Wednesday, 28 August 2024
Golden Oldie - Battlefleet Gothic
Wednesday, 14 August 2024
Britcon 2024
Spanish Breakout
My first game was a Napoleonic naval engagement using Charley Walker's new version of Kiss Me Hardy rules. The original game's mechanics have been streamlined by using some ideas from What a Cowboy, but maintain the feeling that you are in command of great sailing ships of the era. My command was the British inshore squadron, which included a 3rd Rate and a frigate, the Gibberish. My partner had the larger ships that had come to reinforce the inshore ships to prevent the Spanish breakout. Whilst the British had the advantage of better crews, the Spanish admirals had size on their side. One ship had 118 guns! As the British would find out, these monsters could absorb a lot of damage.
In the early moves, I thought we had the Spanish, with their advance squadron, trapped between the British larger ships and the shoreline. Whilst my inshore squadron managed to get some close broadside off. Even the Gibberish managed to land a few blows without getting blown out of the water by the larger ships.
However, after the first run, the British ship found it hard to turn in the narrow confines of the bay, especially with the wind against them. Therefore, the Spanish made it to open waters, although they were severely damaged.


Before the Walls of Troy
My afternoon game, run by James Morris, used the Midgard rules, hopefully to be published later this year, in a fight between the Amazons and the Greeks. The game started with a duel between two champions, which the Amazons lost. This immediately led to a full-blown conflict between the Greeks and the Amazon. This time, I was the Amason queen Penthesilla, daughter of Ares, who commanded the right flank.
However, this was a battle when the dice god Hermes was firmly on the side of the Greeks. In the opening move, a rabble of Greek skirmishers managed to kill one of the Amazon champions. The ravens soon picked over her body as she threw successive ones ( a raven on these dice) to save herself from the Greek arrows. When the second Amazon champion fell on the left, things began to look bad. However, the Amazons fought bravely and launched a counterattack that nearly killed Achilles 'of the winged feet', but once again, Hermes came to the Greek's aid, and Achilles managed to escape almost certain death.
On the right, my Amazon was slowly being pushed back by the Greek's superior close combat skills, although Penthesilla managed to kill one of the Greek champions in single combat. Despite the glimpse of success, the day would be with the Greeks.
In both these games, the scenery and the miniatures were beautiful, as you will see from the photos. More importantly, the games were full of banter and laughter. Win or lose, you had a great game and a story to tell.

The Traders and Other Games
Wrap Up
The day was rounded off by a few pints and a curry. During this evening session, my discussions involved the push and shove in pre-gun powder warfare, how wargame rules have changed since the 70s and the wonders of French cheeses—an enjoyable evening.
More Projects
Final Thanks
Tuesday, 25 June 2024
Action in the Northwest Approaches
The Game
I had also been researching a WWII naval campaign in the Mediterranean, which I thought could be moved to a Dystopian War setting.
The Malta Crisis 1872
The opening of the Suez Chanel and its aerodrome nexus in 1867 led to increased competition in the Mediterranean. More about this and each power's objectives will be discussed in later post. Here, we will concentrate on the Commonwealth and the old Tsarist claim to be the head of the Hospitaller order. This bit is is true in our timeline. The Commonwealth also needed access to more bases that allowed them to deploy their navel without fear of weather or rival powers, the Imperium (German Empire) and the Sultanate (Ottoman Empire), controlling vital straits that hindered the Tzar’s fleets.Therefore, the Commonwealth High Command decided to move the Borodino battle group under the commander of Vice Admiral Grand Duke Nikolai Alexandrovich Bolov to the Western Mediterranean. His secret orders were to develop alliances that would allow Malta to be taken over. In early November, the Borodino battle group left its Artic base to take up its new station.
Crown Intelligence
In London, Mycroft Holmes, head of British intelligence, received reports of the Borodino’s departure but had no idea of its intentions. Mycroft decided to instruct the Admiralty to send cruiser squadrons from the Home Fleet to find the Borodino and its escorts.Hours later, Commodore Cunningham, the commander of the 5th Support Group, read his orders from Admiralty Arch. He was to locate the Borodino and delay her until the arrival of the Crown battleship Prince Regent.
