW using Blood Big Battles

I've had a copy of C.S.Grant's Scenarios for Wargames for more years than I care to count but I've never ever played any of the scenarios. Last week I picked up the book and decided to do the first scenario - Positional Defense - using Bloody Big Battles (BBB) and my Russo-Japanese forces.

For fictitious games I like to have a bit of background as to why there is a battle so welcome to Dalian.
In the 1890s the Russians spent a fortune on building the port of Dalian situated on the north-east corner of the Liaodong Peninsula. Railway lines connected it north to Mukden and south to Port Arthur.

After the Russians were defeated at the battle of Nanshan they retreated directly to Port Arthur leaving the entire Liaodong Peninsula and Dalian wide open for the Japanese. They used the port as the main supply base for the siege of Port Arthur.

This scenario supposes that a Russian Division  retired on Dalian to deny it to the Japanese and to threaten their flank when they advanced to Port Arthur. In response the Japanese sent 2 Divisions to capture it.
Therefore the river now becomes Hand Bay. The built-up area "B" is Dalian and the woods become a kaoliang plantation. The game objectives are Dalian and Xiangu, and Redoubt C. All 3 positions are connected by rifle pits. There are also redoubts at 1 and 2.

The book lists the forces in terms of Horse and Musket armies - line & light infantry, light & heavy cavalry etc. So I did a simple conversion of 1 line infantry unit = 2x3 stand Infantry units and everything else, light inf, and cavalry, become 1x3 stand Infantry unit. Artillery converts on a one-to-one basis. for this game units represent battalions and batteries

This gives the Russians 11 infantry battalions and 4 batteries and the Japanese 20 battalions and 4 batteries.

In BBB terms both sides are armed with repeating rifles and breach loading artillery. . All troops are Trained and the Japanese are classed as aggressive. The redoubts are Entrenchments and the trenches are Rifle Pits.

The original scenario allows only light infantry to operate in the wood/kaoliang. For our first game it was treated as difficult going ie -1 to the command roll but this was way too easy for the Japanese to advance through. I changed it to -2 to the command roll for our second game which slowed them down quite a bit.

In the first game Mike and Shaun played the Japanese and Dave and I played the Russians.
Start of Game 1

The Japanese sent 10 battalions through the kaoliang, storming Redoubt C and rolling up the trench line whilst the the other half pined the Russians and then attacked and took Xiangu once the Russian left flank had gone.
Japanese forces form in column to enter the kaoliang fields
Russian defenders in Xiangu
The Russian line from Xiangu to Redoubt C

As the defender of Redoubt C I can lay the blame fairly and squarely on the firing dice - artillery completely missing a battalion in column at 3". The Japanese claimed victory with 2 objectives and a shattered Russian force.
Game 2 - the Russian line looking north from Redoubt C

In the second game  Rodge, Andy & I played the Japanese whilst Shaun and Steve played the Russians. As it was harder to advance through the kaoliang only 6 battalions were sent through, 3 battalions feinted against Dalian and the other 11 did a frontal assault between Xiangu and Redoubt C. This was a miserable failure for the Japanese.
Dalian

The force in the kaoliang managed to get through but then suffered a turn of truly awesome defensive figure where the Russians could not roll under 9 for every shot leaving the Japanese in a complete  mess
The Japanese advance through the kaoliang fields...
... and emerge to storm of Russian bullets and shells

My feint against Dalian was incompetent. I deployed my guns at a range of 17" which turned out to be 22" so they were completely ineffective. I then decided to advance my 3 battalions into firing range of which only the first one rolled enough to move whilst the other two remained stationary. The Russians then rolled a 12 with 16 fire points on the advanced battalion destroying it completely.
The unimpressive feint

The frontal assault managed to overrun the rifle pits between Redoubt C and Xiangu  but then faltered seeing how ineffective it's flanking forces were.
The Japanese attack begins
The view from the Russian rifle pits
Advancing in column against trenches - what could possibly go wrong?
The assault goes in awash with smiley faces - yellow is disrupted & green is low on ammo
The Russians counter attack
The attack falters under heavy fire from the Russians in Xiangu
With the Russians victorious one of the Japanese commanders prepares to give a two fingered salute to the commander of Redoubt C

 This time a victory to the Russians for holding onto all 3 objectives.

Two good games based on a simple scenario with very different results partly due to dice rolling, partly to changing the effects of the kaoliang and ever so slightly due to my measuring abilities.

I enjoyed tying it in with our last RJW battle and am looking through the scenario book for the next game as the Japanese continue their advance on Port Arthur.

Once again BBB proved to be a great set of rules that give you the ability to tinker. The lads are very familiar with them now so I don't need to umpire. However given my showing in both games maybe I should stick to umpiring .

And the Emperor had promised me a holiday home if the Japanese captured Dalian

The figures are all by Pendraken

And I forgot to mention that we allowed columns to assault with the understanding that only the front rank could fire and melee and that they were classed as outflanked.