The Storm
Nature intervened on these instructions when a fierce autumnal storm blew from the west. The Borodino lost most of her escort and was now accompanied by a single cruiser. The other elements of Bolov’s command were scattered west of the Faroe Islands. Cunningham had spread his command across the Northwest approaches, and it was two cruisers, HMS Albion and HMS Mercia with a squadron of frigates that stumbled across the Borodino and its solitary escort near some skerries west of the Faroes.The Engagement
Harry Cunningham, his binoculars pressed to his face, bravely identified the looming silhouette of the Commonwealth battleship, the Borodino. Without hesitation, he commanded his communications officer to relay the discovery to his squadron, a mere 16.5 nautical miles west of the Faroe Islands.
Cunningham gazed at the majestic battleship. He knew his small squadron of two Albion class cruisers supported by three frigates would not be able to stop her. The only strategy was to delay her until the Crown battle group could reach the northern water.
Meanwhile, Vice Admiral Bolov spotted the Crown ships spread between the dangerous rocks that formed the outer reaches of the Faroes. He decided that there was no point taking on the small ships. First, it might cause a diplomatic incident and second, it would delay the regrouping of his fleet. Even a ship of the size of the Borodino could be vulnerable when isolated. He commanded his cruises Kushov to take an eastern approach around the scaries. The Borodino would continue on an unaltered course. His hope was that Kushov eastly approach would confuse the British commander and force him to divide his forces.
The Commonwealth cruiser shifting to a new bearing forced Cunningham to deploy a line of frigates to cover all possibilities. However, Commodore Cunningham continued with his original plan to hamper and slow down the Borodino, the main threat to the Crown in these disputed Waters
The Borodino slumbered forward and launched a salvo at the Crown’s frigates, quickly sinking two of the frigate squadron. Cunningham, shocked by the power of the salvo, started to reposition his cruisers. The Albion, came dangerous close to the rock as the two ships hit the Borodino with a broadside. Borov answered the attack by firing his main guns at the Mercia, crippling the ships steering.
As the weather worsened and the rain lashed across the decks, both sides let off closing shots. The Mercia regained control of her steering and Cunningham closed with both his cruisers. Two further broadside seem to bounce off the Commonwealth ship’s armour. Now Bolov brought the Borodino next to the Albion and fired its full armament. amazingly Cunningham’s ship survived, although badly crippled. Cunningham decided that he could not damage this monster and let her disappear into the growing storm. He instructed the remaining frigate, HMS Orb to follow the Commonwealth ships so the main battle group could engage at a later date.
What's next
- Group the ships into squadron cards with each card having a a value of 300 to 400 points. On ecard would be the flag group then the player would draw at random. This would allow some uneven forces and reflect that rarely did an admiral get the all ships he wanted.
- I going to name the ships and introduce a few heroic captains that will give their ships and advantage. This captains can progress in a campaign and generic (non-hero) captions may become heroes as they earn experience. This I hope will improve the narrative aspects that is important to solo wargamers.
- Look at some pre-battle movement system. The WWII came Nimitz has some interesting mechanism on this aspect.
Sunday, 14 January 2024
Workbench 2024
This blog is always self-indulgent because it aims to set out my projects and ambitions for the forthcoming year. A similar bit of self-indulgence occurred last year, although personal circumstances made many of my ambitions attainable. However, it would be wrong to blame the vagaries of life on my failure to deliver all my projects last year. The most crucial factor was that I was too ambitious, a common trait with wargamers. Therefore, this year, I have been more constrained in my aims; although the project list is still as long, some will not see the light of day during 2024.
Campaigns
Last year, I had two campaigns that I planned to play during the year. The first was a fantasy campaign, the Second Shadow Wars, using the rules of the Fantastic Battles. This campaign saw little action since the early months of 2023. First, the campaign took an unusual turn when Umbarji Khan ( my Orcs ) suddenly died, leading to a succession crisis. I had not drawn up the maps for all the Umbarji realms, nor did I have detailed biographies of the various brothers and sons that would contest the Blood Throne. Finally, I needed rules to cover these surprise developments.
I have learnt from this campaign to stop trying to develop everything myself and take some of the work the other enthusiasts have placed on the web. Therefore, I plan to play the Umbarji Civil War by adapting some one-page campaign rules and personality-driven mechanics in Henry Hyde's 'Wargaming Campaigns'.
In the meantime, the original campaign centred on the Wilderness Steppes will concentrate on the struggle for the Lakeside towns. Due to his father's death, Ozbeg has been drawn into the struggles with his family and has left the Wilderness campaign to one of the leading generals, Doba Skullcrusher, to conduct the war on his southern border. Again, this will involve looking at off-the-shelf campaign roles, using a hex system, or even returning to such old favourites as Mighty Empires.
The Tomb of the Serpent
The second campaign used the Pulp Alley and their Tomb of the Serpent campaign. This is now halfway through, and I plan to complete this during the year. Slade Horton and his companions from the Mace Institute are now crossing the desert in search of the Serpent’s tomb, where they will come face-to-face with the Egyptian God of chaos, Apophis. I have fallen in love with this band of adventures and plan to translate them to other game systems, so expect to see the Mace Institute appear in alternative World War II adventures.Recreating Battles.
I have two recreations near completion in painting and research, and they will hit the table in the first quarter of 2024. The first is the Battle of Crediton in 1643,Marius and the German Invasion
The next set of battles re-fight the battles between Marius and the Germans, Aquae Sextiae (102BC) and Vercellae (101BC). These will be played using Strength and Honour rules. However, these battles are essentially holding games whilst I start to work on the big projects of 2024, Hellenistic World and Rome's Expansion. Why start this new development?
Partly anticipating Mark Backhouse's supplement to cover this early period; it is my favourite era of Ancient History. The main difference is this era will be played using 6mm figures rather than 2mm because I have a box of painted minis that have been unloved for several years. Rebasing and some in-filling of figures will be required, but hopefully, this will not be too burdensome. Unsure of the first battle, try to get to the table, but the following are on the list: Paraitatiene (317 BC), Ilipa (206 BC) and Pynda (168 BC).
Wellington in the Peninsula
This project was on the list last year and is slowly progressing in 2 mm. 2mm is ideal for this era because it gives the authentic flavour of the mass movement of large bodies of men across the battle field. Once the painting is completed for the Battle of Vimero (1808), moving on to the other conflicts of the Peninsula campaign will be easy.
Lion Rampart, Saga and Midgard
The one campaign I completed last year was my Feud campaign set in the period before the Magna Carta. I plan to turn my interests to the Early Medieval period, where I will experiment with several rules, including Lion Rampart, Saga and yet-to-be-released Midgard. All three games have the potential to play a Fantasy version, so I may dig out some old 28mm Citadel miniatures to set up some small-scale fantasy battles. I plan to have some extra stuff painted by the excellent Matt Slade to give some of my old armies a new flavour. Ultimately, I may extend these one-off battles into some form of campaign. I'm interested in doing an alternative breakdown of Roman authority in Britain. Where the invaders may have been dwarves and their allies.
Skirmish Games and Roleplay
Besides using Pulp Alley for the Tomb of the Serpent campaign. I have employed 7TV to bring the swashbuckling character of the Leopard to life as he fights his way through politics in war and the time of the English Civil War. I plan to join these adventures together and publish them as a set of scenarios. 7TV system is also being used for my Sword and Sandles project where a Greek demi-god will take on numerous quests, a mixture of Xena, Sinbad and Jason and the Argonauts. However, this idea is still in its early days.
Superhero Genre
The last area skirmish is superheroes. In 2023, I played the first part of my mini-campaign when the evil Dr Nicholas Amargus (DNA) attempted to brainwash San Diego with his mind-bending gases. I adapted Pulp Alley for this first game, but for the second instalment, I will use Super Mission Force, which is designed for the genre using the gaol system. While these adventures are going on, I am building two teams of superheroes from the Golden Age who will fight Hitler's minions.
Dungeon and Dragons
Connected to the skirmish games is my renewed interest in role-play, where the character develops even more. A magazine I found in the supermarkets made me to re-look at Dungeons & Dragons. I have found that since I last role-played – in the 1980s- enthusiasts have done much work on playing solo adventures. I plan to use these ideas and employ AI as a tool to help the game master. I hope to post a blog on my thinking behind this and how it can generally impact wargaming.
Naval
I am planning a small Kiss Me Hardy game based on the scenario in one of the Lardies' magazines that is set off the island of Corsica. I am still struggling to find a set of ancient naval roles that reflect the era's sea battles. At the moment, I'm tempted to take up one of the ideas that came out of a discussion between Henry Hyde and Simon Miller of using To the Strongest mechanism for naval engagements. This could be a large project if I decide to undertake this challenge. Whatever, nothing is likely to appear next year.
Some Final Thoughts
No doubt, as a wargaming magpie, some other distraction will draw me off in an unforeseen direction. Games Workshop has re-hacked the old Epic 40,000 as Legion Imperialis. A reminder of time playing Warhammer, so I am likely to give the game a try. No doubt there will be others.
I also hope to attend a couple of shows and a 'Lardie Day'. Whilst, I remain mainly a solo warmer, the hobby has a fantastic community that always gives me a boost. However, these events often provide the seeds for another project. Chain of Command has lingered in the back of my mind since my outing to Nottingham last year.
Monday, 18 September 2023
Cape Ortegal - The Replay
The setup for this game, including the ships involved, can be found here. This is my first major game in this genre, so apologies for the lack of nautical terminology.
The Wind in their Sails
British fleet started with the initiative, and Strachan decided to close the gap between the two fleets as rapidly as possible. With the wind in their sails, the British squadron made rapid pace towards the French fleet, although the Caesar at the fore of the British Line came under heavy fire and took substantial damage.Cutting the Line
Dumanoir Strikes Back
By turn four, it looked like a British victory was assured, especially as the Namur had now come into the sight of the main action. However, the French were not defeated. A lucky broadside from the Formidable found its mark felling the Caesar's main sail, which collapsed onto the poop deck, injuring Strachen and the Caesars' senior officers. Strachan was forced to transfer the flag to Captain Gardner on the Hero.This success against Caesar boosted French resolve, and the Formidable now managed to turn back onto the main action. The plucky Scipion, which would prove to have the bravest crew on the day, continued to fight on regardless despite coming under heavy bombardment from the Hero and the Courageux. Finally, the two remaining French ships joined, enabling them to provide mutual support to each other.
The Weather Gods
The advantage was now with the British, and it looked likely that the reenactment would create the historical outcome. Again, when victory seemed inevitable, nature intervened. The wind turned more to the south, and on the next turn, the waters became choppy. It appeared that the infamous lousy weather of the Bay of Biscay would have the last laugh because the conditions gave the French the chance to escape the clutches of the British warships. However, this proved to be a false hope. Another bombardment from the British ships forced the brave Scipion to strike its colours. Finally, the Namur and the Courageux caught up with the French flagship, forcing Admiral Dumanoir le Pelley to surrender.
Some Thoughts
- A test to break the line. It is, from my reading that this was a tricky manoeuvre.
- Introduce a call by the admiral to allow the ships to fight individually. At what point in the game should you introduce ship cards/chits for individual ships and then squadron cards removed?
Thursday, 14 September 2023
Battle of Cape Ortegal 1805.
This re-enactment is an early venture into Napoleonic naval warfare, using the Kiss Me Hardy (KMH) rules. My route to this battle and why I used the KMH rules can be found in my two previous blogs, Land Lubber and Age of Sail. This small battle is perfect for Kiss Me Hardy and solo play because of the few ships involved, although it can be played with two to four players.
Battle of Cape Ortegal, November 4th 1805
The Battle
The battle was reported in the Lloyds List on Tuesday, November 12 November,The Formidable, of 80 guns, Dugay Trouin, Mont Blanc, Scipion, of 74 guns each, separated from the remains of the Combined Fleet. After the action of Cape Trafalgar, were taken the 4th Inst. of Rochefort, by the Squadron under the command of Sir Richard Strachan, consisting of The Caesar, Hero, Courageux, and Namur Men of War, Revolutionaire, Phoenix, Santa Margaritta, and Aoleus Frigates, after an Action of 3 hours and a half. The Enemy had 5 and 600 killed and wounded; our losses about 300 killed and 100 wounded. – The Caesar, Courageux, Hero and Revolutionaire arrived in Plymouth the 10th with prizes, which are all dismasted.
Refighting the Battle
- Ship of the Line Engagements. In most battles, the frigates played a limited role so that the battle could be played without the frigates. The skirmishing between the frigates and the Scipion can be built into the Scipion profile to reflect the damage the ship had sustained. The advantage of this approach is that there are fewer ships to handle for solo play.
- Including the Frigates. The British frigates played a part in Strachan’s plans. Besides harassing the Scipion, they would later swing around the rear of the French squadron, forming a secondary line.
Commanders and Organisation
The scenarios involve few squadrons, so it is unnecessary to detail the commanders' capabilities and skills. If you want to add this command element, the following is If you want to add this command element the following is suggested, based on Nic Skinner’s, “I wish to amuse the fleet with a signal.”Captain Sir Richard Strachan, ............ Intrepid AdmiralRear Admiral Dumanoir le Pelley,..... Patriotic
The Ships
I utilised Brian Weathersby’s “Messing Around with Boats” extension with some of the Fires as She Bears Trafalgar pack suggestions to model the ships for this action. All the British crew are classed as Jolly Jack Tars with their morale status being determined randomly.The British Ships of the Line.
Name | Rate | Damage Points | Gun Dice | Speed | Notes |
Caesar | Large 3 | 88 | 10 | 12 | Flag Ship |
Hero | 3 | 70 | 9 | 12 | Carronades |
Courageux | 3 | 74 | 9 | 12 | French Prize ship. |
Namur | 3 | 70 | 9 | 11 | Foul Bottomed |
The French Fleet
Name | Rate | Damage Points | Gun Dice | Speed | Notes |
Formidable | Large 3 | 95 | 9 | 12 | Reduce damage Pts by 1d10+3 to reflect the damage taken at Trafalgar. Broadside reduced to 9 dice. |
Mount Blanc | 3 | 82 | 10 | 12 |
|
Duguay Trouin | 3 | 82 | 10 | 12 |
|
Scipion | 3 | 82 | 10 | 12 | But reduced by earlier frigate action. See below. |
Notes on French Ships
All crew are Sans Cullottes with their with their morale status being determined randomly.The Formidable
The Formidable was a large 80-gun third-rate, somewhat reduced in offensive capability due to damage taken during the Battle of Trafalgar. She had lost fifteen of her 12-pounders. This damage had been reflected in her Hull and Broadside ratings, by a dice roll and a reduced firepower.
Scipion
In this non-frigate scenario, the British may fire three unmodified broadsides, Long, Medium and Short, at Scipion prior to start of battle. This represents the duel between the British frigates Santa-Margarita and Phoenix prior to the main action. The three broadsides occurred an extreme, long, and close range. Critical damage caused by these broadsides is applied to the Scipion. If this option is used the British frigates play no part in the subsequent game.
Set Up
The action took place in November off the coast of Spain in the Bay of Biscay. A stretch of sea noted for its fiercest weather conditions. Therefore, the Wind Change and the Choppy Waters rules should be used.
The initial Wind direction given in Strachan’s report is in the south-east. Therefore, the British Ships have the Wind on the Quarter and the French Wind on the Bow.
The Namur
The Namur dragged some miles behind the British formation when the action commenced. To show this, the Namur will not appear before Turn 4. In this turn, throw 1d6
- Turn 4 if a 6 is thrown the Namur enters the table at the same point as the main squadron started the game and on the same heading.
- Turn 5 The Namur enters the game on 3, 4, 5, and 6, as described above.
- Turn 6 The Manor enters as described above.
On entering, add a Namur chit or card to the game sequence.
The Reenactment
Monday, 20 February 2023
Age of Sail
As I mentioned in an earlier blog, my first venture into Age of Sail was to bring the battle of Cape Ortegal to my tabletop. More about the action later, but it was a small action, fought between two squadrons, twelve ships in total, rather than a significant fleet action. However, my ambition is to refight the great clashes of the era, Glorious 1 July, Nile, Copenhagen, and Trafalgar, so the rules I choose ideally should accommodate these significant engagements. This focus eliminated many rule sets that focused on ship-to-ship duels.
Rules and Constraints
The first step in my quest involved reading several rules sets to establish which ones appealed. Rules that a wargamer chooses are a personal choice to fit their requirements. Three constraints impacted my selection. First, I have limited space, so any option had to be played on a 6’ x 4’ table. Second, I mainly play solo, so any dedicated rules to aid solo play would be attractive. Last, I wanted to test the period with a limited financial budget. This led me down 1:2400 scale ships. Although War Artisan card ships tempted me, I thought they were too large because of my restricted space.The Rules
I had previously tried tabletop board games, like the Sails of Glory and Oak and Iron, but they did not allow me to recreate large engagements. Therefore, I concentrated on five sets of rules.Grand Fleet Actions (GFA) by Andrew Finch and Alan Butler, A & A Game Engineering,
Far and Distant Ships (FDS) by David Manley, Long Face Games,
Fighting Sail (FS) by Ryan Miller, Osprey Publishing,
Fire as She Bears (FASB) by Phil C Fry, Starboard Tack Press,
Kiss Me Hardy (KMH) by Nic Skinner, Two Fat Lardies.
Please look at my earlier post for site links for these rules.
Period Covered
Before looking at the individual rules, a few general comments. First, only some of these rules covered the same period. Kiss Me Hardy is focused on the ‘Age of Nelson, whilst GFA and FASB can be used to refight engagements from the 16th Century. Fighting Sail is the most restrictive covering the 18th century and the first two decades of the next century. Therefore, most of these rules can cover a period from the Anglo-Dutch wars to the end of the Napoleonic conflicts.General Comments
First, most rules are pdf downloads that you must print if you want a hard copy. The notable exception is Fighting Sail from Osprey, produced to that company’s high standard. Few of these rules are indexed, and only FDS and FS have a QRS sheet. However, QRSs can be found online and in various Facebook groups for most of the rules. Fighting Sail and KMH have the best online support with dedicated forums and Facebook groups. All the rules have online tutorials to help land lubbers like me learn the rules. The naval arena is poorly served compared to the plethora of excellently produced rules for Napoleonic land battles. This is best illustrated by the lack of templates (movement and gunnery) needed to play the games. Only KMH has commercial templates, so in most cases, homemade solutions are required.
None of the rules has dedicated solo extensions, although the activation system, card or token driven, in Kiss Me Hardy makes solo adaptation easier. Although I have not tried it at this stage in my research, some of the ideas on command in a KMH supplement can be transferred.
Initial Thoughts.
Whilst the rule might be lacking in swish presentation, they make up for it in playability. Most rules are quick to learn that concentrate on the command aspects rather than the details of seamanship. This design approach produces some friendly mechanisms and improves playability. Boardgames Geek scored most rules below 2.50 out of 5.00 on complexity.Play Testing
My initial thoughts on my read-through and some limited play testing are,Far Distant Ships (FDS)
My main criticisms are that the rules would have benefited from detailed examples of some key concepts. Secondly, the carronade fire at close range is lethal, but there is no information on which ships carried them. However, these comments on ship details apply to all the rules I reviewed. The excellent site is the best starting point for most enquiries.
Two free scenarios, Glorious 1st June (1794) and Camperdown (1797) are available. Beyond these two scenarios, the rules currently need more online support.
Fire as She Bears (FASB)
There is a limited number of scenarios. The Trafalgar extension contains four scenarios, including Cape Ortegal, but I am still looking for other official scenarios. Overall, an excellent rule set for a club where players command a squadron of six to ten ships.
Kiss Me Hardy (KMH)
However, this customisation comes at a cost, off-the-table record-keeping. Although this is not onerous, it does impact the number of ships a single player handle. Another potential downside is that the initiative is driven by cards, which are unavailable commercially. So, a home production job is required. However, movement templates are available from Warbases or the game’s supporters on Facebook. These templates make movement more straightforward than the other games I examined.
Fighting Sail (FS)
Grand Fleet Actions (GFA)
Playtesting and Interim Conclusions
The game I set up was a simplified Cape Ortegal, with three 3rd Rates, one 80 guns and two 74 guns per side. The wind, as in the battle, was from the northeast. The simple objective for the French side was to leave the northern edge of a 4’ by 4’ table, which the British had to prevent.Unfortunately, I won't be able to provide a detailed battle report that will be saved for the refight of the actual engagement. However, the test battles played out similarly, with the French failing to break through the British blockade. In both games, the French lead ship, Duguay, suffered substantial damage, and in Kiss Me Hardy, the French flag, the Formidable, struck her colours. The British ships did not go unscathed and received significant damage to their rigging, which nearly allowed the French squadron to escape.
Which Rules?
In brief, I liked both sets of rules, FDS and KMH. I think KMH are the more evocative of the period, but the recording limits the number of ships a player can handle. Between 8-10 ships, so whilst refighting Cape Ortegal is possible, they would not stretch to more significant engagements, although for clubs with several players aside, this is possible.I will use KMH for the more minor engagements because of the extra flavour they bring to the gaming experience. FDS has a DBA feel and lends itself to the more significant battles. Then there is the slow burner among the rules I explored, GDA. These rules, like FDS, will come into their own in more significant clashes, so I plan to further playtest FDS and GDA, probably by replaying ‘Calder’s Action’.
Overall, whilst the genre might lack visually appealing rules, it makes up for it with some clever design mechanism that allows replaying the naval battles of the era as a commander rather than getting swamped by sail settings, etc.
Monday, 23 January 2023
Land Lubber
Nelson, Hornblower, Bothilo and Jack Aubrey are historical and fictional heroes from the Age of Sail. An era where a ship's captain took on a romantic demeanour, in many ways like a mediaeval knight, as his vessel ploughed the oceans in search of adventure and glory. Despite the apparent appeal of these heroes, naval wargaming has never achieved the attention of its land-based equivalents. Before starting this project, I had to learn more about this genre and the specialist maritime language.
Naval Gaming - The Learning Barrier
I have made several abortive attempts at naval gaming but have yet to overcome the learning barrier. Recently, Long Face Games' set of naval wargames rules has persuaded me to have another go. I decided on three periods. First, the classic Age of Sail and the nautical heroes it attracted. Second, the ancient period because I have a long-term project on the First Punic War. A conflict where naval engagements were critical to winning the land war. Last is World War II, something entirely outside my comfort zone, but I have recently read some books on the naval conflicts in the Mediterranean. A theatre of warfare I constantly return, whatever the period. However, the rest of this blog is about my entry into the Age of Sail, particularly from 1793-1816.
Scale
The aim was to focus on fleet and squadron actions in the period rather than individual ship actions. I am more interested in the problems of command than seamanship. I also wanted a tabletop game rather than a board game. This brought in the need for scale because my wargames table is 6’ x 4’, and sea battles could roam over miles of ocean. I, therefore, decided on 1:2400 and the range supplied by Magister Militium because of the breadth of its coverage. Tumbling Dice also produces nice ships, but these are larger than the Hallmark and GHQ ships marketed by Magister Militum.Low Entry Cost
Assembling my starter fleets highlighted one of the advantages of naval wargaming—the low entry costs. The workhorse ship, for fleet actions, the 3rd Rate cost under seven pounds (2023 prices), and my first project to refight the Battle of Cape Ortegal involved eight 3rd Rates and 3 or 4 frigates. A total outlay of under £85 as the terrain was the open ocean, some blue cloth would suffice.Rules
However, like all my projects, I buy many rule books before venturing into my first game. The rules I checked out were.Grand Fleet Actions by Andrew Finch and Alan Butler, A & A Game Engineering
Far and Distant Ships by David Manley, Long Face Games
Fighting Sail by Ryan Miller, Osprey Publishing
Fire as She Bears by Phil C Fry, Starboard Tack Press
Kiss Me, Hardy, by Nic Skinner, Two Fat Lardies
This list needs to be completed; several rule sets mentioned in the gaming forums are not included because I wanted to keep to a tight budget.
Reading List
Barry (2017), Far Distant Ships: The Royal Navy and the Blockade of Breast 1793-1815.Davey (2015), In Nelson's Wake; The Navy and the Napoleonic Wars.
Fremont-Barnes
Knight (2022), Convoys: The British Struggle Against the Napoleonic Empire.
Willis (2008), Fighting at Sea in the Eighteenth Century.
Winfield (2005), The British Warfare in the Age of Sail (1793-1817).
Next Step.
The following blog looks at the rules, yes, more than one set, I plan to use in my refight of Cape Ortegal.
Sunday, 8 January 2023
Workbench 2023
My Campaigns
My first group are those projects I started in 2022 and need to continue or complete. Overall, in 2022 I was better at getting games to the table and averaged about two games a month. I also started two campaigns. The first is a Fantastic Battles campaign, using my own campaign rules to fight the 2nd Shadow Wars. In 2023 I need to continue to develop the rules and move to the next campaign year as an Umbarji (Orc) civil war begins to brew. The second is my Pulp Alley campaign, Tomb of the Serpent, which has now moved to Cario as the heroes try to stop the ancient Egyptian god, Apophis.Strength & Honour and Lion Rampant
God’s Scale 2mm.
The next group of projects centres around the 2mm and can be briefly but inaccurately described as Black Powder games. I recently played the Napoleonic corp-level game, Blucher, using card markers, which I found very enjoyable. I am looking at some other divisional/operational rules, and the plan is to play several Peninsula War battles at both the corp (battle) and divisional levels. The first battle on the list is Vimeiro (1808). The second element of the 2mm adventure is the English Civil War and other conflicts from the seventeenth and early eighteenth centuries. I will use the Twilight Rules (Divine Right and the Sun King). The first game will be the Battle of Cheriton (1644), followed by Edgehill (1642). I am also reading about other battles of this era and may try something from the Thirty Years' War or the Great Northern War. One of the Twilight rules is that they are well served with historical battle scenarios.Naval Wargaming
Naval wargaming is the third main area and a genre often ignored by landlubbers. I plan to use small scales to refight some classic naval actions. The adventure starts with the Age of Sail, with a refight of small engagements after Trafalgar, Cape Ortegal (1805). Ecnomus (256 BCE) will be the ancient venture which will link into my preparations for a1st Punic War or Hellenistic campaign. Last on the list is Cape Matapan (1941) from WWII, a period I have never played before. For each period, the starting point is the rules by Long Face Games.Workbench
The last area is my workbench, where I have several skirmish games. This range from swashbuckling rules, ‘Flashing Steel’ to the Superhero genre employing Four Color Studios rules. I also want to try out 7TV rules and scenarios because of the excellent narrative element. The last pile on the list is some old Kickstarter board games I need to play or sell. What's familiar about all the games on the workbench, they involve a small number of figures and terrain, which I already have in my collection.The Brown Book Initiative
Brown Books!
Closing Remarks
Well, it's longer than I thought, and I have bitten off too much, but isn't that what all wargamers do? To this list, I have to add the new shiny rules and figures that appear in 2023, which will distract me in new directions. Already, I heard that the Two Fat Lardies are publishing a western gunslinger skirmish game; now that is a setting I have not tried!
Enjoy your gaming.
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